About Tselmek (twitter: @tselmek)

Antoine, a 16 years old french student doing game dev in his spare time when he's not procrastinating. Fell in love with game jams since LD32. Uses GameMaker: Studio, PyxelEdit and Chiptone.

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Entries

 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32

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Tselmek's Archive

Comments given not appearing on Feedback Friends

Posted by (twitter: @tselmek)
Wednesday, August 31st, 2016 8:23 am

Sorry for yet another post on the matter. It seems the comments that I’ve given aren’t appearing under the corresponding section. Is it a bug? or is there a quirk I’m not aware of?

Thanks in advance for your answer.

ps. working on a postmortem

Feedback Friends suggestion

Posted by (twitter: @tselmek)
Tuesday, August 30th, 2016 5:23 pm

EDIT: Nevermind, I made a fool out of myself asking for something that was already here and that I was not aware of. But on a side note, it seems the comments that I’ve given aren’t appearing under the corresponding section, might there be something I’m doing wrong or that i’m not aware of?

I know it might not be a wise idea to expand the Feedback Friends site knowing that the new site is coming, but a nice feature would be to have a way to know how many games we have commented so far. And a bit like the old ratings display of the previous LDs, it would also be cool to see which games we have commented on, in order to keep track of our most/least favorites and this kind of thing.

I didn’t want to make a post just for that but I couldn’t find a place dedicated to that.

Our entry: Apalis

Posted by (twitter: @tselmek)
Tuesday, August 30th, 2016 10:42 am

Hurray, we succeeded on submitting before the deadline. It was tight but we managed to make something rather cool, it’s a little die-and-retry puzzle platformer and if you like difficulty, this might be your cup of difficul-tea. You can play it HERE. Expect a postmortem post soon-ish this week.

Titlescreen sneak peek

Posted by (twitter: @tselmek)
Sunday, August 28th, 2016 4:01 pm

No gameplay gif yet but you can have a sneak peek at our titlescreen. No name has been found as of now, so all hail the temporary title sprite.

Rough interface in the working, levels galore.

Posted by (twitter: @tselmek)
Sunday, August 28th, 2016 11:37 am

Got a rough base for a menu and a level selection screen as well as sketches of what the first tutorial levels could look like. Will leave them as is for now and improve them tomorrow, let’s make more levels now.

View post on imgur.com

Progress is slowly being made

Posted by (twitter: @tselmek)
Saturday, August 27th, 2016 5:21 pm

Took us a lot of time to find a not-too-fancy idea, here’s our progress so far.

View post on imgur.com

J’en suis ! (I’m in!)

Posted by (twitter: @tselmek)
Saturday, August 13th, 2016 8:38 pm

Petit clin d’oeil à tous les participants français! Faites-moi signe si vous êtes de la partie!

This will be my 5th consecutive time entering Ludum Dare yet this is the 1st time I’ve made an “I’m in” post. So get pumped for you shall witness my boringly ordinary weapons of choice.

ProgrammingGameMaker: Studio

Graphics: Paint and PyxelEdit

Audio: Chiptone (if I don’t find an audio teammate until then)

I wish you all a great jam!

Tselmek out.

Check out Aether Crypt!

Posted by (twitter: @tselmek)
Saturday, May 7th, 2016 10:54 am

Everything’s in the title, feel free to check it out if you haven’t had the opportunity to do so. There’s also a posmortem about it if you’ve got an additionnal couple of minutes to spare.

PLAY IT HERE

POSTMORTEM HERE

Aether Crypt postmortem

Posted by (twitter: @tselmek)
Saturday, April 30th, 2016 12:02 pm

Howdy fellow jammers, it’s postmortem time! If you haven’t played our entry, feel free to give it a try HERE.

Let’s recap the hell out of this!

  • The unfinished prototype

Before settling on an idea with Dave, my teammate, I had been working on a « just-in-case » shoot ’em up game called Chicken Fuel at the time, here’s what it looked like when it was left very early into the jam.

View post on imgur.com

  • The mechanics

Then came the idea of a molecule-based game. We didn’t yet know what to do but the take on the theme was inspiring to the both of us and so we brainstormed from there. That’s when the idea of a « Moleculevania » came up, we threw a couple of possible mechanics for it on a paper and that was the idea that sounded the most feasible in the remaining time. It doesn’t sound like it, but this process took us the whole first 24 hours.

View post on imgur.com

We wished we could go far enough to make a little boss battle based on radioactive elements such as Plutonium or Uranium but that sadly didn’t happen.

  • The level design

So now, we had a couple of transformations with a feature each and we needed to head onto the metroidvania part of the game, that is to say the level design. I wanted to allow for some exploration without too much struggle for the non-fans of this style of gameplay. The sketch below was the first draft of the general idea for the level layout, from there improvisation took the lead.

Level design draft

Level design draft

  • The audio

I was very panicked when I didn’t see the audio coming 2 hours before the deadline, so I decided to rush and implement some sounds made with chiptone myself. I did well because Dave only provided music but holy crap is it good. If you’re a fan of ambient stuff, you’re at the right place. You can check out his stuff HERE

  • The ambience (and the darkness)

The ambience was surely something we decided to bet on for the mood of the game. The dark environement was part of the mood and the gameplay. It seemed the darkness was too intense for some players but that makes for some finer exploration game, doesn’t it? 😛

  • The minimalism

One of my personnal goal was also to make something very minimalistic, that’s why I tried to put as few texts and as few graphical details as possible. I also tried to make a very simple but effective GUI, the display of the number of electrons and keys collected was rather straigt forward but it took me some time to figure out a way to tell the player how the transformation system worked without any text output.

Minimalistic GUI stuff

  • The experimentations

This Ludum Dare was an experience for me for some parts of the programming. Indeed, this time I messed with something new to me which is surfaces (and occasionnaly blend modes). Their use was necessary for the implementation of the lighting system.

  • Conclusion

Overall, I’m really proud of this entry. Despite the level design I wish I had taken more time to fiddle around with, I think the game came out as a tiny little polished experience package ready to nom a handful of minutes from the players’ life. I expected the game to be less welcome than my previous entries because of the huge difference of genre, going from intense arcade games to a very mood exploration one, but the reactions went against my expectations and I was positively surprised how it was welcomed.

That’s about it, thanks for reading through this little beast of a postmortem, I hope you enjoyed it.

Thanks everyone for all the great comments and feedbacks on the game so far!

Tselmek out.

Aether Crypt – postmortem coming soon

Posted by (twitter: @tselmek)
Monday, April 25th, 2016 10:39 am

Howdy fellow jammers,

While I’m at work on cooking up a postmortem post for you to feast upon, you can check out and rate Aether Crypt if you haven’t already. If you’re fond of ambient stuff, a big fan of metroivania style games, a platformer addict or a chemistry nerd, you might enjoy giving it a try. Here’s a couple of screenshots to give you a taste of what you’re in for.

Menu goodness
Feel the Carbon
Neon enlightens my nights

Have a good one!

Tselmek out.

Aether Crypt is out!

Posted by (twitter: @tselmek)
Tuesday, April 19th, 2016 1:13 am

And it’s waiting for your feedbacks! You can plat it here Here!

sc 1

Teaser

Posted by (twitter: @tselmek)
Saturday, April 16th, 2016 6:59 pm

EDIT: gif wouldn’t show, should be fixed.

After a lot of indecision and no cool idea coming up during the first 24 hours, there is not much to show gameplay wise but here’s a little animation to keep you waiting.

View post on imgur.com

Dizzy Dazzle – postmortem

Posted by (twitter: @tselmek)
Wednesday, January 6th, 2016 9:03 am

What time is it? It’s postmortem time!
Last LD I set myself the goal of focusing on more complex mechanics and level design, that might wait for LD35 :’D

= What went right =

  • Audio: Really proud of how the audio fit the style of the game. Again, credit goes to the great Ted Wennerström.
  • Programming: Programming went rather smoothly, I’m pretty happy of the way the game is built, it allowed a lot of changes in the same canvas.
  • Style: Regarding the style of the game, we stuck to the original idea and players seemed to like it (pairs with Audio)
  • Juiciness: The constant screen wobble was an experiment, but the feedbacks were pretty easy to make and pretty efficient

= What went (entirely or slightly) wrong =

  • Balance and Design: Oh did I screw up that part. A majority of players made me notice how the game should be more penalizing. I first thought of letting mistakes pass in case people were not good at this kind of game and the Accuracy rating was just a treaky way to reward the accurate player, but it runed out pretty bad. Secondly, the game was way too fast since the beginning but while playtesting got me used to the speed and I realised too late that indeed it was way too difficult.
  • Ideas: We knew in the very beginning what the style of the game would be but had no idea on the precise mechanics so we groped until we stuck to the arrow mechanics.
  • Theme: The tied themes were pretty confusing at first, moreover we started the design around Growing but ended up using the Two Button Controls because I couldn’t get the Growing mechanics to be fun to play.

The final ratings:
Look at 'em ratings

Kicking it with the Audio score. Did better with Theme than I thought. Fun and Mood were the main focus I guess, and I’m actually a little surprised about the Fun score considering the huge penalty flaw of the game.

Thanks everyone for playing Dizzy Dazzle, cheers!

Tselmek out!

Dizzy Dazzle is finally out!

Posted by (twitter: @tselmek)
Monday, December 14th, 2015 6:57 pm

Our entry Dizzy Dazzle is finally out. If you like games or if you like music, you’re gonna love this game, otherwise you’re gonna love this game. Feel free to give it a shot, feedbacks are super appreciated!

You can play it right here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=48996

Juicy gif

Slowly but surely

Posted by (twitter: @tselmek)
Sunday, December 13th, 2015 6:57 am

I still don’t know where I’m going with that, but here it is. Can you figure out the 2 buttons control?

Entry wip

Oko Furia – postmortem

Posted by (twitter: @tselmek)
Wednesday, September 2nd, 2015 4:23 pm

Second Ludum Dare and first postmortem, let’s do this!
This Ludum Dare was one hell of a blast, can’t wait for LD34! 😀
If you haven’t got the chance to play our game, feel free to check it out HERE!
Last LD I set myself a goal that was to focus on player inputs and replayability (and feedbacks a bit), so feel free to tell me if I suceeded or not.
For the next LD, my goal will probably be to focus on a little bit more complex mechanics and level design.

= What went right =

  • Scope: Scoped small enough to polish the game a bit more and not to drop major features.
  • Audio: Mike Daw did a dang amazing job, the sound effects and soundtrack are pretty intense.
  • Idea and Design: I found the theme not really inspiring but thanks to Mike Daw’s ideas, we got something cool up and running pretty quickly.
  • Programming: The base code didn’t take a billion years to make, so it was easier to polish and tweak the details afterwards.
  • Organisation: I was never too distracted from my main tasks until they were done, which is good because I’m very easily distr– oh, a butterfly!
  • Polish: The name’s in polish, what do you want more? 😉

= What went (entirely or slightly) wrong =

  • Dropped features: We originally planned on adding little soldier dudes shooting at you and some blood explosion when they’d get eaten by the monster but it didn’t make the cut.
  • Art: As i’m not an artist, I took quite a chunk of time to make the art assets and didn’t have time to polish everything on that side. The monster was supposed to have wings and body parts, along with animations; the bullets are just yellow squares; there’s no intro, title or game over screen.
  • Gamejolt leaderboard: Lost a bit of time trying to figure out gamejolt leaderboard but ended up giving up on the idea as it would be too long to implement.
  • Flappy Bird: The game turned out to have a Flappy Bird feel to it which wasn’t intended at first as we were trying to have more of a Canabalt feel. In a sense, it’s not a bad thing as some of the feedbacks said that it was “Flappy Bird with a twist”.
  • Particles: I first thought I would mess around with GameMaker’s particle effects for explosions, fire, blood, smoke etc but like the Gamejolt leaderboard, I should’ve messed around with it before the LD., whoops.
  • Flap mechanic: The flapping mechanic seems to have felt a bit clunky to some of the players and I’ll agree that it does feel way better with thinner keyboard keys.

So here you go, overall I think this game is of a way better quality than my last entry (at least to me) and it sure does encourage me to keep on entering game jams. :)

Cheers jammers (if you’ve got the guts to read this whole thing)!

Tselmek out!

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