There’s even more over on my Twitter haha…today was fun! Final game coming tomorrow!!
There’s even more over on my Twitter haha…today was fun! Final game coming tomorrow!!
Spent the morning getting some background music together and the rest of the day working on art. The music I think turned out pretty well, though it’d be easy to spend ages more tinkering with it; the art’s looking all right, but there’s still a lot of visual flourishes and whatnot I plan to add if there’s time. Onward!
We were a team of four people this time, though one person had to leave after the first night, and I was busy Saturday evening and Sunday morning. Since we were especially limited on time and resources we really needed a simple idea. Besides, I like simple ideas because it’s easier to focus on making one concept polished and fun. Of course all of our initial ideas were very complicated, until…
Once we had the idea, and we knew it was going to be a parody, then the issue was how to do the art in a way that paid tribute to the source without copying it. I do a lot of traditional/fine-art (My work: http://alwaysfromlife.com/) and I’d been thinking for a while that it would be interesting to do a game in a very painterly style. I did some quick sketches of mario in ArtRage and then used Aseprite animate them and export a tilesheet. It looked pretty good so we decided to go with it:
Even though we wanted a more organic look to the game, I decided to use Tiled to create the level, because that would make it easy to experiment with different layouts, and the excellent Tiled2Unity tool would generate the collision meshes for me. Once I had the level laid out in a way that worked well with the bouncing marios, I used Tiled’s “export to image” feature, and Ian used that as a reference to paint the lovely background that you see in the game.
Probably anyone who’s used Unity for 2D has made the mistake of leaving the “fixed rotation” option off on your sprite’s rigidbody and then watching your character spin and flop around unexpectedly. For this game I wanted mario to have a silly, clumsy quality, so I left it off intentionally. The challenge then was getting a reasonable amount of these clumsy marios to the end of the level. I used several invisible triggers to tell mario when to jump. Each trigger had a percent change of triggering, so we would end up with marios taking random paths through the level.
While Jesse made a mario spawner and worked on the plants, I painted the title screen as quickly as possible. I’m sure I didn’t spend more than 20 minutes on it. My plan was to hand paint the title text as well but that just would have taken too much time.
At the end of Saturday we were at the testing stage, and while it was already making us laugh (a good sign!), we had a lot of ideas for how to make it better. I assumed I wouldn’t have time for any of them. But Monday morning I was determined to add them. I added the “withering” plants feature and the heart counter as ways to add challenge and excitement to the game, and Brian added a score counter and cleverly tied the rate that marios spawned to your score, which leads to a hilarious avalanche of marios if you get far enough. At this point I think it went from being a silly game to one that was actually fun to play.
Of course I always forget how stressful the submission process is, especially when you’re already exhausted from lack of sleep. But in the end I’m very happy with what we made. There’s only a couple of minor things I would have done differently. Much gratitude to my team, and to everyone who has left feedback!
Hello everybody! How are you today? We are feelin’ good! We are Datamosh (a small indie studio, from Argentina) and this is… frankly, I don’t remember. But it is not the first time we take part in a Ludum Dare jam.
Our team consist of a 2D artist (me, Kaeru) and a programmer (Pablo). I think this time the idea stroke us by surprise and in a very organic way. In about an hour after the theme was announced, we had a very clear approach of what we wanted to achieve. The final result is far from perfect, but we feel that is nice, friendly and approachable. Our biggest concern is always to come up with something way over the top or “overworked”.
I want to share some quick tips in -what I think-, had a very good impact in our productivity:
So, was this your first jam? How did you came up with your idea? Remember, you can play and rate our LD33 game!, leave yours in the comments below!
Written by Adam D., a team member in Second Dimension Games. We created the game Brood for Ludum Dare 33. I’d like to apologise for the length of the article, but I wanted to be thorough and hopefully some people will find it helpful and informative.
I’m very pleased with our entry into this LD (play it HERE), it was a close call but I managed to come back for another competition. We all worked together on the game concept, but my specific role was to create the environment artwork, the UI, main menu (and help screen) and the large monster. I also got the chance to do some animation, specifically the tentacle animation, which made for an enjoyable change. I thought I’d write up my working process for designing the screens and environments of Brood for anyone that was interested.
Skyfish checking in. I only have 28 more minutes to do move animations and I have none yet! (time slotting) So I will make this brief. Here is a fake screenshots. the colours mess up because it’s png, so IDK what you can do. It works in the game anyway. Pokemen is coming along nicely, it’s playable and I found no bugs. Now we need to implement the menu and put the assets in the actual game. I will make a making of post sometime after i think. I only have today to finish everything since I work tomorrow. Oh dear! bye bye Ludum see you soon.
But the idea is ok, so, let’s go ahead & good luck for everyone ^_^
Me and some other mates will take part of the next Ludum Dare We need artist as we are all programmers ( at the last year of our master studies).
We already took part to other game jams: GJ2015, GameCraft and we won the UKIE Jam. We went also to Hackatons. We mostly use Unity; 2D or 3D we don t have preferences and it will depend on the theme.
We like to have fun as it is the most important thing in this kind of events, and when taking about games we range form Fallout to Super Smash Brothers. If you want to join the fun just let us know.
It´s a metroidvania where your only weapon is screaming. This is my first ever Jam, and making this “minigame” was really fun.
I´m working on the Postjam version, adding a new whole area to explore, more abilities and working on the “screaming mechanics” to make them a lot better. I have a lot to do these days so I don´t think I´ll finish it before the LD32 party is over.
But well, the solo-jam version is still waiting for you, so if you have time: please enjoy 😉
I’ve started a game project that I liked a lot in last LD but unfortunately I didn’t finish during the jam. So I’ve published in Newgrounds. Sometime the words could be mortals! Think about 😉
Please play and give me some feedback 😀
So yes, I participated in this thing, and I made a thing. Things happened. Very things. I am proud.
I accomplished my goal of making a game which has significantly heavier emphasis on my background art. I required a simple-to-code game which allows me a significantly larger time budget for art.
I pulled off a similar game jam from over two years ago in the same time, but with multiple tower modes, a functioning upgrade shop, a functioning tutorial, multiple waves, including one boss.
You can see the earlier game jam which I just the graphics for. Being from two years ago, it was clear that while I felt I was a hot-shot at pixel art, I was significantly faster. My drawing fundamentals were much stronger and I could accomplish even more amazing things in significantly less time.
I’m probably one of the many people who pre-plan their games before the game jam starts. I originally wanted to make a sequel to another past game jam, recycling old code and making a rogue-like hack n’ slash.
My only real dissappointment was the lack of content where I am using a game that would benefit from having alike at least five more waves for players to go through. Programming also took longer than I thought, though this could easily be myself underestimating the scope of something as simple as what I have. However, programming was actually roughly half the time I spent. The other half was on graphics.
Oh yeah, some art assets were either rushed or unfinished. If people don’t notice, I could instead consider that a job well done, when I am able to make half-finished or rushed assets which people cannot tell was rushed.
Of course, being a pixel artist, I put heavy emphasis on graphics to highlight my strengths and downplay my weaknesses. I purposefully go for games that are more art-heavy and lighter on programming. Drag n’ drop programming ensues (lol, I write GML instead of drag and dropping actions, but yeah)
See this rabbit? It seems pretty clear that my major influences are Japanese-style RPG’s from the 16-bit era
Cutting corners with palette swaps is also something I love doing, but of course. I also make superficial changes so it’s not a true palette swap too
I also have worked my ass off into learning how to draw trees. I was high on THC when I made a realization of the sheer magnitude and the sheer magnificense of copy and paste as nature does with plants. This tree is basically everything I know about a tree’s anatomy, more or less. If you look closely enough, you will also notice that I copy and pasted the leaves in several areas to save time spent on drawing this tree.
I’ve in general also made massive improvements on my use of color, after getting feedback that I have not been pushing my shading contrast hard enough. I’m proud of where I got after what was basically an overnight improvement when I had to completely rewrite the way I saw color. All in the name of improving on your craft.
All in all,
I worked, improved, and I accomploshed. I basically made the game at a quality I wanted to make. As for the sequel to the past game jam that I wanted to make but had to do a TD as an alternative option, maybe I can work on that in my free time rather than waiting for a game jam.
Work harder, expand my visual library, hone my artistic fundamentals, I am totally looking for the next Ludum Dare.
We’ve completed our first ever game jam!
We’ve made a game, where your only weapon is a paint bucket. We’ve called it “PHARBA”, which means “paint” in Ukrainian
It’s a local versus multiplayer game, that supports 2-4 players. Every player controls an invisible man, who carries a bucket.
Your goal is to paint the world and your opponents before they do the same to you Let’s the splatness begin!
We are really happy to have made it, finally. It was a long weekend. Later, we are going to make a proper post-mortem post. Right now, resting and social life is important.
You can play and rate our game, “Robot Uprising!” here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=10942