About SunShiranui (twitter: @SunShiranui)

Entries

 
Ludum Dare 34
 
Ludum Dare 29
 
Ludum Dare 28
 
Ludum Dare 25

SunShiranui's Trophies

SunShiranui's Archive

Strawberry Trafficking is done!

Posted by (twitter: @SunShiranui)
Monday, December 14th, 2015 9:48 pm

We just finished our game, Strawberry Trafficking! It’s very late here and I’m about to faint from sleep deprivation, so I won’t write much… here’s a video, don’t forget to try the game!

[PLAY THE GAME]

Farming for Profit

Posted by (twitter: @SunShiranui)
Sunday, December 13th, 2015 10:26 am

Further progress on my farming + tower defense incremental game, this time on the farming and commerce side. Take a look!

This inventory system is starting to look really good!

Posted by (twitter: @SunShiranui)
Sunday, December 13th, 2015 6:03 am

We’re continuing work on our farming + tower defense incremental game. I really like how the inventory and item system turned out, here’s a sneak peek! I’m using Minecraft assets as temp art, but I’ll get rid of them once I get to the art production phase.

Next up, NPCs and selling wheat!

Farming Fun

Posted by (twitter: @SunShiranui)
Saturday, December 12th, 2015 9:09 am

Hey! You guys are really going crazy with this compo :) I’ve seen some really amazing stuff, so good work and keep on!

I’m working on a farming game with a friend. We’re still on an early phase but I hope it starts snowballing from here. The final product will be some sort of economic sim + tower defense incremental game.

Here’s a sneak peak of the harvesting, still using programming art:

The Pond now available on Google Play Store!

Posted by (twitter: @SunShiranui)
Sunday, May 11th, 2014 11:29 am

Hey everyone! My LD29 simulation game, The Pond, is now available on Google Play Store. Give it a try!

The Pond now available on Google Play!

[Download The Pond for Android]

[Ludum Dare page]

Welcome to The Pond

Posted by (twitter: @SunShiranui)
Monday, April 28th, 2014 1:54 pm

Welcome to The Pond

The Pond is a place, hidden from view, where small creatures fight for life.

They live, they reproduce, they die.

You can watch them, or maybe help them.

But in The Pond, everything starts and ends the same way: with life and death.

[Play The Pond] [Twitter]

This is a small simulation game I worked on for this Ludum Dare. I had less time than usual because I had to prepare for an university exam on the 28th. I hope you enjoy it. :)

Love & Death beneath the surface

Posted by (twitter: @SunShiranui)
Sunday, April 27th, 2014 5:31 am

As you might know, I’m developing a little simulator with weird little creatures in it. Usually I’d do a project with the rest of my team, but I’ve got an exam tomorrow, so this time I’ll be doing just this small solo submission. Here’s what’s new!

I’ve added the ability to reproduce to my pond creatures. Look:

Love between micro-organism is very romantic

Then, I added something that is not as nice… after all, once we’ve got life and love, all that’s missing is… death.

John?! Ross?!? Noooo!

I hope you like what you see. More on the game later on!

Weird experiments with fluids and life

Posted by (twitter: @SunShiranui)
Saturday, April 26th, 2014 3:15 pm

I don’t have much time to participate in Ludum Dare this time around, so I’m going to do a solo submission. And it’s also going to be a very weird, little experiment… but fun to make! Here’s what I’ve came up with so far (click to see the animation):

An experiment with fluids and life

An experiment with fluids and life

I wanted to see if I could make a realistic-yet-cheap fluid simulation, and after doing a bit of research I’ve managed to do it. So, the only thing left to add is, of course… LIFE!

See you tomorrow for more updates on my weird little simulator.

THE HOTDOG PARABLE

Posted by (twitter: @SunShiranui)
Tuesday, December 17th, 2013 6:28 am

Our game is finally complete!

It’s been a rough 72h… now that I’ve finally had enough sleep, I’m ready to announce that our game, “THE HOTDOG PARABLE”, is complete!

What is it all about, you ask? Well, a few days ago you made a bet with a friend of yours: can you build a fast-food empire with just a dollar and an old hot dog stand? Time to show him what you’re made of!

Play the Game

The Hotdog Parable is here!

The Hotdog Parable is here!

Click on the screenshot to play the game!

Follow us on Twitter:

@SunShiranui (Designer, Programmer)

@danipiscitello (Artist)

@whitesora92 (Programmer)

@tulblut (Music)

More screenshots from codename Rags to Riches!

Posted by (twitter: @SunShiranui)
Sunday, December 15th, 2013 10:10 am

Here is another screenshot from the management game we’re making!

Those black squares over there are sad customers going back from the hot dog stand, since there are no hotdogs left :(

Those black squares over there are sad customers going back from the hot dog stand, since there are no hotdogs left :(

We’ve still got a long way to go. We hope to be able to put everything we want to in the game. See you soon!

Posted by (twitter: @SunShiranui)
Saturday, December 14th, 2013 10:31 am

Hey everybody!

After about seven hours in, here’s some screenshots for our LD28 game! We thought we’d make a management game in which you have to start your own fast food empire with just one dollar (or euro, or bitcoin, or whatever) of funding. Take a look:

Some work being done by our artist (@danipiscitello):

screenshot

Your first hot dog shack!

Our game, still without art…

Look at that first customer!

Look at that first customer!

Stay tuned for more updates and more details on gameplay!

SunShiranui, whitesora92, danipiscitello from the Tea Sipping Company

 

President vs Eevol: Music Postmortem

Posted by (twitter: @SunShiranui)
Monday, January 7th, 2013 12:05 pm

Hello everybody! This is the fourth of a series of four postmortems for our LD25 game “President vs Eevol“. Every article will cover a different aspect and point of view on the game’s development. The following post-mortem is on the game’s music and is written by composer Matteo Gagliardi.

President vs Eevol

Postmortem #4 of 4: Music

Hello, I’m Matteo Gagliardi, the composer of the President vs Eevol soundtrack and one of the original founders of the OmniàRing Project.

 

1. The OmniàRing Project: An introduction

This post-mortem will be mainly focused on music, but Sun asked me to write something about OmniàRing itself so I will start with that.

In early 2006 I was a lot younger and I used to spend most of my free time playing and talking about videogames. I was involved as admin in a Nintendo fan community, we were quite small and I decided to create a webring of Nintendo communities to help us grow: Nintendoring was born.

Shortly thereafter all the communities of the webring merged and we realized that we were mostly more interested in our various artistic projects than talking about videogames: I was composing my first EP (called Tetraktys), Sun Shiranui was making his first videogame (a Zelda ALTTP clone as he recalled in his post-mortem) so at the end we changed our name to OmniàRing, from the latin word “Omnia” (Everything).

 

OR Logo

The OmniàRing Logo

 

2. Making music for flash games

I worked a lot of times with Sun Shiranui but we never made a complete game together.

When he gathered this incarnation of the OR Team for this Ludum Dare, initially I wasn’t supposed to join as a composer, since I was busy working on the final mix of my latest album. So what happened is that he wrote a song on his own, and when he sent it to me I started arranging it for fun. In the end, he asked me to join the team and the song became something completely different and new.

Since we were working on a flash game, I had two important goals in mind:

1) Make something easily loopable

2) Make something short and lightweight

 

loading bar

One of my main concerns were loading times

 

3. President vs Eevol: The main theme

The main theme is thirteen seconds long. I used some drones and a sparse beat to give a subtle rhythm.

I wanted this to be hypnotic and mesmerizing.

Usually, working on a soundtrack for a videogame I prefer it to be interactive and bounded to the action on-screen, but since the team was working very hard on the core of the game they coudn’t give a lot of feedback on my work, so I had to keep it simple.

 

President vs Eevol main track

The use of drones makes the track easily loopable

4. President vs Eevol: The boss theme

The boss theme was more of a problem because Sun suggested using electric guitars. I worked on it during the second day while nothing of the boss battle was ready, so I had no idea of the precise scene I was supposed to make music for.

So, using only the general description Sun gave me, which consisted in a room where you have to kill the president using your bombs while he runs around, I started working on the piece.

I’m a keyboardist, so I don’t have any real guitars. I tried some synths, but in my mind the sudden change of style from drone ambience to something like Doom’s OST wasn’t good at all.

So during the third day I decided to try something else.

The track is mainly based on some huge percussions played on a Korg Wavedrum, but I used also the same drone of the main track to have a feeling of coherence. It was finished way before the team even started working on the boss battle, so I was really clueless, but listening to it now I think I made the right decisions.

 

President vs Eevol - boss track

The drone loop is synched with the wavedrum

 

5. Last thoughts about developing the game

So, did I accomplish my goals?

In a way, yes, I did.

The team had some difficulties dealing with the looping of the tracks. They tried mp3 and they later found out that for some reason mp3s don’t loop well, so to make the loops work they had to use uncompressed wav, compressing it only later using the flash IDE.

The main track of the game is only 580 kb and the boss track + all the SFX is 380kb.

I wanted them to be even lighter, but time constraints forced the team to work on more important things.

I think it’s really important, working on a web game, to have really short loading times and it’s even more important on a Ludum Dare, where you can try thousand different games in a short period of time and maybe you can even drop one just because the loading time is too long.

At the end it was a really interesting and compelling experience and I want to thank all the people who enjoyed (or will enjoy) the soundtrack of President vs Eevol.

Thanks again for joining me in this review of the composing process.

My home studio (dec 2012)

My home studio at the time of President vs Eevol development

Thank you kindly for joining us during our series of four postmortems for our game President vs Eevol. You can read the other postmortems here: design, code, art. See you in the next Ludum Dare!

President vs Eevol: Art Postmortem

Posted by (twitter: @SunShiranui)
Sunday, January 6th, 2013 9:16 am

Hello everybody! This is the third of a series of four postmortems for our LD25 game “President vs Eevol“. Every article will cover a different aspect and point of view on the game’s development. The following post-mortem is on the game’s art design and is written by animator Daniele Piscitello.

President vs Eevol
Postmortem #3 of 4: Art

Good day! I’m Daniele Piscitello, and I worked as the only artist for Team OmniaRing’s first game “President vs Eevol”. As the other members of our team are doing I’ll talk a bit about some aspects of how the art and the animation of “President vs Eevol” have been done.

The game’s main idea was to have a sort of evil british gentleman infiltrating in the President’s mansion. The player’s objective is to find the hidden key and take it to the door in order to reach the next level sneaking silently and fooling the president’s armed bodyguards. When we came up with the game’s design I understood that, in order to properly follow the theme, we needed to give our protagonist an high level of characterization. In a few hours the basic look of “Eevol the evil” was ready. Most of the first of the three days was spent only on making that exaggerated sneaky tiptoe animation that immediately gave life and an evilish look to Eevol.

I decided that our protagonist should have had a very peculiar and evilish walking animation.

I decided that our protagonist should have had a very peculiar and evilish walking animation.

After that I designed his signature bomb. I opted for a classical looking bomb immersed in a teacup. That was very funny to do and I hope that it made the players smile for a moment.

president vs eevol bomb

I tried to follow a priority list for the graphic and the animation, so, after completing all the main character’s animations I noticed that half of our time had already passed and I still had to make all the other graphics. After I completed all the tiles that compose the game’s levels I understood that I didn’t have enough time to make a proper walking animation for the enemies. At the beginning the idea for the enemy’s design was to make them human. I have to admit that I never liked the idea because I thought it was too common to have human guards and that something different could have make the game atmosphere funnier, so I decided to make some floating robot bodyguards, which were easier to animate due to their lack of legs.

You need to make some compromises if you develop something in 72 hours, andanimating a floating robot was easier than animating a human.

You need to make some compromises if you develop something in 72 hours, and
animating a floating robot was easier than animating a human.

I would have loved to make animations for the enemies in all the four directions, but the thing I regret the most is that the levels are too much empty for my taste. In my mind, the levels should have been full of furniture and little things, but I fortunately understood in time that such level of detail is almost impossible to achieve in only 3 days.I hope that with the help of all the experience I’ve earned through this Ludum Dare, by the time the next one comes I’ll be able to produce a lot more in a shorter amount of time, even though I realize that animation is always a looong process.

I’m an animation student, but I started my course just this October so they haven’t even started teaching to animate anything yet, and therefore everything that I made for this game was absolutely self-taught. This was also the first time I seriously animated something and I’m very happy of the result and of all the amazing feedbacks I received for my animations. Thank you all! It was very important for me. If you want to know more about me in the future be sure to check out my Twitter account!

You can reach Daniele Piscitello via Twitter at: https://twitter.com/danipiscitello

Next up is the last of our four postmortems for President vs Eevol: the music postmortem by composer Matteo Gagliardi.

President vs Eevol: Coding Postmortem

Posted by (twitter: @SunShiranui)
Saturday, January 5th, 2013 9:48 am

Hello everybody! This is the second of a series of four postmortems for our LD25 game “President vs Eevol“. Every article will cover a different aspect and point of view on the game’s development. The following post-mortem is on the game’s coding and is written by programmer whitesora.

President vs Eevol
Postmortem #2 of 4: Coding

Hello everyone, whitesora here. For this LD I was the programmer of Team Omniaring’s “President vs Eevol”, a stealth game and also our first Ludum Dare entry. As Shiranui did, I’ll try to give you a small “behind the scenes” of the coding process, our expectations, what went right and what wrong. This time, of course, from my point of view.

1. Participating or not

Believe it or not, I learned that Sun Shiranui, our team designer, wanted to take part in the Jam only two days before the start. In the beginning, I refused to help him, since I not only didn’t know anything about creating a videogame, but I hadn’t even heard anything about Flashpunk before.
In the end, he managed to persuade me, and so I found myself taking part in this project, with no idea of how to use Flashpunk and with the pressure of doing everything in only 72 hours.

The result of our hard work. I still can't believe we did it.

The result of our hard work. I still can’t believe we did it.

2. A small head-start

No, I didn’t start coding things one day before.

Since I had never used Flashpunk before, it’s like the LD started half-a day earlier: the afternoon before the start, I downloaded everything needed to start coding using Flashpunk, and I also had to learn how to use it properly in something like 4 hours. Once my “tutorial session” ended, the LD began.
I was surprised to see “You are the Villain” as the theme, since I was pretty sure that “End of the World” was going to be chosen, and right after that we began the brainstorming to decide what our game was going to look like.

One of the things we thought to do was to implement our avatar as small portraits.

One of the things we thought to do was to implement our avatar as small portraits.

3. Our expectations

Even tough I study IT at university, I never really tried to make a videogame. Sure, I’ve messed around a bit with programs like RPG Maker, but nothing serious.
I always loved videogames, ever since when I started playing the old Doom 2 when I was 2 years old (literally), and I still play a lot now; Sometimes I start defining the base mechanic of a game I’d like to develop some day, but this was the first time I’ve really done something.

So, I expected to come up with something even worse than this, but the result was way better than anything we expected.

4. The results (Pros/Cons)

Almost everything went way better than expected: good music, good graphics, good animations, good gameplay… I even learned to code using Flashpunk AND to make a working videogame.
But, as I said, if almost everything went smoothly, then there are things that went bad, too.

First thing, we spent a lot of time to solve organization issues (especially us overwriting each-other’s files), so I hope that the next time we will be able to organize our work better and without any issues, but the thing that went bad the most was the boss battle.
In my mind, the battle was supposed to have 3 phases: running away from the player, following a “strange” pattern and moving randomly. The second phase was pretty easy to do (I programmed all the movement patterns of the game, after all), but the first and third ones were really buggy, and we only had time to fix only the first phase. Too bad.

Our boss. He may be buggy, but I like it.

Our boss. He may be buggy, but I like it.

5. Post Post Mortem

In the end I can say that I don’t regret anything of this Ludum Dare, it was fun and I had the chance to learn a lot of new things. Expect to see me again in some other project.
Whitesora here, ending my in-depth look into the development process. Don’t forget to try out and rate the result of all our hard work, President vs Eevol!

President vs Eevol: Design Postmortem

Posted by (twitter: @SunShiranui)
Friday, January 4th, 2013 6:32 pm

Hello everybody! This is the first of a series of four postmortems for our LD25 game “President vs Eevol“. Every article will cover a different aspect and point of view on the game’s development. The following post-mortem is on the game’s design and is written by team lead Sun Shiranui.

President vs Eevol
Postmortem #1 of 4: Design & Team Management

Hello fellow LD developers! I’m Sun Shiranui and I was the lead designer, team lead and one of the programmers working on “President vs Eevol”, a small stealth game that was our first entry in Ludum Dare. I’ll try to give you a little insight on the development process, our expectations, what went right and what went wrong.

1. The birth of Team OR

When I first decided to participate in Ludum Dare I didn’t think I would be joining the Jam in a team project, but that I would be participating in the 48H compo as a solo developer. This was because I didn’t know much about the Jam, and I thought that the Jam entries weren’t voted. Of course one of the reasons why I decided to participate was to obtain feedback on my work, so I was pretty much set on joining the compo based on a wrong assumption.
Luckily, the guy who later became our Art Director, Daniele Piscitello, convinced me on joining as a team and upon further inspection I finally realized that we could get feedback by joining the Jam.

At the start I thought that it was going to be just the two of us, since the only person I knew that could help us, whitesora (our second programmer), hadn’t made a game before. However, the day before the Jam I asked him to join us anyway and helped him understand how Flashpunk (our framework of choice) worked so that we could develop things without any major issue the following day.
And so Team OmniàRing was born… or so we thought. If you played the game, you probably noticed that there are four people in the dev team. That’s because our composer, Matteo Gagliardi, didn’t join until the second day of development!

The game features stealth mechanics.

The game features stealth mechanics.

2. Choosing an idea

The day Ludum Dare started we all met up on Skype to start our brainstorming session. If we had done this a year earlier we could’ve done met all in the same room, but since we now live in different cities all of our development communication was made via internet.
I thought the theme was going to be “End of the World”, but to my surprise “You are the Villain” was chosen. We then began discussing ideas… wait, let me go take a look at our notes… here they are. Many of the ideas that we thought up were eventually developed by other LDers, so that was nice! We thought about making games where you have steal stuff to help a sick loved one, evil god games, a village simulator where you have to scare people to raise your power, prison escape games… and a game based on the idea of “President Evil”, where you had to kill the president that was later revealed to be a goat.

Now, that idea was the one that eventually made it into the final game. After a bit of discussion we decided to go with the president idea, mixing that with some of the relevant other ideas.
So we decided that President vs Eevol was going to be a game about an evil man who wanted to kill the president to retrieve his precious goat. It was going to end with a crazy boss battle with some nice cutscenes and a short discussion on whether Good and Evil truly exist. The end result was a bit different, though. Let’s see why.

 

The protagonist needs to find the key to proceed.

The protagonist needs to find the key to proceed.

3. Our expectations

I’ve been messing around with game development for quite a while. I’ve had a passion for videogames since I was little, so when I was about 14 I was doing stuff like ALTTP clones on Game Maker. I’m 19 now, so even though I’m not that much older a lot has changed, and I’ve started trying to make better stuff. I studied a bit of Obj-C programming and published a couple of apps, and recently got into Flashpunk and started doing random stuff with it.

So what were our expectations given our previous experience with gamedev?
Pretty much this.

Luckily, we were wrong, and we managed to do what we find to be a pretty interesting game. We met most of our goals and only fell short on one thing: the boss battle.

4. Designing the game

Given that this wasn’t supposed to be a big game project, the design process was a bit simpler than usual. Our design document was basically a list of features, kept updated by Daniele, who also handled the task of taking notes of all the important matters we discussed. My job was also made easier by the fact that the idea we ultimately chose was mine, so I had a bit of an easier time figuring out how the game would work. I decided that the game was going to be a 2D top-down stealth game, and pretty much decided from the start that we were going to implement a dash mechanic, which allowed the player to quickly move from one place to another in a short period of time. This later revealed to be a very good decision.

Your only weapon is a teacup bomb.

Your only weapon is a teacup bomb.

This is how we decided the game would work: the protagonist was infiltrating the president’s mansion, and for that reason he had to run around sneakily trying to reach the next room, finding the keys necessary to open the door. I initally thought about having multiple weapons, so the player would’ve been able to find a pistol later on in the game. However, in the end the only weapon we decided to put in the game was a remotely controlled bomb, hidden in a tea cup. We thought about allowing the player to place more than one bomb, but settled on having just a single bomb that exploded when you pressed the bomb button a second time. These choices helped keep the game simple and at the same time created a really nice stealthy mechanic.
We were going to add some more elements to the game, such as breakable walls and some way to recharge your life, but we kept those to the list of things to do if we have any extra time.

5. The development process

So the development process went pretty smoothly for our first game. We were able to implement everything we wanted in terms of core mechanics, and everything worked pretty well. If we had more time we could’ve added some of the extra features and some more levels, but that wasn’t the case. The only thing we really didn’t managed to fit into our schedule was the boss battle. In the last hours of development, I worked on implementing a preloader, a title screen, some of the last animations and fixing some bugs. At the same time whitesora worked on the boss battle. Unfortunately we completed it just a few minutes before the deadline, so by the time I got my hands on it I could only fix some bugs (the boss didn’t really die at all) and nothing of what we planned for the boss battle was truly implemented. It’s a pretty buggy one and definitely our only regret.

For our first Ludum Dare project I think this went quite well. Our work definitely exceeded our expectations and I can’t wait to start working on a new project.
I hope you enjoyed this first in-depth look into the making of our little game. Make sure to play and rate President vs Eevol!

Hi, I’m Matteo Gagliardi, composer of the President vs Eevol sountrack.
I use a 55 pounds vintage Korg keyboard (from 1993) as my main working tool. Its only storage is a 3.5” fdd drive.
It’s mostly made of lead.
I upgraded my DAW for the first time since 2006 last week.
The total cost of my home studio doesn’t exceed 1000$ (excluding the PC).
I’m a Windows user. My DAW works only on Windows and I’m too lazy to change.
I mostly desktops. I have only one laptop, a ten years old Dell Latitude that I use to check the mail.
I value things that lasts. In this world full of short-lived things, music has to be eternal.

 

President vs Eevol

 

Hi, I’m Sun Shiranui, President vs Eevol team lead.
Even though Matteo likes going about his equipment and how it’s better than newer technologies, I use a 15″ MacBook Pro for all my computing needs.
It’s portable and sturdy. I also use a Intous 5 M to help me when making graphics and a Keystation 61es MIDI controller from M-Audio when i want to compose.
I don’t have any desktop computers anymore, and I like getting my hands on new technologies.
My setup is pricier than Matteo’s, because Apple likes money, but I still think my investment is worth what I get.
But when making creative work, even though equipment is important, in the end you can make good stuff even with poor resources. Hard work is all that matters!

 

YC1Th

 

We know each other since forever and we both love videogames.
With the other Team OR members, we made this game with our heart and our differencies helped to make the game better.
We hope you will enjoy it.
Happy new year from the President vs Eevol team

 

Schermata 2013-01-01 alle 21.06.12

We all love goats too!

 

[cache: storing page]