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Posts Tagged ‘update’

Some Questions for the Community

Posted by (twitter: @RobProductions)
Monday, June 22nd, 2015 11:25 am

First off, it’s a been a long time since I’ve been active here xD Forgive my absence, I’ve been working on perfecting my skills and some really large projects that may finally release sometime within the next several months! Here’s a quick preview:

Apex Alpha Screen 2 Apex Alpha Screen 1

As you can tell, the past several months for me have been about improving my games in terms of graphics and visuals/effects. I’ve learned that detailed worlds take hours and hours of hard work detailing even the smallest, unseen items. And I’ve learned tricks to work around modeling every item, such as repetition and implication. However, I’m not here to talk about my new game, I’m here to ponder why the gaming community has changed, specifically within the past year.

Improving the graphics in my own game made me think…

Why are people so obsessed with graphics?

E3 2015 just ended, and all I heard about the smaller games was “What??? This is 2015, games should look better!!” I’ve seen hundreds upon hundreds of comments about Fallout 4 and how it looks “bad” or “I’m not getting this because it’s no better than Skyrim.” Now whether you think Fallout 4 looks bad or not, the point here is why care? When Minecraft was released did people bash it for its graphics? No, because the focus was on gameplay and innovative mechanics. There was also a stylistic decision to the 32-bit look.

When I play a game, for example Shadow of Mordor, I don’t play to watch stunning visuals. Sure, it’s awesome to have something that’s nice to look at, and the particle effects make gameplay more satisfying, but in the end… I play to unlock more upgrades. Or I play to advance the story. Or I play to see all the unique bosses generated. Some developers have claimed that graphics pull in the audience, and mechanics keep them there.

 

But why has it become a competition? Why are downgrades and optimizations and particle counts making/breaking the game for some people? Why does it matter what resolution your shadows are or how many polygons your characters have? I’ve always gone by the rule that the graphics in your game should fit your game. But I’m seeing people that hate Watch Dogs because the shadow quality was lowered for the final release. And I just don’t understand why.

Why do Resolutions/Framerates/Specs matter?

Yes, I’d much rather play a game at 60fps. Yes, I’d much rather play a game at 1080p. But why is it causing people to cancel pre-orders? Fallout 4 was just announced to be 30fps on consoles. Can you guess the comments? “Unacceptable for a 2015 game!” “Bethesda sucks! These are current gen consoles!”

People don’t seem to want to accept any framerate lower than 60 for anything, even if it means not playing one of the most anticipated games of the year. And I don’t understand why it matters in the slightest. As someone who grew up with games running in a 400×600 window, I can get immersed in any decently made game, no matter the resolution or framerate. I played Mount and Blade with a constant 23fps in 400×600 stretched fullscreen just a year ago, and it’s still my favorite multiplayer game of all time.

What is it about gamers these days that they won’t accept lower specs? It’s not even that they care about the gameplay or mechanics… they just care about the graphics and the “hours of gameplay”. They want something that looks good and lasts a long time with “new content”. Maybe it’s just because I’m a developer, and this is hate towards developers… Or maybe I’m not as spoiled as some of the gamers out there nowadays. But to me everyone seems to be angry.

Why do Gamers hold Grudges against Companies?

Finally, I’d like to address Ubisoft. Literally everyone hates Ubisoft. Why? I have no clue.

They’re mad at the Watch Dogs downgrade. They’re mad at the quality of Assassin’s Creed Unity. They’re mad at the glitches in Assassin’s Creed Unity. They’re mad at the length of the South Park game. They’re mad at… what exactly?

Sure, none of the items above are good. But they were things expected of a company like this. Companies are not evil, they’re not out to get you, they just want money. And they’re going to take action to make the most money no matter what, so why is everyone upset when they do something like this? Konami confirmed microtransactions in Metal Gear Solid 5. Suddenly people are canceling pre-orders and shouting at them to stop being greedy. Really? Optional payment to get stuff faster is bad? Might I stress “Optional”??? You’re going to not buy a game because somewhere in the code is a “pay” button?

What do you think?

These are just my OPINIONS so please don’t judge me for my OPINIONS thank you ^-^. But honestly, is it just because I’m a developer that I’m siding with developers here? Or am I simply not in the AAA industry so I don’t expect AAA quality? What is making gamers nowadays so focused on graphics? Why are they so spoiled?

It seems like I just woke up today and everybody was angry at people in my profession. Or maybe they’re angry at publishers. Either way, there’s nothing good in the comments anymore, just hate. Hate and strong opinions. I’d love to know what you guys think! (P.S. I don’t know everything about these incidents, so I may be wrong about the opinions of some players)

And soon I will start posting more about my upcoming game :) Thanks for reading!

YOU HAVE BEEN PEWDIEPIED! LD31 post mortem

Posted by (twitter: @TriteGames)
Monday, May 18th, 2015 4:14 pm

Hey guys,

we have been keeping you updated on new features for our game Of Carrots And Blood, which we started working on at LD31. Now PewDiePie played our game and we wrote a post on our blog about the impact on our emotions, downloads and sales.

Read the blog post here

PDF Game “A Knight and A Line (1.1.0)” is Finished!

Posted by (twitter: @SquekaA)
Thursday, May 14th, 2015 6:31 am

Finally after several days, the 1.1.0 update has finished. It took a lot of times adding more assets, more dialogues, more concepts, and more. Also, the total page was 126 pages and after update, it is more than 500 pages. Even with 500 pages, the file size is only around 1.4 MB. Also, it was plannedfinished week ago, but I was busy so I managed to finish the update today.

The game can be played/download from this page: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=20503 (in the Post Mortem).

Also, some peek of the screenshots of the updated “A Knight and A Line”:

New Title Screen (1.1.0)

New Title Screen (1.1.0)

New and revised prologue

New and revised prologue

New scene: facing a wolf

New scene: facing a wolf

New event: reached dryland by boat

New event: reached dryland by boat

Also, here’s the list of the update:

  • More scenes
  • More arts
  • Changed title art
  • More dialogues
  • Fixed some typos and grammar

I also have updated the description in the game page, to make it more fit with the setting of the game. Also, for a comparison with the previous update, the version 1.0.1 will still be available. Have fun and enjoy the new and longer adventure of the game!

Hey guys,

although we haven’t been able to participate in Ludum Dare this time we still would like to show you our last game, which would have been quite fitting for this theme…you are a bunny defending a giant carrot and killing mutants with, well, CARROTS! 😀 We have been working on our last LD31 Jam entry “Of Carrots And Blood” and we have released it on itch.io for free for Windows and Mac and it is also coming out on Desura soon. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local 2 player Co-op mode (which is the most fun) with a big boss fight surprise in the end! So please check it out :)

 

Download OF CARROTS AND BLOOD on itch.io here!

Of Carrots And Blood

 

 

OCAB screenshot #01

OCAB Kissing bunnies

 

And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse 😉 More feedback much appreciated!

 

Download OF CARROTS AND BLOOD on itch.io here!

Of Carrots And Blood

 

Thanks, have fun playing :)

Chris and Sebastian

9 Months aftermath! LD #30

Posted by
Thursday, May 7th, 2015 3:41 pm

Hello there my fellow indie developers, today I want to announce that the game I’ve been working on for the past months has been released. This project started back in “Ludum Dare 30” (Connected Worlds). We saw potential on it so we decided to focus and develop a good game on that topic. Our entry BERTA was the starter point, then it went through many changes and almost 9 months later we finally finished!

(It’s not Berta but it is a ball).

This game is about a Spunky little ball that has the ability to switch between colors in order to interact with the environment of the level. Everything that matches the ball’s color becomes solid, therefore you have to choose wisely what color to use. For example, you’ll want to be the same color as the coins but not the same as the spikes! Or maybe you need that a certain platform matches your color in order to roll over it without falling.

So be prepared for a fun and innovative gameplay on your device… Also prepare to die a countless amount of times…

I hope you enjoy this game as much as I did when I created it! Also don’t forget to leave a review on the Store page if you actually had a great time playing it. :)

AppStore: https://appsto.re/us/ZtiR5.i

GooglePlayStore: https://play.google.com/store/apps/details?id=com.Inspination.SpunkyBall 

A Little Update Progress of PDF Game “A Knight and A Line”

Posted by (twitter: @SquekaA)
Thursday, May 7th, 2015 10:11 am

Still updating my pdf game “A Knight and A Line” (Game page here). Currently, I have done it for 5 hours. It is mostly focusing on concept of what I will add especially the events, choice, and little graphic for the implemented concept.

The previous version, there were 3 events. In the next update, there will be more than 10 events. Also, I added extra choice as well for the original events.

New area, evil dryland, dryland with thorns.

New area, evil dryland, dryland with thorns.

I will also add a new area. This one is evil dryland. It is a recolor of dryland but with some thorns, which indicates that it is close to the demon’s castle.

Updating My PDF Game “A Knight and A Line”

Posted by (twitter: @SquekaA)
Tuesday, May 5th, 2015 8:52 pm

Several weeks have passed since I released “A Knight and A Line” (Game page here). Several weeks I felt that the game was too short than intended. So, this time I will update and add more content into the game. The screenshot below was initially intended to be in the game but because to of time constraint, I had to remove them. So, this time is my chance to add them into the game and also add more new content.

Facing the wolf

Facing the wolf

Boat to go to wasteland

Boat to go to wasteland

Fire attack from long range

Fire attack from long range

 

 

The update is expected to be finished this week. Also, there will probably more hundred pages added into the game.

Space Cowboy (Post compo)

Posted by
Sunday, May 3rd, 2015 5:31 pm

I have now made a updated version of my game “Space Cowboy”.  You’ll find it here.

Updates and fixes:

  • Explanation of why you are game over
  • Better volume balance between audio clips
  • Better control
  • General better gaming experience
  • Hopefully less bugs
  • And much more

Ultra Hat Dimension crash-on-startup issues resolved

Posted by (twitter: @enichan)
Sunday, May 3rd, 2015 11:50 am

Ultra Hat DimensionIf you haven’t already you can now try Ultra Hat Dimension — the premier hat-based puzzle game — more easily than ever. I’ve updated the latest build to automatically work around two crash-on-startup issues the game had. I’ll explain the problems and the solutions in more detail below if you’re interested in learning from my mistakes.

(more…)

Ported Game from GameMaker to Unity

Posted by
Wednesday, April 29th, 2015 10:16 am

whenallyouhaveisaracket-unityscreenshot
Just finished porting my game, which was originally made in GameMaker: Studio Professional, to Unity. I did this mainly so that I can port the game outside Windows, but it’s also so that I can use more realistic physics while learning the new features Unity UI has (including the WebGL player). Still, it was tough porting the game, adding physics and making the game play as close to the original as possible, but now I can reach out to more players.

Note, though, that it might feel slightly different playing the Unity version compared to the original one.

Please check out my game here.

‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY

Posted by (twitter: @chikun_dev)
Sunday, April 26th, 2015 11:23 pm

‘BABY BORN’ – A POSTMORTEM FOR YOU CAN SHAVE THE BABY
A CHIKUN GAME BY JOSEF AND RYAN

—————————————————————————————

‘You Can Shave The Baby’ is a minigame experience that harks to the time-honoured Warioware minigames with a special dash of bizarre tasks that require the user to suspend their disbelief – and their sanity. The inspiration of the game draws from a series of weird and wonderful in-jokes Josef and I developed, incorporating elements from previous games we have made (all of which are available on our chikun.net website).
If you haven’t played it yet – check it out! Find it here, or on our site at chikun.net.

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01
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THE DESIGN PROCESS FOR ‘YOU CAN SHAVE THE BABY’

‘I want to make a weird game’. So we made one. Originally going down the avenue of wanting a hybrid horror-adventure in the vein of Yume Nikki, the project immediately turned into something else at the start of the jam.
The basic coding for the minigame format was fairly simple and self-contained once it was complete. In the vein of making minigames via Warioware: DIY the logic behind the games was easy: it needed,

(1) a timer, countdown and increasing speed,
(2) a win and lose state,
(3) different modes of user input that triggered success in minigames, and
(4) a life and score system to add progress.

After that, development was smooth sailing and the major focus of the programming was to tailor elements (2) and (3) to the unique specifications of each minigame.

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02
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As Josef was doing this it was up to me to ascertain the creative direction we wanted to take to give the minigames their personality, whilst retaining the challenge of the game. We made up a list of potential minigames, incorporating a basic description, and the win/loss states of each minigame.

Despite the bizarre nature of the game, many of the concepts revolved around non-sequitur comments, running jokes or references to previous games:

  • Aphrodite in the ‘disguise’ minigame was a character in Turtle Simulator.
  • ‘Don’t Spook The Bird’ is based on a photo of a sulphur-crested cockatoo I took at a nature reserve and features in reddit.com/r/lovebird.
  • I wrote a short story called ‘Pizza Pants’ at six in the morning at the Global Game Jam in Sydney. It stands as the only written example of pizza fetishism in literature.

—————————————————————————————

04
—————————————————————————————

CHALLENGES AND LIMITATIONS –
HOW DO WE IMPROVE THE BABY?

All in all the game came together relatively efficiently, unlike the tension of previous Dares. My only concern during development was that we would not create enough minigames to sustain the interest of players – using the base 30 minigames in a level of WarioWare, I think there was always room to expand.
We came up with few actual challenges during development, but one large roadblock manifested in the last few hours of the Jam – a major storm hit the coast of NSW, Australia, and caused power outages that ended up lasting for a week from that very night. Fortunately, when the power went out on the morning of the last day, most of the work was complete – it was only a matter of uploading the game via phone and praying for electricity.

 

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03
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So what did we learn from making the game? How could we improve the baby game?
(1) Develop more varied and innovative game mechanics
Due to time constraints, many of the minigames revolved around either using the arrow keys on the keyboard to steer the direction of an object, or hovering or clicking the cursor to highlight a change in a graphic. Making tattoos, shaving babies, and putting on makeup all rely on the same fundamental mechanic. With more time to develop ideas we could have certainly provided the player with a more engaging and challenging experience.

(2) Actually related to the theme
A common criticism of our game was that it had nothing to do with the theme. This is completely correct – Josef asked me, “Ryan, how does this relate to the theme?” I replied to the effect of who cares. At the end I think I implemented some tenuous intro theme about coming across a hacking weapon in the form of a floppy disk, but the plot was certainly a last minute ass-pull. We made the game for the abstract minigames, and that’s about it.

(3) More animation and graphics for seamless game experience
Though the simplicity of the minigames in WarioWare are simple, there’s a lot going on in the animation department. With more time we could have implemented fades and transitions between the opening cinematics, provided more animations to gague success and failure, and actually provided an ending to give an end goal and thus closure to players after the novelty of the minigames wears off.

 

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05

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Regardless, it’s clear from the feedback we got that people feel ‘You Can Shave The Baby’ was unique in style and memorable. That’s all we could ever ask for.

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New OS ports for MEGATON

Posted by
Saturday, April 25th, 2015 8:57 am

MEGATON has now been updated with Linux 64-bit and Mac OS X ports.

-To run the Linux port, you need to install libsfml with your packet manager.

-To run the Mac OS port, right click (or hold down CTRL and left click) on the app and choose Open and confirm that you want to run a third-party application.

 

Get to tha game: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=9784

 

Enjoy!

 

shot5 shot6

 

Kettle-Cat now spews out steam at the top.

Posted by (twitter: @rtanshxn)
Wednesday, April 22nd, 2015 10:30 pm

Added steam spewing off at the top. Cosmetics only changes. Check out my game, Hot Kitty!

Kettle-Cat now spews out steam at the top.

Kettle-Cat now spews out steam at the top.

The Ties That Bind Submitted

Monday, April 20th, 2015 8:11 pm

Join two friends on a quest to rid themselves of the dreaded Chinese Finger Trap that has bound them together for eternity. Little did they know that their curiosity would trap them for the rest of their natural days. Can you help them escape the angry shopkeepers and find a way to remove the finger trap? Please.

Screen Shot 2015-04-20 at 7.27.51 PM Screen Shot 2015-04-20 at 7.27.58 PM Screen Shot 2015-04-20 at 7.28.06 PM Screen Shot 2015-04-20 at 7.28.57 PM

You can view the entry here or just jump straight to the game.

Thanks for playing and we look forward to seeing what the community thinks of The Ties That Bind.

Benjamin, Derek, Scott, Noah, Chris, and Coy (a.k.a, Mantis Digital Arts)

Day/Night music is fun

Posted by (twitter: @qrchack)
Monday, April 20th, 2015 5:35 pm

A lot of response from people asking for music, made music for everyone! It was a lot of fun this Ludum Dare and I have practiced some composing along the way. Just finished making music for kill0u, he makes a game where during the day you play as your old mother who tries to visit all the places on the checklist (think market, church etc.), while avoiding annoying youngsters. It’s (almost?) impossible the first day (too many youngsters).

However, during the night you play as her son and you make a game for Ludum Dare and distribute it to these youngsters, so they will keep playing the game at home for the next day.

Fun gameplay design, it was just a breeze to make music for it! Decided to make it so the tempo stays the same and both themes are in the same key (for perfect transition between day and night). Eventually, it became that the night theme is sort of a adaptation of the day one. Anyway, have a listen!

18 hours remain

Posted by (twitter: @rjhelms)
Monday, April 20th, 2015 1:47 am

As I expected, I didn’t make the compo deadline once again, but prospects are good for getting everything comfortable wrapped up for the jam. Thankfully I thought ahead and booked a vacation day tomorrow.

Highlights of today:

  • Got all my weapons and NPC behaviour implemented – at least enough to call it “done” for Ludum Dare purposes
  • Implemented my level loader, closely modeled after what I wrote for LD30 – after this jam is done, I’m going to pull that out into a unity package so I can reuse it later. It’s dead simple, but it works.
  • Got the control flow for a single level in place.

Low points of today:

  • I managed to bork my project, and after spending a bit too long fighting it I had to delete it and pull it back down from GitHub. I should have saved my time and sanity by doing that right away.
  • There was a really dumb bug in my level loader that came from misunderstanding when OnLevelWasLoaded got called. I’m very happy to have it squashed because it will make tomorrow a lot easier, but once again, drained the sanity reserves a little bit.
  • A few dumb fights with Unity – things like deleting a folder instead of a single folder, and not reading the dialogue before clicking “OK”. Nothing that set me back too badly, but it was a time sink.

Coming up tomorrow:

  • Design the rest of my levels.
  • Handling player death and game over conditions
  • Tying it all together with a title screen, an instructions screen, and a win screen.
  • Compose the music.

Anyways, right now things look a little like this:

progress6

Bedtime now. Congratulations to everyone who got a game in for the compo, and godspeed to everyone else still working towards the jam deadline.

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