Posts Tagged ‘ldjam’

Until Tomorrow

Posted by
Tuesday, April 25th, 2017 10:00 pm

JAM ENTRY: Blomst 🌻

Posted by (twitter: @avaskoog)
Tuesday, April 25th, 2017 11:07 am

Help the little astronaut give life to a barren rock by planting, harvesting, buying and selling seeds and building up an atmosphere! ♥︎

Ava and Marte made an LD jam game for the 9th time in a row! Woah!

GO HERE TO PLAY: https://ldjam.com/events/ludum-dare/38/blomst

Skjermbilde 2017-04-25 kl. 05.03.06-kopi

Crossposting because unsure where people hang out now! Hope that’s OK!

Congrats everyone! (AND IMPORTANT NEWS WHEN IT COMES TO RESULTS)

Posted by (twitter: @TheFish523)
Monday, January 2nd, 2017 9:05 pm

It sucks we couldn’t get all the games rated, but I’m happy we all got plenty played, and rated.

 

Heres what the official Ludum Dare twitter posted, incase you guys missed it:

“Fyi: Results for Ludum Dare 37 won’t be live immediately after the clock strikes zero, It’s gonna be a few hours. #LDJAM”

 

Im not sure I can stay up anymore than I already have, so I’ll have to check it in the morning. Again I hope you all had a fantastic jam!

Thank you all for such a great Ludum Dare!

Posted by (twitter: @TheFish523)
Monday, January 2nd, 2017 3:10 pm

I gotta say this Ludum has been one of the best so far for me. (Even though it’s only my second one) Alot of people played my game compared to my last game (Seriously like 6 times as many people). I’ve learned alot from this jam. And I appreciate the mountain of feedback you guys have given me.  I’ve had 3 YouTubers play my game and even some streamers.

Two things really stood out.

1: How motivated you can get when there’s 3 hours left in the jam (Seriously I got more content in those 3 hours than I did the first day).

2: The community.

What do I mean by community? Well, what do ya think? The out-pour of feedback, and the downloads and ratings adding up everyday, I even got a guy on twitter who said I inspired him to participate in the next jam! it’s just a fantastic feeling.

Overall, I think 2017 is gonna be a great year for game development. You all ignited a fire of passion inside me, and Intend to use it. Again, thank you all so much, and I hope to see you in the next JAM!

 

Cheers,

FisherG.

 

Cute

 

PS: IF you want to play my game, you can find it here

Ayup, Cute

 

I made A lil’ Christmas Update for my game. (4 days late to say this)

Its really cute and gives the game a BIG BUTTLOAD OF NEW FEATURES!!!

Including: – A REALLY SUPER RAD SNOW EFFECT. – A REALLY RAD SUPER SANTA HAT;

 

OH MY JEE WIZ THATS ALOT OF STUFF!!! With all this content, you’ll be playing for hours! Why not check it out here!

 

 

 

sarcasm is best.. uh.. ism.

Postmortem Time!

Posted by
Friday, December 23rd, 2016 1:40 pm

title

Postmortem

DONE

Here is the (likely incredibly dull) story of how I made my Compo entry, One Room HotelAs a bonus I also did some stuff with the CSS of the post, hopefully that works out when it gets to the front page.

theme announcement

When I heard the theme, I was not happy. I felt like I had no ideas for the theme, and that it was far too limiting.

Then I realized I had voted for it 😛

My brainstorming process is simple: come up with ideas for the given theme, then come up with themes related to the given theme, then brainstorm based on those. I find doing this is very helpful, as it forces you to look at the theme in different ways, rather than mentally getting stuck on a few ideas. I ended up writing down the idea I was going to use in the section headed “One Room at A Time.”

The idea, as written, was very unclear:

Action Hotel Management Rhythm Game

I  worked up the design of my game based on this, and it went through a few iterations.

  • In the first iteration, you controlled a room in a two story hotel, and needed to pick people up as they walked through to bring them to another side. The idea didn’t really make much sense, so I scrapped it.
  • The second idea was not related to the theme very much at all (it was closer to the “One Room at A Time” the original concept was written under.) You needed to place and remove rooms to optimize your hotel. I realized this did not fit the theme, and would not be very fun, and scrapped it.
  • The third iteration was the one I kept, where you need to carry people around in order to get them where they want to go quickly.

The inspiration for the game actually came from Hot Wheels Drive Through Dilemma, a time management flash game I played a long time ago. I was also thinking about the game SimTower, an inspiration which a couple of people seem to have picked up on.

After I had my full idea, it was time to start work.


starting work

One issue that has been common to every Ludum Dare I’ve competed in is a lack of initial confidence in my idea. I always second-guess myself and this compo was no exception.

I especially felt that the sprites I was drawing would not work. I nearly scrapped the idea right there, but my bad experience a year ago with wasting time on a second idea when working on Disphere led me to stick with my original plan.

One Room Hotel Early Development The basic mechanisms in place.  At this point I was still thinking about changing game ideas.

This uncertainty continued throughout the night, and into the next day.

I finished the day with a post showing people entering the hotel.

One Room Hotel With Guests The game started to have some form, but I was still unhappy with it.

the first day

When I woke up to start work the first full day, I saw that this was the most “hearted” post I had ever made, with 17 hearts. This is what finally convinced me that this was the idea to work on. If people were responding this well to such a basic illustration of the mechanics, I must have been on to something.

Getting the people to look good was a struggle, and took the better part of an hour and a half. For a while I was worried that I would need to pursue a different graphical style, but I ended up managing it.

When I finished the amenities, the game really started to come together. It started to fell like a real game, and I felt it was time to share what the gameplay was really like. I came up with a simple backstory for the game, and made a post. In a couple hours, this post had 27 hearts.

One Room Hotel With Three Amenities The most hearted image I have ever posted.

This post is by far the best received progress update I have ever had, and helped motivate me as I began to add more fleshed-out gameplay.

The next major change to the game was the addition of the day-night cycle. I needed a way to make it clear when a round was going to end and to create a feeling of progression during a stage, and this was the perfect way to do so.

Unfortunately, this somehow managed to be the most time consuming process of the entire project. I struggled with calculating how to blend colors, and with the scripts for doing so in GameMaker Studio. I eventually resorted to trial and error for getting the sky’s brightness right, and used an overlay rather than blending the color.

The ordeal was worth it, though, as it made the world feel more alive and gave the game a much better progression. The progression still wasn’t perfect, however, so I started to brainstorm ways around this.

One Room Hotel Timelapse The day night cycle took far too long to implement, but it was worth it.

After the day night cycle, there were still a few issues with the progression of the game. People came and went at any time of day, and rounds had nothing substantial separating them. I fixed this through two changes:

The first was a three part structure to days.

  • In the morning, people enter the hotel, and the player is calm.
  • In the afternoon, the hotel is full and hectic, making the player stressed.
  • At night, people leave the hotel, releasing the stress from the afternoon.

This change in the intensity of the day over time is critical to the feeling of the game. The stress I wanted would have tired the player if it was constant, or even if it was random. Because it happened at a specific time during the day, it created anticipation and gave the player a chance to prepare. This wasn’t perfect, however, as the RNG could throw incredibly difficult situations at the player. This is an issue with all of my games, and it is the main complaint people have with One Room Hotel in particular.

The next feature I added to improve the flow was hotel construction. The time between rounds felt rushed, and I needed another step in order to ease the transition to the next stage.

I thought about what I could add that would fit with the progression of the game, and I realized that adding a screen where you must construct your tower would accomplish three things:

  • Break up the time in between stages
  • Give a sense of progression as the tower grows higher
  • Add a layer (or maybe the illusion of a layer) of strategy

The building screen accomplished all of these things in my mind, and I personally think the blueprint aesthetic during construction looks really cool.

Construction of the One Room Hotel Construction helped the rhythm of the game, helping to better delineate stages.

After construction was finished, I squashed bugs and implemented small features for a while before going to sleep, with a near feature complete game ready for polishing on the second full day.

the second day

PANIC PANIC PANIC PANIC

At the start of the second day, I had around 20-30 items on my to-do list, which was just a little bit nerve wracking. I legitimately thought I wouldn’t finish, but I pushed through and just started working despite this worry. Worries like that have hurt my performance in previous events, and I was NOT going to let that happen again.

After all of the panicking, I decided that the most important thing to get done was the user interface. I’ve neglected this somewhat in the past and it has hurt the quality of my games. I spent a few hours on the interface, and tried a few different styles before I settled on what I used in game (and in the styling of this post.)

One Room Hotel UI and Reviews I chose a UI matching the color palette of the hotel.

I also worked on the in-game UI, and got that looking good with a color changing satisfaction meter and an icon for your money (score.)

I wish I had taken the time to make a separate icon for satisfaction, but I was forced to focus on others things.

One Room Hotel User Interface The basic in-game interface: the satisfaction meter and score.

Something I added that not many people seem to have noticed is the randomly generated hotel and newspaper names. There are thousands of potential hotel names, each generated from an adjective, a noun, and then a type of establishment (Inn, resort, hotel, ETC.)

  • remote smile resort
  • summer arc retreat
  • summer cliff hotel
  • spring shark resort
  • enchanting gulf retreat
  • winter pond tower
  • regal delight hotel
  • enchanting tornado resort
  • winter mountain resort
  • pleasant delight tower
  • globetrotter mountain resort
  • regal park tower
  • pleasant arc tower

The newspaper names were a little simpler. They also consisted of three parts, but the first was simply a choice between have “The ” or “” at the start of the name. The next part was a noun, and the third was a type of publication.

  • The Remote Week
  • The Silver Herald
  • Hotel Times
  • Fascinating Week
  • Inn Enquirer
  • Terracotta Times
  • Hotel Journal
  • The Pleasant Week
  • Royal Tribune
  • Summer Chronicle
  • Happy Gazette

I love adding details like this to the game, whether or not anyone notices 😛

Since near the beginning I had ideas for the music of the game. I wanted some medium tempo jazz for the menus, and a really fast tune for in-game. I only had time to implement the menu music, unfortunately. I was disappointed at first, but when I changed the music to play in-game I realized it worked pretty well.

The music was originally intended to be for the menus only.

I made the music using Mixcraft 6 (NOT recommended, very buggy) and midi instruments, along with a (musical) keyboard. To come up with the tune I hummed along with the game when I was testing and recorded it. Once I sang something that I liked I just needed to figure out the notes to actually play it.

I would highly recommend this method to anyone who doesn’t typically write music, as it really saves time and does a lot for quality if you don’t know how to write music. It’s a lot easier to improvise melodies when singing then to mess around with a keyboard until something sounds good.

final hours

For me, the final hours of any event are some of the most important. This is where I add a final layer of polish, and elevate the game to the next level of quality. Strangely, what I feel is the most important single change I made on the final day was making the sun better:

One Room Hotel New and Old Sun The old sun is on the left.

The yellow of the sun brings the game’s visual style together, and I think it turned out really well. I don’t know why, but that’s when I really felt like I had made something good. Maybe that’s weird but that’s how I work.

reception

One Room Hotel is the best received game I have ever made. I’m really happy with it, and I’m ecstatic reading people’s reviews.

A few people have called it one of the best games of the event. I never thought I would get to this point in my game development, and I am so happy that people feel this way about my game.

I’m incredibly excited to see how the game places, and I hope to finally break into the top 50 for fun, and maybe even for overall.

post compo plans

I may release a post jam version of the game, fixing some of the issues with it, and it may be coming to Android. I’m not sure at this point, but it is a possibility. I’m more likely to focus on a long-term project I’m going to be working on for FFSJama manic shooter.

Thank you so much for reading!

play now

 

#BUTERATOS in da house!!!

Posted by
Friday, December 16th, 2016 2:02 pm

Hi guys!!

My game “Fat Hero Adventures” (I began to develop it in the past #LD35) is already available on GooglePlay and AppStore.

ANDROID VERSION: https://play.google.com/store/apps/details?id=com.HisteriaGameDev.FatHeroAdventures

IOS VERSIONhttps://itunes.apple.com/us/app/fat-hero-adventures/id1184880424

Fat Hero Adventures
I hope you like it!! :)

Regards,
S.

Legendary Legionnaire 3 – Food Massacre | Post Mortem

Posted by (twitter: @bananafourlife)
Wednesday, December 14th, 2016 8:00 pm

Hey fellow gamedevs,

We are a team of german students that participated the fifth time now. We name ourselfs “Banana4Life” and have developed the game “Legendary Legionnaire 3 – Food Massacre“. It was really fun to develop a successor to our last two ludum dare entries that was totally different in terms of gameplay, but takes place in the same universe, where a legionnaire tries to kill the alien overlords.

You can rate and play our game here: Legendary Legionnaire 3 – Food Massacre

You can find our last two games for the full experience here:

But now lets get to the post-mortem. Some circumstances led to us being 7 people this ludum dare. Two up from the five last time. Surprisingly this did not lead to much more confusion and some work that would always be done in the last hour (like UIs) were worked on earlier. All in all the many people were a good thing and the single person could concentrate better on their task.

After our first steps with Unity and C# last time we used it this time too, however this time we really encountered problems with it. After we did version control with git for some hours in the first day, we switched to Unity collaboration which did all the merging that had to be done for each pull, but also led to loss of data especially in the scene. We generated the whole map in a script, however the UI constantly lost parameter assignments after pulling from Unity Collab. This was really annoying and we want to have a solution for this problem the next ludum dare. Maybe we will even try something new in regards to the engine next time.

As we always try to make the ludum dare more interesting by trying out new stuff, we got our hand dirty with 3D this time. Nobody in the team has created 3D models or code for a 3D game before so we sticked with voxel models as you see it in the picture up top. This proved to be a good decision, because I (Jonas) as the artist for the last game always did pixel art before and could transfer my skills to the third dimension. The game logic as we did a restaurant management game with a top down perspective was two dimensional.

For the 3D modelling we used MagicaVoxel which is a great tool for voxel art and from the twitter of the creator will probably be perfect after the next update. Before the jam our idea was to rig the models and create the animations ourself, but Niko did decide to use the auto-rigger Adobe’s Mixamo. The animations look great even on the voxel model. This leads into the biggest pain point of this ludum dare. We rewrote our movement code three times and did not even work in the end. In the first iteration, the logic was separated from the animations, but the animations did not really work for some reason. The second iteration made heavy use of the animation state machine, however we found that the animation state machine did not really work as expected. Triggers did not trigger at the right time and somehow we could not retrieve if the state machine was currently in a transition. The third time we used the root motion of the animations, which were however for the running animation not straight and introduced their own set of problems. Nobody was satisfied with the movement in the end, however we just focused on the gameplay on the last day and submitted a game which was good.

41477-shot2-1481596666
(The particle system of Unity works great.)

A small degradation to last time was that the same setup for the streaming did not work and we completely dropped streaming for the first and last day, whereas we streamed all three days with a cool setup last time.

What went right?

  • We expanded the story of our legionnaire.
  • The game is playable and the idea still seems fun.
  • We were really productive and learned a lot.
  • Due to the many people in the team I could focus on graphics entirely, which lead to cool models and particle effects.
  • We implemented the hardest parts first (for example pathfinding) and after that connected all lose ends to a cool game.
  • Almost all planed features went into the final release.
  • We slept a reasonable amount of time.

As you see the most important parts went right and I think we did a pretty good job developing the game, however a few crucial things went wrong.

What went wrong?

  • We thought the theme wasn’t really that great. People please don’t vote these restrictive and uncreative themes.
  • The movement code and animations is where everything went wrong. It was the core feature and did not work until the very end where it was the least shitty. This also delayed all the features of the game to the last day.
  • Version control

What we want to do better?

  • Have a better theme. 😛
  • Learn how to write movement code.
  • Solve the version control problem.

I hoped you liked my writeup and visit our website for more of our games. Greetings,

Jonas
Team Banana4Life

P.S.: Play and rate our game please.

“Fat Hero Adventures” already available on Google Play!!

Posted by (twitter: @SantiHisteria)
Monday, December 12th, 2016 11:34 am

Hi guys!!

My game “Fat Hero Adventures” (I began to develop it in the past #LD35) is already available on GooglePlay.

You can download it here: https://play.google.com/store/apps/details?id=com.HisteriaGameDev.FatHeroAdventures

Fat Hero Adventures
I hope you like it!! :)

P.S.: … and very soon also available on AppStore!

Regards,
S.

New update on HellBlocks

Posted by
Monday, December 12th, 2016 10:56 am

All of your requests have been fixed! This includes the following :
1) Instadeaths are fixed!
2) Full controller support.
3) Added an indication to the blocks that are about to be destroyed.
4) Fixed gem counter.
5) Changed the pitch of the jump sound that made it sound like a glitch
6) Added gem counter in game.
7) Made more precise collision calculated for the player.
8) More gem drops (yay!)
9) Changed (a bit) the box spawning algorithm.

Thanks for playing!

125089-shot2-1481482947.png-eq-900-500125089-shot1-1481482947.png-eq-900-500

FDP corp present “Piece of meat”. More Tease.

Saturday, December 10th, 2016 8:58 pm

More tease about our game !

Piece of Meat the story :

In 2099 the growth of the human race became uncontrollable.
Overpopulation has become the biggest threat.
Humanity under the enlightened guidance of the FDP corp, has surrendered.
You play as a young factory manager, with one dream, change the world.

Your first mission will be to make a cheap and useful production system.

 

More props :

 

Our team :

 

Jalibter as Main Dev

Dannou as Main Graphist

Bob as Graphist
JeanTapas as Compositor
MonsieurDuc as something usefull like a BOSS

 

Our consultant and helpers

Plexus as Dev and logic
Gribouille as Marketing and Event
Holyengine as Graphist

 

You can check our works there :
Multi-twitch

 
and the previous post on the blog.
 

 

FDP corp present “Piece of meat”

Saturday, December 10th, 2016 7:13 pm

Hello everybody ! We are proud to be here one more time ! We are also proud to show you our work !

 

LD37 One Room :

FDP corp present “Piece of Meat” our second project under the ludum dare banner. We try to plan a puzzle tactical game around the industry theme with a lot of humour and fun. The game exploit a satiric view of our future.
Likes the first time we will try to finish it for the deadline.

 

Our team :

 

Jalibter as Main Dev

Dannou as Main Graphist

Bob as Graphist
JeanTapas as Compositor
MonsieurDuc as something usefull like a BOSS

 

Our consultant and helpers

Plexus as Dev and logic
Gribouille as Marketing and Event
Holyengine as Graphist

 

You can check our works there :
http://multitwitch.tv/dannou_gaming/jalibter/monsieurduc/holyengine

 

We working with :

We working on those software

Unity 5.4
blender
zbrush
maya
substance
adobe suite
fruity loops
notepad++

Feel free to ask your questions on our stream.

 

 

Piece of Meat the story :

 

In 2099 the growth of the human race became uncontrollable.
Overpopulation has become the biggest threat.
Humanity under the enlightened guidance of the FDP corp, has surrendered.
You play as a young factory manager, with one dream, change the world.

Your first mission will be to make a cheap and useful production system.

 

Some tease :

 

Story tease :

 

 

 

 

All the staff hope you enjoy it ! leave a comment if you want we will answer !
Streams are ONLINE ! you could check our work in progress.

 

Software and Ideas

Friday, December 9th, 2016 10:40 pm

Okay so been playing around with a couple of ideas and well I have chosen to make my game in Game Maker Studio: Professional.

For my graphics I will be using a mixture of the image editor in Game Maker and Photoshop CS6.

I haven’t really gotten round to what i’m going to use for sounds.

So now that my software usages are out the way time for a sneak peak at my idea.

Okay so RPG games are my life and they are what I aim to make in the future. So for my idea I am going to make a small RPG game taking a little inspiration from Gauntlet.

The game is going to be called Goblin’s Bounty and is basically about going and killing goblins. Through progression through the game the player will then face off with the goblin king where its either game over or you win the game.

I’m not entirely sure how I want the winning scenario to play out just yet but I’m sure ill think of something.

So time to start hitting the programming and getting some game mechanics in place. Graphics will then be added and then i can start working on some epic sounds for it!

Hope everyone is having fun with their own projects and again, best of luck to everyone!

LD37

Friday, December 9th, 2016 9:11 pm

ludum dare 37 count me in!

Ludum Dare 37 – LetzHavePhun

Posted by
Friday, December 9th, 2016 1:19 pm

My second (or third?) Ludum Dare.
Last time (second LD) I had a lot of unplanned things popping up on the LudumDare weeked and finally I had to skip the contest.
This time I have a lot of “planned” non Ludum Dare related events, but I will code a nice little game!

This time I will participate in the Jam (I’m sure I need more than 48 hours)

Tools:
[X] Unity3D ()
[X] InkScape (Motivational Wallpaper, WordPress Featured Image, …)
[X] Notepad++ (4BrainDump)
[X] WordPress (Documenting my work)
[] XYZ
[] Audacity
[] MagixVDLX
[] Blender
[] SnakeOil

Wish all of you good luck…

Ludum Dare 37 – D003-Hello Ludum Dare 37

BTW.
WordPress 4.7 is available! Please notify the site administrator. 😉

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