Latest Google Chrome changes break HTML5 applications built with GameMaker: Studio

Users who browse this site with Google Chrome will have noticed that the HTML5 demos and games that I have built in GameMaker no longer work in the latest version of Chrome. I became aware of this fairly recently, but until yesterday I had hoped that it was just a problem with the configuration of my primary computer, as the problem did not seem to be evident on my other computer that I do testing with. Unfortunately, after updating that computer to the latest build of Chrome, I found that the problem is more widespread.

This thread on the GMC forums explains what to do if you’re a programmer who has an HTML5 game that needs to be patched in order to fix it with the latest Chrome. I have yet to try this on my own games, but will be experimenting in the near future. Presumably, YoYoGames will be updating the GameMaker: Studio build for HTML5 to rectify the problem in an upcoming release, and once done, re-building the game will also fix the issue.

txt spk is teh new cursive

Every so often it comes up in the news on a slow day that concerned parents are all butthurt due to schools stopping teaching cursive penmanship. Usually this is accompanied by concerned parents who are all butthurt that kids these days are texting fiends who use no grammar or spelling or punctuation or capitalization.

So it occurred today as I was writing out a check that cursive writing is just fast printing. Once you get the hang of making legible block letters one at a time, you get tired of the tedium of making them, so you start to hurry. So the first thing that happens is the letters get sloppy. You don’t always lift the pen off the paper cleanly when you finish each character, resulting in lines joining the letters, and loops where you finish one stroke and begin the next, and so on. When you do this quickly, and have an experienced hand at it, it even looks graceful, although often it’s harder to read than block print. By the time we get to writing our signature for the zillionth time, we may well have consolidated all the letters into a vague squiggle with a large first letter, and you can tell what the words are supposed to be more by their general shape than by positively identifying each letter one at a time.

This hurried script for expediency’s sake is *backwardly* taught to 3rd graders as “penmanship”. They slowly learn how to draw perfect cursive letters one at a time, then join them together to make words, and they do it all very carefully and it looks awful until they stop thinking about each stroke, and make music out of it, the way a neophyte musician learning an instrument can’t play a tune decently until they forget about the micro muscle movements that make up technique, and just play.

If kids were just taught block printing and given a writing workload heavy enough to necessitate haste, they’d discover cursive naturally, without undue pain and struggle. People these days don’t have good handwriting any more only if they don’t need to, because they hardly ever exercise the skill.

So what is txt spk? It’s a hurried way of typing, usually on a constrained input device like a 12-key pad. It’s so laborious to enter text into such an input device, that instinctively you start taking shortcuts, abbreviating words, often in creative ways, creating acronyms and so forth to save you a keystroke or five. It gets the point across effectively and efficiently in a medium where each keystroke is a pain, and sentences themselves are constrained to the length of an SMS message.

So, concerned guardians of culture who bemoan the loss of cursive and the rise of txt spk are blindly fearful of the new generation taking the same approach to communicating faster and applying it to a different medium.

That’s all it is.

I find this silly, since I’m getting close 40, and completely fluent in txt spk as well as l337, since I’ve embraced technology and use them frequently, just as I am fluent in standard English. It’s not a generational thing. It’s a matter of what medium you use, and needing to get things done quickly.

U ppl r dum.

kthxbai.

Mmap 1.0 released

Mmap is a GameMaker asset pack that provides powerful, flexible, easy to use mini map functionality.

MMapIcon200x200

Features:

  • Easy to use, Beautifully coded! Source code thoroughly documented, very easy to understand, modifiable.
  • Great performance.
    • 2000-4000 mappable instances in HTML5
    • 10000+ mappable instances in Windows (YYC).
  • oMmap object
  • oMappable parent object
  • Four types of mmap:
    • Basic
    • Radar
    • Sonar
    • Static
  • Identify Friend-or-Foe (IFF) color code system
  • Fully customizable!
    • colors
    • alpha transparency
    • screen size
    • detection range
    • zoomable
    • refresh rate
    • blip tracking
  • Tested on Windows, Windows (YYC), and HTML5 builds

Live Demo in HTML5

Documentation

Buy it at the GameMaker Marketplace

Return of the Popup

More than a decade ago, the internet userbase (all of humanity) resoundingly rejected popup windows. Popups became a popular method for scumbag web sites to serve advertisements and malware to visitors. They annoyed, they took up system resources needlessly, and they were generally unwanted. The lowly popup was the bane of the IE6 era, and many countermeasures were employed to block them, culminating in browsers adopting default settings to block popup windows and to require the user to approve popups on a per-domain basis.

It’s 2014, and popups have been returning thanks to javascript. Now, instead of popping up a new browser window and loading an entire webpage, popups have become ajaxy, serving an html fragment inside a FancyBox or similar javascript construct. They tend to serve up nags to Like, Share, and Follow the host site, rather than display advertisements for the ad network sponsoring the site, but they are no less annoying, and a stop needs to be put to them. It’s pervasive with clickbait “viral” websites, which are themselves annoying to begin with, due to the way they craft their teasers in often misleading ways. But these modal javascript annoyboxes need to go. Especially on mobile browsers, where the close button frequently doesn’t work well, they harm the user experience on web sites that use them.

FancyBox Etiquette for the Scrupulous Web Developer

There are legitimate uses of FancyBox, to display fullsize content in image galleries, for example, or to bring up contextually relevant controls in a web application. But the social share nag needs to go. The little buttons under the headline or at the bottom of the article ought to be sufficient. If people aren’t clicking on them, you don’t need to shove it in their face after a few seconds delay, or they’ve scrolled halfway down the page.

Here’s how to know whether your popup is a good popup or bad popup:

  1. Does the content being served in the popup serve the user’s needs, or is the site asking the user to do it a favor or asking the user to buy something?
  2. Did the user do something to request it, like click a button or link? Or did you throw the popup at them because they have been in the page for more than 10 seconds or scrolled down to read more of the article?
  3. Is the popup enabling the user to do what they came to the site to do? (eg., reading content, view a gallery of images, interact with features of a web app) Or is the site interrupting what the user came to the site to do and asking them to do something else (eg, buy something, donate money, sign a petition, LikeShareFollowSubscribe?)

There’s really not much gray area possible here. If you’re a web developer, stop doing the scumbag stuff, and get back to providing a good user experience to the user.

An appeal to end FancyBox popup abuse

Unfortunately the new popup phenomenon seems to be increasing in popularity, which means that, apparently, they work. If users don’t stop clicking on the Like|Share|Follow buttons when they’re served, we’re only going to see more of them. We need to stand up and say enough is enough.

Therefore, I’m issuing this appeal:

To the masses: stop Liking, Sharing, Following, and Subscribing to sites that try to signal boost through popup social nagging. In fact, stop going to those sites altogether.

To website developers: Stop making use of popup nags. Just stop already. Stop it.

To browser developers: Javascript has become a crucial part of the web, and necessary for many web sites to serve any content at all. But it is also a too-easily exploited vector for external threats to execute malicious code through the web browser, simply by visiting a URL. Come up with a way to selectively and effectively block javascript from running, so that desired features and functions of a site can be allowed while undesired scripts can be left blocked. Let javascript be used in ways that serves the user’s needs rather than the webmaster’s.

YoYoGames launches Marketplace (early access)

YoYoGames has opened its new marketplace to early adopters. Now is the best time to get a product up, as there’s not much competition right now.

It seems the going price for most things is $.99-1.99. Some things are free, and larger products cost more. It seems that the marketplace is currently geared toward selling singular assets a la carte, rather than larger bundles and collections. I’d like to see the sellers create bundles for certain types of assets, rather than try to nickel and dime their way to maximized revenue. I’m also curious to see if the marketplace will allow sellers to use a “choose your price” model a la the Humble Store.

All sorts of assets are available, from graphics, sounds, and fonts, to shaders, scripts, and extensions. Not every category offers something yet, but I expect this to blow up quickly as developers rush to market.

I have some mixed feelings about this, but overall it’s a positive development. On the positive side, it enables GameMaker developers to see their work to each other, which should encourage the aspiring professional by providing a way to make money and an incentive to produce. On the negative side, I’m not sure that the community needs such an incentive — there’s a huge amount of freely available stuff that has been openly shared in the GameMaker Community. Creating a marketplace will tend to introduce greed and cause developers to guard their secrets, or at least want to be compensated for sharing them. In the long run, this could prove more detrimental than beneficial.

performance issues

Update: We’re back up.

If you can read this post, congratulations, it means the site is up.

I’ve been noticing a slowdown with page load times over the past few days, which have been getting worse over time. I am attempting to troubleshoot and resolve with my hosting support. My hosting service has confirmed that they are dealing with an issue, and expect to have it resolved in the next day or so.

Until then, the site may be very slow to respond, or even unavailable at times, and you may get timeout errors or other errors. Hopefully we’ll be back up and running fast again soon.

Could a build farm be coming to GameMaker Studio?

Interesting.

Earlier today, I posted an idea I had to the GameMaker Community Forums Suggestions board: for YoYo Games to provide a Build Farm service to GameMaker: Studio users who would like to build their games for platforms that they do not own.

Currently, while GameMaker: Studio enables users to build to multiple platforms, certain of those platforms have fairly steep requirements in terms of a physical device to connect to in order to build, and even membership in developer programs. Maintaining all these devices and memberships is prohibitively expensive for anyone who isn’t making a living by doing it.

Providing a Software as a Service model for building to remote cloud-hosted virtual devices that are configured and maintained by YYG themselves would greatly simplify the effort required to build to non-Win32 platforms, making it far easier for GameMaker Studio users to reach all of the platforms that GM:S allows them to reach. Suddenly, it becomes feasible for a solo developer studio to release a game on all platforms without having to own a Mac, an iPad, an Android device, etc.

Further, I suggested that once the build farm was up and running, the next logical step would be to allow developers to submit their newly-built games to various App Stores for whatever target they have built to, enabling GM:S users to bring their games to market far more easily. YoYo Games could have their own store, and GM:S users who have accounts with other app stores could connect their accounts to their YYG Store account, which would enable them to submit their games to the other stores very easily.

Shortly after posting my idea, YYG CTO Russell Kay commented “Squirrel!” — which, apparently, means that I’ve suggested something that YYG has plans to do.

I’m not sure how much of the above ideas they are working on, or how closely what they are working on will resemble what I’ve outlined above, but it’s extremely exciting to think that this may be coming at some point in the indefinite future.

Anything that makes it easier and cheaper for a game developer to bring their products to market — without having to handle all the other aspects of running a business — makes it possible for small studios to compete and do business and make money without having to grow and support a full staff in order to handle these functions internally.

GameMaker Studio Standard now Free

Today YoYoGames announced that they are discontinuing the much-derided free edition of GameMaker Studio, GM:S Lite. In its place, GameMaker Studio Standard is now free. Previously, Standard was $49, but often discounted to free for special promotions. The Lite edition was not favored by users for being too limited in features and resource constraints.

This is a good move for YYG, as it serves to strengthen their position among neophyte developers who want a first tool they can use for free. GameMaker has long been a “gateway drug” for many indie game developers and programmers, and making a free version that is actually useful will continue to ensure that new users will have little reason not to give it a try.

Their official announcement is copied below:

YoYo Games Ltd.

Today, YoYo Games announces that a powerful version of GameMaker: Studio is now available to developers for FREE. We’ve taken the resource-limited “Free” version of GameMaker: Studio and replaced it with a feature-rich version of GameMaker: Studio called “Standard.” The newly launched GameMaker: Studio Standard puts the full power of GameMaker: Studio at the fingertips of games developers everywhere!

If the cost of GameMaker: Studio was holding you back before, there isn’t anything holding you back now.

For more info, visit https://www.yoyogames.com/studio.

Game on!

Interview: Daniel Linssen

Daniel Linssen is an indie game developer who lives in Sydney, Australia, who I came to know after playing his first Ludum Dare creation, Javel-ein, for LD28. After releasing the full version of Javel-ein, he was cool enough to reach out to me to let me know of its existence, since I had so enjoyed the version he had made for LD28, and since then we’ve corresponded regularly and become digital pen pals. He is also the creator of Busy Busy Beaver (which won Bacon Jam 07) and FFFFFF for Flappy Jam. His most recent game, The Sun and Moon, recently won first place in the Overall category for Ludum Dare 29.

CS: Thank you for agreeing to do this interview. Ready to begin?

DL: As ready as ever!

CS: First, do you prefer to be called Managore or Daniel? What does the name Managore mean?

DL: Daniel. In the past I liked having a unique identity while still being anonymous, but I’ve given up on that.

Fun fact: For a long time “Managore” was absolutely unique. Then a year or two ago a Bulgarian company released an online game called Managore and my uniqueness was lost. Oh well!

The name doesn’t really mean anything. Years ago I started writing a (really terrible) sci-fi novel and one of the characters, some sort of biological experiment, was named Managore. And the name stuck.

CS: How did you get started making games? How long have you been doing it?

DL: The earliest example I can think of is as a kid I designed some Sonic The Hedgehog levels on paper. I think I was around 8 at the time.

CS: That’s something I used to do as well, designing games on paper. I think I did my first game concept when I was six or seven…

DL: I’m pretty sure the levels I designed would have been terrible. I hope yours were better!

CS: Nah, the stuff I drew up wasn’t that sophisticated. I’d do a drawing of a screen shot, and then narrate the rules and the player’s goals, point values, etc. and my mom would write them down for me. I didn’t do anything so sophisticated as a full-blown design doc or anything. It was just about the enthusiasm and instinct to be creative, and wanting to do it for real someday.

DL: There’s an old DOS game called Jetpack and I spent a long time using its level editor. The idea of a level editor was pretty novel for me at the time. Over the years since then I’ve played around with RPGmaker, C++, Valve’s Hammer Editor and Flash but never made anything that I could really call finished.

CS: What game projects did you work on previous to your first LD game?

DL: Well a whole bunch of unfinished or unreleased games, unsurprisingly. Actually the only games I’ve released so far have come from game jams. My first experience participating in a game jam was three years ago, I was working with a friend of mine. The game we made was a one screen rhythm platformer for Reddit Game Jam 05 (the theme was “love”) called Give In. I worked on the player controls (which are way too slippery) and the graphics (which I still kind of like the look of).

After that I started using GameMaker and worked on some exploratory platformers which will probably never see the light of day. Then, half a year ago I took part in the Bacon Game Jam 06 (the theme was “rainbows”) and made an action platformer called Violet, which I think of as my first “proper” game, if you can call it that.

CS: How do you approach a 48 hour event like LD? How is it different from when you are working on a game without external time constraints?

DL: I try to start off well rested but that’s about it. Sometimes I have an idea of what aspects of the development process I want to focus on or improve on. Once I have an idea and I start coding, autopilot tends to kick in.

CS: OK let’s talk about The Sun and Moon. I’ve just read your post-mortem article on the making of it, so hopefully we won’t rehash too much of that. I encourage readers to check it out for themselves.

First, let me just say congratulations on another fantastic game. For the record, out of 1493 entries for the LD29 Compo, you placed 1st Overall, 1st in Theme, 2nd in Fun, and 3rd in Innovation. This was just your second LD entry! Obviously, no one expects to win a category, but how well did you think The Sun and Moon would do when you finished it?

DL: Well I went into it hoping to make a game which I could be as proud of as my previous LD game, Javel-ein, and I think I achieved that. When I finished, I was really happy with how things had gone. Everything (well, except the music, but I was too tired to realize that at the time) had pretty much falling into place and the game’s mechanic ended up being a lot of fun. I was lucky not to run into any major hurdles along the way.

My hope was to get a medal in some category but I knew there were so many utterly fantastic games to compete with, so it was always something I was hoping for but never really expecting.

CS: How does it feel to have won the Compo?

DL: It feels amazing. I couldn’t believe it. It’s a dream come true.

CS: What does the title, The Sun and Moon, mean?

DL: Good question. I have all these good answers for why I chose “Violet” and “FFFFFF” and “Busy Busy Beaver”, but I don’t really have a good answer for The Sun and Moon. I was really struggling to come up with a unique and meaningful name. I had all these ideas written down. They’re pretty bizarre so they might be entertaining to read:

A World Divided, The World Beneath, It Spoke Quietly And No One Heard, A Hollow World, The Sun and Stars Both, The Sun and The Moon.

If you’re curious about ISQANOH… I honestly have no idea. I liked the sound of it.

Anyway, because it is such an abstract game, at least as far as my games go, I wanted the name to be up to the player’s interpretation, but I did have a reason for choosing “The Sun And Moon”. As I was developing the game I realized I needed to make the player change appearance while underground, and from that point onwards the player kept reminding me of the Yin and Yang concept. The dark version which falls and the light version which rises. The air and the ground. Complimentary forces. And one representation of the Yin and Yang is the Sun and Moon, so I went with that.

CS: Yeah… what was interesting to me about the title was, there wasn’t really any literal sun or moon in the game! I wondered about that, and was interested to hear what the story was, if there’d been some plan to get them into the game but you ran out of time, or… if, like the Sun and Moon were just metaphorical somehow..

DL: I worried that people might find the name a little too… artsy? But as far as I know that hasn’t been the case.

CS: I think it’s a fine title!

CS: The core mechanic of The Sun and Moon is to traverse a series of obstacles by selectively passing through solid platforms. How did you come up with the idea? How long did it take you to refine the specific mechanics (requiring a jump/fall to pass through the floor, buoyancy within a solid platform, the acceleration/momentum upon ejecting out of a solid platform, etc.)

DL: It just sort of came to me, after a long string of bad ideas. I was thinking about a bubble in a world made of water and air, and the idea evolved from there. I had a pretty vivid image in my head early on of diving into the floor and shooting up into the air and from that point I felt like I had come up with something fun. I stuck with that mental image and built the mechanic around it.

Originally you didn’t have to jump to pass through the floor. I planned to make the player “wobble” up and down if you were standing on the surface and held down the action key. The way I happened to code it meant that when you held down the action key, since your vertical speed was zero, the “wobble” wasn’t there. This worked well enough so I just left it that way.

CS: At what point did you realize you were on the right track?

DL: When I started making the levels. I posted a gif of one of the first levels I made and the responses were really encouraging. The more levels I made, the more content I was with how my game was going.

CS: How long did it take you to build the basic engine?

DL: Surprisingly not long at all. I mentioned it in the post mortem but I made a movement and collision engine called the Beaver Engine which I used as my starting point. The Beaver Engine is a stripped down version of Busy Busy Beaver, one of my previous game jam games, which took about 12 hours to write the code for.

It took a little rewriting to add in the underground physics and make it all work properly but overall the basic engine was pretty painless.

CS: What design decisions were hardest to make?

DL: We’ve already talked about it, but the name! I was actually starting to panic a little towards the end because I couldn’t come up with a name! Oh, also the player’s trail. I went through five or six iterations before I found something I was happy with.

CS: What features/ideas did you drop from the game?

DL: I’ve started to get a pretty good idea of how much I can realistically get done in a game jam, so I kept my feature list pretty minimal. I actually had time near the end to add in a few features such as the level select screen, which I wasn’t originally planning on including.

Speaking of features I wasn’t originally planning on including, I should definitely mention how much of an absolutely huge help it was having you give the game a go a few hours before the deadline. I remember you saying you wish there was a way to know which level you were on, which led to the level number appearing at the beginning of each level, and you said it would be useful to know which level had been played last, which led to the player sitting on top of the last played level in the level select screen. These were really important features that I wouldn’t have thought of at the time.

CS: Absolutely! It was an honor to have been asked, and to be able to provide a little feedback so you could refine the finishing touches on the game that ended up taking 1st Overall. I remembered thinking right away that it was a very strong entry, and I liked it from the first couple levels. I had the idea about the level numbers because when I was giving you feedback, I didn’t have an easy way to reference which level I was talking about. So it was a fairly obvious suggestion.

DL: Fairly obvious to anyone but me! I guess it just really helps to have a fresh perspective with an eye for what’s important.

CS: True; when you’re in the final hours before deadline, your focus tends to be on the most critical elements of the game, and finding bugs. Being able to look at the game with a fresh perspective just isn’t possible, so it’s valuable to be able to get feedback from someone who hasn’t been staring at it for the last 40+ hours!

How would you compare The Sun and Moon to your other games, Javel-ein and Busy Busy Beaver?

DL: Well I knew while making BBB that it just wasn’t going to be that innovative, so I focused on making it fun and silly and pretty. For The Sun and Moon I went the opposite direction and focused on making it unique and innovative, at the expense of a story, detailed graphics and humor.

And then Javel-ein is sort of a blend of the two.

CS: This game focuses on mechanics rather than story, and, I think, stands up well on those merits. Have you thought about adding story elements to the game, or do you plan to leave it abstract?

DL: I’ve thought about it, but I honestly don’t know what direction I could take it.

CS: Your sense of level design and mechanics for 2D platformers is, if I may say so, pro quality. Can you describe your process for designing levels?

DL: In general, if I have a game mechanic to work around, I try to explore that mechanic in as much depth as possible. For The Sun And Moon, I looked at all the different types of movement that the mechanic allowed for (e.g. diving down into the floor, jumping up and through a block, falling off a tall platform and diving deep into the ground below, jumping through a thin wall, jumping into and up through a block) and came up with levels that made the player use these tricks. I wrote all my ideas down on paper first since I’d often have multiple levels ideas come to me at once.

CS: Do you have interest in making other types of games than 2D side scrolling platformers?

DL: Definitely! I think it’s just been the case that the ideas I’ve had that have worked the best have always been tough platformers. On the backlog I have a color-based puzzle game I’ve been working on as well as an idea for a top-down naval exploration game.

CS: The art style of The Sun and Moon would be best described as a minimal, GameBoy style. But it works very well, especially the “clouds” in the background. How did you come up with the idea for them?

DL: For the clouds? Early on the background was a solid color, and I realized that if you flung yourself really high into the air it was impossible to tell how fast you were going. To fix this I decided to add a parallax background in. My game, with its monochrome palette and dark-foreground-on-light-background style, already looked far too similar to Luftrausers, so I wanted something abstract and different.

When I was coming up with the idea for my naval exploration game I experimented with perlin noise and other techniques to generate a huge ocean with lots of islands and interesting coastline, so perlin noise was still fresh in my mind. Because Photoshop’s “Render Clouds” filter creates tileable perlin noise I knew I could use that to quickly make a suitable background.

CS: Interesting that it was a feature driven as much by gameplay needs (having a reference so the player could gauge their speed) as much as cosmetic needs. Visually it’s a very pleasing effect!

How much have you added to the game post-compo?

DL: I’m up to 67 levels at the moment, though I lot of the newer ones still need some work. I’ve added controller support and made the game run on mobile devices. I’ve added a timer for each level that records your best time. I have a lot of ideas for mechanics that could add variety to the gameplay and I’m currently playing around with these to see which ones work the best.

CS: Wow, sounds like you’ve been busy! What are your plans for developing the game further?

DL: Even more levels! However many I can come up with while making sure each level is still unique and fun. I’ll work on the visuals a little bit but I want to keep it looking minimalistic.

More importantly, the music is going to be completely redone.

CS: How about some technical questions?

DL: Sounds good!

CS: You use GameMaker: Studio for your games. Do you work with any other programming tools or environments? What do you like about GM:S? What do you wish was better?

DL: Not at the moment. I think what I like the most about GM:S is that I’m so familiar with it. And that it’s very easy to prototype new ideas. There are, unfortunately, a lot of things I wish GM:S did better. The built-in level editor leaves a lot to be desired, the program occasionally crashes and I lose progress, Windows builds and html5 builds can be wildly inconsistent, and a lot of other, smaller issues.

CS: How did you get into GameMaker?

DL: Two of my favourite games, An Untitled Story and Spelunky, were made in GameMaker. They inspired me to begin making games seriously so I guess I thought it was a good idea to use what they used.

CS: Are you active on the GMC forums? Are there any other good sites for game development that you frequent?

DL: Not at all. I browse /r/gamedev and /r/indiegaming on reddit, but that’s about it.

CS: You mentioned in your post-mortem that you experimented with a couple of different motion trail techniques, before settling on a line drawn out behind the player. How did you make the line taper?

DL: Okay so each frame an object is created. This object stores the players current location (x,y) and the player’s previous frame location (x_p,y_p). The object draws a line from (x,y) to (x_p,y_p) of a certain thickness, starting at 5 pixels and decreasing by half a pixel each frame. So, at any one time, the trail is made up of 10 objects, each drawing a line of varying thickness.

If the player is underground it’s a little different. It still creates objects which store the player’s current location but these objects draw a circle instead of a line, and instead of the circles shrinking their visibility is decreased each frame.

CS: Thanks to gravity acceleration, you can achieve some pretty high vertical speeds. Was it a problem to handle collisions at such speeds? Did you have to do anything special to make it work?

DL: Good question! Because every object in the game (except the collectables, come to think of it) is 16 by 16 pixels, I only needed to make sure that the player never moves more than 16 pixels each frame, so I set the terminal velocity to 14 pixels a frame, just to be safe. I think the terminal velocity is pretty hard to notice in general.

CS: Is there anything else you’d like to say?

DL: Only that participating in Ludum Dare has consistently been a fantastic experience.

CS: I have to agree. Not just making games and having other people play them, or even getting to play a lot of cool games made by other people, but getting to know a few of the people in the indie scene, both through their work and through actual correspondence. Perhaps that’s been the most rewarding part of it all. Congratulations on your accomplishments, good luck in the future, and thanks for taking the time.

DL: It was my pleasure, thank you for interviewing me!

 

Ludum Dare 29 results

Voting results for Ludum Dare #29 were announced earlier tonight. My Jam entry, Alamagordo, fared pretty well, considering:

Rank (of 1004) Category Score (of 5)
Coolness 100%
#69 Humor(Jam) 3.60
#110 Theme(Jam) 3.70
#424 Mood(Jam) 2.97
#546 Audio(Jam) 2.53
#581 Graphics(Jam) 2.80
#592 Innovation(Jam) 2.52
#648 Fun(Jam) 2.33
#662 Overall(Jam) 2.58

The 69 and 110 rankings are the best that I’ve done so far in a Ludum Dare judging, narrowly edging the #70 ranking I received for Humor in my LD25 game, Bad Puppy.

Considering that Alamogordo was a last minute entry that I threw together in about 10 hours development time, and was intended as more of a joke entry than a game with ambition, I’m pretty pleased at how it was received, overall. I was going for humor and theme, and the other categories weren’t as important for me — I only cared about making the game look, sound, and feel like an Atari 2600 game, and I’m reasonably pleased with my work in that regard. It’s admittedly not very fun to play, nor innovative, nor very good overall, so I feel like my scores are pretty fair overall. I was also very pleased by the fact that I was able to build the game very quickly, with no false starts, rework, or getting stuck in debugging. In my previous LD games, I often found that I’d get stuck on a technical problem that should have been easier to solve than it turned out to be, I think mainly due to self-imposed pressure. This time, I felt mentally unhurried, confident that I was capable of doing what I had set out to do, that I knew how to do what I was doing, and didn’t have to spend any amount of time experimenting and figuring it out, and that helped me to build a clean, well-organized project. Although the game isn’t much, I’m pleased with the code that I wrote for it.