LD24 August 24–27, 2012

Introductions

Hey folks

I have never been in a jam or competition before but 9 days before the LD48 I have decide what the hell!

Experience. Lots of enterprise development but only a couple years in game development…even that doesn’t count since it’s all indie stuff on my own.

Hoping to use .NET, C++ with SDL or Cocos2d-x, even XNA… but let’s just see.

peace out suckers

First time for everything, I’m in

Noob here. 32 years old, going for my bachelors degree in Computer Science at UAT. I’ve done personal jams but this will be my first time in the Ludum Dare. Wish me luck!

Byrono is in

Yep I’m in. Its my first time but I think ill be fine.

IDE: FlashDevelop

Language: As3 or HaXe

Library: Flixel

Graphics: Paint.NET

Ill try and do a timelapse if I remember.

 

 

Comments

19. Aug 2012 · 23:53 UTC
Good to see another Kiwi entering using AS3 or Haxe.

Can’t wait can’t wait!!!

I’m really excited for the LD! and even though the warmup-weekend is yet to come, on Monday I ported my last MiniLD-Entry to PlayBook (and hopefully it also works on BB10). It’s free! and if you’re good enough, playing it only takes a minute of your life 😉

I’m in again

This will be my second Ludum Dare compo entry.

Language: JavaScript

IDE: vim + the Chromium console

Graphics: GIMP

Libraries: SoundManager 2, WebGL

Sound: SFXR, MilkyTracker

Edited to add: My precode is this Git commit [github.com]

Can’t wait! Can’t compete :-(


Last Ludum Dare (#23) was my very first LD, and I thoroughly enjoyed it. Ever since LD#23 I’ve been collecting ideas, about game types, lighting, different platforms, tooling… all waiting until the next Ludum Dare. I’ve learned about coding for Android (which was going to be my platform of choice this time), and I’ve even pre-written a small library to take care of some scaling aspects for me.

Collision…

Checking my agenda it looks like I can’t compete this time… But I’ve got something else planned that weekend which is going to be awesome as well. Maybe you guys are familiar with Discovery Channel’s “Scrapheap Challenge” and/or the US version “Junkyard Wars”? It turns out here in the Netherlands there is a company which does team building activities with the same idea! In the morning you are divided into groups and get a challenge (something they have done before or we suggest our own challenge). They have a scrapheap with a lot of old bicycles and other scrap and a huge shed with welding equipment etc. During the day the professionals will assist you (crash course in welding for example) in the build! In the end there will be a race and a big BBQ. The teams can even take their creation home.

This has got to be the best team building activity imaginable and it isn’t the worst reason to skip this LD!

Comments

16. Aug 2012 · 06:22 UTC
That’s got to be the best excuse ever! You are excused.
soulrot
16. Aug 2012 · 09:00 UTC
Well that sounds interesting, do you know the name of the company (or the location)? It sure sounds like something to keep in mind for that one time you want to organize something really fun. It’s a shame you can’t participate though, although I for one wouldn’t have played your game anyway because I don’t own anything android 😛

Zanzlanz, if it will make you happy, I’m in.

I just don’t know if I will finish the game in time like the last 3 ludum dares I failed to finish. I guess I need to make a very basic design and a very basic engine… I keep trying to do crazy stuff.

Count me in.

 

Tools:

Eclipse

SFXR

Gimp

Paint.NET

LMMS / ProToolsSE

Audacity

 

Language:

Java

 

IDE:

Slick2D – LWJGL

We’re in!

MiniLD#31 we tried to show you don’t need to make a platform game out of tiles.

LD#23 we tried to show there was live left in text adventures.

I think in LD#24 we’ll surrender to popular pressure and make a game that the LD masses will like better 😉

Current hobby influence: ray tracing

I’m in

So, it’s my first attempt.

I’m a little bit nervous, like I’m going to lose my LD virginity.

Tools… I will use my fists and shield.

I’m (probably) in

Unless something weird happens.  Gonna use Unity/Flash/Python.  Haven’t decided yet which.

Meanwhile…

Ludum Dare 24 Keynote?

I / We are in :D

Hey its our / my first time entering this great compo and we want show you our cool js and graphic skills 😉

Probally iam not sure if i start alone or with 1-2 friends we still looking on that.

Tools:

Dreamweaver/Aptana/Notepad++

Fireworks/Blender/Paint 😉

Sound: I dont know 😀

I want to work first time with awesome looking melonjs.

also i want make a timelapse 😀

 

greets franco

Thoughts about what I’ll do…

I’ve recently gotten this weird… urge… to make arty games. I’m not sure why.

I might make a cool, arty platformer for the jam. Well, I might. Otherwise, I’ll probably make a shmup. I’m pretty good at those.

My warmup game is (provided that I can stop pushing the start+end back) going to be a little arty. Not pretentious – I don’t believe that makes for good art – but definitely arty.

And for the record, “arty” is a word; I don’t mean “artsy”. “Arty” is a good thing, “artsy” usually isn’t. I’ve had people get after me for that before, so I wanted to clear that up now.

– Henry

Comments

16. Aug 2012 · 14:16 UTC
I posted the actionscript on my post for you! 😉

I’m in!

Going to be doing another HTML5/Canvas game, not going to bother using any libraries because 2D stuff with canvas is already plenty simple enough.

Tools will probably be the same as last time – Chrome, GIMP, bfxr/sfxr, Audacity, Sublime Text, git, Dropbox, imagemagick and pen and paper.

Further preparations

I finally doing some real preparation for the compo. I was wandering if I can use a ready map editor. It would seem that jMonkeyEngine does not have one built in and there are not many general purpose map editors for 3d games.

So… I figured I’ll use just simple tile editor, write a custom loader and instead of sprites use 3d models. So far so good :) I took Tiled, which I think most people already know, and created a parser for TMX files. Right now I have to rig it to the scene graph of the engine and create some logic which will translate the tiles into terrain, physical assets and models :)

Comments

sorceress
16. Aug 2012 · 15:03 UTC
You can use a ready made map editor if you please. Any content creation tool can be used. :)

I’m in!

I’ll try to use Stencyl, I’ve never used a tool that abstracts away some/all of the game logic programming so I’m interested in how it works out. If I can’t wrangle it I’ll default to regular old flixel I guess~!

For graphics: Photoshop/Graphics Gale

For sound: Renoise/Audacity

(I have also never participated in ld before)

I’m in for #2

It’s been several months since I’ve stayed up late coding a mediocre game and that’s just not acceptable.
I used the Flex SDK last time but this time I’ll probably use HTML5. If I get especially ambitious that will involve Three.js.

Count me in!

Didnt finish last time due to a math problem that held my attention for all 48 hours, but this time I will submit something.

IDE: Eclipse

Language: Java

Graphics: Photoshop/Fireworks CS5

Sound: BFXR

Comments

17. Aug 2012 · 13:50 UTC
A 48hr math problem? Damn… Here’s to less math and more game making this go-around! Cheers!

Totally in

I will be programming in Java with the help of LWJGL and Paint.net. I;m going to make a 3d cube game with enemies and whatnot..

Tools:

Eclipse

Paint.net

LWJGL.jar

Launch4j

CODE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Comments

geekygenius
17. Aug 2012 · 05:56 UTC
It would be funny if the theme were “spheres”

Probably Entering

Yep, probably. It’s possible like last time I will just not get enough done in the 48 hours. My tools will be Processing’s IDE & Library, Paint.net, & Notepad++. I’m not certain if I want to opt for an all web game or a java applet, obviously dependent on what sort of game I want to create, so maybe I won’t use Processing at all. Who knows?

For Processing libraries, probably Minim, SoundCipher, and SFXR/BFXR, Audacity and Anvil Studio for music/sound? All of which are free.

Practice? And being in?

I’ve failed two LDs in a row now (first due to lack of motivation since my idea was kinda badly executed and second due to lack of time thanks to college), and looking back both of my games were rather uninteresting ideas. The evasion one for alone might have been cool, but it was dull and the controls weren’t overwhelmingly responsive. The game was rather simple, implementing a zelda or ff style overworld where you move one tile at a time, everything is one tile large, and so on. I find this a bit dull, and the only reason why I did it is because I couldn’t do anything but it, as I’ve failed horribly in the past to implement even the bare basics of collision — colliding AARs. I’ve decided to change this however, and I actually went out and did a little research on the subject. My algorithm isn’t overwhelmingly complicated and probably a bit inefficient in places, but it at least works.  To attack the responsiveness problem some, instead of polling input, say, every 1/30th of a second, I poll input as fast as possible now (and simulate the world likewise, scaling speeds based on your current framerates), and since I don’t simply just set the current move or queue a new move for after that should there already be a move, you can move on diagonals, and movement is no longer tied to 16×16 blocks. The player movement is quite smooth now, and for once the collisions between entities and entities->tiles

Speaking of 16×16, I decided to also step up the way graphics will be generated. My screens were always internally 256×256 (the resolution was actually just as large as the window, though the coordinate system in OpenGL was set up so that one coord was roughly equal to one pixel on a 256×256 screen) but I’m stepping it up to a large base (640×480 minimum, maybe larger), since I’m not really a fan of generating 16×16 tiles. Tiles in the experimental engine are actually smaller, 8×8, but I don’t actually intend to use tiles as graphics, only for collision and maybe special properties for certain places (water, perhaps). The graphics are applied on a similar 8×8 grid, but they will  have slightly fancier features like alpha blending for slightly better terrain, and if I don’t tie textures to individual tile types (like say, Minecraft or whatever), this can help ease repetition because one can apply larger textures over a range of tiles,  If I jump into the current LD though, I’ll probably just stick with 16×16 tiles anyways, but I’ll probably stick with the higher virtual resolution so I can make higher resolution characters or whatever.

I don’t think there’s any time for this anymore, but one thing I want to experiment with for the next LD is the usage of popular utilites and engines for game development. Things like Unity and whatnot. I can kinda write some of the stuff I need on my own, but there’s a wealth of stuff out there that just works already, so why not? Unity sounds fantastic, and given that there seems to be development on a linux version, it would be more portable than my current way of doing it (C# with .net and OpenTK (which I *think* might work with mono but I’m not sure offhand)), since I could at least target the big three platforms. I guess I could switch to Java for my cross platform developement, since LWJGL could take the role of OpenTK, but honestly, my Java knowledge is just a bit lacking and simple things like importing and binding textures tends to be a pain for me, and I’m going to presume these types of utilities can help with some things like this (though I may be wrong, correct me if such!)

And this experimental game will hopefully feature the magical gunslingers with shotguns I promised for ld23, heh. There will hopefully be a fair range of weapons from swords to maces to shotguns and more! And hopefully the tracers won’t be huge diamonds this time around!