Posts Tagged ‘runner’

Space Junk – Postmortem

Posted by
Thursday, December 15th, 2016 12:52 pm

Three months ago I participated in my first Ludum Dare. It was was a very educational experience which I explained in more detail in my LD36 postmortem. One of the key takeaways was that I would either A) ensure that my wife and kids could be on a weekend trip somewhere, or B) limit the time I spend on my game entry so it wouldn’t make me anti-social during the weekend. This time around my family would be home during the weekend so I went for option B which I looked upon as a challenge itself.


For a couple of weeks following LD36 I continued to practice Blender modelling, texturing, rigging, and animation. Blender was my weakest skill during LD36 and much time was spent looking at tutorials and troubleshooting my lack of skills during the competition itself. I box modeled some spaceships and rigged characters. I textured them as fast as I could. I managed to push time down to modelling and texturing a low poly spaceship in about 15 minutes. I wish I would have kept using Blender frequently up until LD37 but I started a new full time consultancy assignment and I also had to dedicate time to the house renovation so after September I did not keep active in Blender, unfortunately. I had to look at tutorials during LD37 too to properly use the Rigify addon and I also had problems with animations.

LD36 also taught me not to underestimate the time it takes to create the UI and game manager to maintain game states. I spent some time in September to touch up on some fundamental game states to have that clear in my mind for the next time around.

Finally, the evening before the event was about to start I verified that the OBS screen recorder and all the applications launched and worked as expected.


Ludum Dare starts at 3am Swedish time so I went to bed at 10:30pm the night before and set my alarm for 2:50am. I snoozed for 10 minutes so after 4 hours and 30 minutes of sleep I woke up, made a cup of coffee and sat at the computer to find out the theme; One Room.

GAME DEV SESSION 1 (approx 03:20 – 08:00)

This time I started straight away to program the game state framework code and I created a new truetype font. This gave me time to think of ideas for the game while creating content that would be necessary regardless of what game I would make.

I did not have a clear game in mind but I had a vague feeling that I wanted to make something in a space hangar (one room) having a flash back to Space Quest 3 where you wake up in a junk room on a spaceship.

I proceeded to launch Blender and started to model a primitive astronaut. I like the anonymous look of them. Following a short box modelling phase, I debated whether to use the Rigify addon or manually create bones for the rig. I decided to go for Rigify because it makes it easier to animate the character but the downside is that the rig becomes very complex which takes some time to wrap your head around. I wasn’t sure if this would bite me later on in the process.

I continued to drink coffee and animate the character with a cartoonish walk cycle and some basic idle and jumping animations. I created the animation by googling for walk cycle animation references and manually setting the main poses to transition between with key frames. I verified that it would work to import into Unity. So far so good. I was very pleased with the arcade-feel of the walk cycle.

My son woke up around 8am and came in to greet me, excited to see what was going on. We had breakfast together and then the two little girls and my wife woke up.

The first session came to a close at around 8:30am on the Saturday morning.

Status after session 1

Status after session 1

AFK SESSION 1 (approx 08:00 – 20:00)

Since I did not dedicate this weekend entirely to Ludum Dare, I set off to do stuff that I normally do on weekends. First up was to ride motocross which is what I try to do every Saturday with a friend of mine. It takes about 30 minutes to load the bike on the trailer and pack the gear followed by an hour’s drive. It had started to snow and the roads were icy so it took longer than normal. When I drive I tend to be able to focus a lot on thinking about gamedev and it is something about not being able to use a computer that allows the extra mental focus. I spent the hour drive figuring out two game designs to choose from and an endless runner inside a room with a conveyor belt was one of the ideas. Since it was icy I had to start by changing my rear tire to an ice tire and then I rode and hung out until 2 pm before heading back home. More icy roads and then the process of cleaning the bike, and myself for that matter =) In the afternoon I went with my wife and kids to go Christmas shopping, cut my hair, and we ate out. Then the drive back home and tucking the children in for the night.

AFK Session 1

AFK Session 1

GAME DEV SESSION 2 (approx 19:30 – 23:45)

I got back with working on the game and added some of the game-play elements.

Status after session2

Status after session2

AFK SESSION 2 (approx 00:00 – 13:30)

Feeling really tired I went to bed around midnight. I had only managed to get 8-9 hours of game development in and I had doubts that I would be able to make a complete game to the level I had hoped. I woke up at 9 am. My wife had already been up for some hours so she headed to bed to get some rest and I spent the morning playing with the kids and tidying up the house. After lunch when my wife was back in action I got cracking with the final session.

AFK Session 2

AFK Session 2

GAME DEV SESSION 3 (approx 13:30-02:59)

At this point I had most of the game yet to do. The game play was very primitive with a few test blocks and no real idea how to progressively build the flow of blocks to make it interesting. I came up with the idea of adding air for the astronaut and running forward and jumping consumes air. I created some more interesting level content in Blender to add some visuals to the game. I made progress by adding the side pistons, the particle field to prevent escaping the room, and some different death mechanics. I was becoming more and more happy with the progress and by 9 pm I had most of the game completed except music, sound effects, build testing, and some final polish.

I began to make the music and I wasn’t too happy with the direction that the music was taking but I had no time to start over so I salvaged what I could when making the menu and game music. The sound effects are primitive vocal effects into my mic that I warped and twisted a bit.

At 2 am the game was pretty much finished. I attempted to compile for PC (which worked fine) but the WebGL build resulted in the astronaut being black / having no texture. I thought it was a lighting issue after I searched the Internet a bit but in the end I noticed that the astronaut texture was 1024×1024 and all the others were 512×512. When reduced the astronaut texture to 512×512 it worked and the game looked fairly close in the browser to the PC version.

I compiled the PC and WebGL versions, packaged the Unity project, and uploaded everything to my web server. I submitted the game to the Ludum Dare site at 02:59.

I was very pleased to have completed the game within the time frame and under the circumstances. Knowing I had to get up before 7am the next day for my day-job I still made an effort to tweet a few tweets and create a gameplay video and uploading it to YouTube. This is my normal master plan for marketing; A YouTube video and a couple of tweets =)

Status after session 3 (game finished)

Status after session 3 (game finished)

AFK SESSION 3 (03:30 – onwards)

I slept for three and a half hours and drove off to work… business as usual only more tired than usual.


I was happy with the game all things considered. The tactile feel of the game could be better and some more variation of junk, and maybe traps, would have been fun to add.


  • Don’t aim too high if time is limited.
  • Accept that failure IS an option when attempting to balance LD and normal weekend activities.
  • Start the game state machine and framework of the game while thinking about the theme.
  • When balancing life and LD, prioritize to do time consuming things early on, it gives you time to reflect on the game mechanics when you’re away from the computer (for me, driving for 3 hours on the Saturday gave me plenty of time to mentally explore ideas without the pressure of coding and content creation.)
  • Consider simplifying UI if elements are not needed. I ended up scrapping a main menu with the option to just start playing by pressing a key (the player avatar was introduced in the “menu”/title screen.
  • Prioritize family over gamedev, but focus immensely on gamedev at timeslots I CAN allocate.
  • Prioritize gameplay over music – you can always skip music if necessary (even if music is something I feel strongly about =)


Yes – I will attend again. If it will be a dedicated run or another shared weekend like this will yet have to be decided!

SPACE JUNK – Ludum Dare 37 Game Page (Play WebGL + Windows Download)




Shapeshifter? Shift Shaper.

Posted by (twitter: @jukepoks1)
Sunday, April 17th, 2016 12:30 am

Shapeshifting? Shape Shift, Shift shaping?

Last time I didn’t stick much to the theme, this time I took it quite literally.

Somehow it turned out to be a deathstar runner.

Earlier version:

Escape The Castle

Posted by
Monday, December 14th, 2015 7:56 pm


                                                   Play Escape The Castle here!

This is our third participation in Ludum Dare, the first time created the game The Little Teddy and the second time we create Run Monster Run. Every new Ludum Dare we participate we gain more experience and we make a game better. Always ending faster and with fewer errors than before.

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         Luciano (Art, Animation)                                             Leticia (Programmer)

In our game we play a knight who tries to escape a cursed castle. The game is set in the castle punches, with a very uneven ground and several haunted enemies will attack you. There are power ups which can be taken to assist the player in this journey. This project worked: Luciano Gomes ( art and animation ) and Leticia Cristine (game design and programmer).


  • Story: Many centuries ago, there was a cursed castle in Europe. The announcement was: “Get out alive and earn a lot of gold”. So many knights in the region accepted the challenge, but nome achieved success in their goals. Be the first to leave the castle alive, it is one that will win a lot of gold and will be remembered forever as the one who scaped the castle. Or simply die.
  • Aesthetics: The art was all developed in photoshop with hand paintings and the inspiration came from medieval castles, the artist chose this aesthetic for judging be faster to develop.
  • Mechanics: We use the mechanics of a classic run forever . In addition to running the character you will have to kill the enemies in the way and be careful not to fall between the obstacles. There are extra buff life and invincibility throughout the stage. Everything in the game is randomly generated , and the enemies have a basic artificial intelegencia to meet the hero of the game.
  • Technology: Again we use the Construct 2, to be the best tool to develop a quick game. Even with many limitations of the sofware, we always get a satisfactory result. This time we advance a little more with its features and the game is integrated with facebook . The player will be able to log in and the screen displays your photo and name, it is also possible to share the results of your score on the timeline.


SS1      SS3      SS2

  • What we’ve learned: In this edition of Ludum Dare work better and faster as a team, which is always good for future events. And we learn a little more Construct 2 that although simple has a great potential. We also learned that making animated interfaces is always cool, the menu and the help screen are excited!
  • The good: We have one more game! I think the game was a lot of fun because it is quite difficult, it is possible to die in the first few seconds ( hahaha ) but if you put very good, will advance a great deal . The integration with Facebook was something that was very cool, I had never done anything like that and this experience made ​​me very happy .
  • The bad: Arts and animations of the game were not very good (the artist was too lazy, hahaha). We were without a headset or sound output function , which prevented the sounds add to the game, which makes the experience a little boring.



Run Monster Run – Post Mortem

Posted by
Monday, August 24th, 2015 1:45 pm

This is our second participation in Ludum Dare, the first time we took the theme “An Unconventional Weapon” and created the game The Little Teddy. In it a girl had to kill the mosquitoes that were bothering her in her room with her teddy bear.

This time we achieved great advances over the previous game, especially with regard to art, and is the pressure to finish a quick game you learn more.

In our game we are a monster that tried to invade a farm to get food for his family, but the farmers feel that you are a being of evil trying to destroy their crops and go into a run to catch the monster.

ss jogo


The game is in the style runner, and you have to dodge the objects to make it to the forest and mislead farmers. The length of play is approximately 3 minutes.

Sorry compared to the obstacles that are coming in groups sometimes the weather was our worst enemy and did not allow us to continue trying to fix this error.

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In the project they are working: Luciano (general artist) and Leticia (programmer).

  • History: In our game you are a monster that tried to invade a farm to get food for his family, but the farmers feel that you are a being of evil trying to destroy their crops and go into a run to catch you. Avoid the obstacles that stand in your way to reach the forest and complete the game
  • Technology: Again we use the Construct 2, to be the best tool to develop a quick game. Even with many limitations of the sofware (and especially the programmer lol), we always get a satisfactory result.
  • Mechanics: Our project is a runner, all objects in the scene are composed of tiled. At first we thought it would be faster to finish, but as we had never working with randomics objects before, the game has more work than expected. But in the end it served as learning to carry luggage in this world of game development.
  • Sons: All the sounds were obtained from the internet, unfortunately add up not able to produce them further. We had a hard time finding sounds that combined with the game (not actually found, or simply did not know look lol).
  • The good: We have one more game and that’s always good. Even to improve it in the future. We evolved enough in the art of scenario, and how to make a whole scene in tiled
  • The bad: We were unable to properly develop the mechanics of the obstacles that appear randomly in the scene. But it was rather learning and the chance to improve it soon.

The little game was very simple, not left completely the way we imagined. But what counts is the experience we gain from what little we produce!

October Challenge: NEVADO

Posted by (twitter: @OtroraGames)
Thursday, October 30th, 2014 6:34 am

Finally it’s here! A game that I developed as a side project. I had always wanted to make a runner and I thought this was the opportunity to try. If you’re expecting a high innovation in casual games, this is not for you. But if what you want is a fun little game you can play with the kids, then give yourself a chance to try Nevado (Snowy) because. my friend, this is as cute as it can get.


  • 4 worlds, 18 levels each
  • Fast-paced action
  • Original enemies in every world
  • Lovely hand-made graphics
  • Free updates
  • Runaways pigs
  • Complete source code and assets so you can make your own runner*



About me

@OtroraGames | Website | Facebook

Nevado Trailer in spanish!

Posted by (twitter: @OtroraGames)
Saturday, October 11th, 2014 4:16 pm

Here you go!

Let’s the promo phase begin. I’m working on an english version but this should give you a hint. Don’t miss the game on Halloween!!

AtomicVikings – “Candy Runner” finished …

Posted by (twitter: @c64gamer)
Monday, December 16th, 2013 7:11 pm

We are DONE!

This weekend was really awesome! We had a lot of fun making this game and we’d like to expand on this game in the future.

This game is a constant runner game. In this game you collect cookies in a candy filled world. But while you are collecting cookies, you don’t want to get stuck in these huge cakes and brownies. So, you jump over them! You only get one key to jump. But, whenever you pick up a keychanger, the jump key changes to a new random key. 

Play & Rate our game: Candy Runner

screeny 2


screeny 3


screeny 4

Greetings from the Atomic Vikings!

Rocket Runner

Posted by (twitter: @64Mega)
Sunday, April 28th, 2013 12:50 am

I had fully intended to not enter this Ludum Dare, mostly because I managed to convince myself that I should be doing other things. No idea what those other things were now, but I’ll probably remember them again afterwards.

Anyway, the theme is a bit bland; I decided to make a ‘runner’ game.

Here’s a screenshot:


The game goes on until a certain point, randomly generating platforms (There is one consistent platform at the bottom of the screen). The challenge factor will be the introduction of collectible items and lots of rockets to dodge (Thus the game’s name). I’m intending for there to be a tank or war-machine of some sort at the end that you have to destroy somehow. Still working out the details.

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