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SonnyBone's Official 'RAD GAME' Award
Awarded by SonnyBone
on December 19, 2013

vapgames's Archive

GUNKOUR 3d platformer thing.

Posted by
Monday, April 18th, 2016 9:49 pm

Fight the army of hell in 3D or something.

Ok, it’s just a tech demo at this point. No shapeshifting, just GUNKOUR and demons.

First time working with 3d after many years of 2d, always wanted to make a 3d platformer 😀
I’ve used unity and a bunch of my 2d libs – sprite system, explosions system, grass and hair tech (converted from 2d to 3d).
Most of the time was spent making character controller and learning how 3d rotation works. Also i’m really slow at texturing things.

Me right now:

FLIPPITYFLIP

Link:
http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=15943

3d platformer basics

Posted by
Saturday, April 16th, 2016 8:53 pm

Always wanted to make a 3d platformer.
http://i.imgur.com/UObMC3w.gif

Custom force and torque based character controller, and a simple camera controller.

CCTVANIA fail

Posted by
Monday, December 8th, 2014 9:17 pm

Ok, i’ve failed.
here’s the idea
1
and close-ups
2
3
I’m an hour too late to submit, and there isn’t much gameplay anyway.

CCTVANIA?

Posted by
Sunday, December 7th, 2014 6:21 pm

meh, i just realised the idea is the least original
cctvania

You Only Get One Limb post mortem

Posted by
Thursday, December 26th, 2013 2:21 pm

Directives

1) Keep it simple, no gravity, no physics.
2) Think of new patterns, learn more about engine.
2) Test content pipeline for full-HD graphics.
4) Have fun.

Limb

And i broke the first rule almost immediately after i started working.
At first i wasn’t quite sure if one limb mechanics is going to work, so i spent about 2 hours experimenting with physics model configuration, character mass and different approaches to moving the limb until i hit the fun combination. After that i started adding variants to basic grabbing and moving mechanics.

The pistol was the first thing i did (because GUNS):
GUN

But it didn’t get into the Jam-build, as i didn’t have enough time to make bullets and shooting mechanics. Controls in the game are hard to master, so i had to slowly introduce player to the motion and physics. First few level were going to be just “acrobatic”, and i only managed to make 3 levels.

Tech

I used the free Unity with the new Box2D physics, and my library of Unity classes with all kind of maths, utilities, and base objects (that’s why i’m doing jam, i can’t work without an extensive library of functions, mad props to everybody who can use bare minimum and do all the math from scratch in 2 days).

I have my own free-transform thingie:
FTF
I know, unity now has default 2d-transform, but this one works in 3d as well as in 2d, allows to transform all meshes and physics objects (not just 2d sprites in 2d), has shortcuts for depth and also does all the stuff that default transform does (including multiple object transforming). It saved me so much time on level editing. Also not using default 2d graphics.
I used my animation editor and playback system again:
anim2d
There’s not much animation in this game though.

And here’s a tip:
super window
If you are working with Unity, i suggest you to make an editor-window like this and put there all the frequently used functions. This one allows me to quickly lock background/foreground, add shapes/sprites/bodies to objects and bunch of other useful stuff.

I did a lot of drawing this time. There are total of 70 sprites:
all sprites
I spent a lot of time choosing color scheme, and then cutting all the platforms, but it was fun.

What went right

1) I spent most of the time working on mechanics, graphics and level design instead of code.
2) Engine didn’t break down, all the custom tools worked as planned, so i didn’t waste any time debugging tools.
3) All graphics were made to look crispy in resolutions up to FullHD.
4) It was fun XD

What went wrong

1) Didn’t manage to implement some of the mechanics i wanted, and didn’t make enough levels.
2) The game becomes too hard too soon, again, could be solved with more levels and more gentle difficulty slope.
3) No sounds, no music. I didn’t think about it, but i should have chosen some free music before the jam.

And the links:

Link to the game

Timelapse video

Thanks to everybody who participated, having a lot of fun playing your games!
yay

YOGO Limb

Posted by
Wednesday, December 18th, 2013 2:11 pm

SO i heard you like gifs?
WEEEEE

You Only Get One Limb

And the timelapse:

You Only Get One Limb

Posted by
Monday, December 16th, 2013 8:08 pm

Vasily Korolev is a space engineer.
One day he was assigned to fix a terraforming station, but his teleportation didn’t go so well.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15943

YOGOL

AND SO HE FIGHTS!
YOGOL

YOGOL

Cpt. Sqrjaw Postmortem, Walkthrough, Timelapse and stuff

Posted by
Sunday, May 5th, 2013 2:56 am

The game:
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=15943

Here’s the walkthrough (spoilers):

Tools used:
Engine: Unity free
Graphics: Photoshop, Flash, SAI
Animation: Anim2d
Sound: FL Studio + Massive VST + Goldbaby drums

The main goal was to field-test my animation system – animation editor and animation playback libraries for Unity.
The animation editor looks like this:

A lot like Flash with layers and nested animation clips, but with float frame values, “bones”/layer hierarchy, double keyframes for sprite changing.
And here’s the usage in Unity:

Fun thing is that you don’t have to manually import textures/sprites for animation, you just drop them into folder named “Sprites” and the system automatically picks them in editor, makes a library in Unity and stores textures into atlases (for now i’m using TK2d for atlas generation, but later i might remove this dependency).

In runtime there are 2 ways of playback – “rigid” – switches frame immediately, and “interpolated” – with possibility to crossinterpolate multiple animations, and overlay multiple animations. Rigid is faster and more useful for simple things like bullets, ui elements etc. Interpolated mode allows to smoothly switch between animations for characters. With overlayed animations in interpolated mode i could make the character shoot in 4 directions while standing, running or jumping, also landing squish was an overlayed animation too, so you could see the character counteracting the landing impact while continuing to run and shoot. And another fun thing is, it can be called with 1 line of code, like:

if(just_landed) anim_inst.OverlayAnimationReuseLayer("land", "stand", ...);

You can use different shaders and materials in one animation, it will create different meshes during playback, and if you use one material it will use the automatic batching.
Anyway if enough people are interested in this system, i’ll release it later.

I also used my polygon editor with some adjustments:

//that’s how you not use it, since physics only works good with convex polygons

In the last day i was kinda tired and sad, so i decided to screw around with FL Studio for some time, and made a simple electro-screechy thing using 4 Massive channels and funk-drums. I think it gave me motivation to finish at least something playable. It’s the first time i’m doing game music.

Wat left:
– I’ve spent most of the time fixing bugs in animation system, finding a way to correctly sort sprites by depth, learning how to use materials and shaders. In other words i ignored most advices about using only reliable tools that you are familiar with (again).
– I like to do detailed sprites and was anticipating to draw something with shading and stuff.
– The game is too short, with very few game objects and only one level (too little time was spent on actual gameplay, most of it went into technical stuff and debugging).
– There are severe memory leaks (materials and meshes) that i haven’t noticed (due to my poor knowledge of Unity) and that may crash your browser.
– It was too stressful.

Wat right:
– I did fix a lot of bugs in animation system, and made it work.
– I learned how to shader.
– Now i know how not to update procedural meshes and materials.
– I’m still new to Unity, and i’ve learned a lot from this jam.
– I did music.
– I managed to finish something playable, YAY!

Timelapse:
!MINIMAL DISCO WARNING! PROCEED WITH CAUTION!

Cpt. Sqrjaw.

Posted by
Monday, April 29th, 2013 8:19 pm

Cpt. Sqrjaw and army of hell. Get to the VAN!

Entry

Managed to get the minimum.

I think now i know about unity 16 times more than i knew before this jam (i just learned how to shader). I even did the crappy music YAY!

Used My new animation editor for this (editing, fading, overlaying animations).

I love doing detailed art, but nope, minimalism it is (come on people, stop choosing lame themes).

And i did a typo in my name.

Cpt. Sqrjaw.

Posted by
Sunday, April 28th, 2013 5:25 pm

Great Ptatohills in Ptatoland

Posted by
Saturday, April 27th, 2013 5:51 am

Evil Dude vs Planet

Posted by
Sunday, December 16th, 2012 6:07 pm

Well it was fun, despite that i got sick.

The game is an unfinished (heavy understatement) story about an evil dude trying to destroy the planet.

I got carried away and started obsessing over clouds and rocks and jump dynamics…

Planets

Dungeon to the core

Also these funky dudes (most of them didn’t make it to the game yet):

The game here:

http://intrusion2.com/files/LD481/LD481.html

 

Arrows or WASD, Z X to shoot.

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