Ludum Dare 23
Ludum Dare 21
Ludum Dare 20
Mini LD #19
Ludum Dare 17
Looks like I’ve got time this weekend, so I’m going to try to make a thing for this. Hopefully it goes better than my last LudumDare.
Flashdevelop for coding and flashpunk as my framework.
Graphicsgale for pixels, and maybe Photoshop or Paint.net.
MilkyTracker, Renoise, Audacity, and Bfxr for audio.
Probably using OGMO editor for something.
Here’s my Basecode. It’s pretty much the same basecode I use for everything.
Good luck everybody!
Looks like I’ll have time for Ludum Dare this weekend. Gonna do a Flash game.
- Flashdevelop for code.
- For libraries… Flashpunk, Flod, Bfxr, and maybe some other stuff.
- Graphics Gale and Paint.net for graphics.
- I’ll probably use OGMO Editor for level editing.
- MilkyTracker for music, and probably for some sound effects too.
- Paper and pencils.
- Rice, fish, and whatever vegetables I have in my fridge for food.
- A bed for sleep.
- A toilet and a shower, because I am a civilized person.
- Probably won’t Timelapse or Livecast or Foodblog or anything like that, but I’ll try to post screenshots.
Here is the basecode I’ll be using. It’s flashpunk, an OGMO level loader, a preloader, an XM music player (through FLOD), a BFXR sound player and cacher, a bitmap font renderer, and some other stuff to tie it all together. THere are a bunch of bitmap fonts and a song I made in there too.
Good luck to everybody, and I hope the theme isn’t lame.
I guess I should do one of these, huh? If you haven’t played ANtopia yet, you can check it out here.
I was pretty excited about doing this LD, not only because it’s Ludum Dare’s 10th birthday, but because It’s my 4th Ludum Dare. And 4 is, like, a really importatnt number. I was pretty happy with how my games turned out in previous LDs (17, 20, and 21), but my last attempt, in December (22), was a dud. I just didn’t have enough time to do anything worthwhile. For LD23, I knew I’d have most of my weekend open.
For all my previous LDs, I used Game Maker. This time around I decided I wanted to make a Flash game. I felt I was finally comfortable enough with AS3 and the mess of libraries I use that I could work through any potential problems on my own. We all know Flashpunk is pretty great. That’s what I would use to handle all my gameplay and graphics. I also decided to use Christian Corti’s Flod library to play music. Since I could play .xm files I could keep the file size low, and wouldn’t have to worry about looping MP3s. For sound effects, I chose to add the Bfxr synth directly into my game… Just copy the parameters into your code and it makes noise. I think I only used 2 MP3 files in the whole game. Of course, I made sure all of this was tied up neatly and working before the weekend started. Shit, did I just write a whole paragraph about code?
So I waited and the theme went live and.. I liked it. Tiny Worlds is a good theme. It’s evocative, but not too specific. It could be about limited space or resources, seeing familiar things from a new perspective, or about isolation. I decided to make a game about insects. I thought about how an ant colony is like a tiny city. My original brain-vomit of the game was pretty ambitious, actually. I imagined this huge city to explore, maybe the ants go to war with other insects. I thought of giant earthworms digging tunnels. None of that stuff made it into the game, of course.
So I pared things down to a game with just one goal: “The queen is sick. Save her.”
I think keeping it simple was a good idea. I used game mechanics I was familiar with, so there were really no surprises coming up as I was coding. THe story was… paper thin. I actually think that was good, becaue nobody playing a Ludum Dare game wants to sit through long cutscenes full of exposition and world-building, right? I like to leave more to the imagination.
Graphics worked out well too. The tiles are pretty sloppy, but I think they work. I also used a limited palette– 9 colors that I’d picked out before the competition. That helped to keep everything consistent. Music and sound effects were easy– I think they’re my favorite part of game design– and FLOD and BFXR worked great for playing everything in-game.
What Didn’t Go Right
Surprisingly, not much! I had a few minutes of frustration setting hitboxes, but that’s because I didn’t understand how they worked in Flashpunk. I also had some trouble with OGMO Editor not saving room properties and entity values, but I just added them to the XML in Flashdevelop.
I was also kind of disappointed I didn’t really do anything new gameplay-wise. It’s pretty straightforward Zelda-style gameplay: Find a sword, kill some monsters, find a key, open doors. I started edperimenting with doors opening in domino-style patterns to unlock enemies and stuff, but I didn’t have time to really explore that mechanic.
Oh, I guess I drank too much beer.
I don’t really feel like expanding on the game right now, but I could definitely do more with it. Different enemies, more characters, more rooms to explore. I just finished working on a bigger project, though, so I think for now I’d rather focus on doing more small games. Maybe enter some more game jams.
It’s done, mostly. I left out a few things I wanted to do, but they would have been too complicated anyway. Just a short Zelda-like. Nothing new gameplay-wise, but hopefully it will be fun for a few minutes.
Check it out HERE.
I don’t know what I’m doing, but it’s starting to look like a game.
Looks like my weekend is mostly free! That means I should have plenty of time for Ludum-Daring. Here’s what I’m using:
- FlashDevelop for code… with Flashpunk for game stuff, Flod for playing music, and bfxr for sounds.
- Graphics Gale, and maybe Gimp for pixels.
- OGMO editor for levels, probably.
- Milky Tracker for music.
Oh, and here’s my basecode. Most if it is stuff that’s already open-source (Flashpunk, Flod, bfxr), or snippets of code that you could find or forums (Draknek’s preloader, a bitmap font class, an OGMO level loader), but I figure I should post it anyway just to be safe:
I was just looking at the files for my unfinished LD22 game, and I found a schedule that I’d written up for that weekend:
Friday night 11-1:
Brainstorm, sketch, maybe start basic code.
SET ALARM FOR 6
Saturday morning 7-9:
SHOWER AT 9
LEAVE FOR WORK at 9:40
Saturday night 8-1:
code everything, design levels.
SET ALARM FOR 6
Sunday morning 7-12:
Hide a kitten in the game.
Playtest, polish, upload by 12:00
LEAVE FOR WORK BY 1
How did I not finish a game?
So yeah, hopefully I’ll have more time this LD. I’m super stoked! Good luck everybody and I’ll see you in… 17 days? really?
Around 9pm last night I found myself working on a moody platformer with droning chiptune music and gray squares for graphics, and decided I should sit this one out.
Good luck everyone!
So it turns out I’ll have to work this weekend. I’ve figured out if I subtract work, sleep, driving, eating, and the inevitable stress-diarrhea, I have about 8 hours to make a game. That should be enough time, right?
Oh, and since I already went to the trouble to make this:
See you in 1 day, 12 hours, 48 minutes, and 53 seconds!
I didn’t have much time this weekend, so I decided to go for a short, simple game. Run around and avoid the spikes, that kind of thing. You can download it here.