Posts Tagged ‘monster’
My Cup of Fury – Gameplay Video
Most people have commented about how difficult it is to play my game.
For those who have no idea what is it about, I’ve just added a gameplay video of my Ludum Dare 33 compo entry, My Cup of Fury.
The Weird Monster Thing’s Adventure Is Fixed!
Well I really had it fixed on Monday and the fixed version was released the same day but I had to go on a trip for a few days so I forgot to post this. So here is a youtube video showcasing the game:
If you want to play it, click HERE!
And here is his face. For reasons.
Audio butchery of “Katapilla” – making your games sound more interesting with Fmod
Saturday, August 29th, 2015 4:25 pmHello Ludum-Darees!
This is my first post-mortem butchery and I am very excited to share my experience doing the music and sound design for our entry:
Given the fact that we started slightly off schedule and that we changed the mechanic and aim of the game in the course of only 2 days we were
slightly limited regarding fine tuning the game but we made due with the resources we had…
For this game we (tried) implementing Fmod into making the audio behave a lot more dynamically and react to inputs rather than just looping seamlessly from beginning to end.
This is only the 2nd time I have used Fmod inside a Unity game and I was relatively happy with what we achieved but I there are several hurdles that I would like to get over for future jams:
Challenges:
-Making instruments come in after each other
-Changing the snare-sound when switching between left arrow key and right arrow key
-Creating a “muffled” effect when entering the giant peaches
-Transitioning from the main beat to the transition and into the new section
–Making things sound cool and glued together
-Switching between sound effect stings
Fmod for an audio person is fairly simple to use as it acts just like any other “DAW” (Digital Audio Workstation ie. Ableton/Fruity Loops/Pro Tools/Reason)
Its main purpose is to make the programmers life a bit easier by creating parameters that the programmer can tie to an event/instance in the gameplay, hopefully making
the programmers life a lot easier (in theory at least :D)
It also serves to create a bit more interesting audio flow which is really essential because hearing a loop over and over is annoying.
The music track is ssplit into 7 separate audio layers:
Layer 1: Basic Groove with Snare 1
Layer 2: Basic Groove with Snare 2
Layer 3: Synth Pad
Layer 4: Rhythmic Synth 2
Layer 5: Melodic Synth 1
Layer 6: Melodic Synth 2
Layer 7: Drop
These layers are “Events” in fmod and I have several parameters that affect these layers on the fly:
Parameter 1: Switch between Layer 1 + Layer 2
I wanted to have a different snare sound for when you go left with the catapillah then when you go right. This feature was purely experimental and maybe a bit unecessary but definitely added to the dynamic of the audio.
When you change the parameter, the audio layers should crossfade “smoothly” from one into the other.
Parameter 2: Bring in layer 3-6
The different synths that you hear when you fly through the golden pips (located on the inside of the fruit) were initially meant to be 3D objects that you have to find but we ran into time constraints and just made them add to the track.
Parameter 3: Trigger “Drop sound”
Because the game was centered a lot around the music everything had to be synchronised to the tempo of the track; the transition time from the basic groove to the drop layer and back could be set in musical increments which was just what we needed. I set it to be 1 bar, which might be a bit too long but was the most musically pleasing variant.
What I learned :
-Transitioning between layers/events and having the transition happen rhythmically while maintaining a fairly immediate response is a very delicate task
-Too many dynamic changes in the audio can be positively tributing to the gameplay but shouldn’t be overused. Repetition is very important too.
-Learn your programs beforehand; knowing the ropes of Fmod/Wwise or even just Unity’s native audio mixer can help save time when you are crunching to get general gameplay polished before the deadline.
We had a lot of fun making “Cataphilla” and there are so many more opportunities on the audio side that I would like to explore – maybe a post-jam version is soon to follow
If you are interested what I’m talking about check it out:
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21417
Thanks for reading/scanning through!
-Mexicanopiumdog, Pomb, Brendon
Did you play Up There?
If you don’t, you might like to give it a try.
Up There – A Monster’s Tale is a little arcade game where you play as a mosnter that use a trampolin to get his food. Only thing is, his food are in fact little persons living peacefully in their sky village.
This game is more cute that it deserve to be but I think you might like it.
I’m really looking for some feedback so if you find the time, go and give it a look. Don’t forget to say Hi in the comments.
We made it! Hide, Mr. Hyde is available now.
This was our first LD and I really think we did a good job. We didn’t get to finish the game, but it is playable and you can understand the core mechanics. Meet “Hide, Mr. Hyde”!
We toyed around with lots of ideas of being a monster, but we decided very quickly that we did not want to make a game where the monster is a mythical creature and just kills randomly. Well, go play it and give us your feedback, it will be mostly appreciated. Have fun!
A few notes: we only worked on the game on Sunday and Monday, it was kind of a Hardcore Mode, really.
Monster Factory – Give us some mobs!
Tuesday, August 25th, 2015 1:38 amThis is my second Ludum Dare and I am quiet proud of what I have done so far. This last project was a bit too ambitious and for some personal reasons, I haven’t been using HaxeFlixel since December.
So I quickly stumbled upon technical problems that took a heck of a time to solve. Which left me with not enough time for design and sound and I guess you can feel it.
Presentation
This is a fast-paced strategy game with some puzzle game components. You are the master of the monsters and you need to provide fresh mobs to different games upon request. So collect money, create new factories and keep your games alive.
>> Play It: http://bit.ly/monsterfactoryLD33 <<
Conclusions
I will probably make a proper Post-Mortem but here are a few thoughts:
- RTS are really tricky and probably not a good choice for a 48 h jam
- I’m sad I couldn’t finish the graphics as it would have highly improved the game
- I forgot to make an end to the game (oops!). You can’t win. You just have to not lose
Well it’s friday night after a long work week and I want to start on my entry but I see the theme and I absolutely draw a blank. So I crashed and while in bed it hit me. What if I made a game about a working monster.
So I began work on my game Monster Production saturday morning. I worked most of the day on the artwork. I took a nice break in the afternoon to spend time with my family. I resumed work on the game mechanics.
Needless to say after a long while I started making some pretty funny mistakes like putting semi-colons on the end of if statements. I worked late Saturday and managed to finish the game up Sunday afternoon.
The basic premise of the game is you work a standard 8 hour shift with the usual coffee and lunch breaks. After working your 80 hours you will collect your Monster pay cheque.
This is my fourth Ludum Dare in a row so I’m hoping I will do a little better than my last outing.
Desktop Version Download:
https://drive.google.com/file/d/0Bzpe2sCBaL5pellWM3BianBueE0/view?usp=sharing
Web version:
http://guidoarnone.github.io/ludum-dare-33
Move with arrow keys and transform into an object with Q to hide from the enemy.
Credits:
3D Modelling: Agustin Lanus – Gabriel Krauzs – Teo Kohan – Agostina Falcone – Rosina Ivanna Merola Molinaro – Roman Kierzenbaum – Andrea Vargas – Franz Ridder – Ricardo Ziccarelli
Level Design: Teo Kohan – Agustin Lanus – Ines Naiberger
Character Design: Franz Ridder – Lucio Lucius – Gustavo Otero
Rigging and Animation: Pablo Fernandez – Gustavo Otero – Luciano Guerra
Texturing: Rosina Ivanna Merola Molinaro – Teo Kohan – Flor Castellan
Concept Art: Roman Kierzenbaum – Flor Castellan – Mely Val
Programming: Guido Arnone – Teo Kohan
Team Management: Agustin Lanus – Agostina Falcone
Sound: Pablo Fernandez
Hidden Invaders for LD 33 Jam is now UP!
Here is the link to my group’s LD 33 Jam.
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56480
They say there’s people living in the sky… And they are quite tasty
That was a fun ride as always. If you have the time, take at look a my entry. A cute monster eating little people. What could possible go wrong? …Oh yeah, they have traps!
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=32989
My first entry to ludum dare; Monster Twins!
This is a puzzle platformer with it own kinky twist. One of the twins defies physics and hangs around ceiling like it’s nobody’s problem. It was fun to make. I wish I had started making it earlier so it would be much longer. But anyway you take what you get. 😉