Posts Tagged ‘food’

one rooms post mortem

Posted by (twitter: @AurelDev)
Sunday, December 25th, 2016 8:02 am


(this is a mirror of the same post mortem on my website)

It was that time of the year again! For Ludum Dare 37, I made a 2.5D point ‘n click adventure in 72 hours – one rooms. I also skipped one night completely, opting to work for 40+ hours without any sleep whatsoever. Here’s how everything went down …

The preparations

The week before this LD was somewhat busy for me still, because university. Mostly because of that, I didn’t prepare as well. I didn’t make a super customised wallpaper with different text for every theme possible, I didn’t make 9 of them for each one of my virtual desktops, I didn’t test my libraries. I did make a super quick wallpaper that you might see in the timelapse. Basically, I was not planning to do something very experimental. It was going to be another game made in Haxe, compiled to flash. Oh well.

I was also looking forward to seeing the new Ludum Dare page. But then, a week before the actual event, I realised it’s just not going to happen with the current progress. So, surprise, surprise, everything was done on the old Ludum Dare page which has bugs and issues, obviously, but is still much more reliable than a system ‘finished’ and launched without any alpha testing. Oh well #2.

Unlike most previous LD’s, I did not have a definite favourite among the final round of themes. These were my votes:

While I know that the event is growing larger all the time, the duplicate themes are getting old. Chain reaction is the only one marked, but ‘Small world’ is pretty much the same as ‘Tiny world’ (LD 23), then ‘Simplicity’ / ‘Minimalism’ (LD 26), ‘Wait, are we the bad guys?’ / ‘You are the Villain’ (LD 25), etc. And of course, the theme that was finally chosen, ‘One room’, was very exactly the way I interpreted ‘Entire Game on One Screen’ (LD 31), so it wasn’t my favourite. Oh well #3.

The concept

I woke up on Saturday (after going to sleep one hour before the theme was announced, silly me) somewhat late, and saw the theme. One of the first things I thought of was a rogue-like exploration / role-playing game – you, the player, control a boat / spaceship / caravan which is the one room. But because it is also a vehicle, you can control your one room and go places. Explore the sea / space / desert. It is a simple concept which can be taken in various directions. The game would also be quite difficult to finish, but I was up to the challenge. I was already considering going for the jam, so the extra 24 hours would definitely help here.

(I didn’t choose this interpretation in the end, but there are some that have done so, for example: 13 Jellyfish by Four Quarters – pretty game)

So, as we were brainstorming with my girlfriend, don’t ask me how, I thought of approaching the theme a bit differently – to have a room that ends with -one room. Then she suggested a game where you try to think of various -one rooms. And then, feeling ambitious, I thought of a full story to go with that. I already knew it would be a lot of work to even have various rooms, without even thinking of an actual story.

Poor man’s 3D engine

And so the idea was born. Then it was time to think of how to make the game look. I already experimented with pixel art / 3D fusion in Cell #327, although it seems like an overly-complicated way to make little bits of the room move. I didn’t really use it to its fullest potential. So this time around, I opted for simpler graphics, with the 2.5D effect of the spinning room being the highlight. The graphics ‘engine’ involved some basic lingebra, z-buffering, pixel-by-pixel blitting, but I suppose that deserves an article of its own!

72 hours again, music, voice acting

I was quite happy with my progress. Creating new rooms took a lot of time, because creating a user-friendly editor to place walls and floors in 3D would take even longer. By the second day I knew I didn’t have that much ready content-wise, but I didn’t panic and decided to keep going and submit a jam entry instead.

I had no idea what music I would have, or how I would make it, and having a jam entry allowed me to ask somebody friendly on the LD IRC chat. The request was fulfilled by ibispi, who promptly made Earthbound-sounding chiptune music for all the rooms. That added a lot of personality to the game. I would have gone for darker-sounding music, but I reconsidered, seeing as my game was rather light-hearted, with lots of quote unquote humour in the writing.

I also thought of asking Elijah Lucian to give voice to my game, as he did for Cell #327. He wanted to help, but couldn’t make it before the jam deadline, unfortunately. Right after the jam, however, he was hosting a voice acting stream on twitch. It was quite fun watching people try to act out some of the more unusual parts of the script (the actual voice acting starts around 01:11:00). He also promised to have the game voice acted post-jam. And I want to polish it plenty before that, and add some content – more rooms, more puzzles, more fun.

Sleep deprivation

As I’ve already mentioned in the beginning, I’ve skipped the second night entirely. I worked till 3 in the morning, then thought I might as well try to pull an all nighter. Maybe it gets better when you get used to it, but sleep deprivation is kinda scary. Monday morning was especially challenging. I tried to keep working, but I would keep falling asleep mid-work. Writing simple lines of code would merge with my dreams. I would have my eyes open, but I can’t say I was awake. Trains of thought were derailing left and right. It actually got better in the afternoon, and I was insane enough to stay up till 3 in the morning again. Watching Elijah’s stream of course.

I guess if there is an advantage to skipping a night (apart from the obvious additional working time), it would have to be the, er … ‘creative’ ideas you get. So that’s how the singing skeleton quartriplet and the late shift arcade got in the game.

The menu

The menu in this game was heavily inspired by the GUI in Mass Ef– Just kidding! I meant the food:

Also some muffins, pistachios, you get the idea. Good food management is crucial for a successful LD entry.

A javascript port

You might notice there is a playable javascript version this time around. I ported the game because some people complained that it’s hard to get it running on linux, and that flash is a dying platform anyway. Which is true, I suppose. So, post-jam, I ported the game. It took me a day, but I was quite happy, because the majority of changes were made in my libraries (which were basically used as a wrapper around the flash API), not the game itself. Meaning I can make a javascript build of my games to come much faster. Yay.

Some mistakes

As always, there are some things I should have done differently. Obviously there should have been many more rooms, at least some lines of dialogue for them. Writing those would have taken minutes, so really there is no excuse.

The palette I chose was 20 colours. Most of it worked out pretty well, but for some reason I chose a colour very similar to another that I never managed to use in the game. If I had taken some time balancing the palette more, the resulting graphical style would probably end up different as well. Probably more moody, as my games tend to be.

The faux 3D, while looking pretty, is also not very nice on the CPU. The javascript version suffers from this much more, but even the flash version gets my (admittedly quite old) computer spinning up its fans. I could have optimised this in many ways still, and I hope I will get to that for the post-jam version. Technically it should be doable with a shader, but I didn’t feel brave enough to write my first shader during LD.


And that’s about it. I will write another article about the way the rooms are rendered, and hopefully another article when there’s a post-jam version. Overall, I am very happy with my game, and I hope you enjoy it too!


Update: timelapse

It’s a purrfect restaurant simulator!

Posted by
Monday, December 12th, 2016 10:04 pm

Meet the needs of your restaurant guests to maximize their happiness and your profit!

Screenshot from 2016-12-13 02:48:38

Our second LD together and we wanted to actually make a playable game this time! Though we felt much stronger for our current idea than the one in the previous LD we again fell short in scructural skills and overall experience with making a game.

However, our demo hopefully shows the basic concept of our idea and brings forward your inner restaurant owner! Tell us what you think!

We Can’t Decide

Posted by (twitter: @Windburn1)
Monday, April 18th, 2016 8:08 pm

A game about the struggle of focusing on making only 1 game. An in depth RPG, a tactical shooter with realistic vehicle physics, challenging puzzles, and heart- pounding stealth action.



Posted by
Sunday, April 17th, 2016 12:59 am

BusyThings can get quite busy. Definitely going for an arcade style game here. Hopefully I’ll have something to submit tomorrow within time.


Posted by
Saturday, April 16th, 2016 9:33 pm



It’s not the best or most exciting. But it’s something. The idea is that you are a worker in a food truck. The food truck has converted all of it’s menus to easy identifiable shapes, reducing hassle. Customers will come with an order in mind. And if you are on the right order spot, you get cash. If you miss them, you don’t. Customers orders will change in complexity, or customers will go faster. Or a crowd will form and you won’t get them all.

The correlation is that your food items are shapes. And to suit the customers needs, you are shifting which one you are serving by shifting your position in the food truck.

That’s all I have for now.

“game” finished!

Posted by (twitter: @sirGustav)
Sunday, August 23rd, 2015 8:21 pm

Ok, so I finally made a game in typescript, yay me!

Play it here.

It would probably be more of a game if I didn’t binge watched 8 or so episodes of big bang theory and a few movies, but that’s life. At least I learned some typescript and phaser and I’m definitely hungry for more :) As a C++ guy making the transformation to rust I find that the lack of error handling is horrible. Typescript is far better than javascript but some part of js shines through. Maybe next time I will use rust and emscripten as playing in a browser is a undeniable satisfaction.

some food

some food


design document

The original design document

We’re Getting Tired, but We’re Gonna Make It!

Posted by (twitter: @GBGames)
Sunday, August 23rd, 2015 8:54 am

I wasted precious time last night trying to create an animated GIF of the game so far, but it was either terrible quality or took up hundreds of MBs, and so I gave up and went to bed.

LD33 2nd Breakfast

This morning I had peanut butter, raisin, and banana sprinkled with cinnamon on toast for breakfast with my trademark orange juice. Starting the day off right!

By my calculations, I’ve put in almost 15 hours of development towards this project, 12 of which came from yesterday.

We’re in the last 12 hours of Ludum Dare, and we’re starting to get tired.

LD33 We're getting tired

And while I have interactivity and have been toying around with it to ensure that things are working correctly, I don’t have a game yet. The player can’t do anything to meaningfully impact the game world, but the AI is having fun, I’m sure.

The AI needs to be there for this approach to the game. If the villagers don’t have their own goals and activities, then the entire premise of the game is thrown out the window because you are trying to influence their activities towards benefiting your own ends. But I can’t build an entire self-running simulation no matter how much fun it is take on that challenge because then there won’t be any time left left to allow the player to do anything but watch.

So my focus today will be on adding meaningful play. What can the player do that makes sense and gives good feedback? I’ve been thinking about and designing this aspect throughout the compo, and now I need to manifest it.

I will add that I do have another concern. This game is about being the personification of Evil and convincing the followers of a good deity to follow and worship you instead, allowing you to break free of your prison.

What it isn’t about is blasphemy, but in my attempts to add humor by poking fun at how moronic the villagers are, I worry that the game comes across as my indictment against organized religion. It’s not, but my intent isn’t necessary for it to be offensive or to act as a model for how people should act, so I need to make sure that I’m super aware of how the game could be received. I’m not the kind of person who throws his hands in the air and says, “It’s not my fault you interpreted this quickly-thrown-together game in this way.”

Games matter, even 48-hour ones.

Lunch Break and Progress Shots

Posted by (twitter: @GBGames)
Saturday, August 22nd, 2015 1:28 pm

I came up with a name for the game. Originally, I wanted Imprisoned, but a quick search online found it was a somewhat popular name for a game.

So the name is now Free Me, You Idiots!, in the hopes that the game will actually feature some humorous personification-of-evil-interacting-with-morons action when I finally submit it.

In order to save time on art, I made simple solid colors with minor touches to indicate grass and water (water not pictured). I would have gone with solid colors, but now I can tell the camera is moving around the world.

To make a villager, I am just going to have a single sprite represent it. If I have time to create four or eight sprites to represent the different directions it could face, I’ll do it later.

So I took one of my wooden Mans:

A Soon-to-be Villager

pulled it into Gimp, adjusted the brightness and contrast, and added some eyes and an outline for a cape, and scaled it to 32×32 to create the little guy you see in the middle of this field:

The Villager in-game

As for the tree that imprisons you, I tried to make one, only to realize that the one I created in the mock-up looked a bit better, so I just took it and scaled it:

The villager next to your prison

Then I rewarded myself with lunch:
Peanut Butter, Raisin, and Pickle Sandwich

That’s my trademark peanut-butter, raisin, and pickle sandwich with cinnamon sprinkled in it.

No, I’m not pregnant. Why does everyone ask that?

What you can’t see pictured above in the screenshots is that the camera pans to wherever you click in the world. It’s a bit jarring, so I should probably worry about slowing down the interpolation at the end, but that will wait for polish time later.

But at least now you can navigate the fairly boring world.

Next up: I want to interact with the natives. The player should be able to select objects/entities by clicking on them, which opens up a menu and provides relevant stats in the HUD.

Breakfast, a Nap, and Some Ideas

Posted by (twitter: @GBGames)
Saturday, August 22nd, 2015 9:30 am

After getting up way earlier than I expected and doing some work, I took a break for breakfast.


Scrambled eggs with freshly ground black pepper, buttered wheat toast, and of course a glass of orange juice.

I then felt that I needed a nap, and so did my cats. Here’s my angel food cat leaving his white fur all over my black Ludum Dare shirt.

Napping with cat

At various points, one cat would jump on me after the other jumped off, and I thought, “Ok, it’s time to shower and get the rest of the day started.”

Here are some ambitious ideas I doubt I will have time to implement:

Your followers can sacrifice something to you. It gains you energy, but sometimes they bring embarrassing things to sacrifice, like a mushroom or an old shoe. You can accept the sacrifice, but what will people think? I’d like some flavor text to make this kind of event more humorous.

Where are your enemies? Maybe your followers have to avoid getting caught by high priests and acolytes. If they find out what’s happening, they’ll triple bind your bonds, and you’ll never get out of that tree. But if you manage to convert an acolyte? Horrible things can happen, but not to you.

But even without these ideas, I have enough to start coding up something I can interact with. Let’s see how quickly I can build a world to move around in.

Monster now eat

Posted by (twitter: @metacozm)
Saturday, August 22nd, 2015 7:42 am


An Abomination Against Tea

Posted by
Saturday, August 22nd, 2015 1:07 am


This may look like a regular cup of black tea… but it is not.

No! It is a cup of tea that tastes like toothpaste and tannins! Fire and brimstone! Or maybe only brimstone… because it’s been sitting around for three hours and it is no longer warm. With three teabags in it. 2 black, one mint.

Why mint? Because due to unforeseen circumstances, I had to make it look like I was drinking herbal tea. This “tea” is an affront to tea itself and all the cultures that have historically drunk it.  But I will drink it anyway, because I can’t get more.

I am not the monster! The tea is!

We’re in — and I’m eating well! Daily Feedback?

Posted by
Saturday, April 18th, 2015 1:39 am

Hello, everyone!

Obligatory “I’m in!” — it’s great to see all of you for LD#32!

I would have posted this earlier but the site was going down in flames as the theme was announced — and what a theme it is.

I’m so thrilled to be in the team I am this round — Rachel Rios is back (not coding like last time, to her gargantuan level of relief) and we’re joining forces with two of the people that helped create “Bugged Out” last round — Daniel Snd and Thiago Adamo PxlDJ — to form a SUPER MEGA AWESOME TEAM.

The LudumDaVengers, if you will.

While we’ve already gotten things underway in terms of conceptual idea, I wanted to make my first post about a couple of things close to my heart — first and foremost: my Ludum Diet.

(Aw yisss two Ludum Dare puns already and barely 150 words in.)

I think most of us can relate to theMeatly’s comic about Game Jamming, and what such activities do to our bodies. While I do work hard, and get barely any sleep, my worst offense out of all of these is I starve myself. Not on purpose, mind. I literally forget to eat. Unlike some, I do not have a personal sla — I mean, husband/wife/mom/dad/girlfriend/boyfriend/sibling who will cook for me. When I do manage to eat, my diet is in shambles and I go right for the bad stuff.

Well this time, it’s going to be different.


Three days. One game. Broccoli and carrots.

That’s right. No energy drinks. No nachos. No chips or doughnuts. No pizza. No fast food. Everything’s pre-prepped, packaged, and ready to be consumed. The only naughty things I’ll allow are coffee and alcohol (because beer), and a bit of that chocolate bar I had stashed away for later.

I will also be sharing some of the recipes/tricks I’m doing to ensure I’m eating healthy food through the whole weekend.

Friday, 17th:

– On Thursday I prepped a “Veggie Bucket”. This is, literally, a very large tupperware bucket filled with chopped vegetables, ready to eat with your fingers. This one’s pretty easy to put together, and it keeps really well in a sealed container. Go to the grocery store, pick out whatever veggies you love, bring them home, chop them up and throw them into the bucket. Whenever you need something, those veggies will always be there to give you nutritious fuel.

– Three words: Avocado. Chocolate. Pudding. Food of the gods. Best stuff I’ve ever eaten. Full of nutrients and the good fats your brain needs to come up with the best ideas. Get yourself a blender and 5 nearly ripe avocados. Scoop the avacado innards (minus the big pit) into the blender. Add 1/2 a cup of moo milk or coconut milk. Add 7 tablespoons cocoa. Add 10 tablespoons honey. Put in some vanilla extract and a couple pinches of salt. Blend. Feast. Enjoy. (Best chilled with a sliced up banana.)


ALSO: I will be streaming again for sure after Ludum Dare.

I would like to stream during Ludum Dare. I was thinking of doing a “Daily Feedback Hour” where people can throw me questions, progress images, current builds, etc, to get quick feedback on the fly. I can’t do it the entire day, but I’m more interested in seeing if people would like something like that.

Please let me know in the comments!

Good luck everyone! Stay healthy!

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.


High Flyer:



twitter image

GameGrape Studios (C)’2014. All rights reserved.

Last Dash Snack/Lunch

Posted by (twitter: @xMrPhil)
Sunday, December 7th, 2014 5:51 pm


Breakfast/Lunch Day 3

Posted by (twitter: @xMrPhil)
Sunday, December 7th, 2014 5:34 pm


Food n networking stuff

Posted by (twitter: @jesosk)
Saturday, August 23rd, 2014 11:33 am

2014-08-23 19.04.44


Got some food!

Also I’ve had some problems deciding which networking solution to use as I want it to be as easy as possible to play the game.

I think I’ve settled with Photon and running my own dedicated server which allows up to 100 simultaneous connections.

Also I’m back on the stream!

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