Posts Tagged ‘tools’
So i haven’t made an “I’m in” post yet, so yeah… I’M IN!
I have have now worked for a bit over 12 hours on my game. right now it’s just some kind of place blocks/destroy blocks game, but I’ll make it so that you can mine things, and add resources as well.
Tools I use:
– Main program: Game Maker: Studio
– Graphics: Photoshop
– Nice tile program: GoTile
and perhaps some other stuff too…
So here’s a few screenshots:
Two weeks ago, I didn’t think I’d be doing this jam; not enough energy after the International Space Apps Challenge. But since then I’ve gained a ton of mental and emotional energy through the process of getting over my first notable bout with indie discouragement and frustration, so today I declare, “Let’s do this!”
To the pain fun!
For the first time in a long while I’ve got the weekend completely free so I’m going to make the best of it.
This is my six year anniversary in participating in Ludum Dare. My first was April of 2008, LD11!
I got my home office all setup and ready to go. Not sure yet if I’ll be using Flash or Unity. It will likely depend on the theme. I’m hoping to for getting some good inspiration once the theme is announced.
If I’m lucky I’ll be able to use my preferred music program below.
I might also mess around with game genres that I haven’t typically explored in the past. Maybe something that involves writing, choices, dialog. Could be a fun experiment! We’ll see though.
Oh, I’ll also be streaming the development over on my TwitchTV channel!
Well, I hope everyone has a really good time doing Ludum Dare this weekend. I’m going to try and remember to stay as relaxed as possible and focus on having fun.
I’m in! yay!
OK last time did not end very well for various reasons (including a bad cold during the weekend) so I hope this time I will submit an entry.
I will most likely go for the jam category but who knows I might finish early and enter the compo (right, that’s not very likely).
I use Unity 3D, Modo 801 (brand new version not even installed yet!), ZBrush, Blender, Photoshop, Substance Designer and Painter, Reason, Sonar X3, lots of VSTs, Band-in-a-Box… ok I’ll stop here, I know I own too much software I just can’t resist. Gotta buy them all.
Also I really want to make a game for the Oculus Rift this time. I know not many people have one but we are allowed to make ports of our games after the deadline so I could release it first for the Rift then have a version for regular boring screens.
Anyway I have updated my youtube video with all my previous games:
Good luck! Have fun!
PS: I hope the theme won’t suck!
Since I was in the Cyberpunk Jam I wanted to make another game for the MiniLD and the Insanity Jam, but I guess the motivation wasn’t there, so I didn’t participate in both. This time, I’m thinking a different game genre and platformer as my plan-B. A few of my friends are going to try tho make a game from scratch as I heard from them, but I currently lick the knowledge to do so, so I’ll be sticking to my favorite engine – Multimedia Fusion 2.
For music, I’ll be making it myself. I’m not a real musician in any way, but I can still make a tune that you will probably enjoy. If you want a sample of my work, I have a upcoming album with a few pre-release tunes already published here.
For inspiration, I use C418 and KOZILEK.
For software, I’ll be using FL Studio 11 Producer Edition and Audacity for some extra sounds or dialogue.
Also, SFXR – for sounds.
For the artwork, I’ll e sticking to my minimalist style of pixel art. It helps with time and it still looks fairly good. I’ll also try to animate a bit more. Software – Paint.NET, Photoshop CS6.
PyxelEdit - for tiles
Livestream on Hitbox
Thanks for reading and have a nice jam time!
To avoid having to recreate some basic tk2d fonts and Unity scripts I’ve created during the past two Ludum Dares, I’ve set up a LudumDareResources repo on bitbucket.
I’ve also put up the barebones .NET application I use to create FNT files that I use with Unity 2D Toolkit under FntGenerator.
I’m not sure it’s useful to anyone else in its current state, but ideally I’d like to build upon it as I participate in more LDs.
My third time in, but it will be my first time not working with a group. I hope to finish something for the 48 hour competition, but I’ll do the jam if I fail that.
I was too nervous not to use a codebase, so I’ll be using one I just whipped up (hopefully it won’t hurt more then it helps).
Graphics: Inkscape, Photoshop
Audio: Bfxr, Abundant Music, VLC, Audacity
Goal: Finish something that at least one person would call a game ^_^
Good luck everyone!
I pretty much feel obligated to do an “I’m in” post.
This weekend reeeally isn’t what I would call an ideal weekend for a LD, but let’s go!
Not much has changed on my toolset since last LD:
Platform: HTML5 (FTW)!
Browser: Chrome, obviously! I might test the game in other browsers before publishing, tho.
Os: Ubuntu 13.10
Engines/frameworks/libraries: I might use any of these frameworks/libraries, depending on the situation:
Gfx: Graphics? Whaaat are those?
Well, as I suck at any kind of visual art, I’ll probably make a game with squares, circles and triangles for graphics (probably circles tho, circle collision is way easier to solve). If I ever consider to any “real” art, I’ll probably use Gimp.
File hosting: Dropbox . I can’t live without Dropbox. Seriously, Dropbox. Need it!
Version control: WTF is this?
These are the configurations of my <sarcasm> super beefy computer </sarcasm>:
- 1.8 ghz Intel pentium dual core
- 1 GB of ram.
- Intel GMA integrated GPU (super mega old).
- 500 GB Samsung hard drive.
Sorry, not enough time to make a cool VGM playlist this time…
As a compensation, enjoy a picture of my workspace:
Well, a while ago I posted about GreaseMonkey’s awesome tool. I had some spare time so I worked a bit on it trying to get it more configureable. I packaged it into a .exe for those who don’t have Python and together with it a batch file to read the instrument files I made (most are GreaseMonkey’s original instruments) to easily configure your music.
As usual this is a work in progress, any suggestions are welcome
Download it here (.rar 2.5mb)
You can also get the direct Python version if you have python 2.x installed properly
Also you can check the project on my site for no reason, but there are some samples there
If you make any awesome new instruments I’d love to see (hear) them…
Hey fellow devs,
I’m here to bring to the table a small discussion on analytics. What I want to ask is: what do you guys think about embedding analytics in Ludum Dare entries? Something like http://www.gameanalytics.com/, for example.
I’m currently working on a full version of my last LD entry and thinking back I believe I could’ve benefited from input obtained from analytics. On what terms would you guys be comfortable with recording data from your gaming session?
Personally I wouldn’t mind anything that is non-intrusive (in other words, as long as there’s no recording any personal data). For instance the link I provided above is a great tool for developers (I don’t really care about their module for purchase intention, the cool part is analyzing hot spots to help level design).
Looking forward to some opinions, thanks!
Have you seen AutoTileGen? It’s a useful-looking tool that will let its users generate tilesets from just a few images. It’s not coming out until April. Note that that is in time for LD29. It’s got an IndieGoGo campaign going, you can contribute to that here and, as perks, get a license when it comes out for $25-50 or early access for $120.
If you can’t wait or you can’t afford it for $25, though, I’ve written an alternative tool in Java, called GoTile. It’s free and it’s got a GPL version 3 license – its source code is here. I made the great majority of it in just 2 days. I think it works pretty well, but expect AutoTileGen to have less bugs, more features, and a better interface. You should be able to figure most of it out by messing with it, but custom levels should be CSVs and masks should be solid white in the shape of a tile. Here’s a screenshot, the GUI shows most of the features.
EDIT: There have been a few updates to the program since I made this post, so I updated the screenshot. Make sure to get the new version, too – I added some good stuff.
So myself I don’t really make 8-bit games, but I know a lot of you guys do. There’s one thing I would love to see more in your 8-bit retro games: CUTSCENES!
And I found the perfect tool to help you achieve that ;-). It’s an online tool (no download) found here: http://c64.superdefault.com/
I encountered this site when I was looking for a PNG to 8-bit retro converter. The naive approach was to scale a picture down, save it, then scale it up to make it look pixelated. That actually failed big time, simply because the result was too rich in color. It clearly looked like a scaled up photo rather than a retro graphic. There are a few tutorials that showed how to do it right using photoshop, but for the lazy type like me, I found that the online tool works best! Just look at this awesome 8-bit photo of Nicolas Cage below!