Posts Tagged ‘34’

LD36 wallpaper

Posted by
Monday, August 22nd, 2016 12:41 pm

ld36

For anyone using a 329×277 monitor, I made you a wallpaper! You can use it for a little while but remember to credit me!! (If you can’t see the image then someone must have stolen it…)

In the above wallpaper, you see a glimpse of the number line. A number line is a complicated mathematical concept meaning a line of numbers. The wallpaper only features a short bit though, because people have come up with quite many other numbers too (for example, 1, 7264, 25, -1, and goooooooooooogle).

36 is one of the tourist attractions on our sight-seeing trip through the number line. It’s both a square number, a triangular number, and a circular number at the same time. If you have a room consisting of exactly one of them, the sum of the room’s elements is 36 – although no formal proof of this has ever been written.

But if you have two of them chilling out in the same room, their sum is 72, the amount of hours in the LD jam. Coincidentally, 72 divided by two is 36, which has piqued the interest of the international community of angry bloggers seeing a conspiracy everywhere.

Now, if these two 36s couldn’t find a way out of the room, one could insert the other into a phone number to make an international direct-dialphone call to Hungary with the code +36. They could then call Englkyklös “Glxblt” Vasarnàpzsczitzocwek (no relation to the popular car salesman) to ask him about his opinion on the Māori legend about the creation of mankind where 36 gods assembled the various parts of the first human.

Good old Englkyklös would answer in his usual wisdom, paraphrasing a carefully selected contemplative Zen koan: “Would you fucking stop it with these prank calls already? This is the 36th time.”

Meanwhile somewhere else, but still on Earth, a scientist (age 36) returns to his laboratory, deep in the basement of a lucratively funded research complex. He meets with an army major with 36 medals, and they both turn their keys in two 36 secure locks at the same time, opening massive blast doors. The scientist then carries on, putting on equipment he got for free from the Australian basketball team, The Adelaide 36ers.

It’s not protective equipment or anything, he’s just a fan of the team.

The scientist then carries a piece of krypton from the hazardous materials storage using a 36-inch pipe wrench (known colloquially in the American oilfield business as “a 36” – and in Europe as “a 91.44”).

He carefully places the piece on a desk, rips off the warning labels about krypton exposure from the 36 kilograms of explosives someone’s left lying around again, takes out an electron microscope, and zooms in as close as he can get.

Okay, this is weird– Whoops, the microscope was nowhere close to the piece. Hehe, I guess accidents happen even to professionals! The scientist reminisces about the time he lucked out a perfect score of 36 on the ACT tests by just answering questions randomly, and concludes total chaos is the foundation of good science.

After watching 36 videos from the weird part of Youtube to procrastinate, he then adjusts the position of the microscope 36 times before getting it right.

Finally, the results are conclusive: the atomic number of krypton is still 36 today.

But after all this, where does the concept of Love come in? What’s so special about Niels Bohr anyway? And who the hell ordered 36 extra large pizzas to my address? I’m not gonna pay for these, that’s for sure.

Find out, or don’t, AND MORE, as Jwatt does Ludum Dare 36.

 

Introducing Conga Master

Posted by (twitter: @BubsyPoochies)
Tuesday, December 15th, 2015 8:12 am

Hi all!

We’ve been working hard on our game Conga Master for the Ludum Dare 34 jam so we didn’t have time to post anything. But here it is!

Conga Master

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66146

This is our game. All graphics and programming were made during the Ludum Dare, and much more! Because we did several prototypes trying different controls. Moving your feet with two buttons, one for each leg, choosing your direction using an oscillating arrow and a button to run, etc. We took our time but we believe the end result feels super nice. What do you think?

1

We wanted to add different kinds of people affecting the gameplay. Say you got lots of geeks in your conga, then cool people would hesitate longer before joining. Eventually we decided on the pig idea which everybody seems to like :).

Please play the game and tell us what you think! We can’t stop playing to listen once and again to the music while dancing all around!

 

 

 

Growing Skyward LD#34

Posted by
Monday, December 14th, 2015 5:19 pm

SS4

SolitoGif2

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=41949

 After 48 hours I’ve completed my second Ludum Dare project, and my first Compo submission. I had a few ideas for this theme, and didn’t even intend on making the one I did, but I’m very glad I did. The game was made in Unity 5 and I created the assets it Maya.

Here are some of my thoughts about my entry:

Gameplay and Aesthetics
Just in case it has to be spelled out, Solito signifies “Little Sun”. In Solito you play as plant growing upwards. In order to continue growing you need to collect Solitos. If you fall over or run out of Solitos you will shrivel and fall apart. The art style is all super low poly because I absolutely love low poly. I’d never really gotten the chance to make a low poly game, so I wanted to jump on that. I’m really quite pleased with the overall aesthetic. With the addition of tilt shift, deliberate shadow placement, background environment, and blue fog, the game feels more atmospheric. I’m glad to have been able to incorporate a bunch of little background items. I think there are still some gameplay mechanics to tweak to ensure that a good player can continue to improve rather than hit the same ceiling every time.

I got a lot of inspiration for the background visual and style from Battlefield Heroes (RIP) and other low poly scenes I’ve come across.

Development Issues
I ran into a few development issues along the way, most of them having to deal with Unity. Here’s what they were and how I overcame them.

1) Skewed Segments: Plant segments were becoming exceedingly skewed (One hundred times wider than tall) after about 30 additions or after the stalk fell past a certain level. This is a known issue with Unity and has to do with non-uniform scaling. There were likely other small issues that compounded to create this defect. To resolve it I had to use my actual model asset instead of Unity primitives (this was alright as I was almost finished with prototyping). In addition I reworked the way physics had an effect on the game.

SS2

2) Snowball Falling: The point of the game is to climb higher without tipping over. With Unity’s default physics engine, however, the player would have experienced a snowball effect. If you noticed you were falling over you’d naturally start building on the opposite side to counterbalance. However, since you could only build so quickly, everything you built would tend to join the rest of your stalk as it fell. The more you built to regain balance, the more segments would end up getting pulled over and therefore imbalance your stalk even further. To solve this I wrote my own balance functionality that counted the amount of segments on either side of your base segment. Depending on how tall you were, the net balance would affect the entire stalk. In order to actual prevent the snowballing, however, I had the balance system only consider the top ten segments. This means that you only need to balance the stalk in the short term. Doing otherwise is difficult and not very fun.

Music
I listened exclusively to Phish for the duration of the development. It’s always interesting to know what people were listening to when they worked on their jam entry.

Theme
My take on the theme is somewhat generic, but I’m happy with how it turned out. I imagine there could be many other games similar to mine, so I wanted to make mine visually distinct and appealing. My compo version is complete, and I think I’ll continue to work on this project. Soon I’ll create an Android build so I can play it on my phone as well. I spent way less time on this entry and worked much quicker than I did last time (LD#30) and I was able to submit this for my first Compo.

For future versions I’d like to include some of the following
– High score saving and high score notifications
– Powerups
– Sounds Effects / Music
– More atmospheric effects (Falling leaves and floating dirt)
– Point bonus for completing a circle (It could grow a tomato for example)
– Weather effects
– Arrow Keys for controls instead of just the mouse
– Moving Clouds / Trains / Planes / Hot Air Balloons / Etc. in the background
– Enemy Solitos
– Moving Solitos
– More background items

Final Notes
I’m really quite pleased with my entry. I feel like I was able to include everything I planned on, and I didn’t damage my sanity doing so. I hope people like it and want to see more. I’d love to continue development and work on a mobile build.

My biggest suggestion for anyone working on a Ludum Dare project is to be reasonable. This is something most developers can relate to. It’s easy to get swept away into what you could add or what would make the game better. A solid and polished small game beats a poorly made large one any day.

Cube Wars is DONE!

Posted by
Sunday, December 13th, 2015 6:46 pm

I had to restart from scratch this morning, but it turned out great, I proudly present:

Cube Wars: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60288

These Ludum Dare Compo’s really increase the productivity, I must say, I’ve never completed a game this fast, ever!

TitleScreen of Cube Wars

Cube Wars

In this game. You play as the Blue Cube, let’s call him Bob for now.
As Bob, you walk around using the Right Mouse Button and shoot with the Left Mouse Button. [Two Button Controls 😉 ]

It is Bob’s task to destroy all Red and Purple Cubes.

There are 6 different level themes, each with their music.

Crates explode and do damage to enemies.

Enemies sometimes drop power-up’s such as a shield, cooldown reduction and armour-piercing bullets.

Get the highest score by surviving as long as possible while eradicating the enemy cubes.

Compare yourself to others in the in-game online highschore table.

Enjoy!

-Chubb1337

 

Fight for those two buttons!

Posted by (twitter: @ccontinisio)
Sunday, December 13th, 2015 5:10 pm

Hey all! 4 hours to go for the compo and my game is working… but definitely not finished!

So, the idea: up to 6 players battle in an arena trying to push each other away from the two red buttons. The two buttons control the minigame in the background, and you have to press them at the right time to get points.

For now I only have one minigame in the background (and it’s probably going to stay like this!).

More updates to come, but first: finishing up!

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