Posts Tagged ‘processing’

Grease Colosseum – Postmortem

Tuesday, April 28th, 2015 11:17 am

Hey there, BoxedMeatRevolution here.

First post since joining in LD 31.

Who are we?

Just a bunch of people who like to program but struggle with pretty much everything else.

Our game?

An arena game where you kill enemies by using grease to slide enemies into obstacles. Play and rate our game here!

Grease Colosseum. Beware of fire!

Tools?

This time ’round we used: Processing (js), MS Paint/Paint.net, LMMS, SFXR.

Stuff we did well?

  • We pulled through in finishing (we had a bit of a crisis halfway through in our creative direction)
  • Execution of our mechanic was passable; the grease was fun to use, albeit with a bit of a learning curve
  • Fairly complete game in most aspects
  • Deployed the game via the web

Stuff we could have done better?

  • Smashing into enemies is too difficult to pull off
  • There are some graphical incongruities
  • Our choice of using processing.js made debugging painful and performance terrible on low-end machines
  • We had some light-bulb moments after submission was over for cool gameplay enhancements, too bad we didn’t have time to implement them :(

 

My first game

Sunday, December 7th, 2014 1:39 pm

Hi,

As this is my first entry ever for Ludum Dare (or any other game jam) hello everyone :).

Here is a screenshot from my game:
Screen02

Game I created is as simple as it can be. I did not remember that ludum dare starts this weekend so I had only few hours to code :(. Graphics are atari 2600 like and music is procedurally generated. But it is still first game I have ever finished so I’m happy :)

Instructions:

Main objective in game is to score as many points as possible. Ship controlled by user changes shapes periodically. When it touches other ships of the same shape user scores a point. When ship will touch other ship in different shape user will lose on life. User ship can also shot projectiles, but they hurt only ships of the same shape.

Controlls:

w s a d -> ship movement

k – fire projectile

Download:

For some reason I cannot embeed links in post, but it is visible in post in submitted games. Game is submitted under name “Shapes”
Game was created using java8 and processing.

Looking forward to LD#28

Posted by
Tuesday, December 10th, 2013 4:10 pm

Better late than never!

I am in and looking forward to LD#28. My last successful entry (LD#26) was thoroughly enjoyed by no one other than my six year old!

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=1864

Tools:

Processing
Gamepad library for Processing
Frames animation library for Processing
Executor library for Processing
ChucK
LiCK
Inkscape
Pickle
Tiled

Back again!

Posted by (twitter: @RawBits)
Wednesday, August 21st, 2013 5:56 am

I have abandoned gamedev for a long time but I’m IN for this LD for sure!

I’ve been working with C++ and SDL 2.0 for the last month and I need to finish my C++ & OpenGL demo engine so I think I’ll use Processing as usual for a change.

BTW. This is what I’m working on:

ePic Character Image and Token Generator

Check out on Facebook! We always appreciate some encouraging comments and ideas.

Postmortem: Nothing Left

Posted by (twitter: @isaackarth)
Monday, May 13th, 2013 3:57 pm

So, minimalism turned out to be a great theme for me. I’d already been thinking about the idea of just doing a simple, fun game to relax after all of the hard work I’d been doing on my other game, so everything worked out. But not before a sidetrip through the insanity of development that was just a little bit more insane than usual.

I decided to take a well-known genre and pare it down to the core experience. Hence, a bullet-hell shooter with no shooting. The player doesn’t even have to click on anything–the click at the start is just to make sure your web browser is focused. While the art style references De Stijl, I felt that for a game the essence was in the mechanics, not the visuals, so I avoided the visual minimalism of horizontal and vertical lines in favor of an interactive minimalism of a handful of actors and the tightly defined but emergent relationship between them.

Despite everything in the game being a square, you can pretty much instantly tell how they relate to each other just but how they move and interact. I like how that turned out.

nlsm2

You can play the game here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12047

What Went Wrong

Time

Technically this didn’t go wrong so much as I knew going in that this was going to be an issue. I had a major paper due the week of Ludum Dare, so there was no way I would be able to devote the full time to the game, or even very much of it. I actually wasn’t sure if I was going to participate at all until a late evening conversation on Saturday made me realize that I had to get this idea out of my head. I always make a point of sleeping properly and not disrupting my usual routines, so even though I had deadlines about to steamroll me I ended up putting in about three hours on the game Saturday night and picking development back up at about ten or so on Sunday. In total, I probably spent about twelve to fifteen hours on the game.

Audio

I knew I wanted to get audio into the game, but a bug earlier in the day had put me behind, so I ended up with three hours to go, no audio–and no idea how to add it, because Processing.js doesn’t natively do audio. I had to learn HTML5 audio and make the sounds in three hours or less. Preferably less, because I like to leave some extra time at the end of Ludum Dare for breathing room. It worked in the end, but I’d have liked to have a bit more attention to the audio–but not to add much, because the minimalistic effects that are currently a part of the game do fit the theme. Just be glad my screeching temp sounds got replaced.

Testing

The procedural generator I wrote is fairly clever, given the time constraints. It divides the different possible features a wave can have into buckets and then uses Perlin noise to select a subset of those features to use. But it needs a bit more tuning than it has. I was the only one testing it, so I knew the ins and outs of the generator, but other people take a bit of time to figure it out and mostly die when the difficulty curve ramps up really sharply at the fifth level.

If I had been able to watch other people play the game I probably would have been able to avoid the other big problem, which is that there’s no “Game Over” screen. I didn’t need it while I was testing, and I didn’t care what my score was, so I didn’t notice that it was missing. But having one turns out to be really important for the game. Adding it in was a simple 26-line change, and the post-comp version has it, but I feel that if I had other people test it during primary development the game would have ended up even better than it is now.

nlsm

What Went Right

Processing

Processing was a great platform to work with. I had to implement my own collisions, but that wasn’t a problem since I already knew how. I was able to use a lot of programming tricks that are technically feasible anywhere, like adding easing to most of the movement, but Processing’s immediate feedback let me fine-tune to get the exact feel that I wanted. And feel is a huge part of a game like this. Processing.js was easy to get working once I figured out which PVector functions weren’t implemented yet–in fact, it was so easy that I switched to make the web version of the game the primary one for the competition release.

Scope

I gave myself permission to not do everything. That is, the game wasn’t going to be the best graphics, the best sound, the most innovative concept–I was going to focus on making a game, not starting a revolution. Minimalism turned out to help with that, since it let me make a game that is deliberately about the most basic expression of a core idea.

No Feature Creep

Speaking of which, minimalism gave me an excuse for avoiding feature creep. Every time I had an awesome idea for something that would be an awesome addition to the game, I could just say, “Nope. Minimalism,” and go on my way.

Source Code Control

I took a few minutes on Sunday to set up a git repository for the game. I never ended up needing it, but it let me experiment, knowing that there was always going to be a mostly-working version of the game that I could go back to. I can, right now, jump back to the compo-version or forward to the post-comp changes with no trouble at all. If you aren’t using source code control, take a few minutes to learn how. You won’t regret it.

Conclusions

Keeping yourself healthy is important, even during a crazy crunch situation like this. I made a point to sleep and eat–and that really helped when I needed the energy and concentration to learn a completely new thing three hours before the deadline.

Finally, the community is a big part of why I participate. I make a point of rating a bunch of games–nowhere near all of them, but as many as I can find the time to do. I’ve already incorporated some of the suggestions I’ve received into the post-comp version I’m working on. I try to leave feedback that will help make the games better and I encourage you to do the same.

nothingleft

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12047

Level editor progress

Posted by (twitter: @7573656c657373)
Saturday, April 27th, 2013 3:13 pm

It’s still clunky. oh well.
Capture
At least it works!

I’m using it to create the levels in the game right now.

Bedtime!

Posted by (twitter: @7573656c657373)
Friday, April 26th, 2013 9:15 pm

sfsfdfsf
I have some bezier curve thing and a WORKING EDITOR! Woop.

Collision works too.

Hoping to add, you know… gameplay. Have an idea though 😀

Always in the fun.

Posted by (twitter: @RawBits)
Friday, April 26th, 2013 7:51 am

I’m silent lately but ofcourse I’m IN! Also this will be April’s #1GAM entry.

When I find some time you will get the missing works on YouTube, Twitter and my site. Stay tuned!
Until then check out my works. You missed 8 games and the tutorials with them not to mention free code…  Enjoy! 😉

Gear for this LD is Processing & Gimp as mostly was – still not promising sounds. No need for desktop photo as it’s about the same as last time and there is only an – irrelevant –  console development corner has been added.

See you in the compo!

My first Ludum Dare

Thursday, April 25th, 2013 11:27 am

I’m getting to grips with game development and lately jams like this have helped me to actually get stuff done.

I’m not yet sure what tools I’m going to use. I like Unity but it’s hard and I’m very slow with it. Construct 2 comes recommended so it is likely that I will take advantage of the ludum deal discount on that if the theme suits. For some themes I might find that I’d rather make something with Twine, or if I’m going to go super abstract and geometric then I’ll use Processing.

I’ve been following the theme voting with bated breath. Some of the leading themes I love and I’m really hoping I can make one of the game ideas I have for them!

uhmmmm

Posted by (twitter: @7573656c657373)
Monday, April 8th, 2013 7:31 pm

I…guess I’m in. I’m not sure if I’ll have any time, but I’ve been wanting to do this since the day I heard it. First dare, first jam, first game. Yay milestones 😀

… i hope. Oh well. Already have an idea slowly piecing itself together, hope I can pull it off. I have nothing better to do with it I suppose…

  • code+ide: processing. booyeah!
  • gfx: primitives like rect(), line(), and box(). gimp for emergencies.
  • musics: assuming minim will work i’ll try b/sfxr for sfx and maybe CAUSTIC 2 for music. yay android apps!
  • timelapse: maybe, just maybe a glapse. say please.
  • os: #! linux. or without all the funny characters it’s crunchbang linux. lightweight & perfect for my
  • computer: who knows how old? i get 100% cpu from a 500×500 window (but a nice frame rate :P)
  • food: sandwiches, preferably peanut butter + cinnamon
  • cats: two + laser pointer. are extremley cute & may be distraction.
  • pickle: bermuda

what am i listing again? oh, compo stuff.

right. This is all very iffy now. I don’t even know if I’ll have a free weekend and I’ll probably forget the dare anyway. but IF I can remember it’s gonna be grrrrreat!

In, as usual…

Posted by (twitter: @RawBits)
Thursday, December 13th, 2012 11:19 pm

Hi LD25!

This time I don’t have any new hardware to learn and I’m not really interested in HTML5 games – right now – and I don’t want to mess with Angie – it would produce a lot of bugs and code mess. However in the last weeks I used Processing a lot so that will be my tool for sure.

code: Processing
gfx: Gimp2
sound: sfxr, musagi – never done any sound before though…

I’ll reuse code from my previous game GotEL if needed – not likely though. You can find it at StaticVoidGames.com.

I’ll certainly try to use my NES Framework  – for Processing – made during the CharityGameJam. Sadly no game was made based on it then but it developed more since so if you want then feel free to download the latest version here: YouTube video of it. Read the description for updates!

I wish lots of fun and plentygood experiences for the weekend!

p.s: My internet connection having problems in the past weeks and my PC does wierd things so I’ll may not be overly social during this jam. :(

Darwin Award entry, gameplay video

Posted by
Monday, August 27th, 2012 1:44 pm

My entry Darwin Award is mostly an infectious disease simulation with some population genetics thrown in.

If that description doesn’t sell a game, I don’t know what will.

A gameplay video perhaps?

Darwin Award gameplay video

Simulation ok, interaction next

Posted by
Saturday, August 25th, 2012 12:12 pm

Seems like the simulation part of my LD#24 entry is going ok.

LD#24 work in progress screenshot, darwin_award

LD#24 work in progress screenshot, darwin_award

 

Next up is working on the interaction part.  And sprite animations.  And background.  And music.

&c.

As I was working all alane…

Posted by (twitter: @eelfroth)
Saturday, August 25th, 2012 6:58 am

I heard twa thousand corbies making a game.

I began this compo with several hours of sleeping and thinking. But now I’ve reached my first milestone! There is not much to see here – I’m using placeholder graphics for today – but I pretty much got the player-character’s movement working.
In this game, mankind has screwed up their own evolution. The player controls a raven, feasting on the dying humans.

Oh, and by the way: I’m in too.

flap flap flap

In with a different feel…

Posted by (twitter: @RawBits)
Thursday, August 23rd, 2012 6:40 am

Hi!

So this is the 4th time for me. I am excited but not like in previous attempts. I don’t have a new platform to learn during the LD so maybe I’ll concentrate on making a game this time… 😀

I think I’ll go with Processing and use Gimp and sfxr as before. Today and tomorrow afternoon I’ll refresh my Processing knowledge maybe sleep an hour or two and jump in!

Good luck everyone, make lots of good ideas come to life!

Switch: a (very) late Contrast entry!

Posted by
Friday, August 10th, 2012 8:36 am

Hello everyone,

I made a mini-game called “Switch”. It was meant to be for the MiniLD 36 with the theme Contrasts, but I was busy then and could not get to work on the game. I still wanted to make the game though and I finished it today in Processing (I love Processing; almost no “housekeeping” code).

How to play: Move the mouse so that the green ball only travels on the white areas. Click to swap black for white and vice versa. Press ‘r’ to reset the game. Try to finish the track!

Here is a link: http://switch.netai.net/

Nat —||—

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