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The Mechanically Seperated Chicken Award
Awarded by MadGnomeGamer
on April 30, 2012

uberneen's Archive

Done but not finished.

Posted by
Sunday, August 24th, 2014 1:53 pm

I’m done. I could grind out more level but it wouldn’t increase the depth any.
It’s posted with source so if you want a starting point for a browser-based 3d platformer, here you go. It’s sloppy in places but still bare enough that it should be easy to clean up.

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10893

Too much makeup, no personality.

Posted by
Saturday, August 23rd, 2014 2:27 pm

I’ve spent a lot of the day wrangling quirks in three.js. Aside from that I’ve just been creating content in hopes that it will help me settle on some gameplay.
The theme isn’t terrible or anything, I’m just having a hard time managing expectations.

Hospital, meet dungeon.

Hospital, meet dungeon.

At this point I’m sure I could cobble together a reasonably pretty and atmospheric map and I have some decent story written, but I’m at a loss for gameplay that can be implemented in a realistic timeframe.
Do I keep polishing this turd, or do I scrap it and start over?

Game *intent(void);

Posted by
Wednesday, August 13th, 2014 4:59 pm

I’m trying to shift my yearly entry from spring to fall. I only had 24 hours to throw at it in April so I’m hoping I’ll be more available this time around.

I haven’t decided on a complete toolset yet, but you can bet there will be some gimp, sfxr, possibly blender, and good old gnu nano.
Other possibilities include love2d, phaser, three.js, and sdl2.

If I’m feeling really ambitious, I will deploy an audio file of me farting in binary. Assembling the executable for your platform will be an exercise for the user.

Jam, or not.

Posted by
Saturday, April 26th, 2014 7:29 pm

I have a full day tomorrow and work on Monday so I don’t think I’m going to get this out in time.
The good news is, this isn’t just a quicky and dirty Ludum Dare game like my past ones. I actually have a lot of good design notes and a concept that, while hard to do in 24 hours (or 48, even if I had it), is exciting to me and represents a realistic project.
It probably won’t even make a Jam entry, but I can see it getting finished anyway and I’ll be happier with it in the long run.

Dystopian undersea society submarine rogue-like with inspiration from FTL:
Submarines and stuff.
This seems like the sort of thing that I can add a lot of depth to with sufficient time and effort.

I usualy participate once per year but I think I’m going to try to adjust my interval. My birthday is at the end of the month and it seems like I always have something else going on besides. Maybe a fall or winter cycle would be more agreeable. We’ll just have to see!

This was a great theme and I’m looking forward to seeing all the completed entries.
Good luck everyone!

So Much Boilerplate

Posted by
Saturday, April 26th, 2014 10:23 am

I didn’t get any significant coding done last night but the idea started to come together. This morning I’ve spent most of my time putting together framework and UI so that I can get on to the fun stuff.

It doesn’t look like much but most of the boring but necessary work is done.

The most significant part is what you can't see.

Declaration of Uncertainty

Posted by
Friday, April 25th, 2014 12:10 pm

I won’t have a tremendous amount of time this weekend but if the theme is inspiring I might jump in.
The tools will need to be quick and familiar so either flash or HTML5, maybe with some phaser.io action.

Quality or Quantity: Rating with Integrity

Posted by
Friday, May 10th, 2013 7:52 am

I always find the rating part of Ludum Dare to be more trying that the coding aspect of it, but I think a lot of that is because I don’t give up on a game easily.
Maybe it has some mechanic I don’t care for or maybe it’s just difficult and I’m not very good at it. I’ll still play the game until it is as complete as possible.

The game I made this time around isn’t very good. It’s really more of a tech demo than a game and the things that I consider successes are going to be measured personally and not with fancy star widgets. The game itself could have been implemented in plain text, and that’s really where the meaningful content lies.
If I came across it while rating I would probably give it a nod for novel mediocrity and that’s about it. What I would not do is bestow my condescension without actually playing it.

Since it’s web based and the resources are loaded dynamically, I can do some simple log parsing to see how far people have progressed. There are a couple of factors that easily create a margin for error, but in general I think the results are accurate enough to assert that a lot of people apparently can’t be bothered to spend the 5 minutes it takes to complete.

After removing my log entries, 50% of unique plays move on to the second and final chamber.
This is on a game that can be completed in just a few minutes and all you have to do is read some text and click a few times.

Just to be clear, this isn’t about my entry, this is about your entry. Consider how much time and effort went into your game. It doesn’t matter how happy you are with the result or how legitimately good or bad that result is, we owe it to one another to diligently explore each other’s work so that we can provide helpful and objective feedback.

I’d like to thank everyone who completed my game. Your comments are appreciated, and you (and everyone else involved in LD) can rest assured that I will show your work the respect that it deserves instead of trying to farm it for coolness.

Apologies if this comes across as hostile. Please read in the voice of Elmo or any other endearing childhood character of your choice.

It is done: Land of the Free

Posted by
Sunday, April 28th, 2013 7:22 pm

It finished my last uploads as the seconds ticked down, but it is complete. There’s even a potato.

screen1

My idea ended up being political and idealogical, and it really isn’t much of a game in the strictest sense.
If you go to http://www.twitch.tv/uberneen and view my starting feed, you’ll see that I didn’t even have git installed on my dev box. I was unprepared to say the least, but I was very happy with Three.js and learned quite a bit about it.

There are 4 possible endings, all equally underwhelming, I’m sure.

Coffee++

Posted by
Saturday, April 27th, 2013 5:04 am

I spent the later parts of the evening writing down ideas and brainstorming. The final concept is still coalescing, but I feel like I should at least get my environment up and running.

It’s time to test some visual effect ideas, and I think that will really help me settle on a direction.

Stream: http://www.twitch.tv/uberneen

I got logged in an didn’t have git installed, let’s see how many other trivial boiler-plate issues I can have!

I’m in.

Posted by
Wednesday, April 24th, 2013 1:39 pm

I guess I’m going to try this again.
My first try yielded a completed game but my second attempt didn’t even get off the ground.

I would rather not use flash this time, so I will probably do something in a browser with three.js or a canvas.

I might do something, or not.

Posted by
Friday, December 14th, 2012 7:35 pm

I’m late to the party, but I like the theme.
There’s a horrific plague circulating in my home though, so my progress will be inversely proportional to the amount of vomit produced by my loved ones, and potentially myself, should I contract it.

Since it’s late and I’m completely unprepared, I’ll probably go with html5 and jQuery.

I’m in for #2

Posted by
Thursday, August 16th, 2012 4:27 pm

It’s been several months since I’ve stayed up late coding a mediocre game and that’s just not acceptable.
I used the Flex SDK last time but this time I’ll probably use HTML5. If I get especially ambitious that will involve Three.js.

Obscure Top 5

Posted by
Monday, April 30th, 2012 3:12 pm

I just wanted to draw attention to some really outstanding entries that haven’t been showcased a lot already (or at least I haven’t seen them.)

My Kid Dropped the Planet
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10251
This one ended up being an enjoyable sort of physics game with some nice dark humor.

Nineties Hollywood Hacker
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11139
It wasn’t immediately obvious to me, but you’re building your own level in the beginning.  There’s also a nice upgrade path to be found here.

Core Buster
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=8527
This one is similar to my entry in that you’re mining from a spaceship.  There are lots of planets though and mission-based upgrades.

World of Marceline
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7969
This one is difficult to describe.  It isn’t complete as any kind of game and it can’t be called a toy.  It’s thought-provoking and, for me, somewhat moving.  Slightly NSFW graphics depending on where you’re at.

Submarine: This Ain’t Your Momma’s Bathtub, Tovarisch
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7122
This is one of my favorites.  It’s not as pretty as some entries and you might have to do some light reading (oh noes!) but it’s all worth it.  The atmosphere is great and I’m looking forward to seeing it with some added features and polish.


A Theft of Mass – Post Mortem

Posted by
Wednesday, April 25th, 2012 6:38 am

This was my first Ludum Dare attempt.  It was fun, educational, and extremely challenging.  Now that the dust has settled and we’re digging into all these submissions, I figure I’ll put together a couple of handy lists and maybe embed a picture at the bottom.  Honestly, it’s taken a couple of days to get back to a level of energy and motivation where such tasks are even possible.

Good Stuff:

  • I finished the game, it’s playable and beatable.
  • The graphics turned out ok, but Gimp did most of the work.  Seriously, it’s all gradients and maybe a blur filter here and there.
  • The idea didn’t fall apart, despite my best efforts.
  • Flash was generally cooperative, even though my proficiency with it borders on feces-slinging monkey.  At some point I might have accidentally typed, “To be or not to be?”

This is the real list though.  The lessons are within the failures and I must say that this was very educational.

Bad / Disappointing Stuff:

  • Ship control ended up being sluggish.  Rather than delegate stuff like this to box2d, I rolled my own physics.  This wasn’t a terrible thing and probably saved some time, but the thrust was so weak that stopping from a free-fall took almost a full screen height.  When I implemented it I was treating it like a lunar lander game.  I wanted that mechanic to be difficult, but it was difficult and slow, which quickly became frustrating.  Couple that with the next point and people start to throw things.  At me.  At my face.
  • Collision was very unforgiving.  If I would have taken the time to deflect the ship from collisions instead of letting you bury yourself into solid rock, it would have been a very different game.  Despite having a health bar and health to fill it, collisions are almost always fatal because you have to fully reverse your course to get out of the matter you’re colliding with.
  • Mouse handling was weird and it made the laser weird.  I’ve done a little bit of work in flash, but not a lot.  It seemed strange to me that I could get the position of the mouse from anywhere, but button state was a different story.  When I get around to polishing the game and fixing a bunch of this stuff up, I think I’ll do something like add an input layer over the whole thing to just track mouse states.
    The result was that the laser would sometimes fail to fire when it should have.  I suspect that my mouse event was getting eaten by the player sprite sometimes, and I tried to avoid a sqrt call in the frame loop so my distance calc lacks some precision.  Upgrading the laser helps a lot and so does holding down the mouse button and moving from block to block.  Once it’s down everything seems fine.  There were some games where this issue wasn’t even noticeable, but I could have also just gotten used to operating it a certain way.
  • The upgrades weren’t very well balanced.   By the time I started working on upgrades and resources, it was Sunday and I was rushing to get everything done by the deadline.  The laser and cargo upgrades were critical and I think the laser upgrade path was where it needed to be.  The rest were tuned according to average map resources to ensure that you couldn’t, or were at least extremely unlikely to spawn a game where not enough of a certain resource existed to complete the upgrade path.  Hull was practically useless for reasons mentioned above, and while I wanted fuel to be an issue, I didn’t want it to be as big of an issue as it is in traditional lander games.  You’re going to be mining after all, so sustained hovering is a necessity.  One fuel upgrade trivialized the mechanic.
    The finalized version will probably have thruster upgrades at least, I’m not entirely sure what I’ll do with fuel.  Hull was going to be necessary for certain depths but the UI and logic for that never made it in.
  • Sound and animations were not complete.  I think the lander concept of the game would have clicked with more people if the thruster firing was visible.  It also would have been pretty (Gimp->Filters->Game Effects for Idiots->Thruster Stuff).
    SFXR is awesome.  The older c/gtk build would quietly try to launch and then immediately die without an error.  Fortunately, I found as3SFXR and made enough audio content to get the point to celebrate a player’s death with clanking and explosions.  The explosion graphic probably looks similar to the one in Canyon Run, my warmup entry.  The ‘spark’ brush in Gimp is awesome.  I used it again but created more frames.
    I wanted to add engine noise, laser noise, block zap, and maybe some background music.  This did not happen.  The most significant issue here, besides content creation time, was sound looping and embedding with Flex.  As I understand it, MP3 files have an arbitrary padding at the start of the file and without a third party library, the Flex SDK does not embed WAV or OGG, or anything else.   Looped sounds were awful and I didn’t have time to write a sound wrapper to manage looping and ensure that the next play was advanced past the delay.

I think that’s about it.  Time was a huge factor (duh), but I really ended up having a pretty solid 24 hours to work with.  Friday I was exhausted from working on a car for two days straight.  By the time I got finished people were already several hours into their projects and hyped up on caffeine and dreams.  I was sore and shivering from fever chills due to rather dangerous and nasty sunburn.   Saturday I had a hard time coming up with an idea that used the theme and wasn’t overly ambitious.  I also went out to dinner and saw a play with my wife. Afterward she went out of her way to make sure I was tucked away inside a cozy little coding pocket, free from distractions for the rest of the weekend.  She’s pretty awesome.

Here’s the entry:

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10893

A Theft of Mass - Upgrades

I was most pleased with the escape and ending sequence, so if you can suffer the sluggish navigation, beating the game takes about 15 minutes.

One last note, I have a couple of timelapse captures from early on, but I found that I was extremely self-conscious so after a few thousand silly mistakes I shut it down.  You don’t want to see that anyway.  If you’re convinced that you do, boot to a linux distro and open Gimp.  Next, open a console and type ‘nano’.  Stare at that for a while.  Done.

 

A Theft of Mass – Submitted!

Posted by
Sunday, April 22nd, 2012 6:48 pm

I wasn’t sure if I was going to finish, but not only is it playable, it’s beatable.  I’m going to call my first LD a success!

I really wanted to get some thruster animation in there and the sound needs a lot of work, but it’s not completely silent.

A Theft of Mass - Upgrades

http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10893

WASD, Arrows, Etc.  Use the mouse to fire your laser.

 

A Theft of Mass – 3am Status

Posted by
Sunday, April 22nd, 2012 1:27 am

I’ve had a lot of real life things going on this weekend, but I’ve made up for lost time by working into the early morning.

The result is something semi-playable, but there is still much to be done.  I need to add resources, fuel, ship hit points, some additional interface, and win conditions.  If there’s time after all that, I’ll get some sound in there.

Demo! — Arrow keys, WASD, number pad, all work interchangeably.  Use the mouse to fire your laser.

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