Posts Tagged ‘video’

My 8 Tips for a Successful Game Jam

Posted by (twitter: @PixelProphecy)
Thursday, April 20th, 2017 8:14 am

Since this will be my 5th or 6th LD jam, and so I thought I share a little of my past learnings on how to tackle the game jam as a participant. Hope it’s useful :)

I’m not sure if I’m allowed to post something like this, but here goes.
I hope the moderation team will allow me to share some words of encouragement.

Hi Ludum Dare community!
I’ve only heard and read about Ludum Dare, and as a gamer, I think it’s fantastic there are communities like this.

I’m Hyun from Qminder, a startup based in Estonia…
This is a bit of a meta post, but I hope I can encourage all of you out there.

I wanted to talk to all the creators, developers, writers, artists, musicians, and even lurkers:
What do you want out of these events?
If there is some financial motivation involved…

Just know that people on the lookout do drop by here.

Looking to work on your own things? Looking to get hired? Partnered up? Network?

Right now, we’re in that situation. I’m looking for a producer to make a ringtone for our queue management system.

It’s hard to imagine, but seeing how many talents are around here, I’m sure we’ll be able to find some people who can work with us!

So those who are working hard, grinding and hustling – keep at it!
You will be seen and you will be recognized :).

(Yeah, we’re not a Game Development company or anything, but just know that your talents can be used in more than just the gaming community!)

Good luck to all the participants!

[Video] My Ludum Dare #37 Post Mortem

Posted by (twitter: @PixelProphecy)
Tuesday, March 21st, 2017 2:08 pm

This video was quite the effort but I hope it’s not too late for anyone interested how I tackled “One Room” in this entertaining little video:

Trailer to my upcoming Post Mortem documentary of LD37

Posted by (twitter: @PixelProphecy)
Friday, February 24th, 2017 1:56 am

It’s been a while since Ludum Dare #37, granted, but I am getting close to finishing my upcoming documentary of how it went for me. So here’s a silly little something to get you all stoked for the blockbuster this spring, “The Post Mortem of ‘The Cellar'”

Code Review of my Compo game “The Cellar”

Posted by (twitter: @PixelProphecy)
Friday, January 6th, 2017 4:05 pm

I find it pretty sweet to have the source code of each interesting Ludum Dare entry available, so when I’m curious about how somebody implemented some cool trick, I can just look at it. However, much of the code is undocumented and/or all over the place due to the jam’s nature. When you’re struggling to finish in time, the last thing you want to do is write comments and tidy up your code.

But even if you do, somebody from the outside looking at your code might have to invest a lot of time to really understand your game’s structure and your intentions. That’s why I thought I record a little code review of my entry, “The Cellar“, made in Game Maker Studio 2, stepping through the code and just talking about what it does, where I made some bad calls and generally how I set things up:

It got a bit longer than anticipated, but I’ve added chapter breaks to structure the video. Pro tip: Watch at 1.5 speed 😉

One Room Rush

Posted by (twitter: @cesisco)
Monday, December 12th, 2016 7:01 am

Hi, I couldn’t finish my two last Ludum Dare compos, so I had to post a game this time, I only had  one day but It’s done.

Sorry, my source(capx) is a mess due to the lack of time.

Play the game

Pickle lad progress video

Posted by (twitter: @antti_tiihonen)
Saturday, December 10th, 2016 2:29 pm

Pickle lad is going places! There’s now a half-complete kitchen environment (my “one room”), better character movement and some music I just made! The music might not fit the mood very well yet but I don’t have time to redo it either… So let’s hope I can amp up the gameplay to match it somewhat :)

Wash’Em Balls for my practical exam at school

Posted by (twitter: @doppelgunner)
Friday, December 9th, 2016 6:36 pm

I’m in.

Posted by (twitter: @PixelProphecy)
Friday, December 9th, 2016 11:16 am

Despite all the work that’s piling up: Count me in. My entries can’t all be crap, right? Maybe this is the one.

Tools of choice: Game Maker Studio 2 • Photoshop • Reason • Audacity • Notepad++

FWI: This is how it went last time for me.

And yes, I’ll be shooting yet another little documentary like this about participating in the compo.

From https://whitepotstudios.com/blog/ludum-dare-36-why-am-i-in-the-past-who-cares-shoot-the-romans/

I did try & paste the full post here, but unfortunately it was too media heavy and my embedded twitch stream clips were not working. If you’d like to read more, you can do so here.

Yes – you read that correctly. We finished our Ludum Dare #36 game and the end result was “Why Am I In The Past? Who Cares! Shoot The Romans.“, affectionately known as #WAIITPWCSTR for short (videos included further below).

download button

Ancient vs. Technology comes to a head in “Why am I in the past? Who cares! Shoot the Romans” (or WAIITPWCSTR for short).

You’re in the past for some reason. How long can you survive against hordes of aggressive ancient Romans?

Pick up your gun and blast your way through history in this endless wave survival first person shooter.

23

Check out the Ludum Dare link and let us know what you think. The premise is, pretty much, as it is in the title!

We had an absolute blast making this, it really confirmed we had made the right decision in setting up Whitepot Studios, and more importantly, gave us a bit of validation that we actually can throw something together in 72 hours and have it be playable and downloadable.

We made the 2D menu graphics/logo/HUD assets made from scratch, and the sounds & 3D assets were free online – most available in Unity Assets Store or FreeSound, although some texturing was done to them.

Something which we hadn’t done before, which was a bit baptism-of-fire-esque was send the link to some Twitch streamers to see them play it live once we had submitted to the Ludum Dare website. It was really nervewracking, and felt like presenting a university project all over again, except this time to anonymous strangers on the internet with little way to immediately interact with them the second something goes wrong.

Anyway, 10/10 would do again. Yes, there were bugs, and yes, people found exploits – which was great! It meant people were playing it long enough to come across these issues and report them back to us.

So, after begging all our friends to try it out, at my time of writing this, we have 50 downloads! 50! Just kidding, we don’t have 50 friends (haha), but we do have 50 downloads according to itch.io, which we discovered is a really nice way to host downloadable game files and get analytics also.

What’s Next?

We are definitely doing a post-compo patch, taking into account the feedback we have received and comments we received on the Ludum Dare entry itself.

One great thing about Ludum Dare is the feedback system, which encourages you to leave feedback on other games so people leave feedback on yours. It doesn’t feel like a chore at all if you genuinely enjoy playing the games, giving constructive feedback, and getting new inspiration.

Let’s Play Charles 2 – Charles and the Ancient Ruins

Posted by (twitter: @chipcaramel)
Wednesday, August 31st, 2016 7:16 am

You can interact with dinos already!

Posted by (twitter: @rafaskoberg)
Monday, August 29th, 2016 1:42 am

Your spaceship crashed on Earth during the Jurassic Era. You need the dinosaurs help to get your ship fixed. Use basic ship functions such as alert lights to interact with their emotions and return home. :)

Update Time!

Posted by (twitter: @@moongateuk)
Sunday, August 28th, 2016 5:10 pm

So I’ve spent most of the day bug squashing (the bug in question is still in the game… It’s a very big bug, and needs a very big thing to whack it with.) and making the UI for this project. Which fora basic one I think looks pretty good.

I’ve also been working on tweaking the tile shader a bit for a more prominant flash.

Dinos don’t need no thought control!

Posted by (twitter: @rafaskoberg)
Sunday, August 28th, 2016 10:18 am

In our game you will interact with ancient dinosaurs through emotions ❤️

Turned my Ludum Dare game into full game launched on Steam! :)

Posted by (twitter: @BPOutlaws)
Saturday, July 23rd, 2016 10:54 am

Hey everyone! If you played my dragon game back in Ludum Dare 33:

I kept working on it and turned it into a full game, and just launched it on Steam! Figured it could be good inspiration for people participating in LDJAMs to keep working on their entry if they come up with a cool mechanic/idea…who knows, you might be able to to turn it into a full game!

Here’s the trailer:

Grab it on Steam here:


http://store.steampowered.com/app/498190

My next game is ALSO going to be based of my LDJAM entry from Ludum Dare 35:

https://bulletproofoutlaws.itch.io/shootinggamething

Hope this inspires some people to take their games beyond their Game Jam entries if they think they’ve stumbled across something fun! With a few more months of work you might be able to turn it into an awesome game you might be able to pay your rent with! 😉

Follow me on Twitter at @BPOutlaws, I use it as a devBlog lol

– Jeff

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 😛 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

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