Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

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Entries

 
Ludum Dare 30
 
Ludum Dare 29
 
Ludum Dare 28
 
MiniLD 47
 
Ludum Dare 27
 
Ludum Dare 26
 
Ludum Dare 25
 
Ludum Dare 24
 
MiniLD #34
 
Ludum Dare 23
 
SOPAJam
 
Ludum Dare 22
 
Ludum Dare 21
 
Ludum Dare 20

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Sandcrawler's Archive

Ludum Dare #30 Games with Ythmevge, Week 4 Finale

Posted by (twitter: @Ythmevge)
Monday, September 15th, 2014 3:42 pm

Hello, In addition to creating Games, I also record YouTube Videos. For the voting period following Ludum Dare 30, in addition to rating games, I also recorded videos of 20 games. I released five videos each Monday, below you can find Week 4 videos embedded, and links to the videos for weeks 1-3. The finale video is a 10 second compilation of all 20 games.

 

Youtube Playlist

Week 4:

And the Finale

 

Week 1:

Introduction

Connected we Run by Sandcrawler

Alter Axis by sylarisbest

Shadows by apiotrw

They Were Just Pixels by Ohems

Taxi Space by DrCicero

 

Week 2:

Provider Bob by Cryunreal

Pilgrimage by Follett

Groups of Seven by 7Soul

Intergalactic Delivery Services Corporation by sP0CkEr2

This Way! by Accidental Rebel

 

Week 3:

Warp Paint by zatyka

Dear Sister by Robinerd

Matters of Perspective by nesis

NOODLE FEELINGS by Magdev

Swich! by swich

Connected We Run Postmortem

Posted by (twitter: @Ythmevge)
Tuesday, September 9th, 2014 3:50 pm

My Entry into Ludum Dare 30 is a little game called Connected We Run. It is an endless platformer game, that you control both characters using the same controls.

 

 

What Went Wrong

  • Lack of theme inspiration, some themes you can get really excited about, and others just fall short. This was definitely one of the themes that lacked excitement for me.
  • Clouded direction, the resulting game suffers from a lack of solid direction. Initially the game was going to be a platformer that you would control the two characters to reach their goal platform/door (similar to Beyond The Horizon by Lazdo) I ended up scrapping that idea really early because it resembled two of my past entries to much (Through The Blue Sea LD23 and its “sequel” I Threw The Red for mLD34) At that point I thought about Endless runners, and decided to go in that direction.
  • Platform generation, The first day of the game I spent a good chunk of time getting the platforms to behave the way I wanted them. I wanted the dark and light characters to only collide with their respective colored platforms. A platform not of the matching color you would simply pass under. In the end it never felt right, the light character could jump up into the dark platforms, but it served limited purpose to do so. Then on Sunday morning I decided that the player should just be blocked into their respective sections. And that led to the breaking of my platform generation. (Up to that point you could jump ontop of any platform)
  • Platform generated except the first five, nobody has mentioned it in a comment but it is one of the things that has bothered me, the first five platforms were positioned by me to fill the time before the generated platforms reach the player. I did it this way to simplify the player spawning (There is none, and that is why the Restart button didn’t work)
  • Speed of the platforms, The speed was intended to start slow and slowly build up speed. It does build up speed, but at such a slow rate it is hard to notice.
  • Title screen, While the title screen show a lot of good information, it could also be improved visually. I really like on the end screen where the text is mirrored. I am glad that I found time before the end to add in a title screen, because what it was in the initial submission was barren and white.
  • Restart Button on the end screen, initially there was one but when I updated it before the compo ended (adding music, sound, and a title screen) I had to remove the restart button because it was not functioning at all. So I inserted a message in its place to refresh your browser to replay, I didn’t think it was a big deal in a 48 hour Ludum dare game, but several comments have mentioned it.
ld30_1

The initial title screen when first submitted

What Went Right

  • Global Leaderboard was a great idea for this style of game, I have used them in the past, and always declare the base code for one, but it has been a while sense using it. The Leaderboard as several people have pointed out has no semblance of security, its just a page that gets queried with your name, score, and the game ID.  I have never had the response to any of my past entries that I have had to this one, so I have never bothered with any attempts to secure my Ludum Dare leaderboard. That may change soon.
  • The score, although there have been some criticism of it seeming to be random, I enjoy the range of numbers that it produces. The score is calculated based on the times of the character. The first of the two characters that go out becomes the multiplier. Then when the second character goes out the score is calculated. (Lowest Time * (character 1 time + character 2 time)) So while you can continue to play after one of the characters is out, your score will ultimately be lower than someone who took both characters farther.
  • Music and sound was a last minute addition, in fact I submitted before there was any music or sound, and ended up finding some time after to add them in. I think they both add a lot of the game, and it wouldn’t feel quite the same.
Gameplay begining screenshot

Gameplay begining screenshot

Other Thoughts

  • One of the other criticism has been that when one of the characters fall out the game should end. I made the decision to keep the game going and to use it as a scoring system because of how I defined connected worlds. There was a blog post that I saw early on (I didn’t save the link) that showed several different images of connected worlds. The post looked at the definition of Connected worlds, and how it differs from a mirrored world. I then came up with my definition of how the connected world works, and build from that. The platform generation is independent and different in each world, so I felt that the characters should be able to function independently of one another.

Future

I think I almost always say I am going to continue the game in my postmortem, and then I rarely do. But I’m going to say it again, I will be making a postcompo version of the game, with fixes and improvements largely to the title screen, platform generation, leaderboard, and overall increasing the speed of the game. What is going to be different this time is that I will be making a Youtube video series of the improvements to the game. The series will start on Monday September 22nd, after I finish up the Ludum Dare 30 Games series.

Ludum Dare #30 Games with Ythmevge, Week 3

Posted by (twitter: @Ythmevge)
Monday, September 8th, 2014 3:17 pm

Hello, In addition to creating Games, I also record YouTube Videos. I started a new series this week for Ludum Dare 30 Games, it will run until September 15th. Each week I will have videos for at least five games.  The release Schedule is Mondays at 3pm PST.

 

Youtube Playlist

Week 3:

 

Week 1:

Introduction

Connected we Run by Sandcrawler

Alter Axis by sylarisbest

Shadows by apiotrw

They Were Just Pixels by Ohems

Taxi Space by DrCicero

 

Week 2:

Provider Bob by Cryunreal

Pilgrimage by Follett

Groups of Seven by 7Soul

Intergalactic Delivery Services Corporation by sP0CkEr2

This Way! by Accidental Rebel

 

Ludum Dare #30 Games with Ythmevge, Week 2

Posted by (twitter: @Ythmevge)
Monday, September 1st, 2014 3:47 pm

Hello, In addition to creating Games, I also record YouTube Videos. I started a new series this week for Ludum Dare 30 Games, it will run until September 15th. Each week I will have videos for at least five games.  The release Schedule is Mondays at 3pm PST.

 

Youtube Playlist

 

 

Week 1:

Introduction

Connected we Run by Sandcrawler

Alter Axis by sylarisbest

Shadows by apiotrw

They Were Just Pixels by Ohems

Taxi Space by DrCicero

 

Ludum Dare #30 Games with Ythmevge, Week 1

Posted by (twitter: @Ythmevge)
Tuesday, August 26th, 2014 2:26 pm

Hello, In addition to creating Games, I also record YouTube Videos. I started a new series this week for Ludum Dare 30 Games, it will run until September 15th. Each week I will have videos for at least five games.  The release Schedule is Mondays at 3pm PST.

 

Youtube Playlist

 

 

 

 

 

 

 

I’m In

Posted by (twitter: @Ythmevge)
Friday, August 22nd, 2014 12:05 pm

This will be my 10th time participating in Ludum Dare in a row. My Weekend is mostly clear and I should have plenty of time to make a game this weekend.

I’ll be using:

Construct 2

bfxr

Photoshop

python music generator

I may use a highscore table script on my website (source code is in one of my past entries)

I will also be creating YouTube Videos of the Completed games, and they will be on my Youtube Channel If you would like a video of someone else playing your game with commentary then tweet or comment and I will add you to the list.  The Videos will be 5ish minutes each i’ll try to finish the game. The longest I’ll let it go is 15 minutes.

In for Ludum Dare #29

Posted by (twitter: @Ythmevge)
Friday, April 25th, 2014 8:06 pm

This will be my 9th time participating in Ludum Dare in a row. Its a busy weekend for me and it coincides with Worldwide Pinhole Day  So I won’t be able to commit my normal time.

 

With that said the theme has already given me an idea, and I’m going to go with it.

 

I’ll be using:

Construct 2

bfxr

Photoshop

python music generator

I may use a highscore table script on my website (source code is in one of my past entries)

The Collector Postmortem

Posted by (twitter: @Ythmevge)
Saturday, December 21st, 2013 2:47 pm

For Ludum Dare 28 I created a game titled The Collector.  The goal was to collect score pips, while avoiding green platforms.  At the end you would fire a bomb that would turn the green platforms into additional score.

ld28_thecollector_1

What Went Wrong:

– Going into this Ludum Dare I had some very specific goals in mind for my game. It needed to have a score systems, because I wanted to have an online High-Score table. I had other ideas based on the theme, but none that would have had a score. So I went with this and about half way through just lost interest in it.

– While its a minor thing, I wanted to have a slider for sound and music levels, but I’ve never set the volume level in Construct 2 so I wasn’t sure how to go about it, as two global settings.

– Scaling and the positioning of objects. I spent quite a few hours messing with it, but never got it how I wanted. I wanted it to fill the browser area, but when I set it to do this it became a lot trickier to position the objects. In the end I set it to letterbox scale, so when its not in fullscreen (16:9 ratio) there is a black bar to the left and right.

What Went Right:

– The User Interface is much better than past attempts, as well as the way high scores are loaded and displayed. After giving up on the game part of the game I decided to focus in on the UI and the High Score table.

– The effect of the background changing. Depending on the difficulty you select the background changes from black to red as time goes on. But the color also indicates the number of platforms left. You start with 255 black platforms, and as they change into green platforms the background turns to red.

– The Highscore table worked the way I intended. The top 10 high scores for each difficulty are shown, additional scores will be shown on a webpage. Before the Ludum Dare my web-hosting was being really slow, but luckily it was all resolved before hand. I was a little worried about having it load the highscore each time you changes selected difficulty. given more time I would have loaded them into variables to display later. But so far I haven’t noticed it taking to long to load.

– Performance this time the game performs much better than my LD27 entry, the FPS seems to be a lot higher. Grant it there are a lot fewer objects being drawn.

– The sound effect for hitting a  green platform is so satisfying sounding. It makes me want to collect them all.

 

ld28_thecollector_3

 

What Is Next:

– I don’t plan to continue with this game, I think of it more as a testing and proving ground than a game. I learned a number of things about Construct 2 from doing this, and explored the limits of the software.

– The possible exception is if I decide to create a new website for my Ludum Dare games (and others) some sort of arcade website. Then I would probably spend some additional time on this game and the others just to polish it up some more. In particular I would like to use a different color for the four different difficulties. Also not sure that green is the best color for it.

Other Thoughts:

– There have been some comments on how my use of color is backwards, and that green should be good and red bad. The argument is that the colors on a stop sign are green for go and red for stop. My counter argument is that in Legend of Zelda (and most games) Red represents health, whereas green represent poison.

ld28_thecollector_2

The Collector: Day 3 wrap

Posted by (twitter: @Ythmevge)
Sunday, December 15th, 2013 11:59 pm

Yesterday I had the game mostly finished, I just needed to do sound, music and some polish. I got that done and submitted earlier. You can play The Collector here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=3966

ld28_thecollector_3

 

I’m happy with how the game came together. Going into this Ludum dare I wanted to use a high-score table on my website. So I made sure that my game had a score system in it. I do wonder if the game is complex enough, part of me feels that its a little to simple and lacking any sort of depth.

 

Maybe if your lucky I’ll post a postmortem for this game soon.

Saturday End of Day Progress

Posted by (twitter: @Ythmevge)
Saturday, December 14th, 2013 11:30 pm

Headed off to bed soon, but first meet The Collector.

ld28_3rdscreenshot

 

With included Online High-Score table. My game is functionally complete, just a few small things to change, then add some sound effect, and music. There are four difficulty levels, each changed the speed that platforms go green, as well as the pickup spawn rate. The scoring is simple in that you pickup the pickups for 50 points, or wait until the end (or end it yourself with Enter) and that will give you 100 points for each green platform. You Only Get one theme comes in on that you only get one end to the game, one chance to collect as many green platforms as you can.

There are 255 platforms spawned at the start of the level. So a chance for a score of 25500 points if you manage to avoid all of the green platforms :) Plus whatever you collect from pickups.

The Scoreboard is Online and posted automatically when the level ends. On the main page you can view the top 10 for each difficulty (loaded when you select that difficulty) There will also be a webpage that will show all of the scores. (I’ll be resetting it tomorrow to clear out my scores)

 

That plan tomorrow is to finish up the help menu area on the screen shown above, add some sound effects, add some music, and then polish it in any ways I can think of.

Friday Night progress

Posted by (twitter: @Ythmevge)
Friday, December 13th, 2013 11:44 pm

You Only Get One is the theme that I was hoping for, I liked how open ended it is and think it will add variety to the resulting games.

I didn’t have an idea at first for the theme (well I did, but some were very cheesy, and I had other goals) After about an hour I came up with a concept that would work with the theme, and my own goals with the game.

First Screenshot below shows the basics of the game. The world wraps around. basically you pick up pips, and avoid touching the green platforms. I have an idea of how I’m going to fit the theme in, but its late and that’s what tomorrow is for.  I still have a ways to go, but normally on Fridays I don’t even start the game before bed.

 

ld28_firstscreenshot

I’m In for Ludum Dare #28

Posted by (twitter: @Ythmevge)
Sunday, December 8th, 2013 6:23 pm

This will be my 8th time participating in Ludum Dare in a  row.  My goal as always is to create a game that is different but improved from the last one, as well as to pick a political and or social issue to explore inside of a video game wrapper.

I may lose some time to studying for a Final that I have on the following Monday. But it should work out.

 

I’ll be using:

Construct 2

bfxr

Photoshop

python music generator

I may use a highscore table script on my website (source code is in one of my past entries)

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