Posts Tagged ‘motivation’

If you have low scores, read this.

Posted by (twitter: @TheFish523)
Tuesday, January 3rd, 2017 10:22 pm

Allo, Im Fishy.

Im gonna talk about a problem with our site here. (I’m not a mod, just using our as a community thingy) A-lot of people have been really bummed lately, due to seeing plenty of triple digits in there scores. Now, I can see this as concerning, and especially unfair. But check this out, you made a Video Game! And actually had the balls to submit it to the public! I’d be pretty proud If I were you. Yeah, so what if you got < 100 on all your ranks. YOU still had fun making it didn’t you? You learned from making it didn’t you? If you said yes to either of those, congrats! You’re a winner! You don’t need to tell people you got >10/200.

What I’m trying to say here, its fantastic job to all of you. You went through the effort, and if you hit the submit button, it was worth it. You now get feedback, and can say confidently that you didn’t wuss out like many other developers who somehow don’t think that they could even compete in this!

I’m proud of all of you! I hope you stick around for next jam! New site, new judging system, it should all be well and good! Have a fantastic morning/afternoon/evening where ever you are!

 

Cheers,

FisherG

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

Streaming Game Dev for Beyond Infinity!

Posted by
Monday, January 2nd, 2017 12:18 am

Hey guys i’m streaming development for the game i’m working on Beyond Infinity. If anyone’s up for some David Bowie and Unity dev  you can watch here:

sPACEMANsadasd

Stream Link

 

This is #BUTERATOS!

Posted by
Monday, December 12th, 2016 11:37 pm

#BUTERATOS game here! Enjoy! Comment!

IMG_13122016_030700

#BUTERATOS HERE! ENJOY!

Posted by
Monday, December 12th, 2016 7:52 pm

!!!http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=124404

IMG_13122016_030511

We’re In! (DESK SETUPS!)

Posted by (twitter: @josefnpat)
Friday, December 9th, 2016 6:53 pm

So we have a big team this time around! Take a look at our dev setup!

  • Holo (@shakesoda)
  • Karai (@LandonManning)
  • Ashley (@bytedesigning)
  • Seppi (@josefnpat)
  • Ben (@eternalnightpro) [Not pictured]

Some of us will be streaming!

Check out our AMAZING SETUPS. Annotated for your pleasure.

photo_2016-12-09_17-28-40

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. 😉

Overcoming Creative Anxiety

Posted by (twitter: @thghtreactr)
Friday, August 26th, 2016 11:06 am

blog-image

With the preparation of any upcoming event or task comes some anxiety. It is a natural part of our brain’s ability to cope with change and adapt for the future. The problem is our brains often don’t help us distinguish the good anxiety from the bad – it all generally feels the same. Sweaty palms. Lack of focus. Stammered speech. Nerves and anxiety distract us from the reality we’re facing as a means of getting us to recognize the impending thing that we’re anxious about. Nevertheless, this feeling usually brings on more anxiety. Anxiety over being anxious.

In the case of production, anxiety can leave us at a standstill. This creative anxiety, as I call it, is the number one killer for developers participating in Ludum Dare. You can be super prepared and still find that your creative juices aren’t flowing when that theme drops. It may feel different to each of us, and come upon us in different ways – but it is the same mental blockade that our mammalian brain creates. The simple beauty of instinct can often bite us in the ass!

Can we actually overcome this anxiety? I argue that it isn’t about overcoming, so much as it is about channeling it. When we can sit back and try to be cognizant of our anxiety we can gain control over it. Whether it’s the fear of failure, feeling like there’s not enough time, or just feeling unprepared for chaos – these things are meant to give us a certain clairvoyance. The physiological aspect of anxiety is often what bogs us down. The mental aspect can be used as a powerful tool.

I wish it were a simple thing to just channel it. It’s not. Some of us are more prone to anxiety than others and, as mentioned previously, are affected by it in different ways. Now for the motivational part of this blog.

You are not your anxiety. You are a creator and your anxiety is a product of your passion to create.

An event like Ludum Dare is daunting. I’m on my 9th Ludum Dare and I wouldn’t even think of telling you any different. This shit is nuts. It’s absolute masochism to put your brain through such a test. That’s the kicker – just putting your mental fortitude through the ringer will embolden you. There is no trick, no life hack to get you through Ludum Dare. Like our good friend Shia LaBeouf says you just have to “Do it.”

Now, not everyone has perseverance, you say? This is true. Some of us crack under the pressure – I’ve done so 4 out of the last 8 times I’ve done this. But I keep coming back for more. The same must be true for you in the small sense. Keep coming back for more. Don’t stop. Keep grinding. You may not finish. You may feel like you failed. In the words of a fortune cookie I so coincidentally received yesterday:

Failure is the tuition you pay for success.

Failure is not an end – it is a beginning. It is how we learn and adapt. Is that not what anxiety is for, as well? Does anxiety not teach us about failure? Anxiety often emphasizes failure and for all the right reasons. We, in a society that thrives on success both individual and collective, have done ourselves a disservice by linking failure with meritocratic grading systems and negative connotations. Failure is learning.

Your Ludum Dare experience – even if you get it done – will be filled with micro-failures. You will hit walls. You will feel like you’re coming up short. Just keep these things in mind and you can and will persevere:

  1. Your time is finite
  2. Your task, whilst seemingly insurmountable, is actually quite simple – only you will allow your anxiety to complicate it
  3. This contest is about mental fortitude – not perfection, not popularity
  4. Fail fast, learn faster
  5. Fail some more
  6. Have fun!

The last thing that is worth noting is managing all this in some sort of process, right? Outside of trying to mobilize your mind around acceptance and flexibility, there are procedures that can help. They won’t work for everyone – and often don’t work for me. Some of us have a hard time staying on top of things without notes, lists, and so on. If this is you – leverage these things. But bear in mind that you don’t want to resort to micro-managing. At this level, anxiety is dictating you. Every last detail is not important and trying to account for all of them will push your mind to deeper anxiety, an anxiety you can’t channel.

If you can take away one thing, let it be this: we are defined by our success, but our success is defined by our failures. Do not be afraid to have to settle for less – this is a good failure that promotes a higher level of reasoning with the tasks you have in front of you. Do not convince yourself that the art, the code, or the music is not ‘perfect’ or even ‘ideal’ – and by whose standards? Your task with Ludum Dare is to make a game in 48 or 72 hours – just make the game!

Good luck to all the participants! Only 9 hours until we get this puppy rolling!

Turned my Ludum Dare game into full game launched on Steam! :)

Posted by (twitter: @BPOutlaws)
Saturday, July 23rd, 2016 10:54 am

Hey everyone! If you played my dragon game back in Ludum Dare 33:

I kept working on it and turned it into a full game, and just launched it on Steam! Figured it could be good inspiration for people participating in LDJAMs to keep working on their entry if they come up with a cool mechanic/idea…who knows, you might be able to to turn it into a full game!

Here’s the trailer:

Grab it on Steam here:


http://store.steampowered.com/app/498190

My next game is ALSO going to be based of my LDJAM entry from Ludum Dare 35:

https://bulletproofoutlaws.itch.io/shootinggamething

Hope this inspires some people to take their games beyond their Game Jam entries if they think they’ve stumbled across something fun! With a few more months of work you might be able to turn it into an awesome game you might be able to pay your rent with! 😉

Follow me on Twitter at @BPOutlaws, I use it as a devBlog lol

– Jeff

New Game in the Works!

Posted by (twitter: @RobProductions)
Tuesday, June 28th, 2016 12:30 pm

Hello LD! It’s been quite a while since I’ve posted here, and sorry to barge in on the Mini LD 😛 You might remember me from 2013. And from previous entries!

The past few years I’ve been working on huge games and then scrapping them due to immense scale/poor time budgeting. I think that’s something many of you can relate to. It seemed like every project I started, I reduced the scale by half and it was still out of my scope :( But I finally sat down and really thought about the whole process. After a bunch of failures and coding practice, I came up with a solution.

Making games is an iterative process. Instead of holding on to everything until release, I’ve decided to show more of my works in progress. And instead of fine tuning the gameplay for ages, I’ve decided to just literally make the game–no matter how bad it turns out. Iterative means once I have the whole thing done, I make improvements to everything until I’m satisfied. It took me way too long to figure that out, and it’s an ideology that really helped me in my projects.

Without further ado, here’s a work in progress showcase of a game I’m working on called Skyway!

I do have tons of other half-finished projects that I plan on showing, but for now I’m totally focused on this title. And, of course, I’ll share more about Skyway in the upcoming weeks :)

Be sure to follow me on Twitter for bi-weekly updates on my games!

Thanks! <3

Thank you!

Posted by (twitter: @SantiHisteria)
Tuesday, May 10th, 2016 8:35 am

Happy for my first game jam results… and I’ll try to be better for the next!

RatingBreakingFat

Thank you very much to everybody that played and gave me a feedback my game. I’m sure that I will make the full version of “Breaking Fat” in the near future :)

See you soon!!

Hi~ Thanks a lot for your reading !

I have wrote a similary post not long ago, but it seems like  there were  almost  no people noticed it at that time… QoQ  (  i think  it may becasue there were so many people also wrote new post at that time,so my post was pushed to the back page sooo quickly.. otz )

The motivation to add this post is because i relaized that to play these game which have similary theme or have similary emphasis/focus  chooose with me, may  could  provoke more reflection and  introspection from this process for eachother,  also the discovery process  really let me feel happy and exciting !

but because  the final  approaches /time will not enough  , i think maybe  i should  try to express this information again and let me more easy to found these game which i hope to play .  moreover, i  really want  to play more game which  may could vibes to me in  the final day…

thus, dear friends

if your game or some other games  you have played in this LD  have similary  theme  with my game

( or  like  this  game  < Flutterby>  which i have played  recently and found have simiary topic but choose different perspectives) 

please leave a comment/link for me.

but furthermore ,  I  also hope to play some game which focus on emotions/psychological

 

 hope get your could recoomend to me !  I will play it and leave my feedback(as detailed as possible)

T-F-O-S logo

sincere thanks!

—————————————

(more…)

Super Shapeshift Bros – Postmortem

Posted by (twitter: @comanche_ak)
Friday, April 22nd, 2016 5:24 pm

I’m thinking about adding the game to the Steam Greenlight program. So that’s the features that will be in final version:
1) Changing the engine (It will be Godot Engine);
2) AI for single player campaign;
3) Network Multiplayer;
4) More customizeable stuff (Faces, hats, textures, etc);
5) Add other figures;
6) Level editor for community;
7) 4-8 player mode;
8) Dynamic camera;
9) Larger arenas;
10) Add jump button;
11) More arenas;
12) You will contol your figure while flying.

Ok, 72 hours were hard for me but I’ve finished my game. It’s not exactly what I wanted to do, the first idea was to make a platformer with controls like in Super Shapeshift Bros. The plot was about 3 different types of tribes: right -angled triangles, squares, and pentagon people; The new type of shapeshifting virus attacked these tribes and they have started to lose their shapes and angles. The main concept was like The Legend of Zelda: Majora’s Mask – the player can transform from one type to another (from triangle to square, for example), so the main character (The Triangle) like Link – the chosen one, who can fix the problem by finding the Mighty Circle.


Prototype

When I’ve started makimg a prototype I added the second triangle and tried to play with it. Few weeks ago my wife gave me a present for my birthday: it was Nintendo WiiU with two games – Super Smash Bros and Splatoon. I’ve played Splatoon a lot, but SSB was only for parties. So I thought that it would be cool to make this type of video game. Competitive game for parties.

oX9sz18YTuQ
Running on TV

I thought about differences between a triangle and a square. The mass was the first. Triangle can simply rotate at high speed and it can be rotated by player. Square can be rotated only by a physical impulse. That was great to use this feature because you can use shapeshifting to stop at any horizontal point you need. Square can also push the triangle, and after that, the other player can lose the match.

XTSAq82E4X4

Two players one one gamepad

The big problem was Unity Engine and its Input System. All three modes for two players should not be a part of one mode but Unity Input System is awful so when I’ve added new mode, the old one didn’t work. I’ve decided to make all-in-one. I’ve also cut 4 player mode because of time.


Standard GIF

The art style was chosen to be cute and funny, the primitives do the job very well. Faces and most of art were made by hope42morrow for the first concept but his work fits well for now. Music was written by me on Nintendo 3ds system. Levels are not really good for now. But people liked TRIANGLE OF DEATH arena which is not quite triangle.

Скриншот 2016-04-23 01.14.48

Thank you for playing the game! It’s great that one of my dreams come true!

Here is the video showing how to play the game. It’s in Russian, but you can understand the basics without words.

You can play and rate the game here.

How to get Youtubers to play your game?

Sunday, April 17th, 2016 7:50 am

Hello amazing devs and inspired new-comers.

I’m going to tell you how to get Let’s Players interested in your game. This is my personal experience as a Youtuber, therefore you can’t rely on just me, so check the comments section for input from other people. I will keep updating this post as I think of more things that could appeal to the general Youtube gamer community.

  • First off, you have a game. A great game, the greatest game. You made it yourself or with a team. It is important that this game either has SEVERE replayability or has at least 10 minutes worth of gameplay, this is usually the bare minimum. Many Youtubers create videos that are 10 to 20 minutes long, sometimes even more than that. If you make a game shorter than that you have a chance it’ll get stuffed in a compilation video with other small games, which is..not phenomenal.
  • Make it unique. You have the power to change the gaming industry with just one simple idea. Of course this means you have to get this idea and be lucky enough to get noticed. So don’t sweat it too much.
  • Be self-centered. No, really. Make a game about something you’re an expert at or have experienced first-hand. Be informative, or convey your feelings like a pro, this is art — the power to make a personal thing into something that everyone can relate to.
  • Make it have an easily searchable name. No one can find a game called ‘Cat’ on Youtube when there’s ‘Cat Videos’, ‘Cat Games’, ‘Cat Pictures’ and so on that people are looking for every day. SEO is important for Youtubers. The best thing to do is to make a word that doesn’t exist yet and something that Google doesn’t think is a typo of another word.
  • Include humor. This is not always a good selling point so learn from the pros and don’t just resort to toilet humor. Good examples of this are “There’s Poop In My Soup” or “Where’s My Mommy?”, some Youtubers avoid these games like the plague, others welcome them with open arms. Something something target audience. (.. On another note, sassy achievements and pop culture references are always nice if done well.)
  • Be controversial. Get into the topics that ruin friendships. Or don’t. Not recommended, but it’ll definitely have a chance of going viral. So be sure you’re anonymous if you’re gonna try this because you might ruin your life. Wait, DON’T DO THIS ONE. NO. BAD.
  • As a dev, be helpful and approachable. Great devs have great connections, make friends and build up a community, don’t shy away from your ‘competitors’.
  • BE THANKFUL. Even a little of this goes a long way, especially for the smaller Youtubers; you could mention their name somewhere or retweet & like their stuff on Twitter, or list them in your credits forever (Yes. Please.) Some Youtubers spend a lot of time with the devs to help them out, give suggestions and even provide free advertizing. They will remember your kindness. So get on their good side, they might make it to 10 million subscribers.
  • Give EXCLUSIVE keys or access. This might not be possible for a LD game jam, it’s attractive though.
  • Your graphics, story and or gameplay are MAGNIFICENT. Aw yiss graphics.
  • Add kittens. I mean, appeal to a niche. This might be RPG, visual novels, spin-offs, dank memes, sandbox games in space, anything you can think of, there’s a Youtube channel for it. Hopefully they will find you and play your game, or find them and invite them. Their viewers are your audience too.

Some technical stuff: (POLISH IT, haha)

  • Make sure your game has no bugs and doesn’t randomly close or freeze at any point.
  • USE EVERY OUTLET EVER ON THE INTERNET FOR GAMES EVER. A lot of people like web-based apps, others like to download files. There’s your game’s Ludum Dare page, there’s Gamejolt, there’s Itch.io, and Miotigames is an upcoming similar website. There’s a bunch. Also, remember to make a nice set of accurate & captivating in-game previews.
  • If you made a heavy game, make it known. Some computers can’t handle it without freezing up.
  • MAKE AN ATTRACTIVE THUMBNAIL. The name and the image is the first thing people see. Make it appealing.
  • Make sure there’s checkpoints and that they’re in a good place (if any). Unless you intend on making a rage game. Grr.
  • If you have any experience with recording a game, it’ll be easier for you to put yourself in a Youtuber’s shoes. People with a dual monitor setup love it when they can play on one screen, record on the other. It might be difficult to achieve this, but make it possible if you know how to, or else don’t worry about it. If you have a single monitor, sometimes if you try to exit the game, it crashes and that’s really not cool. Prevent this if you can.
  • Approach big indie media influences (Kotaku, IndieGameReviewer, etc) while you’re working on it and when you’re done. They might be interested, write an article and boom. Success.
  • Be a good person. Spread motivation and positivity. Good energy is contagious.

I hope this helps someone stand out from the crowd and encourage you to come look up some smaller Youtubers to have play your amazing game.

My channel is right hereTwitter for updates & following, this was a video I did for the 34th Ludum Dare, and here‘s where you can request me (Tilde) to play your game for the channel. I hope you will all become very successful and well-known devs, may all the things in your life that you want to accomplish come true.

TL;DR: Make something cool.

5 hours in, still no idea

Posted by
Saturday, April 16th, 2016 1:04 am

We’ll see if I come up with anything, but now it’s time for bed. I might just end up working on my current projects. I’ll start streaming development if anything comes to mind, though.

Ludum Dare 35 I AM IN YOU

Posted by (twitter: @jonathanpidgeon)
Saturday, April 9th, 2016 11:42 pm

I’m in, I’m a bit rusty with javascript development but I will use this week as a refresher. My favourite part of Ludum Dare is the incredible productivity that comes with the strict deadline.

  • Engine: Phaser
  • Language: JavaScript
  • IDE: VIM
  • Platform: Web
  • Music: An obscure Flash app I used for my last game or time to try Garage Band
  • SFX: sfxr
  • Graphics: Sketch & GIMP & Tiled
  • Dev Platform: Windows & OSX

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