Posts Tagged ‘2d platformer’

Camera Obscura Release!

Posted by (twitter: @BrianAMacIntosh)
Sunday, February 15th, 2015 10:00 am

Many moons ago, I was on here plugging our game Camera Obscura, which was on Steam Greenlight at the time.  Well, we made it through, and we’re releasing the game on Steam on February 19th!  This is the first game I’ve worked on to be published on a major platform, so I’m pretty excited.  You should visit our Steam page, check out our new trailer, and see how far we’ve come.

If you missed my first post, Camera Obscura is a sidescrolling puzzle-platformer with a unique mechanic that allows you to take a picture of the geometry around you, then move it with you for a few seconds.  You can use it to bridge wide gaps, create staircases up cliffs, and solve other, more intricate, puzzles.  It takes place in a mysterious tower in a forgotten land, and features amn

This site has been a huge part of my personal journey to this point.  I also wanted to thank you so much for your support on Greenlight!  I don’t doubt that the members of this site helped the game get approved.

Camera Obscura on Steam

Thank you again!
– Brian

Camera Obscura Screenshot

The Devil’s Magnificent Return – Postmortem

Posted by (twitter: @davidmoron)
Monday, April 28th, 2014 9:01 pm

This is The Devil’s Magnificent Return, an entry LD29:

While away in Sanctuary, a demon took over Hell. Play as the Devil, and claim hell back.

What went well

There were two things that I wanted to do primarily when preparing for Ludum Dare, testing out Free Writing, and working with the 2D tools in Unity.

For the first task, I wanted to see if I could come up with a game idea with given a topic, which is something that I think gets me sometimes; I mean, I don’t have troubles coming up with new ideas, but they usually just pop out of nowhere, unless it’s playing guitar, I don’t sit down to write or come up with ideas for games, I just do the one that randomly popped into my head some time ago… But this time I wanted to do it differently and for it I used the Free Writing technique, which on the Broken Age documentary Tim Schafer mentioned he used, and decided to give it a shot, and it worked incredibly well. If you have ever had a problem with the “blank page syndrome”, this technique is totally awesome. It’s my first time using it, and I loved it, it gets you going and writing, and before you know it, ideas start flowing. Again, loved it. And I think the idea I had for the game was pretty cool. I haven’t seen other entries taking place in hell, so I think it was creative (or terrible enough that no one else wanted to do it :P).

For the second, I wanted to do stuff in 2D using the tools provided by Unity. I mean, I’ve already worked with 2D in Unity, but it was using third party packages, not the official tools, and I wanted to learn about them, and I did. Not as much as I’d have liked to though, because of time limitations, and because of being extremely tired by the end of the event, but it was still good, and now I have the sprites to polish this in the future, so I think it was very good.

Also people seem to like the game, they are having fun with it, they love the graphics (done by Alejandro Socorro) and the music too (which was done by René Rivero), and that makes me glad, since they took time of their schedule to help me out with the game.

What went wrong

Alejandro didn’t have Internet access on Friday and he wasn’t able to work well that day.

Even though I planned a lot to have free time for the event, there are things that you have to attend to, and even though I missed a few things over the weekend, others I could not miss, so I had to sacrifice some content and polish, which is why the level is quite sort, and there is only one sound effect. Not to mention some bugs regarding the character animations. But still, overall, I’m pretty satisfied with the result.


I had a blast, streaming and chatting with my friends as I was working was pretty fun, I hope I can do it again, it’s tough to do though, but I will certainly try.


Posted by (twitter: @LucasZanenga)
Sunday, April 27th, 2014 1:32 am

My game is done!!!! Fuuuuuuuckk yeeeeee- well, there’s still sound effects, music and some polishing to do… so I would say it’s not 100%, hehehe. But! All the menus, stages and stuff are there. I dare say that’s enough reason to be happy. I need a little break. Like an hour or so. And food. Food is good n’ tasty.
LD - Under - Print 2

Got a lot of stuff done, time to sleep for a few hours.

Posted by (twitter: @LucasZanenga)
Saturday, April 26th, 2014 3:50 am

So, I decided to make a platformer. Why? Well… Because I never made one before (*_*). Not with gravity at least. The theme will be conveyed mainly through narrative. It’s going quite well. I hope to finish a rough version by tomorrow night. If everything goes my way, sunday will be only for polishing (which would be awesome).LD - Under - Print 1

Post-Competition Release: The Labyrinth of Keys

Posted by (twitter: @Martze)
Thursday, January 2nd, 2014 11:39 am



Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

More details at the link above.



What went right: Curse of Mellon

Posted by (twitter: @@matskyyro)
Monday, December 16th, 2013 5:47 am


I finished my second entry and you can play it right now! It’s a small Metroidvania-style platformer, inspired by the MSX game Legacy of the Wizard.

When I uploaded my game, there was 28 seconds left on the compo timer. I guess it wouldn’t have mattered if the actual uploading had gone a few minutes over the time limit, but I was dead set on getting my entry in within the deadline. Can  you imagine the rush when uploading the game on the last minute?

I’m happy with my entry, although its really buggy and a lot of the mechanics (even the jump!) are basically in a placeholder state. Because I got the game finished so close to the deadline, there was no time for proper testing either, so a lot of the level design is really annoying and the game flows awkawrdly. I  feel that didn’t manage to capitalize on my central mechanic enough (You Only Have One Minute), and that the time limit feels more like an annoyance then a legit gameplay mechanic.

Looking back at the last 48 hours, here is what I think went right:

  • Working on the big picture, not the details: Instead of polishing single mechanics as I built them, my first priority was getting everything into a barely playable stage.
  • Time management: I made a plan with an hourly time allocation before I wrote even a single line of code. Then I stuck to that plan like my life depended on it – most of the time!
  • Doing what I know: I’ve made quite a few platformers in Game Maker, so I decided I would go with what I know best. Trying to create something that I haven’t done before within the compo timeframe has been my downfall on previous LDs.
  • Having a Plan B: Before I started working, I wrote concepts for two different games: one more simple, the other more involving. I made sure to plan both with a lot of similar mechanics, so code from one could be repurposed for the other if need be. I felt comfortable developing my game knowing that if my first plan were to fail, I could still fall back on the second one.

Congrats to everyone else who finished, and good luck to those still putting the finishing touches on their Jam entries :-)

Now its time to start reviewing!

A kind of playable version

Posted by
Saturday, December 14th, 2013 3:50 pm

A first version of my game is kind of playable, but there is still a lot to do. Right now you can only walk around and jump :)

You can give it a try here.


The Well (Day 1 devlog)

Posted by (twitter: @locknic)
Wednesday, February 13th, 2013 12:05 pm

I’ve decided to try to make my first video game this week, and I’ve given myself the restriction of five days to complete this project. The usual thing to do is to have 48 hours like the Ludum Dare, but since this is my first game I don’t want to rush or lose any sleep over it. The goal is to make a short 2d platformer about a boy who falls into a well, and has to try to find his way out. The reasoning behind the well is so that the game takes place in a cave setting, meaning less art will be needed. Due to my lack of creativity, the game is named “The Well”. The engine will be done in from scratch in Java, as that’s what I have the most experience with. I tried to learn to use some libraries like Slick2d, but it took too much time, so I’ve decided to just stick to what I know.

The Well - Demo Level
First day progress

Today, I’ve managed to get some of the foundation code set up. So far, the game loads a map and tilesheet (text files) and places a character for the player. So far, the player can move around, and collide with the walls of the level while the camera follows him around. I’ve decided to have three layers, a background layer, a collision layer, and a foreground layer. The reason there are three separate layers is to make the map editing more flexible, as there doesn’t need to be code for each type of tile possible. Another benefit of having separate layers is that each tile doesn’t have to be completely square. The collision layer and the foreground layer can have transparency without leaving holes in the level.

Demo level screenshot
Testing level

So far in terms of art, I am just using placeholder black and white tiles to show the background and the walls, but these will be replaced with proper tiles once I am done with them. I’ve also drawn a main character, but it is still a rough draft. For this project, the coding will probably be done first, with the art, music and level design done after all the main mechanics are in place.

The biggest challenge today was trying to structure my code. I spent so much time worrying about how object oriented the code is, and trying to make the engine really flexible. I realise now that it was premature optimisation that really isn’t needed for such a small project, so from now I am going to try to code quicker and just get as much content as I can done. Tomorrow I want to try to get done the coding for animations, some tight movement for the character, and a menu and options interface.

I’ll be making a blog post and video each day showing my progress and explaining a bit of my thought process behind my decisions. Overall, I think this project will be really helpful in terms of learning as I’ll have to use so many skills in such a condensed time frame. I am mainly a programmer, so naturally the coding is the most important part of the project to me, however making the entire game myself will force me to broaden my creativity. I’ll have to do all the drawing and music myself, and since I have very little experience in this I could really learn a lot from it. Another thing is that I am a terrible writer, I have always been terrible at English, so forcing myself to make these blog posts will hopefully help me work on that.

Check out my website for updates:

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