Posts Tagged ‘Unity 2D’

Dethroned – Post-Jam, Post-Mortem

Posted by
Tuesday, December 13th, 2016 3:15 pm

Dethroned_title

So, I did say I’d write a post-mortem, since it was my first Ludum Dare ever, and actually the first game I’ve made that could be considered potentially finished. I definitely want to record my mistakes for future reference, and to just share my experiences and maybe see if someone possibly had similar problems.

I’ve really only made rather convoluted solutions to game mechanics than games themselves up to this point, and as such, the timeframe and workflow kinda caught me by surprise even though I thought I’d planned along it. So while I have some Unity mechanics and Editor tools under my belt, it dawned on me that I’m still a complete noob 😛 My biggest strength really was my experience with having to do stuff with short sleep cycles. And music production too, of course.

TL;DR: It was a mess, and I enjoyed it.

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2 Roll – 52h update [Unda]

Posted by (twitter: @la_wendt)
Monday, December 14th, 2015 12:56 am

We spent the whole day trying to work with the music, menu and art, a.k.a. polishing the game. Hope it turns out to be a nice game.

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25 hours update 2 Roll [Unda]

Posted by (twitter: @la_wendt)
Saturday, December 12th, 2015 10:28 pm

After 25 hours I think that one of our little games are “over”.  Now we  just need to polish.

Well… this game enters the “Two Buttons Control” theme, it was thought to be played in local co-op, but I think that it works well alone.

The mechanics are simple: the button on the right (‘a’) rotate in one direction and open the trapdoors of the left, and the left button(‘l’) opens the trapdoor on the right and rotate in the other direction. The objective is not to die, you die when one of the balls hit the spike on the top.

2 Roll

dead

Don’t know if I upload the game now or just when I’m really finished…

2 Roll

2 Roll

Posted by (twitter: @la_wendt)
Saturday, December 12th, 2015 5:26 pm

So, me and my friends gathered up to make some games for Ludum Dare, this is the progress we made on one of the three games that we planned:

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MiniLD #60 : Ultramom is here !

Posted by (twitter: @stashingpixels)
Monday, June 29th, 2015 9:19 pm
Ultramom

Ultramom and her baby

Ultramom is a puzzle-platformer in which you play a mother with superpowers trying to defend her baby. The theme for this game is “10 seconds” from LD #27. I started with the “Guardian” theme from LD #1 but changed when it was time to make levels.

There are currently 3 levels you can play as well as a tutorial.

This is my second game jam ever  – my previous one was about a year ago ! – and so far both have been really fun. This one was especially instructive since I made this game using Unity, which I only started using about two weeks ago. I used my own engine for all the previous games I’ve made and I have to say, using a professional engine like Unity feels a lot better. I’m looking forward to using it some more.

Anyway, I hope you enjoy it ! If you decide to try it, please leave a comment if you have anything to say about the game, whether it’s positive or negative. Anything is appreciated ! Good luck, and have fun.

Got a Character Selection Screen Working

Posted by
Saturday, April 18th, 2015 9:48 am

I’ve been working on my entry for this Ludum Dare for about 3 hours now, some of which was spent thinking up ideas. I’ve made a character select screen, where you can pick your player’s skin and t-shirt colour!

char-select
Here’s to hoping I actually get some game in my game! It’s going to be focused on a gun that fires hugs, and you’ll have to spread the love to [insert enemy type here] 😀

Sol Defender FINISHED!

Posted by
Monday, December 8th, 2014 7:01 pm

Well sort of =\… It is such a complicated game to make in 72 hours. I think I pulled it off (I was solo) but I was unable to make (and play-test) the levels.

Good news though! Sol Defender has a “Custom Level” choice where you can create your own levels using the in-game editor ;)… So thats fun 😀

Screen-woots!

Sol Defender - Gameplay Sol Defender - Menu Sol Defender - Beginning Sol Defender - Level Editor

 

Now lets go vote friends!

With love… Jake 😀

Bare bones

Friday, August 22nd, 2014 2:13 pm

I think this is like my 2nd or 3th time I’m joining in.
So far I’ve only be able to get very basic stuff going without ever submitting something complete.

This time though I’m going bare bones and give it a very quick, short shot too see what I can come up with in 1 day.
I won’t be able to do anything at Sunday due to family stuff so I’ll try to keep it short and sweet.

 

All have fun and goodluck!

Climb the Teide!

Posted by (twitter: @Rodaja_es)
Monday, December 16th, 2013 7:39 pm

Well the game’s up and you can play it here http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29557

It’s our first game ever and Jam and it’s been a great time.

Climb the Teide and put the one and only cap on it before it sneezes.

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29557

TeyDe screen04

Lots of bugs and things to fix. You can beat the whole level, even thought the webplayer hides some platforms on the left of the screen. Sometimes greed will take over a character and won’t throw the cap. Just keep trying will walking from one platform to the other, he’ll eventually cave in.

Hope you enjoy!

Tumbling Towers: My Final Entry – Recap & What’s Next

Posted by (twitter: @nick_mudry)
Sunday, December 15th, 2013 3:28 pm

The last two days have been crazy. It’s been a while since I’ve worked on a game, and I was nervous about jumping into a game jam while my skills aren’t up to par, but I am extremely proud of myself and what I built.

What did I build? 

Well, I built a game called Tumbling Towers. I’ve come to call it a reverse Tetris/Jenga style game where you receive a random block and you must build up and try to not knock the tower down. The goal of the game is to build as high as you can and score as many points as you can.

Where the theme “You Only Have One” came into play is where you can only build with one of the three materials in the game, and you can only build in one direction (up); (yes, for some reason I instinctively ended my sentence with a semi colon there… the two days of heavy coding must’ve drilled that into my head much, much more.)

Sounds cool, where can I play it? 

There’s a web version hosted on my web server, here. It has links to download the desktop versions. Those links are also on the game page here on the Ludum Dare website.

Who Helped?

It wasn’t just me who worked on the game, I got some late assistance from a good friend of mine, who did some of the art last night. (Just the building blocks). Also, I used a friend’s music he made for the game.

What’s next? 

I’m not really sure. I really want to continue the project and make it more clean, pretty, polished, etc. and maybe release it on iOS/Android. A few of my friends have been playing it pretty often and have been enjoying the builds I was sending them, and I think it can be a pretty fun game to play on tablets. It needs some optimization for them, but it can be done. :)

When I decide to jump into doing that has yet to be decided, but maybe early January once I’m done with my One Game a Month project for this month.

If anything, I might use this as a base for a Physics based puzzle game I had an idea for a few weeks ago. It could go hand in-hand with it.

What did I learn?

This is something I want to write down to allow myself to reflect on my skills and learn how to improve next time I work on a game.

Art – Art isn’t my strong suit. I should have found an artist at the beginning. The artist I worked with mid-way through only had enough time to do work for a small bit of the game.

Scope – I applied a rule I made for myself long ago, which was to keep it simple and not go out of scope. For once, I followed the idea of just creating a simple mechanic and working from there. For game jams, this works wonderfully well. Definitely something I’ll consider again next time.

Testers – This was the first time I actively put out builds during a game jam. Twitter friends as well as my personal friends were more than willing to test out the game in it’s early phases, which helped me discover a bug that wasn’t showing on any of my 3 computers. Test early, and test often!

Programming – Holy crap, I programmed this entire thing?! I still don’t believe it. I know C# and Unity, and have made things before, but never completed anything. I consider what I did a completed product, even though it has it’s obvious flaws. This has boosted my morale and while I know I can’t take on a super crazy, out of scope project just yet, I do know I can create simplistic games in Unity 3D.

Unity’s 2D is Really Easy – Oh yeah, Unity has a really easy 2D system. I thought it’d be a bit challenging, but it works extremely well and is easy to pick up. Definitely using Unity’s 2D development tools from now on.

Until next time…

Well, that’s all. Thank you Ludum Dare, and the Ludum Dare community. I made some good friends during this jam that I didn’t expect to make. It’s been fun chatting in the chat rooms, checking out everyone’s live stream, and tweeting with you all while I took breaks and relaxed. I can’t wait for the next one and am happy I finally have a completed project for the Ludum Dare/Jam. :)

Time for me to shameless plug myself: 

If you’d like, please follow me on Twitter. My handel is @AngryFacing.
You can also check out my website, http://mudry.me, which I’ll be updating with game development blogs, and so forth. If you want, you can also check out some of my shipped games and other projects.

Thanks again everyone and see you all next jam! :)

Oh, I recorded myself doing a lot of the development. If I can pull the videos from my Twitch stream, I’ll post a time lapse. :)

Tumbling Towers: Milestone Build – Feature Complete(?)!

Posted by (twitter: @nick_mudry)
Saturday, December 14th, 2013 5:51 pm

It hit my milestone for the entire jam, which was to get the core mechanics of my game working. I’d say at this point what I wanted from the game is 100% done. I’m taking a well deserved break before getting back at it later tonight.

What is the game you might ask? 

Tumbling towers is a game where you only have one direction to build, up. You also can only choose one material to build with: Wood, Ice, or Stone.

Each material has their own attributes (weight, friction, and more). The goal is to build the tallest tower you can!

Right now you can find links to play the web version of the game on the game’s page on the site here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=22629.

(Also, an improperly scaled Android version is posted as I work on making it look nice.)

What’s left? Well, I want to make the UI more usable. MUCH more usable. Also, a friend of mine should be helping me out tonight when it comes to art, so it might become a Ludum Jam entry instead.

Oh. When I’m back at it, my stream will be live on Twitch.TV too. Feel free to check it out (hit follow now so you get notified when I go live again), head to Twitch.TV/AngryFacing. Until I’m live again, check out this recorded YouTube video of me talking about the game’s progress. :)

Finally, development updates of this and my 1GAM project will be on my Twitter at @AngryFacing. Feel free to follow! :)

Unity 2D level design advice.

Posted by (twitter: @@Bourbonbrick)
Sunday, December 8th, 2013 10:19 am

So I’m guessing a lot of you jammers out there want to have a go at using the new unity 2D tools?


Well if you want to make a game you need lots of levels. and during a jam when time is of the essence. So if your going to make levels fast tiles are the way to go. Now for a warm up I’ve been working on a game with tile based levels. So to begin with I just made a new scene and prefabs of all my tiles with appropriate colliders. Then I dragged them into my scene. It worked well but I couldn’t help thinking that all those colliders were a bit too much. I decided to do some research into tile based level editors that would export to .png files, and pretty quickly found http://tilestudio.sourceforge.net/ . So I downloaded it and found it to be of my liking. Using it I can make a level export as .png and insert large box colliders in a single game object to match the levels shape. This simplifies things so much. Here’s some pictures to illustrate

 

My level being designed in tile studio.

Screenshot (6)

 

My second level in unity. Green rectangles are colliders.

Screenshot (8)

 

My first level in unity. All them colliders cant help with file size.

Screenshot (9)

 

So that’s it. hope this is useful to those of you considering attempting 2D unity games.

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