In, maybe :^)
This time around I'm aiming for a narrative-heavy game, and we'll see how that goes. (The likely outcome: not well, hah.)
Engine: Rust & Macroquad. Art: Blender, with a dash of Aseprite. Music: Beepbox or LMMS.
This time around I'm aiming for a narrative-heavy game, and we'll see how that goes. (The likely outcome: not well, hah.)
Engine: Rust & Macroquad. Art: Blender, with a dash of Aseprite. Music: Beepbox or LMMS.
(duplicated, please ignore)
Just a friendly reminder, as I have seen people agonize over the theme choice. You can mix and match themes that work with the chosen theme. OR per the rules, you can also choose to not follow the theme, you just cant enter certain categories. It is not ideal, but an option.
But for example. Shelter, Sanctuary, and Underground have a lot of overlap, so minimal tweaking between ideas. Keep the light on could be mixed with Signal, Folklore, or the above 3.
You can even take Shelter, Sancturary, and Underground, mix it with Keep the Light On, and throw in Strange Machines. And you've got yourself a variation of Dome Keeper, a Tower Defense, or something.
Strange Machines can mix with Tiny Creatures and Overgrown? Who said the machines couldn't be Biomechanical?
Salvage can be thrown into the above things, and include a crafting or digging aspect.
Sure some ideas aren't novel, but if you then take out a thesaurus or find other ways to play with the words, you can come up with some unique things.
Just wanted to remind those that are stuck, that it isn't black and white and you can play with things a bit more.
Good luck to y'all! Pretty interesting themes this time round :smile:
I still use Unity on a daily basis, but I figured out this would be a super cool learning opportunity and I've been playing around with Godot for a few days, so, I guess, why not?
This time I'll be using: - Godot (engine) - Aseprite (visuals) - FL Studio (audio) - Spritemancer / Pixel Composer (for particles and such)
I'll try to go as simple as I can (which is something I'm not known for so let's see what happens)
Happy jamming!
I will do the Compo. As tools I will use GameMaker and Aseprite. Have fun everyyone!
We're ready to go!
We've set up a repo to build Godot v4.1 games for web using Nix Flakes.
The repo is here: https://gitlab.com/pyjam.as/ludum-dare-54
We have beer in the fridge and microdoses in backpack.
I'm going to be tooting about our progress on Mastodon - and maybe here too.
I'm asbjorn@norrebro.space on mastodon. And I'll be posting with the #ldjam hashtag. Come say hi!
I still need to figure out where to host it. Recent versions of godot require SharedArrayBuffer support, which requires some specific HTTP response headers. ...and gitlab pages doesn't let us set these. I'll probably end up self-hosting something.
https://twitch.tv/alexrosegames
(duplicated, please ignore)
I haven't done Ludum Dare in a few years and I'm looking forward to giving it a go again. My friend is doing it with this time which will be great!
We'll be using: Code: C using my own libraries(very unfinished and rushed out lol) Art: Possibly some AI generated art with stable diffusion, or Paint.net as a fallback Sound: Probably BFXR Music: Probably none unless we have extra time
Have fun everyone!
I'm back here after a while. It's so interesting to share all of human game creativity. (even if I guess that AI will take up more and more space). I think we're somewhere in between. But still conductors, so it's still time to enjoy it.
It will be my third LDjam. For this one I will try the compo for the first time.
I'm going to use Gimp for the visuals, OpenMpt traker for the music (if I have time), reaper for the sounds, and construct 3 for the code.
Ooops, it will start soon... Good luck to everyone :-)
Spent the last few weeks learning more and more about Godot and took this weekend off from work, so it's finally time to give it a whirl! :)
Also a good chance for me to learn aseprite.
Bad timing on this year's fall LD schedule, but I will try my best!
This time I will try to be as minimalistic as possible and focus on gameplay instead, preferably 2D (no Isometric shenanigans this time unfortunately, haha)
Good luck to everyone!
Start your engines, Launch your editors, warm your asset libraries...
Ludumdare will start in less than 2 hours...
HINT: I'm ready for theme:

Select which themes you voted +1 for and see the live results! This is just for fun and usually doesn’t predict the winner, but I enjoy doing it. It’s a flawed system since it doesn’t consider -1 votes, but again, it’s just for fun.

About a day ago, I posted some ideas for every theme except Folklore: https://ldjam.com/events/ludum-dare/54/$371557/ideas-for-each-theme
Here are some more ideas!
Sheltertest
First time Ludum Dare! College student right now but I also bring my friends here to have fun!(maybe suffering XD) Engine:UE5 Art style:2D/pixel(if my friends don't have time, I'll use aseprite) Sound:I and my cat can do voice-over if needed
Mission: Finish a game (should be playable)
By the way, should I ask my friends to register or it's ok for me to upload the game and cite their name?
So I have been a bit under the weather recently and therefore have quite a bit of stuff I need to catch up on this weekend. I have therefore been planning to at most, make some kind of game that doesn't take too long to make, probably something focused on very extreme gameplay -- i.e. something like pixel perfect aiming, or something strange like that. I enjoy these kinds of weird extremely precise mechanics (I previously have made a game prototype involving pushing a button on exact frames) but they are certainly something difficult to dedicate a full 48 hours to, simply because it feels unjustified to spend so much time on something so unplayable. But it's a perfect kind of bizarre project to make when running low on time.
That said, after reading this thread, I kind of thought: huh, yeah, haven't made a game using my custom game engine in a while. This is because my game engine is really quite bad, and there are a lot of things it just can't do. It's difficult to dedicate a full Ludum Dare to working on a game in it just because I have been trying to make more polished/finished projects recently, and that's hard or impossible when you spend 4 hours debugging some awful problem with your game engine written in C. (And when you have to implement physics in the last day of the game jam and have no idea how to do it, resulting in some truly jank stuff. That's what happened last time, and I still do not know how to write good physics, nor have I implemented an off-the-shelf physics library... so...)
But, hey! If I'm not dedicating a ton of time to it, and I'm not necessarily making something great anyways, maybe it would be good to get out my janky game engine again. There are some things I genuinely like about it, such as the way it uses ninja to build, which is fun and snappy. The code generation it performs is imperfect but I still like some things about it, namely the way it is possible to directly access game assets through one big generated struct in C, meaning that VSCode helps me autocomplete game assets accessible from the C code in a type-safe way, which is kind of cool!
So, I might try to make some kind of project, probably a very unpolished project, using my custom game engine again. Now I just have to decide whether I also want to make a very bizarre project based on nonsense game mechanics.
Here I am to create my first game. Have fun!
Just a reminder that in a lot of browsers you need to refresh the page to see the clock accurately! Sometimes the browser doesn't run the clock properly (seems to be related to like, edge sleeping the tab or whatever). So "press refresh and start again" when checking it!
Also, for mobile users, the PC layout has a live clock! So if possible, do check the site using a PC or Laptop instead of your phone if you need the exact jam time.
The last thing you ever want to do is think you have like 7 hours left at end of the 2 or 3 days and then oops, actually you missed it all too bad welcome to the late submit train. So always remember, "Now you're a hero, press refresh and start again!"
(And now I've aged myself in public, lol. I don't know if "You Have to Burn the Rope" is even around anymore. Oh well.)