Posts Tagged ‘timelapse’

Cardboard Drift timelapse

Posted by
Saturday, December 31st, 2016 2:56 pm

one rooms post mortem

Posted by (twitter: @AurelDev)
Sunday, December 25th, 2016 8:02 am

PLAY ONE ROOMS

(this is a mirror of the same post mortem on my website)

It was that time of the year again! For Ludum Dare 37, I made a 2.5D point ‘n click adventure in 72 hours – one rooms. I also skipped one night completely, opting to work for 40+ hours without any sleep whatsoever. Here’s how everything went down …

The preparations

The week before this LD was somewhat busy for me still, because university. Mostly because of that, I didn’t prepare as well. I didn’t make a super customised wallpaper with different text for every theme possible, I didn’t make 9 of them for each one of my virtual desktops, I didn’t test my libraries. I did make a super quick wallpaper that you might see in the timelapse. Basically, I was not planning to do something very experimental. It was going to be another game made in Haxe, compiled to flash. Oh well.

I was also looking forward to seeing the new Ludum Dare page. But then, a week before the actual event, I realised it’s just not going to happen with the current progress. So, surprise, surprise, everything was done on the old Ludum Dare page which has bugs and issues, obviously, but is still much more reliable than a system ‘finished’ and launched without any alpha testing. Oh well #2.

Unlike most previous LD’s, I did not have a definite favourite among the final round of themes. These were my votes:

While I know that the event is growing larger all the time, the duplicate themes are getting old. Chain reaction is the only one marked, but ‘Small world’ is pretty much the same as ‘Tiny world’ (LD 23), then ‘Simplicity’ / ‘Minimalism’ (LD 26), ‘Wait, are we the bad guys?’ / ‘You are the Villain’ (LD 25), etc. And of course, the theme that was finally chosen, ‘One room’, was very exactly the way I interpreted ‘Entire Game on One Screen’ (LD 31), so it wasn’t my favourite. Oh well #3.

The concept

I woke up on Saturday (after going to sleep one hour before the theme was announced, silly me) somewhat late, and saw the theme. One of the first things I thought of was a rogue-like exploration / role-playing game – you, the player, control a boat / spaceship / caravan which is the one room. But because it is also a vehicle, you can control your one room and go places. Explore the sea / space / desert. It is a simple concept which can be taken in various directions. The game would also be quite difficult to finish, but I was up to the challenge. I was already considering going for the jam, so the extra 24 hours would definitely help here.

(I didn’t choose this interpretation in the end, but there are some that have done so, for example: 13 Jellyfish by Four Quarters – pretty game)

So, as we were brainstorming with my girlfriend, don’t ask me how, I thought of approaching the theme a bit differently – to have a room that ends with -one room. Then she suggested a game where you try to think of various -one rooms. And then, feeling ambitious, I thought of a full story to go with that. I already knew it would be a lot of work to even have various rooms, without even thinking of an actual story.

Poor man’s 3D engine

And so the idea was born. Then it was time to think of how to make the game look. I already experimented with pixel art / 3D fusion in Cell #327, although it seems like an overly-complicated way to make little bits of the room move. I didn’t really use it to its fullest potential. So this time around, I opted for simpler graphics, with the 2.5D effect of the spinning room being the highlight. The graphics ‘engine’ involved some basic lingebra, z-buffering, pixel-by-pixel blitting, but I suppose that deserves an article of its own!

72 hours again, music, voice acting

I was quite happy with my progress. Creating new rooms took a lot of time, because creating a user-friendly editor to place walls and floors in 3D would take even longer. By the second day I knew I didn’t have that much ready content-wise, but I didn’t panic and decided to keep going and submit a jam entry instead.

I had no idea what music I would have, or how I would make it, and having a jam entry allowed me to ask somebody friendly on the LD IRC chat. The request was fulfilled by ibispi, who promptly made Earthbound-sounding chiptune music for all the rooms. That added a lot of personality to the game. I would have gone for darker-sounding music, but I reconsidered, seeing as my game was rather light-hearted, with lots of quote unquote humour in the writing.

I also thought of asking Elijah Lucian to give voice to my game, as he did for Cell #327. He wanted to help, but couldn’t make it before the jam deadline, unfortunately. Right after the jam, however, he was hosting a voice acting stream on twitch. It was quite fun watching people try to act out some of the more unusual parts of the script (the actual voice acting starts around 01:11:00). He also promised to have the game voice acted post-jam. And I want to polish it plenty before that, and add some content – more rooms, more puzzles, more fun.

Sleep deprivation

As I’ve already mentioned in the beginning, I’ve skipped the second night entirely. I worked till 3 in the morning, then thought I might as well try to pull an all nighter. Maybe it gets better when you get used to it, but sleep deprivation is kinda scary. Monday morning was especially challenging. I tried to keep working, but I would keep falling asleep mid-work. Writing simple lines of code would merge with my dreams. I would have my eyes open, but I can’t say I was awake. Trains of thought were derailing left and right. It actually got better in the afternoon, and I was insane enough to stay up till 3 in the morning again. Watching Elijah’s stream of course.

I guess if there is an advantage to skipping a night (apart from the obvious additional working time), it would have to be the, er … ‘creative’ ideas you get. So that’s how the singing skeleton quartriplet and the late shift arcade got in the game.

The menu

The menu in this game was heavily inspired by the GUI in Mass Ef– Just kidding! I meant the food:

Also some muffins, pistachios, you get the idea. Good food management is crucial for a successful LD entry.

A javascript port

You might notice there is a playable javascript version this time around. I ported the game because some people complained that it’s hard to get it running on linux, and that flash is a dying platform anyway. Which is true, I suppose. So, post-jam, I ported the game. It took me a day, but I was quite happy, because the majority of changes were made in my libraries (which were basically used as a wrapper around the flash API), not the game itself. Meaning I can make a javascript build of my games to come much faster. Yay.

Some mistakes

As always, there are some things I should have done differently. Obviously there should have been many more rooms, at least some lines of dialogue for them. Writing those would have taken minutes, so really there is no excuse.

The palette I chose was 20 colours. Most of it worked out pretty well, but for some reason I chose a colour very similar to another that I never managed to use in the game. If I had taken some time balancing the palette more, the resulting graphical style would probably end up different as well. Probably more moody, as my games tend to be.

The faux 3D, while looking pretty, is also not very nice on the CPU. The javascript version suffers from this much more, but even the flash version gets my (admittedly quite old) computer spinning up its fans. I could have optimised this in many ways still, and I hope I will get to that for the post-jam version. Technically it should be doable with a shader, but I didn’t feel brave enough to write my first shader during LD.

Conclusion

And that’s about it. I will write another article about the way the rooms are rendered, and hopefully another article when there’s a post-jam version. Overall, I am very happy with my game, and I hope you enjoy it too!

PLAY ONE ROOMS

Update: timelapse

Glitch Room Timelapse

Posted by (twitter: @Hugo__Veille)
Thursday, December 15th, 2016 4:16 pm

Hey, If you want to see the timelapse of Glitch Room. My first entry in the Ludum Dare:

And If you want to play it’s here : Glitch Room

“Super Battle Cycle” Timelapse

Posted by (twitter: @mattlawrdev)
Wednesday, December 14th, 2016 5:26 pm

gif-a01

Hey everyone, now that the submissions are in, I thought I’d upload Super Battle Cycle’s timelapse video. Take a look (it’s a short video), and if you want to play the entry, go ahead and do so please 😀

I hope you find it interesting.

Play Here (Web)

Thanks!

The most productive LD37 moments (timelapse)

Wednesday, December 14th, 2016 10:03 am

Browsing main page of course!

LD37 Volcanic Giraffe
*scroll* *scroll* *scroll*

I like how I stuck on some posts eventually.

But the rest of the time it looks simply like this:
LD37 Volcanic Giraffe

The results if you interested :)

Time Lapse Video

Posted by
Tuesday, December 13th, 2016 1:03 am

Hey, hope you are all recovering from the weekend :)

I added a time lapse video of the making of my compo entry Space Junk:

You can play the game (Web browser and PC download) here:

SPACE JUNK by Imphenzia

LD37_Screenshot_01

 

Have a continued great week!

 

Timelapse is up!

Posted by
Monday, December 12th, 2016 12:16 pm

View post on imgur.com

Here’s the timelapse of my entry:

And here’s the final result: http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=61896

Been streaming work almost non-stop. Check us out over @ multitwitch.tv/holofire/123gas321 when we’re live!

Until then, here’s a time-lapse of the day.

Time for me to sleep. Peace.

Guild Inc timelapse

Posted by
Sunday, September 18th, 2016 12:40 am

Some retrospective (LD36)

Thursday, September 8th, 2016 5:10 pm

Glad to see so many timelapse videos and backstage stories.

We’ve created a special logbook page to share our process timeline.

DAY 1 – 2:00 PM
Ancient Contact Game
Looks promising, right?

I think it starts always the same — just a canvas where you can draw some shapes without actual sprites and animations.

DAY 1 – 4:00 PM
Ancient Contact Game
Pure happiness — when you can move your rectangle with a keyboard

Game supports both mouse and keyboard control — it wasn’t planned initially and we spent some extra time on this. I didn’t realize that input method is an important part of planning and game design.

DAY 1 – 8:00 PM
Ancient Contact Game
Magnetic beam still requires some tuning

At this point we came to the conclusion that the surface must be flat. These small hills require some additional tweaks in the AI and movement code — not so easy for 72 hours.

DAY 2 – 1:00 AM
Ancient Contact Game
And you call this a GAME?!

Polishing, balancing and testing — good ol’ time-consuming friends.

Submission Time:
Ancient Contact Game
Finally.

Share more stories about the process, guys!

Timelapse (and source) for R. Lastey!

Posted by (twitter: @AurelDev)
Wednesday, September 7th, 2016 5:13 am

Finally got around to releasing the source and the timelapse for my game – with some nice music by DDRKirby(ISQ)! :)

And the source is available here! Or …

PLAY R. LASTEY

Burning Light – Post Mortem

Posted by (twitter: @SirGFM)
Friday, September 2nd, 2016 5:48 am

It’s time to look back on how the making of ‘Burning Light’ went. I’ve compiled an annotated timelapse with most of the development:

Quick note: even though I took part of the compo, since it started Friday, 10 P.M, I actually divided my time into three logical days.

As usual, it took me all of the “first” day to come up with an idea. Before giving up and going to sleep, I decided to post my progress here. As I properly described my ideas, I had a new one that was of my liking.

As soon as the “second” day started, I quickly decided on the overall look of the game. Once again, I’ve used the DB32 palette, which has been my default palette for some time. Because of that, I feel like this game looks a lot like my previous entries, specially with LD32’s Kitten.

DB32 palette

Although I decided on doing a quick prototype, I actually failed pretty badly at that… Because of a dumb bug (and because I wouldn’t give up on mathematical correctness over simply finishing something) that took me around 6 hours to fix, I wasn’t done with the prototype until the end of the first 24 hours. By that time, I had no other choice but to go with the idea…

burning_light_001

Luckily, whenever I to took a break, I would either play the guitar or draw something. So even though I was running quite late, I also had already done most of the graphics. But I had no actual gameplay… And I didn’t have time to add sounds/music…

burning_light_002_x2

I woke up early on the last day and start to draw the UI and the player. From that, building that initial mock into a game was somewhat easy… until the final few hours.

When I started to create the level, I began to notice lots of corner cases. I tried to avoid them and come up with a neat level design, but I couldn’t do it. Eventually, I simply gave up a created a simple and short level.

30 minutes before the deadline, I had finished something (questionably) playable, so I began to package everything. I must say that my workflow for building is really effective. I quickly built a fully packaged game (with all required libs) for both Linux and Windows.

Overall, even though my game was way simpler (and buggier) than It could had been, I’m quite happy with the results. I may do a quick post-compo version, since I’d like to enhance my library’s collision detection… We’ll see…

Now (well, when I get back from work XD), I’ll go back to playing and commenting on games! o/

Timelapse: CaveMen (the story of my failed compo)

Tuesday, August 30th, 2016 5:02 pm

Even when I didn’t completed my game by a long shot, I still had fun and did a bit of cool stuff.
So here is a (probably super fast) timelapse video of me working on stuff.

Super Egyptian UFO Cat Pyramid Overlord 2000 BC – Timelapse Video!

Posted by (twitter: @rjhelms)
Monday, August 29th, 2016 5:17 pm

Well, that’s another Ludum Dare weekend down. For those of you who did the compo – congratulations! And to our friends in the jam, godspeed in these last few hours. I’ve spent some time today playing a handful of games, and as always I’m amazed at the creativity and dedication of this community.

Myself, I had a great time, and made a game that I’m really proud of. This was my 6th Ludum Dare, and the 2nd time that I’ve finished in time for a compo entry. As usual, I’ve put together a timelapse of the weekend:

Check out Super Egyptian UFO Cat Pyramid Overlord 2000 BC here!

Hi~ Thanks a lot for your reading !

I have wrote a similary post not long ago, but it seems like there were almost no people noticed it at that time… QoQ  (  i think  it may becasue there were so many people also wrote new post at that time, so my post was pushed to the back page sooo quickly.. otz )

The motivation to add this post is because i relaized that to play these game which have similary theme or have similary emphasis/focus  chooose with me, may  could  provoke more reflection and  introspection from this process for eachother,  also the discovery process  really let me feel happy and exciting !

but because  the final  approaches /time will not enough ,  i think maybe  i should  try to express this information again and let me more easy to found these game which i hope to play .

moreover, i really want to play more game which  may could vibes to me in  the final day…

thus, dear friends

if your game or some other games  you have played in this LD  have similary  theme  with my game

( or  like  this  game  < Flutterby>  which i have played  recently and found have simiary topic but choose different perspectives) 

please leave a comment/link for me.

but furthermore ,  I  also hope to play some game which focus on emotions/psychological

 hope get your could recoomend to me !  I will play it and leave my feedback(as detailed as possible)

T-F-O-S logo

sincere thanks!

—————————————

(more…)

neon:morph 2000 timelapse

Posted by
Saturday, May 7th, 2016 7:42 am

Here’s a timelapse of our team putting together neon:morph 2000!

You can play the game here!

neon:morph 2000

[cache: storing page]