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on September 10, 2013

Soundless_dev's Archive

Post Compo Work

Posted by
Monday, January 2nd, 2017 1:17 pm

So after a stale period in my game development activity, I finished the post-compo version of my game, The Pit! If you have already played my game, feel free to try it out!

blah

If you haven’t played it yet, and intend on rating it, please don’t play the post-compo version until after you’ve played and rated the original version here on the LudumDare website

Basically, I had to make a post on r/webgames so get some real feedback, as I feel that everyone around here is too nice due to the fear of accidentally offending someone which could effect ratings on their game, which is understandable. I found myself doing that a bit also. Anyway basically everyone said the controls were confusing, so I tried to focus on that.

Changes:

  • Added custom key binding
  • Changed build functionality, now you can build through blocks in your path,
  • Added the ability to build downward, bumping the block below you even lower
  • Removed excessive upward momentum after finished building (makes changing directions while building much quicker)
  • Re-balanced enemies, made them slower, easier to trap
  • Made it so you couldn’t build a block directly on top of an enemy
  • Attack is now more effective, knocking enemies black further

Enjoy!

All of you guys’ games that I’ve played are great in their own way and you should all be very proud of yourself!!

The pit – post compo version

Posted by
Saturday, December 31st, 2016 3:49 am

So after a stale period in my game development activity, I finished the post-compo version of my game, The Pit! If you have already played my game, feel free to try it out!

blah

If you haven’t played it yet, and intend on rating it, please don’t play the post-compo version until after you’ve played and rated the original version here on the LudumDare website

Basically, I had to make a post on r/webgames so get some real feedback, as I feel that everyone around here is too nice due to the fear of accidentally offending someone which could effect ratings on their game, which is understandable. I found myself doing that a bit also. Anyway basically everyone said the controls were confusing, so I tried to focus on that.

Changes:

  • Added custom key binding
  • Changed build functionality, now you can build through blocks in your path,
  • Added the ability to build downward, bumping the block below you even lower
  • Removed excessive upward momentum after finished building (makes changing directions while building much quicker)
  • Re-balanced enemies, made them slower, easier to trap
  • Made it so you couldn’t build a block directly on top of an enemy
  • Attack is now more effective, knocking enemies black further

Enjoy!

All of you guys’ games that I’ve played are great in their own way and you should all be very proud of yourself!!

I made it!

Posted by
Sunday, December 11th, 2016 1:44 pm

Submission
So I completed my first compo game today! Normally I end up not finishing and jsut submitting to the Jam. Strangely enough, out of all the previous LD weekends, this is the weekend where I’ve had the least free time to work on the game. I guess I finally have the ability to judge when a project is overambitious. Anyway, I had a lot of fun, so here’s my game.

It’s basically a fast-paced puzzle platformer where you build the platforms not just for platforming, but also for protection. I had a lot of fun making it, and I’m still having fun playing it. My high score so far is 18.
Image

Tools used:
Sublime text for coding
BFXR for sound
Google Chrome for Debugging

I’m in?

Posted by
Monday, December 8th, 2014 10:08 am

Didn’t realize there was a Ludum Dare competition going on this weekend. Oh well. Let’s see if I can slap something pretty together in 9 hours. Wish me luck!

In?

Posted by
Sunday, April 20th, 2014 9:43 am

So if I have time, I’m in, though it may conflict with my school schedule. But I really hope not because I love doing the Ludum Dare.

Anyway,  this would be my second time participating in a LudumDare event (last being LD27)  and  look forward to seeing everyone else’s awesome and inspiring games! 😀

 

  • Language: C#
  • Framework: .NET & XNA 4.0
  • Tools: Microsoft Visual Studio 2010 Express, Paint.NET, Audacity
  • Fuel: Coffee
  • Sleep: NONE.

Zero Gravity Free Run – Postmortem

Posted by
Friday, September 6th, 2013 11:41 pm

For my first submission to the Ludum Dare community, and second game I have ever completed, I am fairly content with my finished product.
Zero Gravity Free Run
Smiley face

Tools/Resources Used:

  • Microsoft Visual C# 2010: For a coding environment and compiler
  • Microsoft XNA Libraries: So I didn’t have to every game component from scratch
  • Paint.NET: To make all graphics and sprites in game
  • Audacity: Had to do a tiny bit of music editing because of some awkward silent spots
  • Robothell: Created all music included in the game
  • Liero Extreme: Harevested for some audio effects such as the explosion and death sounds

 

Summary:

It’s funny, this game turned out completely different from what I expected. The first game idea I had when the theme “10 seconds” was announced was not a free running game that lacked gravity. In fact I first thought up of a game where you were a spy with an ability to slow down time all around you, thus making 10 seconds into around a minute and a half. The goal would be you have to infiltrate a corporate building and gather needed intel before the building’s lock down procedure initiated. Either way, I figured that if time was slowed down by a significant enough degree, gravity would have less of an effect on the player and other physical objects, so I started to create an engine that would support gameplay mechanics in an environment with zero (or extremely low) gravity. That took me the whole of day 1. After completed, I got caught up for about a half hour just running my little pixelated character around aimlessly in this environment because the physics were so obscure and fun to mess around with. And after some thought I came to the conclusion; fuck it, I’ma make a game based purely off of this zero gravity mechanic. So I rethought my idea and came up with a this game.

 

The Good:

  • Controls: I got a lot of positive feedback regarding the simplicity of the controls and that it was a nice feel once you got used to them
  • Fast Pace: The fast pace made the game fit the 10 second theme well, without the 10 second timer I feel the game would be slower paced and the strategy for level completion would be quite different
  • Mechanics: I was surprised at how entertaining the main mechanic, zero gravity, made the game.
  • Graphics: This style of graphics was exactly what I was going for. I like the 16-bit and 8-bit graphics implemented a lot of indie games, and it’s a hell of a lot easier than trying to make everything high definition. With a simple PointClamp BlendState, I was able to scale up sprites and have their pixelisque look still apply. Also I thought it was a nice touch to add randomized color schemes for each time you run through a level.
  • Polishedness: Before ever completing a game I always thought that polishing would be an easy task that you could cram into the last minute, but thanks to my good frand MagDev I was informed otherwise and saved myself a goodamount of time to polish the game before it was ready.
  • Ending: Although unintentional, the last level in the game was by far the most difficult. I took even me multiple tries before I could finish it once. It is this kind of difficulty I think that keeps the player interested enough to play for a good amount of time.

 

The Bad:

  • Collisions: Although they are hard to notice at first, after playing through one of the glitchy levels a couple times, you’ll find that sometimes your character doesn’t properly latch on to the surface of some geometry blocks. This is a simple glitch that would have been an easy fix had I noticed it before the release. But there is a more complex malfunction that happens when your traveling in the air along your relative horizontal axis and hit a geometry on the corner; sometimes your hitbox will rotate to contemplate and get you stuck in mid air, this could have been avoided as well.
  • Movement: It was a bit difficult to scheme all the ways a player should be able to control his character while in the air with no gravity. You may have noticed that the character can not move along his relative vertical axis while airborne (ie: If you’re in the air with your head pointing left, you can’t add any left or right velocity). Which seems like no big deal if the player jumps into the air, because than his relative vertical velocity will be constantly positive. But if you simply run off of a wall, it get’s annoying that you can only move in two different directions. At the time of release I was aware of this but I figured that it’s the best way to implement movement. Thinking back, I realize I could have handled relative vertical movement in a multitude of much better manners.
  • Content: I thought the game was overly simple. There were only a couple different types of baddies, one hazard, and only 8 levels. I could have added more different types of hazards and baddies for better diversity, and if I had handled my time more responsibly, I could have put much more levels in.
  • Sloppiness: My coding was SLOPPY, going back in, since it’s been a while, it’s very difficult for me to modify any vital source code without messing something up.
  • Compatibility: At first release every comment was a crash report. Now I know games made with XNA binaries require XNA Redistributable 4.0,  so I will include this in all my future XNA projects.

I wasn’t originally going to post this but I saw another game in the Game Jam that was similar to this one so I wanted to share. It’s basically a roguelike dungeon crawler with a few rpg elements. Rooms are procedurally generated. The goal is to stay alive as long as possible. You can find time as a drop from enemies, find it in chests, or buy it in stores, the longer you live, better chances you’ll find better gear to help you stay alive, etc. My high score is six hours and twelve minutes. er, Game time of course, which translates to roughly six minutes in real time.

One of the reasons I didn’t post this when everyone else was posting their warm ups was because I’m a hipster and that’s too mainstream(And that was a joke). No it was because I didn’t actually get around to starting it until the Monday after warm up weekend and didn’t finish it until like… Thursday? I think. Either way, as always, it’s nice to get feedback on games I create, so feel free to criticize/compliment. I really like this Ludum Dare community so far, I just joined last week and everything’s just so swell.

Untitled

If  it looks interesting you can check it out Here for Windows. (controls and all needed information is already in game in the help page)

Temporary Crash Fix

Posted by
Tuesday, August 27th, 2013 10:28 pm

So I got word that my project often was crashing or not launching, I figured since because my game was programmed from XNA, it might have been some XNA Game Studio compatibility. To combat this error, I made a new build, less dependent on XNAgs for loading external files (as my level data is all stored externally) and made a new .zip archive in which I included XNA Redistributable. And after a few trials of testplay on a few different my friends’ computers who do not have xna or gamestudio or visualstudio on their computers, I discovered that it works. It’s a bit buggy, for example whenever I ran it on my friend’s win7 32bit laptop without xna gs, every time It beat the first level it crashed. Every other level worked fine, just the very end of the first level was causing a crash.

I updated the download link with my new archive.

Either way, If you do try my game and that crash does happen, I would appreciate it if you could just disregard it and select a different level. Thanks [:      And here it is if you wanna try it:

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=23578

Untitled

 

Tutorial Level! :]

Posted by
Sunday, August 25th, 2013 12:00 am
LD27

The tutorial level of my LD27

Here’s a quick run through of my almost-finished tutorial level!  I’m quite content with the way it’s turned out

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