Posts Tagged ‘javascript’

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Finding Home - Storybook game by Alex Bezuska

I had a really great time working on this project, I went into the jam wanting to test my solo skills.

I had never made a jam game entirely by myself before, I usually do most of the art for the games I work on.
I created this game with SuperPowers which is uses HTML5, WebGL, and JavaScript.

Finding Home - Storybook game by Alex Bezuska

Finding Home - Storybook game by Alex Bezuska

 

Play & Rate Today!
(Playable in your browser.)

Finding Home - Storybook game by Alex Bezuska

 

 

finding-home-branch

I ported WebGL version of my game!

Posted by (twitter: @geekdima)
Monday, December 12th, 2016 1:54 pm

Hey! So finally I found out why my WebGL build crashed, not enough memory! I gave it half a gig, hopefully it’s not too much for people with low-end specs.

WebGL!

WebGL!

You can play it on the game page, or GameJolt.

Now let’s get back to playing games!

AYAYAY We’re still working but it’s ok

Posted by (twitter: @mysweetwhomp)
Monday, December 12th, 2016 8:58 am

Late but not dead, we’re still working on BullyBully classroom. Almost all the gameplay features are implemented but we still have a long road before us before we can bully a lot of children.

Stay tuned!

BullyBully Classroom : the fight is on

Posted by (twitter: @mysweetwhomp)
Sunday, December 11th, 2016 9:08 am

MockupCropped(Click on the image to see fullsize)

BullyBully Classroom is a Tactical RPG in which you play as Harissa and her gang of bullies. You beat up nerdy kids on a daily basis, but that’s sort of mean.

Will you finally give up your evil ways?

p5.js experimentation/prep = code for all

Posted by (twitter: @avaskoog)
Friday, December 9th, 2016 4:49 pm

After using Unity for most of our more recent entries, I’m considering trying something simpler out this time, and just a few days ago I found out about a JavaScript framework called p5.js, which is basically a JS port of the Java framework Processing, in case anybody’s familiar with that. It makes it simple enough to draw things and play sounds in the browser in no time.

In order to learn how to use it and to get some fundamental stuff going (animated sprites, for example), I wrote up a few JS “classes” today. I’m still not sure whether I’ll be using p5.js at all, but in case somebody else wants to use my boilerplate stuff, feel free! c:

A glorious demo (live [warning: thunder audio at the beginning]: http://formo.ninja/LD37/test/):

View post on imgur.com

Fundamental files:

Less interesting but perhaps handy…

You’ll need to tie it up yourself, but I’m sure you can figure it out. The sprite and animation classes want an object from loadImage() and the animation requires a delta time, which you can calculate easily by using millis(). Animation class in particular is a bit tricky perhaps, with a bunch of settings, so read the comments in the file.

 

Na-na-na-na-na-na-na-na SHAPEMAN!!!!

Posted by
Friday, April 29th, 2016 7:05 am

Inspired by bullet hell games, sandbox games, and pac-man, we introduce to you: SHAPEMAN!  This is our first time collaborating on a software project and the first time submitting a LD Jam.  I think we came up with a fun and challenging game. We have some regrets, but I think we learned a lot for LD#36!

Shapes attack you if you are a different shape…

You can eat similar shapes, but they run away if you…

Beat the stage by eating enough shapes before you are attacked too many times!

Try it out here!
WARNING: There is an audio bug in the original submission, so you may want to reduce the volume.  Bug is fixed if you download from Github.

Let us know what you think!  Comments and github issues are welcomed!

Transmuto – post mortem

Posted by
Monday, April 18th, 2016 4:35 pm
Transmuto
 ________                                                                 __               
|        \                                                               |  \              
 \$$$$$$$$______   ______   _______    _______  ______ ____   __    __  _| $$_     ______  
   | $$  /      \ |      \ |       \  /       \|      \    \ |  \  |  \|   $$ \   /      \ 
   | $$ |  $$$$$$\ \$$$$$$\| $$$$$$$\|  $$$$$$$| $$$$$$\$$$$\| $$  | $$ \$$$$$$  |  $$$$$$\
   | $$ | $$   \$$/      $$| $$  | $$ \$$    \ | $$ | $$ | $$| $$  | $$  | $$ __ | $$  | $$
   | $$ | $$     |  $$$$$$$| $$  | $$ _\$$$$$$\| $$ | $$ | $$| $$__/ $$  | $$|  \| $$__/ $$
   | $$ | $$      \$$    $$| $$  | $$|       $$| $$ | $$ | $$ \$$    $$   \$$  $$ \$$    $$
    \$$  \$$       \$$$$$$$ \$$   \$$ \$$$$$$$  \$$  \$$  \$$  \$$$$$$     \$$$$   \$$$$$$ 

 

Second Ludum Dare for me. I decided to change it up a bit and learn something new. So I went with the JavaScript/Typescript + Three.js + Physi.js. This was my first time doing anything in JavaScript so learning that and TypeScript a few hours before the compo was fun. I used TypeScript since I’m used to OOP and static typing through Java. Using TypeScript brought some problems though, since the definition files from definitelytyped.org were not completely accurate for Physi.js.

At first I didn’t like the theme, I already had a killer idea of a puzzle game for Everything is connected. I wanted to have 3D and physics in this game since thats fun to tinker with. Brainstorming took place and I ended up with Transmuto – a game about shooting polyhedrons. You yourself are a polyhedron, you shoot your own shape, while your enemies are only vulnerable to their own shape. You shapeshift after collecting positive and negative polygons.

What went right

  • I like the audio. Making it on audiotool.com/app/ was fun.
  • Graphics are okay too. I had some custom shaders in mind, I wanted nice smooth shadows and a rather clean look. But I simply didn’t have time.
  • In the end I think its playable, I improved from last time, definitely made it much easier and balanced as I was close to submitting.
  • I learned JavaScript/TypeScript.

What went wrong

  • I struggled with physics. The Physi.js docs are almost non-existent and combined with the Typescript definitions not being annotated, I ended up fixing a bug as simple as extends Physijs.Mesh -> extends Physijs.SphereMesh for 5 hours on the first day.
  • I didn’t have time for proper level design and just adding more features I thought of. ^^

 

Hello it’s me!

Posted by
Sunday, April 17th, 2016 8:32 pm

My entry plz

Wow. Wow. It’s finished.
Well I need to call it “Finished”.

But its Fun! And you know. It let you expand your horizons!
So be nice. Play with it.

I’m not responsible for any harm. Really.
2016-04-18-031222_588x541_scrot 2016-04-18-031228_249x212_scrot

We’re in!

Posted by (twitter: @thecodingcouple)
Friday, April 15th, 2016 6:47 pm

I am participating Ludum Dare 35 with my husband!

We will be tweeting our progress on Twitter:  @thecodingcouple!

 

We plan using JavaScript with the Phaser game library.

 

UPDATE: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=20948

Hello for Forth time!

Posted by (twitter: @Zegis_)
Friday, April 15th, 2016 5:46 pm

I’m in!

After some time I decided to join LD once again~! You can know me from 29, 30 or 32 Ludum Dare, where I submitted Treasure Seeker, Untangle and… a “post mortem of failure” – simple post describing why I failed on 32nd Ludum Dare.
So my LD score is right now 2 successes, 1 failure. and 2 skipped jams. Hope on Monday my score will be: 3.1.2 :)

About me
All-time dreamer, and trekker. I traveled length and breadth of almost all polish mountain ranges. In my daily life I’m .NET software developer working with enterprise times web application. In those few bits of time when I’m not dream, trek or work I create games and write on my blog about more interesting software problems I faced.
You can find my latest projects on my github profile.

My tools
Once again I’ll abandon my favorite c++ try to make something in phaser.js.

Planning: Pen&Paper – you can look for my crapy diagrams this time, too!
Text-editor of choice: Notepad ++.
Art: MS Paint and GIMP.
Sound: Audacity with my guitar!
Source version control system: Git hosted via github.

Treasure Seeker
Untangle

Good luck, Friends!

Hoping that I’m in

Posted by
Friday, April 15th, 2016 4:55 am

The whole grad school and mid-terms week thing totally cramps my LD style, but if I can finish one short paper in the next 15 hours, I’ll be in for LD#35!  Probably won’t be able to put an optimal number of hours into it, but I hope I’ll at least get *something* done.  Probably will stick with my now-normal tools of JavaScript, NotePad++, and GIMP since I haven’t had any time to prep for anything different.  Good luck, all!

Thoughts on Each Final Theme …and I’m in!

Posted by (twitter: @deathraygames)
Wednesday, April 13th, 2016 11:22 pm

I went through each theme and wrote up a game idea or a reason why I don’t like the theme: http://deathraygames.tumblr.com/post/142775660982/final-theme-voting-for-ldjam-ld35-and-my

7 green, 5 yellow, 8 red. I’m excited that there are quite a few good themes on the list!

In case it wasn’t obvious: I’m in. It will be my 11th consecutive Ludum Dare. I guess that makes me a veteran?

I’ll be working with my usual toolset:

  • JavaScript, HTML, CSS, all written in a Sublime editor and tested in Chrome.
  • For artwork I’ll be trying to do it all in Pickle (I loved Pickle 1, so I recently bought Pickle 2; I’ve seen a lot of bugs in it so far, but it’s too late to switch editors now).
  • Libraries: probably just my open source RocketBoots set of game-building tools, with jQuery, and possibly another OSS js library if I get experimental.
  • Sound/Music: Maybe bfxr for a few sounds, but it’s probably better off if I don’t attempt music and leave it quiet.

I’m also going to try to take on the additional challenge of limiting myself to 64 pixels x 64 pixels for the low rez game jam. I’m also excited to try out this color palette that I’ve admired for a while. We’ll see how it goes…

Good luck to everyone!

My Phaser template for the compo

Posted by
Tuesday, April 12th, 2016 3:02 pm

So, as I’m going with Phaser (again), I decided to get my simple template together actually before the compo and then not waste hours on end trying to get transpiling and all the other things to work 😀

If anyone else is in need of a Phaser Template that allows you to use ES6 and comes with some Phaser states (Boot, Preload, Mainmenu and Game) and a single cursor-key-movable sprite, then here you go!

https://github.com/hunttis/phaser-ld-template

Presenting DIV Games Studio for LD #35

Posted by (twitter: @TheMikeDX)
Wednesday, March 16th, 2016 4:31 pm

Back in 2000, DIV Games Studio was released in the UK as a complete all in one package for creating games (including a graphical editor) and delighted many users who went on to have successful programming careers, including MDickie who currently has literally MILLIONS of downloads on the android app stores.

DIV was put to rest in 2005 due to being DOS only, but after 10 years sleep, it is now back and ready to compete with the modern world.

A group of us at DIV ARENA are planning to enter LD #35 using DIV Games studio, and exporting our entries to all the modern systems we can (including windows, linux, android, javascript/html, open pandora, gcw and others).

you may even be surprised with what we achieve!

Looking forward to it. See you there :)

 

 

Tile Risers Postmortem

Posted by (twitter: @etodd_)
Monday, December 28th, 2015 10:25 am

Friday 21:15

Fifteen minutes after the theme announcement, my friend Ben Homan walks through my front door. Not really my front door, I’m just a subletter. But this is a first. Normally he ignores our instructions to walk in without knocking. The first time, he texted me from the driveway.

21:30

Jesse Kooner walks in, also unannounced, bearing frozen pizza. Before he can even kick his shoes off, I loudly explain the theme: a never-before-seen tie between “growing” and “two-button controls”.

21:45

Jesse has no laptop. I dig out an old one from my closet. I plug it in and start working on a few Windows updates. 72 to be exact.

Meanwhile, we decide which technology to use. Jesse’s less code-focused skillset leads him to prefer Unity, while Ben wants to use the weekend as an opportunity to become more familiar with Node.js. We decide on Node.js. Jesse will provide creative input and artwork.

22:30

My roommates, a brother and sister, arrive home from an apparently underwhelming Christmas light show. The concept of a game jam is foreign to them, but they’re good sports. We spend a half hour playing QWOP with them.

23:00

Our design parameters:

  • Multiplayer. Otherwise, what’s the point of Node.js?
  • Probably 2D due to the limited timeframe. Although Jesse is more comfortable working in 3D.

Jesse originally suggested doing this competition a few weeks ago, when he wanted to create a mash-up of “Cookie Clicker” and a tower defense game. He resurrects the idea now, only halfway joking.

Ben likes the idea of a multiplayer vine growing game. I’m partial to a text-based social game about growing a social media brand. No one commits to anything yet.

Ben is not a big gamer, so I pull up a few famous HTML5 games on his laptop. Cursors.io. Agar.io. 2048. This last one interests me in particular, as it involves growing numbers.

23:15

I’m pitching Ben and Jesse on a multiplayer version of 2048. I envision a free-roaming world filled with numbered tiles to collect. Instead of collapsing numbers together against the edges of the board, players would find walls and structures within the world to collapse their numbers against.

23:30

  • How can two or more games of 2048 occur simultaneously on the same board? In normal 2048, the player controls all tiles on the board. We decide to give each player a unique color, and allow them to assimilate unclaimed, grayed-out tiles.
  • What happens when tiles from two players meet? We decide that whoever moves first gets to own the resulting collapsed tile from a move.
  • How do players traverse through the world? We toss around the idea of procedural generation, but eventually decide on hand-crafted, linear levels linked together via portals.
  • This raises the question: how do the portals work? And what happens to a player’s tiles once they exit a level?

Top right corner: our confidence that we’ll actually finish the thing.

Saturday 00:30

We’ve eaten two pizzas. We have a Git repository and a Slack instance which is ultimately only used to test out amusing Slackbot responses.

Although the game is 2D, we decide on a 3D art style with an orthographic projection, to allow Jesse to use his skills in Maya LT, which he promptly installs on my old laptop.

Ben works on the server with Node.js, while I start on the client with Three.js.

02:30

Ben heads home first, then Jesse. I pass out on my bedroom floor.

You can see we’re already struggling with the name.

08:30

I wake to find Ben working in the kitchen. He spends the morning building boiler plate for the server, while I work out some Three.js details.

13:30

I return from a run just in time to catch Jesse pulling up with donuts. After lunch, he and I spend the next few hours working out a pipeline between Maya and Three.js.

16:00

I tweet our first screenshot, featuring colorized instances of Jesse’s tree model displayed in a horribly distorted orthographic projection.

18:00

Without the server API to code against, I run out of things to do on the client. Ben finishes the data model, but he has trouble conceptualizing the rules for player movement. I haul my laptop over to indulge in some good old-fashioned pair programming.

19:00

Break for dinner. Burritos. Jokes.

21:00

Jesse continues modelling. With the basic API done, I start working to make the client consume it. Ben works on an image loader. We want to design the levels in GIMP.

23:00

Ben takes off. I’ve got player movement, animations, and tile numbers done.

Sunday 00:30

Multiplayer works. Jesse and I play a few games against each other. It’s fun! It’s a game! We work out some issues with the level loading code and try to get an interesting level loaded.

02:00

Problem: it’s pretty easy for one player to gain the upper hand and quickly assimilate all the tiles on the board, making it impossible for other players to move and grow.

02:30

Solution! Players should only control tiles within a certain radius of their “center”. Outlier tiles are grayed out, free to be picked up by other players.

03:15

Fix implemented. Jesse heads home and I turn in.

09:15

Tweet another screenshot before heading to church.

At this point, I’m having an existential crisis about the name. I fire off a few panicked texts about it.

12:30

Ben and I are back to the grindstone. Jesse arrives with sandwiches and more donuts! Ben adds a cool username feature, but we eventually axe it to keep things simple.

15:00

Tweaks and bug fixes all day. Ben works on the level format, while Jesse lays out some levels in GIMP.

17:00

More polish. I put in Jesse’s cloud models and a “connecting” spinner.

19:00

We finally brainstorm a name: Tile Risers. Jesse whips up a logo in Maya. We go through seven iterations before everything lines up in our janky export pipeline.

20:00

I spin up a Digital Ocean droplet, allocate an S3 bucket, commit the production URLs, and start filling out the submission form.

21:00

Time’s up! Fortunately, we have another hour to submit. I later found out I misread the rules, and we actually had a whole extra 24 hours. At any rate, we were done. I commit two small bug fixes after submission, which is within guidelines.

Conclusion

Mirrored on my blog

GURU

Posted by
Monday, December 14th, 2015 8:10 pm

GURU

We made a card game called GURU. Hope you like it!

Click here or on the screenshot to go and play the game!

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