Posts Tagged ‘mars’

Background information

Posted by
Sunday, August 24th, 2014 8:10 am

I created the fictional /r/mars to present the player with some background information what is happening with the trouble between the United States of Mars and the Earth Union while the hero tries to overcome a six-month time lag in between writing letters to his girlfriend. I had way, way too much fun with this :).

reddit1

Part 1 – Things are starting to heat up

reddit2

Part 2 – Independence Day! Someone call Will Smith!

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Part 3 – Poor Martians, they tried so hard…

The layout is kinda sucky, but it gets the idea communicated. I hope. I think :). We’ll see!

EDIT: /r/mars exists, I am too much a of a noob/was so tired I didn’t look it up properly and I am now calling these screens an homage! All hail /r/mars! :)

Writing letters to your loved one on Mars.

Posted by
Saturday, August 23rd, 2014 7:37 am

So, got some progress. My letter-writing simulator is moving along slowly but surely. In this game, the hero desperately tries to keep his girlfriend who immigrated to Mars. In the background there’s an independence war, a lonely Christmas and a douchebag called Ron.

The letter-writing interface:

Snugglebuns

Escape from MiniMars Postmortem & Extras

Posted by (twitter: @radhesion)
Sunday, April 29th, 2012 8:11 pm

(quick game link for reference: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=7860)

Since ours was a team-based jam entry we got 3 postmortems for ya. spacemars/mroushey’s first:

Just finished up my second Ludum Dare, and my first time in the jam version of the competition. Myself and two other darer’s ( adhesion, and emarcotte ) joined forces to take on LD23′s theme: Tiny World. Pretty much all of the first day was spent coming up with ideas. After 4 hours of tossing ideas around we boiled it down to “Escape from MiniMars”.

You are a robot that finds himself on the surface of mars (well, minimars… but its the same damned thing :P ) and must escape. For all intents and purposes it is a mario style platformer. We loved the idea however, that there would be tons of tiny people in this tiny world that love the shit out of robots. They chase after you and jump on so they can hug you! Killing them was to be incredibly easy as youre… a goddamn giant robot. The difficulty is such that the people can never really kill you (except in maybe one or 2 areas) so its more of a way to kinda color the world and just make you chuckle a little bit whist mowing all these tiny dudes down with supercharged eye-lazers.

Now since this was a JAM entry, we had a team. Emarcotte adhesion and I all programmed it up.  (although they did most of the work, I just tweaked jump arcs and stuff like that XD ) While Adhesion rocked his chiptune magic and I was free to spend pretty much the entire weekend making art assets.

Tools: 

For the art and level design I used a combination of Photoshop, Graphics Gale (http://www.humanbalance.net/gale/us/), and Tiled ( http://www.mapeditor.org/). The game was programmed using MelonJS (http://www.melonjs.org/) (a html5 canvas game engine).

I really can’t say enough about Tiled. It’s a map editor thats incredibly easy to use and can export data in a buncha different formats, one of them being XML.

All you do is import your tileset, and start to paint. You can have multiple layers of map tiles, setup entities within the level, as well as setup your collision maps. Flash’s Flixel and MelonJS both have native support for this guy. It’s a must in my opinion.

Graphics Gale is a pretty nice freeware pixel animation app. The interface is a bit clunky, and the Layer stuff can be a bit annoying, but It works really well for animation.

Photoshop is an obvious choice, but it pretty much blows for animation. XD If Graphics Gale’s UI was better id never close it~

MelonJS is pretty easy to work with.  You can make a platformer basically out of the box. The engine is pretty high level though, I found that you have to hack in even the most basic of additional features.  I also have some pretty large complaints about html/js games and javascript in general, but that is a rant that will go on and on and on forever. :/

JAM vs COMPO :

Last LD I did the compo and I must say, it was brutal. I didn’t get to put as much time as i wanted into either programming, art or.. cough cough sound. (if you saw my last game, the music was actually playing a randomized selection of notes. ) With the jam, you get more time, and more manpower. I really do like both, but I think the jam comes out a little bit ahead in my book. I got to work on art to my heart’s content (and drawing arm’s discontent) and got what i feel to be quite a bit of stuff done. I think i will do the compo for my next LD competition, but the JAM was damned fun.

and now adhesion’s postmortem:

I’m very pleased with how this LD went overall – we made a solid game, didn’t overextend too much, and learned quite a bit about HTML5 game engine issues & melonJS. I’m super proud of what we accomplished.

what went right:
Music/sound – I was really happy with how both came out. I was so pumped to actually hear them in game; audio just makes a massive difference in the overall experience. I ended up doing the music in 2 separate chunks of time (thanks to the extra time of the jam), which felt a lot better than the one giant slog when I did the LD22 compo – that got a bit frustrating at the end. The tools I used, Ableton Live & bfxr, worked great as expected. I focused more on FM synths for the music which made it all the more awesome.

Graphics – I obviously can’t take credit, but I have to point out how much of an intense badass roushey is, and as such his art is amazing as usual.

Coding (mostly) – Despite being not all that familiar with Javascript, and despite all the horror stories I’ve heard about its awful innards, I found it quite easy to use – didn’t have any huge (core JS-related) bugs, and I was able to figure out the built-in data structures and such without too much trouble.

what went wrong:
Time management, again – was an intense rush at the end to get the final polish done, particularly the RADMARS intro screen (waaaay worth it though :D). It was also hard to be productive on saturday before a lot of the art assets were done, which is kind of a weird side effect of melonJS providing a lot of the core gameplay functionality very easily. Plus, I had to work on the Monday the jam ends and ended up miscalculating how much time I would have to work on it that day which didn’t help.

Code framework, a little – had some major memory/memory leak issues right at the end which was really frustrating to deal with. (Wish I caught that earlier, it kinda drove me insane for a while.) I managed to fix it but more familiarity with Javascript, melonJS & browser debugging tools would’ve definitely helped. Struggled with a multiple collision issue for a while too – in retrospect it was pretty obvious, hopefully I’ll wise up to this stuff as I do more game dev stuff. Otherwise I’m pretty satisfied with melonJS in general.

Whew! Overall LD was a great experience again. I’m so glad to have the opportunity to do this sort of challenge and have something awesome to show for it at the end. See you in August!

and emarcotte’s:

– Dedicated time would definitely help, coming in and out of the project is frustrating and anti productive
– flexibility of javascript makes time very productive, melon’s tool integration is also very flexible and simple.
– asset pipeline is still a mystery to me, roushey just does magic and we consume it…
– polish is 90% of the battle. the rest is easy.

Extra bonus stuffs!!:
Timelapse:


Soundtrack:

http://adhesion.mu/sic/Adhesion-MinimarsOST.zip

Greatest Discovery

Posted by
Friday, December 17th, 2010 11:35 pm

Not only is there life on Mars, but that life is Dinosaurs!

Some Astronaut Graphics

Posted by
Friday, December 17th, 2010 9:54 pm

I don’t know what kind of game I’m going to try to make, but I just spent some time in Blender making an astronaut on Mars.  This is not actual in-game graphics, but a Blender render.  The actual Unity game will look a little different.

This is as far as I go I think

Posted by (twitter: @S0phieH)
Sunday, December 13th, 2009 12:20 pm

mars07Ok, I sped up the walking, slowed (and made more controllable) the jetting, added a shadow and this funky rock here (which can be found if you turn right 90 at the start and look over the hill). why is it the end for me now? well I wrote down the story I wanted, not any chance I can finish in the time left. and I don’t want to spoil it by doing it half assed so this is my entry for the weekend I think, pure ‘exploration’ with no goal 😉

playable build is embedded if you view this post in full.

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Walking and slerpy

Posted by (twitter: @S0phieH)
Sunday, December 13th, 2009 6:43 am

mars06Added animations, and made the camera all ‘woo’ :) its slowly getting to be the time where I actually add stuff beyond just walking around. I think I’ll give Bellona a little shadow first. and of course theres a playable build embedded if you view this post in full.

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Marsbase 01

Posted by (twitter: @S0phieH)
Sunday, December 13th, 2009 2:13 am

Not as cool as the one from doctor who, but I’m happy with it :)

mars05also in this build I added the martian equiv of the Aurora australis, I couldn’t find any photos of it so lets pretend it looks like this. (we at least know its not the same as other aurorae in the solar system so I can do what I want really).

I plan to have other cool martian features like the dust geysers also found near southern mars during certain times of the year, though I dont know if I’ll have time to put them in.

anyway, the playable build is available if you view this whole post :)

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An astronaut

Posted by (twitter: @S0phieH)
Saturday, December 12th, 2009 1:04 pm

Took me way too long to build and sculpt her, and there is so much left to be done but I better get back to the actual ‘game’ thing huh?

mars04bellonathe build is after the more :)

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Rock-ing on mars :D

Posted by (twitter: @S0phieH)
Saturday, December 12th, 2009 8:06 am

mars03Ok, got my normals on the ground working ok, altered the PCG a little for better rolling landscape, added fog and some random normal mapped rocks (their scale and rotation is random, I did actually model them, I’m not getting *that* hardcore with my PCG =P)

and of course there is a playable build after the ‘more’ link (and you can turn in this one!)

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mars exists, first build

Posted by (twitter: @S0phieH)
Saturday, December 12th, 2009 6:12 am

mars02yup, I fixed my triangles problem, and I even coded all the streaming PCG stuff, so already you can wander endlessly across the surface of mars. click ‘more’ to play the embedded version :)

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Started, making mars :D

Posted by (twitter: @S0phieH)
Saturday, December 12th, 2009 3:55 am

Ok, overslept a little but thats ok as I woke up with an idea, I’m going to procedurally generate mars, and put a psychologically disturbed astronaut on it.

mars01ok, so I need to work on the procedural generation bit, I always forget how to set up my triangles right when I do this, but it will come to me sooner or later. and unity does it fast enough it should be able to generate the landscape in realtime, allowing for endless trips to wherever. and because its seeded it will be consistent too.

my plan is to have a story of course, but this will give me a huge expanse to explore with (hopefully) relatively little work. though the compromise is of course mars would be cooler if I made it myself, but the theme is exploration, you need something big to do that right IMO :)

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