Posts Tagged ‘bxfr’

Posted by
Monday, April 28th, 2014 12:25 am

Hey and good morning LD people!

Had a bunch of fun this time, long weekend of coding with a break to play Middle-Earth-Quest, that game takes an age, but we beat Sauron … just… anyway…

Please check out my game http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=20788

If you rate or comment I’ll rate you back where I can run the game, gonna take a while to get through all 69 pages – wow!

 

Sophie’s World – post mortem

Posted by (twitter: @crank_gaming)
Monday, December 23rd, 2013 9:45 am

Sophie the cloud

 

Sophie’s World

So, it was my first time joining the Ludum Dare game jam at all. You can’t imagine how many times my husband has told me about it (or probably you can, given the fact that you yourself might as well do this all the time 😉 ). For him, it was the 3rd LD – not to mention all the other game jams he has joined so far. So you can imagine that I was quite excited that I was about to join him this time!

Having never done any serious digital drawing at all, I have wanted to try the Inkpad app on the iPad for a long time now. The LD seemed like a great opportunity to check it out and learn a view things about vector graphics. So that’s how the adventure started.

The idea
We decided to make a game for children without any violence. At first, our idea was to create a couple of fast touch mini-games with cute graphics.

Along the way
At the beginning, I just started doodling until I came up with a cloud – Sophie was born! We then thought about what game we wanted to create around Sophie.
While I went on drawing, my husband put together the game framework. He chose LÖVE because his experience with LÖVE did help him a lot in previous gamejams. Besides, he started to implement all needed LÖVE functions in the Sony PSM SDK in C#, because originally we thought of this game as a touch game.

FredWhat went great
The best moment was when my husband made cloud Sophie rain for the first time! Now I know why he enjoys creating games so much – it’s so great when your game and characters come to life! I’ll definitely do this again.

What went wrong
Soon we realized there won’t be enough time to create more than one mini-game, so we had to change the game concept a bit so that it would fit to the theme. We then decided that “You Get Only One RAINDROP” from Sophie every day.
It also would have been great to have the game as a touch game, because for me it seems that it’s much more intuitive for children.
We also could have worked more on the sound effects and the clickable items, but again, we ran out of time at the end.

You can play our game here.

Tools
Sounds – bxfr
Music – keyboard
Graphics – Inkpad
Engine – LÖVE and Sony PSM SDK

You can watch a video of the game played on the PS Vita:

The Sheep Are Sinking: Done!

Posted by (twitter: @isaackarth)
Sunday, April 22nd, 2012 6:30 pm

I have now built a game in 48 hours! And you can play it here! (I think I may be a little excited. And I didn’t even lose that much sleep.)

Built in Unity, with sound effects in Bxfr and some levels in Photoshop (really!).

Stuff that didn’t get in (in order): fluid simulation (spent 3 hours researching first day, didn’t really need it), pathfinding (spent 4 hours researching second day, replaced with vector steering), procedural terrain generation (turns out that the textures I had already thrown together were varied enough, you probably won’t notice it’s missing).

Features that are in:

  • Sheep!
  • Terrain editing!
  • A tiny world that’s sinking
  • Level progression
  • Sheepdogs to herd sheep
  • Wolves (that eat sheep)
  • Alligators (that also eat sheep)
  • Sound effects!
  • Horrifically messy source code provided!
  • And more!

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