Play game: Tatry: Story about Engineer
Posts Tagged ‘Game Dev’
Up all night & pumped to be working on a jam submission with my partner Martian Games & our buddy IKU Games. We planned ahead for this one & so far so good! Tried live-streaming a bit last night, with another stream planned for late tonight.
Hope everyone else is having as much fun as we are!
I am looking forward to participating in Ludum Dare 36!
I plan on creating a web-based HTML5 game with Phaser.
- Language: JavaScript
- Libraries: Phaser
- Music: Open Game Art
- Art: Open Game Art and I may create custom art using Graphics Gale
- Editor: Visual Studio Code
Food and relax!
Food and relaxation: two very important factors which can determine the sucess of a project. Don’t forget these two things, guys. Keep working but living!
Guys, don’t forgot to sleep!
Thus, the development of the game becomes even more productive 😉
125 page likes and Art Preview!
This is the art so far. Very exciting to see everything coming together! 😀
Facebook: https://www.facebook.com/Reversal-Mirror-Games-159332097756683/
We have STREAM!
Hello folks, we have a Stream link where we are going to stream the weekend progress, stay tuned and happy development 4 all 😀
https://www.younow.com/ViniciusPereira_97951
GLYPH- Achievement Unlocked: First Ludum Dare Complete.
Hey everyone!
I just submitted my game to the compo, and I thought I could share a bit of my postmortem with you all.
If there’s one thing that the compo taught me was to spend A LOT of time planning. I spent about 30 minutes planning and it was waay too short. I think maybe an extra 45 to maybe even 2 whole hours could have been beneficial toward my goal. This is because although two days might seem like ample time for your idea, it most likely ISN’T. So, that brings me to my first lesson;
#1) Strip down your biggest most awesome-est idea, down to its very CORE. What is it that makes your game fun ON ITS OWN. Meaning, if you were to take out all the fancy graphics and cool stuff, would this mechanic make your game fun? Then once you have that; STRIP IT DOWN MOAR.
This also taught me that you need to focus on ONE aspect of the compo is you want to achieve a certain position on the board. If you want to be high in the graphics section, focus MOST of your time on graphics and make simple mechanics. If you want a coolness or theme section, you need to spend more time on planning than anything to come up with something original. So, here we go to…
#2) If you’re not going to spend a ridiculous chunk of your time composing the soundtrack or the artwork, focus on the MECHANIC. Super Mario Bros, literally has one action; jumping. That’s it. You move to the right, and jump. That’s literally the entire game of Super Mario. Then, you build off of it, adding obstacles (Pitfalls, Enemies,etc), and that’s how we make a game.
and lastly, and probably most importantly;
3) Have FUN, and make the game YOU want to make. Sure, there’s the theme, but don’t take it so literal. I’ve see a lot of people give up on this game solely due to not being able to come up with a good enough idea for the theme. If you got nothing, use Google. Google the theme and see what comes up, or even punch it into a Thesaurus and see what similar words or synonyms come up that can give you a creative loop-hole. The best part of the compo is you get to learn new skills by actually DOING, not by reading or studying. You find where your strengths and weaknesses are and it helps you improve as a game dev.
I hope this helped someone reading this, and good luck to all you guys doing the Jam!
Tools used;
Programming/IDE: GM:Studio
Art: In-engine editor, Cosmigo Pro Motion, Aseprite.
SFX: Bfxr
Code snippets for everyone to use
Hey everyone,
For my own use I’d been coding up some base code for items and levels. So as of yesterday I’ve put them up over at itch.io and it’s called Basecode Bits.
It’s free to use for anything and will be updated with different little snippets predominantly for game dev and game jams.
This is what’s currently included in the small pack:
- Level Object.
- Item Object.
- Basic Level Generation Code.
If you have any ideas or suggestions then post a comment over on the itch.io page.
So, I finally decided what to do for this ludum dare, which has the theme “unconventional weapon“. My weapon of choice is “Democracy“, a humble tribute to Heinlein’s novel – and, of course, the Verhoeven’s movie – Starship Troopers.
Player controls an invasion operation at a distant planet, inhabited by big insects , in order to spread “democracy” through the galaxy. The player must exterminate the insects and collect the planet resources to win.
This is what looks like for now:
Entering our first Game Jam with LD #32.
Hey, this is our first post here and we’re incredibly excited to be entering our first game jam.
We’ve been sitting on the sidelines for too long, and finally decided our company is going to go full steam ahead with games, so why not make our first official project be the LD #32 entry?
Goals
- Keep it simple stupid. ( Viewing others go the process has taught us not to over reach)
- Finish
- Top 100
Tools
- Unity 5
- Photoshop CS6
- Logic Pro
- BFXR
- Pencil + Grid Paper
Final Thoughts
Being a two man team, we’re going to share coding / art responsibilities. After watching films such as Super Game Jam, and Game Loading, it’s clear that there is something special about game jams and we want to be apart of every LD Jam going forward. We look forward to sharing our game with this awesome community and we look forward to playing your games too!
– Thinkr Team.
So it’s been about 4-5 hours since my last update and I’ve made some more progress.
http://www.moongate-uk.co.uk/blog/2014/12/6/ld31-the-second-update