Archive for the ‘LD #29’ Category

SnakeFormer: Half Snake, Half Platformer! (Post Ludum Dare Compo Edition)

Posted by (twitter: @tolicious)
Sunday, October 26th, 2014 11:52 am

A few months ago, I made my first puzzle game ever for Ludum Dare 29. It was well received (#16 in Innovation!) and players called it “clever” and “challenging”, but the difficulty curve was too steep. Now, I finally found the time to make a post-compo edition with more and easier tutorial levels to ease the beginning and a really hard one where you can test your mettle! I humbly present:

Banner

Snake meets platformer physics!

A short puzzle game combining two
well-known concepts to form a unique hybrid.

Play right here in your browser!
(And maybe rate it! Or share it with friends who might like it.)

Download for Windows, OS/X or Linux!

“But,” you might say, “only 9 levels?” Yeah, for now. I think it’s enough to demonstrate the concept well and especially the later levels might take some time to solve. I’m pondering releasing it on Android soon, and maybe, just maybe, I’ll search for a level designer and get more levels made. If you like it and want more of it, please leave a comment!

Credits:

Screenshots:

 

Herbert Crawler finished for October Challenge

Posted by (twitter: @Ronin748)
Wednesday, October 1st, 2014 1:18 am

Herbert_wallpaper2

I’m planning on getting my LD29 game “Herbert Crawler” finished for this October Challenge and posting it on Itch.io. I was going to release the Post LD Edition before LD30 but I just couldn’t get the levels done. I have been working on it in my free time for a while now so there’s a plethora of new features. You could almost call it a game now!

New gubbins:

– More maps
– Mushrooms
– Potions
– Spikes
– Chests
– Fullscreen
– Saving
– New weapons & armour
– New tile textures
– Music by Kevin MacLeod

Play the pre-release version here

 

The game will be posted here when it’s finished:

2014-10-03 18_45_46-Embed Herbert Crawler Post LD Edition - itch.io

 

LD30 is over

Posted by
Saturday, September 27th, 2014 7:32 am

Now that LD30 is over I want to share my LD29 game release on Google Play. This is my android version of my game Skin for the theme “Beneath The Surface”.  It has a new title Derick the Littlest Demon and has more levels, better art, new mechanics and enemies.

 

You play as a small demon that must remove humans from his cave. After you kill them you can possess their bodies and hide in them or turn them into zombies.

 

Get it on Google Play

Android Free Demo

Unity Web Demo

Comparing my LD rankings to each other

Posted by
Monday, September 22nd, 2014 12:52 pm

Now that I’ve participated in three Ludum Dares with (mostly) completed games, I thought it was about time I rank them against each other, finding out what’s improving, what’s not, and how to use Excel. Luckily, I quickly figured out how to use Excel.

ldratingsScores

  This first chart is comparing my games based on their rankings in each category. A green arrow means my score was higher, a red arrow means my score was lower, and an ‘X’ means that I can’t judge whether it was higher or lower. I would start talking about the differences in my games now, but there’s a much better, more accurate way to represent the data:

ldpercentcompoPercentages (Compo)

  Percentages! (Coolness isn’t there because I couldn’t find the ranking for my LD28 entry, messing the whole thing up.) Now the data represents the top percentage of games I was in during each compo, and is less affected by the number of games entered. So for overall is LD28, I was in the top 8.50%, or above 91.5% of other developers. To do this, I just divided the  ranking my games had in each category by the number of games in each compo (ex. LD28 had 1283 compo entries, and my game was #51 for theme, so I did 51/1283=3.98). I also made one for overall percentages, as shown below.

ldpercentoverallPercentages (Overall)

  The strangest thing here is that my LD28 entry actually ended up being the better than my two other entries, except in humor. This is most likely because my LD29 game lacked a difficulty curve and much gameplay, and my LD30 game lacked… well, a lot (I’m definitely never letting myself run out of time again).

I’m not really sure what else to talk about here, so if there’s anything you want to know, ask away in the comments! Alternatively, you can just play the games and find your own conclusions.

Here are links to all of my games:
[LD28 – CHOOSE W1SELY]
[LD29 – Neath: Surf Ace]
[LD30 – Two Worlds]

LD29 predictions – how well did I do ?

Posted by (twitter: @OMGWTFGAMES)
Monday, September 15th, 2014 3:59 pm

Some of you may remember during LD29 I had a crack at predicting some of the highest rated entries using machine learning. Specifically, I dumped out a list of entries predicted to be in the top 10th percentile based on Overall score, using only words in the comments (adjectives and adverbs) that were predicted using K-nearest neighbour classification based on a model trained with LD15-LD28 comments and scores. Phew. Deep breath.. I never did the followup post to look at just how many I got correct.

It turned out in my rush to do something before judging ended last time, I’d made some errors when training the model (mostly to do with dealing with Overall(Jam) vs. Overall scores and unrated entries). Embarrassing, but hey, it’s a work in progress, Caveat emptor :). As a result, this list is different to the original one I posted (with some overlap) .. however since ratings were available, I could see which of the predictions were actually correct:

(more…)

Preparation of LD30

Posted by (twitter: @SebBernery)
Friday, August 15th, 2014 2:13 pm

Hi everyone !

The 30th edition of LudumDare will start soon, it’s a good moment to think about what happend in the previous edition. Here is the link of my compo : http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=484

LD29

LD29

.

I consider that it was a success. My goal was to create a game with a start and an end and Unminor meets the exigence. For my previous participations, I used to program in Python with Pygame. It was painfull to develop with it, I really love Python and use it almost everyday at work but there is so many missing common features you have to code yourself with Pygame … I think it’s too low level for Ludums. Oh, and the deployment part is horrible. I still don’t know how to generate a windows executable that just work.

For LD29, I tried Haxe with HaxeFlixel framework. It was a pure pleasure to use. There is all builtin functions needed to quickly develop a game (loading a map, handle velocity for objects, …). My favorite part was the sunday night : in five minutes I had working builds for windows, linux and flash. I will definitively use it again for LD30.

The main issue I remember was to load a map from tiled. I misused the functions to load a map so it took me a too long time to have a functionnal stuff.My map class is more than 100 lines long, and the biggest majority of those will probably be the same in every projects.

So this week end I will write a Map class to speed up the development time for handeling a map from Tiled. It was very helpful to have a powerful external map editor.

In the feedbacks, there was multiple complains about the lack of wasd controls. In fact, me neither, I don’t like directional keys. But I’m french and here, we use zqsd. Usually, games allow users to remap their keys, but who want to map their keys for a 5 minutes flash game ? Some games ask the user if they use zqsd or wasd controls but I did’nt had time for that. After thinking about it, there is no conflict having wasd and zqsd working in the same time (and directional keys for people who wants). Also, the support of a gamepad like a 360 controller could be a cool feature. So for the LD30, I will map wasd, zqsd and directional keys. This week end, I will develop an input handler to speed up that part of the development. It will be great if I can support console controllers and virtual gamepad (for mobile) with that.

By looking in my source code, I see that I should create a generic Menu class to spend less time on it for LD30. I remember I spend maybe one hour on it, and it’s just a waste of time to display a title, create an animation and 3 buttons. So, one thing more to do this week end.

There is two sounds in the game : beep and bip. I used bfrx. This is an amazing tool, but I don’t know how to use it except by randomly change all parameters until I hear something correct. I should practice … For LD30 I don’t know if I will use Bfxr or Jfxr, those tools seems similar, I don’t know if there are big differences.

My game don’t have any music. It’s a bad thing. I tested many games of ludumdare and … A game without any sound is just awfull. Any game that plays 3 notes in a loop enhance greatly the game experience. So if I can I will use Lmms for composing a little music. Unfortunately, I have no music knowledge. I think that one day, I will buy Rocksmith to learn to play guitar so I will be able to learn music composition. Until that moment, I will try to do a partition with good looking patterns and pray that it generate a good melody.

For graphics, I used Gimp. I was happy with what I’ve done even if it was ugly. I will use Krita for LD30 and I should customize the work panel to fits my needs.

In term of organization, first I managed to find a project I was sure I was able to achieve in a week end. It’s what was wrong for me during the last editions. Secondly, before the tasks I started, I choose how much time I will spend. If this time is over, I stop working on it and try to do something functional with what have been done even if I didn’t finish. This is because during the LD28, I spent one complete afternoon trying to do with rotations of the canons on my boats (yes, I sucks in trigonometry). This was a big waste of time, I should have found a workaround even if it lower the quality of the game (a bad game is better than no game for a compo, no ?). The big problem in this situation is that you think something like “oh, no, I spend two hours on it, it would be stupid to abandon after so many time, maybe I will found the solution quickly now !”. So now, I try to avoid that with my timeout for every task I do. Oh, and another good thing about this method : when you work on polishing, it’s hard to know if you have to stop or continue and work on another thing. With the timeout method, no need to ask, you try to be better until the clock says to stop (except of course if you are proud of what you did and don’t see how to do better).

During LD29, I was working at school with some friends, maybe we spent too many times for our meals, but if it can maintain the moral up, it’s a good thing.

Maybe my postmortem was too late, but as we say here, it’s better later than never.

Oh, and as I said before, I’m french so excuse my language ( http://danstonchat.com/1337.html ).

FanFic Game Made in 30 Mins

Posted by
Tuesday, August 5th, 2014 5:51 pm

I have made a fan fic for ponylionhd and i think you guys will enjoy it!

http://www.mediafire.com/download/kg2c2i2g6wxyow0/NookieAndPony.rar

Update 2: LD29 Post Compo – Dead Men Tell No Tales

Posted by (twitter: @aaronjbaptiste)
Friday, June 27th, 2014 3:55 pm

Yargggh!

Just a quick screenshot of the progress made on Dead Men Tell No Tales. If you’re interested in what it’s all about, check my previous posts

Screen Shot 2014-06-27 at 23.45.35

Next on the todo list:

  1. Get rid of the default unity GUI
  2. Enemy types
  3. Fix the other pirate types (currently only Cutlass guys work)

Spanner in the Works

Posted by (twitter: @Pitzik4)
Tuesday, June 24th, 2014 6:43 pm

I made a game called Meddle for Ludum Dare 29. It won first place in Innovation. Obviously, I wasn’t just going to let an award-winning idea sit there and die in a little 7-or-so-level game without making something bigger, so I decided to postpone my other projects indefinitely to make a post-compo version of Meddle. I renamed it to “Spanner in the Works” because “Meddle” has three homophones to get confused with (in my accent, anyway): “metal”, “medal”, and “mettle”.

I have many ideas for Spanner in the Works. I have the beginnings of an interesting (and secret) story, and also some new graphical utilities that will let me use SVG graphics with animation from Synfig in HaxePunk. In introspection mode there will be monochrome, pixelated graphics along with the matrix-style text from the original, although I don’t know whether to make the sprites green on black or black on green. I also don’t know whether to give the player just one command slot, like in the original, or multiple. Suggestions are welcome.

And here’s a comparison between the original Meddler sprite and the new, vectorized version:

Two grumpy miner spheres.

Look at how much he’s grown!

I think that’s it. There is now nothing else to say. If I say anything more at this point, it’s probably pointless. So it’s a good thing I’m not saying anything. Yup. If I kept saying stuff, that would be such a waste of time. Good job realizing when it was time to stop and stopping, me.

A Nice Compilation for the Latest Ludum Dare Compo!

Wednesday, June 18th, 2014 12:49 pm

I stumbled upon this nice compilation of 20 entries for #LD29 by the YouTuber, IGP (The Indie Game Promoter)

It covers a lot of the higher ranked ones, but I saw quite a few ones that weren’t on the list of high-rankers.

It’s straight to the point, and it seems well edited. I really like the background track, and the games he covers are of a wide-variety.

Anyways, just thought I’d share it!

Tiny Haunt submitted to IndieCade 2014

Posted by (twitter: @rojomojogogo)
Monday, June 16th, 2014 3:19 am

Well, after some tuning and graphics updates, I decided to submit Tiny Haunt, my LD29 entry, to IndieCade.  While the LD feedback was vastly positive, there was one common complaint: the game wasn’t hard enough.  I intended the game to be fairly sandboxy, and to that end, fairly easy if you choose.  However, I ran out of time to implement the mechanics that made it more than that.  In the IndieCade build each of the four levels has its own optional challenge, which might be defeating enemies within a certain amount of time, or using only one ability.  I’m happy with the progress I’ve made so far, but there is still so much to do!  A big part of the future experience will be enhanced interactions with enemies and more objects put at your disposal.  On top of that I have plans to add an exploration element that allows you to uncover the long lost secrets of your castle.  Exciting times ahead!

Here’s a preview of the IndieCade build.  If you’re interested in the game, don’t hesitate to follow me on Twitter (@rojomojogogo), or add Tiny Haunt to your watch list on IndieDB.

Copycats and protecting against them

Posted by (twitter: @strong99)
Monday, June 16th, 2014 12:39 am

It hurts to see that most lovely game ideas and even complete games get ripped, copied and being sold. It makes it impossible for those who had the idea to improve it beyond “good”. So what would be the good kind of “protection” against this?

It’s never impossible to copy or even recreate if they want to. (re-engineering get’s easier by the day). The thing is, you shouldn’t rely on the product you create. You should rely on your ideas. Rely on the experience you design instead of the product itself. Keep developing, keep ahead of your competition and copycats. Everything gets copied from books, movies, games up to houses. Did you know they remodelled Paris and Venice in the USA and even bigger in China? It’s a small sized mini-Paris city. Things get already copied before they’re a day old. Don’t rely on your product, rely on your innovative ideas. Create your space, your slice of the world where people can sign up and enjoy your ideas (a brand so to say) instead of a single product at a time. That’s what Ludum Dare could be, beyond the compo, it’s own brand where people come to enjoy the fresh ideas of the community.

Image from http://www.dailymail.co.uk/news/article-2384036/Inside-Chinas-mini-Paris-Town-built-look-just-like-French-capital-complete-Eiffel-Tower-Champs-Elys-es.html

Image source, daily motion, copy of Paris.

That said, always keep an eye out for copycats. If you can take them down from stores, go ahead, but don’t rely solely on your product that is always copyable.

I regularly compete in the Ludum Dare competition and develop games for companies. I like using these kinds of competitions to get in touch with creative minds and recruit them. If they stop competing it would be a great loss. I designed the online tool GameCreator to easily create and share games or interactive presentations to wherever and whoever you want. It doesn’t contain code in the old sense of the word. But the idea behind it is to easily mock up, extend, improve and share your ideas. Instead of developing a few weeks, mock it in a day, share, improve and share again. Since it’s an online cloud service it’s also a bit harder to directly copy it from the web to an appstore without ripping almost the entire service and its build in protection. Instead they could set up a link and embed in an app’s browser. Which you would always notice in the tool’s analytics. But the game’s source code would always be shareable for the competition.

Feel free to contact me through twitter, linkedin or otherwise.

Seriously late post mortem…

Posted by
Sunday, June 15th, 2014 9:29 am

Ok, this is a bit embarassing… It’s been almost 2 months and I still haven’t posted my post mortem for LD29. I actually had some rough thoughts written down right after the compo but have been postponing writing a proper post because of school and such… I know, excuses, excuses… So anyway, here goes:

The bad

  • Idea was not very coherent – This time around I spent less time thinking up an idea and started a little quicker. The problem was that I had a few loose ideas which seemed nice at first, but later I had a hard time getting them to fit together.
  • Panic – Because of the above, some time around the middle of the compo I was worried I wouldn’t be able to finish anything playable and was starting to think about quitting.
  • Not enough polish – Some parts of the game were a little rushed, like the level design (same problem as in my last compo, will I ever learn? :P). Other things that could use some more love: the graphics, the HUD and I’m also not 100% happy with the “physics”.

The good

  • Kind of fun movement mechanics – This was what prevented me from giving up on the game. I wasn’t sure if my overall gameplay ideas made any sense but in my moment of weakness I just sat and played around with the small prototype that I had so far. I noticed that the movement mechanics, though kind of wonky, were pretty fun and I decided to keep going, thinking that at the very least I’d have a boring game with fun character movement.
  • Ideas somehow fit together in the end – I threw in most of the elements I wanted to include and to my surprise something more or less playable came out…

Other observations

  • Even simple platformer physics take time to code (compared to simple top-down movement).
  • Pixel-based maps are fun and easy to edit.

Next time

  • Spend more time on graphics to get a nice art style?
  • Don’t worry so much about finishing.
  • Get something playable on day 1 (and later polish).
  • Maybe finally make some music…
  • Start playing with level design early (having an interesting map helps to come up with game mechanics).

To make a post compo, or not to make a post compo

Posted by
Saturday, May 31st, 2014 4:50 pm

That is the question.

 

I got some good comments on my game but feels I need a bunch of suggestions to help. I also feel I should change my graphics style, I think minimalistic could be better

Any way go mad! Critisize. I dont care. JUST GOPHER IT

(Yes I am a fan of puns)

oranebeast.co.vu – This is just because I opened a blog up! Yay!

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=33501 – the game

Radix is growing up!

Posted by (twitter: @phigames)
Friday, May 30th, 2014 7:48 am

My game for LD29 was Radix, a game about growing tree roots. I got very constructive and helpful comments, and my ratings are higher than ever (see graphic below), but I’m not at all satisfied with how it turned out. However, thanks to your feedback, I know how to improve it and I’ve already started developing it further. I’m trying out a new graphics style, and since I’m terrible at drawing, I’m going minimalistic. I know it’s still not very good, but at least it’s better.

Ratings

Ratings of my compo entries.

comparison_0

Before – after.

comparison_1

Before – after.

Thank you, Ludum Dare community, for making me make better stuff.

hellcrossing

Friday, May 30th, 2014 4:26 am

hellcorssing 1.0.2 post compo released.

Play on gamejolt

http://gamejolt.com/games/action/hellcrossing/25932/

 

hell

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