We seem to have some interest in extending the vote for another week.
Post “Yes” or “No” in the comments, with any thoughts you may have.
Also, a large graphic to get your attention.
– Mike Kasprzak (PoV)
Outline of 48hrs as I recall it…
Day before compo…
Stayed up too late on Chatroom, just getting hyped about the competition – Should have slept more.
Got up at 4am to check theme – found that it was AWOD couldn’t think of anything and went to bed.
Got up again jotted down game concept in notebook (see below)
Went to work knocking together basic sprite object – I know I should have grabbed a pre-developed set of objects but at least I can refine and reuse these now!
Went for a very free form map, no tiles just objects relying completely on BlitzMax’s in built pixel perfrect collision detection.
In the first day I managed to get the basic game mechanics working block growing, turrets firing, player deploying turrets – it was now almost a game.
Went to sleep thinking about adding towns, people, animals, plants running from the AWOD… Dream on!
Added screen, levels, win/lose states, basic sound effects
Afternoon – time was running down fast added …
Powerups – providing a limited upgrade to turrets
Base something for the player to defend and powerups to appear next too
Last minute play testing
Quickly zipping and posting it near the deadline – Phew Final post
What went right…
I managed to create a game in 48 hours!
I avoided getting tied into the complexity of a tile based system, thankfully BlitzMax’s collision detection works well!
I kept the ‘artwork’ to the bare basic minimum – inspired by the BUPA adverts (Coloured circles as people)
I kept the design very simple as well.
My Keep It Simple Stupid – KISS approach worked!
What went wrong…
Wrote too much code to start with I need a basic prototyping framework for at least sprites, collision detection, screens, menu ect.
Then I could have spent more time designing filling out the game design further but staying flexible, this might have prevented the last minute addition of powerups and base leaving next to no time for game testing balancing.
Motivation wandered during day two, it was a playable prototype and therefore in theory a game, thankfully I managed to get moving again and ‘polish’ it up a bit, again a framework will make this a none issue.
I quickly realised that there was a performance issue with the block count, once you get over the 1000 mark the framerate really drops so I had to limit that.
I wanted a wrap around world where you can’t run away from the wall of doom, althought this should have been an easy thing to add I did not get around to adding it, possibly resting on my laurels a bit!
I really enjoyed this although I wish I had setup a time laps screen capture, probably not a webcam feed ;o).
Well I must judge some more of the other amazing entries, Looking forward to the next competition already!
Fan (?) made youtube video showing why you must play (or avoid?) my LD entry Mind Wall before time runs out!
It sucks to have very few ratings and comments on your game, so here are a few pointers for next time.
The most rated games are the ones you can play in your browser. Try making your entry in java or in flash and embedding it in a webpage for maximum exposure. If you don’t want to have to suffer the horror that is (Java|AS|Flash) at least make a binary release for Windows since most people seem to have access to that platform (I don’t so please also make an OS X version ). If you’re making your game in Python (or its pale imitator ruby , or any other interpreted language for that matter) you might think you don’t need binaries but you’re wrong, people aren’t going to install a different environment for every single game. Same for Löve games.
If you do only release as source, or if you only release for one platform, or dynamically link libraries, keep dependencies to a minimum. If all I have to do to build the game is type “make” there’s a better chance I’ll try it than if I have to install 13 libraries which each in turn depend on half a dozen others.
I try to play all games regardless of the screenshot (in part because my own drawing skills are easily surpassed by those of a drunk monkey with a pen) but if the entry requires more than clicking on a shiny icon to run, I’ll definitely spend more time trying to get an entry with a cool screenshot working.
Rate other games (and leave comments!)
While I am determined to try as many games as I can, I prioritize rating the games from the people who left comments on my games first.
Of course these “rules” aren’t set in stone. You can make a game for the Atari 2600 and still have plenty of ratings. You can also make a game with an uninspiring screenshot and win best overall.
Of course you could also cheat by making a ton of games under different names to rate your own games .
Behind The Dumb Episode 6 is out at last! It’s the first half of my timelapse and journal for LD14! Check it out. You don’t need to rate it, because while I did FILM it all during the weekend, I certainly didn’t have it all edited and ready by then. And the second half won’t be out until voting is over anyway. Still, it should be amusing to some.
Unfortunalty I wrote the drawing code wrong* (outside of the gui thread) and this is the reason some people are getting the gray screen bug.
It doesn’t depend on your color depthor anything like that AFAIK, I will need to fix it in the code.
The good news is that I know more or less what to fix and just have to find the time to work on it again
[*] I’m a Java2D noob
Also joining the “give at least as many votes as you get” crowd.
Additionally, I generated a randomized list of the entries to play and rate for unbiased selection
If you did not play my game “The Final Solution”, you can get its win32 binaries and source code from my previous post.
This is my first LD.
I recently attended Global Game Jam , which was another 48-hour game competition held in 53 places around the world. We were 48 developers in Ankara divided into 13 teams/individuals, working like bees in our cubicles. My two friends joined separate groups and I started to make a game myself.
Having people around to test your game really changes the development process, as in the case of Itchy! in GGJ . However, as LD is a solo competition, and I wanted to allocate my full attention to it, I did not see anyone during LD, and did not go outside except for getting food.
To mention a few lessons learned in LD;
In response to many comments, I spent a few hours to improve Wall Girl and have released the results.
Edit: If you have yet to rate Wall Girl, the older version is available at:
If you intend to rate the game, please do so before playing the new PR1 version.
– Most of my respondents observed that the game was too hard for them. In response, this new version comes with an Easy mode. Press X at the title screen to start Easy mode.
– The Normal mode has seen several balance changes. On the whole, the game is easier, but a couple of parts have actually been made more difficult.
– There is now music! Still no sound effects, though. I was really bummed that I couldn’t finish the music in time for the entry, but here it is. Not great, but it’s my first shot (in a very long while) at composing something from scratch.
– Several cosmetic enhancements have been made to the boss fight.
– This version has a readme! It’s actually more like a full-on manual…
I think this is really very close to how I envisioned the game when I first started work on it, apart from the lack of a tutorial mode. If you have a bit of time to spare, reviews and/or comments would be appreciated.
This past week has been pretty busy for me, so I’ve only just managed to get these up, but here are the Linux and OSX versions of Die, you Stupid Hurdlers!:
Linux (build from source – includes configure script, and MSVC and XCode projects)
Also a slightly updated Windows version that defaults to more sensible graphic options on startup.
I came up with the idea of making a shooter based on drawing arrows after seeing a concept sketch for another arrow game by fellow LD participant Sparky. In the week before the contest, I entertained the idea and tried to think of ways to make it “themeable”. I came up with what I thought was a great idea for “Rain” – falling stars, that you would use as ammunition. When I saw the theme “Advancing Wall of Doom”, I decided to keep the mechanics from “Rain” and just work the actual theme into that. In retrospect, this might have been a mistake. Read why after the break.