Wanted to let everyone know the source code and time-lapse video are available for our game. It’s a jam game but we still wanted to make the source available. I wish more jam games would post source. Sharing is such a big part of this competition.
And now the obligatory plug and animated gif…
Who are you? Why are you here? And what happened?
Turn off the lights, put on your headphones, and enjoy…
Want to watch 3 days of coding in 10 minutes? Here’s a timelapse video of inbetweengames’ Isaac Ashdown writing the gameplay and UI code for The Mammoth in Unreal Engine 4:
All of the team currently work at YAGER in their day jobs, where we’ve been using UE4 for several years on a AAA project that was recently cancelled. We thought it would be interesting to see what we could pull off in the engine in just 3 days, which for us is a pretty big change of pace compared to our normal way of working. We’re really happy with how it turned out!
We created the entire game, including the concept, in the 3 days of the jam. Beforehand we did some prep for some of the systems we knew we’d need for the game we wanted to create: a custom 2D flipbook material that allows us to animate sprites similar to Paper2D while giving us the full functionality of Unreal’s material editor; controls for a top-down or “isometric”-style game; and finally a basic framework for flocking/crowd AI. This last system was pretty heavily hacked up to create the AI for the hunters and mammoth babies.
Now that Late for the Show is out and the Voting Period is in full swing, I’ve just finished the timelapse video for it.
I wasn’t expecting to finish something like this in 24 hours, I’m usually comfortable with 48 hours because at least I have two nights to plan things through, and it didn’t help that Lime stopped working correctly around 16 hours in and I had to quickly reinstall it through haxelib in order to get it working again.
If you haven’t already, go check out my game and vote on it. I’m currently playing as many games as I can and I’m enjoying quite a lot of them!
You don’t want to read the success stories all the time, right? Sometimes you can learn from something that failed more than from what made it, right? So here it is, the little story of PONY! and how it became what it is. For your reading pleasure I included some pictures of concepts of my journey from hating the theme to missing it by a mile. Enjoy!
Ohai there! Since I am planning to record a timelapse of my gamedev for the upcoming LD#33, I thought it would be nice to take a series of screenshots for creating a nice timelapse animation afterwards. I went ahead and did some testing and ran into problems with multi-monitor setups, especially when one monitor has a different pixel density (dpi) than the other(s). This little post is my solution to the problem and provide every Windows user (even on single-screen setups) with a free solution to take screenshots at a set interval. (more…)
Hey guys. Out of curiosity, what are some alternatives to timelapse generating softwares, such as Chronolapse? I’m a bit unsatisfied with the video quality that Chronolapse generates (which I know, it’s just FFMPEG, and I could try to change its settings), and figured I’d try something different for the upcoming Ludum Dare.
Most folks don’t use Stencyl to make their games here. I enjoy it, though, for its ease of use and the way it can make something playable in next to no time. It’s surprisingly deep if you’re experienced with it, but for Ludum Dare I don’t really push it much – I’m more concerned with getting the game in on time.
One reason for this discussion is because I made a timelapse of our Ludum Dare 32 live stream, which was developed in Stencyl. Aside from the potentially annoying music I put to the video (I wasn’t feeling very creative when I made this) and the fact that I spent a fairly large portion of the video in Photo Impact making art instead of in Stencyl, this is a glimpse into both Stencyl and our game’s design process. We did a similar video for our Ludum Dare 30 game, which was also made in Stencyl (LD31’s stream didn’t make for a good timelapse).
Another reason I wanted to talk a little about Stencyl is because this may have been the last Ludum Dare where we use Stencyl. My team and I are looking to move to 3D games and Stencyl – for all its good bits – is of absolutely no use there. We’ve toyed with Unity 5 and Unreal Engine 4 so far (sometimes with unintentionally amusing results), but as for what we’ll be rocking in Ludum Dare 33, we’ll have to wait and see – Valve’s new Source engine is supposed to be out before then, so that may be an option as well.
Thanks to everyone who rated our game so far (if you haven’t, please do so – we would love to hear your input). The next time we enter (LD33 is scheduled for August some time, right?) we’ll probably be a completely different team, and we’re very excited about that. See ya there!
We put our 3 day time-lapse together for CharnHell, and you can view it on YouTube below!
We’ll be improving the game in coming months – currently, it seems that the control system is too difficult for people to work out. More UI / HUD / prompts are needed I think! In the meantime, try out the game here.