Posts Tagged ‘pokemon’

Analysing data: My past 4 #LDJAMs

Posted by (twitter: @tuism)
Tuesday, September 15th, 2015 11:11 am

Thanks for the awesome jam good LD friends! 😀 Thanks for voting and the cool chats and feedback and votes!


Had a wonderful #LDJAM this time around, I felt much better about this one than my previous one, both during and after the jam. And that definitely showed in the score :)


So now that I’ve done four LDs (sorry #30, I couldn’t get to you), I can put some kind of data together and see if I can make sense of my performance. And to be honest, it’s baffling.



LD32 vs LD33

First, comparing this one to the previous shows a definite improvement, and that I’m really happy about. The previous one was really quite uninspired and rushed, and I’m glad that my approach to this one (not pre-determining what to make before the jam) has yielded far more creative and interesting results.

LD 31 vs LD33

In comparison to my best LD so far, I couldn’t beat it. But hey, that’s really not a major issue. But that feels like an anomaly to me… my LD31 was a purely multiplayer game which meant it was impossible to test, with no Audio to speak of so it scored 0 there, and it was a platformer which was like 80% of other games. Why did it do so well?? Was it genuinely a great game, and I really should work on that one further, or was it an anomaly? WHICH IS IT?? D:


PokEscape placing 437th on theme makes me feel kinda sad, because the very first line of the description said “You are the (Poke)Monster!”, which I thought was a great fit for the theme. Which meant that 90% of people who rated the game either missed that line or never read it, or didn’t agree with it. Sigh.

Comment count

I went through my games and roughly counted up how many comments I had on each game, and this last one was a lot higher than the rest by about 50%, which is possibly significant. Was it because this game referenced Pokemon? Or was it due to other factors? I really would like to know how many ratings my past games has. Don’t know where to find that. Sigh.

Adios LD!

It’s been a rad Ludum Dare as usual 😀 After this analysis I think I’ve decided that data analysis is not useful without a sample size of a billion :) So just keep jamming and having fun, making cool shit is the best you can do! Until next time amigos!


PokEscape: A stealth game where you have to eat your cover

Posted by (twitter: @tuism)
Monday, August 24th, 2015 1:12 pm

This was my fourth Ludum Dare, and I daresay the one I’ve been most comfortable in 😀

I got to sleep (before and during), I got to slack off a bit, I have many chopped features, I have sound! And an “ending”! It’s been a pretty good weekend.

As always, thanks to everyone involved in making LD the best of its kind! 😀

Play PokEscape before I spoiler anything for myself

But if you don’t mind spoilers (it’s not Game Of Thrones), read on!


So, the joke is:

You’re the (Poke) Monster.

The hook is:

A stealth survival game where you have to eat your cover to survive.

You’re a newborn Magicrap. You want to eventually evolve into a Gyradeuce. But before that, you have to eat, and live, and not get caught by those bastard kids with funny caps.


You hide in tall grass! But if they hear you they’ll investigate!


If you don’t eat you’ll starve, if the kids see you they’ll catch you:


Sure, you can of course get away despite the hardships.


But you’ll wanna risk your skin to collect money to send home to your Magicrap kin. After all, animals are fiercely loyal.


What I learnt making this?

Game design is hard. (I can do better)

Naming games is hard. (I can do better, PokEscape wasn’t even my idea)

Level design is FUCKING HARD. (I can do better. Maybe)

Give PokEscape a play!

You guys rock! 😀

Magicrap’s Evolutionary Journey of Amazingness to Gyrodeuce-dom

Posted by (twitter: @tuism)
Sunday, August 23rd, 2015 12:30 pm

You are the (poke) Monster!

I’m having dinner so I thought I’d take a break and post about this problem I’m having.

This game starts you as Magicrap, minding his own business, trying to not starve to death. Then these bastard cap-wearing kids show up and start throwing these fucking balls at you, and you gotta escape them, or get caught and ushered into a monsterous life of slavery servitude, or starve.

The mechanics aren’t all in yet, but the main tension is that it’s a stealth game where you have to eat your cover to stay alive.

And you want to eventually evolve to Gyrodeuce.

What do I call this!?

Thanks, you awesome Ludum Darers!!! 😀






Fake screenshot for pokemen

Sunday, August 23rd, 2015 11:46 am
pokemen fake screenshot


Skyfish checking in. I only have 28 more minutes to do move animations and I have none yet! (time slotting) So I will make this brief. Here is a fake screenshots. the colours mess up because it’s png, so IDK what you can do. It works in the game anyway. Pokemen is coming along nicely, it’s playable and I found no bugs. Now we need to implement the menu and put the assets in the actual game. I will make a making of post sometime after i think. I only have today to finish everything since I work tomorrow. Oh dear! bye bye Ludum see you soon.

Team Bitraf report

Saturday, August 22nd, 2015 11:05 am

SkyfishArt checking in. Over here at Bitraf, Oslo, we did have several attendants yesterday and today. I couldn’t participate the whole time, but here is my progress on our “Mokepon” (name might change) game. Its about monsters fighting. You are the monster. wow. Instead of the mokepon trainer who shouts commands at you. Can you tell wich one is my favourite yet? (hint: it’s the one I worked on the most. I’m already kind of fed up with them all) It’s the first time I do pixel art! I have to do animation for all of these, it’s looking like a kind of fighting game so far. I have so far in my life primarily only done 2 frame animations, so this will get very interesting.

I have 2.5 hours to spare per task including:

creature design
creature render
level design (bg)
ui design
animated moves

1 hour left on creature design. Ughhh I’m not feeling grass and water mon yet.

pixelmon skyfishart

pixel monsters


Probably my last little update before the deadline

Posted by
Sunday, August 26th, 2012 2:23 pm

Game mechanics are finally coming together, plus I’ve cleaned up a lot of the interface.  Still haven’t really worked much on actual content though :(  Let me run through real quick and list off everything that is currently working…

Start a new game, travel around the map, initiate battle, use attacks, flee, deal and receive damage, move use counters being limited and depleting properly for you and enemies, kill/die, win/lose battles, gain item drops based on drop rates, use items from inventory, view inventory…

What are the key things still missing, mechanics-wise?  Switching active Evomemes in battle, Save/load game, attack accuracy/evasion, exp gain if it’s not item-based… that’s all I’m coming up with.  We’ll see how much I can get done with ~3 hours remaining.  A lot of stuff I could try to show you, but… no screenshot for now.  Sorry!

Red Bull + Daft Punk = ???

Posted by
Sunday, August 26th, 2012 10:34 am

Well, today got off to a rough start.  Low energy, lots of distractions… Still, I’m making progress.  I’ve got the core combat mechanics done with, and I’ve finally gotten my damage formula tweak’d to something that seems right to me.  Needs a lot of messages to the player so s/he can know what’s going on, but the functions themselves are working.

Next up, exp gain, item drops, and the whole inventory system!  Eek!  That’s a lot for roughly 7 hours.  GO GO GO!

Also, have a screenshot of a functioning battle:

Chonosome used SLEEP. It’s SUPER EFFECTIVE!

Posted by
Saturday, August 25th, 2012 8:07 pm

I can feel myself slipping away as I type these words, but I am sticking to my plan and posting a screenshot before I pass out.  I’m about half-way done with combat… still need the actual damage calculations worked out… might do it half-way for now, and come back and implement elements/weaknesses/whatever later, if time permits.

But actually, first thing’s first.  Screenshot and sleep.  I’ll have about 12 hours left tomorrow, plus or minus… who knows how much content I’ll get to add… not nearly so much as I’d hoped, but… ah well!  Good night, LD Crew, and good luck!

Half way to forever…

Posted by
Saturday, August 25th, 2012 6:13 pm

So, we’re half way there already, huh?  Alright, I can live with that.  I got hung up for a while and didn’t make much progress for since the last update.  I’ve got the transition into battle ready.  I generate the enemy’s evomemes and deal with pre- and post-battle dialog.  Battle itself should be hard to implement… it’s mostly some numbers games, right?  Anyway, I’m gonna try to get a couple more hours’ work done tonight in case I’m interrupted tomorrow.  I still wanna get all the main mechanics done tonight if possible.  We’ll see what happens.  I’ll try to put out one more update before I go to bed if I can manage not to suddenly crash.


Also, next time I’ll have a screenshot, I promise!

Slow, incremental steps. Kinda like evolution?

Posted by
Saturday, August 25th, 2012 10:54 am

Another short update – Making slow but steady-ish progress.  I’ve got the very basics of displaying and moving between rooms working.  I would post screenshots, but… it’s a text based game!  I figure there’s only so much of that sort of thing anyone can handle, so I’ll wait until I have a lot to show until I use up your patience.  Next step is to allow for rooms to add context-based commands to the prompt, such as talking to a person in the room, or battling something, or… whatever?  After that, it’ll be time to tackle actually creating the ‘mons and building the inventory, status, and battle systems!  Eek!

Quick Update: Title and ‘Screenshot’

Posted by
Saturday, August 25th, 2012 4:24 am

Just wanted to throw up a quick post with my amazing first screenshot from my text-based game, Dawkemon.  Look upon my works, ye Mighty, and despair!


Gotta design ’em all!

Posted by
Saturday, August 25th, 2012 3:26 am

Gooood morning, Ludum Dare!!!~

So, my first act of last night, after the unveiling of the theme, was to go to sleep.  Sign of being old?  Perhaps.  Nonetheless, I’m awake now and the juices of creativity are percolating up into my brains.

For those just tuning in, my self-made restriction for this LD is to use a base install of Python and NOTHING ELSE!  I’ll be sticking with very simple programming techniques as well.  The idea behind this is to show my students that you can make a fun game with only a couple weeks of programming know-how.  I guess that means my game better be fun!

So what am I making then?  Well, text-based, for sure.  Evolution, hmm?

Well, my first idea, and the one I’m sticking with, is something at least loosely based off of Pokemon.  I know from a quick scan of other people’s posts that this is by no means a unique idea, nor would I expect it to be… but it’s something I think my kids can relate to even in text form.

Now… how to translate the traveling, and collecting of ‘mon into a non-tedious text game?  We’ll see… I’ve gotta start somewhere though!

First 7 Hours down!

Posted by (twitter: @allhaildaniel)
Saturday, August 25th, 2012 1:25 am

Hey whats up? I’m just making a game in 48 hours. Nothing special……


The first  hour!
Actually, It is awesome. I’ve gotten a lot done so far.

About 3 Hours in!

and I’m welcome to share it with you all!


So basically the first thing that came to mind when the theme was announced (It’s Evolution… FINALLY!) was POKEMON! They evolve right?! So, I sought out to make a game that’s kinda like pokemon, but where you actually play as the monsters and fight other monsters and EVOLVE!

Anyway, that’s the basic idea. If your interested, you can play the latest build here


The current status of the game.

I’ve been livestreaming the entire process so far! And I’ve had some fun talking to some of you! If you wanna join in hop onto the livestream. Or follow me on the twitters!

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