Posts Tagged ‘escape’

Jam entry: LOCK AND RELOAD

Posted by (twitter: @avaskoog)
Tuesday, December 13th, 2016 1:41 pm

Click here to explore the room! (ノ◕ヮ◕)ノ*:・゚✧

View post on imgur.com

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=6155

An entry made in 72 hours by Ava and Marte. You find yourself with a severe case of amnesia in a locked room and need to figure out what’s going on. The story isn’t quite what we intended it to be, nor as long, due to time constraints, but hopefully you’ll get something out of it anyway! It’s a concept, after all! And it has wacky shaders and creepy audio, so who can resist? ♥︎

Click this post to read more than the excerpt, for some post mortem information and pictures of the process! ☆

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Shape Escape Level Editor

Posted by
Monday, May 9th, 2016 11:51 am

Update after another few days of hard work!

We just finished a (somewhat) working level editor for Shape Escape.

Try it out here: WIN/UNITY Standalone/DROPBOX

It doesn’t have all of the features used to create the original game, but it should work well enough despite all of the bugs. Plus you can save and share your created levels, although only by manual uploading at this point.

Play and rate the original Jam entry here!

Ubix’s Undersized Breakout

Posted by
Monday, August 24th, 2015 8:51 pm

Cutscene_1_romank

Cutscene_2_romank_Color

 

Desktop Version Download:

https://drive.google.com/file/d/0Bzpe2sCBaL5pellWM3BianBueE0/view?usp=sharing

 

Web version:

http://guidoarnone.github.io/ludum-dare-33

 

Move with arrow keys and transform into an object with Q to hide from the enemy.

 

Credits:

3D Modelling: Agustin Lanus – Gabriel Krauzs – Teo Kohan – Agostina Falcone – Rosina Ivanna Merola Molinaro – Roman Kierzenbaum – Andrea Vargas – Franz Ridder – Ricardo Ziccarelli

 

Level Design: Teo Kohan – Agustin Lanus – Ines Naiberger

 

Character Design: Franz Ridder – Lucio Lucius – Gustavo Otero

 

Rigging and Animation: Pablo Fernandez – Gustavo Otero – Luciano Guerra

 

Texturing: Rosina Ivanna Merola Molinaro – Teo Kohan – Flor Castellan

 

Concept Art: Roman Kierzenbaum – Flor Castellan – Mely Val

 

Programming: Guido Arnone – Teo Kohan

 

Team Management: Agustin Lanus – Agostina Falcone

 

Sound: Pablo Fernandez

Wilhelm’s Escape post-mortem

Posted by (twitter: @@glovecat)
Friday, January 3rd, 2014 6:37 am

If you don’t play the game yet, please, play it before read this post-mortem. It only takes 2 minutes.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=28794

Brainstorming (Saturday 8:00  – 11:00 GMT +1)

We met at 8:00 and started to generate ideas. We rejected some of those ideas because they were unviable, boring, or absurd.

We decided to use the point’n’click game mechanic. The main character awakes bewildered and locked in a room. He only gets one object at a time and he can interact with the scenery objects to escape from there.

Finally, we decided that the main character will never survive and his life will always end by a shoot. Nevertheless, in the end we gave more variety to the game and we decided to add different deaths. With this, the user gets addicted to the game, trying to save Wilhelm from his fatal destiny, making a 2 minute game so much longer.

todas-las-muertes01

Pre-production (Saturday 11:00 – 15:00 GMT +1)

Once we chose the mechanic and the details of the gameplay we started to develop the idea and we planed it in different tasks.

  • Marina & Juanlu (designers) split their work in stage and main character. They used Spine (Esoteric Software) to make all the animations.
  • Chema & Carlos (programmers) worked with LibGDX (Java/LWJGL). Chema worked in front-end (graphics and cool things) and Carlos worked in back-end (state machine and controllers)
  • Ricardo started to work in music and sfx.

todas-las-muertes02

Production & Testing (Saturday 15:00 – Tuesday 3:00 GMT +1)

At this stage we developed all the stuff that we decided before. But we had to make some changes due to the short time.

In the beginning all the deaths had its own animation, but this was unviable, because of that we decided that only the original death (The shoot one) would have animation. The final solution was that the light turned off, the character died and then the light turned on again; showing to the player the corpse of Wilhelm. This is why we decided that the main character use the Wilhelm scream, and gave that name to the main character.

We decided that all the action and reaction would have their sound effect to represent the unseen deaths. The ambient sound was wind, rain, thunders and our lovely neighbour dog. In addition we recorded some nonsense speaking lines.

Scape

During the develop of Wilhelm’s Escape:

  • A Spanish Omelette died.
  • A few campero sandwiches were devoured (an spanish sandwich)
  • Poor quality chinese food.
  • 5 litres of coffee
  • 1.6 litres of energy drink
  • 2 litres of beer
  • Snacks
  • 1 kg of pasta
  • A couple of pizzas
  • A lot of hours of music
  • No dog was harmed.

Eggscape Post Mortem

Posted by (twitter: @MakeAGame)
Sunday, September 11th, 2011 5:00 pm

[My name is Carlos Leituga and I’m an intern Junior Game Designer / Implementer in a Portuguese company, where I’ve been working on a Hidden Object Adventure for a year now. I was invited by friends to help develop a game for the 21st Ludum Dare event. We are the Make A Game team.]

 

Eggscape

It was around 11pm when I left my house with a 1 hour trip ahead until I met the yet to be named Make A Game team. Having memorized half of the list of possible themes, I spent the little I could of brain waves keeping my car on the road, and tried to think of quick game mechanics suited for a 72 hour game development.

I was the last of the team to arrive; I met some new faces and joined in on the ready up ritual. There were still 3 hours until the official LD #21 theme to be revealed, so we started throwing ideas around, writing them down on our white boards and linking them to similar themes.

Readying Up

 Look busy guys…

The awaited hour finally came, and the Escape theme was victorious. We quickly (and sleepily) gathered around one whiteboard and started discussing our previous ideas, along with new ones. Among them, the Survival Tetris game was highly praised. For some dumb reason, I went to my computer and searched if someone already had done such a thing. It existed, and in two quite different forms. In one you only controlled a stick figure, and in the other you controlled both pieces and a round character. We were bummed out.

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There’s more to EscApe than you think

Posted by (twitter: @JohanRasten)
Monday, August 29th, 2011 2:16 am

This is kind of a port-mortem of EscApe (there’s another game with same name, it’s not about that one :)) but I’m going to focus certain design choices I did in the 3 hours I created it.

Massive spoilers below, so if you intend to play my EscApe, go do it now!

“Your game is just a crummy monkey in a badly drawn cage”, you say? Perhaps, but there’s still more to it than meets they eye. Continue reading!

I’ve found two other games that are exactly the same as EscApe, except that they look and play quite differently. There’s The Power of Escape by BurnZeZ and BATHOS by johanp. I’ll use them to point out some differences in game design, which might sound like I’m trying to bash the other games, but that’s not my intention. Read it as constructive criticism.

The basic concept [of all 3] is of course to present the player with a room, which is impossible to escape using methods normally available in computer games. Not until the player starts thinking outside the box (or tries to quit the game, as we’ll see later), and takes what’s printed on her keyboard literally, she will escape the challenge. If executed correctly, this puzzle actually takes place in your room, rather on the computer screen.

Now, what did I try to do with this? My goal was to give as many hints as possible, without actually revealing the solution. I wanted the player after figuring it out to think “omg, why didn’t I think of that from the beginning?”.

Starting at the title, there’s a big green hint all over the screen. But I tried to draw your focus away from it, by making the game about an ape. You see, the title only says “escape” with “ape” highlighted.. or does it? :) To put even more emphasis on this I added the text “Can you help the ape escape?”. There’s actually one more thing, which I didn’t think of until later, that APE is written in a slightly stronger color than ESC, but I think the difference could have been even bigger.

Still at the title menu, at the bottom it just says ENTER (the compo version had more text, but I thought it was distracting so I changed it). This is also a hint, actually. You see, I don’t give any exact instructions on how to play the game – I will return to why shortly – you have to figure it out yourself. As I mentioned the solution is to read the Esc-key literally, and for this to work, all keys have to work in the same way. You enter the game by pressing the enter key. Simple enough.

Lack of instructions, yes? The reason is of course, that only thing worse than giving no instructions at all, would be to give partial or faulty instructions (without telling the player that they are faulty). So either you tell players what all keys do, which would spoil the puzzle, or you say nothing at all.

(BATHOS – not made by me)

As you can see BATHOS looks nothing like my game, it has much better graphics (and sound) and I thought it was incredibly funny as well. But the other Johan seems to have done the opposite in just about every choice I’ve described so far. In fact, it even seems like he knowingly tries to lead players in the wrong direction  :) By giving instructions, there’s nothing in the game – or deducted from experience of playing 100s of other computer games earlier – saying that there’s another unmentioned key that is crucial to winning. Further, if Z means “jump” and X means “pickup”, then Q might as well mean “escape”? IMHO it’s a little like playing Super Mario Bros and having to figure out that you have to press the reset button on your console to press to find the princess. Though BATHOS has a lot more comments and ratings than EscApe, so maybe this is what people wants :)

Back to our poor, caged simian. My idea here was to print out the key you pressed in clear text, so you would get the connection between its literal meaning and what goes on on screen. Initially I was going to make it more passive, so that pressing left would only make the monkey look left for example, but I ran out of time sooner than expected. People ought to figure out soon enough that moving around in the cage won’t help you, so I’m not sure it made any difference. Hopefully after coming to that conclusion, all the previously mentioned hints have trained the player enough to start pressing other keys to see if anything happens.

Due to this lack of time, there is a crucial part of the game missing; There should be more keys with functions in the game to lead the player from using the direction keys to thinking “aha! I need to press Esc to escape”. Not only would this help bridge the logical gap, but also add a little bit more fun to the game. These were some I thought of:

  • Space – Launches the cage into space or something. Maybe the monkey just thinks about space. However, it is a very important key, as it’s likely one of the first ones the player tries pressing (partially because of its size and location and partially because of its use in other games).
  • Shift – The ape shifts its weight around.
  • Home – Text: “You can’t go home”
  • Enter – Text: “You’re already inside”
  • Dash (well, it’s technically a minus sign, but they look similar enough) – Quick sprint in either direction.
  • End – Popup saying “Are you sure you want to end the game?” with possible quit.
  • Backspace – Printed as “Back (from) space” and returns to the jungle. Maybe too far fetched.

So why am I ranting about all this? Because gradually training the player to adapt to your game’s rules and mechanics is how you write modern games. No game designer ships their game with a printed manual these days, and if they do, nobody is going to read it :) Another central concept of modern game design is to make player feel like they’re doing exactly what they want to, while they’re doing exactly what you want them to. This makes the player feel incredibly awesome and is a lot more rewarding that simply following a heavily scripted story. Ok, so EscApe isn’t Half-Life 2 (Valve are good at this), but maybe it’s a little bit more to it than you initially thought? 😉

I wonder what would happen if the next LD theme was “space”…

MobEscape Postmortem

Posted by (twitter: @Joseph_Michels)
Sunday, August 28th, 2011 2:13 pm

I guess I’ll write a little bit here about how my game turned out. Here is a screenshot as a reference.

Entry: http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=4628

This was my first Ludum Dare and I’m glad I participated. My game was originally intended to be a reverse tower defense game but it didn’t really work out exactly like I would have liked it to. I wanted it to be a frantic run through a bunch of randomly put together rooms with a bunch of towers shooting at you. I had that working about 24 hours in, but I came to the realization that it wasn’t fun at all. I contemplated quitting at that point because I was frustrated and a little angry that my game wasn’t fun. I ended up salvaging my game by reducing the number of followers the character has and trying to make the player be strategic with the way he navigates through the rooms in order to protect his followers. I’ll be honest that my game still wasn’t very fun, but I’m glad that I stuck it out and finished.

 

What went right:

  • I finished!
  • I liked the follower mechanic.
  • I think my in-air spinning knife animation was pretty awesome.
  • I tried something different. (As opposed to the type of game I would normally make)

What went wrong:

  • Music. I have no musical talent at all, but sometimes I manage to get lucky and make a good track. I tried, but I failed.
  • Game wasn’t fun.
  • Lots of the code was poorly written.

Takeaways

  • Awesome knife animation…
  • Various future game ideas
  • Motivation
  • Experience

I really enjoyed participating and I definitely plan on participating in future Ludum Dares. The community here is awesome and I am very thankful for the people who work hard to organize this and keep everything running smoothly. You are doing an awesome job!

/ ESCAPE \ : | A | \ Postmortem /

Posted by (twitter: @schonstal)
Thursday, August 25th, 2011 2:18 pm

by Ian Brock

 

Click to go to entry page

 

Ludum Dare 21 marked Incredible Ape’s second Dare and fourth ever game jam.  We had a great time and are quite proud of our little game called / ESCAPE \ (which will be henceforth referred to as Escape in this post).  If you haven’t played it, you should check it out right now!  You can also watch a timelapse of Josh’s screen during the development process.

The following is an (extremely long) account of and reflection upon the successes and failures that Josh and I experienced during the making of Escape.

 

 

What Went Right

 

Falling in love with the idea

There’s a lot of pressure when you’re trying to crank an entire game out in less than 72 hours.  Knowing when to call something “good enough” and move on is crucial to a successful jam (ie finishing your damn game), but the brainstorming phase is one thing that should not be rushed through.  When we began brainstorming on Friday night, it was already decided that no actual programming or artwork would be made until the next day.  This decision made it easy to bring up and ultimately throw out lots of bad ideas because we weren’t feeling rushed, and there wasn’t the pressure to just go with an okay idea simply to start working on something.  Instead of considering and analyzing the merits and practicality of every idea we had, if a concept wasn’t immediately exciting, we simply moved on.  We did this until the idea of a one button wall jumping game was brought up, and it instantly sparked excitement in the both of us.  We quickly boiled the gameplay down to its purest form and, despite what had been previously decided, started working right away.  We were too excited to wait!

 

Everyone loves platforming!

 

Playing to our strengths

Successful teams know what they do well, and they also know what they suck at.  For Ludum Dare 20, Josh and I were using Unity for the first time and both of us were in unfamiliar territory.  We came up with a pretty neat idea but everything took longer than it should have and at the end of the 72 hours we had only finished two simple prototype levels.  For this jam, we stuck to our guns.  Josh is good at Flixel and I’m good at 2d sprite art so that’s what we went with.  We also brought in our friend Guerin McMurry (aka spamtron) to do the music and gave him utmost freedom to do what he does best.  Unsurprisingly, the end result was a much more complete, polished and satisfying game than when we tried something completely new.

 

Focusing on controls first

Since we decided to make an action game, we knew the most important thing to get right was the feel of the controls.  Good action games make the player feel skilled and powerful and nothing ruins that more than sloppy, laggy, confusing, or otherwise poor controls.

 

An example of poor controls

 

The jumping mechanic was the very first thing Josh prototyped (with beautiful programmer art) and it proved that our idea would be fun.  Originally, I had been skeptical whether we needed to give the player control over their jump height, but Josh insisted and after playing his prototype, I completely agreed.  I had first imagined the game relying purely on the timing of your jumps (trying to keep it simple), but Josh’s controls were so intuitive and responsive that they won me over.  A big inspiration came from the tight, fast, acrobatic jumping in Super Meat Boy and Escape’s controls were basically designed to feel just like that.  With the controls proven early on in the development process, we knew that even if we didn’t have time to add all the cool visual stuff we wanted, the game would still be fun.

 

Random generation

Designing good levels by hand for an action game takes a long time, and 72 hours is anything but.  Early on, Josh and I both knew that the only way too make something small that could keep a player entertained for more than a minute or so would be randomly generated levels, an idea we first realized when we made PewPewPewPewPewPewPewPewPew for the Global Game Jam earlier this year.  Of course, randomness can introduce complexities as well so you have to keep the variables to a minimum.  There are several elements to a level in Escape and two of them never change: the walls are always the same distance apart and the laser accelerates at the same rate every time.  The only things that are variable are the min and max distances between shockers, their probability of spawning, and their size.  With just those few variables, we were able to generate dynamic, challenging and fun levels that test a player’s skill and don’t feel cheap or impossible (most of the time).  Josh also adjusted the variables based on height so that the game’s difficulty ramped up gradually, creating accessibility for new players and reward for those who play long enough to really hone their wall-jumping skills.

 

Playtesting, playtesting, playtesting

If you watched Josh program Escape, you probably noticed that a large percentage of the time was spent playing the game during its various stages of development.  He would test the game after each and every change, no matter how small, and it was this mentality of playtesting, playtesting, playtesting that I think contributed the game’s overall quality.  However, I wished we could have gotten more fresh eyes and hands on Escape during development as by the end of the jam both Josh and I were extremely adept at the game’s mechanic and it was a bit too challenging for new players.  When we realized this (at the last minute, of course), we reduced the difficulty, but by too much, and the late-game challenge disappeared, so we had to scramble to re-balance the game with seconds on the clock.  This bring me to . . .

 

 

. . . What Went Wrong

 

Too addicting

 

I fucking love wall-jumping

 

Let’s get the least humble and admittedly bullshit reason out of the way first.  As I said before, playtesting, and playtesting often, was a key component to the game being fun, and there’s certainly nothing wrong with making a game you genuinely love to play (I mean that’s why we do this, right?).  With that being said however, we often spent too much time just playing Escape when we should have been implementing new features, fixing bugs, or making assets.  What can I say?  The game is really fun and addicting as hell (IMO).  At least the fun we had kept us motivated throughout the process.

 

Blocking issues

Confession time.  Unlike my friend Josh, I don’t have professional experience in my field and I’m not used to working in groups.  That’s no excuse to ignore your partner’s requests though.  It’s not as if I was doing it on purpose, but I’m generally not very ordered or organized when it comes to working on stuff.  I tend to just go where my attention is drawn and I also tend to start tweaking assets that are already in the game when I should be making new ones.  That’s just my perfectionist nature I suppose, but at times it was a significant hindrance to Josh’s productivity.  As the artist, I don’t usually rely on Josh to get my work done but he often relies on me to be able to progress.  If I had realized this earlier, we could have had the game at a more finished state earlier and we could have avoided some unneeded tensions.

 

Too damn hot

Yup, I’m blaming mother nature, or maybe I’m blaming anthropomorphic global warming.  In any case, this summer has been particularly hot and no more so than now.  Unfortunately, our apartment was without air conditioning so we had to sweat it out.  The heat made us lethargic and relatively unproductive during the day, with night time bringing some relief but not much.  On the second night we worked outside for a bit but Josh’s laptop quickly ran out of juice and so it was back to the oven that we call an apartment.  I suppose we could have gone to a coffee shop or Fred Meyers or something, but that probably would have been too distracting to be worth the AC.  I’d rather be hot with a finished game be than cool without one.

 

What summer feels like to Portlanders

 

Forgot to eat/drink

Not only were our bodies secreting moisture at an incredible rate, but Josh and I weren’t even re-hydrating most of the time.  This was not a conscious decision of course, just an unfortunate side effect of being completely wrapped up in a project with a looming deadline.  I think I ate just one small meal on Monday.  I’m sure these factors decreased our productivity, so next time we’ll definitely plan breaks and meal times in advance so as not to forget.

 

 

In Conclusion

 

Despite all that went awry, this Ludum Dare has been our most successful game jam ever and I think Escape is certainly the most fun out of all the games Incredible Ape has made thus far.  We can’t wait to do it again in four months time!  I hope you enjoyed our game, I hope you enjoyed this lengthy postmortem, and I hope you enjoyed Ludum Dare 21 as much as we did.  Until next time!

 

Go to entry page

 

EscApe Post Mortem

Posted by
Tuesday, August 23rd, 2011 4:34 am

EscApe was my first entry to Ludum Dare and I did it mainly to learn stuff. I’ve had a lot of programming experience before, but I’ve never done any graphical games. Although I use C++, Python, PHP in everyday manner (work stuff), I decided to go with FlashPunk, having no knowledge at all about either the framework or the ActionScript 3 (besides that they exist) – but being familiar with object-oriented programming, this issue itself didn’t turn out to be that much of a problem.

I’m quite happy with my creation. I’m unhappy with the code, but I decided on developing speed, not beauty. As this is my first game, and done in only 48 hours, it feels just O.K. in my opinion (that is, I could do better, but it’s not awful). :)

See below for idea explanation, “what went right & wrong” and playthrough video.

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How I rate your games for theme

Posted by (twitter: @JohanRasten)
Monday, August 22nd, 2011 11:36 pm

In case anyone is wondering, here’s how I reason when I hand out Theme-ratings.

The main question is how important is “escape” to your game? It’s very easy to start any game with a text box saying “you have to escape this XXX!”, but in how many of these games could you replace that sign with “you have to find the treasure” or the “…evil XXX hiding in his dungeon”?

Many, you say? Indeed. If you could simply exchange one or two dialogs and the game would still play exactly the same, that’s going to give you a lower Theme score. Not necessarily a 1, but low. Notch’s game is an example of this. Overall it’s a fun game and incredibly impressive for being made in 48 hours. But IMHO it’s more a game about killing monsters and gathering trinkets than an escape themed game. I’m not going to give him all 5s just because he’s Notch 😀

On the other hand, if something is so intimately tied to escaping that it would be an entirely different game without it, you get higher scores. If you look at ChevyRay’s Flee Buster the escape (though technically, it could equally well be “chase” but I’ll let it slip this time) is very central to how you play.

And I might have to add, if you write a story driven game and it’s about escaping, it’s of course possible to get a high score – if the story actually is about escaping. But I’m not sure there are too many of that kind here, most games I’ve played yet focuses on gameplay and mechanics. Nothing wrong with that though, there are a lot of good games where the story is unimportant! :)

Finally, what do I consider perfect (theme) score? I had a look at my ratings and the only game that has a 5-star theme so far is Gjarble’s Beyond the Fourth Wall. In other aspects, it might not rate as high as Notch and ChevyRay, but it’s a solid mini-game 100% dedicated to an escape. Flee Buster could still be a cool platformer, but take away escape from BtFW and you pretty much have nothing left.

So there you have it. Luckily there are many aspects to give points for, and personally I’m basically focusing on humor and theme (guessing I’ll have pretty low scores for overall and fun, because as a game it really sucks). If you’re going for a high theme rating, or perhaps got lower than you initially expected, hopefully this provided something to think about.

Now I have to go back playing all your entries. Having great fun doing so! If you know any game that took good advantage of the escape theme, please post a link in the comments!

UPDATE EDIT:

I also rate [theme] based on how originally it is used. Bonus points for not using the most simple and common “escape from prison-like facility” and “escape from XXX chasing and trying to kill you”

Eggscape Update!

Posted by (twitter: @MakeAGame)
Monday, August 22nd, 2011 9:22 pm

No more art to do ; _ ;

No more art to do ; _ ;

With all the art done, we turned our attention to the team’s logo while the programmers keep churning out code.

We are near completion of what we can do with our 72 + 4 hour time limit.

Setbacks in the second day kept us from having the game done within the original schedule but we are really proud of our overall progress.

Some stuff won’t make it to our submission build, but we’re keen on finishing this amazing project.

You can check out our Day 2 recap at http://makeaga.me. We won’t be doing a Day 3 post or Post Mortem for a couple of days.

WATCH OUT, IT'S A CODERS' BLOCK!

WATCH OUT, IT’S A CODERS’ BLOCK!

Untitled Escape – Semi Post mortem

Posted by (twitter: @___discovery)
Monday, August 22nd, 2011 7:13 am

Well, I got somewhere! I had set out some personal goals this time to see how far I could get.

Here is the submission link.

a) Get the mechanics I wanted to make in
b) Get the levels buildable with my editor + Tiled so content is quicker
c) Finish at least 5 tutorial levels (which I did, all tutorials, merged one into the other leaving 4).
d) Don’t rush.

I got 4/4 for my personal goals, and I have something playable that I can expand on which is pretty much what I wanted.

What went wrong

1) Don’t rush. This was intentional, and I slept normally, didn’t spend all the time I could have so probably only about half the total time was spent.

This means its not a game, just a tutorial but since those were my goals, I am still happy with the outcome.

2) Trying to make a grappling hook that you can control

I lost a lot of time working on this rope thing that was pretty damn awesome (i love box2d) but it wasnt stable enough to use for now.

Rope tastic

3) Only getting a concept/story idea late on saturday afternoon. Unhelpful. The rest of the time was spent working on all sorts of prototyped mechanics and stuff that i was hoping to use.

What went right

1) Mechanics and gameplay went first, then allowing me to edit them from the editor, then polish and art and such.

The editors kinda work like this :
Build the layout in tiled. Create triggers and object layers for whatever you need.

Once you have that, the level will load it for you, you can use the in game editor to edit the scene. Adding sprites, collisions, triggers and more.

Once you have that, you can edit the properties needed to connect the gameplay to the sprite objects. Like that glass1 will destroy the sprite tagged with glass1 in the editor.

What is next

Hopefully I will be able to make a few of them in time for the jam to show of the actual concept. Otherwise, I will just make some levels over the next few days and hopefully do a post release.

Aaaannnnd done

Posted by (twitter: @IcarusTyler)
Sunday, August 21st, 2011 7:46 pm

Well, this was once again fun.

Agenda right now: SLEEP

Agenda later: A timelapse-video, I’ll upload the soundtrack, and see wheter that source-upload crashed again.

In the meantime, why don’t play a bit of Metal Sphere Solid? (it’s fun, I tell you :-) )

LD-Entry

Web-Playable

 

-Matthew

Escape’s Escape is Done

Posted by (twitter: @battlecoder)
Sunday, August 21st, 2011 7:41 pm
A door as envisioned by a post-modern programmer/artist

A door as envisioned by a post-modern programmer/artist

Ok, here is what happened since my last post.

[OPTIONAL SAD STORY]

I was supposed to start working on the project yesterday after lunch but didn’t find the inspiration and was tired as hell so before writing a single line of code I took a short nap that somehow became a ~3hrs long sleep. I woke up around 6 PM and after coming back to my senses (around 6:30PM) I sat in front of the computer so I could start working on the game. I settled with Monkey as the programming language and made some progress with the code… but as the night fell I started running into some problems. I was not satisfied with the overall implementation of a few things and although I tried a few alternative ways I was not getting the results I wanted. My goal was to finish the game that night so I could spend the few hours I would have available on Sunday to make music/sound and better graphics.  Around 3 AM I discovered (by checking facebook) that DST  was to be resumed that night… so it was 1 hour later than what my clock was telling me. Having my time cut by my “little” nap and the damn DST, and frustrated because I was unable to achieve the results I wanted for the game, I decided to give up on the project.

I woke up this Sunday a bit before lunch, a bit depressed for having abandoned the project.

My sister entered my room and asked me about the competition and I told her I gave up on it last night. I remained on bed a few more minutes and then started thinking on my plans for the day.

I discovered I had nothing better to do, so after a few minutes, I decided to give it another shot at the project. I rescued the files from the recycle bin and started working on it again. Don’t ask me why I did that… I didn’t have a single reason to resume the project… in fact, it was quite unrealistic to even think it was possible to finish the game in the remaining time having already lost like 50% of the estimated time I had. But I was not in a hurry for finishing now… I was .. just curious to see how far I could go with it…

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I actually got trolled by the clock. I checked the LD page and made my schedule according the remaining time it displayed. I should have grown suspicious that it was still telling me that the compo would end around 10:00 PM despite the DST, but I wasn’t thinking on the DST in that moment.

I managed to finish the game code around 8 PM, so I had like 2 hours to make some music. After trying a few programs from the LD tools page and realizing I didn’t have time to learn any of those I settled with composing the music with my DS (and the DS-10 Synthesizer) and record it on the PC with a stereo cable. It worked fine. I made the special FX with SFXR on my computer.

I wrote the sound manager module and then rebuilt the project. It worked fine except for one thing… background music was not looping. I tried a few things but given the time constraint I ended up giving up on it, leaving only the special fxs.

With like 40 minutes remaining until the end of the submission deadline I uploaded everything to my website and tried it on the browser.  It worked fine except for a minor thing… I was loading resources in the moment you need them, so the first time you face an open door, or any of the game screens, the game freezes for a second or so in order to load the image/sound. BAD.

I coded a quick and dirty image manager class that I could use to keep a cache of previously loaded images. Then replaced all loading calls for cache calls and added a few calls at the beginning of the code to cache the most heavy images (so they were already loaded from the start) and then uploaded the game again. Now it was working fine. As I didn’t write a cache for sounds you may miss a few sounds if they are too slow to load, but that shouldn’t affect the experience.

With only 18 minutes remaining until the end of the competition I finished uploading the game and submitting it into the compo. I was done.

I felt so relaxed that I kicked back and checked the IRC…. only to find that it was still 1 hour and 18 minutes until the end. Damn YOU DST!! LOL.

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TL;DR? Managed to make the game. Don’t ask for the graphics as I had like half the time I was supposed to have (which was already around 1 day total). Had some problems but fixed them (although some compromises were done). Total time was around 8 hours including “art”, “sound”, and “music” (which was not included for technical reasons). Also, I’m bipolar.

 

HERE IS THE GAME!

P.S: You need to correctly avoid/enter 50 doors to win the game. Good luck with THAT!

Aaah! Run! Timelaspe

Posted by
Sunday, August 21st, 2011 6:17 pm

The Great Escape RPG (TGERPG)

Posted by
Sunday, August 21st, 2011 6:12 pm

This was my first time competing in Ludum Dare, and I spent most of the time trying to learn java. I finally gave up on that briefly, and spent 2 hours making this game. It’s not all that good, and I never got around to putting in any RPG elements other than having variables for strength and dexterity….which were never really used in game, only increased a bit on level up. I tried to make it funny, but to each his own. Hopefully by next time, I will know enough about java to make a game with it. 😀

http://www.mediafire.com/?uzi6kx6eza0udp8

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