Posts Tagged ‘october’

October Challenge: Fancy to adopt?

Posted by (twitter: @OtroraGames)
Saturday, November 1st, 2014 11:25 am

Nevado_Otrora

October ended and I’m glad to tell you that it went well :)

I made this little game as a side project, so wasn’t expecting much. Seeing that people are liking it is really cool.

Nevado is a simple auto-runner with 4 different worlds, 18 levels each, where you play as a dog; well, a particularly cute dog. His powers are a stunning bark and a collectable bone that give him the ability to fly. It is pretty crazy. If you haven’t try it yet, give yourself the chance and let me know what you think. The game is for PC, Mac and Linux and you have the options to purchase another version that include the source code, so Construct2 users may find it helpfull.

For 0.99 I think is a fair deal :)

if you fancy to adopt this nice fellow, go here:

http://otrora.itch.io/nevado

TapPong – October Challenge Accomplished!

Posted by (twitter: @galman33)
Friday, November 1st, 2013 8:24 am

I did it! I finally did October Challenge!

TapPong

Screen3 Screen2 Screen

Play Ping Pong live with your friends right on your phone with TapPong!

TapPong is a fun 2-player table tennis game in which each player can swing his paddle by tapping on the screen. Each player’s goal is not to miss the ball, if he did miss the ball the other player gets one point.

In order to start playing tap the screen once to serve the ball and tap again to swing the paddle.

*** Even more fun when playing on a tablet! ***

Exotic musics and sounds by Omri Lahav.

It was a really fun challenge and I finally I understand the whole process of making an applicatio\game from scratch and taking it to the market (more to come :) ). I made the game using HaXe and OpenFL which made my life really easy, and the graphics were made using Inkscape.

Only the last and important part of the challenge is remaining… making some $$$ 😉

Check out TapPong on Google Market <

We Accept The October Challenge!

Posted by (twitter: @Dixumgames)
Thursday, October 3rd, 2013 12:18 pm

Hey guys!

We, Dixum has decided to join the October challenge. As we are a new game dev company  we see great potential in this opportunity. We are at the moment two persons at the company, me and my friend. I have participated in Ludum Dare challenges many times and I really love it.

(more…)

October Challenge

Posted by
Saturday, September 28th, 2013 3:35 pm

I made a stupid maze game. Does anyone want to buy it for a dollar and help me be an October Challenge king? http://sbx.sk/Akar

October challenge completed!

Posted by
Thursday, November 1st, 2012 11:30 am

Had my first sales today via Ubuntu Software Centre which felt really good, a day late, but I’m still happy!

I’ve really slacked on “marketing” the game as we’ve been crunching at work, but hopefully in next few weeks I can make proper demo version and port the game to windows (note to self: how come I’m always able to blame work for my slacking).

Getting the game published in the Software Centre was simple and the review process was really fast (wish other platforms would work as well).

I’ve been toying with the idea of porting the game for Android, but I have not done any research about that yet (never done any mobile development).
The game is written in fairly standard C++ (uses some POSIX libraries) and SDL, and AFAIK that combo should work decently well on Android.

The games October challenge submission is here: Tiny Puzzle Garden

 

Thanks for the fun event and good luck with your sales everyone!

First zone almost completed

Posted by (twitter: @juaxix)
Monday, October 15th, 2012 12:43 pm

New monster and zone almost done!
Check out the video:

I’ve been working with physics and lighting.
I had some problems to optimize the entire theme of light and shadow with the mobile hardware, because some older devices do not support anything but OpenGL1.1 and the ones supporting OpenGL2 only have two lights (hardware acceleration) dynamics, and are directional.
I also had a hard time trying to coordinate all the events of the generation systems and balance enemy load, these are synchronized via environment variables with the AI, once you load the level you meet certain standards for each part phase, it run macros that direct action through the gaming experience.

I made ​​several models in 3DStudio and Maya, textures with Photoshop and it has been more difficult than I thought, but also a lot of fun :)

I’m making a summary of what I’ve done since the last update:
– Added a compass (triangle in front of the avatar) to know where to go next
– Creation of optimized materials compatible with light and shadow
– Creating a new enemy: mini skeleton, with its animations, etc..
– Creation of a series of doors with different animations, particle systems and so on, that are synchronized to provide a consistent flow to the game
– Including transients and environmental sound effects are played according to a given priority
– resource optimization: its a need to use the least number of objects in memory and AI’s possible, it’s an art to know how to do this and mantain the FPS high, almost between 40-60+

In six days I have to submit the game to the markets.
And it is working in Blackberry PlayBook, iPhone4+, iPad (1,2,3), Pc (win,linux,mac), etc

October Challege Complete! Mallow Drop is on Google Play!

Posted by (twitter: @gritfish)
Monday, October 15th, 2012 6:29 am

Whether it makes a buck is up to you, I guess.

Platform: Android
Technology: Flash / Air for Android
Started: 18 months ago
Launched: 12 Hours ago
Site: http://www.mallowdrop.com
Android Play Market Link:
http://play.google.com/store/apps/details?id=air.net.gritfish.mallowdrop
Free Demo on the Android Play Market:
http://play.google.com/store/apps/details?id=air.net.gritfish.mallowdropdemo
Soundtrack: http://music.brainfed.net/

Mallow Drop is a unique puzzle-platformer for mobile that draws its inspiration from the sliding-across-ice puzzles found in many classic games, and ‘traffic jam’ style sliding block puzzles.

Mallow Drop started as the physics sandbox for Gritfish’s game engine, ‘Boxy2D’. As more objects and physics ideas were toyed with, the sandbox became more game-like, and was eventually given sprite-based graphics and adapted into a larger mobile puzzle game based around altering the gravity of the game by rotating the phone.

SCOPE CREEP AND TIMELINES
Mallow Drop suffered from the ‘first game syndrome’ of a scope that was way outside my ability to produce. The actual production occurred in several jam-like bursts of energy spread out weeks and sometimes months apart. The lack of continuity led to needing to re-aquaint myself with the code base several times. The level design stage (which I had wrongly thought would be simple and quick, once the engine worked) took about 3/4 of the total time, including several rewrites of the game engine in order to make the game work better with the eccentricities of the level design needs (the way the game plays requires large amounts of level geometry to be interesting, which quickly hits some performance problems on low-end devices. This is why I’m not going with iOS just yet). In the end there were about 115 working levels, which were culled down to 100 for the final game.

THE RENDERING ENGINE
Prior to Mallow Drop, I’d never worked with sprite sheets, tile maps, or really any kind of graphics in flash beyond basic MovieClips. I started by making one big spritesheet with basic artwork, and copying regions of that into the MovieClips on the stage. Later I added in functions to draw larger objects, and adapted the rendering class to even parse CSV data taken out of the tile maps I made with Tiled. When we did Lighthouse for LD #23, we even plugged in 3D transformations and re-rendering separate to the objects the sprites were attached to.

Screenshot from 6 months ago

Screenshot from release build

Screenshot from release build

THE SOUND AND MUSIC
Mallow Drop’s sound and music were provided by my colleague and collaborator Matt Hamm (@brainfed). I think he did a great job, but I know he had difficulty ‘letting go’ of the tracks, and letting them be ‘finished’. His words below:

I started with mostly “chiptune” tracks but as the game, and the art specifically, evolved so did the music. The only track that’s remained relatively unchanged is “Beep Boop”, which is the music for the science levels and I always liked, even though it’s quite short. The others were all slowly expanded upon until they became what they are now. I think Trees best represents what I was trying to do, blending chip arpeggios with recorded and sampled instruments.

GETTING IT DONE
I think the biggest challenge in getting the game done in time for the October Challenge was the huge amount of dev time that’d already gone into the project. The scope was far too big, and took long for a first game. But the rewards have been worth the investment. The 18 months I worked on this game now and then in my spare time have left me with:

A working, stable engine that has been used for 5 game jams so far in puzzles, platformers, and top-down zelda-likes.
A sprite rendering system that has allowed me to make flash games that’ll run on a phone.
Knowledge of tools and techniques that were way outside my previous experience like tile maps, quad-trees and object pooling
A massive lesson in scope and project management, both in terms of taking an axe to dream features in order to make it polished and stable for release, and in terms of stepping back, and seeing where the real problems that need addressing are.
Most importantly, learning that you meet the best people making games. I can honestly say that no group of people I’ve met is more interested in each others work, or more honest critics, as game designers and developers.

WHAT’S NEXT?
Well, in addition to making Mallow Drop, I’ve also started doing some rough video game reviews at http://www.treadmillgamer.net (My xbox and pc are hooked up to a treadmill, and it kinda changes the way you play games a bit – you can read all about that on the site). Game-wise, we’re looking at taking ‘A Theft of Colours’, the game we did for the ‘contrast’ mini LD game, to a full release.

October Project – Pen Study is Ready to Make Money. Are you?

Posted by (twitter: @LanceNanek)
Thursday, October 11th, 2012 2:40 pm

Pen Study, a fun app with language learning tidbits and mini-games to grow your brain that I write and blog about with Chloe, just entered the Ludum Dare October Project to be ready to earn our first dollar. Are you ready to earn your first dollar? Check out our implementation below.

For this challenge I went with integrating a single ad banner on the menu screen, not the game modes themselves. You can see it at the bottom of this screenshot:

The ad and falling facts game mode.

Screenshots of the app showing fun characters helping the player trace letters.

The tracing game mode.

For high traffic games I use a much more complex solution involving multiple ad providers in AdWhirl and with their own specific integrations. Shout outs go to Millennial Media for paying the most for banner ads so far outside of deals arranged in person, and AppFlood for bringing in the most installs!

This dare is about easily getting unfinished games and challenge entries making money, so here comes a simple single integration with an ad provider I’ve never tried before. Here is an Android layout with the banner:

[stextbox id=”grey”]

<LinearLayout xmlns:a=”http://schemas.android.com/apk/res/android”
a:layout_width=”match_parent”
a:layout_height=”match_parent”
a:orientation=”vertical”
a:gravity=”center”
a:background=”#cccccc”
>

<!– Other content goes here. –>

<com.sec.android.ad.AdHubView a:id=”@+id/AdLayout”
a:layout_width=”wrap_content”
a:layout_height=”wrap_content”
a:layout_gravity=”center”
a:visibility=”gone”
a:paddingTop=”10dp”
a:paddingBottom=”10dp”
/>
</LinearLayout>

[/stextbox]

And here is the code that initializes it.

[stextbox id=”grey”]

public class SelectLessonActivity extends DelegatingActivity {

@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.frame);

final AdHubView adhubView = (AdHubView) callingActivity.findViewById(R.id.AdLayout);
adhubView.setVisibility(View.VISIBLE);
adhubView.init(this, Constants.ADHUB_INVENTORY_ID, AdSize.BANNER
adhubView.setThreadPriority(AdHubView.MIN_PRIORITY);
adhubView.startAd();
}
}

[/stextbox]

Make sure you have the needed permissions in your AndroidManifest.xml:

[stextbox id=”grey”]<uses-permission android:name=”android.permission.INTERNET” />
<uses-permission android:name=”android.permission.WRITE_EXTERNAL_STORAGE” />
<uses-permission android:name=”android.permission.READ_EXTERNAL_STORAGE” /> [/stextbox]

And that you have the JAR in your libs:

A list of JARs in the source code tree.

App libraries.

Coding done! Getting real ads was a little difficult with this provider. I had to post to a market first, then wait for the approval process, and also wait for banking information to be approved. Some other providers let you get going immediately and sort it out later. I did like being able to pick categories of ads that match the app demographic, kids and education games:

A list of categories with checkboxes for what ads to show on an ad network site.

Choosing what type of ads to show.

I feel people will be more likely to click a targeted ad and it has a better chance to be useful and not annoying to them. A targeting method common with other ad providers is specifying keywords. That might be more flexible and powerful. If the ad provider ads a new category, my keywords might match that already, for example. Or they might use smarter algorithms enabled by keywords.

Hope this helps your own projects! Check out Pen Study to feed your brain between coding. :)

e x e r t i o n — October 2012 Challenge

Posted by (twitter: @matnesis)
Friday, September 28th, 2012 3:06 pm

i have the sprites, the idea and the title for this challenge.

you can see the under-construction here.

good luck!

Payment Processors – What to do?

Posted by (twitter: @oldtopman)
Friday, September 28th, 2012 11:52 am

With the October announcement just behind us, I’ve been looking at three payment processors. Paypal, Google Checkout, and Amazon Payments. Deciding between them is extremely difficult, and information is sparse. All I want to do is release my game as donationware, nothing fancy.

 

PayPal:

Paypal has it’s problems. That being said, it has the easiest way to do what I want it to do. A neat little donation button that I can just paste into any old website (more on that later). No bank accounts required, no complicated payment options, no funny math on monthly paychecks. I’ve used them before for other things and they’re alright. But the question remains, are they worth using when I risk all the money I’ve made.

 

Google Checkout:

Google Checkout, like other Google services, has a motto of “Don’t be evil”. While I have no doubt that it’s not perfect, they don’t have the reputation of PayPal. I’ve used Google Checkout a few times, and it’s pretty good. Unfortunately, they require a website that you own the root directory to (no xxx.no-ip.org/xxx.bitbucket.org domains). How you are payed is delightfully unclear, and I’m continuing to research this for what I can get. Furthermore, the whole setup seems to be configured towards selling physical products, which I won’t. I’ll simply be charging $5 for the same download that everybody else gets for free. On top of that, there is no Pay What You Want setup, like there would be with the PayPal donate button.

 

Amazon Payments:

Amazon Payments is run by the same people that run Amazon Inc. I have no doubt that they know how to process a lot of money quickly and efficiently. The “one click payment” option sounds pretty good for what I want, but hardly anybody uses them, and as such, there is even less information than on Google Checkout.  Amazon does not have a PWYW button either.

 

Conclusion:

PayPal has been in business the longest, and knows just how to make a deal, sell goods, and pay people. Unfortunately, they also know just how much they can get away with, so using them is a gamble.

Google Checkout seems to be a decent payment provider, but they are fairly new to the scene, and as such, there could be some bumps going down that road.

Amazon Payments is unknown. While they have a great deal of experience selling things, they are unproven in the indie sector.

Of course, this is just donationware, I don’t need download links or DRM or anything of the sort. I’d have no idea how to even begin on website development anyway! If any of you have used these, or have ideas on what to do, I’d appreciate all of your advice.

 

…maybe I’ll just take bitcoins instead 😛

Egypt Hack & Slash: October Challenge number one!

Posted by (twitter: @juaxix)
Thursday, September 27th, 2012 5:57 pm

Hey, I made other games later and published to the markets, now I will expand the business lines and use more markets.

The game is called Egypt: Hack & Slash, it’s in dungeons and crypts inside Egpyt, mummies, demons, orcs, skeletons,…slay them all! :)

Tools:

  • Shiva 3D
  • Blender
  • 3DS Max
  • Maya
  • Photoshop
  • etc
Good luck and have a lot of fun!

 

 

AVOIDAL – home found!

Posted by
Wednesday, October 27th, 2010 10:44 am

AVOIDAL - Use Your Enemies

AVOIDAL (my August 2010 Ludum Dare entry) and October Challenge entry has found a home!

I’m excited to report I finalized on a primary sponsorship deal with Tom Fulp of Newgrounds last week and have finished all the integration and testing work required. That work included getting to create 23 fun medals (achievements) for players to win when the game is played over on the Newgrounds site with a player account. The game will launch over there next week on November 3rd. I’ve also managed to sell a few non-exclusive licenses including one to Big Fish Games. The primary sponsorship was found via posting to Flash Game License. I spent a good bit of time in October working on, play testing, and polishing the original competition version into the final version.

AVOIDAL screenshot - final version

The highscores have been reset so get in there and play!

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