Ludum Dare 31
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Posts Tagged ‘pixelizer’

A Summary of A Super Mario Summary

Posted by (twitter: @johanpeitz)
Thursday, April 26th, 2012 11:48 pm

Almost a week has passed since LD23 started and I think it is time to look back at what actually happened. I didn’t really have a favorite among the themes, so when Tiny World popped up I had nothing prepared. I got a few ideas while having breakfast, but nothing that I thought was interesting enough. Tiny World to me is about relative sizes, but all I came up with was not relative to anything else in the game. So I took a shower and not only did I get clean, but the idea of summarizing another game into tiny bits was born. I went with Super Mario Brothers pretty much straight away as it both widely known, but also said WORLD x-y on every other screen.

Can’t be bothered to read the post mortem? Go straight to the game and play/rate it here.

Things that what went right

Engine

I used my own developed engine Pixelizer. Even if I’ve been working a lot on it lately and this would be the first true test. Luckily it stood up to the challenge and allowed me to cram a lot into the game in little time.

Graphics

Straight and simple, but colorful. I obviously had original graphics to start from, but I wanted to put my own touch to it to make the game as a whole a quite different experience from the original. The first thing I did on the project was actually animating the main character as I knew I would be spending a lot of time with him and didn’t want to stare at a purple box. From there I build the rest of the graphics to work with the character.

Scope control

I knew making 32 distinct levels would take it’s time, so I decided to find a way to control the scope in case I ran out of time. The solution I choose was to alternate between making levels from the start and making levels from the back. Ie, first I made world 1, then I made world 8, than world 2, then 7, etc. Should I run out of time, I would at least have the start and the end of the game. Also I didn’t implement anything until it was needed in a level. That way I could focus on the task at hand at all times.

Company

Being part of the LD meet up at Free Lunch Design worked great for me, it was very relaxing which allowed me to focus when needed, and chat with friends at other times. Kept me from burning out which very easily could have happened.

Things that what went less right

Original scope

In retrospect, this was way to big for a single weekend. I churned out levels like a crazy person the last few hours before submission. Even if I had control of the scope, it would have ruined the idea as a whole if I had failed to recreate every level.

Engine

Pixelizer was good to me in many ways, but there are also some glitches in the game which are due to the engine. Needs more work. :)

No music

The game feels a bit flat without any music. But there was simply no time for this and I am no composer by any means. I decided not to include music as it would probably do more harm than good unless it was really good.

Misjudgung the audience

A lot of the decisions I made for the game design concerned how to make the  game more puzzly and less actionly. I thought I would get away with this, but it caused the game to be somewhat less similar to the original than what players expected. For instance being able to jump over the flag pole or nog being able to stand safely on pipes, made a lot of players frustrated.

The aftermath

I didn’t do much noise about having completed my game. I was tired and went to bed. When I woke up again the game was mentioned on some sites and I thought ‘hey that’s great’ but didn’t think more about it. Later that it started appearing on more sites and suddenly it was featured on Kotaku. From there everything exploded, with the game appearing on everything from destructoid and boingboing to barstoolgames. Tweets kept rolling in with comments and questions, from all over the world. It was an amazing experience to see something that I had created spread like a wildfire. I had never imagined that people would take the game to their hearts the way they did and I feel incredibly humble and fortunate to the whole experience.

Conclusion

Ludum Dare 23 was an amazing experience for me. Not only did I had a great time making the game, seeing the response has been thrilling beyond compare. Browsing the entires I am amazed by the sheer range of awesome game concepts and implementations. The sky is truly the limit for this fantastic event. I am happy and proud to be a part of it and so should you!

If you’re still interested in the actual game after reading this, please play/rate it here.

Start of day 2

Posted by (twitter: @johanpeitz)
Sunday, April 22nd, 2012 1:07 am

I’m making a platformer (as usual) with AS3 (as usual) and finally putting my engine Pixelizer to the test! Working relly well so far.

Woke up early today and decided to redraw yesterday’s graphical efforts. The result is a much more cheerful version of something I am sure you recognize. :) I’m quite happy with yesterday’s progress. The game is basically done (save a few enemies) so I can spend the entire day on making levels and polishing.

Biggest problem yesterday was eating too late too fast. Oh well.

Pixelizer updated and on GitHub!

Posted by (twitter: @johanpeitz)
Saturday, March 31st, 2012 7:23 am

What framework are you going to use for LD23? Why not try Pixelizer?

Pixelizer is an AS3 entity and component based game framework and today I pushed version 0.4.2. This version holds mostly fixes and tweaks to the 0.4.0 version, but a few new things as well, e.g. visualising colliders.

In order to make it easy and fast to use I’ve written a lot of components already so it should be super easy to get started. The whole thing also comes with a lot of examples that show you how to work with components. Read all about Pixelizer here.

I’ll also take the opportunity to say that Pixelizer is now on GitHub. Join the fun!

Pixelizer 0.3 released!

Posted by (twitter: @johanpeitz)
Saturday, February 25th, 2012 12:44 am

First, I want to thank for all the good feedback I got since last release. It’s been really helpful, so keep it coming! :)

Now then, with version 0.3 Pixelizer is really starting to shape up IMHO. Switch scenes, play sounds, add components and entities like there was no tomorrow. Feature list now looks like this:

  • easy extendable component based framework
  • nestable entities for easy manipulation of groups
  • lots of premade components and entities
  • fast 2D rendering
  • automated collision detection and response
  • spritesheets, animations and tilemaps
  • automatic panning and volume of moving sounds
  • exact mouse and keyboard input
  • fancy text rendering
  • handy math routines
  • effective object pools
  • useful logging

Code, docs, examples and all you need available on the project page: http://johanpeitz.com/pixelizer

And if you have any thoughts, feedback, or ideas. Let me know! Thanks!

Pixelizer 0.2 out now!

Posted by (twitter: @johanpeitz)
Sunday, February 12th, 2012 4:38 am

I just released version 0.2 of my framework Pixelizer:

Pixelizer is a component based framework for writing games in AS3. That means that you have base entities and that you write little behaviors for them. Behaviors can be anything from game logic to rendering to whatever you can imagine. As most standard behaviors are already in the package, it is very easy to get started and getting your game on to the screen should be a breeze. I am aiming to make it really flexible, reusable and extendable. The main rendering technique in Pixelizer is currently blitting. Blitting is a fast way of displaying hundreds of objects with virtually no slow down.

I’ve been inspired by Unity3D, Flash Punk, and Flixel and added a my own philosophy into it all.

Code, example, and even a demo on the project page.

I would very much appreciate feedback on the whole thing. Very much! Thanks!

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