I have never done a Ludum Dare before because I wasn’t sure that I was up to the challenge. So I will be participating in LD37, but not in the compo. I will be teaming up with my friend in China via Skype to get as much done as we can. While we are doing the Jam and not the Compo, we will be sticking as close to the compo rules as we can, just to see if we can do it. Who knows, maybe we’ll each to the compo next time.
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Thank you everyone for your support so far! We’re so very close to being 1/3 Funded <3
Download game here: https://play.google.com/store/apps/details?id=com.GivitGameStudios.TheWitchOfErast&hl=en
What is unusual? In this version you have to control you pads through your web cam by choosing a color.
Try this game and you’ll see.
Would be great if you’ll comment and let me know what I can improve.
Here is the link
Had a dream a weeks ago about playing a game, so when i wake up i made the design i remembered on my notebook and started to develop and tweet each step/progress.
To read all the story behind this project go here:
Today i had a dream about developing a game XD . Not was a big deal, some mini game with physics, minimalistic-retro an all this stuff…
— Davit Masia Gamedev (@DavitMasia) September 19, 2016
There are more than 60 Tweets talking about the game with photos, videos and all problems/ideas i had until now.
This is the first design on paper i did:
Here the youtube playlist with all the progress from the first thing (23 videos):
And this is the last one i just uploaded now with close visuals of the final project:
Here you can play online(HTML5) an early version of the game or download the Win/Mac/Linux version:
Starting tomorrow i will upload the next betas of the game to be available for my patrons here: https://www.patreon.com/davitmasia
Hope you like it!
It is finally here!!! THE WITCH OF ERAST
With this mobile game (well meant to be – still struggling with YoYo Games) you as the witch of Erast collect light orbs to save your land.
Play the PC version now and let me know what you think about it.
Game Maker Player: https://player.yoyogames.com/games/4518/the-witch-of-erast
I decided not too long ago that I would make my first mobile game. It’s an arcade space game that requires the player to travel from planet to planet by stoping the orbit at the correct time. I have a little gameplay video and I would love any feedback about it: https://www.youtube.com/watch?v=LbyEGzWdKNQ
I made it in Unity but the finished version took a little longer than a single weekend:)
Search Treasur In The Cave My Entry For This MiniLD70 ,This Game Is Intended For All People Of Any Age , You Can Play This Game On Windows Or Linux And Also On Android.The Aim Of This Game Is To Discover The Treasure,Follow The Arrows Drawing On the wall To Direct You To The Aim…ENJOY!!! Thanks all.
My Page For Game : http://ludumdare.com/compo/minild-70/?action=preview&uid=111717
My Page For Game : http://ludumdare.com/compo/minild-70/?action=preview&uid=111717
Just a moment ago I finally realized something I should’ve realized years and years ago, and decided that the best way to approach it would be to write an open apology.
Over the years of participating in Ludum Dares and other game jams, I have partly unthinkingly and partly knowingly cheated and otherwise acted maliciously in ways that have made my results look better than they deserve. This has happened in two ways:
- Using certain bits of MMF2 code I had made earlier to get started with a game project faster, and
- Using the “submission hour” to add content and polish/tweaks
In earlier LDs I’ve taken part in it’s also possible that I’ve added content after the deadline along with bugfixes, but I’m not certain of the extent of this kind of behaviour and I’m fairly certain it hasn’t happened in recent years (not that that makes it acceptable to have happened before!)
The former category of cheating has mostly concerned certain relatively simple “modules” that I’ve added to my projects upon starting to work on them; it would’ve been quite trivial to re-implement the same features during the actual compo and I doubt I’ve gained much advantage via this abuse of the rules; this of course doesn’t make my behaviour any less wrong, merely a bit dumber.
Using the “submission hour” for polish and features has definitely affected the quality of my entries significantly; I have no excuse for this behaviour.
It makes me angry at myself to have abused the goodwill of the community in such a way and I’m very very sorry that I’ve acted this way. The reason behind this kind of behaviour is probably partially in my own naïvete; when I first participated in LD I was much younger and thus had less of a moral compass, and after that it’s been easier to point at past offences and think “well, I did that before so I don’t have to care now, either”, or just not think about the whole issue in the first place. I’m glad I’ve realized that this way of thinking is actively malicious and morally wrong, but I’m really sad it took me this long to actually decide to acknowledge it and the awful things I’ve done. What makes me feel even more awful is the fact that I’ve manipulated my time lapse videos so that this behaviour couldn’t be seen in them.
So, again, I’m very deeply sorry to have acted in such a malicious manner, and I apologize for having been as dumb and mean as I have. Ludum Dare has been a very important part of my game developer hobby for these past 7 years and I’ve learned a lot and enjoyed all the experiences related to the event; I just wish this kind of attitude hadn’t been a part of it behind the scenes, or at least that I’d have been morally sound enough to stop doing it, feel genuinely sorry and apologize a long time ago.
As a gesture that someone hopefully finds useful, I’ve decided to upload the bits of engine I’ve re-used in many of my LD games; right now I can recall two that I’ve utilized in multiple entries (especially the latter can be found in nearly every entry):
- A simple platforming engine. The version I’ll include here contains some extra functionality, such as slopes, because I’m not completely certain on whether I’ve used only the simplest form in a cheaty manner or also this more advanced one.
- A system for quickly resizing the game window to a multiplier of its original size. This is a very simple piece of code, but as a result also very easy to quickly add to a project at the start of development.
Additionally I’ve used Adam “Sketchy” Hawker’s pathfinding tutorial in multiple entries, and while I’m not certain of how much of the tutorial code I’ve copied directly to my entries, I have a memory that suggests that I’ve done so and renamed variables afterwards to make this less apparent. This is really awful behaviour.
I have used these two particular engine pieces in a similarly cheaty way in other game jams, such as No More Sweden and Nordic Game Jam, for similarly dumb and irresponsible reasons, although without the intention to act maliciously (if that matters).
I hope that the fact that I bring this matter up on my own helps prove that I genuinely feel very sorry about it and wish to be a better person in the future. It’ll be somewhat scary to see what’ll come out of this, but in the end whatever possible bad outcomes are deserved and I’m nevertheless sure that this is the right thing to do, right now.
Here are the two pieces of engine mentioned:
Platforming engine (with slopes) – ThePodunkian kindly taught me the basics of this design years ago (in 2008, maybe?)
Screen size multiplier – I’m fairly sure I implemented this myself and refined it over the years.
Seems like Adam’s pathfinding tutorials are no longer available; I feel slightly uncomfortable uploading them as they are, but if anyone wants I can make a tutorial based on the system I’ve used.
In case it helps, I’m fine with my LD entries being removed from the site.
My Video Youtube : https://youtu.be/CMtDbBE52i0
In This Video you Find The Link To Download This Game And The Video Gameplay..
The Game Is Intended For All People . You Can Play This Game On Windows Or Linux Or Android…
For Your Comments And Points : http://feedback.ld.intricati.com/?event=ludum-dare-36&uid=111717
Download Link : http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=111717
Jesse, Justin, and I (Ben) will be participating in this Ludum Dare! You all ready to get pwn’d? (wow, that’s OLD, what am I doing???)
Good luck to you all!
Every single year we are plagued by poeple who still use unity web player or PC/MAC downloads only, if only you could just export to webGL and your game could be played in a browser…. well you can.
every LD i get frustrated by this and every LD i say to myself “next time you should create a video about using webGL”. but i dont because im usually too busy… well my friends, i may need to get an extension on my uni assignment now but BAM! i did it.
For Anyone thats in…. ill just leave this here:
Working on SBZBuilder…
I can guarantee the following screenshot is mostly wrong. Somewhere, data isn’t being read properly…at all…
i got some very exciting debugging ahead of me…
Good thing I’m used to getting to sleep at odd hours…
But, I want this feature implemented tonight, and I REFUSE to knowingly push a broken update to github…