Posts Tagged ‘gamecreator’

I’m in – 10th! time!

Posted by (twitter: @strong99)
Friday, December 11th, 2015 3:47 am

Tenth time I compete and this time around I’m joining GameStad during their WinterFestijn (Winster festival) game show. We’ll be working inside a tent on the event’s ground. I’ll be teaming up with an unknown group and hopefully with us will be @dickpoelen doing his own thing, the creator of Paca Pong 😉 It’s all so exciting!

For the upcoming series and Ludum Dare I prepared my normal toolset including:

And lastly:

  • Tape, lots of paper and a pen

Looking for last minutes hints and tips? Visit these blogs!

Some previous compo entries:

Strong99's Ludumdare 28 entry

I’m in and more!

Posted by (twitter: @strong99)
Thursday, August 20th, 2015 2:17 pm

Ninth time I compete and this time around I’m hosting a Ludum Dare party at the Islandworks’ offices. I’ll be teaming up with Ruben from Gamestad (A global but also city orientated community for gamers and game developers engaging with eachother) and with us will be @dickpoelen doing his own thing, the creator of Paca Pong 😉 It will be the first time I’m doing the Jam and the first time I’m hosting an Ludum Dare related event. It’s all so exciting!

Follow us on our live blog!

For the upcoming series and Ludum Dare I prepared my normal toolset including:

And lastly:

  • Tape, lots of paper and a pen

Looking for last minutes hints and tips? Visit these blogs!

Some previous compo entries:

Strong99's Ludumdare 28 entry

Follow us during our live blog

I’m in, LD32

Posted by (twitter: @strong99)
Wednesday, February 25th, 2015 2:07 pm

I know, it’s a bit early. But I’m already preparing for the upcoming Ludum Dare competition. Like previous years I’ll be competing in the April Ludum Dare. This will be my ninth time in the 4 years I compete.

To get myself prepared I’ll be doing a series of research on “What makes a game good?”. From experience I know there’s a list of do’s and don’ts. I’ll be keeping a blog on this here on the Ludum Dare website and my own blog. Up to the event I’ll be posting eight blogs, followed by reviews on how my blogs fit with games made by you. Feel free to request or comment. And if you’re in for a review on your entry about “What made your game good?” Leave a message!

Previous blog

Current blog

For the upcoming series and Ludum Dare I prepared my normal toolset including:

And lastly

  • Tape, lots of paper and a pen

Getting ill

Posted by (twitter: @strong99)
Sunday, December 7th, 2014 7:44 am

One of the worst things that can happen during a dare, getting a severe cold or other illness. Lucky, I caught a cold. Sore throat, eyes, ears and I can continue for a while. Currently full of meds I’m trying to get to the end of the dare. Less than 11 hours left. I should be able to get there!

Enjoy some teaser art from my live blog:

Overview of the tree

Overview of the tree

Inside the tree

Inside the tree

I’m in

Posted by (twitter: @strong99)
Friday, December 5th, 2014 1:03 pm

It will be the eight time I compete. I’m going to write a live blog like I always did which can be found here.

This time I’ll be using InCourse® GameCreator again. A webbased game engine developed by Islandworks and dubbed ‘the GameCreator’. It’s a webbased game engine with an easy and no-coding editor. I’ll be using the Ludum Dare promo code for more statistics. I’m excited!

OS of choice: Windows 8.1

Game engine of choice: InCourse 3.5 – the Gamecreator

Graphics: Photoshop or Illustrator

Audio: Audicity & Anvil.

Hardware: Wacom cintiq (Pen tablet), Space Explorer (3d Mouse), M5 mouse, dual monitors etc.

I’ll post a “How did I do it” on the end as I did the last times.

Other year’s entries include but are not limited to: World AloneBe the Villain and The Dragon Journey.

Strong99's Ludumdare 22 entry - World alone Strong99's Mini Ludumdare 49 entry Strong99's Ludumdare 28 entry

And a lot more! Visit my live blog during the event!

Good luck fellow Ludum darers!

How did I do it?

Posted by (twitter: @strong99)
Monday, August 25th, 2014 5:56 am

During my seventh Ludum Dare competition the theme was Connected Worlds. I started around 05:30 CEST on Saturday and submitted it around 03:00 on Monday. I worked thirty-six hours on the game, slept ten hours (2 + 8), used three hours for writing down a concept, drew sixteen hours, used around eight hours for creating the game’s logic and six hours for music. The other time was used for play testing, blogging, eating and quick breaks.

Play the game! Rate the game! Read about the game! Original blog post!

Concepting

First things first, before you can start making your game, you need an idea and plan. Thus I started with brainstorming. Writing down related and interesting keywords around the theme “Connected worlds”. I figured most people would go for a space or island settings, which is attractive but I wanted to create something different, more unique. I made some small trips and played with ideas related to abstract, race and relation types of connected world and decided to settle down with something from my favorite theme: Cyber Punk, most notable worlds like Ghost in the Shell.

Brainstorm diagram - spider First map sketch

Prototype

When I finished writing down a small synopsis of my brain twists I started to lay down simple visual world and adding the elements. When I got a small world I proceeded with testing and adjusting the concept bit by bit until I was satisfied.

Drawing

Once I had the prototype of the actual gameplay I could start drawing the game world.

Game level and icons

This included a background, network node icons, guard icons, citizen icons and more. I spread this in several stages, every stage ending up more detailed. I swapped between drawing on the game level and icons and the prologue and epilogue scenes. Which allowed me to take a break on a drawing and look at it again after an half an hour with a “fresh look”.

Gameplay Prototype result

Prologue & Epilogue

The prologue and epilogue were a bit different from the art I had to draw for the actual game. The prologue and epilogue are a timed story without interacting but with moving assets. This took the most time to draw. I planned six scenes with several large moving elements like humans, hands or walls.

 Screen cap epilogue

Music

Audio is one of my worst development skills. I don’t work with audio often or I have a composer making the actual audio. For the simple sounds like button pushes or other quick sounds I used simple tones, combined, altered just to give a small beep. For the actual music I decided I was going to use a combination of audio generators and Audacity. It took me a while before I had the desired sound which didn’t get annoying after the initial 30 seconds.

Audio composer

Submission

To make sure the game was submitted on time (before 03:00) I already submitted it around 02:30 on Monday. That was before I found out the submission deadline was till 04:00. The good thing about hosting it online you can post a link and update it. So around 02:55 I wrapped everything up and ended with a good stretch. I was a bit stiff from hanging above my drawing tablet 😉

So?

Everything done and submitted, I’m happy about my schedule and work. I didn’t really have timing issues but some things did take longer than hoped. The concept seemed easier than it was. And of course the concept took some more fine tuning to make it actually challenging.

Play the game!

Rate the game!

Read about the game!

Original blog post!

In for Ludumdare 30!

Posted by (twitter: @strong99)
Wednesday, August 20th, 2014 2:05 am

This will be my fourth year of Ludum Dare and the seventh time I compete. I’m going to write a live blog like I always did which can be found here.

This time I have to put a bit more effort in music rather than graphics 😉 I learned my lesson.

This time I’ll be using InCourse® GameCreator again. A webbased game engine developed by Islandworks and dubbed ‘the GameCreator’. It’s a webbased game engine with an easy and no-coding editor. I’ll be using the Ludum Dare promo code for more statistics. I’m excited!

OS of choice: Windows 8.1

Game engine of choice: InCourse 3.2 – the Gamecreator

Graphics: Photoshop or Illustrator

Audio: Audicity & Anvil.

Hardware: Wacom cintiq (Pen tablet), Space Explorer (3d Mouse), M5 mouse, dual monitors etc.

I’ll post a “How did I do it” on the end as I did the last times.

Other year’s entries include but are not limited to: World AloneBe the Villain and The Dragon Journey.

Strong99's Ludumdare 22 entry - World alone Strong99's Ludumdare 25 entry

Strong99's Mini Ludumdare 49 entry Strong99's Ludumdare 28 entry

And a lot more! Visit my live blog during the event!

 

Good luck fellow Ludum darers!

Copycats and protecting against them

Posted by (twitter: @strong99)
Monday, June 16th, 2014 12:39 am

It hurts to see that most lovely game ideas and even complete games get ripped, copied and being sold. It makes it impossible for those who had the idea to improve it beyond “good”. So what would be the good kind of “protection” against this?

It’s never impossible to copy or even recreate if they want to. (re-engineering get’s easier by the day). The thing is, you shouldn’t rely on the product you create. You should rely on your ideas. Rely on the experience you design instead of the product itself. Keep developing, keep ahead of your competition and copycats. Everything gets copied from books, movies, games up to houses. Did you know they remodelled Paris and Venice in the USA and even bigger in China? It’s a small sized mini-Paris city. Things get already copied before they’re a day old. Don’t rely on your product, rely on your innovative ideas. Create your space, your slice of the world where people can sign up and enjoy your ideas (a brand so to say) instead of a single product at a time. That’s what Ludum Dare could be, beyond the compo, it’s own brand where people come to enjoy the fresh ideas of the community.

Image from http://www.dailymail.co.uk/news/article-2384036/Inside-Chinas-mini-Paris-Town-built-look-just-like-French-capital-complete-Eiffel-Tower-Champs-Elys-es.html

Image source, daily motion, copy of Paris.

That said, always keep an eye out for copycats. If you can take them down from stores, go ahead, but don’t rely solely on your product that is always copyable.

I regularly compete in the Ludum Dare competition and develop games for companies. I like using these kinds of competitions to get in touch with creative minds and recruit them. If they stop competing it would be a great loss. I designed the online tool GameCreator to easily create and share games or interactive presentations to wherever and whoever you want. It doesn’t contain code in the old sense of the word. But the idea behind it is to easily mock up, extend, improve and share your ideas. Instead of developing a few weeks, mock it in a day, share, improve and share again. Since it’s an online cloud service it’s also a bit harder to directly copy it from the web to an appstore without ripping almost the entire service and its build in protection. Instead they could set up a link and embed in an app’s browser. Which you would always notice in the tool’s analytics. But the game’s source code would always be shareable for the competition.

Feel free to contact me through twitter, linkedin or otherwise.

Troubling times – How did I do it?

Posted by (twitter: @strong99)
Monday, May 12th, 2014 7:51 am

It’s a couple of weeks after the contest, a few days before the results will be released. It feels about right to add a how-did-I-do-it? post.

Like last time I kept an extensive log on the subject and my progress. I used these tools:

Using my 3d mouse the 3d explorer and a wacom cintiq drawing board as main hardware input.

I started off with the writing down the concept on paper (or word for that matter). The game ended up as a point and click adventure through an underwater base which is near total destruction. I thought up an emotional story about a young girl, trapped beneath the surface of the ocean. As she’s the only person, deep underneath the surface, she feels trapped and alone as she tries to flee her confinement.

Writing down the concept on (digital) paper

After finishing those I went on to create every scene in a story board. I drew my storyboard directly inside the GameCreators editor as it allowed me  to quickly prototype it.

Sketching and prototyping

After I decided the prototype was correct I continued to improve the logic and update the graphics.

The three stages I used to improve the scenery.

 

What went wrong?

Nothing really went bad, but I did end up with an issue related to the audio. I couldn’t match the mood with the audio, so I had to leave it out. Other thing is I probably used too much time on the scenery. I first thought to draw it all out in 2d. But after I finished all the mockup scenes I decided 3d modelling would allow me to easier set the mood I wanted.

What went right?

After I decided to go full 3d I only needed a few hours to work out the scenes in 3d. It looked good and was easy to import and fit inside the editor replacing the old art.

The thing that really succeeded with my chosen game type was the ease to create storyboards in the game editor I used and transform it to the final game.

 

To read more visit my LD29 blog.

To play the game visit the LD29 entry

 

Draw, draw, draw

Posted by (twitter: @strong99)
Saturday, April 26th, 2014 8:37 am

The fun thing about the GameCreator is the ease to create these kind of games, but, I didn’t anticipate drawing would take me this long… Still far from the planned end result.

See my blog for more: http://incourse.eu/f3mqfq

Strong99

The Dragon Journey statistics

Posted by (twitter: @strong99)
Saturday, December 21st, 2013 3:18 pm

I haven’t finished a proper post-mortem yet. I want it to add some more than I did last years. But I did collect the first wave of user statistics for my ‎Ludumdare‬ game. The previous times I ran out of bandwidth and this time I used my companies servers with a higher bandwidth.

Seeing the large amount of visitors revisiting the blog I must admit being very proud!

The ‎LD28‬ weekend was during the 14th and 15th of December and the game’s release for public on the 16th. Read a more detailed explanation here: http://bit.ly/1gNTgiT

The aftermath

Posted by (twitter: @strong99)
Monday, December 16th, 2013 7:21 am

I had a nice lay in until I got woken up by my sister at 8ish in the morning (Central European Time, GMT +1) I stupidly turned my game online and set a time: 06:00 in the morning to close again! Ooops…

Currently downloaded a bunch of games as I took a day off for it. I planned time to do 20 games, but I got sucked into adorable looking games. Mainly an asteroid look-a-like but with crazy defending satellites and a Deathstar like destroyer game (StabAlarash). Played those two for over an half hour, addictive and nice games! But I’ve only done 10 so far.

I find it good to know that this year everyone with a browser can play my game. Tried it just a minute ago on my rusty blackberry bold 2, 15 fps 😉 But it isn’t crashing!

 

 

Ludumdare 28

Posted by (twitter: @strong99)
Wednesday, December 11th, 2013 4:44 am

This will be my third year of Ludum Dare and I’m going to keep a live blog which can be found here.

This year I’ll be using InCourse® GameCreator. It’s  a webbased game engine developed by Islandworks and dubbed ‘GameCreator’. It’s made in HTML5 and such, it will be quite different from my previous entries which were made in C++ and the 3d graphics engine Irrlicht. It’s going to be a challenge to make a game using only 2d art :)

OS of choice: Windows 8

Game engine of choice: InCourse 2.0 – Gamecreator

Graphics: Photoshop/Illustrator

Audio: Audicity & Anvil.

 

I’ll post a “How did I do it” on the end as I did the last times.

Other year’s entries were: World Alone and Be the Villain.

Worldalone - the lost bedroom The deathray

Have a great Ludum Dare everyone!

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