Ludum Dare 31
December 5th-8th, 2014

Posts Tagged ‘FamiTracker’

var imIn = haveEnoughTime ? “Sure!” : “Nope.”;

Thursday, April 24th, 2014 5:49 am

I pretty much feel obligated to do an “I’m in” post.

This weekend reeeally isn’t what I would call an ideal weekend for a LD, but let’s go!

 

Not much has changed on my toolset since last LD:

IDE/Editor: Gedit  and/or Komodo.

Language: Javascript

Platform: HTML5 (FTW)!

Browser: Chrome, obviously! I might test the game in other browsers before publishing, tho.

Os: Ubuntu 13.10

Engines/frameworks/libraries: I might use any of these frameworks/libraries, depending on the situation:

Music/sfx: FamitrackerBfxr, Freesound.org and maybe Garageband.

Let's make some chiptunes already!

Let’s make some chiptunes already!

 

Gfx: Graphics? Whaaat are those?

Well, as I suck at any kind of visual art, I’ll probably make a game with squares, circles and triangles for graphics (probably circles tho, circle collision is way easier to solve). If I ever consider to any “real” art, I’ll probably use Gimp.

 

Programmer art...

Who wants some programmer art? I don’t. And yes, that is a house.

 

File hosting: Dropbox . I can’t live without Dropbox. Seriously, Dropbox. Need it!

Version control: WTF is this?

 

These are the configurations of my <sarcasm> super beefy computer </sarcasm>:

  • 1.8 ghz Intel pentium dual core
  • 1 GB of ram.
  • Intel GMA integrated GPU (super mega old).
  • 500 GB Samsung hard drive.

 

Sorry, not enough time to make a cool VGM playlist this time…

As a compensation, enjoy a picture of my workspace:

 

 

 

In? Sure! Making a game? Maaaybe…

Tuesday, December 10th, 2013 7:51 am

After several failures and setbacks, I’m determinated to finish a game this time.

With a lot more experience under my belt and tons more motivation I’m pretty sure I still doubt I can make it, but I have to try!

I still don’t know how much work time I’ll have, but I’m guessing I’ll have at least 24 hours, which is enough, I think.

 

Challange considered

 

Tools:

IDE: Komodo Edit (I love komodo, but It’s so freaking slow!)

Language: Javascript

Platform: HTML5 FTW!

Browser: Chrome obviously! I might test the game in other browsers before publishing, tho.

Os: Ubuntu. I’m still using 12.04…

Engines/frameworks/libraries: I might use any of these frameworks/libraries, but I’ll probably write everything from scratch:

Music/sfx: Famitracker, Bfxr and maybe Garageband.

Let's make some chiptunes already!

Let’s make some chiptunes already!

 

Gfx: Graphics? Whaaat are those?

Well, as I suck at any kind of visual art, I’ll probably make a game with squares, circles and triangles for graphics (probably circles tho, circle collision detection is freaking easy to do). If I ever consider to make pixel art, I’ll probably use Gimp.

 

Programmer art...

Who wants some programmer art? I don’t. And yes, that is a house.

 

File hosting: Dropbox . I can’t live without Dropbox. Seriously, Dropbox. I need it!

Version control: I might try to learn how to use Git until friday. Otherwise…

 

These are the configurations of my <sarcasm> super beefy computer </sarcasm>:

  • 1.8 ghz Intel pentium dual core
  • 1 GB of ram.
  • Intel GMA integrated GPU (super mega old).
  • 500 GB samsung hard drive.

 

Last, and most importantly, an overview of my SUPER ULTRA MEGA LD 28 VGM PLAYLIST!

  • Castlevania Bloodlines soundtrack. Length: 32 min. Commentary: I love Castlevania music and I love FM synths. You can probably guess I love this soundtrack.
  • Thunder force IV soundtrack. Length: 96 min. Commentary: I found about this game last week, and I’m loving the soundtrack. The FM drums are specially great! Why people used PCM drums on the Genesis so much? I don’t know, after all FM drums rock!
  • Super C soundtrack. Length: 16 min. Commentary: This soundtrack is genius. Seriously! The way they use the DMC channel to play “orchestra hits” is also pretty clever!
  • Gimmick! Soundtrack. Length: 28 min. Commentary: This is also a very clever soundtrack. It uses the DMC channel to play bass sound, à la Sunsoft.
  • Tower of heaven soundtrack. Length: 16 min. Commentary: I love this soundtrack. It’s not real chiptune, but it really reassembles the limitations those soundchips had. Another thing I love about it is that every song is based on the same theme, so, you hear the same theme and melodies all over the soundtrack. That can be pretty annoying if you didn’t like the main theme, but that’s not my case.
  • Castlevania (NES) soundtrack. Length: 16 min. Commentary: A classic. If you’ve not heard it, shame on you! Prog rock FTW!
  • Castlevania Symphony of the Night soundtrack. Length: 68 min. Commentary: I LOVE this soundtrack. The two things that make this soundtrack special for me are the sound quality and variety. It goes from metal to punk, then it goes to emo, then t to prog, then to latin music, then to baroque… It’s NUTS!
  • Castlevania (NES) full OST piano cover. Length: 19 min. Commentary: Listening to this soundtrack never is too much, specially when so cleverly arranged!
  • Ninja Gaiden (NES) soundtrack. Length: 55 min. Commentary: I didn’t play much of this game or listen to the soundtrack, but, from what I heard, I can see it’s awesome.
  • Sonic 3 & Knuckles soundtrack. Length: 87 min. Commentary: This had to be in my list. I think it’s already clear to the reader that I absolutely love FM synths. Now, to that FM synth love, add great compositions, clever use of the YM2612 chip, well over one hour of length and the nostalgia factor… I love it!
  • Sonic 2 soundtrack (Genesis). Length: 39 min. Commentary: Sonic 2 isn’t one of my favorites, neither is it’s music, but it’s still freaking good.
  • Sonic CD soundtrack (Japan). Length: 42 min. Commentary: I didn’t play much of this game or hear the soundtrack, but I know it’s awesome.
  • Sonic CD soundtrack (US). Length: 51 min. Commentary: Awesome as the japanese version (stop arguing which one is the best you fanboy!)
  • Silver surfer (NES) soundtrack. Length: 14 min. Commentary: This is the genius of the genius. Definetely on my top 5 NES soundtracks. I’m still being completely blown away every time I open the NSF on Famitracker! The Follin brothers used SO many tricks at the same time! They really mastered the art of chiptune.
  • Time Trax (Genesis) soundtrack. Length: 27 min. Commentary: The only Genesis game to feature music by Tim Follin. Sadly, it has never been released. But the soundtrack is still awesome. What would you expect from the Follin bros?
  • Castlevania Circle of the Moon soundtrack. Length: 23 min. Commentary: This soundtrack is also great. I really love how the GBA is basicaly a portable SNES but with much more horsepower.
  • Castlevania Curse of Darkness soundtrack. Length: 145 min. Commentary: Never played the game. Or heard the soundtrack. But it’s Castlevania! C’mon, it can’t be bad!
  • Mega man 2 soundtrack. Length: 24 min. Commentary: My favorite Mega man game. Also one of my favorite soundtracks! The songs are rather simple compared with it’s succesors, but I like that.
  • Mega man 3 soundtrack. Length: 29 min. Commentary: A great game. I don’t like it that much, basicaly because I suck at it. The soundtrack shows a big technical quality jump compared to Mega man 2.
  • Super Mario Bros 1-3 soundtrack. Length: 78 min. Commentary: I’ve never been a big Mario fan, but the soundtracks are great. They definetely have a different musical style. Very cheesy and chill.
  • Super Castlevania IV and Super Turrican soundtracks. Length: 74 min. Commentary: Again, a game that I’ve not played much. I just know some songs from it, but the ones I know are awesome, so, I guess the whole soundtrack is great too. We shall see… This video also contains the Super Turrican soundtrack. Never heard about it.
  • Mega man 6 soundtrack. Length: 28 min. Commentary: I’ve heard this soundtrack a couple times, I played the game a bit and I know Yamato man is awesome, but I’m still not familiarized with it. What better that listening to the soundtrack to get familiarized with it?
  • Mega man 9 soundtrack. Length: 44 min. Commentary: I’ve heard this soundtrack a dozen times or so… It’s just gets better the more you listen to it!
  • Super Meat boy soundtrack. Length: 165 min. Commentary: Hey, it’s time for some indies! I have only two things to say about this soundtrack. Firstly: If you’ve not heard it, what’s your problem? Secondly: Danny B is a freaking genius!
  • Bastion Soundtrack. Length: 61 min. Commentary: Such a intriguing soundtrack. It has some pretty different instrumentations. I definetely recommend it. Bastion is also one of my favorite games of all time, and the first game that made me cry.
  • Sword & Sworcery LP. Length: 62 min. Commentary: This soundtrack has a very different style from the others in this list. It’s  indie rock-ish, I would say. I’ve heard it a dozen times or so, and it’s getting better every time I listen to it.
  • Cave Story soundtrack. Length: 42 min. Commentary: My favorite game of all time. Also my favorite soundtrack of all time. It just has such a huge emotional load for me.
  • PPPPPP. Length: 33 min. Commentary: SoulEye is a genius. This soundtrack is just too epic.
  • The Legend of Zelda (NES) soundtrack. Length: 8 min. Commentary: You definetely know this one. It’s a classic. It’s great, despite its technical simplicity.
  • The Binding of Isaac soundtrack. Length: 72. Commentary: Such a weird game and such a dark soundtrack. It evokes strange feelings in me.
  • Scott Pilgrim vs The world: The game soundtrack. Length: 46 min. Commentary: I freaking love Anamanaguchi. That’s all.

 

Wow! That’s way over 20 hours of VGM! Great!

 

EDIT: Show me some love for writing such a long “I’m in” post, and give me your heart (not literally, please. I don’t have the equipment needed to preserve its functionality).

I’m in, y’all

Posted by (twitter: @ngscheurich)
Friday, August 23rd, 2013 9:03 am

Really, really going to try and finish something this time around. I’ll be using Unity as my engine, and Photoshop in the event that I find time to make some decent art assets. For sound effects I’ll fire up sfxr. If I get around to music, I’ll either pull out the acoustic guitar and record something into GarageBand or make something in FamiTracker.

gl hf

I’m in

Posted by (twitter: @ngscheurich)
Friday, December 14th, 2012 2:28 pm

Alright, guys—I’m in!

Here’s a quick run-down of some of the tools I’ll probably end up using:

  • Engine: Impact
  • Editor: Sublime Text 2
  • Graphics: Photoshop, Pixen, Wacom tablet, pen & paper
  • Audio: Famitracker, GarageBand, various acoustic instruments

I’m going to attempt to write all of my source code in CoffeeScript, as I’ve been meaning to give it an honest go. I wrote a custom build system for Sublime+Impact+CoffeeScript, which I’m keeping my fingers crossed about. Desk shots/food shots/excitement/wailing to come. Looking forward to it, and good luck, everyone!

Daring Do! Mini-Postmortem

Posted by (twitter: @frosty)
Thursday, August 25th, 2011 5:51 am

So LD21 was my first ever Dare and some things went okay and some didn’t. I definitely learnt a lot from it, and I’m keen to keep making games and work on my entry. I thought I’d do a brief little writeup.

Blatant self-promotion link: http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=5119

The game

Daring Do! title screen

The Daring Do! title screen

I’m pretty pleased with the game I produced: “Daring Do!”. It’s a sidescrolling running platformer where you play an intrepid archeologist. Each level is short and follows the same formula: grab the glowing golden idol and get the heck out of the temple before the whole thing caves in or you get crushed by the giant boulder coming after you. Avoid pits and arrows along the way. I wanted to keep levels short so it kept you wanting to play; that just one more level feeling. I’d like to add an ‘infinite mode’ in a future update, though. I’m also planning to add many, many more of the normal-style levels, as well as a lot more trap types: crumbly blocks, falling debris that you have to dodge, spike traps,and perhaps even some bad guys and collectables. I would’ve liked to get more of these in during the compo, but just ran out of time. Also, more work is needed on sound and sprites.

Daring Do! gameplay

Daring Do! gameplay - pick up the glowy idol and prepare to run!

The Bad

The main thing that went wrong was that I didn’t spend enough time on day one thinking up a concrete idea. I got a rough topic in my head of a Breakout bat escaping from a game of Breakout, and rushed off and started making it. I built a simple little Breakout clone really quickly, and then spent a fair amount of the rest of the day trying to script together some kind of in-game cut scene explaining your escape. At this point, I realised I’d spent far too long on an ‘intro’ without having any idea at all about what the core gameplay would be after your escape. I became somewhat disillusioned with the idea and stopped working.

My first game idea, a breakout clone where you actually break out.

My first game idea, a breakout clone where you actually break out.

I woke up late on the Sunday with the intention of giving up, but I felt that I’d be very disappointed in myself if I did so. I chatted with a friend about what to do (thanks @triard!), and a new idea was born, that which turned into Daring Do! This one I felt I could run with: a simple gameplay mechanic that can be easily extended by the addition of more traps, levels, etc.

Daring Do! gameplay

Daring Do! gameplay - outrun the boulder, avoid the arrows, jump the pits!

The Good

I’ve only recently gotten into Flash development, but I absolutely love working with FlashDevelop. I use a Mac as my main machine, so I had to run FD in a Windows virtual machine which was pretty slow – this infuriated me on numerous occasions as I sat there wanting to code but having to wait for my computer to catch up with me. For future LDs, I’ll have to run Windows natively somewhere, as the VM was almost unworkable. I wish there was a Mac version of FlashDevelop.

Flixel is also brilliant, although I was kind of learning as I went along so got a bit hung up on things that should’ve been easy but I didn’t know how to do yet. I’d like to spend some time with FlashPunk, too, to see how they compare. Writing my game in Flash made it super easy to test, to send to friends for comments, and to upload for other LD48ers to play.

As for my other tools, I used DAME for map editing, which worked pretty well, bfxr (fantastic tool!) for sound effects (although I somehow forgot to give my main character footsteps!) and had a brief attempt at creating some terrible music with FamiTracker.

Next time

I’d certainly be up for taking part on Ludum Dare again – the feeling of satisfaction having built something in such a short space of time is brilliant, and I love the community feel of the event. I’m so glad I didn’t give up after day 1! Next time, I’d spend longer ensuring I had a great gameplay idea before starting. Gameplay, gameplay, gameplay, that’s what it’s all about. In fact, I’d probably recommend trying to spend some time during the final round of voting thinking up some ideas for each of the top-voted themes from previous rounds, just in case they come up. Having a solid idea from the start would allow me a full two days to make my game – next time, I’d plan for day 1 on the engine and gameplay, and day 2 on content and tweaks. As I had to cram all of that into one day this time round, the content was a little light.

At the moment, I’m really enjoying looking through everybody else’s entries. There are some truly, truly brilliant games in there – not are they fun to play, but it’s nice to be able to find out how things were implemented. It’s a great way to learn.

I’d really appreciate it if you’d take the time to check out my game and rate it and / or leave a comment.

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