Posts Tagged ‘postjam’

Post-Jam Version Of My LD35 Game Is Up

Posted by (twitter: @xanjos)
Wednesday, April 27th, 2016 4:51 pm

Seeing as a lot of you are having trouble with my LD35 game SHAPE.SHIFT() (because of its supposedly challenging difficulty), I’ve decided to put up a (WebGL build for the time being) slightly easier post-jam version that’s more forgiving in terms of distance between obstacles and the time needed to react to them but should still pose a challenge (Of course for rating purposes/bragging rights, the original “super hard” version is still available on the embed link on the main game page as well as on the itch.io and GameJolt pages).

In other news, my game currently has 59 votes and could probably do with some more:

ld35votes

Anyway, if you have yet to try out my game give it a play/rate by clicking here. You can also check out the post-mortem for the game by clicking here and to see my previous post on how to get a good score in my game (which mostly applies to the original version), click here.

Also, I’m looking for more games to play/rate so click here to submit your entry and I’ll get to it as soon as possible.

How To Cheat At Game Dev

Posted by (twitter: @cynicalmonkey)
Wednesday, April 20th, 2016 1:51 pm

I am from the learn as you go school of game design. Unity Tutorials, Forums and Stack Exchange make up a significant chunk of my base knowledge about code but I don’t like to copy and paste, I make sure that anything I put into my game I know how it works. What I love about LD is that it forces me to try new things and in the process learn new things. Unfortunately the time restraint means the understanding new things becomes more optional especially when a lot of the new things you learn come with some complicated maths. Game Jams are not a good time to come to terms with new maths, but it brings me to another thing I love about LD, having to think your way around a problem. In a lot of ways Game design is the best and most abstract puzzle game I have ever played.

In LD35 I ended up in this spot a number of times and enjoyed my solutions to my problems. Sometimes it effected games mechanics. As an example when I was programming my Ship’s shooting mechanic. Because my ship had a variable speed the trouble I kept facing was the ship could out run the shot. It looked terrible, made the cannon look weak and also was problematic when it came to being chased by enemies. So I came up with an elegant solution

The cannon fires backwards. 3 Birds with 1 stone.

Another problem my shooting mechanic faced was aim. The ship in my game can rotate 360 degrees try as I might I couldn’t get the projectile to leave the ship in a line that looked correct. It would go in a straight line or come of at the wrong angle and it looked and played awfully. It was a maths problem and there was probably an elegant solution I was missing but I was already behind and I didn’t have the time to experiment until I found it. So here is how i solved my aim problem.I cheated!

trajectory

 

A. I created am invisible game object that was the child of my Ships core and placed it about 20(unity distance) behind it. we shall call this game object Margret.

B. As a result it would follow the same rotation as my ship like it was on a spoke

C. at the point of firing 2 things happened

  1. a projectile was fired from the ship
  2. a new game object was spawned at the exact spot Margret was

D. The script on the projectile that made it move would take the game object dropped by Margret as a target and move in a straight line towards it while at the same time rotating itself to face it. It also meant I could have them destroy each other if  they hit Meaning the game didn’t become littered with bullets.

 

There might be hundreds of simpler solutions to this, some using more obvious code I didn’t think of or elegant solutions I don’t know how to do. I have described the way I code to people as hanging up pictures by nailing string to the ceiling and right now it works for me.

But this LD I found a creative way to cheat my way around something I couldn’t work out how to do the right way and if i hadn’t been doing LD probably wouldn’t of needed to but that time constraint really makes you think.

So if you read this thank you for indulging me and please play my game

Shift Commander

And if you have already played it please check out the Post Jam Version on Itch.Io as I have taken on a lot of the feedback in the comments on board.

https://cynicalmonkey.itch.io/shift-commander

50  Animation2

The Seed of Love Postjam version!

Posted by (twitter: @fullmontis)
Thursday, December 17th, 2015 3:10 pm

I am happy to say that the postjam version of my Jam visual novel, The Seed of Love, is now out on itch.io!

Main addition is music, more images, unlockable endings and additional features.

Hope you will give it a try.

The Seed of Love on Itch.io

You can find the game page here if you want to rate it!

 

Grow – Postjam version is complete!

Posted by (twitter: @fullmontis)
Sunday, August 30th, 2015 3:12 pm

grow postjam version 1

So I was able for once to stick to a game for more than just a weekend. The post jam version of Grow is now out! More than enough to celebrate!

The new version has a few things going for it. First, graphics are improved and sound and music is added. The game is very atmospheric now, even more than before. I am really pleased with how it came out.

The gameplay has been balanced a bit. Now your health decreases in bigger amounts the more you survive, meaning there is an added challenge. I hope that helps with the repetitiveness with the game a little. Now you see the time you have survived too!

There are a few minor bugs fixed, and the game is now stable.

grow postjam version 2

So I hope you like the game. If you have already played and voted, thank you! You may want to check the postjam version to see if you like it more. If you haven’t played it yet, try it! It is a fast load and fast play. It is a bite sized game. You can find it here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21736

Thank you all again for making this Ludum Dare possible. I really really love this competition.

Andrea

Baby’s First Post-Mortem: Score Attack!

Posted by
Sunday, May 3rd, 2015 5:03 pm

Score Attack! Post-Mortem

Main Screen

Hello all, I go by Boateye on the internet, but you can call me boateye, since we’re instant best friends!

This was my very first Ludum Dare, but second Game Jam (I did the most recent miniLD #58). And I learned quite a bit. As such, I’ll hold up game dev tradition and make my first ever Post-Mortem!

What went well:

  • Making my own pixel art for the game was surprisingly fun!
  • I was able to effectively reuse some of the sounds that I made for my Mini LD#58 entry,  Combat Pong, which saved me a bunch of time.
  • The game was actually fun to playtest! This is a first for the games I have made.
  • This slightly ore abstract theme was much better and easier to implement than my original idea
  • The shooting and flying feels really good.  One of the main details that I ike to focus on is “Game Feel”, and I think that this is my best effort so far.
  • The central mechanic of using different amounts of your own score to kill enemies was fun for people like me who want to get maximum value from every action in a game. Trump, and Lous Scott-Vaargas would be proud :)
  • The upgrades were fun to implement.
  • The enemies spawning and moving in the background of the title, ending and upgrade screen were an accident, but it ended up looking nicer than what I had planned. I love moments like these during game development!
  • Itch.io is a really great website for hosting games online. I encourage anyone who has not tried them yet to host their next project on there.
  • Feedback is very positive!

 

What went less than well

  • There was a bug where the enemies weren’t awarding the right amount of points to the player
  • The Smart bomb wasn’t working at the time of release. It was now adding the accurate amount of score based on enemies killed. That is now mostly fixed.
  • I wasn’t able to implement mini-health bars for the regular enemies that require multiple hits to help the player find the most effecient way of killing enemies.
  • I was not able to implement good tutorial levels to teach the player the main schtick of the game, outside of the game’s text description which no one reads :p
  • Art is unremarkable, but functional.
  • There aren’t as many levels as I would like. The game is very short.

 

Overall, I feel that Score Attack was a success for my first proper LD game. More things went well than wrong, and even the things that went wrong were easily fixable post-jam. I’m really proud of Score attack, and I encourage you to check it out if you like Shmups!

 

Play and rate Score Attack!

Whistle – Post Jam Version

Posted by (twitter: @AhNinniah)
Sunday, May 18th, 2014 4:45 pm

Post Jam version of our entry is up! We fixed some bugs, added the plot, improved graphics and added even more selfmade sounds :) You can check it right here

park_dark

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