LD23 April 20–23, 2012

I’m in Ludum Dare 23

Heya all.

 

Yeah, I’m back in for this one.

 

My main changes to my goal are to polish up the AS3.0 transition I made last time and go for adding in Fixel into my programming setup. Looking forward to adding those tools.

 

Although Chevy’s FlashPunk has me thinking I might use that instead. It really depends on which one I can use better.

 

That’s it for now – if you want to see the details I outlined last time (Since I’m going to probably do something similar – still playing Star Ocean: The Last Hope on a first run because I was delayed for a while with a broken PS3), they can be found here:

 

http://www.ludumdare.com/compo/2011/12/13/ludum-dare-22-im-in-2/

 

Hope to enjoy doing this again!

 

P.S. Thank goodness for no cats this time around. :p

 

Oh hi!

Im new to ludum dare, long time lurker first time game maker.

Should be fun!

I’m in for Ludum Dare 23

Last time I was participating in LD21, I skipped LD22, but now I’m fully armed and ready to go.

I’m planning to use:

  • IDE: FlashDevelop
  • Engine: Flixel (for the first time, I wanna try it)
  • Art: GIMP
  • Sound: SFXR (no music is planned)

Can’t wait to see the theme :)

Tags: ld23, ld48_23

I’m ill!

“He took his vorpal sword in hand:

Long time the manxome foe he sought”

— Jabberwocky, Lewis Carrol

Yes, I woke up this morning quoting the Jabberwocky, stared at my coffee, fell back to sleep, woke up again, noticed the pain at the back of my throat, and groggily had to admit to myself : “I’m ill”

I’m still in, don’t worry about that, but I just thought the “I’m in”/”I’m ill” parallel was pretty cool.

Also my first time :D

This is my first time entering Ludum Dare and I hope it’s not my last.

Tools:

Game maker

SFXR

Game Hosting for Web Games

So, how many of you make web games, but have to pack it into a .zip file and have people download it?

NO MORE! I have a server that I run myself (no jokes please), and I’d be more than happy to host your game for Ludum Dare. Just to note, you might want to keep a spare download *just* in case.

If you’re intrested, send me an email with a link to the zip, and I’ll have it up on my server. My email address can be found here, though you’ll need to fill out a captcha first. Of course, I may be busy, so I may not get the links up until just after the compo.

tl;dr

I’m hosting webgames. Email me with your games and I’ll send you a link to your game. My email address is here.

Got some AVX practice in

So I made an incomplete 2d grid caster engine (as in, you can’t actually move around because I cannot be bothered relearning how to do events yet). My use of AVX (read: SSE but better) wasn’t particularly helpful, but being able to code with AVX compiler intrinsics might come in handy for if I make a ridiculously spammy bullet hell shooter.

So here it is: https://gist.github.com/2427184

Just look at the code for a bit and read the render_raycast_avx() function. Tell me if it makes any sense. Thanks.

If you would like to compile this: gcc -mavx -O2 -g sdlavx2cgridcast.c -o sdlavx2cgridcast `sdl-config –cflags –libs`

The -mavx is important because otherwise there are no compiler intrinsics available, and the -O2 is important because otherwise the AVX compilation is really piss-poor.

I highly recommend a 64-bit OS for this one.

 

I’m In!!

Long time veteran of the gambling industry moving into indie games, been wanting to join in for a while but finally out of contractual ties which prevented me.

Unity Basic, c#
Audacity, sfxr, microphone
Blender, gimp, inkscape, maybe paint.net
MakeHuman if in need if 3d human models (in the nude!)

Probably go 3d as it’s where I have the most experience, though we’ll have to see…

My first post!

Oh yeah, my first Ludum Dare (and my first post, also)! I’m a french student in game design at Isart Digital. I’m working with html5, and I can’t wait to start!

LD 23? Hopefully.

I’m in. Although I may be out at a moment’s notice. Hopefully not. I don’t have major plans for this weekend, but I’m still in college so anything could pop up.

I’ll probably be using AS3 with Flashdevelop and my personal library of random junk. I might decide to use C++ (with SFML) if it’s more suitable to my idea, or even go the other way and use HTML5 + JS.

Can’t wait to see which theme wins!

I’m in

I’m in and I actually plannin on making a game ( not like last time).

My tools are:

for programming: Java

graphics: Paint .NET

sound: sfxr and musagi

I am IN!

Hey everyone,

I’ll be participating in the competition with the following tools:

  • Code: Java + LWJGL. And a framework I’ve build during the last couple days (you can find the source code here, and a test applet here).
  • Gfx: Paint.NET, GraphicsGale
  • Sound: sfxr. And I guess I’ll have to make some music, somehow… Musagi maybe?
  • Time-lapse: ChronoLapse
  • Pizza
  • Coffee
  • Stimpacks

Good luck, have fun! 😀

I’m in!

Of course! I didn’t finish last time but when I have finished it’s been loads of fun.

My tools are:

  • Unity 3D
  • Audacity
  • Cubase
  • A bunch of instruments
  • Photoshop
  • Chronolapse
  • Premiere (For making videos)
  • Probably some file numberer so I can get the pictures into Premiere

Good luck, everyone!

The Big 10 Years!

So, I realise that for the last 4 Ludum Dare’s, although I entered all of them, I never really put any blog posts up, that changes TODAY!

I have decided against using some of my experimental new Monkey classes, and gone back to what I know best which is good old ActionScript 3 and Flash. Hope everyone is ready and pumped up, because I know I am! The only bad thing is that this Ludum Dare is more like 24 hours for me, because I will probably be away almost all Saturday night and Sunday morning, boohoo! Ill still give it a good crack though, and hopefully improve on my Ludum Dare best of 91st place (LD21 I think?)

  • Programming Language: ActionScript 3
  • Libraries: TweenLite & My own library (Contains Keyboard, Security, Math & SpriteSheet classes)
  • IDE: FlashDevelop
  • Sound: Bfxr
  • Graphics: Photoshop

As for music, I will maybe try remember how to use FruityLoops seeing as I have soon prehistoric version sitting around on my PC.

Also, I will probably be screen-recording and throw up a timelapse of my progress once we are done. I did one for LD21 and quite a few people watched it so why not do it again? I will just be using ChronoLapse again for that, seeing as it worked nicely before. I will not be doing a live stream or anything though, seeing as my internet speed is horrible. Good day all!

GOOD LUCK & HAVE FUN EVERYONE!

PS: I will include my own libraries in the source code package at the end, some people may find them useful.

“Only headers” coding convention

This next Ludum Dare is my first one. I have been doing games for years now and I know from experience that you can only achieve so much in two days (in my case, that’s not much). So I’m looking for short cuts wherever I can find them.

I’ll be using C++ for coding since I’ll be using the Proton SDK. I’ve been using it lately a lot for other projects so it’s fresh in the memory. C++ is a great language in many ways (one of them being its portability across platforms) but there are some features that are more a hindrance than an advantage. One of them is the preprocessor which C++ inherited from its C roots. With the help of the preprocessor and the #include directive especially it’s usual to divide classes into a definition and declaration. The definition goes to a file ending with .h and the declaration (or implementation) goes to a .cpp file (the postfixes might vary slightly from case to case but these are the usual ones).

This is useful for example if you are developing a shared library. You compile the .cpp files in to the library. You collect the .h files and submit them with the compiled library to the users of the library. The users can now find the interface of the library from the .h files and code against it. Then they link against the compiled library and everything is good. The users don’t know about the implementation details of the library since they don’t need nor get the .cpp files.

The extra burden delivered to the developer with this file separation is that the interface in the header file must off course always match the implementation in the .cpp file. Change one and the corresponding method signature needs to be changed in the other file too (this .h/.cpp file separation is so badly against the DRY principle that it makes my head hurt – constantly). Miss that and you get a compilation error. Luckily the error messages produced this way are usually so much descriptive that it’s easy to fix them. But it’s still extra work. Tools off course can help a bit in these situations if your IDE happens to have a suitable refactoring feature.

I struggle with this problem every now and then. Now for Ludum Dare I decided to try something different. Since I’m not developing a shared library here and the code I’ll be writing will probably not be used elsewhere (at least without some heavy modifications) I can mess around with it as much as I like. For this purpose I have developed a coding convention that I shall call “only headers”. All of the code that I’ll be writing will reside in C++ header files only. So for each class the definition and the declaration will be bundled together to a single file. This way the signatures of methods are only written to a single place and whenever a method signature needs a change it will be enough to modify it in one place.

All of these header files will be included directly to the main.cpp file. The inclusion order needs to be correct so that the compilation succeeds. This approach is essentially the same that if you would write all the code to a single file. That file would probably grow several thousands of lines long so it gets hard to navigate in it. By separating the code to multiple files the navigation problem should decrease.

Now the obvious problem with this approach is off course that the compiler (and preprocessor) needs to always parse through all the code that there is in the project. But I’m thinking that the amount of code will not grow too big during the 48 hours of the LD event. But I can’t know that for sure right now. I guess I’ll find out during the week end how this works out. I’ll be reporting the experience after the event.

If you have any experience from this kind of approach, any tips or traps to avoid do share them in the comments.

Tags: C++, compilation, compiling, headers only

Comments

20. Apr 2012 · 07:50 UTC
This approach will drastically increase build times. Image you change one of 10 source files and want to test your changes. Using multiple cpp files and linking the object files after compilations means that you only have to recompile the code for the file you just changed. If on the other hand you put everything in header files, changing one file will result in *all* the code to be recompiled, taking 10 times more time than the source/header method.
20. Apr 2012 · 08:02 UTC
And the question remains, while C++ is great and everything, why not use something more streamlined and made for creating things quickly, like Flash or haXe etc which would save you a lot of time and grunt work.
20. Apr 2012 · 08:33 UTC
This is actually something I used to try to do in my C++ code, I was only writing small programs at the time so I didn’t care about compile time. I ultimately abandoned it because of this problem: Say you have a class A and a class B which mutually refer to each other. Like maybe class A has a A::create_from_b(B *b); method and B has a B::create_from_a(A *a) method. The only way to do this in C++ is to define A first, then B, then define A::create_from_b and B::create_from_a outside of the class {} definitions. (You can forward declare classes in C++ but only if you just hold pointers to them, if you’ve forward declared you can’t access any fields or methods of the class). You will also be required to declare any static variables of classes outside of the class {} somewhere.
sdwil2k5
20. Apr 2012 · 11:57 UTC
I used this method on the first generation of my game engine which was mostly hacked up and bolted together NeHe tutorials (back when NeHe would blog endlessly about his crappy day job, lol). I just had a quick look through the 10yr old code (yuck! who coded this ugly mess?) and here’s a few things I noticed.

I’m in! #3

This is gonna be my third Ludum Dare. I’ve actually participated in the last two– for LD21 I made an intricate and fairly complete prototype of a game I may go back and “finish” someday, for LD22 I wound up busy all weekend and made a bizarre generative sound demo on the last day. I think I’m getting better at this whole game jam thing– since I did LD21 I’ve also participated in two of the Pirate Karts and also the Molyjam. (You can find the full list of my games here.)

I am planning to make my game this weekend, whatever it is, with Polycode, a library I’ve been moving my development to over the last year in the hopes it would let me write part-C++-part-Lua programs with little fuss. There has admittedly been some fuss. Polycode is alpha and has some usability issues, so I spent most of my free time the last few days trying to clean up Polyconsole, my get-started-with-Polycode project (which has some niceties like a debug console), partly so that it would be in a good shape for me to use for LD, and partly so that I could then write up a nice blog post and post my tools before LD so that maybe other people could use them. And, well… I did get Polyconsole actually in what I would think of as a “ready to show to others” state before LD started! Here’s what the demo I’ve been working on with it looks like right now:

…except… that was all I had time for before LD, meaning I didn’t write any documentation. And without documentation and build instructions I don’t think my code will be much use to anyone. But, if you want to see the codebase I’m gonna be working from this weekend, see here. I’ll write a more useful blog post about what “Polyconsole” is after LD. You’ll have to take my word for it: It’s TOTALLY AWESOME.

Anyway: Ludum Dare 23. I’M IN

I’m in. But what toolchain meets my requirements?

So hello I’m André ‘0x17’ Schnabel from Germany and this is the first time I’m going to participate in Ludum Dare. After hearing about its existence years ago by jlnr (he did Terava, check it out!) I often planned on joining but always pussied out for some reason or another. Anyways since my next university exams are months ahead I now have no excuse.

The question remaining is what language/framework I’m going to use. I initially thought C#/XNA would be nice because I have a MonoTouch license and afterwards I could quickly port it to iOS using MonoGame. But deployment for desktop is not so good with XNA. I hate installers.

Then there’s Java/libgdx which has great deployment options (e.g. self-contained jar and GWT/HTML5) but it allows no iOS port so far.

So now I’m looking for a solution with both good desktop deployment (ideally HTML5 or at least Flash) and iOS support. I know there’s ImpactJS but I find 99$ a bit steep for a product without 3D support. Is there any good JavaScript/WebGL library anyone can recommend? (And yes I know WebGL support is not there yet on iOS but since it’s technically already feasible my hopes are high there) Maybe something else fitting my requirements?

 Update: So okay using an unknown toolchain for Ludum Dare is a bad idea. Still interested in iOS/HTML5 solutions for 2D&3D people had success with.

Comments

20. Apr 2012 · 07:56 UTC
I recommend strongly against using any library/platform which you have never used before.
20. Apr 2012 · 08:01 UTC
Also– I don’t use it myself, but Unity is good for desktop deployment, has good iOS support, uses C#, supports 3D, and has what I would consider a very fair license and payment structure (and they’re offering some kind of special deal to LD participants, see the top of this page). Though again learning a new platform during an LD seems like a bad idea to me.
20. Apr 2012 · 08:15 UTC
@mcc thanks for your advice! Maybe I should stick to Java/libgdx then (already finished a game with it) and just port it over to something else IF the game turns out to be good enough for bringing it to iOS. But Unity sounds awesome for next Ludum Dare after learning how to get basic things done with it.
20. Apr 2012 · 08:25 UTC
Good luck! :)

First post !

Hi Ludum Dare ! This is my first post before starting the Ludum Dare Competition ! I’ll maybe use this HTML5 template:
http://www.mediafire.com/download.php?2zy1fxt2fy0dk1k

Comments

Polar
20. Apr 2012 · 08:40 UTC
Can you please turn the address into a hyperlink for everyone’s convenience – use the chain icon.

I’m in!

I’ll participate in LD for the first time now.
A friend (JH) brought me here by posting his nice projects which were developed in this contest.

Actually, I’m not that well prepared, but I hope I manage to create a finished project here and learn some new stuff or at least recognize my deficits.

My tools:

  • Visual Studio C++
  • Paint.NET
  • SFXR
  • My own framework which can be downloaded here. Just some basic stuff coded in the last week.

So good luck everyone!

Hello again.

Hi everyone,

This will be my 2nd LD and like last time I will be using C# with the XNA Framework.

Last time I participated the game was somewhat finished but due to the fact I was awake for around 35 of the allowed 48 hours I burnt out in the end and gave up. I also found that the scope of my game was way to large and therefore I was unable to put in everything I would have liked, I also found that the code I was writing was filled with lots of hacks and was so unreadable/un-extensible by the end it would have been quite difficult to have a polished product.

Hopefully I will be able to think of a game this time that doesn’t require a large amount of graphics as I am seriously untalented in that area.

Tools I will be using

IDE: Visual Studio 2010

Graphics: Photoshop Cs5

Sounds: sfxr

Code Libraries: XNA, Silversprite

Timelapse: My own custom software, LolLapse-Timelapse

Put a rodent in your game!

Remember that your game engine works better if you put a Rodent Of Unusual Size in it

Rodent Of Unusual Size

Tags: ROUS

I’m in!

If all goes right I will participate in LD for the first time now.

I have less spare time than I liked it but I hope I manage to finish something! That’s my first time here and I’m sure will be really funny!

My tools:

  • GLBasic
  • Paint.NET
  • SFXR

So good luck everyone!

Please!

 

Please, add Rodent Of Unusual Size to your next game

Rodent Of Unusual Size

Tags: ROUS

4

This entry was posted on Friday, April 20th, 2012 at 8:31 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

My first Ludum Dare entry!

Hey guys, this is my first time at making a game for a competition.

For anyone who cares, I will most likely be using Python with the module PyGame for the code, as well as Garageband and GIMP for my audio and graphics.

Also, I’m going to be using my 15-inch Sony Vaio laptop with a 27-inch LG monitor to give me more space to work on

 

Good luck everyone! 😉

 

–Topaz

Tags: ld23, pygame, python, topaz

I’m in!

This’ll be my first Ludum Dare!
Tools I’ll be using:

  • Blender
  • Unity
  • Visual Studio
  • Photoshop
  • bfxr
  • chronolapse

*Giddy with excitement!*

 

My codebase, kind of

My codebase for this LD will probably be extracted from the last entry I did (about 3 dares ago), the code is all here:

Multiplayer Zombie Garden Adventure

zombie garden code

However, I’m going to spend some time tonight looking at three.js and other canvas libraries for the rendering, as I’m fairly sure it’ll be better than my own.

Same tech as last time which means:

node.js
socket.io
html5/canvas
jquery

and one lucky winner out of mongodb and mysql will be chosen as the database, if necessary.

Be Prepared!

With only 14 hours left on the clock we’re getting as prepared as we can to make sure we survive this Ludum Dare in one piece (well two I guess). We went down to the combini to make sure we had an appropriate supply of snacks and drinks:

On a more practical level Melissa decided it was time for a decent graphics tablet. She almost went with a Wacom Bamboo but the lure of the sleek black Intuos5 was too much. I’m presuming it costing double the price will mean our game will look EXTRA awesome:

Comments

20. Apr 2012 · 09:08 UTC
Weird Japanese snacks FTW!

I am in!

Hopefully will get enough time this weekend to make a game.

Maybe it will even have a point/isn’t boring this time! 😛

Will probably be using:

Flixel for engine

GIMP for visuals

Reason Essentials for music/sfx

Good luck people! 😀

I’m in

I will be using C# with the XNA framework to make my game and I will use paint.net for the sprites.

Good luck to everyone!

I’m all in

This is the  first time i participate in  ludum dare 23.

  • Code: Gimp || Blender || Gale
  • IDE : Sfxr, Audacity
  • Audio: FlashDevelop
  • Graphics: Actionscript 3.0
  • library: Flashpunk

!!May be subject to change!!

I’m in!

It’s my very first Ludum Dare and hopefully my first finished game!

Code: Visual Studio 2010 C# + XNA Game Studio 4.0
Art: Photoshop
Audio: Audacity + sfxr + iNudge
Motivation: K.I.S.S + Fun + Homemade burritos

Let’s see how far this can go!
Yeah! Good luck to you all!

I’m in

This will be my third attempt and this time there will be a game! *serious* 😀 *excited*

As a fanatic C++ fanboy I finally agreed with myself that Java will be better to get something reasonable in time.

These are my tools:

  • Java with Netbeans IDE
  • slick
  • GraphicsGale (and Paint.NET if need be) for pixel art
  • bfxr
  • mypaint in combination with my tablet to create some interface art

Have fun everyone!

Music + Sound C++ Code Cheat Sheet

Ok, I’m quite confident I can turn Cinder to my whims when it’s about Graphics and Input.

But I also know the sound system Cinder uses is utterly… well, it doesn’t work very well.

So, from today onward, I’m using Bass (http://www.un4seen.com/) and this post will present anyone with a little cheat sheet on how to use it.

[stextbox id=”grey” caption=”Bass Cheat Sheet”]

//INIT
HSTREAM str;

// check the correct BASS was loaded
if (HIWORD(BASS_GetVersion())!=BASSVERSION) {
//MessageBox(0,”An incorrect version of BASS.DLL was loaded”,0,MB_ICONERROR);
}
if (!BASS_Init(-1,44100,BASS_DEVICE_3D,win,NULL)) {
EndDialog(win,0);
}

 

 

//LOAD SOUND EFFECTS:
{
char file[MAX_PATH]=”C:\\WAVEFILE.wav”;
HSAMPLE sam;
if (sam=BASS_SampleLoad(FALSE,file,0,0,3,BASS_SAMPLE_OVER_POS)) {
samc++;
sams=(HSAMPLE*)realloc((void*)sams,samc*sizeof(*sams));
sams[samc-1]=sam;
SLM(LB_ADDSTRING,0,strrchr(file,’\\’)+1);
}
}

 

 

//PLAY SOUND EFFECTS:
int s=GETSAM();
if (s!=LB_ERR) {
// play the sample (at default rate, volume=50%, random pan position)
HCHANNEL ch=BASS_SampleGetChannel(sams[s],FALSE);
BASS_ChannelSetAttribute(ch,BASS_ATTRIB_VOL,0.5f);
BASS_ChannelSetAttribute(ch,BASS_ATTRIB_PAN,((rand()%201)-100)/100.f);
if (!BASS_ChannelPlay(ch,FALSE))
{
//Error(“Can’t play sample”);
}
}

 

 

//LOAD MUSIC:
{
char file[MAX_PATH]=”C:\\MP3FILE.mp3″;
if (str=BASS_StreamCreateFile(FALSE,file,0,0,0)) {
strc++;
strs=(HSTREAM*)realloc((void*)strs,strc*sizeof(*strs));
strs[strc-1]=str;
STLM(LB_ADDSTRING,0,strrchr(file,’\\’)+1);
}
}

 

 

//PLAY MUSIC:
s=GETSTR();
if (s!=LB_ERR)
if (!BASS_ChannelPlay(strs[s],FALSE)){ // play the stream (continue from current position)
int nauw = 1;
int bla = nauw;
int t = bla + 2;
// Error(“Can’t play stream”);
}

 

 

//MEMORY MANAGEMENT/DELETION:

// BASS_SampleFree(c->channel);
// BASS_MusicFree(c->channel);
// BASS_StreamFree(c->channel);

 


 

//3D:
/*
// INIT:

// Initialize the default output device with 3D support
if (!BASS_Init(-1,44100,BASS_DEVICE_3D,win,NULL)) {
Error(“Can’t initialize output device”);
EndDialog(win,0);
return 0;
}

// Use meters as distance unit, real world rolloff, real doppler effect
BASS_Set3DFactors(1,1,1);

 

 

//LOAD:
BASS_SampleLoad(FALSE,file,0,0,1,BASS_SAMPLE_LOOP|BASS_SAMPLE_3D|BASS_SAMPLE_MONO)

 

 

//USE:
BASS_ChannelSet3DPosition(channel,position,orientation,velocity);
BASS_Apply3D();
*/

[/stextbox]

 

The Nanolotl is IN

Super hyped about this Ludum Dare after stuffing up the last one.

My arsenal:

Code: GameMaker 8.1/HTML5

Arts: GameMaker Sprite Editor, Paint.net, Adobe Illustrator

Ear candy: Audacity, SFXR

Setup:

I bought a new chair from Ikea just for the occasion.

I’ll be posting both on the LD website and on http://nanolotl.tumblr.com/

I’m in thing.

I’m in for ludum dare 23

It’s my third time and hopefully will be my second time I actually submit something

likely tools:

  • Unity3D / C#
  • Blender
  • Sketchup / Playup plugin
  • Gimp
  • MyPaint
  • Audacity
  • Chronolapse

have fun :)

I need a jam team!

please please please i will go with any1 that knows java! PLS PLS PL S:D We will learn so much! I reall want this ty any oplease reply

Comments

20. Apr 2012 · 10:47 UTC
You should’ve been thinking about this very long ago. Most teams are set now. :(

Entering just in time for Ludum Dare #23

Hey there.

I’ve decided to get around to entering this, and am looking forward to seeing how the whole thing goes. It’ll be my first time, and as I’m not at all well versed with game tools, I’m opting towards a text adventure using Twee.

Hoping to see how everyone goes!

My first ludum dare

I will use:

slick 2d (java lib)
Paint. Net
sfxr
Chronolapse

First time participant, long time lurker!

I’ve finally caved. This will be my first venture into a LD competition.

Eagerly waiting to finding out what the theme is so I can decide how to play it out. I’m thinking the main challenge for me is actually completing something, regardless of the 48 hour time limit 😀 Although I found I work better under pressure so I’m hoping that the comp will be good for me in that respect.

My tools of choice will probably be..

  • GLBasic
  • Graphics Gale and Photoshop
  • LabChirp and Bfxr

You’ll hopefully be able to track my (non?)progress via my blog at http://www.binaryblock.co.uk.

If I complete anything or not, the progress should be good fun and I wish everyone the best of luck. Heres to getting past that 1000 entries mark :)

 

First Time Saying… I’m In!

Been watching Ludum Dare for a year, finally have the courage and time to say… I’m In.

I’ll be using:

  • An abacus
  • A slide rule
  • Melon JS game engine

Can’t wait to get started!

– Scott (Allusion)

Comments

sdwil2k5
20. Apr 2012 · 10:42 UTC
I think you will also require an hourglass, otherwise how will you know how much time is left? Unless, sundial…
Scott Baker
20. Apr 2012 · 14:08 UTC
That’s been my problem! All other compos have been on cloudy days. Rendering my awesome sundial of time-keeping useless.

First Ludum Dare!

Howdy! This is the first time I’m participating in Ludum Dare. I was in Global Game Jam though so I think I know what kind of madness I am signing in for!

I’m mainly graphics artist with no real coding skills, but I’m using Stencyl to create games and I hope I can make something respectable in just 48-72 hours, I use Photoshop and Flash for graphics and BFXR for sounds. I’ve never made music but I’m testing out if I can create something with PXTone.

Good luck for everyone participating!

Tags: first ludum dare 23

I’m in…

I’m in for another Ludum Dare 48 hour challenge. My tools will include:

Java with the Eclipse IDE and Slick2D.
SFXR/BFXR, LMMS and Audacity for audio.
GIMP and Blender for graphics.

Good luck to everybody…

French Jammer

LD23 at ISART

LD23 at ISART

Second Ludum Dare for me. This time it will be at ISART-Digital Paris \o/

Good luck everyone 😉

 

I’m in with MoonScript (again)

Hello everyone!

I’m back for my second Ludum Dare and I couldn’t be more excited. I learned a lot last time, finishing my first game called Volcanox. It was a great experiment for me because I wrote the game in my own programming language, MoonScript.

It was also very difficult because I was essentially started with nothing more than love2d. I spent a lot of time writing all  of the game foundations from scratch. This time around I’m coming prepared. I extracted all the generic things I wrote for Volcanox (like collision detection, and rendering tiles) into a little library  called LoveKit.

I’ve also got a few more tricks up my sleeve with LoveKit. I’ve written a nifty piece of code to hot-load game code and images as I edit them. This means that as soon as I save some file the changes are instantly reflected in the game without having to restart anything. I haven’t use this to make a game yet, but I think it will speed thing up considerably, I’ll post an update about how well it’s working once the comp has started.

Follow me on twitter as I post updates!

The Tools

Language: MoonScript (compiles to Lua)
Editor: gvim
Framework: LÖVE
Library: LoveKit
Graphics: GIMP
Music: JV-1010 and Loop Station RC-3
Sounds: as3sfxr and Audacity

Tags: love2d, moonscript

I am in

I’ve been with this community since 2009, so far I haven’t managed to submit any game despite participating in 3 compos so far.

I am here to make up for it. I have been preparing mentally and I’ve worked on several prototypes in the past. I am ready. I am in, and this time I won’t give up!

No Rodent No Party!

Capybara

Please add more Rodent Of Unusual Size to your game!

(And mark it with the ROUS+ icon;)

Rodent Of Unusual Size

Tags: ROUS

Comments

Madball
20. Apr 2012 · 12:05 UTC
I decided: I`ll make a game with a kitten fighting rodents. Everybody included!

Another pair in

Sup, jammers,

We’ll also join the jam. In a meantime we’re a part of a larger team with http://www.ludumdare.com/compo/2012/04/19/were-in-33/ .
But since my approaches to coding are a bit different from Logan’s one, we’ve decided to split up to work as two interacting teams separately.

Team:
Artyom – coding
Dwayne – art
Blkmrkt – sound

I’m going to use Java, lwjgl and a lightweight inhouse MVC framework(and some support libs as well). I’m not really aware what’s D is using for art except that it comes out awesome :)
This is our first LD. Let’s hope “real life” is not going to involve too much.

And, of course, game gonna be crossplatform. Not yet decided whether opensource or not.

Our Jenkins Twitter: https://twitter.com/PhyerJenkins
Binary build is here http://db.tt/arRifByE

Good luck, jammers.

Comments

phyerboss
20. Apr 2012 · 11:01 UTC
This ought to be a blast for both camps!

I’m in, 1st time

Hi there!
It’s my first time ludum dare’ing!

I’ll be using:
– Engine/Game Maker: Construct 2
– Art: Pyxel Editor, Graphics Gale (if Pixel Art) or Photoshop/Illustrator
– Sound: Who knows, maybe some iPad sound Apps!

Timelapse procedures are GO!
I’m thinking about setting up a livestream, is this popular or will I be wasting my time doing it?

/all GLHF! XD

Kimau In

I’m in!
My first LudumDare was Swarms!
I’ll be Hanging out on Google+ streaming my experience

Either using
* HTML + Javascript (targettign Chrome first)
* Unity3D

All depends on the theme or idea.
Other Tools
Blender, Wacom + Gimp, SFXKR (spelling??)

All the time resisting the lure of Diablo 3 Beta weekend

Preparing for LD

So, as I told I’m going to make something with stretchable gameplay time, and still weird. What’s the best way to do it?

Sandbox.

Don’t look at me so! We all knew this was inevitable 😀
Anyway! I got couple of thoughts on “how it will look” and “how it will be played”. Here’s the first point:

And as for gameplay – I think I’ll hold details. What I definitely want to put in my game is “crafting on the walls” – whatever that means.

I’m still not sure what kind of “dangers” player will see… Hope I’ll make enought toys 😀

I’m in! Tabletop style!

It’s my 3rd dare and this time I intend to mix it up a bit by deviating from my comfort zone (developing video games) and create a tabletop game which will be great fun!

Goal

Hopefully I’ll have lots of time to spend making games this weekend so I’m aiming at creating at least a dozen games and polishing up one of them. Maybe add a little bit of graphics, who knows? :D

Tools

My prototyping kit you can see below.

Prototyping kit

It includes a deck of cards, dice in a bag, a Reversi board with pieces, notebook, pen, a bunch of papers and a jar of raspberry jam. And no, the jam is not for eating.

Anyone else doing tabletop games this dare?

Uh oh…I broked it..

Too many porting bugs to work out in my engine before LD starts so I’m revising my “I’m in”..Instead of using an engine I’ll just do straight SDL/C++ again for simplicity’s sake.

Also, sorry to any Mac users who may have wanted to use my sprite editor (i did get a few questions on it)….I don’t have a MAC but i did try….but OSX keeps crashing on me in virtualbox and I dunno why :/

We’re In!

We’ve done a miniLD or two this past year as well as competed in MolyJam awhile back but this is our first official LD game jam that we’ll be taking part in! We’ll be working as a small group so we’ll be doing the jam, which is a good thing because the extra 24 hours will really help out.

The Team:
We’ll both be contributing to the design process but as far as actually game creation goes…
Tim Elzinga – Programming
Using the Unity3D engine and programming in C#, we’re hoping to have a PC downloadable, web build, and Android build ready upon game submission. I’d have a picture of my workstation, but I’m actually going to be visiting my brother at his college this weekend as well so I’m guessing it’ll just be my laptop while I’m sitting around on a couch in a messy college apartment.
Kiki Snell – Artwork
Photoshop and using Chronolapse as well for a timelapse of the event. Attached is a picture of her workstation…

We were planning on doing something for the warm-up weekend but instead we ended up polishing up a little drinking game we had made for PC and released a paid and free version of it for Android… (Pictured below)

We’re probably going to aim for doing something a little easier just so we know we can complete it on time. I unfortunately had already made some plans this weekend but I’m too excited for the competition that I’m going to attempt to do both. This means the programming side might not get as much time on the project as the art side of it so we’re aiming for something simple but well polished…

Good luck to everyone!

Tags: 2D, ld23, unity3d

First time

This will be my first time attempting the competition.  I’ll be trying out a few new thing in the process.

I’m using:

python/pygame

GIMP

Audacity

I’m In

First Time LDer, not first time Game Jammer.  I’ve done a couple Global Game Jams, some school jams and some Game Prototype Challenges.

I’m fairly busy this weekend, but I have a solid 8 hour stretch on Saturday without interruptions, so I’ll probably do most of the work there.

Language: I usually write in C#, but I’m gonna play with AS3.
Framework: Flixel, for sure.  Probably with the Power Tools by photonstorm
Graphics: I still have my school-licensed photoshop, so that I suppose.  could use paint.
Music: I might playa round with some iPad audio apps, but probably nothing.  Might ask a friend if he wants to donate tracks.
Sound: Bfxr

I won’t stream (bandwidth issues), but I’ll definitely timelapse anything interesting, probably gameplay coding and pixel art.  I’m hoping to do something isometric, as I don;t usually do that so it would be nice to try something new.

Ronkmonster in

First time entering.

I’ve a wordpress site setup at http://ludumdare23.ronkmonster.com where I’ll be tracking my progress through the weekend

I’ll be using XNA 4 and Visual Studio 2010 Express. I’ve a base code that I’ll be starting off on. It’s base XNA project with game states, auto content loading, controls and a 2d camera. Download at http://ludumdare23.ronkmonster.com/ludumbase.7z

I’ll be using sfxr for sound effects and audacity for editing sounds if I need to.Paint Shop Pro or Paint.net for graphics.I’ll be using subversion (private server) to manage my code, first import will be the base code linked above.

 

Just say hi

Hi there,

 

One more participant from a mysterious oriental land had decided to join this … party.

He is equipped with:

Flash, AI, Flixel, sfxr, FL Studio, Flash Develop, DAME

I’m in!

I’vr had a busy week, and why not end it with a ludumdare?
I’ll use:

Pramming: Java + The Liquid Game Engine
IDE: Eclipse indigo
Graphics: Paint.net

“I’m in”, with a little something extra

No “I’m in” video collection this time, so no reason for me to get naked. Still, that doesn’t stop me doing SOMEthing… different. Although not as flashy (hahah, gettit? Made in Flash? ‘Flashy’? …I’ll get my coat) as the keynote, I decided to make something a little bit ‘interactive’ for my “I’m in” announcement, as presented by a very… ‘special’ guest:

I’m In

I’m in (and I’m so excited)!

It’s beautiful outside, and I’m gonna spend my whole week end in front of my computer…Rhaaa I hate you Ludum Dare!

Well, I’m entering for the thid time and I’ve never been that anxious. I did very well last time, and I’m afraid I’m not gonna be as good this time, but whatever, I’ll make a game, I swear! Probably another one with a lot of dialogs, not much gameplay and crappy graphics…That’s all that I can do.

Whatever the theme will be, I’ll try to insert the “birthday” theme, because it’s Ludum Dare 10th birthday and well…because one theme is not enough.

I’ll use Adventure Game Studio as usual, with GraphicsGale for the graphics (now I know how to use layers, Wooo! \o/). Don’t know yet for the sound.

Also, I’m french, and I’ll be on irc wia bunch of other french Ludum darers
#ludumdare on irc.philpep.org. Join us!

We got a website too!

Finally, I’ll review Ludum Dare games as usual on my blog : oujevipo.fr

( Go Artificial Life!)

I am in!

Heyo, everyone, I will be participating in this Ludum Dare Compo. Sadly, I have a bit less time than usual this weekend, so the end result won’t be too huge, but perhaps it can still be stimulating and interesting! Good luck everyone!

Time to lose it !( If you know what I mean…)

[ ADVERTISING : THIS POST  MAY CONTAIN V.B.E (very bad english) ]

Never did a game jam before, never did a project all alone…Always be nervous to do something like, you know,  hey! There is something I ‘ve made, what do you think about it?
But : This is it! The perfect opportunity and experience! My very first Ludum Dare!
I’m nervous but it will be fun. I will try my very best even if I have little skills! They will improve, I will improve…

– yes I know ! : “there is no try…” , master yoda, I just know it but… –

I will try to survive from all of this with one rule : make it fun!  for a two words’ aim:  Enjoy it!
For the tools, I waiting the theme of this LD…Depending of it, I may use Flash or Unity or anything else…

Anyway, I’m looking forward to the theme and all of yours creations folks!

A good luck&journey to everyone!

May the fun be with you…

 

Im in!

First time entering LD and will be using XNA.

I’ll be happy if I get a game completed in time :)

I’m in

Hey everyone,

A lot of people entering the competition for the first time here. I won’t be an exception :) I am totally free this weekend, so I will probably be working the whole time.

My toolset includes Flash Develop for codding. I will make a game using pure as3. I’ll also use Photoshop/Paint for graphics and REAPER for music.

That’s it, good luck everyone!

First time, lets do this.

Myself and a friend are entering the jam. No art skills, lack of organisation, plenty of distractions. This will be fun. Using AS3, Flash Develop, and likely Flixel.

My last statement.

With the  compo starting later tonieght I decided that my original I’m In post wasn’t good enough and so I would make another with an updated list of resources.

  • Multimedia Fusion 2
  • Microsoft Paint (Maybe)
  • Audacity
  • Garage Band (Big Maybe)
  • My own (limited) artistic skill and scanner.

So that about does it.  I’ve learned alot about how to do the code and the creativity right this time, so I look forward to seeing hundreds (hopefully thousands) of entries, most of which will be better then mine.  It’s fantastic to see so many first timers.

I’m hoping that the theme will lend itself well to a multiplayer component, but then again all you need is some creativity to make it work.

Oh and I may use some prerecorded sounds, and my intro screen, but other then that everything will be original.

 

 

The cunning plan

Currently is friday 8:50 pm, I’ve just get back from work. Tomorrow my friend is throwing birthday party at which I want attend.
So my LD shelude looks like this.

8 pm – I going to sleep
3:40 am – I get up and get ready
4 am – theme is announced and I start working
8 pm – I go to the party
??? – gets back from party and go to sleep
11 am – I get out of bed with big hangover and work till LD ends

 

I’m in

First time entering Ludum Dare.  I will be using:

GameMaker 8.1

Audio: Fruityloops, sfxr

ChronoLapse

Me too!

I had thought I was going to be busy this weekend, but it turns out I had my dates wrong :)

I’ll be using my new c++ game framework. It’s not complete yet, but it should be good enough for a jam game. The libraries it uses are SDL, SDL_image, FreeType, GLEW, and libvorbis.

You can download it here.

Preflight Checklist

With less than 12 hours until the game making insanity begins it is time for the #LD48 preflight checklist:

  1. Stock up on food and drink
  2. Double check supply of caffeinated beverages
  3. Verify that hosting solution is up and running
  4. Final toolset check
  5. Mow the lawn
  6. Try to take a nap

Unfortunately this LD we have a bit of a distraction to deal with. We were caught by the App Store release date bug and Omegapixel ended up in the store a week early. So we will be sending out press materials while we build our LD entry. However, our loss is your gain. We set the app to free so all LD-ers can go play it for some pre-LD relaxation. Enjoy: http://itunes.apple.com/us/app/omegapixel/id498996071?ls=1&mt=8 (quick rundown of OP: retro, 8-bit, 80s, smashity smash smash, teleportation, wtf)

Timelapsing and updates

Last LD, I tried to do a timelapse, but maybe I set the interval too short or used the wrong program, because I ended up with a folder full of screenshots that took up all my hard drive space!  I have Chronolapse; if anyone has something for Windows that’s not hecka complicated and makes the video on the fly or solves the lots-of-pictures problem, a link would be appreciated.

So, without a timelapse, I’m going to have to do maybe a couple updates per day on this site.  I’ll use Twitter too, since it makes for easy microupdating.  If any of you are interested in following that, I’m @Vector_Zero.

Also, anybody up for another Kitten challenge…?

Comments

20. Apr 2012 · 12:44 UTC
Chronolapse isn’t too complicated to use.

On the Capture tab, choose the time between the captures (5 seconds for a very long timelapse (20min+), 10 or 20 for a shorter on). Check the screenshot box then click on Configure to select your destination folder. When you’re ready, click Start Capture (and stop it when you’re done or when you’re afk). In the end, you’ll get a HUGE amount on screenshots in the folder.

Our Ludum dare entry

This will be my first Ludum 😀

Me and my friends will be entering, were going to write a text based web game (in PHP, HTML, CSS etc.)

Follow our progress once the theme is announced –

http://nichwick.co.uk/ludum/

I’m in!

I’m in for a second attempt at ludum dare.

Last time I tried to do a game in HTML5/Canvas but I did bad and lost motivation halfway through.

This time I will try to do a simpler game with C#/XNA so performance should be less of a problem.

I will also be at Paris gathering to have motivation during all this ludum dare (and to get a good laugh with everyone (I hope)).

 

My tools will be :

  • XNA Game Studio 4.0
  • Visual Studio 2010
  • Sublime Text 2
  • sfxr
  • Paint.net
  • Chronolapse

 

 

I’m in, LD23 style

With Ludum Dare (Daré) 23 starting in a few hours, I figure I should make it public that I’m in.

Still deciding on my tools…

I’m on OSX, so maybe I can get your thoughts and opinions? This will be my second LD. Last time I did web/html/js, since I wanted something that everyone could use. This time around, I’d like to do something a little more graphical.

I installed pygame, but I’m afraid that it won’t run on other peoples’ machines (and I would be learning pygame as I go). I could also do something in C (OpenGL), but I’m afraid of the same thing.

What’s the best approach to get the most users (outside of flash)?

Tags: LD #23

I wont say “I’m in”…

… But the fact is that I will participate to this Ludum Dare 23.

After following the event for a year or so, it’s time for me to get involved, so as many of this 10th anniversary edition participants, it will be my first LD.
To create my game, I will use the C++ language with the SFML (Simple and Fast Multimedia Library), and I don’t think I will need any other library.

For the medias, I surely will use paint.NET for the graphics. For the sounds, SFXR will do it, and for the music, I never composed anything so I’ll have fun with the editing tools presented on the website.
I may also use Audacity.

And of course, a pen and many papers to make the game out.

I will use a tiny base code made this week, with some media loading and using + event processing samples, but especially the workspace created and parametrized for the occasion.All this to save time with the settings and the meta work.

Here where I am for now… see ya later (alligator) for further news.

deneb

#include

Declaring personally developed game engine/framework?

This is legal right?

https://github.com/brachyonic/Turntable

Tags: tools

Comments

20. Apr 2012 · 13:03 UTC
Since you’re declaring it here and it’s on github, you’re fine. Good luck to you, mate! :)

I’m in

I’m in

This is my 2nd participation

I’ll use flash.

We are in like Flynn was in sin when he played his flute of skin at his granny’s Inn

( …in the shower. And she specifically told him not to! )

 
We are throwing our hats in for the Jam! “We,” meaning Brandon Wallace, myself and hopefully, a lot more of my artistic friends that I’ve convinced to pop by (and I don’t yet know if they want to be mentioned by name).

omg, OMG, OMG! Less than 10 hours!!! I’m so excited, I can’t piss my pants enough!

This will be my 2nd Dare, the first time out I made Escape Velocity. It ranked 61/90 for the jam, so, I’m hoping to kick that score’s ass! This team has also had some practice with the last mini-ld. Although we didn’t finish, check-out FrogSplat to get a peek at our style.

What will we be employing for the jam, you ask? Good question! I know how much you care 😉

  • unity, togetherness  I think it’s awesome that so many of us here are embracing unity as a sort of theme-within-a-theme! My team will also sing songs about unity in the key of C# and we will probably read aloud some ancient poetry about unity written in Javaskrit.
  • A blender Mixed drinks will entice some of the more “artistic” types to hang around.
  • www.paint.net     I haven’t visited this site yet, but I understand it’s the best for simple bitmap editing!
  • If I have time to go to the Wal-Mart, I’ll pick up an iNudge, autotracker-bu, maybe an sfxr and some other odds and ends.

p.s. Idling on #ludumdare until I timeout == Community!!!

I’m in

Hello :)

I’ll be using..

XNA4, VS2010 express, TrueSpace 7, Corel Photopaint 9, Reason 3.

and of course, SFXR.

Best of luck to everyone partaking of the goodness, Peace.

Greetings

Hello all, I am participating in Ludam Dare 23.

I will be using my own code library found here: https://github.com/dreamycactus/Spice

Looking forward to my first LD!

I’m in!

Managed to be totally free of work etc this weekend, so I should actually be able to get stuff done!

I’ll likely be using Stencyl, SFXR, Pickle and PxTone for my game and assets, and I’ll try to get a timelapse video done, too. :)

I certainly wonder what the theme will be…

In !

This time I will try to release something using Haxe + NME :)

I’m in

Last LD I couldn’t make it, so this time I’m excited to be able to participate.

I will probably use python with the pygame library.

/Zeedox

Tools

I’ve already declared myself in, but now I know which tools I’ll be using so here they are:

Sound is my weakest area, so I’ll only try to put some if I have time left at the end (ha! unlikely!). If I do, I’ll probably just use Garage Band for music and record myself beatboxing into the mic or something for sound effects.

I’ve found a couple of really nice helper libraries for javascript, which I plan to use too:

I’ve got some WebGL learner projects in my github account which I’ll probably copy and paste from too.

One thing I don’t have yet is a good blogging platform. Any recommendations? I want to be able to post screen shots and code snippets of my progress & that’s about all.

So I think that’s everything. Can’t wait to get started!

I’m in!

I am able to enter Ludum Dare 22!  No idea what my plan is yet for a game although most of the themes this year are within my grasp.  I suppose I should say a little bit about me before beginning.

I am a 16 year old aspiring game developer who codes currently in Java.  I like to make things that generate themselves using some sort of noise pattern or something similar.  I try to make things original in my code as well as in my game.  I haven’t made any big projects yet.  I have only known Java for about 7-8 months.  Despite all of this I decided to enter Ludum Dare not only to make a game, but to learn from others, and overall have a good time!  ^.^

 

=====Kontrol Ke’al,

=====The Pyromaniac Wolf

I’m In

After years of pondering it, I’m committing to it. Planning on doing something in JS, for fun, possibly using the CreateJS suite of libraries. Looking forward to 8 PM (yeah, yeah, CST).

My first Ludum Dare!

Been watching Ludum Dare for a few years, but my friend finally convinced me to enter. Nothing says good weekend better than making games and consuming large sums of coffee!

My program of choice is Unity. Going to finally try out the Flash export!

er… I’m In… I guess.

At least, I can’t do worse than last one.

Comments

20. Apr 2012 · 17:49 UTC
That’s the spirit!

I’m in :)

First time participation.

I’m going to use either java or flash.

Wish me luck !

I’m in

This will be my third LD, but this will be the first one where I do the compo.  In the past I have just done the jam.

I’m planning on using Unity3D for my game engine, FL Studio and sfxr for sounds and music, Wings3D for models and another tool for doing the animations (Blender, Milkshape or something else).

I am also planning on live streaming as I work on my entry.   I will post the channel later on.

This is going to be a blast and I can’t wait for the theme to be announced :)

Hoping to use my incomplete HTML5 game library

Over the past few months I’ve been working on a Javascript library for HTML5 games called UFX, which I plan to use for this competition.

It’s still woefully incomplete and underdocumented, but if anyone is interested in trying it, I’ll be happy to help in any way I can! It’s designed to be modular, so you can use one module without using the others if you like. Right now it only covers the very basics, like keyboard and mouse input, frame management, resource loading, and a component-based entity system. There’s also a RNG and a sweet Perlin noise generator. I’ve only been testing it on Firefox and Chrome.

So yeah, I don’t really recommend anyone try it this time around, but hopefully this will help me get it in better shape for next time!

Entering my first Ludum Dare

This is going to be my first game jam. It will also be the first solo game i’ll have released. I’ll be using Unity, going to focus on a web build and possibly make executables. Modeling will be done in Maya and sound design will be done in Mixcraft and Audacity. Some other tools i may end up using are Photoshop, Illustrator, SoundForge, Reason.

Getting excited, but i’m really wary of what the theme is going to be. It seems to be the majority of final round themes are things people voted for just because they make a quick and easy game.  Minimalism, Tiny world, one room all seem pretty boring. Other than Castles in the Sky., nothing really inspires my imagination so the other ones i voted for are the really open ended ones like exploration and growth.

-ben

Here’s my base game code…

…if I decide to use it!

Last time I wrote everything from scratch but it was hard and I might only get 24 hours this year – so I decided to take apart my indie game Diorama to create a bare bones environment. This was a far bigger deal than expected as removing the licensed network component hurt! The base code contains land generation and saving, player collision, raycasting, boolean modification of the scenery (left + right mouse buttons) and particles.

While this seems quite a bit for base code, I know its the equivalent of a few clicks in GameMaker or Unity so philosophically I feel happy :)

http://www.aahgames.com/downloads/ludumdare23/  the windows Visual Studio 2008 projects and files and also a working Windows executable for you to test (output/latest/exe_client.exe)

 

 

Comments

Suese
20. Apr 2012 · 13:57 UTC
Yep, I think it seems like a bit more than ‘base code’ to me. It would please me if Ludum Dare wasn’t so lax.
20. Apr 2012 · 14:22 UTC
C’mon, mate! Let the guy use his base code!
20. Apr 2012 · 14:32 UTC
Making complete game > making everything from scratch. Serious business.
Moth
22. Apr 2012 · 08:37 UTC
I think this looks gorgeous. I am a big fan of games with giant cubes and… stuff. Really chunky and colorful, I especially dig the wind waker style smoke. I can’t wait to see what you’re concocting!

My first game ever.

Hello, all. I am as noob as a n00b can be. I decided rather late to join the LD craze, and am trying to grasp everything before the compo begins.

I can’t program and have never made a game before. I hope I’ll be able to complete something, at least.

I’ll be using Stencyl (I think it’s allowed, right?!). I’m just confused about whether I can use stencylforge, which is the open library of code and assets from the Stencyl community. Can I use and tweak sound/graphics/code from there or not? Any help is appreciated.

Thanks a lot and good luck to you all!

Azure

Comments

20. Apr 2012 · 14:19 UTC
You can use behaviors from StencylForge. If you’re in the jam (72h) and not the compo (48h) then you can use anything that you would otherwise be allowed to use (that is, Creative Commons or public domain work)
20. Apr 2012 · 14:19 UTC
Oh! You can use fonts from StencylForce either way, too. Forgot about that… :)
azurenimbus
20. Apr 2012 · 14:24 UTC
Ah thanks a lot! I was certain nobody would answer. :)

Of course I’m in!

Though it goes without saying, I’M IN. My toolchest will include FlashDevelop, BSFXR, Photoshop, CoolEditPro, Flash 11 Stage3d. My basecode for this event is this very simple homemade 2d stage3d sprite engine. No physics, no networking, no real animation apart from sprite movement. Heck, it doesn’t even have joystick support yet. The only thing I like about it is that it is fast and small. I’m also hoping that everyone votes for the best theme of them all: CASTLES IN THE SKY.

Good luck, everyone. Remember: AIM SMALL and PLAN TO HAVE FUN!

– McFunkypants

Tools & Personal Base Code

So after getting used to Flixel and Box2D, I started looking into tools to more easily create levels and add sound and music.

The end result now contains 3 levels, has a background tilemap with sprites and contains exactly 1 sound effect :) Cool stuff, check it out.

Although it’s messy and has a few bugs, I’m going to use this code as the basis for my entry. Feel free to do the same, as there are a few interesting classes in there (but they need some clean up)

The graphics and music tools I’ll be using:

  • Ogmo Editor It takes a little searching and configuring to get it set up correctly, but once everything is set, this is a real productivity monster. This will be excellent for quickly building levels.
  • PyxelEdit. I hate that it doesn’t remember the directory in which I’m working. But otherwise a very handy tilemap and pixel editor.
  • Paint.NET for all other graphics editing needs
  • Bfxr. I’m not too confident in this one because I really can’t figure out how to get the sounds I want. I’m going to look for another sound generator later today, but I’m not sure if I’ll find a better one.
  • MODPlug tracker, because I used to do a little Fast Tracker 2 composing about 20 years ago. So I still know how this type of tracker works. I’m not sure if I’ll get to music anyway.
  • Audacity to convert everything into MP3 (WAV’s are too large and I can’t find a reliable MOD/XM playback library)

That’s about it. I’m ready!