About TerraCottaFrog

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Ludum Dare 37
 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33

TerraCottaFrog's Trophies

The LD33 Waterfowl Appreciation Award
Awarded by Nebulaic Toaster
on August 24, 2015

TerraCottaFrog's Archive

Feedback friends question

Posted by
Monday, August 29th, 2016 10:31 pm

I’ve commented on four things, and it says I have 2 points per comment.

But I only have two points.

but somehow a balance of 103

with no comments received.

 

Am I completely misunderstanding this or is it not working right?

cover

You kill birds by growing a plant.

That can grow turrets.

Like machine guns and flamethrowers.

It’s Weird.

Go try it.

my game needed a story, so yeah

Posted by
Monday, August 29th, 2016 12:54 pm

5

then i realized the boss spawned immediately for debug

then i died

maybe the beam turrets are a little too much

Posted by
Monday, August 29th, 2016 9:04 am

4

Nah.

a name and some actual game

Posted by
Sunday, August 28th, 2016 11:24 am

plant and birds


 

3


 

more odd gif compression but again the point is made

you can now build turrets to kill birds

you build by grabbing fruit

there will be flamethrowers

this is the strangest concept ive ever worked on

some birds and some fruit and some other stuff

Posted by
Sunday, August 28th, 2016 8:35 am

started late so not much yet

2

the gif compressed wierdly but you get the picture

build the plant and defend against birds

the fruit can be picked so you can make turrets to murder the birds

strangest ludum dare entry i have ever made

 

it based on agriculture by the way

not the best for the theme

but whatever

Starting now finally

Posted by
Sunday, August 28th, 2016 12:16 am

Had to start a day late, so entering the jam. I have a little plant so far

there will be birds and turrets and flamethrowers or something

1

I’m in for my fourth Ludum Dare

Posted by
Tuesday, August 23rd, 2016 6:01 pm

So I’ve done one year of Ludum Dare, so that’s pretty cool.

I’ll have to start one day late, so I’ll enter the Jam despite having only 48 hours.

I’ll be using:

  • Engine:
    • GameMaker Studio
    • Tweenline Tweening Engine
    • My own extensible scripting thing for time based stuff like levels, dialogue, cutscenes, ETC.
  • Art:
    • Photoshop
    • Illustrator
    • Pyxel Edit
    • Paint.net
  • Music:
    • Bosca Coeil
    • Mixcraft 6
  • Sound:
    • bfxr
    • jfxr
    • Audacity

My brother may or may not do the music for my game.

So hopefully this time will be great (it will be)

Everybody is posting scores, so…

Posted by
Tuesday, May 10th, 2016 9:43 am

shmupshifter-final-1

level2final

level3final

Here are the results for my game:

   Coolness 64%

#52 Fun 3.91

#100 Overall l 3.76

#155 Graphics 3.74

#173 Audio 3.36

#256 Theme 3.68

#377 Humor 2.45

#672 Innovation 2.79

 

I’m pretty happy with the score for fun, especially with the obscene difficulty of my game. I was worried people wouldn’t like it because of how frustrating it could be. Thanks for the excellent Compo and I enjoyed playing your games!

A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

Last Chance For ShumpShifter

Posted by
Monday, May 9th, 2016 7:51 pm

Last Chance for ShmupShifter

shmupshifter-final-1

level2final

level3final

From the description:

ShmupShifter is a 3 stage manic shooter developed in 48 hours for the Ludum Dare 35 compo, based on the theme “Shapeshift.”

Fight 6 enemy types and three boss fights as you make you way through space. Use your powers of transformation to gain an upper hand, firing on enemies from all sides.

Featuring real shoot-em-up difficulty, ShmupShifter will surely satisfy your shmup appetite.

Try ShmupShifter today!

A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

 

cover

So I made this game, ShmupShifter.

It was really complicated compared to what I’ve done for the compo in the past, so there were a few odd choices, and in addition to that some elements of the game are only useful very late in the game.

Consider this a postmortem. Maybe.

The Inspiration

I was inspired to make this mechanic by Radiant Silvergun.  I, lacking an Xbox 360 or Sega Saturn (and 700 bucks), have never played the game, but it seems awesome so whatever. Have some gameplay:

You have access to seven weapons which you can change to at any time. I thought the gameplay possibilities from this would be excellent, and in addition it fit the theme well.

The Main Mechanic

The shape-shifting in the game isn’t necessary in many situations until the second stage, which many players never got too. That’s kind of an issue. In the late game it is essential to use all ships in order to avoid the need to dodge patterns altogether. The ability to move around enemies means that in some cases you never need to come close to bullets, as you can herd them in any direction you want.

A lot of people did not seem to notice the importance of the speed differences of the ships, but when you get better at the game you start thinking about using ships that may not have the best fire for the situation, but that you need to move as accurately or as quickly as you need to.

Play the video to see what I mean with the stage 2-1 boss, which you can dodge above with the fast green ship.

The Purple Ship

One of the three usable ships seemed to be pretty useless to, well, everybody. This ship had:

  • Slow movement
  • Hard to use, weak weapon.

Because people do not see the later moments of the game, both of these traits seem a detriment. The slow movement is actually an essential part of the gameplay later on. When fire become dense, especially in the second loop of the game’s stages, it is almost impossible to weave through with the red or green, fast ships.

The weak fire is designed to prevent players from staying in the purple mode for a long time, as the combination of fine control and normal fire would make it far too powerful in later stages.

Here is an example of using the purple ship to dodge a dense pattern. The second use in the clip is what I’m talking about, when the spread firing enemy comes in from the right. You’ll notice that I die soon after I, in panic of being stuck,  switch to the red ship.

Impossible Patterns

Some people complained about some patterns being impossible. This was, believe it or not, by design. It is always (or at least, 99% of the time) possible to get the upperhand in the situation by exploiting the games mechanics, such as the ability to harmlessly go through enemies, move quickly with the green ship, and fire from all angles. The patterns which may be impossible if you approach them like a typical shmup become easily beatable if you utilize the mechanics.

The Root Cause of the Issues

The biggest issue I had with this game was that I made it for people who were into shmups, not for an average Ludum Dare player. This led me to go way overboard with the difficulty, and make stages ludicrously difficult if you don’t think them through and play repeatedly, which many people wouldn’t. Next time I’ll include a normal mode, which would be easier than this game, and an arcade mode, which would be like this game is.

Here’s just some gameplay starting from the second loop to demonstrate how insane the difficulty can get in this game. (of few of the early deaths are intentional to reduce the difficulty. Or at least that’s what I tell myself :P)

Thanks for reading my needlessly defensive explanations of all of my game’s issues! Remember to try ShmupShifter!


A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

ShmupShifter Full Gameplay (Last day to rate!)

Posted by
Monday, May 9th, 2016 4:16 pm

It’s The Fight of Your Life!

 

shmupshifter-final-1

 

This is the full gameplay of my ld35 entry, ShmupShifter. I did really well on the first loop, but this made the difficulty go insane during the second loop.

 

I hope you enjoy, and remember to rate ShmupShifter

A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

ShmupShifter Final Version Released

Posted by
Monday, May 2nd, 2016 5:33 pm

ShmupShifter Final Version Released

 

shmupshifter-final-1

The final version of my Ludum Dare game, ShmupShifter, is now released on itch.io! If you want to play a real difficulty arcade shmup, this is the game for you! ShmupShifter features 3 stages with 3 unique boss fights, and, with infinitely looping gameplay, the difficulty scales with your skill!

level2final

 

New Features:

  • Easy Mode
  • Level Select
  • Balancing
  • Fixed Bugs
  • background (!)
  • Enhanced Particles
  • Flashy Explosions
  • Screen Shake
  • Better Audio Balance
  • New Sound Effects
  • A Beatable Second Loop
  • And more things I forgot about!

 

level3final

 

From the description:

ShmupShifter is a 3 stage manic shooter developed in 48 hours for the Ludum Dare 35 compo, based on the theme “Shapeshift.”

Fight 6 enemy types and three boss fights as you make you way through space. Use your powers of transformation to gain an upper hand, firing on enemies from all sides.

Featuring real shoot-em-up difficulty, ShmupShifter will surely satisfy your shmup appetite.

 

Try ShmupShifter today!

 

A Challenge:

Beat ShmupShifter and be awarded with the TerraCottaFrog’s ld35 True Shmupper Trophy!

trophy

Fixed the post-compo 72 hour version

Posted by
Tuesday, April 19th, 2016 2:16 pm

There was a game-breaking bug in the post-compo version of ShmupShifter. I fixed it.

Play it here: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=55226

ShmupShifter Jam Version

Also, keep an eye out for an even more improved final version in the next couple of days, with lots of polish and a few new features.

ShmupShifter Jam Version

Posted by
Monday, April 18th, 2016 9:15 pm

I worked through today after submitting last night and made an improved version of my Compo entry ShmupShifter. Lots of polish and balance, gamepad support, a background(!), and the sound doesn’t hurt anymore, and you can select the stage and difficulty!

jamversion

Remember to rate the original compo submission!

Control Fix for ShmupShifter

Posted by
Monday, April 18th, 2016 8:08 am

I added more keyboard support to my entry, ShmupShifter.

This is to address complaints of the game being unplayable for some people with certain keyboard layouts. WASD + JKL control and swapped Y and Z were added. Enjoy!

ezgif.com-gif-maker (2)

 

P.S. A post compo version is in the works with more balanced gameplay and logical sound balance (it was off because of the bad treble on my speakers)

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