Posts Tagged ‘guide’

Let’s Create: Dice Hunter!

Posted by
Thursday, August 17th, 2017 8:44 pm
Hi there,
Here’s another one for my Neil Creates series where I recreate the dice mechanics of Dice Hunter. It’s a great game!
This is a series where I try to recreate some assets, art style, gameplay mechanics, and other components and/or elements that make up other games. I also share some techniques and best practices that I learned so far while recreating previous works of art. Enjoy!
Play. Learn. Create.
YouTube Playlist: http://bit.ly/2tI5mUh
Texts, Screenshots, Code Snippets: http://bit.ly/2eSbRBe
If you have comments, suggestions, recommendations, please do comment, I may have made an error here and there and I’ll be more than honored to learn more. And if you enjoy the series, please do subscribe to be updated for more.

Neil Creates: Recreating Assets, Gameplay Mechanics, etc.

Posted by
Friday, July 28th, 2017 12:00 am

Hi there,

Now that LudumDare 39 is just around the corner, I would like to share a new series that I’m currently working on.

It’s a series where I try to recreate some assets, art style, gameplay mechanics, and other components and/or elements that make up other games. I also share some techniques and best practices that I learned so far while recreating previous works of art. Enjoy!

Play. Learn. Create.

YouTube Playlist: http://bit.ly/2tI5mUh

Texts, Screenshots, Code Snippets: http://bit.ly/2eSbRBe

Here’s the first episode:

What to Do When the Announced Theme Isn’t Working for You

Posted by (twitter: @incobalt)
Thursday, December 8th, 2016 11:04 pm

It’s inevitable. When the theme is announced, more than a handful of people don’t know what to do with it. The theme might be too esoteric or vague. The theme might be too restrictive. It could suggest a particular kind of game, and that’s not the kind of game they want to make. Maybe they just simply don’t like the theme. We’re a diverse community, and so the theme doesn’t work right away with every one of us. This was me when “An Unconventional Weapon” was announced for LD 32. If this is you, this post is here to help you work through the theme so you can get to working on your game. Don’t give up at the start because you don’t like the theme! Remember, Ludum Dare is about making a game. The theme is there to help. This post is meant to be encouraging and helpful. (more…)

Unity WEBGL in under 3 Mins.

Posted by
Wednesday, August 24th, 2016 11:00 pm

Every single year we are plagued by poeple who still use unity web player or PC/MAC downloads only, if only you could just export to webGL and your game could be played in a browser…. well you can.

every LD i get frustrated by this and every LD i say to myself “next time you should create a video about using webGL”. but i dont because im usually too busy… well my friends, i may need to get an extension on my uni assignment now but BAM! i did it.

For Anyone thats in…. ill just leave this here:

How to get Youtubers to play your game?

Sunday, April 17th, 2016 7:50 am

Hello amazing devs and inspired new-comers.

I’m going to tell you how to get Let’s Players interested in your game. This is my personal experience as a Youtuber, therefore you can’t rely on just me, so check the comments section for input from other people. I will keep updating this post as I think of more things that could appeal to the general Youtube gamer community.

  • First off, you have a game. A great game, the greatest game. You made it yourself or with a team. It is important that this game either has SEVERE replayability or has at least 10 minutes worth of gameplay, this is usually the bare minimum. Many Youtubers create videos that are 10 to 20 minutes long, sometimes even more than that. If you make a game shorter than that you have a chance it’ll get stuffed in a compilation video with other small games, which is..not phenomenal.
  • Make it unique. You have the power to change the gaming industry with just one simple idea. Of course this means you have to get this idea and be lucky enough to get noticed. So don’t sweat it too much.
  • Be self-centered. No, really. Make a game about something you’re an expert at or have experienced first-hand. Be informative, or convey your feelings like a pro, this is art — the power to make a personal thing into something that everyone can relate to.
  • Make it have an easily searchable name. No one can find a game called ‘Cat’ on Youtube when there’s ‘Cat Videos’, ‘Cat Games’, ‘Cat Pictures’ and so on that people are looking for every day. SEO is important for Youtubers. The best thing to do is to make a word that doesn’t exist yet and something that Google doesn’t think is a typo of another word.
  • Include humor. This is not always a good selling point so learn from the pros and don’t just resort to toilet humor. Good examples of this are “There’s Poop In My Soup” or “Where’s My Mommy?”, some Youtubers avoid these games like the plague, others welcome them with open arms. Something something target audience. (.. On another note, sassy achievements and pop culture references are always nice if done well.)
  • Be controversial. Get into the topics that ruin friendships. Or don’t. Not recommended, but it’ll definitely have a chance of going viral. So be sure you’re anonymous if you’re gonna try this because you might ruin your life. Wait, DON’T DO THIS ONE. NO. BAD.
  • As a dev, be helpful and approachable. Great devs have great connections, make friends and build up a community, don’t shy away from your ‘competitors’.
  • BE THANKFUL. Even a little of this goes a long way, especially for the smaller Youtubers; you could mention their name somewhere or retweet & like their stuff on Twitter, or list them in your credits forever (Yes. Please.) Some Youtubers spend a lot of time with the devs to help them out, give suggestions and even provide free advertizing. They will remember your kindness. So get on their good side, they might make it to 10 million subscribers.
  • Give EXCLUSIVE keys or access. This might not be possible for a LD game jam, it’s attractive though.
  • Your graphics, story and or gameplay are MAGNIFICENT. Aw yiss graphics.
  • Add kittens. I mean, appeal to a niche. This might be RPG, visual novels, spin-offs, dank memes, sandbox games in space, anything you can think of, there’s a Youtube channel for it. Hopefully they will find you and play your game, or find them and invite them. Their viewers are your audience too.

Some technical stuff: (POLISH IT, haha)

  • Make sure your game has no bugs and doesn’t randomly close or freeze at any point.
  • USE EVERY OUTLET EVER ON THE INTERNET FOR GAMES EVER. A lot of people like web-based apps, others like to download files. There’s your game’s Ludum Dare page, there’s Gamejolt, there’s Itch.io, and Miotigames is an upcoming similar website. There’s a bunch. Also, remember to make a nice set of accurate & captivating in-game previews.
  • If you made a heavy game, make it known. Some computers can’t handle it without freezing up.
  • MAKE AN ATTRACTIVE THUMBNAIL. The name and the image is the first thing people see. Make it appealing.
  • Make sure there’s checkpoints and that they’re in a good place (if any). Unless you intend on making a rage game. Grr.
  • If you have any experience with recording a game, it’ll be easier for you to put yourself in a Youtuber’s shoes. People with a dual monitor setup love it when they can play on one screen, record on the other. It might be difficult to achieve this, but make it possible if you know how to, or else don’t worry about it. If you have a single monitor, sometimes if you try to exit the game, it crashes and that’s really not cool. Prevent this if you can.
  • Approach big indie media influences (Kotaku, IndieGameReviewer, etc) while you’re working on it and when you’re done. They might be interested, write an article and boom. Success.
  • Be a good person. Spread motivation and positivity. Good energy is contagious.

I hope this helps someone stand out from the crowd and encourage you to come look up some smaller Youtubers to have play your amazing game.

My channel is right hereTwitter for updates & following, this was a video I did for the 34th Ludum Dare, and here‘s where you can request me (Tilde) to play your game for the channel. I hope you will all become very successful and well-known devs, may all the things in your life that you want to accomplish come true.

TL;DR: Make something cool.

Hello Ludumdare 32

Posted by (twitter: @techblogogy)
Monday, April 13th, 2015 9:55 am

Hello Everybody! Here’s a little video explaining what is LD, what are its rules and what tools I’m going to use.

— Links —
Framework: https://github.com/Techblogogy/WebGL_Framework

I wish everyone good luck and have a fantastic JAM or COMPO!

All chemical compounds of “Synthesis”!

Posted by
Saturday, April 28th, 2012 2:08 am

Here the list of ALL 44 chemical compounds you can assemble while playing my LD entry,  Synthesis – with the points you’ll get for assembling them:

  1. hydrogen: H2 – 4 points
  2. oxygen: O2 – 4 points
  3. chloride: Cl2 – 4 points
  4. nitrogen: N2 – 4 points (more…)

How did I Do it?

Posted by (twitter: @strong99)
Monday, December 19th, 2011 9:00 am

So, what is my secret? Or how did he do it? Well, Read on. This log tells about how I designed and created my 48 hour game and what choices I made.

Concept

I started by brainstorming on a piece of paper and with a good breakfast (soup and bread). The brainstorming resulted in a large web of words and lines. Afterwards I started to scrape all unrelated words and lines until a small part was left. From the readable words I picked the best and started sketching. The concept ended up being:

The player is stranded in an unknown world (other dimension?) and needs to get away before he dies from starvation. While doing so he should try to contact others while being annoyed by robots/drones.

Design

The sketching brings us to the game design. I started with a simple sketch and made it into a 3d design tool. The sketch ended up with showing a dessert with a crash landed space ship. The main objective got: Activate the beacon (middle of image). Sketch

But the question remained, how did the player get there? To solve this, the player doesn’t know either, she just wakes up. To give the game more feel about the strange place I created two separate environments. The player would wake up in her own bedroom and once she gets outside the room, there is no hallway but a dessert.

Room from outside

So the level and setting where done, the only thing left was the robots and drones. Trying to keep it simple I choose a floating sphere like drone who float somewhere around. It was time to think about the technical design. I worked in C++ using the tool Irrlicht and Irrklang. So I opend Visio and started to place the objects I had: Drones, Level, Beacon, Player and the scene itself. It resulted in this:

Model

Ofcourse, much is changed during the game development, but note, this is a useful “work to” point. I ended up with:

  • Player must survive (he always survives)
  • Player must activate the beacon
  • Player must keep the drones away by picking them up and throwing them away
  • The beacon is activated by clicking on the launch button.

Prototype

I started to develop the things I sketched and put them together into a simple game. The prototype was done before the 18 hour mark. The prototype seemed good but lacked a bit of humor and feeling.

Beacon

One of the results of the prototype showed that the game lacked humor and that one machine to activate was too easy to handle. The extra things I planned for the game itself became:

  • The beacon can be activated after the power generator is activated, activate by clicking on the launch button.
  • The power generator is activated by clicking on the launch button.
  • The Drones make a noice when picked up
  • The Drones receive damage after being thrown, after which they move slower and start to smoke
  • Adding more subtitles and “ particles! “

Testing

A very important step! Think about how to test your game before you finish it! I used Visual studio so I was able to do variable manipulation, but, otherwise I would have added cheats. Make sure you can easily test your game on bugs. Watching a story over and over again is awful, settings states and recompiling is bad, real bad. So, make a plan, how do I test the start, middle and end? (without replaying the game every time). I just manipulated the games variables with the Visual studio debugger, changing enumerations and time variables.

The Game

On 22:00 CET I started with the game. The first things added where voices and sounds to the drones, a background music track and recorded some sounds for the power generator. How did I record the sound for the generator? Well, quite easy, taking my microphone and putting it behind my computers fans, lowered the pitch and lowered the speed and viola! Done. In the prototype, the bedroom and spaceship were left without detail, it was awful. The ship had to look broken, to do this I first modeled the ship and when that was finished I broke it. Cutting holes, lines and adding more panels. The advantage of doing so is that you have a good looking ship. Breaking it and adding debris is a much easier process. When the new models where done, I just replaced them in the prototype. The same detailing process is done for the drones, power generator, debris, terrain and the music track.

Power generator Ship

Submitting

I kept track of 2 folders, one for debugging and one for the release and I setup special defines for the debug and release. Once a debug version was bug free I tried the Release version in the release folder. The source code was placed inside a separate folder. At the end, I was capable of just clicking the source and release folder for archiving them. On monday 02:40 CET ( 20 minutes before the deadline) I submitted my work. Barley before the site went down! Got lucky 😉 Time used: 32 hours Sleep: 15 hours Tools:Autodesk 3dsmax, Adobe Illustrator, paintToolSai, Audicity, Anvil Studio, Visual Studio 2010, D3d MeshViewer, Irrlicht and Irrklang.

Tips and do’s:

  • Set up 2 folders, one for a clean release test, one quite clean for debugging.
  • Write down the games basics and rules,
  • Sketch the technical design
  • Build a simple prototype on which you can later improve the games visuals.
  • Take regular breaks! Work 60~90 minutes with a small break, like: running through your house, going outside for 10 minutes, they improves your motivation and precision!
  • Always make sure to write it down, it makes it easier to decide if its possible
  • Chat on the IRC channel with others, use your time and chat later, in small breaks or afterwards.
  • Sleep less, when you have less sleep it will lower your creativity, bug tracking and other skills.

TheGirl

My game can be found here.

Thank you for reading the “How Did I Do it”.

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