Archive for the ‘Uncategorized’ Category
PreCalculus’ symbols really grind my gears sometimes…
Oh I get it.
if (!place_meeting(obj_collision) || keyboard_check(ord('P')))
means if you’re not meeting collision AND IT’S PARALLEL TO THE ‘P’ KEY ON YOUR KEYBOARD.
I finally released “Chromaestro” for iOS devices (iPhone/iPad) last week. Those of you who enjoy my music in my Ludum Dare entries, check it out!
Chromaestro Lite (free)
A fun puzzle game, featuring Chromie the cat! Connect Green Gems to score points; the longer the path, the more points you earn. Red Gems will block your path and can create pits, while Blue Gems will restore tiles and give you a bonus. The positions of the gems will create music as you play the game!
Trailer from last year (graphics are very slightly modified, but the gameplay is still the same):
(I had to look up what “Post-Mortem” meant because I was so confused at all the blog posts with it in the title. You better be grateful!)
Soulshifter is a game about killing enemies and stealing their forms (sounds morbid, I know). The enemies come in waves out of portals, and you must survive a set amount of waves (based on difficulty) to win. But that’s not all Soulshifter is. Soulshifter is a game about competition, about teamwork, about challenges, and about new experiences.
Me, Erik and Justin worked harder on Soulshifter than on any other game we’ve ever made. I programmed things that I had no clue how to program before we started. Justin made fantastic art in a style he had never tried before we started. Erik learned he was a way better musician than he ever thought he was before we started. We learned that we were a better team than we thought we would be before we started. Soulshifter, and by extension, Ludum Dare did and meant so much more to us than we ever thought it would.
Of course, we didn’t get everything we wanted into the game, but when has anyone ever began a Ludum Dare and finished with everything he wanted originally plus all the things he thought up along the way? We got a game we were happy with in the end, a solid base that could, and will be easily expanded in the future. We got a game that we were proud of, too.
The feedback we’ve gotten has been so wonderful, and everyone has been so nice. We honestly can’t thank you all enough. Even if you left us a bad score, you will have shown us what we need to improve on next time, and we’re just as grateful to you too. We’ve had so much fun playing other people’s games, also, and it’s just made us feel even stronger that Ludum Dare is a great community of people that we want to meet and compete with every single time it runs.
TL;DR: (What a nasty word, how about this:) To summarize, our time last weekend and the following days after was amazing, we all enjoyed the competition, and all of you, the community. We’re happy with what our game became, and you’ll definitely see us next year. Happy game design,
– Ben, and everyone else at Toasted Games.
Hello ! So my game uses a lot of buttons and other UI features. However I’m not such a good artist when I try using a editor the Images sometimes come out too small or to outlined or the words aren’t aligned correctly. So I’m searching for a program which you can download and create button, banners, icons, logos etc. All these can be created simply by filping the switches. The closest thing I found to what I was looking for is Kenney Studio. Kenney says he plans to add in the feature but I don’t know how long it will take (https://itch.io/t/17078/a-button-creator). Of course their are a few online programs but I have no clue where these people are getting their resources and are they legal or not. So I continue my search, any suggestion ?
Check it out! Go on, do it.
I’m not sure about other people, but personally I’m not a big fan of the theme system. I love having a jumping point, and feeling like I’m having a similar struggle to other people. However the current implementation of the theme system is a bit limited. Personally I like the more narrative themes (like “growing” from the last dare) however, other people often suggest themes such as “a city in the sky” or “two button controls.” I’m all for including these but I think we can make the system a little better for everyone.
What if we had a system where there were three “themes.” One was a narrative theme (growing) another was a setting (a city in the sky) and another was a limitation (two button). You could opt in to which of the three you wanted to participate in, and when submitting your ideas for theme you would submit them under one of the three categories. That way I could always have a narrative theme, and others could have a setting and a limitation.
One problem that I felt from last dare (when we had a narrative theme and a limitation because of a tie), is that some of the community was lost. Just from the fact that everyone wasn’t doing the same thing, and when looking through the games some people didn’t use the growing theme, and some didn’t use the two button theme. As a way to counteract this we could have a filter feature on the games list when judging and after the fact so you can see the games that want to be judged on the narrative theme, the limitation, or the setting, or any combination.
I think that this would allow people to have a bit more freedom in choosing a topic for their game, and might preserve the aspect of community that I felt was a little lacking last dare.
If you have suggestions, counter arguments, I’d love to hear them!
Hey participants, it’s Ben here. I wanted to say that I’m super hyped for Ludum Dare, and have set up some things on our website. I have made a page on our website where I’ll be putting links to all of the posts and info that were gonna be making for this Ludum Dare. This is the page: www.toasted-games.com/LD35. This won’t be the only place that we upload our info, though. Everything we write will also be put up on this blog, and our personal blog on our website. We only made the webpage for the people who want to see everything we post right away. So basically, no one.
Ah whatever, if I get 1 view on that page, it’ll be worth it. So make my dreams come true and go there, you monster! (Heh, just kidding. But really though, look at it.) It contains important information about stream times (because we’ll be streaming as much as we can), and updates!
PUNT: Rebirth, the project which my team and I have been working on for the past year, is live on Steam Greenlight! Please vote for us and share the page at: http://steamcommunity.com/sharedfiles/filedetails/?id=394046362
Please express your thoughts and feedback in the comments of this post or on the greenlight page.
Platformers have been a fairly difficult genre for beginner programmers to design. Most of the problems I’ve encountered come from the physics engine that has to be built. Generally, people don’t know how to program collisions with tiles and end up with players hovering over the ground, falling through the ground, or some other equally annoying glitch. I want to show you how to issues like this, with a script I made. Well, I won’t give you the exact script, because you won’t be using the same program as me, but here’s the basics:
(make 'i' equal 'velocity', if 'i' is greater than 0, repeat this loop until it equals 0, subtracting 1 every time)
//Run the script below for every pixel the player would move.
if there's an object at 'x', 'y'+'i' and it's a platform,
subtract 1 from 'velocity' //Lower how far down to go.
'y' = 'y' + 'velocity' //Go to the new velocity.
Well, that’s all for now. Hope this helps! Bye
(This post was a snip from my post on the Toasted Games website. Here’s the full post.)
Hey there! This is Ben from Toasted Games, and I just woke up and don’t really know what’s going on! I’m pretty sure this is a Game Jam, though, right? Ok good. Erik Larson and I (Ben Collings) are going to be participating! Can we do that? I’m not sure how this works… I see a lot of people listing tools that they’re going to be using and writing that they’re gonna be participating in the title, so here:
We will be using (maybe)
- Gamemaker 8.1
- Photoshop CC
UPDATE: thanks to Ilseroth for answering my question about participating
-Ben, Toasted Games
Last night I attended the Ludum Dare / GitHub GDC party in San Francisco at the fantastic offices of GitHub. I have no idea where their employees work (perhaps another floor?) but their gathering space was fantastic, and they even had a nice big TV with a dangling HDMI cable set up which I was able to snag for an hour or two of showing off my game, Splody. I turned the TV over to Shnipers for the latter half of the night, as that was also a fantastic local multiplayer game, and had a chance to play a bunch of other indie games around the room as well.
Splody is basically Bomberman taken to the extreme, optimized for larger numbers of local players (though also has online multiplayer). The showing of Splody went quite well, often had 6 or more people playing at once, everyone seemed to be having fun, and quite a few were really excited about the game. It was great to have so much positive feedback! Everyone unanimously enjoyed my simultaneous multiplayer character customization/control test screen.
Now, I just need to channel as much attention as possible into getting Greenlit on Steam, so, if you have a Steam account, please go vote on my Steam Greenlight Campaign, every vote helps!
I did learn a few things that hadn’t came up with my previous demos – as this demo was to a bunch of random people at varying frequencies, and most of my previous demos have been to larger captive audiences. I need a good way to show the game to just a single demoer – playing a 1v1 match against me, a tournament-winning Bomberman player, either doesn’t go well for them, or feels like I’m just committing suicide. I think I’ll throw in an option to pad out a match to a fixed number with AIs, so if there’s just one person demoing, AIs can fill in so there is at least 4-6 players on screen for a better feeling of what a party game can be, though obviously playing against AIs isn’t as fun as stomping your friends. The other thing was with one particular game mode, Mount Control, which currently has a bit of randomness in it which can lead to rather long matches, and I think I can do a little tuning so that the expected match time is a lot more constrained which would lead to much better conference-floor demo experiences.
Oh, and the other thing I learned, or, rather, already knew, but keep forgetting, is that I really shouldn’t play against a set of people and win 3 to 0 to 0 to 0 to 0 to 0… but some people playing the demo get really competitive and I have to give it my all to give them a fair fight, and the I forget to tone it down a notch for the next group. Best solution is probably to continue talking about the game constantly, as me paying half attention is probably the right skill level for most people ;).
Is this just like a monthly game jam? It seems really cool but so far the site is a little hard to navigate. Some tips from people who’ve been here for a while would be super appreciated. 😀
(I can’t find a reply button in the comment section so thank you to the two of you that explained the site! )