Top plays from Ludum Dare 36

In no particular order, here are the best-made games that I’ve played from Ludum Dare 36 so far…

Anachroma by Zillix

Anachroma by Zillix

Anachroma is a delightful puzzle platformer where the puzzles are defined by the topology of the level and the rewards are color-based, and unlock more new puzzles. I really got into this one.

Cognizance by Managore

Cognizance by Managore

Daniel Linnsen’s done it again, with a fantastic platformer mechanic involving a rotating gear wheel that can climb walls and interact with its environment to power treadmills and other cog wheels in order to move platforms and solve puzzles.

Canoe and Spear by BluShine

Canoe and Spear by BluShine

This is a fantastic single-screen death match, basically a tiny Towerfall: Ascention with a unique canoe paddling mechanic. Toggle left/right arrows to paddle/steer, and fire a spear with the Z or X button. Up to 4 players can play head to head, or you can play vs. AI. Built in PICO-8.

Invent the Wheel by Delicious Code

Invent the Wheel by Delicious Code

This simple game is surprisingly fun and addictive. All you have to do is draw a circle, and the resulting shape will roll down a hill. The faster it rolls down the course, the better your time. The more round the shape is that you draw, the better it will roll. It also seems to help to draw as large as you can.

Supercontinent LTD

Supercontinent LTD

A point and click mystery that you solve with a little hacking and social engineering via telephone. Great atmosphere and mood created by the graphics and sound, and the dialog system is fantastic as well.

The Leak by cabbage_

The Leak by cabbage_

A little adventure/RPG that you can play on a real Game Boy(!!)

Old Man’s Sky by Geared Games

Old Man's Sky

A parody of No Man’s Sky, or a de-make in the style of the Atari 2600, Old Man’s Sky pretty well skewers No Man’s Sky for being a pointless game about infinite sameness, as you go from world to pointless world, exploring and finding only differently colored versions of the same old stuff, over and over again. Never do you encounter anything truly interesting, nor does anything really happen. Still, it’s oddly beautiful, in its own way.

Kites by VitasaMode

Kites

A beautiful homage to Missile Command, set in ancient China. Fire rockets to stop a never ending flock of kites. The kites don’t seem to do any harm, other than if you let the blue ones fly over your city, you lose points. And if you accidentally hit a red one, you also lose points. The art direction is very nicely done.

Review: No Mario’s Sky/DMCA’s Sky

In my last post, I talked about the recent copyright and trademark infringement takedown actions initiated by Nintendo against No Mario’s Sky and various other games hosted on GameJolt.

Here’s a review of No Mario’s Sky/DMCA’s Sky.

No Mario’s Sky was made in a weekend for Ludum Dare 36. It is a mashup of Hello Games’ No Man’s Sky and Nintendo’s Super Mario Bros. The theme for Ludum Dare 36 was Ancient Technologies. It’s unclear how this game relates to the theme. However, due to the popularity and familiarity of Mario and No Man’s Sky, the game got quite a lot of attention in very little time, and was picked up by websites such as Kotaku and Polygon.

The premise of the game is that Mario is looking for the Princess on an infinite series of procedurally generated 2D Mario worlds. The worlds wrap around a circle, giving them the appearance of planetoids.

Once you’ve satisfied your curiosity on one world, you can summon your spaceship and take off in search of another world. Apart from the color scheme of each world, there’s not all that much to differentiate them, which may be due to the game being developed in just 72 hours, or may be a deliberate commentary on the procedurally generated sameness that many players of No Man’s Sky have complained about.

No Mario's Sky

From a Mario standpoint, the game only borrows the titular character, the goomba enemy, and the basic concept of jumping on platforms and enemies, collecting coins, and hitting platforms from below. No sprite artwork is taken from Nintendo’s games, as all sprites and tiles appear to have been re-created by the ASMB development team, and while the Mario and Goomba characters are recognizable, they are not in any way confusable with Nintendo art assets. There is no brick breaking, no super mario mushroom, no star man, no fire flower. Again, this is likely due to the compressed schedule under which the game was created. Each world plays its own variant of the Super Mario Bros theme music, which is again a re-done composition, not the original music ripped from the Nintendo game.

In short, from a copyright infringement standpoint, this game is in a gray area, but pretty safe, in that nothing is actually copied directly from the Nintendo games. This game is about as much a Mario ripoff as KC Munchkin was a Pac Man ripoff. (Atari successfully sued Philips to stop the sale of K.C. Munchkin, even though the game was not Pac Man, but the case was bullshit and probably would not have succeeded were similar suit brought today.)

From a trademark infringement standpoint, of course, the game clearly is using the identity and behavior of the famed Nintendo mascot, without authorization or permission of Nintendo. If this were a commercial product, it would certainly be liable for trademark infringement. However, this is probably closer to a parody, or a “fan game” or homage. Unfortunately, the latter two concepts don’t exist as legal categories. It might be that the creators could have successfully defended the game as a parody, but that would have involved going to court and rolling the dice to find out whether they could persuade a judge of that. There’s simply no way an independent developer has the time or resources to try to defend what amounts to a weekend’s worth of work against a company the size of Nintendo for what would surely be months or years of litigation.

If ASMB had avoided use of the Mario name, perhaps renaming him something recognizable, like “Mustachhio”, say, and if the music had been done in a way that was recognizably Mario-eque without having the exact same melody, probably Nintendo would not have had any copyright leg to stand on, and the game could have remained as-is. From a trademark standpoint, though, it probably does run afoul of Nintendo’s trademark on the Mario Bros. franchise, given that it uses the Mario and Goomba names and likenesses.

While the game is fairly bland as-is, the concept is certainly fun and held promise. Were the game to be developed further, to better incorporate the Mario characters and play mechanics, it could have been a very enjoyable game.

DMCA’s Sky removes the Mario and Goomba artwork, replacing them with a generic space man and alien, and the music has also been replaced, but otherwise the game is much the same. Interestingly, the jump, coin and 1-up pickup sounds remain recognizably Mario-esque, but again do not appear to be direct rips from original sources.

DMCA's Sky

I suppose Hello Games could also make an IP infringement claim if they wanted to, and force the game to remove the procedurally generated planet hopping, at which point the game wouldn’t have much left in it anymore. Notably, so far at least, they haven’t.

It turns out, though, that when you break down just about any video game into its fundamentals, pretty much every game is based on, or borrows from, concepts that came from some other game. And — this is the important thing that must not be lost sight of — concepts are not subject to copyright. Not even play mechanics are copyrightable. Only actual works are copyrightable.

Of course, copyright is only one branch of Intellectual Property law, and there’s also potentially opportunity for patent and trademark lawsuits to shut down a game that borrows “too much” from a well known existing game.

Despite this, much of the charm of No Mario’s Sky was in its mash-up-ness, and this charm is effectively stripped from it by removing the Mario references. So clearly, the game derives some value from referencing the source material that it is based on. I don’t think that can be denied. I have a harder time seeing how this game harms either Nintendo or Hello, however. It was available for free, not for sale. It isn’t reasonably mistake-able for a real Nintendo game, and if that were a risk it could be prominently disclaimed on the title screen that it was not in any way connected to Nintendo, who retains full ownership of the “real” Mario characters. I see little evidence that the existence of this game or the numerous other Nintendo-IP infringing games done by fans over the years (including ROM hacks, homebrew games, de-makes, and homages) has in any way diminished the Nintendo brand or harmed Nintendo as a business.

The takedown of unauthorized fan games isn’t anything new — it’s just the latest in a string of consistent defenses of Nintendo’s IP rights. It’s clear that Nintendo is aggressive in protecting their IP rights, and have always been. This has been in part due to their corporate culture, but also in larger part due to the nature of IP law.

But IP law isn’t immutable. We could as a culture elect to shape law differently, if we could agree to.

Nintendo’s takedown of videos on youtube and elsewhere, of people playing their games who do not participate in or follow the rules set forth by Nintendo in the “Nintendo Creator’s Program” is ridiculous — it’s not a copyright infringement for me to play a video game, or to talk about a videogame, or to record me talking about a videogame while playing it, and footage of said videogame that I create should legally be my sole creation (while the characters owned by Nintendo and other IP-holders are still retained by those holders).

If I want to make a video of a videogame for purposes of review, criticism, or parody, I shouldn’t have to obtain the permission of the IP rights holders of the videogame, nor should I have to share revenue with them. They earned their revenue already through sale of the game, and did none of the work to produce the video, so why should they be entitled to a share of revenue generated by the video?

Likewise, if I want to make a videogame that references other videogames, much as a work of literature may reference other works of literature, creators should have some right to do so. Exactly how this should work out so that the original creator’s rights are protected and respected isn’t very clear, however.

Ultimately, the power seems to fall to those who have the deepest pockets with which to pay the most and best lawyers. As as a result, the culture, and the game playing public, is poorer for it.

Mario on iOS, Nintendo copyright takedown

Nintendo announced the first (authorized) appearance of Mario on iPhone a few days ago:

There’s much to be made of this.

Ten years ago, while the Wii was selling phenomenally well, there were some wild rumors about Nintendo and Apple teaming up to bring games to the Apple TV device. But, while tantalizing, these rumors never panned out, nor really made sense. While both companies were extremely successful on their own, they didn’t really seem to need each other, or have any reason to cooperate. Nintendo software licensees could have certainly helped put Apple TV in many more homes, but what could Apple have offered Nintendo, who weren’t having any trouble selling the Wii?

Fast forward to 2016, and the successor to the Wii, the Wii U, is widely regarded as a misstep for Nintendo, and now it appears maybe they do need some help. But rather than looking for it in the living room, where they are poised to launch their next-generation NX console in a few months, right now they are going straight for the pocket. Meanwhile, Apple’s huge hit from 2006, the iPhone, has been a juggernaut for much of these last ten years. And here is where Apple and Nintendo can help each other out.

It’s the first time in decades that Nintendo has put software out on a platform that it does not own. This could be seen as a concession that Nintendo is no longer dominant in gaming hardware, or simply an acknowledgment of the vitality of the mobile gaming market. While Nintendo have been hugely dominant in the handheld market since they released the Game Boy in 1989, smartphone and tablet devices have in the last decade created an even bigger market for games. With the massive success of Pokemon Go earlier this year, the writing was on the wall, and Nintendo making this move now only makes sense. In fact, it’s probably overdue.

Entitled Super Mario Run, it appears to be an endless runner type game rather than a typical 2D platformer. Due to the iPhone touch screen being the only controls, and a desire to make the game playable one-handed, this design addresses the constraints imposed by the user interface in about the only way that would work well.

More Nintendo Copyright Takedowns

Nintendo also made headlines this week by issuing takedown notices for a large number of unauthorized games that infringe upon Nintendo-owned trademarks, particularly Mario and Pokemon. It is not surprising at all that this should happen, but still disappointing for people who built or enjoyed those games. While many of these games may have been derivative and inferior games done in homage of, some were parodies or innovative or just fun, well done fan homages.

It’s too bad there doesn’t exist a legal framework in which fan-made games can co-exist peacefully with official releases by commercial studios, but licensing is only a solution if the IP-holder embraces it. Nintendo are within their rights to take these actions to protect their trademark and intellectual property rights, of course, and perhaps it is necessary for them to vigorously defend their trademarks or risk losing them entirely, but it’s nevertheless possible to set up a legal framework by which these unofficial games could be allowed. While it’s entirely ridiculous in my opinion for Nintendo to claim copyright and trademarks on speed run, Let’s Play, and review videos featuring their products, something like the Nintendo Creators Program would make a lot of sense for fan-produced games.

What might such a program look like? I would propose something like the following…

  1. The fangame creator would acknowledge that Nintendo created and owned whatever they owned.
  2. The fangame creator disclaims that Nintendo do not have any responsibility for content the fangame, and that the fangame is not an official Nintendo release.
  3. Any revenue derived from the fangame would need to be disclosed and shared with Nintendo.
  4. The fangame could be nixed by Nintendo (pulled from release) at their sole discretion at any time.

I very much doubt that a company like Nintendo would ever agree to such terms, but it’s too bad. Apart from perhaps Nintendo, everyone is worse off because of it.

The irony of this situation is that Nintendo can copyright and trademark its characters, but not the mechanics or genre of game. (Nor should it.) Someone can invent the infinite runner, and Nintendo can decide to do a Mario infinite runner game, and not owe anything to the inventor of the infinite runner game. So can anyone else. And Nintendo can make a running and jumping platform game, and anyone else can too, duplicating the Mario mechanics and rules system entirely if they should wish to, but simply can’t use the name Mario or the likeness of any of Nintendo’s graphical or audio assets.

GameMaker Humble Bundle – super cheap and source code too!

GameMaker Humble Bundle pay what you want, but for just $15 you can get licenses for GameMaker: Studio Professional and the ability to create games for HTML5, Android, iOS, and Windows UWP, which together normally cost several hundred dollars. The total value of the entire bundle is $1885, making this one of the best value bundles I’ve seen in the history of the Humble store.

Additionally, you can also get a number of commercially released indie games that were built in GameMaker, and for a few of those games, you even get the source code. It’s very exciting to be able to look at source code written by professionals to see how it’s done. Titles offering their source code include: Extreme Burger Defense, Freeway Mutant, Shep Hard, Angry Chicken, Galactic Missile Defense, Uncanny Valley, Ink, 10 Second Ninja X, Cook, Serve, Delicious!, Flop Rocket, Solstice, and Home.

The sheer cheapness of this giveaway leads me to wonder whether the release of GM:S 2.0 may be immanent. Time will tell. In the mean time, this is a spectacular value bundle and well worth buying for the project source alone.

GameMaker Marketplace new checkout system now allows direct downloads!

Yesterday, 9/7, I noticed a big spike in downloads of my GameMaker Marketplace assets. I also happened to notice when looking around on the Marketplace that they’ve changed the checkout so that you can download the .gmex files directly through your web browser, bypassing the My Library interface in the IDE.

As I’ve remarked several times in the past year, My Library is crippled by terrible performance when the user’s purchase manifest exceeds some number that is far too low. Allowing purchases to be downloaded directly through the browser makes a lot of sense, and is probably the simplest solution to the performance issues, which still plague GM:S as of 1.4.1760.

It remains to be seen whether this spike in downloads will be sustained as the new normal, or represents pent-up demand for users who were reluctant to buy due to the poor performance of My Library. Despite the seeming smallness of this change, I’m really excited that YoYoGames have made it, as it alleviates a significant pain point that I’ve been complaining about for well over a year, and means that I’ll likely be making more use of extensions in my projects.

Graph showing sales spike on 9/7/16. Could this be due to the change in delivery method?

On 9/7, 18 downloads. The other spike earlier in August was due to my Ludum Dare 36 sale, when I put my paid assets on sale for $FREE

Update: 9/8 saw another 18 download day.

Tutorial: GameMaker Object with multiple collision zones

GM Version: GameMaker:Studio 1.4 (concept should work in earlier versions)
Target Platform: ALL
Example Download: https://csanyk.com/cs/releases/games/LD48-36_AncientTechnologies/LD48_36_Ancient_Technologies_csanyk.gmz
Links: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=10473

Summary:

How to make an object that handles multiple collision zones by using multiple sub-objects

Tutorial:

I used this technique in my recent Ludum Dare game, Ancient Technologies. The project has a TON of extraneous code in it, some of which is pretty messy, so I’ll replace the download link with a cleaner example project of just this technique in coming days.

If you look at the Atari 2600 console in this game, it is actually multiple objects, made to look like a single object. This enables each switch to have its own collision detection and mouse events.

I accomplished this with a few simple techniques that work really well:

The console itself is the main object. Then there are 6 objects for the 6 switches on the console.

I then took the image I wanted to use for the sprite, and cut out all the different clickable regions, putting each into its own subimage by itself. Then once all the subimages were created, I removed each subimage into its own sprite, and set the collision mask to cover just the pixels in the image

Atari 2600 clickmap sheet

As you can see, this approach results in a lot of “wasted” space in the sprite sheet in the form of transparent pixels, but if you’re concerned about this, you could always achieve the same effect by using sprite origin and sprite offset to position the images without all the whitespace in the sprite sheet. I skipped using sprite origin because I didn’t feel like bothering with counting pixels and setting each sprite origin differently. That would have been tedious, and if I had ever needed to change the sprites, could have thrown everything off and required extensive rework to recalculate again. If your sprites are tiny, it probably doesn’t matter too much, but if they’re quite large, then you should probably use sprite origin/offset.

(Note: With the small pieces, you’d need to use origin numbers that are larger than the dimensions of the sprite itself, or possibly negative values for the origin. You’d also need to carefully calculate the distance to set the origin so that the images all line up precisely. The goal is to make all the images align when each instance’s x and y are identical. This makes them easy to move around together as a group, without having to deal with offsets and so on. To make everything align easy, I created sprites that have the same height and width, so that getting them to align takes no extra effort or calculation at all.)

Next, use the “main” object to generate the collision zone objects, in the create event:

Note the example code below isn’t exactly the code in my project, but is cleaned up a bit for easier comprehension.

///oConsole Create Event:
power_switch = instance_create(x, y, oPowerSwitch);
tv_type_switch = instance_create(x, y, oTVTypeSwitch);
left_difficulty_switch = instance_create(x, y, oLeftDifficultySwitch);
right_difficulty_switch = instance_create(x, y, oRightDifficultySwitch);
select_switch = instance_create(x, y, oSelectSwitch);
reset_switch = instance_create(x, y, oResetSwitch);

Since these objects all use sprites that are the same size, they all line up together when their x,y position is the same. Now you have an easy way to place just the main object and have it create all of its collision zone objects, perfectly aligned.

If the main object needs to be able to move, you just need to update the x,y of all the objects whenever you need to.

Another great thing is that each of these instances can have its own animation which is completely separate from the rest of the collection of objects. This means you can do really sophisticated animation rigging.

Also, you can access the instance variables of the collision instances by using the main instance, like so:

oConsole.power_switch.position = UP;

is (essentially) equivalent to:

oPowerSwitch.position = UP;

This allows you to use the collision zone instances’ instance variables like you would use properties of a helper class in another language, which may make accessing these variables easier if you’re used to other programming languages.

As well, if each of these switch instances were of the same object, using the id returned by instance_create() would allow you to differentiate between them. This could be useful for, say, a battleship with multiple turrets that are all of the same object type.

Finally, you’ll want to be mindful that if you destroy the main object, you’ll likely want to destroy all the sub-objects. Perhaps not — maybe you’re doing a spaceship with an escape pod or a rocket with multiple stages that break away. But in that case you’ll wan to be sure that once the main object is gone, you are handling whatever remains somehow.

Managing complexity when implementing complex conditionals

Programming is in large part about managing complexity and imposing structure onto a problem domain in order to make it simple (simple enough for a machine to be able to do the solution, as well as simple enough for human programmers to be able to build it).

Something struck me about a technique that I used when I was developing my game last weekend.

The code that handles the setup of the simulated atari 2600 console is full of conditionals like this:

if PowerPlug.is_plugged_in && (console.switch_power.position == POWER_ON) 
 && (TV.switch_power.position == POWER_ON) && Cartridge.is_plugged_in && 
 Joystick.is_plugged_in 
{
 //simulate the game 
}

So one thing that I had to deal with as I was building this was all the preliminary stuff’ you know, to create all the objects that needed to be checked in the conditional statement above. Rather than do that, all at once, and have a lot of conditions that could have bugs in them, any one of which could make the thing not work, and be hard to figure out since multiple bugs could end up canceling each other out, or mask one another in some way, I opted to simplify things at first:

if true
{
 //simulate the game
}

The advantage here is obvious. It’s simple, and you KNOW that conditional is always going to evaluate to true! So you can get right into working out the code inside the branch, without worrying for now about the conditional logic that would cause it to execute.

Once that was working, I added in stuff:

if PowerPlug.is_plugged_in
{
 //simulate the game
}
else
{
 if PowerPlug.was_plugged_in_previously
 {
 kill_game();
 }
}

Then from there it became easier to elaborate on the conditional:

if PowerPlug.is_plugged_in
{
 if Console.switch_power.position == POWER_ON
 {
 //simulate the game
 }
}
else
{
 if PowerPlug.was_plugged_in_previously
 {
 kill_game();
 }
}

//etc.

(Note, the above isn’t the exact code from my project, which is a bit messy at the moment as I have some refactoring to do, but it illustrates the point.)

I found that by coding it in this way, I could iterate and test each little piece of the logic easily, and make sure it was working before trying the next piece.

I found that doing it this way made it much, much easier to handle the complex nested if business, and as well I found it easier to know which branches of the complex conditional tree the next bit of code needed to belong in.

Now that I did it this way, it seems obvious, nothing of great insight… but 6 years ago I would have tried to code the whole thing out, and then pulled my hair out swearing at myself when it didn’t work as expected, and I had to untangle all the logic to figure out wtf it wasn’t working.

Back then I would have thought that a really superior version of me who I aspired to be would be able to code out all the conditions in one go without making a mistake.

Today a really superior version of me knows better. Start simple, add elaboration through iteration.

This is a good lesson to hang onto. And to pass on.

Of course, there’s also often ways to avoid having to code conditionals at all, but that’s a topic for another post.

Ludum Dare 36

Ancient Technologies is my latest game! Made in about 25 hours of total work time over 49 hours for the Ludum Dare 36 Jam. I’m pretty happy with it.

 

Giveaway: all my paid gamedev assets are free for the duration of Ludum Dare 36

All my paid #GameMaker assets are 100% off this weekend only in celebration of Ludum Dare 36.

itch.io sale bundle.

Check out all my itch.io wares, including some additional always-free stuff.

Or buy on GameMaker: Marketplace instead.

Site changes

In the last few days, I’ve made a number of changes to this site. I wanted to explain them briefly.