Ludum Dare 31
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Posts Tagged ‘Construct 2’

0000 : PRESS Z post-mortem

Posted by (twitter: @theotheralvaro)
Wednesday, December 10th, 2014 10:41 pm

Screenshot 2014-12-11 at 00.20.26 Screenshot 2014-12-11 at 00.20.52 Screenshot 2014-12-11 at 00.21.15

A bit of context

This was my fourth Ludum Dare and the first time (ever, even outside LD) that I made a game that I actually like. When I say “a game that I actually like”, I mean a game that I would like to play if someone else had made it. Sure, in the past I made some games that I love, but I always had to go around their flaws, disregard game-breaking bugs and just close my eyes on my own mistakes to really enjoy them. In other words, they were my ugly childs.

With 0000, I can finally say that I managed to make a game that I’m proud of, even though it’s far from being perfect or even that great of a game. I think it’s fun (which is the most important part), pretty engaging and people seem to like it, which is a plus. It’s a small first step into actually making decent games.

I pretty much failed during LD30. Here’s what I wrote just before it started  :

 

Pretty excited, once again. To me, Ludum Dare is a way to see and compare what I’ve learned and how much I’ve improved since the last time. I started pretty small, with a funny, but subpar game (Don One). Then, made another game, a lemming-like that was buggy as hell, but cute and people seemed to enjoy the art-style (Daisy’s dog is dead). I think I will stay true to myself : simple, primitive graphics + game mechanics that will allow me to grow and learn as a game developer. I have no other ambitions than having fun and learning, and Ludum Dare has been a great opportunity to do so the last two times I participated.

 

Hey, past self. This is still true. I mean, this Ludum Dare, I went in with the same mentality. Use my already acquired but limited skillset (in game design, art and sound) and try to make the best out of it. 0000 PRESS Z is what came out of that desire. And it was fun to make!

 

Brainstorming and writing ideas for levels on paper

The good

AKA what my last 3 LDs taught me

  • Level design has been a big challenge for me since I started game development over a year ago. With limited sprites and simple mechanics, I succeeded at combining them to create interesting gameplay and difficult, yet rewarding levels.
  • The game style seems to be a big hit with people. I also love it, even though it’s simple as can be. I went with I am capable of doing, and it seems to have worked out.
  • The game feels good. Adding particles here and there and a lot of feedback to the player’s actions really payed off.

 

The bad  

AKA What I didn’t learn yet

  • The movement seems to be a big issue for players. I thought it was on point, but it seems like it might need some more work (more on that later)
  • I didn’t manage to teach the player about the double jump mechanic early enough. Most people seem to discover it by mistake.
  • The sound, while fonctional, is not very expressive and could be improved a lot. Maybe a soundtrack, even, could make the action feel even more frantic. If I had any music skills, I would have added music.
  • The random teleportation, even though it’s the core mechanic to my game, seems to be confusing players. That leaves me with a game design question : Should I give all the answers right out, or let the player figure out the game as he loops through levels? Tough call.

 

What I learned

AKA things I think I understood but maybe not

  • Making the most with very little can be very rewarding and push your creativity.
  • Planning (just enough) is essential. It took me two hours of planning before I even started making the game. I figured out what game I wanted and went with it. It could have failed horribly, but I got lucky this time.
  • Juice matters. Details matter. If you’re making a game that feels fun to you, you’re doing something right.
  • The LD community is a GREAT resource for feedback. You have doubts about your game? I’m pretty sure someone on IRC will be down to talk it out with you.

 

What’s to come and conclusion

With all the positive feedback and encouragement I’ve been getting from the community, I’m considering making an improved version of the game.  Bug fixes, more levels, speedrun mode, highscores, new mechanics and all that good stuff  are amongst the things that are going through my head at the moment(Did anyone say level editor?). It’s still just an idea, but it’s very tempting to make some more evil levels to get the best out of you guys.

In the end, this was a very interesting ludum dare. I learned a lot and gained confidence in myself in the process. I still have so much to learn, but to me, making a game that I actually like is a big milestone.

 

Check out 0000 PRESS Z

OBSIDIAN

Posted by (twitter: @ctbagameclub)
Monday, December 8th, 2014 4:13 pm

 GENE-Z GAMES & TEAM

OBSIDIAN

 

 

Turn the flood of lava in its runway , resist the heat of the cave and search feature in the floods of bubbles that spring from the depths .

PLAY NOW

COMMENT AND VOTE

Finished.

Posted by
Sunday, December 7th, 2014 4:16 am

 

 

Ahhhh, done.

I’m tired. There are some problems that I’m too bleary eyed to fix, but it’s good enough.

Link to entry: here

title

ALL IS LOST

Posted by
Saturday, December 6th, 2014 11:35 pm

The game has a name now: All Is Lost.

Also, end game has been implemented. Need to start doing sound now.

gameover

pretty screenshots

Posted by
Saturday, December 6th, 2014 10:09 pm

So, I had to revise my gameplay concept, because I couldn’t get my head around the systems I was trying to create. Now it is much simpler, you are defending the precious life on a planet being bombarded by big rocks, rather than trying to destroy the life. Although, at the moment, you can still cut down trees with your little hand saw.

Here are some screenshots. Now, I need to implement some kind of title screen and end game. I probably won’t have enough time to introduce more than one weapon, or more than one threat. Would love to be able to implement leveling… might wait until after LD is over to try that.

Here are some pictures:

gameplay_1 gameplay_2

time for sleep

Posted by
Saturday, December 6th, 2014 7:51 am

Hrrmmm, so… after spending a few hours with things not working the way they should have, I haven’t made a lot of progress… but but but…! Here is a nicer screenshot, with a maybe working title attached. Pretty?

Anyway, time for sleep.

killthings

 

back to work

Posted by
Saturday, December 6th, 2014 1:37 am

Back from family stuff. I was able to come up with an idea, that is pretty lame and rough out a basic implementation of the world. Now, just waiting for my files to sync to my desktop PC, and it’ll be back to it.

Here is a screenshot.

okie doke

Posted by
Friday, December 5th, 2014 4:52 pm

Alright, how does this work? I’m going to try to balance familial responsibility (nephew’s birthday) with making some kind of game, maybe.

Being that this is my first Ludum Dare, and I’m no programming genius, I’ll be using Construct 2 for most of this. Bfxr for sound, probably. If I get to music, I’ll most likely use Figure on my iPhone.

This will probably end up being a Jam entry, because I’ll almost certainly run out of time, although I’ll be starting, at least, with the Compo in mind.

But for now, I have to travel by train to the mountainous sticks to perform my duties as uncle.

 

Poot.

RocketFist – Construct 2 + Intel XDK android Crosswalk

Posted by (twitter: @rilemtwit)
Thursday, December 19th, 2013 4:45 pm

Construct 2 Release r155 brings a new android export module for Intel XDK Crosswalk. I did a quick control scheme hack on RocketFist and the results are amazing!
Running at a staggering 60 fps with huge amounts of particles on screen on a Galaxy s3.

So the gameplay is horrible like this, but it runs. And fast!

This opens a lot of creative possibilities. I’m so excited about this!

I’m in, i think.

Posted by
Friday, December 13th, 2013 10:10 am

The nerve in my right arm is hurting from working too much, but I think I’m going to make something at least. I promised myself to. So I’ll be using Construct 2, gimp, inkscape, musagi. My goal is to keep it as bare bones and minimal as possible so I can rest my arm. Who knows, maybe that’ll lead to something interesting. Good luck!

My First Ludum Dare – Escape Base 10

Posted by (twitter: @JayHadHope)
Sunday, August 25th, 2013 3:09 pm

I’ve been itching to participate in the Ludum Dare for a while now, so I’m very excited to submit my first game – ESCAPE BASE 10. This definitely reminded me that graphics and SFX/Music aren’t my strong points, but it was fun to make a complete game in less than 20 hours.

GrabAGun

ShootLocks

DropGun

To play the game, visit http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5475
Created in Construct 2, music recorded in Audacity, SFX generated in SFXR, and graphics drawn in MSPaint/Paint.Net combo =]

 

(HTML5 version currently uploading, source and Win32 binary available now)

Garrett Mickley Reporting For Duty

Posted by
Friday, August 23rd, 2013 12:10 pm

I will be participating in my first Ludum Dare (second game jam altogether, though I will be trying for the compo side of this).

I will be using:

  • Construct 2 engine
  • Photoshop CS6
  • Logic Pro with different Native Instruments plugins. Will not be streamed due to having to use a different computer.

Pretty sure I won’t need anything other than that.

I will be liveblogging at GarrettMickley.tumblr.com which also posts to my @GarrettMickley twitter.  Those are the two best places to find me.

My twitch.tv account is http://www.twitch.tv/garrettmickley which you can go follow now (if you like) to get notified of when I go live.

Thanks for your interest and most of all GL;HF to all my fellow LD’s!

[Edit] I’d also like to point out that my game will be in browsers, but I will most likely have downloads for Windows, Mac, and Linux as well.  If the game turns out pretty cool, then further development will be made and eventually a possible release on mobile, OUYA, and Wii U as well (but that’s just dreaming of the future at this point).

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