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Posts Tagged ‘Game Maker Studio’

MiniLD #56 – Catch! A Fishing RPG

Wednesday, February 11th, 2015 6:24 pm

This is one of my only games so far and my first publicly released game ever. The theme I chose, of course, was fishing. My challenges were to use only 4 colors and to make a game that uses only 2 keyboard keys (“A” and “D” in this case). If my game makes anyone laugh (there are some awful puns here and there), feel hungry, or go “Awwwww :(“, I consider that a plus.

I also had a personal goal on the side, which was to make a game about a character who clearly has a disability, but not make the game specifically about that disability. Since the protagonist spends much of the game sitting in a rowboat and not jumping around or anything like that, I thought “Why not make this angler a wheelchair user?” The story arc, in the end, is (spoiler alert) more about hunting down a sea monster and avenging the loss of the character’s parents, while disability is incidental.

I guess it can also sort of be about learning to live on one’s own and a more general separation from one’s parents. Moving out is often considered a major part of adulthood. I’m not currently a wheelchair user, but I am disabled and have mobility issues, and the idea of living by myself really intimidates me. There are people with disabilities who can and do live on their own, but personally, I think I’d have a rough time. One of my biggest fears is losing my family and ending up alone.

But I don’t want to seem like I’m trying to be too deep about a silly Game Maker pixel game that involves smacking things around with an oar in Pokemon-style battles. It is very much that.

What I used:

  • Game Maker Studio Standard
  • FireAlpaca (and a bit of Paint Tool Sai, but mostly FireAlpaca)
  • Bfxr
  • LMMS

What went well:

  • I’m happy with the color palette I used. It might not be for everyone, but I like purples and sunset-y colors.
  • I got a, more or less, finished game submitted my first time participating in a MiniLD jam.

What didn’t go so well:

  • There was stuff I still really needed to fix after first release (stuff that didn’t exactly impair gameplay, but it’s a little weird to see, for instance, a door floating in front of a text box).
  • I rushed the music over the course of a couple days. Apart from sight-reading and transcribing a shanty for the ghost pirate battle music, I basically threw stuff together in LMMS and hoped it wasn’t too grating on the ears.
  • I had to do the battle system twice over and each time took about a day.
  • I could have done better on the end screen. I saved that for just about last, when I was really rushing to get the game done.
  • The equipment could have used more variety.
  • The sea screens also could have used more variety.

What I learned:

  • Parent objects are pretty convenient if you have multiple things that function similarly. Like text boxes. I should have realized this earlier on.
  • Either having a single object handle a bunch of menu functions is a bad idea, or I’m just bad at doing that. I could ramble about how the shop and battle systems used to work and how they work now, but I don’t want to stretch this post out too much.
  • I need better sleep habits. I was really excited about MiniLD and I’d keep on trying to code even while I was sleep-deprived, but that led to more slip-ups and subsequently having to debug.

“Flesh Hunter” Timelapse

Posted by (twitter: @TomboFry)
Friday, May 2nd, 2014 4:52 am

I will be writing a post-mortem very shortly, but in the mean time you can still vote on my game ;)

Vote on Flesh Hunter here!

May I Help you? Now on Mac !

Posted by
Thursday, May 1st, 2014 5:12 am

It’s funny, I wouldn’t have thought that with a tool like game maker and it’s long list of available platforms, at the end making ports will be the hardest thing.

But now we had our Compo version available for Mac OsX… except for Mavericks (10.9) :(

macVersion

So far, we have a windows version (except windows 8) and mac version (except os 10.9). The html 5 version has issues with the dialogues and it will be our first fix as soon as we can spend some time on it. And making a windows 8 version looks very annoying, so we’ll see. The mavericks version is a known bug, but I didn’t find the fix or it’s not released yet (hey guys, maverick is out since 6 months).

At the end exporting, testing and releasing your game is very stressfull but it’s a good lesson.

So here is our adventure reverse-cluedo game : May I Help You ?

Tentacle Rails: Post Mortem

Tuesday, April 29th, 2014 11:53 am

Hello, we are very proud about our entry this edition with Tentacle Rails. In the last edition of LD our game had a lot of problem with path-finding and a game of “stealth” was very frustating due the guard-Ai was very awful and didnt work well. Few months have passed and now I have learn a few tricks about Game Maker and coding that have been very useful this time…

When we read about the theme, we did a list of ideas about doing the game. But finally, the chosen idea was thought by the designer Eduardo Perez. I wanted a game with puzzles and he wanted a game with a lot of action. The final idea was a mix of both terms. We didnt wanted to do a runner, and then I thought about a top-view with a wagon.  The art and the magic of “Edu” did the rest and I was focused in find the best way to program this little monster.

comparativa

A comparison between the first design of the level and the final one.

The Best

– This time we haven’t important problems with the code and the understanding between me and the designer artist was perfect. We wanted to offer a good fast experience with few bugs, and it seems that we have got it. The first day was used to design the basis of the game, the second one to develop a lot of auxiliar system and the core of the experience and the last day was used to add all the final art, animations and sounds.

The timing to complete a full level was very close, but eventually, we got it. The last three hours were very stressful: The “end screen” was done few minutes before the sending time.

Another triumph about I am very satisfied, is that this is the first edition where we have exported the game to Html5. In other editions of Ludum Dare I only could submit the game for Windows / Android, and a lot of people couldn’t play them because they use Mac or Linux. This time there aren’t regrets: You only need a beowser to play to Tentacle Rails!

comparison_1

The difference between first day version and third day one.

The Worst

– Using Game Maker Studio to export to Html5 gives a lot of problems. The random numbers didnt work well and I coulnd’t use random elements to complete the levels. A lot of mechanics depended of random numbers like the life of mobs, their size, etc. The position of some objects were to be random too, their scale..

– I wanted that the paths of the mine-cart were dynamic to play with a lot of combinations and more well-thought puzzles. But I had problems with collisions and when a lot of curves where allocated very near one to another. Eventually I had to do a lot of long pre-saved paths that would change in a specify position to charge the path depending of each level.

– We had planned to do a minimum of 4 levels and maybe a final boss. But the timing was (again) bad. The mapping of each level with a lot of individual elements was really slow (each rock wall has about 16 pieces + other details). I didn`t had time to program an automatic system to distribute the items, as a consecuence I only had time to map one level and do the paths code.

Here are some design in paper for two more levels that aren’t in the game:

boceto_1 boceto_2

The learning

As usual, Taking part in Ludum Dare is one of the best experiences that one can have as a indie developer. I had learned a lot about planning, working as a team and trying to release a polished, fun and challenging game. I think that nowadays, the games are each time easier, and one of the targets was to make a classic-style gameplay, difficult to pass but easy to play.

It’s important to believe in your game, in your work, and we will support Tentacle Rails with a Android version in the future with more levels (using ideas that we didn’t have time to implement). Thanks for playing it!

final

Tentacle Rails Entry: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25708

Tentacle Rails was live some hours ago!

Tuesday, April 29th, 2014 1:35 am

Hello everybody, some hours ago, we could finish our game in time. We are very satisfied of the result this LD, Tentacle Rails is finally live without important bugs or glitches.

The game is hard to complete but easy to control, you only has to worry about kill everything. It’s a funny game perfect for a five minutes session. I will try to write a long post-mortem about the development with some concept-arts and interesting stuff. Tentacle Rails has been developed with Game Maker Studio.

Now is the moment to rest a bit  and soon we will begin to test and rate other games. You can try my game in this link, and if you want to post a comment, please link your game to test it too ;-)

http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25708

May I help you? Released

Posted by
Monday, April 28th, 2014 1:41 pm

It’s with a great pleasure that we have released “May I help you?” and we invite you to try it here : http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=25936

Currently we only have a windows version (html5 has too much issues so far). Therefore we had a query: if anyone out there owns a version of Game Maker for mac or linux and is willing to build us a version of the game, it will be very helpful !

As for us, we are going to sleep !

Good night jammers !

May I help you? Final hours

Posted by
Monday, April 28th, 2014 9:47 am

Hi everyone !

We are so excited to see all the games being uploaded now. Here is a final WIP update on our own one.

Yesterday night, at 9:18pm, we were facing the very first casualty. The first death of our mate Robert that I was able to catch. RIP man. That meant we finaly had some gameplay ! Quickly we were able to kill everyone in the mansion ! Then we re-coded all the dialogues systems which is the base for trying to change the others characters behavior or kill them so we can play the game.

ld29_day3_a

Slowly today, we had all the core features coming in. Lose/win detection, balancing some stuff here and there, animated sprites, some sounds, updating the look of the map, etc.

ld29_day3_b

Now Maxime is making the menus and Paul is finishing the first version, the one we’ll upload in a couple of hours. Saddly we won’t probably have time to implement more levels (maybe an update post-jam if players are interested?). At least we’ll have a full playable level that we can restart as much as we want :)

ld29_day3_c

Ahead of us is the final step : exporting and having a stable exe. Let’s see how it goes !

Enjoy the final hours !

 

EDIT : We are looking for someone with Game Maker Studio for Mac or/and Linux to make a build if possible ! Cheers ! :)

Game Over!

Posted by (twitter: @TomboFry)
Sunday, April 27th, 2014 3:14 pm

You thought I was quitting? Hah, shame on you!

Flesh Hunter - Game Over

So close to finishing now! Just got to add a couple more sounds, and a few little things that I keep noticing will be fixed.

Plus:

May I help you? Day 2

Posted by
Sunday, April 27th, 2014 11:58 am

ld29_day2_a

Hi everyone ! Here is a little update for our second day on the LD29.

Today we have been finishing the characters (some sprites are missing but it’s on the way). Here you can see an update on our character, Tim, which you will be able to kill in our game :)

ld29_day2_b

We’ve spend some time trying to fix the size of the elements, putting together some of the characters and the environment. We should have done it earlier, but we were all focus on different things.

 

ld29_day2_c

So we figured out that our characters were too small, that the rooms where wayyy too big and this kind of stuff. Then we resized everything untill we got something we liked.

I have to admit that we don’t have a playable version yet. Paul, our dev, is working hard on implementing the basic actions (kill, NPC objectives) and, I hope, we might play it tonight. But we have so much to fix yet. The first playable version will help us to decide some of the actions like how is the game over, how hard is our test level, how can we balance the number of NPC, etc. So much to do.

Discovering a software (game maker) during a game jam is interesting but not the most productive and fast move we can do. Figuring out how to update elements, how to script on it (how the variables work between rooms, how instanciation works), takes time.

Good luck for the guys finishing today. See you tomorrow !

Tentacle Rails: Jam entry

Sunday, April 27th, 2014 2:32 am

Hello, this is my third time in Ludum Dare (My second with a Team: Mechanic Moon Studio).

Our idea for the theme is a Rail game that mix Puzzle + Action. We are using Game Maker Studio and we already have some base mechanics: The Corf moves automatically and reacts to curves (we are polishing the effect).

The main concept of the game will be to pass zones shooting to levels and enemies to unblock more roads and the exit of the level. Ah, the title is Tentacle Rails, because there will be traps, like tentacles, slimes and other mobs that want to harm you.

Now, here is some concept art of the main character and a screen of the first map:

preview_player

 

mapa

Now, its our second day and we have to do a lot of things:

– Designing the rail-change with levels

– The system of shooting and enemies

– Treasures, tnt boxes..

– Add the final sprites with the correct animations

– More levels (if we have time!)

May I help you ? End of day 1

Posted by
Saturday, April 26th, 2014 11:41 am

Here is a little update about what we have done since this morning.

Maxime have been working 2d assets. As you can see here, getting the right references is always important!

ld29_day1_d

Meanwhile, Paul was discovering pathfinding and variables on Game Maker and I was trying the tiles system :

ld29_day1_a

But as we are not planning to have an open world, but (luckily) a couple of levels, we might just drop the tile building and layout and use a background image. Yes I know, but today with all the ram we had, who cares?

Here is a preview of the current line up of characters. You play Georges, the other ones are NPC.

ld29_day1_b

About references, Tim here on the left might be inspired by another famous Tim :)

And finally a sneak peak of one of the gameplay mechanics we might use: an old fashion dialogues boxe with multiple choices ! To be able to fullfill your bloody pulsions you need to have the people alone in a room but you also need to prevent the others to find out what you have done. This is where the dialogues came in to make you try to influence the NPC behaviors.

ld29_day1_c

Good end of day one to everyone out there ! :)

Cheers

Maxime, Paul and Flavio

May I help you ?

Posted by
Saturday, April 26th, 2014 5:32 am

Hi everyone ! Glad to be back !

We are a team of 3 in the south of France, Maxime, graphic designer, Paul, developper, and I, Flavio, somewhere between those guys. Our game working title is “May I help you?”. It’s about a buttler which might not be who we think he is. Let’s face it, beneath the surface, he is a serial-killer. And yes, you play him, and you must kill everyone in the mansion!

For the occasion we are trying Game Maker (hey yoyo games, some deal for the game jam?) as it’s a 2d game. So Paul and I are looking for tutorials to understand how it works and Maxime is building mockups of what the game might look like. We’ll talk later about the game mechanics.

ld29_day1

See you later for some more informations !

Enjoy your game jam !

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