Cold Remembrance – Ludum Dare 31

Click to go to the entry's page

Click to go to the entry’s page

As I said last post, two weeks ago there was another Ludum Dare. This time, the theme was “Entire Game on One Screen”. First of all, here’s the timelapse:

At first, I didn’t like this theme at all. For me, it meant no scrolling, no menus, no other states… What you see when the game starts is everything that will be there at the end. At first, I said “screw this” and decided to have a arena shooter that had falling craters making the arena smaller. You would be able to destroy those craters to gain some more space and time, until more crates fell again. I gave up quickly because I didn’t like the idea so much (and thought it wouldn’t be as simple as I thought).

Then, I started to draw a “iron ball attached by chains to the mouse (I’ll call it simply ‘chain-ball’)”. I didn’t have any ideas for gameplay, perhaps I’d have it attached to a ship and you would have to destroy incoming ships while avoiding death… Notice, that I had already gave up my interpretation on the theme. So long as the game was inside a single screen it would be OK for me.

The only I had at the beginning

The only I had at the beginning

So, for stupids reason that I don’t remember, I didn’t bother to thinking about how the physics of the chain-ball should work… I simply tried to code it to behave like I expected. Unsurprisingly, I didn’t work at all as I had expected. So I blamed the theme, gave up that idea and started to draw a snowman.

It all started with this sprite...

It all started with this sprite…

If you weren’t into the theme voting, on Round 4, one of the themes were “☃”… Yeah, an ASCII (or unicode, whatever) for a snowman. It won that round by a large margin and seemed like a favorite to be the theme this time. Even though I also didn’t like this theme at first, this was the first that came to my mind, and thus the drawing. It was also a sub-theme for many others participants.

After drawing it I finally had the idea of making the story of a [SPOILERS] snowman reminiscing about the time between when it was built and when it melted, and how it “tried to survive the passing of seasons by staying where was winter currently”.[/SPOILERS] I was aware that this didn’t made a lot of sense, but I gave it a try, anyway. It was also almost 12 hours in, so I didn’t have much choice.

I drew everything before starting to code or to think about the actual story.It was quite fun to draw all the seasons but Autumn. I couldn’t see it as anything other than a mess of orange and yellow, which wasn’t coming out nice in as few as 20×8 pixels. I didn’t gave it much thought at the moment because the assets were still temporary by then.

All that time, I slacked off a lot. You can see me on twitter and on the LD’s site for quite a while on the timelapse. Also, I spent quite some time away from the computer (though I took it off of the timelapse, as the screen would stay blank for a while). In the mean time, I finally added the assets into the game.

I wouldn’t have too much free time on the following day, so I tried my best to have a functional game by the end of Saturday.

This is how the game looked by the end of Saturday

This is pretty much how the game looked by the end of Saturday (I think I this pic is only missing particles…)

Somehow, I was able to do it. I still had to redo all the assets, fix a few bugs and… something else that I’ve already forgotten.

Other than only having 8 hours to work on the game Sunday, nothing remarkable happened. I redid all the graphics, added sound effects and finally got to packaged the game. I only got to make an Android version the next day, as I had only slept around 3 hours from Saturday to Sunday and really needed to rest.

I’m really happy with the outcome. This should come as no surprise, since I even added it to this blog’s header. But looking back at the game, and at some comments I’ve received… It’s quite a simple and stupid game, right? You simply hold a button and watch a story, there’s no real gameplay…

So, I’ve been working on a post-compo version. One thing that I want to “fix” is to make its native resolution to be 320×240. This is the smallest that I like to work with (except when trying to do crazy stuff… I’ll have to post about it, someday). I’ve already made a border for the game, so I can keep the “game screen” smaller, which I think is fitting for this game. But I’ve yet to start drawing the actual game…


Well, that’s it for now… I’ll post soon with a selection of games from this LD.

Until then!


Persona postmortem

Finally got around to adding the postmortem here. I had done it already on the LD site, though, so it’s mostly copy paste…

On a side note, I’m considering making a post compo version, but I’ll first have to rewrite the story. Also, I might do another game in the mean time… something that I’ve wanted do for a while know. Depending on how this goes, I’ll say more about it later.

Now, on with the postmortem.


I don’t get prepared before hand for any theme. Sometimes a theme may give me an idea upon reading it during the voting, but I don’t intentionally try to know what I could do with any theme. So I was as prepared for this theme as I was for any other (except “It never ends”; I had a cool idea for it).

But this theme was both easier and tougher than every other from previous entries to me. I usually have an idea early and keep working on it through all the weekend. This time, though, I had only a concept early on, and this was after a lot of thinking. I first decided that I wanted to make a story driven game (and therefore a visual novel thing), so I started getting the engine ready with Flixel. Then, I posted a concept here and started to think about a story for it… Which wasn’t coming out nicely. Then, I kept going forth and back between writing the story and drawing assets.

Another thing I did was keep coming back to read the original concept. I was afraid I might get off track again (as I did with Hummy’s Hunger), so I was tried to think how I was going to fit the theme with the game.

Time handling

Seems like each passing LD I get better able at handling my time. I didn’t feel as pressured as with previous LDs. Before, I’d keep working until the last second while panicking cause there were too many things still to do/broken/etc. Since I set on a story driven game, that didn’t depend too heavily on implementing stuff, I was able to take it easy and, after writing a basic VN engine over Flixel, concentrating on assets.

I knew what I had to do and how… Also, since I had a setting in my mind, but not the story itself, I was able to think about the graphics for the world before writing anything. This really helped as I only did start writing the story at the ~23 hours left mark.


Right, making a VN requires less coding than a platformer and is less error prone, since I know (almost) exactly how the player is going to behave… I at least know for sure all the possible actions to be performed. But there’s a greater difficulty here: writing a great story.

Since this was to be the main focus of my game, it had to be good. That’s why, even though I had the concept already in mind 4 hours after the compo had started, I was only able to write the final version by the last 22 or so hours. At the same time, I wasn’t too worried about this, because I knew that, if I had everything drawn before hand, I could “script” the story quickly enough.

I must admit I’m not completely happy with the outcome. I know that I’m not a great write, and it’s been a while since I had last written anything… Still, I’m proud that I was able to finish it and not lose track of the theme, even if with the cast isn’t good at all… Not forgetting the theme was my main focus. I even kept reading the concept time and time again, and also kept writing ideas on papers.


Since I was going to make a VN, I thought my usual 16×16 sprites wouldn’t be fitting. So, I tried going with 24×32. I used dimensions similar to those on this year’s Global Game Jam (the overall drawing is pretty similar, actually), so I knew it would be way harder to animate and come up with different designs… That’s why I decided to start early drawing.

I had already an overall idea about how the game would be, so all I needed at first was a simple base character with a walk cycle. Switching palette colors is quite easy, even on GIMP, so I decided this was the way to make “lots” of characters.  I could also make small modifications to make each one slightly unique.

There’s no reason not do do that. Even before I had the final idea I was already polishing the graphics. The game type wasn’t likely to change, so anything I had already finished would be useful for the final game. But by the end of the compo, I left some graphics unpolished… The room wasn’t properly finished, I didn’t add dynamic shadows beneath each char, there’s no portrait for the speaking character and the scene are too static. Well, I decided to focus on the story, not on the graphics, so I expected some things to be left undone.


Along with the theme, another thing that had been annoying me for sometime were my entries’ song since LD#26. They are all too generic and weird… And I knew I could do better than that, my first game for OneGameAMonth had such a great songs… To change my that, I tried using MML for the post compo of my previous LD entry. I really liked the outcome, and restricting me to as few as “3 channels” (base+melody+drums(2 channels, actually)) helped trying to make the songs better.

Well, I liked it so much that I decided I’d use it once again. I find it easier to write songs with it than with LMMS, it’s easy to integrate with the game (but I also set up a class for that before hand) and it make seamless loop as painless as possible. Screw you Flash and your goddamned mp3 songs.

I know that the songs aren’t that unique, but I thought about what would be somewhat fitting with the scene and would also sound good. I didn’t care that the songs were short, nor that it doesn’t have a remarkable melody… I think they are fine the way they are.

One thing I must say, though: that jazzy song! I took a break and started playing the guitar, for a while. Then, I simply thought of that  simple riff and played it sometimes… Afterward, I wasn’t able to take it all from mind. So, I decided to use it for the bar scene.


Though there’s few to this, I want to talk a little about it. The first thing I (think I) did after thinking how the game should be was to code a way to script the game. I made it really simple, allowing for non-linear scripted sequences (or ‘goto’s, using a more common term), adding characters to the screen, moving them around and displaying text/options. I later modified it to have objects (‘characters’ are animated by default) and fix a few bugs… But that’s about it. XD

And, that’s it. Thanks for reading. 🙂

Persona – LD#29

It’s been almost a week already, but here is my entry for Ludum Dare 29, Persona.

Click to play

Click to play

This time the theme was “Beneath the surface” and, since I didn’t want to make yet another platformer, I went for a story driven game. I’ll post later the postmortem, but, in the mean time, check out the timelapse for this game.

You can check out my entry’s page here.

Finally back to working on the LD#28 post compo

It’s been sometime since I last posted anything. It’d been also a long time since I last touch on any of my games or anything…

One thing that kept me from working on it was the fact that my newer editor wouldn’t work on my previous computer. I made it in a lazy way, so it’s no really optimized (and the optimizations I tried didn’t solve the problem and only made it crash randomly). So, now that I got myself a new computer (and spent sometime playing with it) I was able to use my editor.

There's a lot of unused space there... I'll probably leave those that way

There’s a lot of unused space there… I’ll probably leave those that way

I’ll reuse some of the levels from the compo version, but I’m planning to change many things. I’ll probably take a more literal take on the theme, but less history based… it’s been hard to come up with a way to save those two at the end of the game (which was supposed to be another possible ending).

So far, I modified the level transition. It’s much better now! Also, I’m completely remaking the first levels. After watching a few friends playing my game, I decided that I had to make it start slower, with easier levels (kinda like a tutorial… to a platformer… which sounds really stupid to me, but who knows…). I’m not sure this will work out all right or be fun…

To solve that last problem and try to finally get some meaningful feedback on the game, I’ve made a “demo” with the current levels and a google form with a few questions. Let’s see if people answer it and if it’s useful… I do hope so!

Here’s the current build of the game, and here’s the form.

It took me a while but I finally started to work on the post compo version of “Two Options…”, my LD#28 game. I’m still not sure about how much new content I’m going to add, but I’ll for sure redo a lot of things.

Example of a new filter I'll use.

Example of a new filter I’ll use.

For one, the particles. Some time ago a realized the importance of particles as a mean of feedback. Jumping and switching directions aren’t the same things without puffing some smoke behind/bellow the player. Also, what’s a lava pool without hot droplets jumping from it? And displaying something to enforce a collision is nice… But, except for the lava, every other was poorly made. The worst is the smoke, that isn’t displayed as I imagine (and I couldn’t try to fix it during the compo).

Another thing that is annoying me is the collision/overlap. Since I planned to use only one screen at a time and knew that there would be few entities at any time, I had no troubles calling the Flixel routine for bounding check two or three times per frame. This works, but I prefer to write only one overlap check and add the collision there. Also, I’ll modify how tilemap collision works. Instead of adding callbacks per tile, I’ll create objects for those tiles. This way, even though the ladders will be rendered on the tilemap, when the level is loaded I’ll iterate through the tilemap and create a ladder object (invisible, collide-able only). This will simplify how ladders works and how I can implement walking over ladder. I’ll also be able to only allow death from above on spikes.

And another thing already planned and implemented (though it can cause a few bugs) is to enable multiple resolutions. Each has it’s own overlay, but everyone is based on beveled pixels. That x4 resolution is really pretty, though it doesn’t fit on my monitor. XD

Here’s the current build. Tomorrow morning I should be done with reworking the collision. But I shall only post about it at night, if I do.

“Two Options…” – My LD#28 game + timelapse + postmortem

This is going to be a long post… XD

First, I’ve finally added a header image. The only problem is that it sucks! I’ll come back to it at a later time, but it’ll do for now… I want an image with even levels from games I’ve made… but for now it’s only a bunch of sprites thrown together. Also, the search, RSS and blog title are kind of getting in the way… I’ll think about it later…

Now, on to the main topic. It’s December and, although for some this mean vacations and for others Christmas, it means that it’s time for another Ludum Dare! Well, the jam itself is already gone, it’s almost the second week of voting. The theme this time was “You only get one”. And here is the game I’ve made for it:

Click here for the submission page (then on 'Web [flash]' to play!

Click here for the submission page (then on ‘Web [flash]’ to play!

I’ve once again made a platform, but it’s quite good this time! Ok, people still have some trouble… but I think it’s on an expected level. The game is about a guy exploring a temple who heard a call for help. Now he’s going after it, but what is expecting him there…

As usual, this time I’ve also made a timelapse during the development of the game. Here it is:

Click on read more for the post-mortem (there are a few spoilers…)

Continue reading

Double Release: Loneliness+ & Space Rift

I’ve finally finished modifying my LD#27 entry. It took way longer than I expected, but most of the time I wasn’t working on it… Here it is:

How to be lazy: just use a screen shot from the game!

Click here to play!

I think the original version was really polished for a Ludum Dare game, but there were some things that still required more polishing, so that was my focus for this update. Now the menus are fully animated and much better separated. The graphics, though mostly the same, now uses a single palette (except for the background). With this I was able to control light and shadows better and make the graphics less dull. Some weapons where added and the special was removed. There’s also a boss song, though really short, and a new ship.

Now, about the other game…

For some time now I’ve been meaning to write my own C++ game framework. Well, it’s still far from complete, but I fell it’s not completely broken… In my computer and in another one I tested the game run nicely, but that was about all the testing I’ve done.

Instead of designing the “best” framework I could and only afterward written a game with it, as I’ve already tried some times, this time I wrote it while the port was made. And which game was best for a first port than my first (“released”) game? (Well, perhaps Color Runner would have been a better choice, but that game deserve more than a bad port! I’ll definitely remake it)

Here’s the port of my first game:


Click here to download it!

It’s Windows only, though the Linux port should be working already (I can’t actually test it… but it compiled!). You will need a video card compatible with OpenGL 3.X or greater. Except for that, any computer should be able to run it. My computer has only a single-core 1.6GHz CPU and can run it without problems. Any bugs, crashes, weird stuff, please report! Try to describe it the best you can (what you were doing, how long you had been playing, etc), take a screen shot (if possible) and send me both stderr and stdout logs (found in the game folder), if they were created.

For now, I won’t release the engine. It still isn’t really in a publishable state and I’ll probably make many changes to it. There’s also some problems with exporting a shared library (a .dll) for it. But I’ll release it some day…