Finally finished !
What was supposed to be a 48h game turned into a jam entry because of me driking too much beers on saturday.
But you can finally play the game Here
Game develloper wannabe.
I'm actually studying Game art in france.
Here's my portfolio : http://flexroman.wordpress.com/
or follow my tumblr : http://flexroman.tumblr.com/
Hope you'll like it :3
Ludum Dare 33 | Ludum Dare 29 | Ludum Dare 28 | Ludum Dare 27 |
Ludum Dare 26 | Ludum Dare 25 | Ludum Dare 24 |
![]() Humor - 3rd Place - LD29 Awarded by r2d2upgrade on May 20, 2014 | ![]() No internet jam Awarded by Pol on August 31, 2013 |
Finally finished !
What was supposed to be a 48h game turned into a jam entry because of me driking too much beers on saturday.
But you can finally play the game Here
What started as a underground band game ended as playing a hipster DJ messing with a keyboard, but I’m proud of the art :3
Aaaaaand I’ll try to make it readabe in ten seconds D:
What went right :
– Coding went incredibely well this time. I had just one stupid difficulty one time then it all went smooth, even for the art part.
– All the assets were maid under 2h in a 69 ko spritesheet. Never done it so fast.
– Making a fucking dynamic game coding all sorts of wiggly/sparkly things with game maker.
– coding my first AI
What went wrong :
– bad game design. As always,I try to improvise this game so much that it gets “not-as-good-as-wanted” to play and need tons of tweaking.
– stupidely overambitious as usual. Wanted to make procedurally generated levels just for the exercice. I finished about 1 or 2h before the end with a lot of game breaking bugs that I somehow managed to repair.
– epilepsy warning : People though I finished the game with a huge headache but I really didn’t think this game was so flashy, and I forgot to add a warning screen at the beginning.
Whattada next :
– now I’m really ready to make a fucking cool game.
WOOOOOH I managed to make another full game plus a special multiplayer feature !
– Kill the bad guys
– Defuse the bomb
– Do it again and again and again and again …
If you like wiggly and/or blinky things you can give it a try alone or with a friend
( epilepsy warning : it is really really flashy )
I’m kinda stuck here :
I want the bullet direction to be the same that the one that shoots it.
The problem is that is I make this variable global or if I call it “badGuy.direction” it will pick the direction on one of the bad guys and apply it to all the other ones. The result is that they’re all shooting on the same direction based on on of them’s.
I really don’t know what to do there, do you have any idea ?
So yeah, this is my 3rd entry at the ludum dare, and I think it’s my best one. I’m kinda proud of it, so here’s the story :
WWR :
– Coding : I made all the core gameplay + the important features within a day.
– The concept : I was afraid the idea of not seeing your character wouldn’t work, but i actually managed to avoid this. The gameplay seems enjoyable ( thanks for the feedbacks :3 ).
– Time management : Coding and art were easy, so I had a lot of time for tweaking (especially hitboxs and level design).
– Music : 1st time ever on fruity loops, I spent about 2 hours making glitchy sounds and made a minimalistic OST for this entry.
– Art : Managing a black and white art like this was really hard, the characters had to be silouhettes on a simple background. Took me a lot of time though D:
WWW :
– Having an idea : Like a lot of jammers, the theme afraid me D:
– The light/shadow system : I had no time coding a light engine for this, especially because of the level design.
– Making a tutorial : I also spent time trying to explain the game to players as they can start not seeing their own character.
What i learned :
– game maker is always more awesome than you think.
– combining ideas/games/concepts is great ( here samurai gunn meets samurai jack )
– fruity loops is friggin’ cool
WTDN :
– I’m actually working on Double Edged extended, with the dynamic loght system I wanted to do, plus some other features I did not make. I’ll try to devellop it for the Winnitron 1000.
So here was my minimal post mortem, now if you’d like to play my entry, the link is here
This is a concept i had for a long time in my mind, and “minimalism” was perfect for it so here it is !
– Double Edged –
It’s about duelling with katanas in an extremely contrasted environment, both played having their own hiding spots.
I spent a long time making the music ( because of last time being criticized for using and 8bit Wagner).
So here it is, I hope you’ll have a mate to play with.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=16143
So here it is, i wanted to have a few reviews before writing anything.
link to the game : http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=16143
( Warning : the two next lines contain spoiler about Braid )
The guideline
First of all, i did not like this theme, that i thought was probably too basic. I just sticked to the concept of the villain’s feeling about the outer world and putted it into a survival game i had the idea a week before. I choosed to focus on the loneliness of the villain and his destructive response, and made it in a survival game where you shoot heroes trying to get your princesses, like an action game based on Braid’s storyline.
\/ No more Braid spoiler down there \/
How it happenned
I have nothing really exiting to say about the way i made the game except I remember waking up the next day after a 2h night completely demoralized about the game, i thought it was a boring, bugged (if there’s no collision with the borders, it’s not, at the start, an intention, but an inability to fix it because of the collisions programming), and ugly.
I just took a long pause, adding funny things like a music, and drawing some more art i could implement if i had the courage. The around 6pm, i tried playing the game and i realize i could try add some really really minor thing. I first made as much feedbacks as I could, then i added the explosive and healing princesses that restarted my interest playing the game. The last part, around 10pm was about tweaking, a lot of tweaking trying to balance all the characters. It was probably the coolest part of this Jam, and the one I learned the most from. At the deadline, i was still not convinced by my game but it still looks better than the morning. Now the reviews are absolutely great and it makes me want to restart this game with a nice and polished gameplay, more characters and feedbacks.
What went wrong
– Stoopid collisions coding blocked me for so much time now fucking hate it
– Time & sleep management was awful, like the last one, i got awfully tired the second day and finished really too early
– My game was maybe a bit overambitious for a “second game ever”, i wasn’t able to add as much content as i wanted
What went right
– making art : as usual i’m really comfortable with making little funny assets and animating them- coding with GM is friggin great !
– tweaking got great too
– fight demotivation
What to do next
– Continue with GM I suppose
– more tweaking
– beeing stupidely overambitious is awesome if you have a simple game with tons of content to add
I released an early version of this game and have lately ( around 11pm ) added some content and tweaking.
I wana keep the Princess is now completely out ! Control a classic evil guy fighting against the entier mankind trying to steal his princess ! 3 evil guys, 3 weapons, 3 kind of princess to protect and a thousand heroes to murder !!!
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=16143
I wanna keep the princess is out now !
I finally managed to finish this game with all the demotivation i had.
I’ll maybe make a post mortem in a week or so.
Here’s the link, tell me if there’s any problem, i’ll be glad to fix it :
http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=16143
2nd game jam and 2nd real game i’m going to make so far. I’ll try game maker instead of flash this time, trying to make something better than the ol’ Unnatural Selection