About rogueNoodle (twitter: @rogueNoodle)

Entries

 
Ludum Dare 37
 
Ludum Dare 34
 
Ludum Dare 32
 
Ludum Dare 30
 
Ludum Dare 28
 
Ludum Dare 27
 
Ludum Dare 26

rogueNoodle's Trophies

The Construct 2 User Award
Awarded by 7Soul
on April 29, 2013

rogueNoodle's Archive

Binary System – Standalone Versions Available (inluding Linux!)

Posted by (twitter: @rogueNoodle)
Wednesday, August 27th, 2014 8:48 am

Standalone versions of my jam entry, Binary System, are now available. These are unchanged from the original version with exception of full screen now being available, and GameJolt leaderboards unfortunately not.

Download from itch.io

Binary System compo page

Unfortunately, I’m not able to test the Linux version, so if I’ve messed something up, let me know in the comments or on Twitter @rogueNoodle

 

Old MacDonald vs Zombies

Posted by (twitter: @rogueNoodle)
Tuesday, December 17th, 2013 8:19 am

First off, congratulations to everyone who entered LD #28!

This was my third LD, and like my LD #27 entry, I was aiming for the 48 hour compo but ran out of time… might just plan for the jam next time!

Old MacDonald vs Zombies

oldmacdonald-vs-zombies

 

Old MacDonald vs Zombies is an arena survival / farming simulator. Okay, maybe not so much with the farming. You only get one weapon, though – your cow. Keep your cow happy by cleaning up after her, and she will run to you when you when you whistle, trampling all zombies in her path.

What went right

– Happy with the overall look of the game

– It’s actually fun (or so I think)

– I finished it in time

What went wrong

– Spent the first 20 hours of the compo on a completely different idea

– I love pixelart, but had never completed a game using it. I grossly underestimated the time it takes for animations 😛

– The sound isn’t everything thing I wanted it to be. I like the use of the Old MacDonald song, but wish I had more time to do a better mix

– There were a bunch of ideas that I wasn’t able to implement – more zombies, more cow-bilities, tutorial, and more overall juiciness

Final Thoughts

Man, I love Ludum Dare – it stresses me right the hell out, but nothing tops the feeling of hitting ‘Submit’! Really looking forward to sinking my teeth into the submissions this weekend, so many great looking entries :)

@rogueNoodle

The Longest 48 Hours

Posted by (twitter: @rogueNoodle)
Tuesday, August 27th, 2013 5:50 am

… or “Why I ended up doing the 72-hour Jam” 😉

21449-shot0

After a weekend ride on the rollercoaster of emotions (consisting of mostly rage and frustration…)  I finally finished my entry last night. You can check it out here:

10 Seconds – Jam Entry

My original goal was the 48-hr compo, but after the initial 16 hours on Saturday, I was ready to call it quits. Weird bugs started popping up everywhere, and I hadn’t even really decided on much more than the genre (platformer). I woke up Sunday with a few ideas – never underestimate the power of sleep 😉 – but not much time to complete them. Another 10 hours in, and only 5 left in the compo, I threw in the towel (again).

By that point, I had mostly working controls, and one basic level. The visual style was pretty much set and I even had the basic music laid out. I figured I’d just work on it as a 1GAM entry and leave it at that.

I decided last minute to take the day off work on Monday – just felt burnt out I guess, and not in the mood to lay out business cards and flyers 😛 Didn’t really plan on working on the game any further, but it just kind of happened. It started to feel like I’d actually have time to get at least a basic entry in for the jam, and so another 12 hours later I submitted my game.

What went right

Not much 😉 At least, none of it came easy. I’m happy with the end result overall though – of course there are a million things I’d like to fix, but I feel much better having submitted something.

What went wrong

The biggest thing was not knowing the tools nearly as well as I thought I did. I can fight my way through Unity & C# pretty well when I have the time, but the pressure of a deadline lead to some dirty code and nasty bugs.

I also, for some reason, felt way more compelled to give up early this time. That didn’t happen to me in LD26, so I’m not sure where that attitude came from. It’s definitely something I need to keep in check.

Final Thoughts

Oddly enough, my biggest drive for completing the entry was to be a part of everything that takes place afterwards. I enjoy the voting process, I like getting feedback (good and bad) and I crave the high of a completed project. I guess it’s important to keep these things in mind early on, step back and breathe when necessary, and to not give up so easy.

Congratulations to everyone – to those who tried and those who succeeded. Looking forward to the next one :)

I’m in (again)!

Posted by (twitter: @rogueNoodle)
Friday, August 23rd, 2013 5:44 am

I’m in for my second time, and I can’t wait. Had a ton of fun with LD #26, and really looking forward to seeing how this one turns out as well.

Haven’t fully decided on the tools I’m using, but it’ll be some combination of the following:

– Unity or Construct 2
– Zbrush/Blender/3dcoat
– Manga Studio 5/Photoshop/Illustrator CC
– FL Studio/Sonik Synth/Bfxr
– Coffee <– this one for sure!

If I go with Unity, I’ll be using a couple of libraries from the asset store, mainly 2d Toolkit and Smooth Moves, and if I decide to go the 3D/first-person route, Ultimate FPS. From what I can tell, they’re acceptable to use in the compo as long as they are publicly available – hoping someone will correct me if I’m wrong!

I’m planning on streaming on Twitch as well, so if you’re in the mood to watch a trainwreck as it happens, you’ll probably find one here: http://www.twitch.tv/roguenoodle

Good luck to everyone entering – looking forward to seeing the results!

Chris

 

Arena – Timelapse Videos

Posted by (twitter: @rogueNoodle)
Friday, May 3rd, 2013 3:59 am

So I finally got around to compiling and uploading the timelapse videos for my entry in Ludum Dare 26. There’s one video for each day but somehow the day 2 video is twice as long as day 1. Each day was about 16 hours long, so it really doesn’t make sense. Oh well – day 2 was arguably more interesting 😛

If you haven’t tried it yet, you can give my game a shot here.

Day 1:

Day 2:

I’d also like to say a big thanks to everyone for the great feedback and support – it’s made my first Ludum Dare experience absolutely perfect :)

 

Arena – Post-mortem

Posted by (twitter: @rogueNoodle)
Tuesday, April 30th, 2013 5:38 am

After having the full day yesterday to relax a bit (aside from my day job, of course), I thought I’d talk a bit about the development of my game and my experience with Ludum Dare in general.

To begin, here’s my entry ->  Arena

 

This was my first entry in Ludum Dare, and as excited as I was in the week leading up to it, my nerves started to hit on Friday. My brain kept throwing out random excuses to back out and the urge to listen to them was pretty strong. Luckily, my girlfriend encouraged me to stick with it and we went out Friday night to stock up on healthy snacks for the weekend. I decided to go to bed before the theme was announced – I didn’t want to risk trying to sleep with a million ideas running through my head.

I have to admit  the theme was a little disappointing to me at first. Mostly because I had already mentally developed a few ideas for the other themes, but had no plans in mind for this one in particular. That being said, as I graphic designer (day job), my personal style is minimalist in general so I started thinking in terms of visual style first.

Construct 2 was my engine of choice for the competition – it’s relatively new to me (about a month), but the way it works makes a lot of sense. Since I’ve started using it, I’ve wanted to make an isometric game and even had a few ideas on how I could put it together. I decided this was the perfect opportunity to give it a shot.

The actual gameplay was originally going to be a minimalistic RPG with similar elements to the game “Slayin'” on iOS, but with 2 axises of movement and projectiles instead of swords. However, it became quite clear that the scope was a bit too high for me – I found it very difficult to balance weapon upgrades, enemy upgrades, a levelling system, etc, let alone factor in different stages, quests, bosses, and so on. Although I still think that game would be fun, it just wasn’t going to happen in time.

So I pulled out everything but the basic elements – constantly moving character, lots of enemies, single arena, projectiles – and began building a top down version of the game. Originally, the movement of the enemies and characters wasn’t restricted but the result was messy, mostly in terms of visuals. While normally I wouldn’t favour form over function, in the case of minimalistic design, I felt the need to keep some order in the way things moved around on screen. Tile based movement stemmed from that decision and immediately things started to fall into place.

Arena boundaries were another “feature” of the original prototype, and probably would’ve remained that way if I could have come up with a good way of handling the player colliding with it. Having the player stop at the boundary felt jarring, so I tried bouncing them off the wall. That was a bit better, but my implementation was glitchy and got worse when I tried to incorporate the mechanic into the enemy AI. I then tried having the player die on contact with the wall – kind of cool, but again, I couldn’t find a way to work the enemies into that. I finally settled on removing the walls altogether and implementing the wrap-around mechanic. This started the whole “avoid-your-own-bullets” thing and all of a sudden the game got fun.

I decided at that point to begin converting everything to the isometric view I had in mind. My trick for accomplishing an isometric view without having to change any of my existing prototype code was to leave everything as it was, but disable the rendering. Then, for every top-down object I’ve created, I create an isometric version that renders to screen at a converted position. I was a little worried, with the amount of the objects on screen at any time, that the performance was going to be impacted but it seems to have worked out quite well.

After that, it was really just a matter of polish. The sounds were created using bfxr and the music is an Autotracker.py song converted to midi in ModPlug and remixed in FLStudio. The death animation for the player was a little painstaking, drawn frame for frame in Illustrator but I was happy with the result.

The subtle reflections, one of the elements of the visuals that I’m happiest with, were actually a happy accident. Originally, the floor was white and bullets had a shadow under them so that their actual position was easier to determine. When I converted the floor dark grey, the shadow looked lighter and more like a reflection. I ended up adding that to all of the elements and was pretty happy with the results.

There are a few things I would have improved upon if I had the time. The controls have received the most negative feedback by far – part of that is the isometric nature of the gameplay that does take a little bit to adjust to, but I would’ve also have liked to include some options to customize the controls a bit. Things like assigning which arrow key corresponds with which onscreen direction would have gone along way, I think. I would have also spent more time on the sound and music design if I had the chance.

Overall though, it was a great experience and I’m very happy with the final product, flaws aside. Congratulations to everyone who participated, and I  look forward to doing it all again in the next Ludum Dare!

PS – Here’s a little video of me beating my previous high score. Sorry for the poor framerate and quality of the video – the game plays much smoother :)

 

 

 

Done!

Posted by (twitter: @rogueNoodle)
Sunday, April 28th, 2013 5:11 pm
Our hero is overwhelmed - much like I felt all weekend ;)

Our hero is overwhelmed – much like I felt all weekend ;)

My first Ludum Dare Competition is now complete, and I enjoyed the heck out of it. There were definitely a few moments where I didn’t think I’d pull it off, but it all worked out in the end :)

You can try it here – Arena

Good luck to everyone – looking forward to playing some games once I get some sleep 😉

Another First-timer

Posted by (twitter: @rogueNoodle)
Thursday, April 25th, 2013 7:51 am

Pretty excited to join in on this – and hoping I can actually finish! Either way, the experience will be great, I’m sure.

Probably going with Construct 2 for the logic, Illustrator, Photoshop, Pyxel Edit and possibly some Flash for the art and animation, bfxr and FLStudio for sound and music. Now to just wait and cross my fingers I get the theme I want :)

Good luck to everyone!

 

[cache: storing page]