Ludum Dare 35
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Ludum Dare 34 Results

Posts Tagged ‘tools’

Timelapse for Mac (OSX)

Posted by
Tuesday, January 12th, 2016 10:01 am

Hey friends.
Trying to be ready for the next Ludum Dare, I’ve been searching for a tool to do the timelapse on MAC.
After some search, I found out that there’s no one simple solution for that, like we have for windows.
We only have one command line for that, which does not support multiple screens, and webcam.

Because of that, I did some home work, and found a way to do that.
I created one script which do that more or less automatically, using some open-source tools.

Basically, I do screen captures using the native screencapture
And webcam photos using imagesnap.

After that, I merge all the files using imagemagick
And to finish, I use the ffmpeg to create the video.

You can download the script here : Google Drive

You need to install imagemagick and ffmpeg, to be able to use this.

In the zip folder, you will find the timelapse.sh
At header of the file, you can change the parameters in the way you want.

Captura de Tela 2016-01-12 às 12.57.20

After that, you can run the script, and press ‘E’ to exit.
The script will combine all the images, and generate the video inside the folder you executed.

Captura de Tela 2016-01-12 às 13.00.38

If you have questions/suggestions/improvements, please, let me know.

Tamamystery behind the scenes

Posted by (twitter: @jezzamonn)
Monday, January 4th, 2016 4:38 pm

(First of all, I was originally concerned about not having enough votes when I started this post, but I’m all good now. That said, you should still play my game because it’s cool, but perhaps consider playing other games too, there’s still time!)

Tamamystery is a cutesy virtual pet game with nothing mysterious or nefarious involved at all. Nope. Why would you suggest that? Also it’s in Flash, so there’s no download or anything, which means you should totes play it!

[Click to play!]

You should totes play this game

You should totes play this game

Now that that’s out of the way, lets get to what this post is about: How I came to using papercraft for my Ludum Dare game!

The first thing you’ll notice is my freakish hands holding some type of paper-craft device. But it wasn’t always going to be this way…

Once I knew I was going to do something Tamagotchi related, I started off by doing the classic Google image search to get ideas.

So many Tamagotchis…

I also watched some Youtube videos to get an idea of how the Tamagotchi gameplay typically works. I also came across this Tamagotchi device with the little cake on the top, which I liked, and is why I added a bow on the top of my toy.

Apparantly if you're into Tamagotchi videos then you also want to know how to make a Crochet Mini Coin Pouch

Apparently if you’re into Tamagotchi videos then you also want to know how to make a Crochet Mini Coin Pouch

So I started creating the graphics of the game. I knew I wanted the game to look like a real device, and so it had to be fairly realistic looking. So I started in GIMP, first by taking photo of an actual Tamagotchi and adjusting the colours a bit. Using that as a basis, I was going to try to essentially redraw it in GIMP, but soon realised that it looked pretty bad, and was going to take a while to do.

(I’m not very good at this way of doing art)

So I ditched that idea. Then I remembered “Hey, I’ve done nice vector stuff in the past, right? I’ll do it in flash!”. I quickly realised that THAT was going nowhere too.

I was hoping the grid would help me make things even, but I couldn’t even get the curves to look right

So I drew this little place holder graphics and moved on. Also, here you can see I had the idea of having a background that’s permanently etched in the game, like some Tamagotchis and small toys do.

5-2

The “figuring out graphics is a problem for Future Jez” graphic

Then I tried to figure out what it would look like on paper, and an idea hit me: If I can make it look good on paper, why not just use that as the graphics as is! I have a whole bunch of cardboard in my room (I often use it for craft things for kids), I had everything I needed really.

Even though I wasn’t trying to make it look good, I felt like this sketch was better than my my actual graphics attempts

The actual process of making the toy wasn’t too hard, all I did was draw each piece lightly on the cardboard in pencil and then cut out the outline. I made sure to measure out a piece of cardboard with the same dimensions as the screen so that they lined up.

To put the pieces together, I used Blu-Tack, which is good for two reasons. Firstly, because it’s not permanent so you can move things around. Secondly, it makes the pieces stick out a bit, so you don’t just end up with a flat piece of cardboard, but instead have something with a bit of depth in it. Depending on how much Blu-Tack you use, you can adjust the height of each piece a little bit.

From side on, you can see the layers… kinda. That screen is coming of a little.

To get it into the game, I just took a photo on my phone, put it on the computer, and then skewed it a little bit to compensate for the slight angle I took it at. Then I scaled it to make sure the screen was a nice multiple of the game window size, in pixels, because otherwise you get awkward half-sized pixels or blurry edges due to anti-aliasing, and nobody wants that.

This one is nice in the way that you can clearly see that it’s made of paper, it’s not as obvious in the actual one.

It looked pretty good at this point, but I felt like it needed colour to look more like an actual device. So I added in the colour in GIMP by using layers with the “Multiply” blending mode. If you just transparently overlay a colour, you lose some of the contrast as all your shadows become lighter, whereas with multiplying, you preserve all the blacks as black, and keep the subtle paper texture better. That’s a little tip for ya.

Whee! Timelapses! (click to see the unsquished version)

And to add in the hands, I just took a photo of me holding it with one hand in the different positions, and photoshop’d that in with GIMP (am I allowed to say that?). It would’ve been nice to set up a tripod and take photos of me holding it in the different positions to get the shadows right, but that also would’ve taken a bit longer and would’ve meant I had to skew, scale and colour 4 photos instead of 1.

hands

Whee timelapses again!

And that’s it! I had a lot of fun with using papercraft, I might try to make an all-papercraft game next time. I’ll probably need some better equipment though.

Thanks for reading! See ya later!

friends

Oh yes, I’m supposed to announce participation

Posted by (twitter: @Rialgar42)
Friday, December 11th, 2015 4:24 pm

So yes, I am back. Aiming for Compo. Stuff I might use:

Tools

  • Webstorm
  • Chrome/FF Dev Tools
  • Gimp
  • Blender
  • Inkscape
  • Bfxr
  • Otomata
  • Jukedeck (if I sway my mind to think it is ok or change to JAM anyway)
  • Audacity
  • Bosca Ceoil
  • Anything else I come along that seems useful at the time, I will tell about it then

Libraries

  • vanilla.js 😉
  • playground.js
  • three.js
  • require.js
  • no basecode

Declaration of base code!

Posted by (twitter: @blubberquark)
Friday, December 11th, 2015 12:55 pm

I have written some base code to import Yarn conversation files into HaxeFlixel and called it FlxYarn.

look at it here: https://gist.github.com/robertpfeiffer/e00a88fa1d514cc4302b

Are you tired of writing your dialogues in HaxeFlixel games as big nested if-statements inside of monstrous loops? Then FlxYarn might be right for you!

two talking heads and speech bubbles

I have built a Yarn parser, loader, NPC dialog engine and speech bubble UI for HaxeFlixel. I finished just in time in time for Ludum Dare. Now we can split up the work on a story-driven game into code(Haxe), levels(Tiled) and dialogue(Yarn). Each NPC has his own state machine.

Conversation nodes can contain multiple speech bubbles and dialog options. Nodes can contain Haxe code for scripting, which will be executed with the HScript interpreter. You can share variables from your Yarn state with the game code.

screenshot of conversation node syntax

The Yarn dialogue editor was built by Alec Holowka and heavily inspired by Twine. The syntax you see above is half my own design, half based on Yarn and HScript. The <<run $X>> macro runs haxe statements. The <<print $X>> macro evaluates Haxe expressions and pastes the result into the conversation state. Links to other nodes have the same syntax as in Yarn and Twine.

 

yarn conversation state graph

Get Yarn Here:

https://github.com/infiniteammoinc/yarn

Try out the cobbled-together nonsense Demo conversation between the neo-baroque technocrat and the spaghetti wizard (requires Flash):

http://blubberquark.itch.io/flixel-yarn-test

Timelapse Maker

Posted by (twitter: @GaTechGrad)
Thursday, December 10th, 2015 11:12 pm

I’ve created a GitHub repository for the code that I’ve been using for the past few years for making time lapses from my Ludum Dare video recordings.  It requires Ruby, ffmpeg, and VirtualDub to be installed on your system, and the recordings can be generated in OpenBroadcaster (OBS).  It’s a nice alternative for those who don’t want to have a separate piece of software running that’s just dedicated to generating time lapse frames.

I have provided short README file and the scripts are completely functional, however I will admit that it is not very user friendly.  I would definitely like to develop a GUI using Tk or Gtk some day.

Timelapse Maker on GitHub

Where does Jukedeck fit into LD

Posted by (twitter: @Rialgar42)
Thursday, December 10th, 2015 9:57 am

Facts:

There is Jukedeck: https://www.jukedeck.com

It makes music based on genre, mood, speed and a rudimentary instrument choice. The music is quite good for automatically composed music. The authors of the site claim the copyright of the tracks. There is a license model, which grants you either usage rights (up to 5 downloads per month for free for individuals/small businesses) or transfers copyright to you (expensive).

Question:

Is it just a tool or is it automated creation? Who creates the music? Is it suited for Compo?

Discuss!

(My opinion is below the fold)

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Going in once more!

Posted by (twitter: @Zazanxors)
Thursday, December 10th, 2015 1:33 am

This will be my sixth time and I’m looking forwards to it! Planning to make a smaller game this time around, as I feel my ideas have been too large for me to accomplish in the time frame. As for my tools, I’ll be using Unity (Game Engine), Visual Studio (IDE), Beepbox (Music, some SFX), Chiptone (Other SFX), Paint.NET (Art) and Gimp (Art extras)

As always, I may end up using (and fixing up) some old Unity platformer code I wrote a while back – feel free to use it for your stuff if you want.

Good luck!

I’m! + Some Tools

Posted by (twitter: @davi_az)
Wednesday, December 9th, 2015 5:02 pm

I’m in for my 7th LD!

And here some free tools for you!

PSDAnim: it’s a tool to use with Photoshop (or Gimp, Clip Studio Paint, Paint Tool Sai, any tool that export PSD!) to view your animations while you create them! See how to use it with this GIF:

PSDAnim

DPLoadScreen: quickly add a load screen between your levels inside Unity!

Don’t stop me now!

Posted by
Monday, December 7th, 2015 6:45 am

Hi!

Been looking forward to this LD for a good while, mostly because the past events I had things come up on the weekend… Somethings seems to get drawn to Ludum Dare everytime I plan on participating. Even this time… but with the difference that I can actually sit in front of my computer and develop, instead of being away from home all the time. And to some extent the dog I’m taking care of during the weekend will benefit my productivity to some degree… be it fluffy d’awwww happiness, notifying me to take a break, provide SFX samples for me and such. Yea, having a dog as your companion is pretty neat.

Tool-wise I’m pretty much using much of the common software others use… but for the sake of it, here’s a rough overview:

⊗ Engine ⇒ Unity 5.3
⊗ Programming & Text Editing ⇒ Visual Studio Community 2015 (C#), Notepad++, Atom
⊗ Graphics ⇒ Photoshop CC, PyxelEdit, 3DS Max
⊗ Audio ⇒ Audacity, sfxr, FL Studio
⊗ Hardware ⇒ 49-Key MIDI Keyboard, PC with 3 Screens + Android Tablet, DIN A4 Paper, Pen & Eraser, Wacom Graphic Tablet, Bosch Tassimo T40 Coffee Maker

Might consider streaming the whole thing via twitch as well. But definitely will post an update once every now and then. Since I live in Germany and the start time of LD is kinda late at night I will also oversleep the start, but then will be rested well once I get up in the morning. Managing your energy and scheduling your overall day, including sleep, breaks and food is important a jam. :)

Anyways, hope you all have a good week and I will see you this weekend!

Super Snack Time! Post-mortem

Posted by (twitter: @adsilcott)
Saturday, August 29th, 2015 1:04 pm

Play the game here!

We were a team of four people this time, though one person had to leave after the first night, and I was busy Saturday evening and Sunday morning. Since we were especially limited on time and resources we really needed a simple idea. Besides, I like simple ideas because it’s easier to focus on making one concept polished and fun. Of course all of our initial ideas were very complicated, until…
The player-plant

Once we had the idea, and we knew it was going to be a parody, then the issue was how to do the art in a way that paid tribute to the source without copying it. I do a lot of traditional/fine-art (My work: http://alwaysfromlife.com/) and I’d been thinking for a while that it would be interesting to do a game in a very painterly style. I did some quick sketches of mario in ArtRage and then used Aseprite animate them and export a tilesheet. It looked pretty good so we decided to go with it:
Painted Spritesheet for the

 

Even though we wanted a more organic look to the game, I decided to use Tiled to create the level, because that would make it easy to experiment with different layouts, and the excellent Tiled2Unity tool would generate the collision meshes for me. Once I had the level laid out in a way that worked well with the bouncing marios, I used Tiled’s “export to image” feature, and Ian used that as a reference to paint the lovely background that you see in the game.
Painted Background

Probably anyone who’s used Unity for 2D has made the mistake of leaving the “fixed rotation” option off on your sprite’s rigidbody and then watching your character spin and flop around unexpectedly. For this game I wanted mario to have a silly, clumsy quality, so I left it off intentionally. The challenge then was getting a reasonable amount of these clumsy marios to the end of the level. I used several invisible triggers to tell mario when to jump. Each trigger had a percent change of triggering, so we would end up with marios taking random paths through the level.

Marios moving through level
While Jesse made a mario spawner and worked on the plants, I painted the title screen as quickly as possible. I’m sure I didn’t spend more than 20 minutes on it. My plan was to hand paint the title text as well but that just would have taken too much time.
Quickly painted title screen

At the end of Saturday we were at the testing stage, and while it was already making us laugh (a good sign!), we had a lot of ideas for how to make it better. I assumed I wouldn’t have time for any of them. But Monday morning I was determined to add them. I added the “withering” plants feature and the heart counter as ways to add challenge and excitement to the game, and Brian added a score counter and cleverly tied the rate that marios spawned to your score, which leads to a hilarious avalanche of marios if you get far enough. At this point I think it went from being a silly game to one that was actually fun to play.
Many marios

Of course I always forget how stressful the submission process is, especially when you’re already exhausted from lack of sleep. But in the end I’m very happy with what we made. There’s only a couple of minor things I would have done differently. Much gratitude to my team, and to everyone who has left feedback!
Adam

Play the game here!

Post-mortem of Tales of the Underworld – Lessons learned

Posted by (twitter: @ladybenko)
Tuesday, August 25th, 2015 1:05 pm

Hi, these are the lessons learned for Tales of the Underworld: Rebellion of the Souls, a retro platformer for the compo. You can play and rate the entry here, and also read a step-by-step log on how the development process went.

Overall, I’m pretty happy with my entry. As explained in the log, I almost gave up on Saturday night, but still managed to pull out a finished game. That said, there is a lot of stuff I need to improve for next time!

Coins

What went wrong

  • I didn’t do a brainstorming with possible themes in advance. I could have done so and save a little bit of time in Saturday’s morning. It took me many hours to decide what I wanted to do.
  • I couldn’t have a very resting sleep. On Friday’s night there was way too much noise in the street, and on Saturday’s night I got some giant mosquito bites that were really itchy.
  • A level editor. Please someone kick me if I think on doing that again in a jam.
  • I overscoped and had to cut off a lot features. If I knew these features wouldn’t be in, I would probably have chosen a different game to implement.

What went right

  • Lots of feedback and support on Twitter. I think putting screencaps and a URL that people could play instantly helped a lot to get this.
  • A friend managed to stop me from quitting on Saturday night.
  • No nasty bugs <3
  • I found a simple, cute art style that really suits the game and allowed me to produce animations (unlike in my last Ludum).
  • I manage to cut off features and I still ended up with a playable game –although not as cool as I wanted it to be!

Tools and tech

  • Phaser as a JavaScript game framework.
  • Atom text editor with vim key bindings.
  • My gamejam generator for scaffolding the project.
  • Gulp for automation.
  • Bxfr and Garage Band for audio.
  • Pixelmator and a Wacom table for drawing.
  • Git and Github for version control.
  • Lots of rock & roll and heavy metal!

Hades
> Play & rate makes Hades happy <

Another great Ludum Dare, Submitted!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 10:04 pm

So my game is called Plothole.
It should’ve been an adventure/mystery game about a detective who investigates some of the recent murders that might be a a job of one serial killer. SPOILER: in the end the detective would uncover that his 2nd (schizophrenic) self is in fact that serial killer.

In reality Plothole is an unfinished game with only core functionality and not much content at all. (Art is really hard and slow for me)

Plothole

Plothole

After thoughts:

Amazing Ludum Dare! Even though I once again haven’t finished a game, I totally loved (almost, that missing boolean not bug costed me 2 hours of work) each second of it! I learned a lot about Unity’s new UI system, discovered new game genre I might like and wanted to do and finish! I had great time overall, nice to get distracted from some unpleasantness that happens around. I hope everybody had amazing time too, here’s to another great Ludum Dare, and for many more!

I always shared my LD brainstorming results after LD, so here goes: http://codebite.xyz/ld33/ideas/ Although I usually did it in Google Drive, I try to move away from Cloud Storage, coz I am paranoid.

Thanks:

  • To Mr. Mike Kasprzak, for Ludum Dare itself and still maintaining it, and even making a new version!
  • To Unity Engine Team, for amazing Game Engine.
  • To… Microsoft, for Visual Studio and C#
  • To All the Open Source developers, for everything! Much love <3
  • To Ludum Dare’ers, for amazing community! 😀
  • To Zhoot, AtomicVikings, yuraSniper, Leo, Skай, Zet and Thok, Jorge and my family, for being there.
  • To Caffeine, for keeping me alive. XOXO

LD33: eye ’em in!

Posted by (twitter: @metacozm)
Friday, August 21st, 2015 7:09 pm

Taking part in the jam which is a welcome opportunity to get my #1GAM entry for August finished.
As usual my tools rack consists of:

  • Unity3d 5.1.2f1 pro (…currently still downloading), C#
  • InkScape, Paint.NET, Gimp
  • FLStudio 11, sfxr, ccMixter.org, Freesound.org
  • Blender, Substance Painter
  • Maybe Fraps to capture a video and Audials to convert it.

What will be the result? Some delicious webbuild that will get uploaded to my itch.io site at: http://jireugi.itch.io/
Bon Appetit!

Count me in

Posted by (twitter: @PixelProphecy)
Wednesday, August 19th, 2015 8:35 pm

Tools of the trade

  • Engine: Game Maker Studio
  • Graphics: Adobe Photoshop, My Paint
  • Music/Sound: Propellerhead Reason, REAPER, FamiTracker, Audacity
  • Fiddling: Notepad++
  • Modeling: Maya 2015
  • Timelapse: NirCmd

I’m in! Again!

Posted by (twitter: @IamJacic)
Wednesday, August 19th, 2015 1:35 pm

Well, I’m in, and this time I’m feeling more prepared than ever before! This time, I have a well-defined idea of what I’ll be doing: a top-down, turn-based, stealth game.

I’ve been playing a lot of Metal Gear lately, so this game will be inspired by the series. Sneak around enemy camps, avoiding guards and cameras, stealing intel, finding equpment as you go! Or at least, that’s what I’m currently planning. It may be slightly out of scope for a weekend, but we’ll see!

Once again, I’ll be entering the solo competition. My tools:

Haxe + OpenFL + Haxepunk – my language and engine of choice (currently)

Sublime – the best text editor

sfxr – it makes sounds

Audacity – it edits sounds

Gimp – for the art

Coffee – for the mind

 

Good luck everyone, and remember to have fun!

Taking Automated Screenshots Header

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.
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