Ludum Dare 35
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Shapeshift

Judging ends in
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PlayRate80Star

Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Posts Tagged ‘post-compo’

Shape Struggle 1.1.0.6 post-compo: performance optimized

Posted by (twitter: @csanyk)
Tuesday, April 26th, 2016 7:50 pm

 

I’ve gone over the code for Shape Struggle, and optimized it for performance  On my machine, I can’t get it to drop frames in the latest post-compo build, 1.1.0.6.  The thing is, my laptop is pretty high-end (2.8GHz Xeon E3-1505M, 64GB RAM), so I’m not sure how well it runs on older machines… I need testers!

>>> Play and Rate Shape Struggle <<<

I figure my optimization tricks might help other developers, so in brief, here’s how I did it:

  1. Controller object:  I knew even before the compo ended that I needed to set up a controller object to optimize the performance of the up to 500 instances of oEnemy that I’d have active in the game.  But the code in the controller object from the 1.0 build was far from optimized.  I refactored and streamlined the code, eliminating redundant conditional checks, and pulling code out of loops to make them as tight as possible.

    I also pulled some Step event code out of the two most complex objects, oSquare an oPentagon, and put it into the controller object.  Doing so enabled me to write some of the code in the controller so that it runs once for all instances of oSquare and oPentagon, rather than once per instance.   This makes a huge difference in the amount of calculations necessary when there are hundreds of instances active.  No matter how many there are, there’s only one calculation performed.

  2. Simplified bullet object.  At maximum firepower, the player fires 5 bullets per shot, one shot every three steps.  At 60fps, that’s 100 bullets per second.  That’s 100 creation events per second.  I thought I should limit the number of bullets, and also I wanted to limit the range of the player’s weapon, so I put a timer in the bullet object that destroyed the bullet instance after 1 second.

    Potentially, I might have optimized this by implementing object pooling, so that rather than creating and destroying bullets, I would re-use the instances so I wouldn’t need to keep creating and destroying them.  But first, I tried removing the timer, and found that the game plays and feels exactly the same, so that timer code doesn’t matter.  Normally setting a variable and then decrementing it doesn’t take a lot of CPU.  But with up to 100 fewer creation events every second, and 100 fewer timers to decrement every step, it adds up.

    Object pooling might yield still more performance optimization, but simplifying the objects as much as possible first before making such efforts is smart.

  3. I also removed the collision check from the bullet object that checks for collisions with the wall, and put it in the wall. There’s only 8 wall instances, so 8 collision checks vs. up to 100 each step means a substantial savings in calculations.

Shape Struggle: post-compo release build 1.1.0.4

Posted by (twitter: @csanyk)
Monday, April 25th, 2016 10:42 pm

I’ve released a post-compo version of Shape Struggle.  It’s quite improved!

Shape Struggle by csanyk

Changes:

  • Player speed is slightly slower to give you better control.
  • Game is zoomed out 0.75% to give player more room to see.
  • Enemy and power-up spawn location/timing tuned to make game more interesting early, more balanced later.
  • Keyboard controls re-done to include mouse aiming.

post-compo download

entry page

Final Results and Post Compo!

Posted by (twitter: @PowerSparkGames)
Monday, January 4th, 2016 9:46 pm

Thanks again to all who played Edo Arena! Now I’ll include my results in this post!

Thumbnail

Edo Arena

Results

Edo Arena’s results

Reflecting on last Ludum Dare, I got better scores in Fun, Overall, and Humor. I’m proud of making a fun game for compo! I hope to break top 100 next time around, so close! Audio is definitely the weakest point, but it was my first attempt at music so I’m not surprised. Thanks to everyone who rated!


Post Compo: The post compo version of Edo Arena is now available, please take a look if you like! I hope it fixes what was wrong with the original.

There's dual weapons now

There’s dual weapons now

I hope you like your results! Thanks for reading and I hope you’ve all had an awesome Ludum Dare 34! ☺

Neon City Getaway now on Android!

Posted by (twitter: @dManabreak)
Sunday, December 20th, 2015 1:05 am

scr_rel_1

I ported my LD34 entry “Neon City Getaway” for Android. It’s free, there’s no ads or IAPs, and all in all it’s the same game as the desktop version I released during the compo.

Here’s the Play store link, have fun!

Also, if I was to continue working on it, what would you like to see?

The post-compo version of Ultra Hat Dimension is out!

Posted by (twitter: @crowbeak)
Friday, December 4th, 2015 5:05 am

Hey y’all! I’m a little late posting this because we released it Wednesday, but the post compo version of Ultra Hat Dimension is out! It has three times as many levels, new mechanics, and some impressive modding capabilities built in. Check out the Legend of Bea level Eniko made, starting about 30 seconds into the trailer!

You can get it for $5 on itch.io; there is also a downloadable demo. It’s currently Windows only. Sorry! We plan to port it later, but Eniko needs to get more work done on MidBoss (another LD post-compo game, the beta for which is free at midboss.net).

And Yuzuki made a badass soundtrack for Ultra Hat Dimension, which is also PWYW over on Bandcamp.

Once again, I’m gonna end an Ultra Hat Dimension post by saying that y’all are awesome. We absolutely love the Ludum Dare community and are super glad to be a part of it. <3

Keep being friendly and make awesome games! I, for one, am really looking forward to the upcoming jam! 😀

Ultra Hat Dimension post-compo version coming December 2!

Posted by (twitter: @crowbeak)
Tuesday, November 24th, 2015 1:47 am

Greetings, Ludum friends! ᕕ( ᐛ )ᕗ

Ultra Hat Dimension, which was originally made for Ludum Dare 32 (An Unconventional Weapon) this past April, is getting an improved post-compo release on December 2!

It was tied for 24th overall out of the approximately 1,500 entries from the jam. This new version has about three times as many levels by yours truly, additional art and animations by Eniko, more lovely music by Yuzuki, and new mechanics — all without sacrificing any of the adorable hats or rampant punching that made it fun the first time around.

POW! POW! POW!

POW! POW! POW!

It’s going to be $5 for Windows and distributed via itch.io. I’ll post again when it’s available, though you can bet your baseball cap that Eniko, Yuzuki, and myself will all be tweeting about it like mad when the time comes.

If you haven’t tried the Ludum Dare original, you can play it online!

In the meantime, the soundtrack is available for pay-what-you-want over on Bandcamp. Go listen!

We’d also like y’all to know that we very much appreciate you. The Ludum Dare community is awesome and we’re glad to be part of it. So rock on, keep making games, and may the Force be with you.*

*Star Wars references are inserted by Crowbeak and may or may not be endorsed by the rest of the team.

Shape-Shift Escape post comp version

Posted by
Thursday, August 27th, 2015 5:42 pm

It makes me glad that people still love point-and-click adventures. I think they should make a comeback!

Screenshot - 28082015 - 00:35:08

Thanks to everyone for the comments and bug reports on the original submission!

 
## Post Comp Fixes
+ The coffee cup falls sideways when spilled, and the security guard no longer says “hands off” when you try to take it (even when he was knocked out by the gas).
+ Fixed the shape-shift animation glitch.
+ Prevent guards and scientists from saying something random when there are words on screen.
+ Lower music volume. It overpowered the game sounds.
+ Loop game music when it ends, instead of restarting the music when re-entering the hallway.
+ Better placement of the lab exit hotspot.
+ After the scientist tells you not to touch the knockout gas, resume his working animation.
+ Restart the game on fail, instead of exiting.

## Additions
+ Draw pictures on the security room tv’s. Add descriptions for the tv’s and bulletin board.
+ Replace the key with a security pass.
+ Add the level exit as a new room. The door requires a security pass.

Rate my original entry

Post comp GNU / Linux

Post comp win32

(Instructions included with readme.md)

The Slime’s Journey version 2 (post-LD) release

Posted by
Wednesday, August 26th, 2015 8:02 pm

The Slime's Journey v2

I’ve released the first post-LD version of my LD33 game, The Slime’s Journey. Most notably, the new version adds in the ability to save (and a ‘hardcore mode’ if you want to play it in the original way) and changes the mutation mechanics to give you more choice over how you want to mutate.

Full changelog:

-ADDED: Saving and loading.
-ADDED: Hardcore/softcore modes. Softcore has permasaves, hardcore has
permadeath.
-ADDED: Options. You can now make the text appear faster/slower and
disable the ‘press enter to continue’ parts.
-CHANGED: Mutation mechanics: You now see all options instead of 3 random
options, and you can now cancel during mutation.
-CHANGED: You now see the current turn next to the your location.
-FIXED: Resilience will no longer activate after you’ve taken lethal
damage.
-FIXED: The game now manually sets the background color to black, making
sure it works properly on terminals that aren’t black by default.
-FIXED: Various minor fixes in events and text display.

Entry page link

Direct download link for v2

Peace & Compassion

Posted by
Monday, May 11th, 2015 5:32 pm

I didn’t want to go with another “kill ’em all in a funny way’ so i decided to make the game the zen way:

After coming up the stairs from the cellar you find your building occupied by brutal aggressors. But instead of waking your inner Chuck Norris you decide to heed the Dalai Lama’s advice and pacify them with a smile.
I mean literally.

Due to some family business i had to attend to i didn’t have enough time to spend on this idea, so i went for the jam, but that only bought me a few hours more as it was monday and stuff had to be done. The game still was not even close to what i thought it could look like.

So now i finally got around to add some asal to the post-compo version of ‘Compassionate action’ that i wanted to have in the first place (e.g. filters, the inapt designers secret gfx sauce).

Befor i couldn’t really implement the visual style that i had in mind, also the viewport of the game was too wide, you could see way too much to be interesting, but with the added honey this works way better, it is almost enjoyable. It comes a lot closer to what i envisioned.

It is still not exactly what i had in mind gfx wise, but when does that ever happen. It would be nice to have had more background gfx still, but thats something for later maybe.

See the before:

ld32-before

and after:

ld32-after

 

All in all i am very content, i learned a lot, again, and that is what it is really about, to learn how to do what you love, and then one day, maybe, make a real game that is addictive and fun to play :)

So check out the JAM entry version and vote on it, or see the POST-JAM version to get a feeling for what i was going for.

goeth forth and codeth

Robo Attack – Post Compo

Posted by
Wednesday, May 6th, 2015 11:25 am

I decided to make a post compo version now! It’s a lot better :)

You can see the gameplay > Here <

(2015/05/02) Post Compo Version!
[Fixed] Hand Collisions
[Changed] You no longer have to press ‘X’ in order to pick up an item
[Changed] You are not sliding around like a crazy idiot anymore 😀
[Changed] The Maximum speed is now slower.
[Changed] The Gravitation power is now weaker.
[Changed] The Jetpack flypower is now weaker.
[Changed] Some small changes in the Highscore menu
[Changed] All sounds have been improved!
[Changed] Some graphics have been improved.
[Added] An arrow to see where you are if you fly outside the screen.
[Added] Fuel Item – You get more fuel by walking on this item!
[Added] Push – Push away your enemies if you are in trouble!
[Added] Push animation.
[Added] A new Logo!

You can play it here: Robo Attack

 

A bunch of new stuff!

Posted by (twitter: @Haite)
Sunday, May 3rd, 2015 11:44 pm

weareneveralone

Maybe the last update that will do to my game, there is still a lot of stuff that I would like to improve, feedback that I received, but there is a time to say “it’s time to let it be”.

You can see the newest updates to the post-comp at my entry page, at the changelog, hope you guys like it! :)

Conclusion

Posted by (twitter: @DarkCisum)
Wednesday, April 22nd, 2015 3:36 pm

I just posted a summary of the whole event on my development blog and but wanted to post my conclusion here as well.

Having a somewhat finished framework ready to go really help a lot in the development since I could immediately jump in and didn’t have to bother with a lot of the boilerplate code. I really hope to get this small framework a bit expanded so things will end up even easier and less hack-ish to code, because while writing a framework you can take your time to design things properly, I did not have that time during the Compo which ended up in a lot of code repetition.

Synth Guitar

While nobody will watch someone code or sit around for hours on end, I still like to stream stuff, because it kind of forces me to keep working on it and not start some video game or randomly browse the internet. In addition to that it gives some nice conversations from time to time and you feel less as a solo developer. I just hope to get a better solution for the webcam, since I feel webcams make streams a lot more interesting.

It took a lot of time, but in the end it was really nice to have something finished and ready to be voted on.

Game

See you next round, maybe? :)

Fibonacci Grid – Post Compo

Posted by (twitter: @andyjamesadams)
Monday, January 5th, 2015 11:42 am

Yippee! I’ve finished the post-compo version of Fibonacci Grid.
image
-Changes——
1. Added Main Menu (Now that I’m not restricted to 1 screen)
2. Added In game menu w/ restart – quit – and music option
3. Added stats tracking to main menu
4. Added level adjustment to increase over times the game is played.
5. Added 2 new game modes!
-TIMED MODE – race against the clock and not a move count
-ZEN MODE – no limits on your math skills… just click until you hit the goal… or have to reset.

6. I ADDED A TUTORIAL!!! (Most requested improvement)

The post compo is up on GameJolt HERE.

You can play the original LD entry HERE.

COMING SOON: iOS!
Fibonacci Grid iOS

Version 4 of Quiet Life released

Posted by
Thursday, December 18th, 2014 8:32 am

I updated my LD31 game to version 4. Focus of this update is on user friendliness, which really needed some help according to the feedback I’ve received.

Version 4 download link

Main change is to the controls. There’s now just one action button, which performs the displayed action, and a button to toggle between possible actions. The displayed action now also hints at what will happen if you perform the interaction, which is helpful when telling

‘craft this item’

from ‘kill the sheep in front of me’

Which will drastically cut down in the number of ‘oh shit I didn’t mean to do that’ interactions. It also highlights the tile on which the action is performed and as such hints at possible directional usages (the previous system of asking you which direction to use and forcing you to guess randomly is gone now).

Another much-needed feature is a simple highlight of your spawn location, which is now highlighted by a simple lighting effect.

Other changes include the addition of the Goad, which helps control sheep movement, and buffs to meat and grass seeds.

I hope that with this update the game’s difficulty will actually come from inability to juggle all necessary tasks rather than figuring out how the controls work.

Version 4 download link

Original entry page

SnakeFormer: Half Snake, Half Platformer! (Post Ludum Dare Compo Edition)

Posted by (twitter: @tolicious)
Sunday, October 26th, 2014 11:52 am

A few months ago, I made my first puzzle game ever for Ludum Dare 29. It was well received (#16 in Innovation!) and players called it “clever” and “challenging”, but the difficulty curve was too steep. Now, I finally found the time to make a post-compo edition with more and easier tutorial levels to ease the beginning and a really hard one where you can test your mettle! I humbly present:

Banner

Snake meets platformer physics!

A short puzzle game combining two
well-known concepts to form a unique hybrid.

Play right here in your browser!
(And maybe rate it! Or share it with friends who might like it.)

Download for Windows, OS/X or Linux!

“But,” you might say, “only 9 levels?” Yeah, for now. I think it’s enough to demonstrate the concept well and especially the later levels might take some time to solve. I’m pondering releasing it on Android soon, and maybe, just maybe, I’ll search for a level designer and get more levels made. If you like it and want more of it, please leave a comment!

Credits:

Screenshots:

 

Rage: Destroyer of worlds, progress towards Post-Compo release

Posted by (twitter: @MidnightTinker)
Wednesday, September 3rd, 2014 10:24 am

I was never able to get my project as far as I had hoped to, so with the positive feedback I’m eternally grateful for by those who have tried what I was able to accomplish and submit for the LD48 Jam, I have continued forward with development for a Post-Compo release.

Above you can see me experimenting with the latest addition-the elemental effects your weapon will be able to gain through the destruction of boxes dropped by mini-bosses (the larger enemies seen). It’s not actually effecting anything yet, but I’m really happy with its implementation and the visual representation.
Your weapons attack will leave a trail based on what elements it has gained and to what degree, and crystals of each element will appear on your head-the slower they spin the less time left before its effect disappears.
A fun note-something I often hear is ‘I wish the enemies would be damaged by their attacks as well’, so a fun quirk I’ve kept is that while enemies won’t cast effects on each other for balancing purposes and to keep the experience fun, I have made it so they still deal damage-at 10%, and knockback. So it keeps all the fun of knowing they are being damaged without poorly effecting the experience or balance (having the mini-boss wipe out its minions before you even attack isn’t the best haha).

Other things I’ve changed/added since the competition.

  • A lot of refining of the satisfaction of dealing and receiving damage along with more visual recognition (The sounds, color tint that builds up with consecutive hits-red for normal hits/yellow critical hits, and knockback).
  • Background music from our music artist Kevin Green (heard in the video above).
  • Refinement of attack mechanics (the orb on the left/right of your characters head shows your left/right mouse button attacks charge), the left attack continues to get faster as it is held-when the left orb is empty you can only swing once consecutively, the right-attack requires an initial cost and auto-casts when the orb is emptied-it also has twice the chance to deal a critical hit.
  • Some noteworthy quirks with the elements-you’ll gain them separately for your left/right attack depending on which attack you break open the box with, and upon each swing you’ll have a ‘chance’ to cast any element you have up to its level (nothing is guaranteed). This keeps your normal attacks valuable and each swing playing a vital part while balancing out the experience (and if you manage to get away from an enemy after one swing you might escape the full wrath of their elemental damage too). It really expands the experience in a fun way instead of the traditional mechanics for this.

I hope you enjoy what you see in the video and look forward to more progress on this, hoping to complete it for a release soon after the Ludum Dare judging is finished.

 

 

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