Posts Tagged ‘You are the Monster’

GUILLOTINE a game made in 72 hours

Posted by
Wednesday, September 2nd, 2015 4:37 pm
TitleScreen
Click HERE to play!
(click on the game in Newgrounds)
Last weekend me, Iñaki and Gonzalo made our second game for Ludum Dare 33. The theme of this Game Jam was “You are the Monster“.
Iñaki and me went to the jam and Gonzalo worked at home. This time the place was superb, a class of Area school in Donostia.
At the beginning we were quite lost after the first brainstorming. We had some vague ideas about a Frankenstein and angry villagers. The next day, we decided that we were going to make a platformer with puzzles with a headless guy as the protagonist. The headless guy could steal heads and abilities. We mixed that idea with Hammer Films and classic horror films aesthetic.
Azalpena

YES, YOU CAN USE DOUBLE JUMP TO GO LEFT!!!!!!!!

I like the decision we made about the color… to remove it! I worked faster this way. I Added and “old film” filter too (just 4 frames of darker corners and dust like spots).

Screen01

In general I am really proud of the executioner. The story is that after the firts guillotine the citizens no longer need an executioner, so they chop his head and someone steals it. Help the poor executioner to find his head!
I LOVE the chicken head!!
Blazing Skull head. (or Ghost Rider head)
Key head. For some reason we couldn´t add the attack animation.
 
Piromaniac Skeleton.
I made every pixel you can see, Iñaki Vazquez programmed everything using Construct 2 and made 90% of the mechanics and puzzles, and Gonzalo Sardón created the amazing music and sounds.
I have to say that the game is better that I thought. May be is not an awesome game, but we made it in less than 72 hours! (I had to work). I think the ideas and mechanics have some potential. When we added the music, the game gained a LOT of atmosphere. Now the game shows a crazy, dark humor and horror setting.
It was a really hard weekend but we met a lot of new awesome friends, and we learned a lot!
Special thanks to Edu Verzinski, who gave as the idea of the introduction scene at the beginning the game, and to PINTXO DEVEPOPERS for organizing an incredible game jam and making possible the best weekend of this year.
Ibai Aizpurua and Iñaki Vazquez

Ibai Aizpurua and Iñaki Vazquez

 

We plan to make a better version of GUILLOTINE! So if you like Kirby and Metroidvania games, wait to see a better, bigger and longer game, with TONS OF NEW CRAZY HEADS!!!

The Curse of Koomba – Postmortem

Posted by
Wednesday, September 2nd, 2015 1:58 pm

Dani (The Artist)

I think we chose the right graphic style. The funny, cartoon style gave me many freedom  and I didn’t have to worry about technical proportions. Considering the short time that you have at any game jam, this is a great advantage.

Another benefit from Ludum Dare is that you don’t have to create perfect designs because you are not going to sell anything to anybody. You work fast and fresh, improvising ideas all around. The first character concept art I drew was my reference for the next pixel art with some minimum changes. They were easy concepts because they were based in big genre archetypes. Koomba is a monstrous angry mushroom because we want to make a homage to the first goomba of World 1-1 in Super Mario Bros.

ludumdare-youarethemonster-earlyconcepts

I have done some sprite animations before Ludum Dare with 64×64 pixels proportions. If you want a fluent animation with these dimensions, you need between 10 and 12 sprites, and also these proportions demands a more “realistic” style. In 72 hours I didn’t have the time to do so much detailed sprites (and background tiles), so I decided to do 32×32 pixels sprites (some caracteres exceed this dimensions a bit). With this size, you can do a proper animation with only 4 sprites and just moving the feet (working with layers always saves you a lot of time and work). Some death animations (Koomba, the Dark Lord, the holy wizard) have between 6 and 9 sprites to obtain a smoother, cooler effect.

KNIGHT-walk BAD-MUSHROOM-walk2WIZARD-deathBAD-MUSHROOM-DIE

We wanted to do two or three scenarios, but soon we realised we only had time to do a proper level. So we decided to do the interior of the Dark Lord’s tower. I only had to paint some old stone brik tiles with minimum adjustments and three assets: a gargoyle, a candle and some dungeon jails. At first we had some problems with transparencies, but soon Antonio fixed it.

gaggola JAIL lampara

We also wanted a different death for every knight when they collide with the Dark Lord’s shield, but we had no time so at last I only did a customised ash death for the base knight (not used) and one generic ash death for everybody.

 

Antonio (The Coder)

At first, I thought we would be unable to submit an entry with a decent level of quality. The first hours were a continuous rush, with many decisions to take, many code and art to put in place and always hearing in my mind the tick of the clock (let’s do remember that this was our first Ludum Dare). Once the initial adrenaline surge was over, the work to do was clear and we did have enough time to add even more kind of enemies than which we figured out at the beginning.

Another challenge was the selection of the game engine, because we had never use Unreal Engine 4 Paper 2D plugin in a serious endeavor (although we are proficients in its 3D and primary workflow). Besides our lack of knowledge, it did not take much time to have our first prototype working, so I must say “YAAAY” for Paper2D.

the-curse-of-koomba-screenshot2

Regarding theme and mechanics, I think we choose well. A sidescroller platformer (even with the ‘You Are a Monster’ twist) is easy to implement, so we could have enough time to polish other aspects like add one or two different enemies more or a proper Wave System. However, at the end of the third day, the Wave System was half-implemented and we did prefered to use the last hours adjusting some gameplay values, smoothing the controls, and so on.

Although I am very glad with the final result, it turns out that we forgot an important element of any videogame. Yes, you’ve nailed it. I am talking about the audio. So here we are, awaiting our chance to go beyond ourselves and make a game with audio next time.

See you on December!

You can play The Curse of Koomba right here!

Hello Ludum-Darees!

This is my first post-mortem butchery and I am very excited to share my experience doing the music and sound design for our entry:

“Cataphilla”

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Given the fact that we started slightly off schedule and that we changed the mechanic and aim of the game in the course of only 2 days we were

slightly limited regarding fine tuning the game but we made due with the resources we had…

For this game we (tried) implementing Fmod into making the audio behave a lot more dynamically and react to inputs rather than just looping seamlessly from beginning to end.

 

 

This is only the 2nd time I have used Fmod inside a Unity game and I was relatively happy with what we achieved but I there are several hurdles that I would like to get over for future jams:

 

Challenges:

-Making instruments come in after each other

-Changing the snare-sound when switching between left arrow key and right arrow key

-Creating a “muffled” effect when entering the giant peaches

-Transitioning from the main beat to the transition and into the new section

Making things sound cool and glued together

-Switching between sound effect stings

fmod

Fmod for an audio person is fairly simple to use as it acts just like any other “DAW” (Digital Audio Workstation ie. Ableton/Fruity Loops/Pro Tools/Reason)

Its main purpose is to make the programmers life a bit easier by creating parameters that the programmer can tie to an event/instance in the gameplay, hopefully making

the programmers life a lot easier (in theory at least  :D)

It also serves to create a bit more interesting audio flow which is really essential because hearing a loop over and over is annoying.

fmod2

The music track is ssplit into 7 separate audio layers:

Layer 1: Basic Groove with Snare 1

Layer 2: Basic Groove with Snare 2

Layer 3: Synth Pad

Layer 4: Rhythmic Synth 2

Layer 5: Melodic Synth 1

Layer 6: Melodic Synth 2

Layer 7: Drop

 

These layers are “Events” in fmod and I have several parameters that affect these layers on the fly:

Parameter 1: Switch between Layer 1 + Layer 2

I wanted to have a different snare sound for when you go left with the catapillah then when you go right. This feature was purely experimental and maybe a bit unecessary but definitely added to the dynamic of the audio.

When you change the parameter, the audio layers should crossfade “smoothly” from one into the other.

fmod3

Parameter 2: Bring in layer 3-6

The different synths that you hear when you fly through the golden pips (located on the inside of the fruit) were initially meant to be 3D objects that you have to find but we ran into time constraints and just made them add to the track.

 

Parameter 3: Trigger “Drop sound”

Because the game was centered a lot around the music everything had to be synchronised to the tempo of the track; the transition time from the basic groove to the drop layer and back could be set in musical increments which was just what we needed. I set it to be 1 bar, which might be a bit too long but was the most musically pleasing variant.

 

What I learned :

-Transitioning between layers/events and having the transition happen rhythmically while maintaining a fairly immediate response is a very delicate task

-Too many dynamic changes in the audio can be positively tributing to the gameplay but shouldn’t be overused. Repetition is very important too.

-Learn your programs beforehand; knowing the ropes of Fmod/Wwise or even just Unity’s native audio mixer can help save time when you are crunching to get general gameplay polished before the deadline.

21417-shot3-1440455644.png-eq-900-500

We had a lot of fun making “Cataphilla” and there are so many more opportunities on the audio side that I would like to explore – maybe a post-jam version is soon to follow :)

If you are interested what I’m talking about check it out:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21417

 

Thanks for reading/scanning through!

-Mexicanopiumdog, Pomb, Brendon

Posted by (twitter: @davehdevs)
Tuesday, August 25th, 2015 6:56 pm

LD33 was my first time entering Ludum Dare. Here’s a timelapse of my entry, “Lure.Lair.Lunch.” for the compo.

Language: Python
Frameworks: Pyglet, Cocos2D(Python)
Software: Notepad++, GIMP

And here’s the link to the entry page for good measure.

It’s done!

Posted by (twitter: @Galvesmash)
Monday, August 24th, 2015 8:24 pm

Second time working with my girlfriend in a Game Project and it was great! Almost killed her but she survived!
We had just 1 day and a half to finish this game, but that’s what we could do for the Jam.

Are you a monster? The idea is to ironize the bad actions that people have day by day like don’t helping old people and don’t throw garbage in right place. (We had other ideas but not the time…)
Play mini-games that get harder and faster!

Are you a Monster? - Mini Game 1
Are You A Monster? - Mini Game 2

Check it here

Have fun! 😀 (more…)

TURN ON THE LIGHT

Posted by (twitter: @avaskoog)
Monday, August 24th, 2015 8:19 pm

turnonlightlogo

Ava and Marte reporting in as usual. This time accompanied by two others: Morten and Ida.

We took on a grim theme dear to the four of us, and our hopes is that something will come out of it for those who play it.

Turn on the lights and discover monstrosities in the comfort of your own chair! “Turn on the light” is a psychological feelbad game in 2.5D, with a hint of puzzles.

Perhaps you will discover something about yourself.

LINK TO THE ENTRY IS HERE:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=6155

ld33-scrn-3 ld33-scrn-0 ld33-scrn-1 ld33-scrn-2

Undercowver

Posted by (twitter: @_pixelstuff)
Monday, August 24th, 2015 8:07 pm

titre

 

Play and rate our game here

Plot

You are an evil alien monster, sent on earth to put implants on cows and release them so they can serve your diabolical plans! But take care to not wake up the farmer!

 

50054-shot0-1440535412menu_background

What went good

  • We easily found a concept
  • Artistic direction was clear right from the start
  • We took the time to make a few adjustments before submitting

What went wrong

  • We think we can do even better stuff
  • Had troubles (bug fixing mainly) during the last hours
  • Difficulties to make some assets visibles

Bonus points

  • From our last games, we set up a project and made some researches
  • The team feel we improved ourselves since the last jam :)

lien_twitter

 

First Ludum Dare complete!

Monday, August 24th, 2015 5:29 pm

Prowl-Icon

PROWL is finished

Very pleased that I actually managed to finish, it was pretty hit and miss at one point but I managed to get some killer code done in the last couple of minutes and avoided any unpredictable bugs popping up. So overall very happy :)

Link to play: Play Prowl

Good luck everyone :)

 

screenshot1

screenshot2

screenshot3

 

Twitter: @HThomson_Dev

My Love(ly)craftian Monster

Sunday, August 23rd, 2015 11:17 am
For Ludum Dare 33

For Ludum Dare 33

This will be my monster which the crewmates in my game will turn into. I wanted to go for a lovecraftian feel.

One Day Down

Posted by
Sunday, August 23rd, 2015 12:38 am

One day into my first Ludum Dare: http://www.arcadonauts.com/special/ludumdare33.

I wish I had a more original idea, but this is it.

As of this post, no sound yet. That will come tomorrow.

-Nick

 

You are the Skeleton

Posted by
Saturday, August 22nd, 2015 11:22 am

You are the Skeleton!

 

My Stream: http://www.twitch.tv/uheartbeast

They just follow, and watch you

Posted by
Saturday, August 22nd, 2015 12:45 am

So far, they just chase you and watch you… From a respectful distance.

They Follow

Made pretty quickly using Unity’s default asset packages. Hopefully I’ll have time to swap ’em out, but that’s secondary to the gameplay.

 

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