About Spierek (twitter: @Spierek)

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Ludum Dare 31
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 26
 
Ludum Dare 25

Spierek's Trophies

Outstanding Depiction of Facial Hair in a Video Game
Awarded by JJEvil
on December 14, 2014

Spierek's Archive

Are you ready to SWIM HARD?

Posted by (twitter: @Spierek)
Monday, April 28th, 2014 2:12 pm

 

 

 

 

14319-shot0

PLAY SWIM HARD

 

SWIM HARD is a local multiplayer competitive swimming simulator that’s all about frantically mashing keys and blocking your friends from using the keyboard! I could spend the next few paragraphs explaining the game, but who needs that when I can just use GIFs!:

Synchronized swimming   Aaaand turn.

Watch out for your oxygen!   You are winner!

 

Got some animations in!

Posted by (twitter: @Spierek)
Sunday, April 27th, 2014 4:14 am

swimmers

 

Look at these Speedos. LOOK AT THEM.

[swimming intensifies]

Posted by (twitter: @Spierek)
Saturday, April 26th, 2014 3:51 pm

swimman

 

Here’s the current status, if you have any feedback feel free to drop it in the comments section. Going to sleep now, see y’all in the morning :)

Oh, and by the way, here’s how the game looked a while ago:

nothingtodo

Ridiculous Swimming

Posted by (twitter: @Spierek)
Saturday, April 26th, 2014 12:45 pm

Hi everyone! My concept for this Ludum Dare is a local multiplayer (2 to 4p) swimming game about mashing random buttons on the keyboard and diving to gain speed. I’ve got a basic playable prototype in place and right now I’m trying to come up with some neat graphics. Here’s a sample:

swimman

 

Have a nice Ludum Dare!

“What The Sock” – a post-mortem

Posted by (twitter: @Spierek)
Wednesday, December 18th, 2013 12:06 pm

Phew, another awesome Ludum Dare has ended, I slept for a bit, and means that I can finally catch my breath & write a few words about “what went right/wrong”. If you haven’t played my entry – What The Sock – yet, I strongly recommend doing that since I’ll be referring to certain parts of the game throughout the post (just click on the images, these are also a tutorial for the game):

This is Bob. He is missing a sock.Reach the Office and don't get caught!Hide behind signs to avoid stares!You can also hide by crouching!

 

 

What went right:

  • Working in a semi-familiar environment: this one’s a no brainer, but having ~8 months of prior experience with Unity and several years of practice in Photoshop helped me immensely. It was the first time I’ve played around with Unity2D though, so while I encountered some issues along the way (especially ones related to the 2D physics) I also learned some stuff – which is always good.
  • Unity editor: seriously, it makes a lot of tweaking around much easier.
  • Simple idea for the game: even though it took me some time before I got to the prototyping/tweaking stage, the concept was simple enough that I was able to deliver most of the planned content. I had to cut one mechanic and a bunch of assets, but the final result is satisfying, IMO.
  • The soundtrack took me 15 minutes to create and implement: I kid you not, Soundation Studio is really great for that. You can’t make A-class music with it, but it’s a good-enough tool for compos.
  • Unity animation curves were much better than expected: I used them for my intro/outro and a couple of other things

 

What went wrong:

  • Unity2D is not yet ready for primetime: while great folks at Unity have delivered a bunch of great 2D tools that make creating two-dimensional games waaaay easier than before, they’ve also failed to implement some of the more no-brainer features found in other software. For example, there’s no easy way of doing tiled graphics or infinitely stretching 2D backgrounds in Unity – the easiest way to do that is applying a Repeat Texture on a 3D Quad, but this comes with a bunch of other problems. Another thing is the aforementioned 2D physics implementation – it’s not easy to work with, and a couple of things (like OnTriggerExit2D, which would’ve saved my ass a couple of times) doesn’t work at all.
  • Too much time lost on fixing assets: alright, this is entirely my fault. I was semi-obsessed with delivering good animation (especially the walk cycle, which looks kinda crappy) and spent a lot of time on fixing that – when instead I could’ve created some new assets like different background buildings, or, I don’t know, hydrants to stand behind.
  • Too much time lost on coming up with a game idea: Ludum Dare started at 3AM (CET), I woke up at 7AM, but it was 2PM before I really started working on the game. I had a couple of ideas, but it took me a lot of time before I had an “Aha!” moment. I need to somehow make this process fasterin the upcoming LD’s :(
  • Unity Mecanim state machines are not so okay: seriously, it would be easier to switch animations from code if it wasn’t bugging me about having to change animation types to “Legacy”.

 

TL;DR:

  • simple jam game = (quite possibly) better jam game
  • don’t learn your tools during the compo! (although I did that with Greyspace and it turned out okay)
  • make sure to include music in your game!
  • gif-based tutorials are the best thing

 

Stuff to do before the next LD:

  • learning how to do better pixel art and animations
  • learning to “how do I music”
  • ???
  • finding peoples for a jam (maybe?)

Alright, I’m in!

Posted by (twitter: @Spierek)
Saturday, December 14th, 2013 12:49 am

Not sure what kind of game I’ll be making, but it’ll come eventually. So far the theme behind it will be “choosing one or the other next-gen console”. (I guess)

Tools:

  • Unity (2D or 3D, most likely the former)
  • Photoshop CC
  • Chirp or SFXR
  • tea

Meanwhile, in Łódź…

Posted by (twitter: @Spierek)
Sunday, April 28th, 2013 3:23 am

We totes potatin’.

Science is (getting) done

Posted by (twitter: @Spierek)
Saturday, April 27th, 2013 12:26 pm

Phaser didn’t work out (no tilemap collisions = no go); Ludus also wasn’t able to satisfy me, so after 8 hours of fighting against JS I switched to Unity and SketchUp. This is also the very first time I’m ever working in Unity, and damn, this thing’s a beaut. Got a small screen, too:

 

It’s on like Donkey Kong!

Posted by (twitter: @Spierek)
Thursday, April 25th, 2013 11:41 pm

I’m back for my second take on Ludum Dare. Last time I managed to deliver a simple-yet-satisfying game, even though there were many problems with exporting SFML games – that’s why during LD26 I’ll be using HTML5/JS to make a browser-based game.

Language: HTML5/JS

IDE: VS2012

Framework: Phaser  / Ludus (depending on the game)

Audio: SFXR/BFXR for SFX, ??? for BGM

Graphics: Photoshop or PyxelEdit

 

Dastardly Diver – post-mortem

Posted by (twitter: @Spierek)
Monday, December 17th, 2012 12:40 pm

Alright, here goes:

What I did well:

  • going with a really simple idea. I managed to barely finish it 30 minutes before the deadline, and I devoted enough time into polishing it.
  • stocking my fridge full of food before the compo. Saved me time that would be lost during grocery trips.
  • (mostly) choosing tools that I’ve been kind-of familiar with. I’ve dabbled a bit in SFML 2 before, I’m doing all of my other C++ work in VS2012, and I’m able to work efficiently in Photoshop, so I didn’t need to learn much. The only exception is in the BGM category – this was my first time creating music at all (except some prior experience with Audacity and voice recording), and I decided to go with Soundation. An hour of playing around resulted in a four seconds long loop, that – to my surprise – was actually praised in the comments. Yay for that.
  • choosing an idea working for the most probable themes. This one could’ve been easily adapted to “Outer Space” (you are an alien, trying to deliver a bomb to the Earth) or “End of the World” (you’re a… actually, there wouldn’t have been any changes!). So that’s good.

(more after the break)

(more…)

The “Dastardly Diver” is done!

Posted by (twitter: @Spierek)
Sunday, December 16th, 2012 7:24 pm

scr1

Wow, I can’t believe it myself. Just 24h ago there was this ugly screen of boxes on a black background, and now it kind of looks like a proper game! You can grab it here.

In the morning I’ll write a proper post-mortem, right after getting some long-awaited sleep (the crunch euphoria starts to wear off at this moment).

Going deeper, working hard

Posted by (twitter: @Spierek)
Sunday, December 16th, 2012 8:44 am

It’s all coming along now. There’s enemy generation, the collision works as intended, and the UI is working. The idea might not be ambitious, the game might not be incredibly fun to play, but through sheer determination I’m planning to finish it in time. And, in the process, I’ve learned quite a bit. So it’s good. A to-do list and a screencap are waiting below the break:

(more…)

Still ugly, but moving forward

Posted by (twitter: @Spierek)
Saturday, December 15th, 2012 2:42 pm

Man, it’s somewhat discouraging to see all those finished/more polished games posted one by one. But, here goes, my ugly, ugly prototype.  I’ve managed to implement collisions between round hitboxes, a not-yet-working depth gauge, and a really rough-the-edges enemy generator. The latter one is my priority for now, I have to get it working ASAP.

Also, the game idea has been finally clarified: you’re a mad scientist in a kamikaze-bomb-submarine, trying to get to the bottom of Mariana Trench (around 11km below sea level) and detonate there. This should damage the core of the Earth, resulting in the end of the world. Seems logical, since you’re evil and stuff. There’s an ugly screenshot after the break, too: (more…)

Some progress, I guess?

Posted by (twitter: @Spierek)
Friday, December 14th, 2012 8:49 pm

We’re two hours in, and I can finally move that ship around. Yes, I’m well aware of the fact that it doesn’t look much like a ship right now, but that’ll (hopefully) change before the Compo ends.

Right now there’s not much else to showcase. I’m not so sure about the idea yet, as of now it’s something in the lines of “you are an alien spaceship-kamikaze that is avoiding Earth’s defenses to try and deliver a bomb to the surface of the planet, so that it can kill everyone“. Not very innovative, but should mask the fact that it’ll be just a horizontal (or maybe vertical, haven’t decided yet) shooter.

Off we go to work.

EDIT: Silly WordPress, doing silly things to my screenshots. Oh, and one more thing: I’m doing a timelapse of my progress, so it’ll probably be uploaded on YT after the jam… if anyone wants to see it or anything . 3.

Out? Not this time!

Posted by (twitter: @Spierek)
Tuesday, December 11th, 2012 1:54 pm

Hi everyone! LD25 is going to be the first compo I’ll be participating in for real (I was more of an observer during previous jams) – as such I’ll do my best to think up, code, complete the game, and then send it into the welcoming arms of the Internet. Also, this will be a learning experience so I’ve picked my tools accordingly:

Language: C++

IDE: VS2012

Library: SFML 2.0

Audio: No idea yet, but probably SFXR/BFXR

Graphics: Photoshop or PyxelEdit (depends on whether it’ll be pixel-art or not)

 

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