Posts

We are in Alakajam! #2 0

bradur • 6 years ago on 2nd Alakajam! 

3️⃣✖️🤓 ➡️💻⌨️🖥️ ➡️🎮🏆🧙❗

Translation: We are three programmers who will make a game together for Alakajam! ranked.

We will all be programming but as for the other stuff, here's a list:
@bradur - sfx, music, UI
@M2tias - 2D art
@Juutis - 3D models, textures

Tools:

  • Unity
  • Visual Studio
  • Blender
  • LMMS

I'm in ! - Solo - First Time 0

Wylarel • 6 years ago on 2nd Alakajam! 

Hello !

I am a young Belgian of 12 years old.

I do not speak English well so I use google translation …

When I play a game, I do the programming and the artistic side.

i guess i'm in 1

hobo32 • 6 years ago on 2nd Alakajam! 

solo that is

I'm in! First time solo 0

Lokior • 6 years ago on 2nd Alakajam! 

Hello all,
second time Alakajamin'. I will not be ready and I'll start a little bit late on friday but it will be my first solo experience.
I'll be using the classic tools
Unity (Because it's the only one I know a bit)
Paint.net (because I'm in love with paint)
Visual Studio community (because Unity comes with it)

I'm usually the artist (2d artist/DA) so it will be a big challenge for me but I think it's what jams is all about.
See you on the flippity!

I am In(for the compo)! :D 0

DaFluffyPotato • 6 years ago on 2nd Alakajam! 

This will be my 8th 48 hour game jam. I've entered every Ludum Dare since 35 and the first Alakajam.

What I'm using:

  • Python with Pygame as the graphics library(so no game engine)
  • MS Paint/Px Editor(my own pixel art animation tool)
  • Bosca Ceoil
  • SFXR

My last Alakajam entry(Alchemic Archer):

While I think I did pretty well on the art for this game, but there were a ton of design issues that needed fixing.

My last Ludum Dare entry(The Crushed Sky):

This game did very well in graphics and mood, but once again the game was mostly just good looking. Although, that was what I was aiming for…

I'm hoping to make a game that is fun this time instead of a game with a good aesthetic like my previois two game jam games. I'm gonna aim for the top 10% in at least one category. ^-^

I was supposed to be practicing my skills in making music, but recently I've just been having fun with pixel art. >.>
This is something I'm working on right now:

Anyway, good luck and have fun!

I'm gonna try! 0

bradur • 6 years ago on 3rd Kajam 

My first venture into 3D. It's gonna be hard to get something playable out, but I'm motivated!
Blender is still so difficult to use and I need a tutorial for everything but I'm going to make every model myself anyway.

Here's a gif of what I've got after a couple of nights.

https://gfycat.com/ShyKaleidoscopicFlyingfish

I'm going to follow the theme and make the story the main focus.
See you on the other side!

Interactive digital media projects 2

HuvaaKoodia • 7 years ago 

Hello you, I’m HuvaaKoodia; we might have exchanged words in the past! Didn’t have time for Kajam last time (and probably not this time either unfortunately) due to putting together my plan for this year. In short, I’m going independent (Exciting times!) making multiple 2 month solo project from scratch. Mostly for fun, maybe for profit?

Here's the devlog at TigSource for the first project.

Just so that this doesn’t become all about self promotion, I’d be interested in hearing your opinions on interactive digital media. I’ve tried to explain it here the best I can, yet the only way to see if it sticks is to throw it at people. Written from a developer angle, keep that in mind.

Cheers.

Kommandant RNLF: a post-mortem 1

toasty • 7 years ago on 2nd Kajam entry  Kommandant RNLF

So the 2nd Kajam is over, and I'm very happy with the result (and we won, sort of)!

This was a very busy month for me, but fortunately I was working with some very talented individuals. They deserve most of the credit as I only managed to push a small amount of code and a couple of level designs.

I think the game is pretty fun, despite the simple gameplay. The music & SFX are great (albeit lodged in my head forever), and everything fits together nicely. There are also some brilliant touches which I would never have thought of myself, like the cat, which give the game character.

Given more time, I think we could have benefited from adding some hazardous items (e.g. spikes) for more varied gameplay, and perhaps some animations for the player in particular. But then, the lack of animation works quite well with the retro theme, and the game doesn't really feel like it's lacking. More probably we just chose a very realistic set of features for a game jam, and executed them quite well.

I learned a few things from working with wan, too: how useful a design document can be; how to pick a simple idea and do a good job (I quite often fail to complete something because it's too complicated); and how to drive something through to completion.

Overall I'm chuffed with the result and proud to have been involved :D

Infested Zone Level Generator 2

HuvaaKoodia • 7 years ago on 1st Kajam entry  Infested Zone

I made a simple room based level generator for Infested Zone. It is heavily inspired by the generator in Spelunky.
Here's how it ticks.

The generator

1. Create a room database

In the handy dandy CSV format. The first line designates the type of the room, which sides it contain doors (openings) on and if it can be rotated or not.

Room Base 1 1 0 0 r
w,w,w,w,.,.,w,w,w,w
w,l,w,w,.,.,w,w,l,w
w,w,.,.,.,.,.,.,w,w
w,w,.,.,.,.,.,.,w,w
w,w,.,.,.,.,.,.,.,.
w,w,.,.,.,.,.,.,.,.
w,w,.,.,.,.,.,.,w,w
w,w,.,.,.,.,.,.,w,w
w,l,w,w,w,w,w,w,l,w
w,w,w,w,w,w,w,w,w,w

Extremely easy to setup in LibreOffice Calc with conditional formatting,

Likewise easy to implement in Unity. Just read the file and split lines with comma as the separator.

(I'm not going to bore you with code)

2. Create a 5x5 grid

A multidimentional int array, nothing else is needed.

3. Set one of the corners as the goal

Just pick a random corner. No safeguards here.

4. Find a valid path from the center to the goal using random walk

Random walk: pick a random direction, keep track of positions already visited, back up if surrounded by walls or visited positions, stop if goal reached otherwise repeat. A recursive function works well here.

This results in all sorts of paths. At worst the whole grid is filled, but usually gives a pretty straight forward path. The random walk can be skewed towards the goal position by weighting the direction choosing part (I'm not doing this as you can see in the gif below)

5. Add a valid sequence of rooms to the path

Making sure the doors match. Other than that the rooms are completely random. This is where earmarking each room with its doors comes to great use.

6. Add random rooms to other positions.

The randomization can be weighted or otherwise limited here if the results looks silly. Rooms with less doors seem to work pretty well as they don't mess too much with the path.

Done deal!

Conclusion

The room database is the saving grace here. No need to worry about invalid connections or silly shapes as the rooms are authored by a human designer. Rotating them adds a surprising about of variation too and the FOV system hides the grid like shape of the level pretty well.

Phew - Got something up anyway 2

automatonvx • 7 years ago on 1st Kajam entry  Endless Assault

My game Endless Assault submitted.
Not as juicy as i was hoping, but had fun making it and I learned a bit more about unity's lighting and particle effets so overall ok.