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!
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!
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.
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).
Hmmm – Google Search ‘Robotater’ . I guess this is appreciation of sorts, though it would be better if the people yanking the source and plugging it on their websites for ad revenue would at least buy the full version of the game creator so the ad didn’t show.
If you’re going to rip stuff- at least pay for the full version of the software.
What do “Reich 18″ means? Well, it’s from a minimalist music masterpiece: “Music for 18 musicians” (1974) by Steve Reich cf. http://youtu.be/zLckHHc25ww There are only 4 musicians on the game screen because the screen is small; … I’m wondering if controlling 18 buttons/musicians could be possible! So you have to press the right key (X,C,V or B) when the range of notes is full; 5 bonus points if the maestro is vertically above.
It’s not the greatest gameplay (it’s pretty boring after 1minute…) but I think the feeling is similar to the old 1980s game & watch.
This is the postmortem for my game Trina of the Depths ( play it! ).
::: Development Notes :::
I worked alone on this one, because I couldn’t find a coder to partner with.
It’s the first game I ever made myself. I’m an illustrator by trade, and have never been (and probably will never be) a hardcore coder.
It was very hard work, since Saturday morning through Monday evening, I slept about 10 hours total.
I used Construct 2, FL studio, Photoshop and Flash.
About the theme: I couldn’t top my last LD submission, which was about an evil dungeon lord trying to destroy a hero, using traps. So I thought I’d go with my second idea, controlling an evil octopus. So this whole RPG/metroidvania idea developed in my head, about Trina, daughter of the evil Sea King and the secret of her birthright. And it really worked for me, to the point that I’m going to make it an actual game.
:::How I spent the time:::
I really wanted a control scheme that captured the feel of an octopus slicing through water. Therefore I spent some 8 hours developing the control scheme.
Trina, the heroine, is controlled via cursor keys, in a unique way. Pressing a direction doesn’t move Trina, instead it charges her corresponding vector, horizontal, vertical or both. Movement occurs after the release of the cursor key(s), and the muscle meter on the bottom left is accordingly drained by the effort.
Since Trina seemed to be falling too fast (she is in the sea, and this just wouldn’t do), I also implemented some resistance to gravity, not in the form of passive Lift, but in the form of a last strain of her muscles/parachute action. For 30msecs after finishing her ‘jump’, trina will try to stay afloat, giving the muscle meter time to recharge.
This simulates a movement that requires judgement and thinking-ahead, like an octopus might plan. After you’ve made your mind about your target, you jump towards it. The result is a very exact, very elegant control scheme, that most players so far hated?? Wait, what? More on that later.
When I was satisfied with the control scheme, I added an enemy, a cute fish, which naturally hurts (and annoys) evil Trina. I struggled with its behavior, AI and patrolling patterns, and in the end managed to only get one to spawn…
Graphics came on the end of Day 2. I animated Trina’s animations in Flash (just penciling) and inked/colored each frame in photoshop.
Music-writing sessions were interspersed throughout Days 2 and 3, to ensure maximum inspiration, and time to go back and re-do things. I ended up with three themes, a main tune, an encounter scherzo and a battle theme , using old soundfonts and a sampled gameboy Bass sound.
Day 3 was about damage control (since I hadn’t succeeded in properly implementing enemies) and level design. I also made rapidly prototyped level blocks. For this I took one giant background and start painting directly on it, taking care that assets do not overlap, so I can lasso them and export them later. This way I work super-fast without overthinking everything, I have a good idea of what my assets will look like when overlaid on the game background, and I don’t have to worry about layers and CPU performance at all. It’s the technique I’ve used since my first LD#23 and I wholly recommend it.
Here’s a screenshot of my almost final assets file:
And what my final stage looks like:
:::What went right:::
my first ever solo game!
the control scheme: having extensively playtested the game, I find that Trina moves in a much more refined, much more interesting way than if I had used plain 8 direction movement or mouseclick-to-move. After getting the first power-up, Trina controls like a charm, cutting through water like the evil princess she is.
animation/character design. It’s as fluid as I envisioned. Like all animators, I was mimicking an octopus in the mirror the whole time.
the music: I thoroughly enjoyed taking a soundfont of women singing “ooohs” and another of women singing “aaahs” and writing parts for them to sing, so that they sound like one chorus that sings both. I loved the battle theme, which I injected a sample of a rhino snorting into. I think it makes the mood more intense.
the backstory and foundations for expanding this into a proper game. I couldn’t help daydreaming and scribbling notes about how I want the game to be, after LD is over
:::What went wrong:::
the control scheme! From what I see in my comments section, many people don’t get it at all, can’t maneuver, and/or believe gravity to be too harsh. In my opinion, it may actually be too lenient; it’s a platformer, and you can (with some effort) ‘fly’ to wherever you want to. How is this harsh? Ok, it’s not Owlboy, but it’s not supposed to be. That having been said, I’ve been convinced that up-front giving Trina the powerup that nobody bothers to get will do its part in coaxing new players into playing, and is a good game design move.
coding. I’m not a coder, and even though the Construct 2 forums are full of good FAQ and solutions (thank you, community!) , I seriously messed up the code that spawns new enemies, and even though I finally managed to pinpoint the cause, this left my game with only one enemy
time: because of my coding set-backs, I didn’t implement the larger level I had in mind, the metroidvania “get the item and go back to unlock a new area” portion of the game, and the boss battle. I decided to make it as fun to play as possible with the assets at my disposal.
backstory/dialogues. It’s not apparent why Trina is a villain. She hates all people (fish) in this part of the world, where she was brought unwillingly, and will scheme and plot against Good King Triton. All this is lost, since I didn’t want to cheapen the mood by inserting plain text using a plain font (Construct 2 doesn’t support embedding, and using webfonts was a big risk)
Here is all I could do within a two days time, folks. I’m satisfied of what I’ve done with the colorful graphics, but I’m afraid there’s nothing much interesting to play here, just a couple of unicellular organisms fighting in free waters. All packed in a cute html5 game.
My original idea was to let the player evolve through classes represented by genes : you choose two starter genes, and after each level you have two more genes to choose from based on your previous choice, each gene adding capabilities to the player from speed to gravity based moves. You start as a mere bacteria to slowly evolve into an animal, the finality of the game being to evolve into homo sapiens… then what may come after. But of course, I couldn’t do anything in 48 theorical hours (wich include at least 10 hours of sleep) and the game oncly features the two first genes, a short multiple-screens level (with a 1000 kittens secret) and some kind of end level boss that you must slay in order to end the game by finding its weakness. Oh, and I even added an intro + title screen and an ending sequence…
Anyway, I had a fun time working on this, let me know what you think about it