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To Continue Post Mortem

Posted by (twitter: @raincolee)
Wednesday, December 10th, 2014 11:35 pm

[Play and Rate]

View on my blog

Hey! It’s been a whole nice year since last time I took part in Ludum Dare. And I finally came back! Last weekend I made To Continue in LD 31. It’s my 4th LD entry, and I consider it the best one I’ve made so far.

At first glance, the theme looked boring. I mean, Entire Game on One Screen? Aren’t the most games in the world played on one screen? But then I realized it has many potential interpretations, and some of them are very interesting. To keep mystery, I won’t talk too much about my game here. Please try it yourself :)

Below is my late post mortem.

What went right

Personally I think it went generally well, at least better than my previous LDs. It has sounds, scene transitions, various stages and a (quite simple) storyline.

The art style was a good decision. I have basically no drawing skill, but I’m familiar with Illustrator, and this style makes use of it. Just put some glowing and feather effects and boom! The dumb programmer’s art becomes ok-looking.

What went wrong

First of all, the performance. I know the correct way to draw dynamic glowing things is by using OpenGL shaders, but I don’t know how to code one and it’s impossible to learn a brand new programming field in 48 hours. So I invented my own silly algorithm, which is at pixel level and very slow. I planned to make a web version, but with this implementation I can’t do it.

As people mentioned in comments, I made my game too difficult(one of my friends thinks the difficulty is okay, but hey, he’s even beaten Super Hexagon…). It doesn’t have a real learning curve, most stages are equally hard. And I didn’t really test every stage thorough, so there was one stage(5th one) which can’t be finished without a little luck. These problems are fixed in post combo version, but I should’ve tested more ahead.

And sadly I can’t finish background music in time. I tried several music generators but all they don’t fit the style. If only I had known how to compose digital music…

Conclusion

This LD taught me a lot. My new year wish is to learn basic shader programming and digital music making. Then I’ll port To Continue to mobile platform(s).

Hopefully I can release it in mid-2015!

(and follow my twitter if you are interesting in the progress :D)

Final sprint!

Posted by (twitter: @raincolee)
Sunday, December 7th, 2014 8:59 am

Screen Shot 2014-12-07 at 下午11.56.01

As in every previous LD,  eventually the game is a lot different from my original plan.

But I still have confidence in it!

Will this be fun?

Posted by (twitter: @raincolee)
Saturday, December 6th, 2014 9:00 am

Screen Shot 2014-12-06 at 下午11.59.12

Let’s see :)

I’m in

Posted by (twitter: @raincolee)
Tuesday, December 2nd, 2014 5:00 pm

It’s been more than one year since the last time I attended LD.

The time flew. The things changed. But I still want to make games.

I’m in.

 

Post-combo version of Highway Hero is available. Post-mortem below.

Posted by (twitter: @raincolee)
Thursday, August 29th, 2013 12:49 pm

Screen Shot 2013-08-30 at 1.20.46 AM
(click to play!)

After one day long break, I made the post combo version of my LD27 entry, Highway Hero. According the reviews I added a minimap so that your can see the enemies before you go ahead, and I put a few sound effects into it. Although there are not many new stuffs, I shamelessly recommend you to try it out if you haven’t.

Then here is the post-mortem.

What went well

The core gameplay is kinda completely implemented, and fits the theme very well. At the beginning I planned to make a puzzle game where players put objects into a big hourglass such that it can measure 10 seconds. After 10 seconds I realized that I didn’t want to bother with physical engine, so the game has become as it is.

I switched from Inkscape to Illustrator few weeks ago, so this is my first Ludum Dare with Illustrator as graphic tool. It’s been proved to be a clever decision. Though I was not very familiar, it just worked well. Sorry for open source enthusiasts, but Inkscape really sucks on MacOSX.

Compared to my previous entries(this and this), Highway Hero has much better and more complicated graphics. It’s still below my expectation, but I have done my best.

What went not-so-well

I wasted some time on unnecessary(and even unused) details, like the wrinkles on the mantle. Finally I ran out of time at the end, and reluctantly ignored the more important components, such as sounds, musics and splash screen.

This is my first game made with Love2D. It’s undoubtedly a great library, but I didn’t get prepared enough. I hadn’t even read a single tutorial about Love2D. It turns out to shoot myself in the foot.

Conclusion

Despite it’s my third LD, there were still a tons of difficulties. The game development is never as easy as people expect, even for such a tiny game.
I will participate another game jam, Indie Speed Run, in September. With my shining teammates, hopefully I will make a better game!

Last 8 hours streaming on Google+ hangout

Posted by (twitter: @raincolee)
Sunday, August 25th, 2013 10:21 am

[Stream on Youtube]

For some reason I can’t get Twitch stream work, so I started a Google+ hangout broadcast. If someone is too boring, welcome to watch my final crunch.

Okay… time to sleep

Posted by (twitter: @raincolee)
Saturday, August 24th, 2013 11:01 am

Screen Shot 2013-08-25 at 1.58.35 AM

In the past two hours I only drew the main character and some monsters. And I just read some Love2d tutorial(yes, I haven’t even try out it before Ludum Dare…). It seems that I should go to bed now.

Just a draft

Posted by (twitter: @raincolee)
Saturday, August 24th, 2013 6:30 am

Screen Shot 2013-08-24 at 9.26.09 PM

All my work is done in Illustrator for now. I haven’t write a single line of code yet, but the conceptual GUI gave me some confidence and motivation to keep going.

Good theme, bad sleep

Posted by (twitter: @raincolee)
Friday, August 23rd, 2013 7:10 pm

10 seconds is an really interesting theme and I have come up with some good implementations/interpretations. But I didn’t sleep well last night and now I feel so tired. Perhaps I should take a nap before I continue…

I’m in, again

Posted by (twitter: @raincolee)
Wednesday, August 14th, 2013 11:45 pm

Hello, I’m Raincole, and I decided to participate this Ludum Dare. This will be my third LD, following my previous and first ones.

In the last LD I realized my laptop isn’t powerful enough to stream and develop game at the same time, so I will not try to broadcast. Instead I will post my progress here as blog posts.

My personal target, is to use a new tool/language/engine in every single LD. In LD 25 it was Unity, and Haxe in LD26. This time, the newcomer to my toolbox is Lua/Love2D. Though it means I can’t release a browser-playable version, Linux+MacOSX+Windows cover a wide enough audience for me.

The other tools I plan to use are:

*Graphic: as always, Inkscape. I have plan to learn pixel art, but… maybe next time.

*Music: Inudge. But it’s more possible there will not be any music.

*Sound: cxfr.

Happy Ludum Dare, everyone!

Folding – The process to minimize structures

Posted by (twitter: @raincolee)
Monday, April 29th, 2013 10:43 pm

Folding is a puzzle game where you ‘fold’ a simple structure into a even simpler form. Precisely, a straight line or a loop. Though the concept is not complex, some puzzles may be trickier than you expected.

Try it and wake up your minimalist inside!

 

Post Mortem

Photo on 4-30-13 at 12.58 PM

What went right

  • Simple but concrete design.
  • Unique(as far as I know) mechanism.
  • Use computational geometry.
  • Did design on paper.

What went wrong

  • Use Haxe and Haxepunk. They are the kind of immature technique I will not want to use again.(at least in game dev)
  • Not enough instructions. Some players got confused at first.
  • Not enough visual feedback.
  • A little (minor) bugs.
  • Tried to go streaming but failed. FMLE slowed down my laptop too much so I had to close it.

I started to doubt whether I can complete

Posted by (twitter: @raincolee)
Saturday, April 27th, 2013 11:45 am

Screen Shot 2013-04-28 at 2.43.27 AM

Unfortunately the progress has delayed a lot. I’m going to sleep… hopefully I will catch up tomorrow.

Not much progress

Posted by (twitter: @raincolee)
Saturday, April 27th, 2013 1:43 am

Screen Shot 2013-04-27 at 4.40.41 PM

Well… it took me hours to figure out what to do. So there hasn’t been much progress to show yet. But a simple interface makes me feel good.

I’m in.

Posted by (twitter: @raincolee)
Tuesday, April 9th, 2013 1:07 am

Hello I’m Raincole. This is my second LD. Last time I used Unity, but I have discarded it now because it’s overhead for an indie developer interested in 2D game.

This time I will use Haxe, and its framework NME and light-weight game engine HaxePunk. If you remember, the champion of LD24, Nicolas Cannasse, is the creator of Haxe. After some attempts I found it’s a powerful language.

But I’m not as familiar with Haxe as with Unity, so I may just make a prototype instead of a game. Either way I will try my best.

By the way I plan to use Inkscape to make graphics, and Puredata(it’s a REALLY cool tool) to generate sounds.

Mine Sneaker – the Post Mortem

Posted by (twitter: @raincolee)
Wednesday, December 19th, 2012 5:17 am

Hello everyone! Here is my first LD game, Mine Sneaker:

Mine Sneaker

 Play Here

Mine Sneaker is a reverse version of classic Minesweeper(and their names almost rhyme!) You act as an imp who moves mines sneakily to trap the cursor, a.k.a. minesweeper. The different colored cursors have different vulnerabilities, so you have to be smart, lucky, and of course villainous to beat them all.

After the theme was announced, several ideas appeared in my mind, and I chose conservatively. It’s an idea I can implement confidently. However until I completed basic AI, I hadn’t been sure whether it’s playable or not. Thank God it works well (enough) finally.

As my first LD and my second game(first one), its workflow is still very armature. I started to create sound effects in the last 2 hours, and made a lot of mistakes while drawing graphics. I learnt many precious experiences, though , in this 48 hours.

-What went right-

  • Made a playable game. After all, it’s the meaning of LD.
  • Practiced making graphics. My drawing skill is poor, and I eagerly wanna improve it.
  • Introduce few bugs. I’m a CS student so that’s what I should do… but in fact I usually write buggy code.
  • Chose an interesting, based on theme idea.

-What went wrong-

  • Code is messy. It may be inevitable for a short game jam, but I really hope I could have written more structured code.
  • Didn’t polish enough. No splash screen or ending.
  • Used a strange tool. Making 2D game with Unity is like eating jelly with fork and knife. It works, but strangely.(It’s not really wrong, I think)
  • Steep difficult curve. As everyone said, the game is too hard.

Conclusion

LD is just fun. I wanna enter a real world game jam, but there are few jams in my country(I’m a Taiwanese). I really appreciate the work people did to hold LD. And I saw many great ideas from others’ entries. See you in LD26!

Oh one last thing… I’m looking for an opportunity to work with others. If you’re a small team or an artist who needs a Unity programmer(and accept communication via Skype/IM), please consider me.

Sadly I have only completed about 50%

Posted by (twitter: @raincolee)
Sunday, December 16th, 2012 9:04 am

Screen Shot 2012-12-16 at 11.58.15 PM

Obviously I overestimated myself. Considering how old is minesweeper, I thought it’s very easy to implement a variation, but things didn’t come out as planned.

Anyway in the last 10 hours I will rush as fast as possible!

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