More mysterious microgame sketches approaches!

Last post, we’ve mentioned we would stream last Tuesday at 3:00 PM EST. Unfortunately, due to a schedule conflict, were we not able to stream that day (we did stream ourselves playing Ludum Dare 35 games, though). On the plus side, we did release a new game during the game jam!

We will be busy handling Ludum Dare-related business for the next two weeks, but we do have a few updates on Not a Clone. As usual, Astra Wijaya put together a few sketches for the next set of microgames we’ll be working on:

Screen_Shot_2016-04-08_at_21.48.01_

Screen_Shot_2016-04-13_at_14.30.30_

What will these microgames be? Tune in next week to find out!

Edit: Oh, whoops, we forgot to mention that Pushing Buttons is now done:

pushingButtons

New Spritesheets, and Streaming Schedule

This week’s Not a Clone update is by Astra Wijaya, who put these beautiful spritesheets together for the next pair of microgames. We’ll be implementing these graphics live on Twitch at Tuesday, 3:00 PM EST, channel twitch.tv/japtar10101. So stay tuned!

BunNinja

BombNinja

In the meantime, the leaderboard integration for iOS Taro Omiya was implementing is now complete. We’ll be working on Android next, though as noted earlier, will only be supported on Android version 4.0 or higher.

New Game: The Empire of Lights (Global Game Jam 2016)

Howdy, everyone. As noted earlier, we have a new game created for Global Game Jam last weekend. Much like the Ludum Dare before, we’ve spent this jam learning something new: programming shaders! The Empire of Lights is a visual experiment inspired by a series of René Magritte paintings with the same name. In this game, you need to collect all the coins scattered throughout the world. To reveal their position, however, one must control the position of the sun. It’s open-source, so go ahead and take a look!

Controls:

  • WASD to move
  • Space to Jump
  • Hold the Left Shift to run
  • Move the mouse to look around
  • Hold E and move the mouse around to change the sun’s position

Created in:

  • Engine: Unity
  • Graphics: A ton to name; see the game’s credits.
  • Music: GarageBand
  • Sound Effects: Unity Standard Assets and BFXR
  • Font: Fira-Sans by Mozilla

Special thanks to our Patreon patrons (https://www.patreon.com/OmiyaGames):

  • Adam R. Vierra​
  • Joshua Jennings
  • xanderhd
  • David Lin
  • Tommy Pedersen
  • Jacob Clark

Link to Itch.io: http://omiyagames.itch.io/the-empire-of-lights

Link to GameJolt: http://gamejolt.com/games/the-empire-of-lights/123111

Some screenshots!

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And for those interested, we have a time-lapse, too!

We have a MAGFest booth!

That’s right, we have a booth for MAGFest Indie Videogame Show (MIVS) at the National Harbor! This is an exciting milestone to us, and we definitely hope to see you there!

For this week’s Not a Clone update, we finally finished Challenge Mode we’ve been talking about last week:

As detailed earlier, Challenge Mode is a mode that occurs after reaching a certain score. For one game, you’ll have to play through its 3 difficulty levels back-to-back within 10 seconds. The reward for succeeding in this minigame is either a score increase of 4 points, or gaining back one life. Failing results in…nothing, actually. You just lose the opportunity get the score boost or life up. Consider it a freebie!

Incidentally, Inverted Mode can stack on top of Challenge Mode, giving a small chance of making the challenge a lot easier:

The post Ludum Dare update (and minor updates to Not a Clone)

Last weekend, we took a stab at creating an online multiplayer shooter for the Ludum Dare game jam. If you haven’t seen it already, it’s a fun 2-player experiment where each player can hack the controls of the other player, disabling up to two buttons. Since the original release had a lot of technical problems, we’ve created a post-jam release that improves on the following:

  1. Explosions and sparks will not sync their positional data to the server more than once.
  2. Increasing how often the player and bullet syncs their data.
  3. Made the opposing player’s animations to be much more reactive.
  4. Changed the health meter graphics.
  5. Vastly increased the range of the radar.
  6. Player avatar now appears as arrows in the radar.
  7. Added a laser to indicate the path the bullet will follow.
  8. Prevented disabling more than one directional key
  9. Shields (called “Reflect”) can now be disabled. The programmer actually forgot to enable this button, and was meant to always be hackable.
  10. Made the player avatars and their colliders much larger.

Hopefully these simple changes will improve the playability of the game.

In the meantime, there’s only a few minor updates with Not a Clone: basically our entire team are enjoying their holidays. There is, however, one new feature in works. Called “inverted mode,” the instructions of a couple of minigames may randomly change to something opposite of the originally intended instruction. For example, in a Totemman minigame, the instructions will change from “Slap!” to “Die!” As one would expect, the intended solution to this minigame would be to figure out how to kill your poor character within the time limit. Obviously, there will be a lot of setup necessary for this new mode, such as keeping track of how many times the player won the minigame before allowing inverted mode, or providing a visual indicator for more experienced players. More updates will be coming in the near-future about this neat feature.

Happy holidays to everyone!

Reminder: Ludum Dare 34 is this weekend!

A reminder that we’ll be attending the Ludum Dare 34 this weekend, and won’t have any updates to Not a Clone. In fact, we’ll be hosting at the physical location in Tech Valley Game Space! If you happen to be around nearby, just RSVP in the meetup below, and join us this weekend in a fun 72-hour online game jam!

Happy Jamming!

Ludum Dare 34

Friday, Dec 11, 2015, 7:30 PM

Tech Valley Game Space
30 Third Street Troy, NY

6 Space Cadets Went

https://youtu.be/XVrgCgtKobIThe time has come…to make games for the 34th tri-annual online game jam, Ludum Dare!No experience in making games necessary!  This is just a fun challenge for all of us, and often serves as an educational moment to learn how to work with deadlines.  We will be going through game idea brainstorming and team building e…

Check out this Meetup →

New feature: Challenge!

We’re adding a new feature to Not a Clone this week! Courtesy of programmer, Taro Omiya, Challenge is a new mode that occurs every 10 apps. For one single app, the difficulty dramatically increases:

ChallengeLifeUp2

The reward, as the animation above implies, is replenishing one life!

LifeUp2

But what if you already have all 4 lives? No worries! In fact, life up is just one of the rewards. The other, which occurs much more often if you have more lives, is increasing the score by a drastic amount (4!).

ChallengeScoreUp

Naturally, succeeding in this app leads to increasing your score dramatically.

ScoreUp2

So what happens if you lose to challenge mode? Simple: you lose one life, just like the other apps, and lose the opportunity to take the challenge again for 10 more games. Of course, we’ll be play-testing this feature extensively, so a lot of these details are subject to change.

New trailer, game over screen redux, and more!

Many apologize for the super-late update. We’ve had a lot of events occur between updates, including a move to the new office!

The New Office!
The New Office!

But that doesn’t mean we didn’t make any progress. First is a new trailer that includes our updated menus:

Naturally, the new Top Charts is the highlight for this trailer. Next up, the Game Over has a new two-page look to it. We’re still developing the screen, but here’s a brief preview:

Score Screen
Score Screen
Played Games List Screen
Played Games List Screen

Lastly, Astra Wijaya is at it again with a new concept art for a minigame. Can you guess which one?

NotACloneScreenshotSaturday6-3