Posts Tagged ‘HaXeFlixel’

I won’t make it.

Posted by (twitter: @https://twitter.com/camiloei)
Sunday, August 23rd, 2015 7:25 pm

My game have so many bugs that i can’t find a way to resolve all of them in this short time.  I think i’m out of the compo :-( .

i aimed too much on a story focused game, and that takes a lot of time. my error.

I’m not sad (or not so much), i worked a lot this two days and was an incredible experience :-) i’ll try my best again the next time.

if you want to play my game its current state, clone my repo: https://github.com/camiloei/LD33 it’s a haxeflixel project.

see you later LDJAM, Gnight and good luck to everyone!

You are the monster theme. progress#2

Posted by (twitter: @https://twitter.com/camiloei)
Saturday, August 22nd, 2015 10:40 pm

you have been sent to the earth to accomplish an important mission. here you are a monster, people hates you, but in your planet you’re a normal dude. so … it can be difficult.

progress:

-intro cutscenes: completed.

-firsts gameplay scenes: completed.

and… have to do a lot of work still (i’m not an artist, so make art take me a lot of time).

tomorrow: MUSIC and SOUNDS DAY 😀 (if i finish the code stuff tonight).

title: i have a couple of ideas but nothing defined yet.

 

 

Finally Started

Posted by (twitter: @gamepopper)
Saturday, August 22nd, 2015 7:57 pm

Yeah I know, I’ve left it super late, but with falling a sleep Friday evening and hanging out with friends Saturday, this was the best time I could start.

My idea is that you play an actor who is running late for a show where he plays a monster, all he needs to do is find you’re costume and get out. However you have no memory of where you put the costume items, they could be anywhere. So you must search the house and leave the room before time runs out.

This is what I’ve managed to produce in HaxeFlixel, with the use of Piskel for the sprites.

I’m in!

Posted by (twitter: @RobotMeal)
Thursday, August 20th, 2015 2:27 pm

I’m in!

Haxe / HaxeFlixel
BFXR
Aseprite
FlashDevelop

brain gun post-mortem

Posted by
Monday, April 20th, 2015 5:32 pm

i think it is about time to write the post-mortem for my game “braingun” . so first things first :

idea :

i woke up at 6:00 am which was around 3 hours after the jam started here in Egypt . i was very glad this theme was chosen because there were  a lot of interesting ideas that can be done with it . and in about an hour i managed to think of about 5-6 ideas . the last one was about giving the main character an unconventional weapon .. his brain only  .. so he can’t carry weapons or hurt others .. although he can persuade them to follow him using his brain .

i felt like that could lead to some interesting mechanics beside i have always wanted to made that sort of real-time strategy games .. so i choose it .

what went right :

1- the tools :

i have had some hard-were problems with my laptop for a while .. so my laptop can suddenly shutdown for no reason and i had no time to fix it before the jam because i was busy with college .. so i didn’t think it will be smart to use windows because windows takes more time to restart and it breaks down more frequently than Linux .. but all my gamedev life was on windows . and i was thinking of using Flixel or Unity for this jam . but since i couldn’t help it i decided i am going Haxeflixel on Linux with sublime-text  .. and it was “Awesome” . it felt much more fun to compile and debug using terminal and i didn’t waste anytime to get used to the tools . also i used gimp for graphics and Bfxr for sound effects and they did the job perfectly . which encourages me to enter more Jams using Linux 😀 .

2- the graphics : in all my jams i used to use some colored boxes for sprites at first and then draw the necessary art later . but this time i decided to switch and start with graphics at first . and i believe i made the right choice . since i used to do a lot of complex actions that requires more complex animation to be made . but since my mind usually is so focused on the engine .. i always produce some low quality art  that ruins the game experience . another thing is because i used such a basic art style it gave more chance to focus my effort on the game play .

what went wrong :

1- the idea :

although i am still happy with the idea .. i still believe it was a little too ambitious . i wanted to add a lot of stuff that could have made the game way more fun . but i couldn’t to time limitation .

2- the AI :

games of this genre usually feature a lot of complex AI transitions and states and an Finite state machine is usually defined at first to control how the entity should act on the game . but for this game .. the problem was i had no idea what the final AI should be like . i had a basic concept which was that the player should be able to control his followers but i had no idea how ?!! . so i would just add a state or an action after the other and then go back to add transitions using if statements between them .  which cause me a lot of headache because the code structure was getting more complex every time i add anything . and it made it much harder to catch and fix bugs .

 

Conclusion :

so maybe the end game was less than what i aimed for , but i am still proud of myself that i finished it and that i worked > 30 hour in only 48 hours 😀 .

and with that my friends i declare this as my 4th finished LDJam game and my 8th finished Jam 😀 .

see you in other jams 😀 😀 .

 

I’m in

Posted by (twitter: @EdoardoLopes)
Friday, April 17th, 2015 2:59 pm

I’m in, i have two important things to do this weekend, but i’ll try hard to have a game at the end of this ludum dare!

I’ll use:

GIMP for visual stuff

SunVox for music

HaxeFlixel as game engine! I have this base code on github!

 

I’m planning to have a link for people play my game while i’m developing, i’ll update each new feature! I’ll post the link on my twitter when i got something working, if you’re interesting in this, here’s my twitter: @EdoardoLopes!

 

Good luck everyone! Let’s have fun!

Snowman is not dead !

Posted by (twitter: @BuzzJeux)
Monday, December 29th, 2014 9:53 am

Time to say thank you all for ur rating/comment for my first LD !

I learned a lot of this exp with my Snow-koban like game and i hope i do better for the next LD!

Good luck to all ! 😉

PLAY IT HERE !

Down the Rabbit Hole Post-mortem

Posted by (twitter: @cxsquared)
Monday, December 22nd, 2014 3:02 pm

Down The Rabbit Hole

This was my first Ludum Dare (though not my first game jam) so I thought I do a little post-mortem about my experience. First off Ludum Dare is now my favorite game jam I’ve been in and I can’t wait to do another one. The community is the best game developer community I’ve ever seen. Now to the post-mortem thing. My main goal was to just finish a game. The game didn’t have to be fancy, I wasn’t trying to make some ground breaking new game mechanic, and the game didn’t have to be crazy good. I did however want to try and create a fairly complete and semi-polished game, and I think I did a decent job at that.


 

What I used…

  • For programming I used Haxe and HaxeFlixel.
  • For music I used Logic Pro.
  • For sound effects I used SFXR and more specifically the SFXR library for HaXe.
  • For the art and levels I used PyxelEdit.

What went right…

  • Music
    Music and audio was my passion long before programming was so I did want to try and make a cohesive audio (music/sfx) experience. I was very proud of how well the music set the tone for my game. I do wish I had a little more time to mix the music but not having time is kinda the norm for a game jam. The sound effects where made using SFXR and were actually generated with code instead of being prerecorded sounds. Using the SFXR library for haxe actually allowed me to create multiple sound effects really fast. That allowed me to create less repetitive and more interesting sound effects. My biggest surprise was how well the sound effects mixed with the music. Overall the sound effects were the biggest improvement to the game with the least amount of time spent on them.
  • Story
    Near the end of the compo I though my game was a little too short so I added some text in between each level. I can’t tell you how much this gave my game personality and that personality took my game from a standard platformer to something more. Just a few lines of text added a lot to my game. I think adding a little story/text to any game, especially one made for a game jam, can make it so much better.

What went wrong…

  • Ideas/Gameplay
    The theme threw me off a little but I stuck too it. I’m glad I stuck to the theme but wish I would have had the knowledge to create my initial idea. Looking back I should have tried to come up with a simpler idea that I knew I could pull off at the start. Trying to do something that I hadn’t even remotely done before cost me a whole day of work. In the end I think my simple idea of just a platformer turned out much better than my original idea.
  • Code Knowledge
    Game jams are the best place to learn new things but being my first Ludum Dare I was more interested in the competition aspect of it all. I just wanted a decent game that would hopefully place semi-well in the compo. That said I should have made myself a little more knowledgeable about the framework I was using. This didn’t hurt me a lot, but I wish I would of had a better grasp on the framework I was using to give me more time for content creation and polish.

 

Final words…
I think my game turned out pretty well for my first Ludum Dare. I’m really happy how everything came together and I can’t wait for the next one. The best thing about this jam is the community and how nice they are. I’ve received a bunch of helpful comments and not one hateful statement. The community surrounding Ludum Dare is a great one.

Thanks for reading this and it would be cool if you checked out my game []. If you leave a comment I will 100% go play and rate your game. Even if you don’t play my game there is a chance I’ll play yours. I’m aiming to play at least 250 games by the end of judging.

 

Kitch’s Postmortem

Posted by (twitter: @KitchsTweets)
Sunday, December 14th, 2014 12:07 pm

The Game

bbdTitleBig

PLAY ME NOW!

 

The History

I guess I should start out by saying that is my fourth Ludum Dare. I haven’t been able to participate in a while, for reasons, but I got the opportunity to participate in Ludum Dare #31.

If you are curious, my previous Ludum Dare entries were Voxterium (LD22), Mage Duel (LD23), and # (LD26).

Preperation

My three previous Ludum Dare entries were all done in XNA. For my next “real” project, I wanted to get away from the XNA framework, and try something a little more… um… well… supported. Also, wanted to finally do a web game for this competition, to get rid of all the stigmas of running a windows only game that required a redistributable.

I decided to give Haxe a run, as it seemed to be pretty straight forward, and of course it’s cross platform features are extremely interesting. And, hey, making a game in 48 hours is a good way to learn a new language, right?

The Build

When the theme was announced, my mind was blank. After like an hour of pacing my office and staring at a blank screen, this one just sort of popped in there.  No idea where it came from or why.

Having done this compo three times before, I had a pretty good idea of what pacing should be… but like the other LD’s I threw that to the wind. Taking into account I was learning a new programming language, I allotted more time for programming. That being the case, when I got into the programming part, HaxeFlixel was sooo easy to use, and so well documented (for this sort of game), that I felt like I could spend more time on the audio and graphics, and I did. Overall, the process went really well and I actually finished a couple hours early.

Targeting the web was kind of a cool experience as well. I was able to post early builds, and get feedback. This helped a lot with finding some glaring issues. One was a bad design decision with the second control (below), that would have been disastrous, had it not been pointed out to me early.

bbd_play

What went right

  • I think the game turned out pretty ok.
  • I learned a lot about a new language.
  • I made a web game!

What went wrong

  • Some of the controls are awkward. Some extra time could have been spent on making them more intuitive.
  • Would have liked to spend more time on the music

Plans for the Future

I would like to spend some time on a post-compo version. It doesn’t feel complete right now. Some games just feel like they deserve to be fleshed out.

I have received a number of good suggestions and insights on where this game could go, and I totally agree.  I also have a lot of ideas I would have liked to implement.. but you know… time… It will also help me to get even more familiar with Haxe, as I believe it can be a great platform for my next game project.

Conclusion

Had a blast last weekend making the game, and have had a great time playing your games. Can’t wait to play more! I wish you all a great Ludum Dare!

Love,
Ross

SnowKoban is alive ! (almost)

Posted by (twitter: @BuzzJeux)
Monday, December 8th, 2014 7:25 pm

Just finished my first participation to the Ludum Dare !

 

screen-3

 

PLAY IT !

 

ld31_00

Play (and rate) it here!

Incep…I mean conception phase

On Friday evening I started brainstorming for the possible themes, paying some special attention to the now forgotten ☃. I wasn’t particularly keen on it, but judging from people’s reactions on the internet there was a high probability of it being selected. It also felt  particularly appropriate, as by the time I was scribbling possible game concepts I was freezing in the cold waiting for a gig.

IMG_20141205_221948

I regret nothing!

That hour and a half yielded red fingers and around 3 notebook pages of quick and more or less bizarre thoughts, references and ideas. “Entire game…”, as you can see, didn’t get too much love back then (In case you’re curious, I’d just written  something like “taking advantage of the UI elements as parts of the gameplay”).
brainstorming

Flash forward to Saturday morning. At that point I learn about the chosen theme, curse for around 30s and put my mind to work. While it wasn’t among my favourites by a league, I generally don’t make a big drama about the theme as I can’t fully understand it (the drama) either. I’ve read many complaints about it not being a real theme but a technical constraint, too restrictive, too generic, etc, etc. Even though some of these can be valid points, to me they don’t carry enough weight as to get angry over it. In fact, I feel that restrictions more often than not enhance creativity rather than hinder it, as they force you to get out of your comfort zone, think in a different way and try out unknown routes that can end up in interesting, original takes (as a proof, I’ve already played several today. I’m amazed at what people can accomplish). In this specific case I thought that the theme might work in several ways: as a technical restriction (no scrolling, no separate levels,…) or as…well, a theme (surveillance,…). Waves of stuff coming at you (a reverse beat ‘em up, for instance), monitoring some action through a display, shooting ranges, fighting, multiple levels crammed into a single view, puzzle games or single-screen arcade games, etc, etc… All of them seemed like some viable approaches. At some point I seriously even considered to make a TV broadcast programming simulator, but luckily discarded it when I realised that it would probably go way out of scope. In the end I decided to follow the arcade approach and started looking for references.

A couple of screenshots of good old Arabian, some helpful advice and references from Zener pointing me in the right direction, and thus the main concept for Dungeon of Jest was born: A single-screen platformer with a single level where sections of it change as you progress around the game, giving the impression that the dungeon is trolling our hero, giving her a more difficult time.

references

Arabian and King’s Valley 2

What went right

  • Level design on paper first. Other times I’ve focused on building the systems first and then building some crappy, nonsensical maps at the end, which just doesn’t work. This time I tried the other way around, and while the game can still use A LOT more level design work in terms of progression, pacing and more levels (obviously!) having paper designs helped me focus on what I needed done, and create a more fun experience than in previous editions.
  • Well-defined scope. Following from the references and the layouts for the levels, the scope of what I had to do became a lot clearer and easier to achieve. I had to give up lots of polish-related stuff (tweaking gameplay, better assets, animations, visual effects, music, better audio…), but most of the core experience made it to the game.
  • Dynamic level transformation. Implementing the section changes was easier than I expected. I kept separate level files, and then computed lists of changes in tiles and entities to move from one to the next. I could have made it more general (it could be interesting for a hypothetical future), but the first implementation worked well enough for the compo scope.
  • Last-minute dialogue text. Since the beginning I had wanted to make the character speak when key events happened to provide a bit of humour, guidance and context to the narrative (well, the game has no narrative at all, but it was in the backlog), but I left that for the final stretch. Luckily I could add it and I think that it was worth it.
  • Language/Library choice: This is the second game I build on Haxeflixel, and I’m very happy with it. It frees you from a lot of the groundwork and building for several targets is absurdly easy. This time I even managed to build an Html5 version.
  • Knowledge from past games.

What could have gone better

  • Knowledge from past games. Wait, what? Wasn’t this on the “good“ side? Well, yes. However, even if I mentioned that I applied some of the ideas learned in previous editions, the lack of a code base made me reinvent the wheel in some areas that I shouldn’t have had to. Entity and map management was the main example, especially since I used the exact same technology (Haxeflixel + Tiled) from the last game. D’oh!!
  • Belated technology choice. I wasn’t sure if I would use Unity or Haxe until I had most of the design work done, and I think that gave me a late start.
  • Lack of levels and gameplay polish. 3 levels are just too few and several people have already told me so. What’s worse, it is detrimental to the whole “What the…? The dungeon changed again!” feeling I wanted to convey.
    A better idea given the time constraints would have probably been to define a smaller level layout (with 25×20 there were lots of empty space) and create more of them.
  • Lack of visual/sound polish. I’ve estimated that I worked on the game about 30h, of which I prioritized basic gameplay over production values (which take me longer to create that I’d like to). This becomes evident on the lackluster graphics, no music, animations or any visual effect, plus the crappy sounds (added in the last half hour before submission). This area is definitely something that I need to, and want to improve in the future.
  • No narrative. The “take the orb to win” goal is simple, but void of any context. I wanted to have some background story and have it reflected in the gameplay, but that would’ve forced me to devote more time to asset creation (GOTO previous epigraph). Again, this is something I want to tackle in future games.

Conclusion and ideas for the future

I came out pretty happy with the game this time, even though there are lots of room for improvement. To everything that I’ve already mentioned there are lots of things that could make DoJ more interesting (or bloat it :D). For example, just to name a few:

  • More “levels”, obviously. I’ve said this already, but I can’t stress enough how vital this would be.
  • Having more than one “orb” at a single time, each of them triggering different section changes, for enhanced depth and all-new level design balancing headaches.
  • Procedural generation <3
  • More classic platforming features: Traps, puzzles, swings…you name it!
  • More enemies and more complex AI
  • More work on existing gameplay elements: better jumps, ladder docking…
  • Final bosses and new gameplay mechanics incorporated as you progress around the game, a la Castlevania.

I don’t know if I’ll make a post-compo version with some of these changes (I always say that I will and then don’t do anything, so I’m not going to fool myself this time), but for the next time I definitely hope to at least come better prepared in terms of code (have the language choice clear from the start, ffs!), and become faster (and better!) at asset creation. Well, and probably synthesize a bit more on the postmortem. If you’ve managed to read all the way until here, thank you!

Last rush before the line with SnowKoban !

Posted by (twitter: @BuzzJeux)
Monday, December 8th, 2014 1:28 pm

Out for the Compo but maybe not for the Jam ? (i hope!).

Too many bugs remains for now.. try to fix it now !

SnowKoban Preview

Bag it, Tag it

Posted by (twitter: @KitchsTweets)
Sunday, December 7th, 2014 4:05 pm

Sell it to the butcher in the store…  My LD 31 game, Beat Bop Delicious! is done and posted.

My submission page can be seen by clicking on this text.

My game can be played by clicking on this text.

bbd_play

 

Wow, that was a lot of fun.  I was really nervous going into this one because

  • This was my first web game.
  • This was my first non-tutorial following game with Haxe and Haxeflixel.
  • The Internet people decided this would be the best weekend to pull their trucks into my neighborhood and tear stuff up.

But, the Haxe and Haxeflixel documentation is outstanding, I did have a smart phone to browse documentation (a fun way to go about it if you’re bored) and some of the web based stuff from 1996 did carry on to today.

Hope my game is fun, and can’t wait to play yours!

Love,

Ross

Kitch’s Update

Posted by (twitter: @KitchsTweets)
Sunday, December 7th, 2014 1:24 pm

Finishing up.  Just tweaking some vars and adding a bit of polish.

Even has a name, “Beat, Bop, Delicious!”

bbdTitleBig

Its a sort of hectic button pushing / knob turning / slider sliding game.  Little different than anything I’ve done so far, both in gameplay, and the fact that it can be played on the web.

bbd_play

Now just to finish up, and work on some items for my submission.  Then a nap… a long nap..

Next Update > Levels design..

Posted by (twitter: @BuzzJeux)
Sunday, December 7th, 2014 8:09 am

Working on the levels of my game with Tiled and im very late :/

leveledit

Kitch’s Update

Posted by (twitter: @KitchsTweets)
Saturday, December 6th, 2014 10:12 pm

28 Hours in and… I have a playable version here http://picardy-third.com/fiddling/index.html

This is my 1st web game ever,  2nd experience with HaxeFlixel, and 3rd experience with Haxe.  Liking it a lot  so far.

  • Gameplay…..Check
  • Music………..Check
  • Graphics…….Check
  • Knobs and buttons and junk…. Check

Knobs and buttons and stuff

On the todo list for tommorow :

  • Button and knob sounds
  • Balancing… like… a lot…

Stretch goals

  • Online high scores

We’ll see… oh yes.. we’ll see.

Hope everyone else is having as much of a ball as I am.

 

 

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