Ludum Dare 36
Coming August 26th-29th Weekend

Theme Voting
Log in and choose the theme for LD36!
ROUND 4 NOW OPEN!

Posts Tagged ‘unity3d’

I’m in (plus resources for Unity)

Posted by (twitter: @dylanwolf)
Monday, August 22nd, 2016 11:08 pm

I’m in, using Unity as usual. In addition, I’ve gradually been building a collection of one-off C# scripts that can be used for basic behaviors such as:

  • camera scrolling/locking
  • visual effects (bouncing, etc.)
  • basic logic for match-3 and 2D platforming
  • helpers for sound effects
  • UI helpers
  • object pooling

Per the compo rules, they’re open for anyone to use: https://bitbucket.org/dylanwolf/ludumdareresources

Skyway on IndieDB!

Posted by (twitter: @RobProductions)
Monday, August 8th, 2016 8:25 pm

Hello everyone!

I’m still hard at work on my latest game Skyway, which you may remember. I’ve just made an IndieDB page which will hold screenshots and updates! The game is a bit behind schedule but it should be officially announced sometime this month, and should release before 2017.

Screen6

Skyway

Please check it out! I’m pretty worried about what people will think of it come announcement time, so feedback is appreciated!

If you haven’t already, follow me on Twitter, and good luck to everyone in the LD!

Manifest Universe

Posted by (twitter: @GaTechGrad)
Tuesday, August 2nd, 2016 2:22 am

Here is the developer commentary video for the Manifest Universe game that I created for the Mini Ludum Dare #69.

Entry page

Download on Itch.io

New Game in the Works!

Posted by (twitter: @RobProductions)
Tuesday, June 28th, 2016 12:30 pm

Hello LD! It’s been quite a while since I’ve posted here, and sorry to barge in on the Mini LD ūüėõ You might remember me from 2013. And from previous entries!

The past few years I’ve been working on huge games and then scrapping them due to immense scale/poor time budgeting. I think that’s something many of you can relate to. It seemed like every project I started, I reduced the scale by half and it was still out of my scope :( But I finally sat down and really thought about the whole process. After a bunch of failures and coding practice, I came up with a solution.

Making games is an iterative process. Instead of holding on to everything until release, I’ve decided to show more of my works in progress. And instead of fine tuning the gameplay for ages, I’ve decided to just literally make the game–no matter how bad it turns out. Iterative means once I have the whole thing done, I make improvements to everything until I’m satisfied. It took me way too long to figure that out, and it’s an ideology that really helped me in my projects.

Without further ado, here’s a work in progress showcase of a game I’m working on called Skyway!

I do have tons of other half-finished projects that I plan on showing, but for now I’m totally focused on this title. And, of course, I’ll share more about Skyway in the upcoming weeks :)

Be sure to follow me on Twitter for bi-weekly updates on my games!

Thanks! <3

Hi,experienced 3d artist here,want to make game together?

Posted by
Friday, May 20th, 2016 9:42 am

hi LDers

I am a game artist who worked in mostlly 3d games.I am new here and really wantto be in a good production team.Lets make games together.For next project,caunt me in.

my pretty old portfolio: http://kipiripi.cgsociety.org

 

Thank you!

Posted by (twitter: @SantiHisteria)
Tuesday, May 10th, 2016 8:35 am

Happy for my first¬†game jam results… and I’ll try to be better for the next!

RatingBreakingFat

Thank you very much to everybody that played and gave me a feedback my game. I’m sure that I will make the full version of “Breaking Fat” in the near future :)

See you soon!!

Last day to rate!

Posted by (twitter: @SantiHisteria)
Monday, May 9th, 2016 11:04 am

Today is the last day!!

…but you can still rate “Breaking Fat“:¬†http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=59433

:) GOOD LUCK WITH THE CLASSIFICATIONS GUYS! :)

Over 100 Votes For SHAPE.SHIFT()!!

Posted by (twitter: @xanjos)
Monday, May 9th, 2016 7:44 am

ld35102votes

Finally managed to achieve just over 100 votes for my entry SHAPE.SHIFT(). Once again, huge thanks to everyone who took the time to play and rate over the past three weeks ūüėÄ .

Anyway, it’s the last day of judging but there’s still time to play/rate my¬†game so if you haven’t tried it yet (Were you living under a rock or something?), you can do so by clicking here¬†(Let’s see if we can get 110 or even 150 votes by the end of the day ;D).

Final 2 Days To Play SHAPE.SHIFT()!!

Posted by (twitter: @xanjos)
Sunday, May 8th, 2016 3:35 pm
Click the gif to play!!

Click the gif to play!!

Posting this now rather than tomorrow since most people will have work/school/whatever on Monday but there’s only two days of judging left and if you still haven‚Äôt played my entry SHAPE.SHIFT() yet, you can do so by clicking here (I’m literally one vote left away from reaching the 100 mark!!).

ld35votes99

Anyway, I’d like to thank all the victims people who went out and actually tried the game and once again, apologies for making such a ridiculously hard game ;D

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

BF_Title

TRY TO FIND THE EVIL DOCTOR..

… ARE YOU READY? PLAY!

Thank you guys for all your rating and feedback!

Nyamo’s Adventure In-Depth Post-Mortem

Posted by (twitter: @ddrkirbyisq)
Thursday, May 5th, 2016 1:31 am

There’s still time! ¬†Play and rate Nyamo’s Adventure now!

screenshot1

Nyamo’s Adventure is our Jam entry for LD35 — made by yours truly in association with my trusty artist Kat. ¬†It’s a 2D “Metroidvania”-style platformer game with shapeshifting abilities, multiple worlds to explore, and collectibles scattered about! ¬†We’re releasing it as part of our “Cocoa Moss” collection of games.

Overall, Nyamo’s Adventure was a blast to make! ¬†This is perhaps our most solid LD showing to date as a team, and it’s really awesome thinking about how far we’ve come since we made Match Girl¬†way back in LD28. ¬†Match Girl was a solid¬†game itself, and was very well-received (2nd place overall!), but just the sheer amount of content and different things¬†that we were able to create this time around for Nyamo’s Adventure is really impressive¬†in comparison.

I had 4 “goals” (ish) this time around for LD, and they were:

  1. Successfully use Unity
  2. Have fun
  3. Finish on time
  4. Make some awesome music :)

I’m happy to report that we managed to hit all four of those pretty well! ¬†#2 was a little rough at times (more on that later) but overall things were great!

screenshot3

As always, let’s go over what went well and what didn’t go so well.

What went well:

Unity

Wow! ¬†Color me impressed — Unity really overperformed as a dev environment and editor tool. ¬†Now, I’ve used Unity in the past, so I’m well-familiar with both what it’s capable of as well as the little tricks of the trade that you pick up along the way as you work with the quirks of the engine, but I think I still underestimated just how much it allowed me to do when compared with my standard suite of tools (HaxePunk). ¬†As much as I’d like to be a hipster and jump on the bandwagon, I can’t really argue with what it allowed me to achieve this LD. ¬†Having the visual editor around for both editing and debugging was truly invaluable and saved¬†precious precious iteration cycle time when I was trying to design levels, get mechanics working, etc. ¬†Here’s the entirety of world 3 in Unity’s scene view, for instance:

Screenshot 2016-05-04 21.37.02

Being able to put the levels, UI, etc. together like this made things so much easier!

 

Level design and Tiled2Unity

Nyamo’s Adventure is a huuuge¬†game compared to some of my other ones. ¬†5 different worlds, each with a bunch of different screens, and the different rooms all fit together in a cohesive way. ¬†I spent a LOT of time on level design — easily more than I actually spent on coding, which was quite surprising at first. ¬†Although I’ve had some experience with platformer level design from the work I did for Match Girl, I had never quite exercised my designer mind like this before. ¬†I made sure to read up on some Metroidvania design articles as I was first starting out (which proved helpful), and made sure to really plan out the first few screens of the game in a specific way to introduce the different concepts (moving, jumping, collectibles, the final temple door). ¬†I’m actually really happy with how the level design ended up panning out, and how I was able to properly execute the Metroidvania feel. ¬†Of course, it’s very simplistic and if you really look at it the different worlds are very similar in terms of how they lead you down a linear path to an ability and then use that ability to shortcut back to the beginning. ¬†But I think it still works just fine, and designing the rooms themselves was also great thanks to Tiled being a wonderful tool:

Screenshot 2016-05-04 21.38.05

One of the first things I did after we decided on our game concept was to figure out how to integrate Tiled with Unity (something I hadn’t done before). ¬†Luckily, Tiled2Unity exists, and was very straightforward to set up. ¬†Besides a few snafus with our tilesets changing mid-design (was annoying to resolve but was certainly doable), it was pretty straightfoward and just worked pretty much the way I needed it to. ¬†Awesome!

 

Animations, tilesets, and world design

Can we take a moment to appreciate how beautiful the art is in this game?

Screenshot 2016-04-18 19.06.17

Would you believe me if I told you that this is the first time Kat has worked on tilesets? (besides the single set from Match Girl, which doesn’t even count) ¬†She really did an amazing job with everything, and it was awesome getting to pull the tiles that she drew into Tiled and using them to build out the different worlds, each with their own palette and feel.

 

Music

The soundtrack took around ~5 hours in total to write. ¬†It was a blast! ¬†Nothing really new here — just standard jamming out like usual. ¬†Everything was pretty straightforward, with the notable exception of the Temple theme which was basically my attempt to make something ambient and atmospheric in as little time as possible (11 minutes). ¬†It’s kind of uninspired, BUT at the same time, I think it’s nice that it sounds totally different than the rest of the soundtrack because it helps to communicate the fact that it’s a special area.

It’s worth noting that I didn’t put much focus this time on reusing a shared motif throughout the entire soundtrack — there’s hints of it, but nothing you would really notice unless you’re really looking out for it.

Something I realized as I was making this soundtrack was that giving yourself a jumping off point in terms of atmosphere, tempo, or feel really helps in getting things started. ¬†I think I started each composition with a very small idea of how I wanted to differentiate it from the others and that helped me get things started. ¬†For example, for Autumn Colors¬†I knew that the first world was going to be the “hub” of the adventure and was also going to be an outdoor world, so I wanted something that felt more “open” as well as relaxed. ¬†Musically, that translated to a slower tempo, with a laid-back drum beat, and using chords similar to¬†major 7ths. ¬†For Take to the Skies, the spring world, I knew it was going to be the first “stage” that you explored after the hub, so I wanted it to contrast with the outdoor hub music, and also wanted it to be more upbeat and driving as you’re now getting into the “meat” of the game. ¬†Musically, this meant a faster tempo, with more complex breakbeat-type drums. ¬†I also knew that the world was going to have an “underwater” palette, so I used some specific instruments to evoke that feeling. ¬†(Compare it to Song of the Sea from Melody Muncher to see what I mean) ¬†Anyways, the point is that having that starting point allowed me to lay out the tempo and maybe even a drum loop right away, which really worked to get things started (often the hardest part about writing a song).

Soundtrack can be downloaded at https://ddrkirbyisq.bandcamp.com/album/nyamos-adventure-original-soundtrack.

 

 

Spikes, knives, and other level elements

I almost feel like this one was luck because of how well it ended up coming together…

So, when I was first thinking of the design of the different worlds, I knew I wanted them to look different, and each feature a slightly different focus on the different abilities that you unlock as you go through the game.  For example, the puddle world (the dark one with spiders) was specifically constructed to be more closed-off and cave-like because there would be many places to make use of the puddle ability and it made sense to have tighter corridors.

However, there were no plans initially to have a different “gimmick” in each level. ¬†That one just sort of happened through development, and I’m glad it did! ¬†The disappearing megaman-style blocks (the first thing that I came up with), the spiders, and the knives really did well to differentiate each area and made the level design more interesting than just having different tilesets that were functionally equivalent. ¬†I’m especially happy with how the spiders and the knives ended up interacting with the abilities that you find in the respective worlds — in world 3 you’re forced to use the puddle ability to avoid spiders that you can’t get past otherwise, and in world 4 you have to use the balloon ability to get past these long rows of knives shown in the screenshot below:

Screenshot 2016-05-04 22.21.15

Funny story about the spikes at the bottom of the pits you have to jump over — for a long time through development I was planning for them to be water or some kind of liquid, as you can see in A Kitty Dream and The Valley Rule¬†(both wonderful references for this type of game, by the way). ¬†But throughout development we never got around to putting in the graphics for the water (I had already coded an element that triggers death and a respawn when you touch it), and more importantly, I had no idea how we were going to animate it. ¬†In the end we ended up coming up with the idea of using spikes instead and it was a simple, elegant, clearcut solution to the problem that I’m glad we stumbled upon.

 

What didn’t go so well:

2D platformer collision detection

Ugh. ¬†I had done a warmup project with Unity to play around with their new 2D features (much improved since the last time I had used them) and to write myself some starter code (for doing basic things like playing sounds, fading the screen, etc.). ¬†During that I had done some extremely basic testing to make sure that I could test “collision” (as in, detect when two objects touch/collide and do something), but for some reason I didn’t actually bother checking to see whether I could easily implement actual 2D platformer physics. ¬†You know, moving and stopping flush to obstacles,¬†jumping and landing on the ground, etc. ¬†I have my own set of functions that I used to do all of this in HaxePunk (they are very scrappy but WORK very well at what they need to do), but I didn’t have any of that set up in Unity.

So, for the first couple of hours of development I was busy trying to wrestle Unity’s engine to get it to do what I wanted it to do…I already knew coming in that the Character Controller / etc stuff was probably NOT what I wanted, yet I also wanted to be able to hook into the built-in collision detection / etc. and leverage that. ¬†I did NOT want to have to implement all this stuff from scratch, as that would just be ridiculous. ¬†Fortunately I was able to jury-rig together something which worked very nicely, essentially just doing a handful of raycasts on a rectangle as described here. ¬†That was pretty much the only major technical hurdle I ran into over the course of the project, but I wish that I had prepared for it earlier. ¬†On the plus side, I now get to start building out my set of utility scripts, functions, and prefabs for Unity games, just as I did for HaxePunk, so hopefully this won’t be a problem in the future.

 

Stress

Ugh! ¬†I was not in great mental or emotional shape through the weekend and there were some points when I was really not feeling too positive about the project, and in general worried that it just wouldn’t come together. ¬†This wasn’t necessarily due to us being in bad shape, and more just due to me being tired and stressed out due to other RL things (was trying to pack for moving out of my apartment, not enough sleep, etc.) ¬†Sometimes this just happens — unlucky that LD happened to coincide with a weekend when I wasn’t fully up to snuff mentally. ¬†I also had some congestion in the¬†eustachian tube of my left ear which can be really aggravating when it comes to mixing music. ¬†Luckily it all ended up being fine in the en and we made it okay…phew! ¬†Was really glad when¬†we finally hit the submit button (and went out for a nice hearty dinner).

screenshot2

Sound design

Kind of a minor point here, but this project taught me that although my music skills are really on point, my sound design skills are not. ¬†It was actually pretty difficult for me to come up with good sounds for Nyamo’s movement/etc. and I ended up having to redo some of them. ¬†The collectible sound also ended up getting changed in the post-compo version to something that didn’t clash as much with the background music. ¬†Labchirp is nice but sometimes you have sounds that are just tricky to figure out. ¬†It’s something I need to be conscious of and try to research a bit more.

Unused graphical elements

Kat had some other graphics (like additional background and foreground elements) that she drew up that never ended up making it into the final product. ¬†I really didn’t have any time to put them in at the time because I was busy scrambling to finish all of the different rooms, but even afterwards for the post-compo version they ended up not really fitting in and looking a bit out of place. ¬†You can see in the post-compo version that there are more leaf decorations in the puddle world, but that’s the extent of how they worked out. ¬†So, not the end of the world, but we probably could have designed some other way of adding some graphical accents to the¬†levels. ¬†I think we wouldn’t have had this issue so much if we had been working more slowly (i.e. not in a 72-hour game jam) and had time to step back and see what the overall look and feel was going to be like.

screenshot4

That’s about all I have to say about Nyamo’s Adventure! ¬†It was an awesome experience to make, and I hope you all enjoy it as much as we did! :)

Hello fellow jammers! (Elemental Shifters)

The aim of our game was to have two games played at the same time. The player controls the shape at the bottom to pass the obstacles which affect how the game at the top plays. Pass an obstacle and your character attacks the enemy, fail to pass and the enemy attacks you. The top character also shape shifts into the type of shape that was passed.

So here is our entry Elemental Shifters

Enjoy!

Footage Of People Playing My LD35 Game (Plus More Shameless Plugins)

Posted by (twitter: @xanjos)
Tuesday, May 3rd, 2016 3:28 pm

Managed to compile a list of all the video footage I could find of people playing/failing/attempting my LD35 entry SHAPE.SHIFT():

https://www.twitch.tv/thegypsyknight/v/62945927?t=20m51s

https://www.twitch.tv/lukezaz/v/62667309?t=01h13m58s

https://www.twitch.tv/kappa_barsavi/v/62352712?t=52m44s

https://www.twitch.tv/impauljs/v/62396246?t=02h00m40s

https://www.twitch.tv/techvalleygamespace/v/63591564?t=01h15m07s

Anyway, seeing as the last week of voting, if you still haven’t played my entry yet, you can do so by clicking here (Only about 13 votes left until I’ve reached the 100 mark!!)

ld35votes87

Also, you can send me more games to play/rate by clicking here (or leaving a link in the comments) and I’ll get to it as soon as possible.

Did you play “Breaking Fat”??

Posted by (twitter: @SantiHisteria)
Sunday, May 1st, 2016 7:22 am

Post Jam Update… SPEED BLOX VR!

Posted by
Friday, April 29th, 2016 11:49 pm

Hey there Daredevils!

We would like to thank you for your feedback and
taking the time playing our game!

A few changes are up:

  • One of the most common complaints was that sometimes
    the ‘Cool’ Blox obstruct the view of the oncoming ‘Angry’ Blox.
    Now, all Cool Blox become (semi) transparent once you look at them.
  • Music!

Have fun tripping across space-time!

Check out our game here!

Download it here!

speedblox_action

 

[cache: storing page]