Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

PlayRate80Star

Posts Tagged ‘Flixel’

Ludum Dare 31 Favourites So Far!

Posted by (twitter: @gamepopper)
Sunday, December 21st, 2014 7:31 am

So after rating 100 games for Ludum Dare, I thought I’d talk a bit about a few of my favourites from the compo/jam. They may not be the best out of the competition, but these were the ones that I find have an aspect of good entries that each of these succeed at.

Tightrope Theatre

This is the entry done by brilliant flash game developer Jussi Simpanen, aka AdventureIslands. He always does games for jams big and small and his entries usually bring a quirky design and incredible polish to them, and this one is no exception. In Tightrope Theatre you must travel from A to B, all while riding a unicycle avoiding fire, spikes and the ground below. The entire game is 24 levels long, and feels very complete for a game done in two days, although you kind of wish there was more. Knowing that Jussi tends to add new stuff to his entries every now and then, maybe there will be more to this entry.

Jumping ‘n Jumping

This is an example of how you should achieve a innovative gameplay in 48 hours, you use one mechanic with a unique spin and give it as much potential as you can. In this case, the mechanic of the game is jumping, and the unique spin is that your jumps are limited, but will increase depending on how you play. Eduardo uses the mechanic in a room where you have to jump to survive and you get this gem.

Screen Mover

Most game jams have a theme, and as a developer you are free to interpret that theme to whatever for your game: you can use a literal route (in LD31, that would mean literally running the entire game on one screen), the metaphorical route or the technical route. With Screen Mover, Sh1rogane decided to go beyond literal and technical with the theme to produce something that may look like a simple platform prototype, until you quickly realise you have to move the game window to progress. The only issue with this idea is that keyboard input it locked while the window moves, but the post jam version does fix this.

The Hyperbeam

Sometimes you don’t have to make a game that’s fun to make it a good entry, you can tell a story, show off some great music or in this case, make some really beautiful graphics. The puzzle game elements are clever, but this game is really good at showing off bloom and neon. It just makes it look wonderful, and the music is really soothing as well. As you may tell from my entry, I love neon glow, and this game does a great job at showing it off.

Swotch

If all else fails, just make a game that is fun to play, and make it addictive for an added bonus. This game’s style reminds me a lot of Terry Cavanagh’s Super Hexagon, and since the developer is planning an Android/iOS release, I recommend him get Chipzel to do music for the game.

Don’t forget to play my entry Glow Drop if you haven’t already.

H.T.P – Postmortem

Posted by
Tuesday, December 9th, 2014 12:10 pm

We made it! Our second completed LD. For the LD31 jam, we made a silly little puzzle/platformer thingy called H.T.P. Please try it out!

H.T.P title screen

H.T.P by Rotten Mage

We drew some inspiration from Don’t Move by Steve Richey, and created a small platformer with some emergent gameplay. We think it’s cute, and had a blast making it. I think we’re learning our limitations, and are getting better at limiting the scope of our projects and knowing when to cut stuff out. That said, there were so many more things we wanted to add. Maybe we’ll do up a post-LD version.

In total, we spent around 2 days making the game. The game was coded in Haxe with HaxeFlixel, art was done with Pyxel Edit, and sound effects with bfxr and Audacity.

What could have been done better: focus! We kept getting distracted from the project, and spent far too much time on stuff that could have been done in half the time if we had put in more effort.

Overall, this jam was a fun and great learning experience for us, and we hope it was the same for the rest :D

Pocket Contra Force

Posted by
Monday, December 8th, 2014 7:31 pm

Oooph.. This was a crazy night. But I made it! You can play and rate my game here.

FlashPlayerDebugger-2014-12-09-08-03-17-02

Finally some progress

Posted by (twitter: @orion_black)
Sunday, December 7th, 2014 2:15 pm

I’ve been working on a mix of city management and tower defense. Building seems to be working now. Still a long way to go.

progress

 

 

First LudumDare behind me

Posted by
Sunday, August 24th, 2014 5:22 pm

OK, it’s 2AM here in Czech Republic and i think my first LD game won’t get any better. And I’m too sleepy to write a blog post…

It’s more experiment  rather than complete game, but it was great experience and I’ve enjoyed making the graphs…

Windows 7

FlashDevelop

as3 & flixel

Photoshop

bfxr

This is my first ludum dare and i am excited

Posted by
Tuesday, August 19th, 2014 11:06 am

Hello everybody.This is my first ludum dare and i am very excited.I hope ludum dare will be funny for me.

Tools:

Language:Action Script 3

Engine:Flixel

IDE:FlashDevelop

Graphics:Inkscape

Sound:I think i will use free sound packets.

Entity Management

Posted by (twitter: @nico_m__)
Monday, May 12th, 2014 6:40 pm

So I’ve been making small changes and additions to what was my Ludum Dare basecode, and its getting to the point where I think it might actually be useful for other people. This begs the question: What do people actually need/want in an entity/component management system? Anything you can think of, please post in the comments, or tweet to me @nico_m__

 

Note that my system is for HaxeFlixel, and is already available on github, the point of this post is just as a general question though, whether you use flixel or not, what would you want/need in an entity/component management system?

 

Thanks:),

Nico

I’m back in!

Posted by (twitter: @Cirrial)
Friday, April 25th, 2014 1:50 am

After throwing a hissy fit over the theme last time I’ve decided, on retrospect, that the issue wasn’t with the theme, but with my incredibly narrow and literal-minded interpretation of the theme.

So I’m back in and I’m going to figure out something for this theme regardless of how much I’m inevitably going to hate it.

Stuff:

  • IntelliJ – Code
  • Flixel – Framework
  • Pickle – Graphics
  • AutoTileGen – Graphics
  • Bfxr – Sound
  • DAME – Map Editor
  • Sunvox – Music (ahaha unlikely)

Here’s hoping this time around goes better than last!

4th Time In!

Posted by (twitter: @TomboFry)
Saturday, April 12th, 2014 6:11 pm

Hey guys, I’ve been taking part in the Ludum Dare competitions since April last year, and it would be an honour to take part for another year!

This time, I’ll be switching up my tools. Last year I primarily used Game Maker 8 on Windows, however I’ve recently turned to free solutions instead:

  • IDE: Sublime Text 3
  • Framework: HaxeFlixel (Haxe/OpenFL/Flixel). Definitely check it out if you haven’t already. It’s absolutely fantastic! (apparently they’ll be supporting consoles soon, that’s awesome!)
  • Art/Asset creation: GIMP
  • elementary OS. It’s a free Linux operating system based on Ubuntu. It looks amazing, and it’s lightning fast. Not sure about livestreaming with it though. We’ll see, I’ll do some tests soon.
  • As for music, I’ll switch over to Windows 7 half way through to use FL Studio.

The game I make will be uploaded to Itch.io, GameJolt, IndieDB, and the Google Play Store (see point below)

Expect the game I make to be released on all desktop operating systems (either Flash or native compilations), and Android Phones and Tablets. I will likely design the game with phones in mind.

Good luck everybody!

Post-Competition Release: The Labyrinth of Keys

Posted by (twitter: @Martze)
Thursday, January 2nd, 2014 11:39 am

http://mattarod.com/labyrinth-of-keys/

start

 

Although it was not completed in time for the Jam, we would like to share the game we started for Ludum Dare 28.

More details at the link above.

 

 

One – Postmortem

Posted by (twitter: @CuveGames)
Tuesday, December 31st, 2013 5:30 am

screenshot1

 

Hi guys and fellow devs,

Just wanted to hop in the postmortem wagon and let you learn a bit more about how I worked on “One”, my LD28 entry. English isn’t my mother tongue, so be ready to read approximate french-glish.

If you’re interested, you can first test my game here.

The Concept

When I heard about the theme, I got a little disappointed because I voted against it, for the simple reason it didn’t inspire me that much. I almost gave up on participating. My first idea was to make a game about getting only one seed in an arid world, but it was too complicated and, in my opinion, not original enough.

I was a bit depressed that saturday, the sky was dark. Thinking about the LD smoking my cigarette outside, I suddenly decided to cheer myself up by cheering other up, and I decided to make the happiest and cutest game I was able to do in 48h.

With that in mind, I thought about the theme again and remembered that one dream I used to have which filled me with happiness. In this dream I wasn’t flying but jumping so high, and falling so hard ! It was fun and magic. I decided to turn that into a small game.

For those who didn’t play the game, the game is about a little child who learn to jump up to the stars. Little light balls help you to get higher and higher.

The Scope

I’m what you could call a experienced dev, with more than 20 games released in my career, and 4-5 game jams. After several years, I’m now experienced with scoping a game. My advice is to always go for the simplest idea you can have. Because during the course of development, either for a full game or a jam, you’ll always spend twice the time you planned on small things like researching, debugging, adding signs and feedback, etc. We always tend to underestimate the details, so focusing on the simplest idea and growing from there is often the best solution.

Programming

I used Flixel, which is, in my experience, one of the best technology for game jams, for two reasons : it’s perfect to create very small projects in a very short time, and it’s meant to be distributed online, as it’s Flash based. The second is useful for LD because people tend to test games with Web version more (it’s far from being enough to get a lot of ratings, but it helps a bit).

My idea for One was so simple I managed to tackle gameplay code in a couple of hours. I love when it goes that way, because I know I can use plenty of time to make art, music and moreover add signs & feedbacks.

No Instruction

Several people have been surprised, playing One, that there isn’t any instruction. Well it’s been a choice. I love to do game jams to experiment with ergonomics. Having no instruction is a risky challenge. If it’s done right it helps immersion and focusing on the message of the game. If done wrong, it simply ruins the whole experience. So far, I don’t think anybody really got stuck in the game, so I would say I’ve done it right this time !

Here are a non-exhaustive list of simple things I implemented to make sure players learn how to play by themselves :

– Control scheme : as intuitive as possible, only three buttons (left, right and up). Duplicated on ZQD and QWD

– At least one bonus is visible on screen at start, encouraging to reach it and learn to jump and move.

– Audio feedback when touching bonus and also when reaching the current max altitude, hinting a bit on what to do.

– Midgame, my texts help a bit, by notifying that there’s more to discover upward.

Art

I’ve worked with Photoshop. I’ve made backgrounds mainly using a brush to get this cloudy aspect. I didn’t want to spend too much time on animation so I made only a few poses of the character, mixing pixel art and painting techniques.

Music

Surprisingly, I spent most of my time on music, with at least 4 hours spent on it. I must say I got a little carried :) I really enjoyed making it, so I wasn’t able to stop until I was satisfied with that small piece.

What went right

This LD went really well, for the main reason I did a game with a message and an intention in mind, I think. Working with the purpose of sharing a bit of love and poetry is wonderful. I managed to do a little something I’m proud of in far less than 48h because I didn’t get too ambitious and managed to focus on a simple idea and make the best I could of it.

What went wrong

The game was a bit oversized, and loaded from a website it discouraged some of my early testers. They complained it wasn’t working because I forgot to add a preloader : the page showed a blank page for around a minute. I hope those early testers didn’t rate the game too bad. I also stupidly forgot to proof-read my texts and let a small typo in the game (which I corrected later, as I learned it was allowed).

Conclusion

Make game with love, message and passion, focus on a simple idea but don’t forget about the little details ! Happy new year everyone, and let 2014 be filled with hope, love and plenty of wonderful games ! I think games can help the world be a better place, so keep going guys, I love you all.

–Jérôme

You can reach me at contact [at] cuvegames.com if you have any question or feedback which I would love to have. 

 

0RBITALIS – Post Mortem

Posted by (twitter: @AlanZucconi)
Monday, December 30th, 2013 1:08 pm

Here it is my post mortem about 0RBITALIS. For this game I got inspiration looking at other themes in the final round. It’s hard to make a game that is as vague as “You Only Get One”, but when you couple it with “Gravity” and “Chaos” it’s much clearer what you can actually do. I have always been interested in games which explore how simple rules (such as Netwon’s laws) can generate beautifully complex behaviours.

 

Most of the “features” of the game are actually consequences of the strong time constraints Ludum Dare imposed me. For instance, mi initial idea was to have a moving camera that could zoom in and out, but I didn’t have time to code it properly. And this automatically lead to a “stay in the system” mechanic. The vector fields that you can see in the background was a debug tool I used to test and calibrate planets’ masses, but when I realised that it was fitting nicely with the style, I decided to leave it there. 

SW4bPqM zcQdNS2

Since the very beginning of the voting period, 0RBITALIS got a lot of attention: so far, it’s both the most voted and commented entry in the 48 hours competition. I think part of its success is due to its aesthetic: it’s simple, yet effective. I spent lot of time polishing the game rather then designing more levels. This can really do the difference, especially when games are picked almost exclusively by how appealing their screenshots look like. 0RBITALIS has doing unexpectedly well. For this reason I am already working on a full-game version that will include both more levels and new mechanics. There will be probing missions, for instance, which require to scan a celestial body for a certain time. I am already working on landing missions as well, but I’d rather keep them mysterious for now!

2WgVD17 q4SnfOn 

Since I *hate* menus, 0RBITALIS won’t have one. I am working on a different system, however, that looks like a star chart. Player will be able to select levels and to change settings just touching and connecting stars. I also collected lot of statistics about levels but… I’ll keep them for another post!

If you liked the game, you’re more then welcomed to vote it or leave a comment on its LD48 entry page. If you want to follow 0RBITALIS news and further development, you can find me on Twitter as @AlanZucconi.

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