Posts Tagged ‘timelapse’
We just pushed a new version of our LD33 jam entry “Human Zoo”. This fix a crash in the HTML5 version when playing for several minute and going out of memory. We also give the offline solo “.exe” version and a multiplayer version. With this version, you can play multiplayer on the same machine, in lan, or through the web. We played a bit of the multiplayer, and its fun to compete or cooperate. You can grab a stunned player either to save him or to put him back in the cage. Playing the game yourself in multiplayer give a lot of emergent ideas. Let us know if you had fun !
We also recorded a timelapse while making graphics :
So Ludum Dare #33 lies behind us now, and I take the chance to write a quick follow-up of how this all turned out for me.
I didn’t prepare much this time. No basic games to get back into the whole process, not many commits to my engine.
What was important though was that I made a list of ideas for the 20 final themes, which helped me a lot in getting creative and was quite a bit of fun, too.
The First Night
I forgot to commit final but crucial changes to my engine, which I consider would be cheating since then I would be the only one with access to that code. I noticed my mistake very late, and after documenting and committing everything there were only about two hours of sleep left.
When I woke up and started Eclipse as well as my timelapse software, I noticed the latter didn’t really work. Everything looked JPEG-ish, even though I had set it to PNG. I spent the last seven minutes before the theme announcement quickly building my own timelapse script, just to realize the original software did work correctly… Anyway.
I was not happy with “You Are The Monster”. Not at all. I mean, I knew that the chance for it was high, but still. I ended up making my biggest mistake, not sticking to the idea I had prepared beforehand. I wanted to do something atmospheric, something calm, like flying a bird. There was my idea – you play an eagle, which looks friendly at first glance, but for something like a mouse an eagle is quite the monster.
I built awesome flying mechanics (really, they deserve to be called “awesome”), made the textures, and put it all together into a lovely little eagle. It would even sit down when you flew it to the ground!
Unfortunately, after spending around six hours on that, I had no idea what to do with it.
After sleeping a little, 14 hours in, I gave up. Back to my original idea: playing as a virus that infects all of humanity.
Progress came fast, since I had mostly the whole thing in mind from the start. In just a few hours, the basics were already done, although it was still far from a game.
In the evening that day, I took a break from coding and started with:
I am bad at making music, there’s no doubt about it. Partly because of my missing experience, I guess – this was the second time I ever made something for real.
It isn’t what you’d expect when you think of the word “music”, it’s rather some disturbed synthesizer sounds with a heavy focus on drums. Those are the only two things I am not that bad at. It turned out OK.
Want to listen to it? Play my game!
Making It A Game
After tuning the music to my satisfaction, I added the progress minimap, tweaked the gameplay and added the main opponent: vaccine production.
I also changed the background to a non-static one, with a pseudo perspective on the houses. Very proud of that!
I appear to be surprisingly good at voice acting. It was my first time to ever narrate anything, and I only did one single recording, but it turned out very well!
One hour of effects work to make it sound like some highly-disturbed walkie-talkie transmission, and suddenly my game got a lot better.
Testing & Fine Tuning
Obviously, when you have played such a simple game for a few hours, you get really good at it. That is a problem, because as the developer, you have had to play it over and over again, which means you don’t know how hard or easy it is for someone starting from the beginning. That is where I got other people involved, basically just playing the game and reporting back how it worked for them.
Then followed lots of fine tuning, since the game turned out a lot harder than I had thought.
After one of them managed to win, I called it a success and submitted my game.
My Overall Experience
This Ludum Dare was absolutely great. I had a bad start, but after that, everything went very smoothly and I am happy with the outcome.
The way I did it this time appears to be how I should always handle game jams in the future. Giving everything you have drains a lot of energy, and you lose more than you gain. If you do this in a more relaxed way, you are not exhausted and get to do more.
- If you haven’t yet, you can view my entry here: Virus
- The development is available on YouTube, sped up to just over 5 minutes: Timelapse
- And please vote
Thanks for reading,
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.
We’ve been relaxing a little since the jam ended, but now we’re ready to start playing and rating some games! We aim to rate every video game that leaves us a comment on our page, so play and rate The Mammoth: A Cave Painting now: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=56968
Follow us on twitter: @inbetweengames
I’ve uploaded a timelapse- and a gameplay video of my compo entry. Play it here
LD33 was my first time entering Ludum Dare. Here’s a timelapse of my entry, “Lure.Lair.Lunch.” for the compo.
Frameworks: Pyglet, Cocos2D(Python)
Software: Notepad++, GIMP
And here’s the link to the entry page for good measure.
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!
I’ll probably write a proper post-mortem later, but here is the 5 minute timelapse from my multiplayer fighting game “Monster Smash”:
Observe all the time our team procrastinated in this glorious timelapse of Can I Haz Monsters?
…It’s not pretty…
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!
Play Chekov’s Monster
Want to see the last 48 hours compressed down to a little over 3 minutes?
I uploaded the time lapse video of my development of Free Me, You Idiots!:
You can find the final submission at http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=251. Thanks for playing!
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.
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.
Thanks in advance!