LD26 April 26–29, 2013

This is the best time to learn Unity right…. right!?

Yes, I plan to learn Unity while trying to create a game in 48 hours – there is no flaw in this plan!

Okay, the backstory is I’m an ex-XNA developer and I need to move on.  I’m currently looking at Unity, MonoGame, and Sunburn since these are all C# based.  I’d probably be better with MonoGame or Sunburn, but reading the guides on LD48 I decided to use Unity and target the web player.

I’ll use Paint.NET and BFXR for art and sound.  If I have the time, I’ll use FL Studio for music.  I have at the ready the Unity 2D Toolkit and Spline.

I’ve just setup and tested out OBS with Twitch.tv and every looks good.  The live stream will be of technical high quality even if the content isn’t ;)

This will be my first LD48 and I’m very much looking forward to it!

Updated code library

I noticed i released an outdated version of my code library, so here is the up-to-date version. Remember to read the README!

https://dl.dropboxusercontent.com/u/43546107/Code_Libraries.zip

Unity + Linux = ….

Why not use the Linux export support given in Unity 4 (if any)? I don’t use nor know Unity but I just want to play games made with / in it after LD. So why don’t you export as both web and / or standalone AND (if possible) linux client (NOT native client)?

Please respond to me as comment. I – as Java coder using Linux – want to really know why you are not doing this.

I’m in …

and I hope to come out with a game for my first participation.

  • Language: Dart
  • IDE’s: DartEditor, vim
  • Platform: Chrome/Firefox
  • Libraries, tools :  TBD
  • Entry: Lududm Dare Compo.

Comments

kulhajs
21. Apr 2013 · 16:20 UTC
I’m looking forward to see some games made in Dart! Good Luck!

Customary “I’m in” post

I am participating in the compo for the first time. I plan to use Unity and depending on theme am leaning toward 2d sprite-based. If I must go 3d it will be crude since my blender skills lack the requisite speed for this compo. Good luck everyone!

I’m (Probably) In

Going for it – not sure if I’ll have enough time but I’ll try my best to produce something at the very least worthwhile!

Will be using FlashPunk for programming

My signtaure terrible graphics (Probably paint (I really need to learn to draw properly))

FL Studio (And a bunch of other audio tools) – Hoping I can come up with something semi-decent music wise, as I believe that it is my stronger point. Might even try and record some ACTUAL guitar for the first time.

 

Let’s see if Lady Luck smiles down on me this time!

Hmmm…..

I cant decide between 4 languages/dev softwares to use for the Ludum Dare!!! anyone else still stuck?

Comments

GranTurismo
21. Apr 2013 · 12:47 UTC
Think what you know the best, and it will be the answer :)
JoeCool17
21. Apr 2013 · 14:44 UTC
What 4 are you considering?

If you’re looking to work more on art/music or want to do well, go with the easiest for you, the one that you can develop the fastest on (for instance, if you’re considering pygame, go with it.)

If you’re looking for a challenge or want to work on programming, go with the one you most want to learn more about. LD will help you learn *much* faster than any tutorial or documentation could.

We are in.

We are going to do the team jam, with @p_the_wanderer painting some gorgeous graphics, @llanga doing music and yours truly trying to come up with some gameplay that doesn’t suck too much to enjoy the graphics and music.

I have a vague urge to make it a crazy beat-em-up, but obviously it depends on the theme. My weapon of choice will probably be Python and PyGame, as they are tried and tested and I don’t want to risk disappointing my team mates.

Comments

Threef
26. Apr 2013 · 16:17 UTC
Good luck mate. :)

My Warmup and I’m In Post

Just a quick I’m in post, my tools will be the same as usual

Language: Java

IDE: Eclipse

Engine: I’ll make my own in the time

Art: Paint.net and Graphics Gale

Sound: Tuxguitar for music, SFXR for sound effects

 

This will be my third time doing it.

 

Also, this weekend I did a warmup, for the Hack-a-Jam competition. Here’s my entry, a simple Space Shoot Em’ Up

http://www.ludumdare.com/compo/ludum-dare-26-warmup/?action=preview&uid=13768

screen1

screen2

screen3

I’ve run into a few problems, so here’s my new “I’m in!” post.

LD26: I’m in!

I’ve run into a few problems with the development of my LWJGL speedcoding convenience class,

so I’ve decided to redo my Tools/Libraries list.

 

Tools:

-Eclipse IDE

-Paint.NET

-SFXR

-Java

 

Libraries:

-Java2D

-*Insert vorbis decoding library here*

-(Possibly) JBox2D

 

Well, I guess I’ll see you in the competition!

 

Base code declaration

I’m in!

As the rules require, a link to the personal base code I’ll be using is here. I’ll be writing my entry in C99 and am using libSDL1.2 as is reflected in the base code. I’ll be compiling my submission for Windows (32bit) and Linux (x86 and ARM11). I spent some time today trying to make sure I didn’t miss any bugs in the base code, and checking it works smoothly, but if I do need to make changes I’ll simply update the zip file I linked to above.

 

basecode

 

I also wanted to include a run down of the base code I intend to use (though I may abandon some of it depending on the game idea / theme), brace yourself:

 

video.c

Everything to do with the display through software rendering. Software rendering lets you do a lot of fun and retro effects very easily (as well as some cool lighting stuff), and since I tend to stick to large-pixeled games, speed is never an issue at all, and compatibility is always good. Some of the functionality includes:

  • Opens a window and draws a scaled pixel buffer to it
  • Basic sprites which can be blitted to the screen or one another. They have multiple blending modes (like the ones in photoshop), viewport support, alpha blending, per-pixel alpha, color masking, rotation, clipping (for sprite sheets) and .TGA loading.
  • Bitmap fonts (shares the same functionality as a sprite, and can be blitted to sprites)

 

audio.c

Handles the loading and playing of 11025hz 8bit mono PCM sounds and music.

 

input.c

Provides functions for checking whether keyboard keys are up or down, or were pressed on this frame.

 

tween.c

Written during LD25 (and then expanded on later). Handles tweening of values (ints, unsigned bytes, floats, RGB colors).

 

entity.c

Written for LD25, handles basic rectangular collision detection (like flixel’s) and movement (like flixel’s) and grouping (like flixel’s). I may not use this depending on what type of game I make and how adventurous I’m feeling.

 

mem.c

Wraps memory allocating and freeing, I also keep count of the current unfreed allocations and at the end of the program if it’s not zero I’ve either accidentally not freed some allocated memory or freed something twice (both of these cases would be bad). This helps me catch any problems as I go along.

 

Limited time, but going to try again

Once again I’m going to try and be a part of #LD48

My guess is that I’ll have about 12 hours to be able to make my game start to finish over the course of the weekend, so already thinking about my approach.

Tools I will use:

– Monkey (http://www.monkeycoder.co.nz)

– Fireworks for graphics

– sfxr for sounds

– probably no music…that would take me a week.  I guess I can hum something into a mic

– I’ll be using some custom modules for Monkey like my “rands” module that lets me rapidly prototype.

Final game should be playable in HTML5 and Flash.

If I lose time, I’ll roll-back and go for the Jam and use some pre-made graphics from my custom tile-set.

I’m in!

This’ll be my 6th time participating, though AP testing is coming up very quickly and I’ll have to restrict myself so that I have time to study. Hopefully not too much though! Of the two tests I’m taking, I’m all set on one and feeling pretty good about the other.

 

I’ll be using C++ and SDL, along with SDL_Image and SDL_Mixer. This will all be new for me; in the past I’ve used Python/Pygame or AS3/Flixel.

 

Tools I will be using:

DEVELOPMENT: All the good tools for the job

  • Code::Blocks IDE
  • MinGW compiler
  • Bacon-flavored ocarina

ART: Either/or, depending on what I end up making

  • Krita (for detailed graphics)
  • GraphicsGale (for pixel art)

MUSIC: This is more of a list of what I *might* use, if I even get around to it

  • Audacity
  • SunVox (my favorite synth)
  • sfxr (if I’m in a pinch- this time I’ve got SDL_Mixer working reliably)

 

I love doing LD, and this time I thought I’d celebrate by making a background. heh. (credit to Robert-Ralik on DeviantArt for the ragecharacter)

thumbs up if you cringed when reading the code.

Forever Programming

EDIT: fixed the image (I hope)

EDIT2: well, meybe not. oh well, it’s perfectly fine if you download it, WP is just messing with me…

I’m in

Again, didn’t make such a great job at #24 because of IRL schedule.I’m going to try to make better but even if I won’t be able to have my full time, I’ll aim lower.

I’ll program in Javascript with an IDE I’m programming atm.It’ll more than probably use some HTML5 features available only on Chrome but I think I’ll make a standalone.

I’ll also try to be able to stream on Twitch, @hilaia channel.

See you!

Am I in?

I’m not sure. I really want to spend the weekend doing game dev, but I have a lot going on. We’ll see. I hope so.

I’m in

I’m in again, for the second time. The game will probably be better, as I will actually have some time next weekend.

I will use HTML5/JS

Graphics – my programmer art is seriously bad, I will probably use Inkscape, Gimp and some crude HTML5 canvas animations scripted using a text editor

Audacity and LMMS – for audio, totally forgot how to do anything with them, haven’t used them in the last 3 months

 

CHI 2013 Game Jam

There are still a few places left at our Montpellier event in Southern France, so if you’re in the neighbourhood go here and sign up!

Although I’m one of the Montpellier organisers, I’ll actually be in Paris for the LD participating in the CHI 2013 conference’s Game Jam – funny how there things pan out. But apparently the organiser of this event may be tagging along with the LD theme, so I won’t have to miss out after all. It’ll be my first time straddling multiple LD events in different cities :) so hurrah, and stuff 😀

Comments

landofgames
21. Apr 2013 · 18:56 UTC
Yes you can, but you will need to make the source source available.

Can I use my own game engine during compo?

Hello darers!

I’ll take part in the incoming 48h compo and that will be my 2nd attempt to LD :)

After the last LD I’ve been working on a 2.5D engine and I was wondering: can use it for my game during the competition?

Comments

johnfn
21. Apr 2013 · 16:06 UTC
Yes, as long as you’re sure to release the code ahead of time.
glisk
21. Apr 2013 · 16:44 UTC
Ooook thank you guys 😉

Flammable Warmup

Kinda want to do a quick warmup today, and have an idea for the flammable one. Don’t know if I am going to do the full thing or not.

One of the things that I have struggled with in the past with unity is getting 2d physics and collision to work. Going to give it another quick try today, making this arena box pushing defense game. In 3 hours. Wish me luck. Here is where I am now, spend the first 30 minutes doing concepts, the next 45 doing all the alt, and now have a bit of time left to do the code. Maybe I will make it!

Flammable

Oh, I am using unity with 2d toolkit (is 2d toolkit allowed? It isn’t open source), and sprite something for art. Maybe I will figure out how to make some sounds as well, using figure or something like that.

Added some flammable crates:

Flammable2

Tags: warmup ld26

Comments

Daid
21. Apr 2013 · 18:22 UTC
If you want to be 100% sure, join the Jam, which has less restrictions on tools.
21. Apr 2013 · 18:25 UTC
hmm, I always forget about that one. also, my 2d collision etc is just going to turn out like garbage as always. Enough to make me cry really :(
21. Apr 2013 · 19:55 UTC
If tools such as Game Maker are allowed, then obviously Unity 2DTK is allowed too, that’s how I see it – correct me if I am wrong.

I’m down

This will be my first LD and I’m very much looking forward to it.

I spent the whole weekend fixing up my little Lua-based framework which I’ll be using for the compo.  I’ve made it available here: https://github.com/ianmaclarty/lotech.   It uses OpenGL (via glfw) and OpenAL for audio and has basic Box2D integration.  There’s no documentation, but there are a couple of sample apps (and hopefully there’ll be one more after next weekend :-)

I’ll be doing my development on Linux, but will generate Windows and Mac builds as well.

Other tools I might use: sfxr, Animoog (iPad app, for sound effects), Audacity, gimp, avconv (for generating a timelapse), vim.

I’m in

Hey all, I guess this is just another i’m in post ….. well there isnt much about me besides from that ive been in game development a while now and i love game jams this is my first time entering Ladum Dare hoping its a good theme….. My tools: Unity or Unreal Engine (not sure yet)  and blender. Well thats it for my post goodluck to everyone and have fun!

An Extended I’m In Post

Hello Everyone,

I am definitely in for my 4th ludum dare and looking forward to participating in the exciting competition. This year I decided to write a very elaborate I’m in post with EVERYTHING that I will use.

To start off here’s my deskphoto:

deskphoto

Desktop:

  • Brand: HP Pavilion
  • Processor: AMD 64 A6
  • Specs: 8GB RAM 1TB Hard Drive
  • OS: Linux
  • Distro: Fedora 18
  • Desktop Environment: KDE
  • Virtual Desktops: 7
  • Wobbly Windows: true

Laptop:

  • Brand: Intel Ultrabook
  • Processor: Intel i7
  • Specs: 6GB RAM ?? Hard Drive
  • Touchscreen: true
  • OS: Windows 8

Software:

  • Language: Haxe/Flash
  • Text Editor: Emacs
  • Graphics: GIMP
  • Sound: Csound/Audacity
  • Browser: Firefox
  • Inspiration Music: Spotify
  • Timelapse: GLapse

Peripherals:

  • Mouse
  • Keyboard
  • Headphones
  • Speakers
  • Bamboo Drawing Tablet
  • Good luck Penguin (see deskphoto)
  • Background Parrot (see deskphoto)
  • Whiteboard

And that is pretty much it. Good luck to everyone and I hope you have a good time making games,

Rabbits…

Tags: deskphoto

My preperations

So, I’m lagging a bit behind with the preparations but at least I got some old project that were using SDL to build on my new (at least newer than the really old project) computer.

Up and running:

  • Picture blitting.
  • Input
  • Fonts

Left to do:

  • Fix a soundlibrary (OpenAL?)
  • Sound/music pipeline. Try out different generators for music/sound effects.
  • Strip the application from the old games logic.
  • Some base classes for smarter handling of graphic resources.

 

Comments

rxi
21. Apr 2013 · 20:01 UTC
I just posted my base code, there are currently 3 posts on the front page from people who are using C/C++ and SDL, It’s quite reassuring due to the massive amount of people I usually see using Flash and Unity. We can totally make a dent!

Warm Up Weekend Begend!-WhatupDate #2

Let procrastination die! No never mind F*** that, that would make me vomit just thinking about it. Lets face it, Saturday and Sunday should be renamed to fat and lazy, because, in all due seriousness, its just to F*** around. We just sit there, think about our lives, or just have fun. And thats what i’ve been doing. But you know what I love about the Ludum Dare? Is because you can screw around and F*** things up for everyone, and still get credit for it! So, i’m going to take a crap, drink Mountain Dew, and make poop and call it work. Then argue at whoever argues with me, use the old “ITS MY OPINION DURR” and win the arguement. That r just load a save file, SCREW IT UP REALLY BAD, and gets sum luv. Anyway, I should probably stop watching Gmod and get back to work.

My work in progress

oie_WgdD2lNBZS9h

So far so good.

MOHAMMAD AWAY!!!

LD 26 Warm Up

You know when you’re stretching and hopping around getting ready for a big race, then you realize you never exercise and have seriously pulled a hamstring already before it has even started?

This will be my first Ludum Dare and the warm up showed (besides being too easily distracted) I have a few things to learn.  I played around with Musagi which is awesome and added some music to my warm up project.  Put together some graphics, character animation, backgrounds, and that’s about it.  For sure I’ll need spread out my time more on other parts of game making.

I’ll be using

Flashpunk

FlashDevelop

Musagi / sfxr

Photoshop

This is going to be fun….

 

Second Time In

This time I have someone to help me with the art, allowing me to focus more on the code and this time get a game out with more than look at an object. LOVE is the engine again, with at least one extra api. I hope you guys enjoy what we do, and we will see you this weekend.

Edit: While I’m not sure all the tools my friend is using for art, I can be sure we are going to be using zbStudio and GIMP

First Ludum Dare!

And also first time putting together a game. I hope I’ll be able to do well in this contest. I still have a Christmas list of things to learn. They are as follows:

Things I Still Need to Learn:

  • Enemy AI & Entity Movement (other than the player’s)
  • Saved Values (!)
  • Custom Actions (double jump, combos, weapons, etc)
  • Specific Animations for Unique Settings (death animation, attack animation, etc)
  • Fonts and Dialogue
  • Slow Background Scrolling
  • How to Export Source Code from MMF2?

The list grows every day – v- ; . And now for the details of what tools I’ll be using.

  • Notepad
  • Multimedia Fusion Developer 2
  • Photoshop
  • Paint Tool Sai ()
  • FL Studio (music)
  • …and Filezilla, for uploading :9
  • Probably a few MIDI editors this site links

I’m excited to see what comes out of this Ludum Dare. The themes I like so far are Dreams, Lost, Seasons, Beneath the Surface, Ecosystem, Erosion, Forgotten Places, One Shot, and Replication. Please vote for them if you like them! c:

EDIT: And I also did a warmup game! Check it out over here: http://www.ludumdare.com/compo/ludum-dare-26-warmup/?action=preview&uid=20856

Moved Files for Decommissioner (LD25 Entry)

So, I didn’t like having several different files for LD25 loose in my dropbox directory. I moved them all to one folder.

I went back to try to edit my LD25 entry page, but I don’t see a way. Is it frozen forever with broken links? The Postmortem should still work, but I’ll have broken the GitHub link, too… :s

Guardian II

Guardian II

Hmmm… site’s active, not too many posts, seems like a good time to advertise my in-development game!

I’ve been working on and off lately on a project called Guardian II. Guardian I was a game I made in 5 days which happened by chance to be just before Ludum Dare 25. (The game was good enough after only 3, but I added a bit more polish).

After LD25 I quickly fixed bugs and ported from Java 7 to Java 6 to allow compatibility with Mac*.

Then, later, I adapted the code from Lord of Corruption (my LD25 entry), and turned it into what is now Guardian II.

The original game was a platform/hack-and-slash/tower-defence game. You had a tower, and you had to defend it from a nearby horde of goblins. You could choose between three classes: Warrior, Archer and Assassin. Each had their own unique special attack. Goblins dropped coins, which you could collect. If you got enough coins, you could heal. If you got even more, you could hire another guardian to help you. If goblins got enough coins (stealing them from your chest or picking them up before you) then they could bring in orcs, or even trolls. It was possible to head out to the goblin base to steal their coins, but it was hard unless you were the Assassin. There was no win/lose condition. You lost when the goblins became so many you couldn’t do anything. Otherwise you just tried to get the most coins.

It wasn’t as good as I wanted it to be, but it was reasonably fun. (it would have done well in a Ludum Dare. If only I held out 1 week then I could have entered it for the jam). The new one however, takes the original idea that never really became the game, and develops it further. You now have more control over you team (and a larger team), including the ability to coordinate attack formations with commander controls. There are more characters, and more to come. It’s far far better then the original already, and it’s nowhere near finished.

So I’m hoping that it will end up a nice blend of RTS, Adventure, Hack&Slash, Platformer, and Strategy.

Guardian II is not publicly available yet, but I am letting practically anyone test as long as they give feedback. I’m just trying to see if people are interested. A public Alpha may be available over the next few weeks/months.

Anyway, thanks for reading. I recommend you go and play Guardian or Lord of Corruption if you want to see what this was like when it began.

If you want to watch the development, here is a link to my blog on tumblr.

*LWJGL 2.9.0 out just recently! Mac + Java 7 + LWJGL now works!!!!!!!!!!!!

Engine Declaration

Hi, I’ll be using an engine I’ve been building for a while – easy to use, runs ‘moonscript’ (lua-based), windows-only, 2d/3d supported.

Download links, video tutorials here: http://www.reddit.com/r/boxengine

The download has complete documentation and examples.  For any questions, please contact me on reddit.

My fifth LD, hope to actually finish this time

Wow, the time has gone by so fast. It’s that time of the year again, here we go…

I do the LD each time, but I rarely finish or even get close to an acceptable point.  Different issues each time.  Blender export issues, or collision issues, or flashdevelop acting up.   Streamline, strip down, simplify, I’ll have to REALLY think about those things before it gets out of hand.

Since I’m a novice programmer and not like you code-junkies (brave souls you are, opening Eclipse and going at it) I’m going with Unity or FlashDevelop + FlashPunk. Both have their ups and downs, Unity is fast to create art, worlds, and prototype, but the number of pitfalls for me is far less with a good ol’ 2D framework.

 

Arsenal:

 

GIMP 2.x –  my favorite handy dandy image editor

FlashDevelop – IDE of champions!

FlashPunk – flexible fast fun framework. Why not?

SFXR – (if I even get that far) sounds and music, ugh, but I’m gonna have to.

 

Pro Tips: (not actually pro, use at your own discretion)

You know that awesome idea you had? strip that down to 1/10th of what you pictured. Now cut that in half. Remove Art / sound expectations by roughly 45%, and now you have a workable goal.   I am GOING to finish SOMETHING this time, even if it’s babbys first pong with some deeply religous symbolism.

 

Friday night is IMPORTANT: Don’t procrastinate. This is when you have all your creative / physical / mental energy, don’t set up a sprite or two and think you’re gonna have a bunch of time tomorrow. That’s not how it works. Get at least the gameplay down friday night.

Taking you more than 2-3 hours on a bug? skip it. Move on to the next thing, art, levels, or whatever. You have to finish.

Take a shower every now and then, you’ll feel great

 

Good luck to all participants this year :)

 

Comments

22. Apr 2013 · 03:27 UTC
> strip that down to 1/10th of what you pictured. Now cut that in half. Remove Art / sound expectations by roughly 45%

I’m in

Hey everyone, this will be my first LD.

I will most likely be using Construct for the game engine, Photoshop and SAI for art, and FL Studio for sound and music. BUT depending on the idea, I may instead use Unity and Blender.

I guess I’ll see what abomination I create.

This is gonna be fun… hopefully.

Hi everyone,

This is my first time doing this, hopefully I’ll have fun.

Just in case you’re curious I’m probably gonna make an engine from scratch in java.

Wish me luck, unless you’re entering then that would be foolish. XD

Comments

pwnedu46
22. Apr 2013 · 01:02 UTC
One does not simply not have fun during LD. Good luck. 😀

I am the master of the potato

I always write down my theme suggestions to see if any make it into the top 100.

I just found the list, and guess what, I was the one (or one of the ones) who suggested potato.

 

Potato ftw!

Warmup game + random sprite generator quick update

I just finished my warmup entry.  I tried to make minigames with achievements, though I spent a lot of time improving my sprite generator and experimenting with graphic filtering batch processing. The sprites in this game were scaled using Inkscape filters called from a batch file.

Conclusion 1: my graphics tools still have some issues, but I’ll make do with what I have.
Conclusion 2: I really like making minigames!

http://www.ludumdare.com/compo/ludum-dare-26-warmup/?action=preview&uid=14520

The random sprite generator can now generate tiles too! Check it out here:

http://tmtg.net/ludumdare/spritegen/

Comments

22. Apr 2013 · 01:13 UTC
I love your spritegen tool so much. Fantastic work, and THANK YOU!
muton
22. Apr 2013 · 06:26 UTC
Yeah, that’s probably going to be useful for me too, thanks!
martijn
23. Apr 2013 · 17:49 UTC
Okay, that sprite generator is pretty damn impressive.
nurabsal
26. Apr 2013 · 19:24 UTC
haha dude this sprite generator is boss

Of course I’m in

  • Libgdx (Java)
  • GIMP
  • Eclipse
  • Sfxr

Glad I can do HTML5 port now, which means I step on 5 zones now! (Please Santa, give me a Mac this year)

 

Tags: drabiter, Ludum Dare

Comments

22. Apr 2013 · 02:19 UTC
Sup.

Potato

Potatoes, eh?

potato

(this isn’t how I actually voted and this isn’t how you should vote)

21

This entry was posted on Monday, April 22nd, 2013 at 1:24 am and is filed under LD #26. 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.

Full game or just a concept?

Hello guys. I’m in LD26. I was in LD25 Compo, and participated in LD24 Jam with a team of some of my high school students (We called ourselves gbellgames ).

I’ve been thinking about Ludum Dare as a whole, and there two things that really bugs me.

One of them is the fact that most of the games are just, at most, concepts tests. Some games are simple nice concepts or ideas that last for like 5 minutes, if that much.  Don’t get me wrong, some of them are really genious, brilliant stuff, but I find hard it calling them “videogames” when they are so short-lived.

I personally have real difficulty to share a game made by me if it’s not a proper game, that make people want to play for longer than just the 5 minutes that takes  to grade it.  The 2 games I’ve worked for Ludum Dare were like that. You could call them good games or bad games, but they were *complete* games, not just a demo for a concept.

Of course, sometimes people just can’t cram a lot of content in a game in 48 hrs of development, but I wonder if some people just focus too much in trying to create a supposedly innovative concept, and they just forget about actually doing a game.

So, what you guys think about this?

(The other thing that bugs me is how people confuses artsy bullcrap with decent gameplay, but that’s for another post :) )

 

Comments

Osgeld
22. Apr 2013 · 02:40 UTC
I dunno, I grew up during the age of a video game doing 1-4 screens and looping forever
22. Apr 2013 · 03:16 UTC
In contrast to what Osgeld says, I appreciate the focus on concept. If you want to make a finished game, don’t enter a 48-hour contest. I hope your submission turns out well!
22. Apr 2013 · 03:25 UTC
That’s the nature of the beast. There’s a few people with enough practice to turn out something really polished, but a 48-hour jam isn’t meant to produce a lot of polished stuff. It’s about experimenting and pushing limits. If you want to practice polishing, that’s another limit to be pushed.
Dietrich Epp
22. Apr 2013 · 07:14 UTC
I can’t disagree more.
22. Apr 2013 · 12:09 UTC
Sorry, I am not trying to tell what people should or should not do, I am just trying to have a conversation about this matter.

Some more progress on my warmup game

Flammable3

 

Added the gameplay on train in to work this morning. Going to make it so the gameplay actually loops, try to take out some of the cheap bombings (the bombs can spawn on top of you), and  add just a high score list. Seems like a worthwhile thing to spend an hour of work time on.

Really really wishing I had flixels collisions in unity though, I am having a bunch of tunneling problems with the way I am doing collision detection now.

Tags: warmup ld26

I’m in! (hopefully)

This will be my second attempt at Ludum Dare (the first one didn’t go so well). Regardless, I will be using Game Maker and will be participating in the jam. I’m a lot better at game development than I was back during LD 25 so hopefully i will be able to make something. I have SAT testing the weekend after so maybe I should study for that instead of doing LD 26 which will probably mean I won’t participate. But since I probably wont end up studying… …COUNT ME IN!

I’m in, first time entering.

I’ve been meaning to enter for the last couple of years, but other things always came up. So this time I hope to actually enter, this post means it’s official!

 

Tools:

  • Framework: Unity w/Orthello2d (Free)
  • “Art”: PyxelEdit (programmer art) / ShoeBox
  • Sounds: sfxr/bfxr, maybe nosoapradio.us for music
  • Any cool tools I can find that will help for a game jam.

Good Luck everyone!

dualtagh

Declaration of Ludumpendence

I’ll try to create a game for this LD48 compo. I might use any of these depending on what I want to do:

Javascript, 2D canvas

Javascript, WebGL

C or C++, gcc/msvc, SDL, OpenGL, OGLCONSOLE

C or C++, gcc/msvc, SDL, SDL_Console

If I use C or C++, I may use ENet if I think I can squeeze in multiplayer, but I doubt it. I can build binaries for GNU/Linux and recent-ish versions Microsoft Windows, I think. I will release the source code so users who don’t have a binary can try the game if they want.

If I think I can squeeze multiplayer into a Javascript game, I’ll use either Node.js or APE for the server.

I’ll probably use sfxr, GIMP, Grafx2 for sound and graphics.

I’m in, again…

Maybe I’ll finish something this time. In all fairness, I’ve found the harder part of the competition (thinking of something to make a game about) has been getting easier with every iteration.

Tools: SublimeText2, love2d/lua, MuseScore, AriaMaestosa, GIMP, and my trusty IBM Model M.

In addition to Love2D, I’ll be using a library of my own devising, which I’m calling affable as well as some of kikito’s libraries, including middleclass, stateful.lua, beholder.lua, tween.lua, gamera, and possibly memoize.lua

At some point, I might even stream some coding, which will be done with avidemux on my twitch.

Good luck to everybody!

 

edited to include kikito’s libraries.

I’m in!

This will be by 7th LD48, and I have to say, I’m really looking forward to it.

After my wild experiment with Flash last time, I think I’m going to go back to good ol’ Java/PlayN. Here’s my toolkit:

  • Language: Java
  • Framework: PlayN
  • IDE: Eclipse
  • Graphics: GIMP/Blender
  • Sound: Audacity/sfxr

I’ve also done a warm up game, which can be found here.

5th time’s the charm!

I am super excited about Ludum Dare as usual!  This will be my fifth time participating.  Today I discovered the joy of streaming my coding process on Twitch.tv.  Thanks to everyone who watched – I had like 12 viewers at one point.  I will definitely be broadcasting during the competition this weekend.  Having people watch me helped me to stay on task a lot longer than I would normally have been able to.

My stack this time around will include:

Language: Haxe

Framework: NME with HaxeFlixel, most likely targeting Flash

Editor: Vim with plugins Vaxe and Ctrlp

Version control: Git

OS: Windows 7 with Cygwin

Graphics: Paint.net

Audio: Sfxr, Autotracker

And my obligatory workstation picture:

setup

The hardware consists of a recently on sale purchased 1080p monitor hooked up to a Thinkpad T410.  So far this setup has rocked.

Currently the programming is still my strongest area, while my graphics are okay and my audio production quality is bad.  I’m hoping to someday master all three!

I’ll post my starting Haxe project later this week.

Good luck to everyone!

Currently waffling on which I will use

Depending on a few things I’m either going Unity (2d) or adventure game studio. AGS means less people will be able to play. Unity means I won’t be making a standard point-and-click adventure game.

BTW for you Unity users — if you’re just doing 2d there’s a 2d library called FUTILE that’s pretty cool —

http://struct.ca/futile/

Comments

22. Apr 2013 · 04:45 UTC
yeah, thinking about switching to futile for this jam. Especially if it will support some more basic collision stuff, versus the mayhem that is using proper unity physics for 2d stuff.
23. Apr 2013 · 01:24 UTC
AFAIK futile doesn’t have collision stuff, but, since you’re in control you can pretty much roll your own (which is the norm for me any way). It might have hitbox type stuff, I haven’t really checked.

In!

I’m in for my fourth time.

The tools will be pretty much the same as always: C# code, Unity3D (with my simple 2D Tools), cheap gfx with Gimp or Paint.net, Bfxr.

That’s all.

Tags: im in, ld25, ld48

Getting ready for my 2nd LD.

I’ll use same strategy as last, no preperation, only my homegrown multiplatform game engine ( https://github.com/DusteDdk/excessiveOverkill ) that’s in a bit of a broken state from the last LD, so much time will be spent hacking the engine.I like it ruf. I’ll be using GiMP, Blender, Audacity, Microphone, SFXR and Kate for content creation. I’ll try Eclipse instead of Code::Blocks as IDE this time around.

In for our 4th LD

This is our fourth consecutive LD Jam. Our team has 3 coders, a few artists depending on who is around, and whatever musical people we can pull off the streets/web. This time around we’ll be rolling with a framework one of our coders made on top of PyGame.

Tools
Language/IDE: Python/Sublime 2/Vim
Frameworks: Pygame/nspygame
Audio: sfxr/bsfxr/Audacity
Graphics: GIMP, Paint.NET
Source Control: Mercurial
Communication: Mumble/Pidgin
Fuel: Burritos, Dr. Pepper, Bananas, Raspberries, Reese’s Bar
Music: Video Game OSTs, OCRemix, Pandora One

I will be timelapsing and livestreaming just like usual. The livestream will be at: http://www.twitch.tv/syncarn

LD#26, here I come (again)

so I think I’ll be able to make it this time – since I had to abort last LD.

here’s what I’m going to use (probably):

tools:

  • FlashDevelop 4.4.0
  • Flex 4.6.0
  • Flashpunk 1.6
  • Ogmo Editor 2.1.0.4
  • GIMP 2.8
  • GraphicsGale Free Edition 1.93.19
  • Audacity 2.0.1
  • sfxr
  • Autotracker-C
  • Sprite Generator 1.2
  • gedit 3.2.6
  • Resource Hacker 3.6.0
  • lots of coffee

however – I do not know how much time I’ll exactly have :/

Second timer

Hi everyone,

I’m happy to say that I will be participating in the 26th Ludum Dare this week end. It’s the most exciting time of the year!

I’ll make a game solo but I’ll be sharing space with my friends glbs and AnnaGavaldaKedavra doing the LD too. What’s best than friends, game making, food and drinks? Right ? Yeah the sun and a swimming pool would be a good addition to the mix, someday when we’ll be rich. Anyway, be aware I have a big tendency to make weird stuff, I like interpreting the theme or translating it into game rules and it often results in stochastically fun games.

Here are the tools I will be using:

Programming: HTML5/Javascript with {FM.js(engine);} OR Unity

IDE: Netbeans OR Visual Studio

Level design: Tiled Map Editor

Graphics: Inkscape, Paint.net, GraphicsGale

Sounds: bfxr, inudge.net

 

Have fun and good luck to you all.

Simon

First timer from France

Wow, first LD !

I’ll try to finish the game and learn to manage my time properly. This LD will be kind of a warm-up for the next one…

I’m not sure yet which tools I’ll use, so my list is pretty long:

Tools:

-GFX: Pyxel Editor, Pickle, Graphics Gale and Photoshop CS5.

-SFX: BFXR, iNudge, Figure, Audacity.

-Tiles: OGMO Editor, Tiled.

-Code: Haxe NME with HaxePunk or HaxeFlixel.

And Flashdevelop as my main IDE.

Let’s go!

 

Edit (April 26th): Eventually, I chose HaxeFlixel as my framework of choice. Have been playing a bit with both version of HaxePunk and Flixel and for now I prefer the later. But I will give HaxePunk another try ! Also, I just added Musagi on my SFX tools list, since it seems pretty fun to use. And DAME as another Tile editor (since it’s my first LD and I haven’t had all the time I would to test those tools, this week-end will be kind of a huge testing session !).

In for the first time.

Long time mod developer & project lead.  This will be my first time creating something completely from scratch.  Hope I can make it in time.

 

I will be using:

Unity w/ Futile

Inkscape

Photoshop/Gimp (dunno which yet)

BFXR

TexturePacker

And some tools I can find to help w/ font creation.

I’m in!

After failing to do anything in the last Ludum Dare, I’m hopefully going to be able to do this one. Time will tell, though.

I’ll definitely be using:

  • Java 7
  • libGDX and/or LWJGL

The rest will depend on what idea I go with.

I really hope Potato doesn’t win.

Introducing usfxr: generate audio effects dynamically inside Unity games

In preparation for the next Ludum Dare, I’ve playing around with Unity for the past few months and there’s something I’d like to share with other aspiring game developers.

My previous Ludum Dare games where created in Flash, and while I was somewhat happy with my coding effort, the games didn’t have any audio. I decided to make things different next time, and have some simple audio feedback on whatever I built.

To get myself acclimated with the language, I decided to port Thomas Vian’s as3sfxr to Unity. What’s as3sfxr, you ask?

This short video from Flash on the Beach 2010 has a great explanation. In a nutshell, however, sfxr is an engine for dynamic generation of game-like audio effects. Thomas ported Tomas Pettersson’s original sfxr to ActionScript, creating a nice API for dynamic audio generation. This API was the basis for usfxr – and really, much of the code in usfxr is a direct translation of as3sfxr, albeit in a more C#-friendly, Unity-happy way.

In practice, what does usfxr do, though? It allows you to publish a game with no static audio assets (all effects are defined by a parameter string), and to generate small variations of the same audio in real time, thus making the audio playback a bit more colorful.

Code for a normal audio effect looks like this:

SfxrSynth synth = new SfxrSynth();
synth.parameters.SetSettingsString("0,,0.032,0.4138,0.4365,0.834,,,,,,0.3117,0.6925,,,,,,1,,,,,0.5");
synth.Play();

While “mutated” versions of the audio can be played like so:

synth.PlayMutated();

The library is a pure code port, with no GUI whatsoever (you can generate audio strings in as3sfxr‘s GUI, copy it, come back to your C# code, and paste the string). Other than that, the biggest difference is that audio data is (almost) always generated on a separate thread, so the need for pre-emptive caching is diminished.

I have an example of usfxr in action in a (terrible-looking) Shmup example (requires Unity web player):

usfxr SpaceGame example

The full code is available on GitHub. I’ll probably fix a few more things – mainly write proper documentation, add a different sample, and maybe make it faster – but overall it’s working. And obviously, I’ll be using it on Ludum Dare this weekend.

Some input would be welcomed, of course – I’m not a experienced Unity developer.

This post is a shortened version of something I’ve originally published on my own website.

What is your favorite programming language?

  1. C
  2. C++
  3. C#
  4. JAVA
  5. Objective-C
  6. PHP
  7. (Visual)Basic
  8. Visual Basic.NET
  9. Python
  10. Perl
  11. Delphi
  12. Pascal
  13. D
  14. I don’t know programming language

Please Comment

Comments

muton
22. Apr 2013 · 09:48 UTC
No JS, AS, Haxe, Lua, Ruby, Scala, Erlang, Prolog, Clojure, Brainfuck, etc etc? :)
lucasncv
22. Apr 2013 · 09:58 UTC
My all time favorite is C++, but Lua is slowly making its way to the top of my list.
GranTurismo
22. Apr 2013 · 09:59 UTC
14 (yet)
dissonance
22. Apr 2013 · 10:02 UTC
I only recently started using Java and it’s all I know, so I am unqualified to answer such questions.
22. Apr 2013 · 10:04 UTC
C++ is good, but i prefer AS
anbreizh
22. Apr 2013 · 10:05 UTC
Python is my definite favorite. Java is really nice too.

For my (probable) first entry, I will learn AS3 along the way (seems not so different than java). We will see how it turns out.
the3rdc
22. Apr 2013 · 10:12 UTC
LOLCODE FTW!
22. Apr 2013 · 10:23 UTC
[x] C#

[x] ActionScript 3.0

[x] Haxe
sorceress
22. Apr 2013 · 10:25 UTC
If you ask PoV nicely he might create a proper poll for you, using a theme voting form.
kulhajs
22. Apr 2013 · 10:49 UTC
Python all the way!
22. Apr 2013 · 10:49 UTC
You forgot the “other” option. Lisp/Haskell/Assembly etc.
dawchiks
22. Apr 2013 · 10:54 UTC
C++
22. Apr 2013 · 11:00 UTC
LUA! but I mostly write c# :(
22. Apr 2013 · 11:00 UTC
Haxe!! One language to rule them all!!
22. Apr 2013 · 11:10 UTC
C++

ActionScript 3.0
mackthehobbit
22. Apr 2013 · 11:11 UTC
Java would be my favourite, but I recently fell in love with Lua too. I’m kind of familiar with C++ (It is similar to Java after all, that’s where Java is based from really) and Python can be a bit of fun to use as well, and has an easy syntax.
Cognizant Game Studios
22. Apr 2013 · 11:43 UTC
JAVA C# C++ C
22. Apr 2013 · 11:49 UTC
C++!
22. Apr 2013 · 12:02 UTC
I really enjoy working with Visual Studio + C# , so I’d say nowadays C# is my fav language. I also like Python a lot.
xarasu
22. Apr 2013 · 13:05 UTC
Probably a mix btween Javascript and C#… depends on what I’m using. Javascript for web, C# for Unity
22. Apr 2013 · 13:34 UTC
Lua and Ruby.
avarisclari
22. Apr 2013 · 13:36 UTC
Lua, Python, Ruby, D. In that order.
tunnel
22. Apr 2013 · 14:03 UTC
I dont get the fuss of haxe. NME the main useful library requires too much.
goerp
22. Apr 2013 · 14:47 UTC
As language I prefer Java (combined with Eclipse or Netbeans), but when doing Ludum Dare I prefer AS3, because of all the neat 2D libraries (and Flashdevelop is nice too).

But I don’t know C# or C++.
22. Apr 2013 · 15:41 UTC
I only have experience with C#, Java, GML, and DarkBASIC…

And my favorites basically go in that order, with C# first :)

History is repeating itself

A Man Alone? Beneath the Surface? Please. We’ve already been through this.

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=6155

Also, what’s with the random capitalisation?

Finally, I have one hashtag of utter importance to share with ye.

#NoPotato

NO. POTATO. This fight must be taken seriously! We must not let the potators prevail!

12

This entry was posted on Monday, April 22nd, 2013 at 9:57 am and is filed under LD #26. 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.

Johannesburg, South Africa. Real World Gathering

Hey all,

I’m happy to announce that we’ll be hosting a Ludum Dare Gathering at the University of the Witwatersrand Digital Arts building.

There is parking and it is safe to leave your belongings at the venue overnight. Due to it being a university venue we can only keep the building open from 9AM till roughly 12PM on both Saturday and Sunday. Staying over is not supported, but we will keep the venue open for those who want to work till early/late. If you’re entering the competition we will keep the venue open till you upload at Monday 4AM Joburg time (the competition deadline).

Unfortunately, we cannot use the venue on the Monday due to university classes, so jammers will have to work remotely till the Tuesday 4AM cut off time.

For more info and a forum full of fellow South African game developers click here: http://makegamessa.com/discussion/558

Otherwise, email me:    ben.myres@hotmail.com

Hope to see you there!

DONT LET POTATO WIN!!!!!

I SWEAR IF POTATO WINS I’LL I’LL… EVIL!!! EVIL!!!! EVILLL!!!! MERMAID MAN AND BARNACLE BOY AWAYYYYYYY!!!!!

I’m in potato

“OH NO A THEME THAT DOES NOT IMPLY AN IMMEDIATE CONCEPT FOR A GAME, WHAT AM I GONNA DO ?  é____è”

 

Anyway I’m in with Flash and stuff

 

 

 

 

 

 

First Time LD

I will participate  without any special expectations except finish a game ( i’ll go for the JAM ).

My goal is to improve as a junior developer, i will work around 8hours a day for this LD.

Tools :

  • Engine : Java / Slick2d
  • IDE : Eclipse
  • Level Design : TiledMapEditor
  • Graphics : Paint.NET / Photoshop ( But i’m bad at it so i will probably take some image under Creative Commons license from http://opengameart.org/ )
  • Sounds : My mouth 😀 and/or some stuff from http://www.nosoapradio.us/

GL & HF Everyone

I’m in

I’ll be going back to processing for this one and I intend to use a GUI template if I can finish it and release it by then.

 

Other stuff I’ll be using are sfxr, gimp, blender, audacity, maybe more, who knows.

Potato must triumph

Since it’s such an abstract object, I’d love to see what people come up with involving a potato. Think of the hilarity!

LD26 as excuse?

I pretty much have a game idea in my head right now. And I’ve been making some tooling to make the actual assets for it. I haven’t done any actual assets for it, nor any coding for the game. So maybe I’ll join the LD26 to make it. If I can wrap the theme around it somehow. Using the LD26 as excuse to make something… is that wrong?

Also, “Kittens” beat “Potatos” every single time.

Comments

22. Apr 2013 · 11:12 UTC
Its not just wrong, its a bad idea. A lot of people do this and are rarely successful with it.
23. Apr 2013 · 01:31 UTC
It’s neither wrong, nor a bad idea. Good luck with it.

LD Number 3 For Me!

Wooo almost ludum dare time! I can’t wait to make another dumb game, I am PUMPED!

I will be using Stencyl for its prefab stupidness, expensive devices and software to make art, and my own butt and face for everything else.

Go team potato!

I’m so in.

I’m going to be using Unity for this, with C#.

Music with FL Studio 11 and Ableton 8

Sound editing with Audactiy.

And doing art with Photoshop and lots of luck.

The art will probably come out looking like something you’d be ashamed to put on your fridge that your five-year-old drew, but I’m gonna do it.

This will fail horribly, won’t it.

 

 

My Tools and Stuff

I have been playing with Flashpunk and Flixel for a few weeks. They look equally good frameworks, but so far I don’t feel comfortable to use them in the compo, simply because they’re too powerful. To me, just a few week wasn’t simply enough to get used to it and I’m afraid of using something that I don’t fully understand (call me a control freak). So I ended up with writing my own, very minimal codebase. It’s really nothing more than an “ActionScript Cheatsheet”, which is the name I gave to it. I posted the code here: https://github.com/euske/ascs

Other than this, I’ll mainly use a Linux environment for writing and compiling. I use Emacs and GNU make, as well as Python. These tools will be handy when you want to cook up something quick and dirty. But I also plan to use Paint and sfxr on Windows. The testing will also be done on Windows environment. I still need some sort of simplistic music editor, but that’s all I can say for now.

I’m in, for the fourth time!

It is time again! Yet another Ludum Dare to participate in, this time for the fourth time! WOOHOO!
I am all hyped, as usual. Tis just past Monday afternoon right now and am just about to start the warmup mini projects. Meaning; This will be a full week filled with nothing but coding.

Runthrough of whatever tools I will use this weekend:
Compo 48 hours
Code: Java, Eclipse.
Graphics: Game Maker. (Seriously, that sprite editor! <3)
Audio: FL Studio, Audacity.

Well then, see y’all at the start line!

 

Oh right! Almost forgot. Like the other times I have been in Ludum Dare, I am going to livestream as much of it as possible. My Livestream channel can be fround [here].

Comments

mackthehobbit
22. Apr 2013 · 11:51 UTC
Ah, Game Maker. I still love it, and I also sometimes use it just for the sprite editor too 😀 You’re not alone on that one, it’s actually quite useful, has transparency, all the normal tools, and a grid view.

Stringy madness

So, I’m making a veeery basic level editor in html5 for LD.

“Ok, what’s the matter”, you could ask. Well, as you know, level editors “generally” needs to actually save the levels.

I tried some solutions and the localStorage API seemed to be  a easy win, except for one thing: it just works with strings!

My level editor saves all the objects on the level in a gigantic array. I just needed to save that array, but how?

Four steps:

 

  1. Convert every property in every object in the array to a string and save them in temporary objects in a temporary array.
  2. Convert every object on the temporary array to strings.
  3. Convert the array populated with strings into a string.
  4. Save the gigantic string on localStorage.

 

“Well, why not use JSON.stringify with the array” you may also ask. Well, because I was getting some “circular structure” errors, and I had no patience to figure out what was causing it.

“And why this is so mad” you may finally ask. Well, because a level (with only two tiles) looks something like this:

 

[“{\”x\”:\”240\”,\”y\”:\”192\”,\”cell\”:\”0,0\”,\”image\”:\”[object HTMLImageElement]\”,\”imgsrc\”:\”spritesheet.png\”,\”densidade\”:\”0\”,\”friccao\”:\”0\”,\”

elasticidade\”:\”0\”,\”tipo\”:\”static\”,\”collisiongroup\”:\”solid\”,\”forma\”:\”Quadrada\”}”,”{\”x\”:\”272\”,\”y\”:\”192\”,\”cell\”:\”0,0\”,\”image\”:\”[object HTMLImageElement]\”,\”imgsrc\”:\”spritesheet.png\”,\”densidade\”:\”0\”,\”friccao\”:\”0\”,

\”elasticidade\”:\”0\”,\”tipo\”:\”static\”,\”collisiongroup\”:\”solid\”,\”forma\”:\”Quadrada\”}”]

 

Well, there must be a more elegant way to do this…

 

Potatoes FTW!

Comments

22. Apr 2013 · 12:09 UTC
JSON (JavaScript Object Notation) is the answer to your question
22. Apr 2013 · 12:13 UTC
Another idea popped up in my head just now: strip the HTMLImage elements and only conserve the image path. Any element of the DOM tends to screw up JSON.

An angry baby potato is such a boiling mad small fry.

Spuds up everyone. I am just peeling off a few puns to say “I am in.”

Tools:
GameTater: Studio.
Adobe Potatoshop.
My own collection of mashed up audio.

Fry do we need a potato theme? Russet there any other kinda of theme we could select?  *shrugs* Idaho.

Best of luck to all the entries!

I’m in. Here’s an idea for every round 1/2 theme!

Why wait until the theme is announced when I can just come up with an idea for each now?

Anyways, I decided it’d be a fun exercise to come up with an idea for every theme, so here they are:

 

Afterlife – Instead of respawning, when your player dies you just go to hell and play that

Against the Rules – Wizard table tennis battle, anything goes

Alternative Physics – A universe where if anything stops moving, it ceases to exist. More movement = more existence

Ancient Ruins – Game starts, you take the gold statue (or whatever) and all the walls are constantly closing in on you. Escape

Apocalypse – The apocalypse occurs, unrelated to the game’s story, in the very middle and you can never stop it and can never finish the game

Chaos – Every possible action you do in the game causes a chain effect of consequences, making it insanely difficult to predict/finish

Colony – Stealth game, play as an ant ninja who must sneak into enemy colony’s nest and assassinate their queen

Dreams – Dream version of a human has “dreams” where things are just normal, 2-phase gameplay of some sort

Electricity – Your character emits constant charge, touching conductive things transfers the power, use this to beat levels/enemies

Everyone Is Dead – You play a Wall-E style robot, but instead of junk, your job is to clean up piles of dead bodies

Flammable – You are on fire, water lies over yonder, many things stand in your way, get there fast!

Going Backwards – Hero’s journey in reverse

Industrial – The piston yard, a giant mechanical factory of pistons everywhere, don’t get crushed

Journey – All you have to do is cross the rickety bridge, who knows what kind of challenges you’ll face?

Keeping Control – A side view flying game, reach the most ridiculous speeds possible, hitting walls sends you spinning+bouncing, try to recover!

Lifecycle – You are a video game baddy mom, and you must raise+feed your children. Don’t be seen by the heroes or they’ll kill you/your babies!

Lost – Leave your home, find an item, as soon as you get the item, the lights go out, and the path you took before is the most dangerous way back.

Mutation – Wacky roguelike with randomly generated “quirks” every game (eg. every 4th turn you step to the right, gold poisons you, etc.)

No Weapons Allowed – Sneak your way in unarmed, find treasure, massacre your way out with it, treasure is randomized

Point of No Return – Everything you do/touch can only be done/touched once, or you die

Rediscovery – A 4×4 set of rooms that are occasionally/randomly changing, but you have a set of objectives to accomplish

Rise and Fall – Build a futuristic city as fast as you can w/ twitch gameplay, then destroy it w/ apocalyptic powers for a high score

Seasons – You are a spice dealer collecting goods, as you gather more, you go through “transitions” of exposure to the drug, causing powers/problems

Surrounded – Super hardcore ambush survival, you have only one weak attack, and each single enemy is significantly more powerful than you. How far can you get?

Underworld – Control two characters at once, one on the upside, one on the downside. The worlds are mostly the same, but some things vary.

After the End of the World – You are the super villain, and you just won! Now what do you do with your time?

A Man Alone – Try to find a peaceful place to meditate, but everywhere you go, some people/creatures always interrupt you!

Amnesia / Limited Memory – Pseudo RPG game, but your experience points are constantly draining, you have to fight to keep leveling up

Beneath the Surface – Stealth game where you can phase into walls, but if you stay in a wall too long you’ll get stuck there forever!

Desperation – You’re falling to your doom, hit as many things on the way down as you can to break your fall! The less bones broken, the better.

Dimensions – Everything is paper flat, but only visible from its front-side, and can be facing 4 possible directions. Switch directions to find your way.

Distortion – The entire land is shifting, all objects do something based on their distance from you or what axis you’re moving on.

Ecosystem – Keep an ecosystem of mini people+plants alive for as long as possible, high scores should be able to reach days/weeks/months!

Erosion – Use your laser to dig through the ground and escape, but the ground is constantly growing back, and may try to fight back!

Experiments – Help the experiment subject get through the rooms as the scientist w/ control panels that control it!

Forgotten Places – Platformer w/ a series of levels, each with an end, but every level has a “secret” end. Find only the secret ends to truly win!

From the Inside – Defense game inside a monster’s brain, punching enemies around. Hitting parts of his brain makes his body on the other screen dance.

Minimalism – A series of one-screen platformer levels, but you can only play by hearing, because only the first frame will ever be shown.

One Shot – Simple, short game, you VS a single very challenging and complex boss fight. Beat him.

One Way Out – Escape from the exploding core using your magnificent spaceship-flying manoeuvres through the winding passageways! Top-down style.

Out of Time – Challenging platformer, you only have 2-5 seconds to get each timer, or you die. Sometimes they are placed in tricky spots!

Perspective – You are the engineer of a space battleship, keep the ship running during shaky space battles, you never really know what’s going on.

Potato – You’re a butch she-warrior nicknamed Potato Face who has been cast into the coliseum, survive in the face of the laughing, taunting masses.

Regeneration – You revive if you touch the red platforms, but you can’t always reach them. Die in ways that your ragdoll can land correctly on them.

Replication – You’re in a machine and have to perform actions on the spot, every N-seconds, a copy is made that performs those actions in the actual level.

Side Effects – A shooting game, get though the level killing enemies. But every enemy you kill has a randomized and strange side effect in the level.

Space – You’re stuck inside a tiny square room amidst total blackness, unsure how you got there. How can you even escape?

Stuck Together – Two people stuck back-to-back, one can climb, the other shoots a gun. You can turn them around, get through the level.

Survive – Naked bearded man stranded in the desert, find where the sword & shield are located before the sand colossus arrives to claim you!

Teamwork – Simple platformer or puzzle game where the player is meant to be blindfolded and instructed by a friend’s voice, friend gets the headphones though!

Some are shitty, some are pretty good, others don’t even seem to match the theme they’re for. But I don’t care, it was fun! :)

Excited for this Ludum Dare, I’ll be doing the 72-hour jam with an art collaborator this time, and want to make something really small and insanely polished!

 

Which is your favorite of these? :)

I totally forgot to write a “I’m in”-post!

Tool of making: Game Maker (as always);

Additional libraries: TweenGMS;

Sound: bfxr;

Music: Will be decided when needed.

Arts: Paint.NET

So, yeah. Can’t wait to start my 8th LD! This is gonna be fun!

I’m in the Jam

Using java, Eclipse, and LibGDX (breaking the rule, not entirely familiar with this library, probably going to be a sticking point, but it’s the Jam, I have more time to look at documentation)
Good luck to everyone in the Compo and the Jam!

This potatarian madness must end.

Dear fellow game developers.

It saddens me to contact you under these grave circumstances. I declare that at as of the commencement of this announcement, we are at war.

This evening, at precisely one glass of wine before I wrote this announcement, Commander Dezzles has proclaimed war on all of us.

Commander Dezzles declares War

Commander Dezzles declares War

For years, we have lived at peace. For centuries we have tasted freedom from oppression and equality for all. I thought as a people we’d moved beyond those tormented days of vegetable segregation and the oppression of the Capsicum for equal rights. Yet tonight, following the broadcast of @dezzles from his “secret underground lair” (presumably the UK), he has yet again flaunted in our faces his unwavering support for the global domination of the potato.

This cannot stand.

This will not stand.

As a people, as a community of strong and committed game developers we must stand against this common enemy, and strike back for the common good.

With your support, with your commitment and trust; we will defeat him and his potatarian war machine.

Stand with us, and help the fight. Vote -1 for Potato, and spread the word with the #NoPotato hashtag.

Potato trauma

Potato trauma

 

Comments

22. Apr 2013 · 13:16 UTC
Fuck tha potatoes!
Patacorow
22. Apr 2013 · 13:31 UTC
I regret making the entire potato comic thing now :l
BNeutral
22. Apr 2013 · 20:34 UTC
Are you serious? This is the best thing ever.

14 things I did to get from Ludum Dare prototype to fundable Kickstarter game

Note: I originally posted this on my own blog at garethjenkins.com, but as it’s directly applicable to Ludum Dare past and present, I wanted to share it here as well. I guess this is also my “I’m in!” post… looking forward to the weekend 😉

In April last year (2012) I participated in the 10-year anniversary Ludum Dare game jam and built a 48-hour competition game called Mineral Cities, for the community-selected theme “Tiny World”. Nearly 12 months later, I launched a Kickstarter campaign to raise funds for building a game based on that prototype — also called Mineral Cities.

That campaign ends in a couple of days, and at 75% of the funding goal reached I’m hopeful that it is going to make it. In an effort to drum up some further support and close that final gap and in the run up to Ludum Dare #26 this weekend (which I’ll also be participating in — my fifth now), I thought I’d share some of the things I did in taking Mineral Cities from a game jam prototype to a fundable game — especially one I could enthusiastically get behind and convince others to share in my vision.

If you’ve not backed Mineral Cities already, I’d really appreciate you checking out the campaign page over on Kickstarter. You can even sign up to get access to the alpha, which I’ll be distributing when the campaign ends.

So, in no particular order, here’s a bunch of things I did…

#1 Figured out a point at which I was happy telling people how good it was

This was super important early on. I had an idea for the feel of the game as I was building the Ludum Dare version, but I wasn’t necessarily expecting other people to “get it” right away (they did, I got some great comments on the original). The Ludum Dare version was limited in replayability and somewhat obtuse in UI and instruction (as a lot of great LD games are), but I knew how I wanted to fix both. Problem was that I didn’t want to end up breaking the feel of that original version. I only wanted to make this game (and ask others to help me fund it if I had confidence in it) The solution I came up with was relatively simple…

#2 Built an alpha, essentially for myself

I didn’t do this right away (in fact I didn’t start this until February 2013), but I decided early on that this would be my measure of readiness for launching a Kickstarter campaign or, in fact, continuing any further with the development of the game. I effectively identified (and wrote down) what I wanted the game to play like (not how) and what its core mechanics should feel like in use. Building a new version of the game that included a better control system and mechanics that would support a full game that satisfied those criteria became my immediate objective.

#3 Came up with a visual design that I felt embodied the feel of the game when played

This was slightly tricky in that I liked the visual design of the original Ludum Dare game — it was sufficiently simple and articulated game state in a way that provided variety and an evolving aesthetic that mapped well to the game’s progression. However, it demonstrated nothing about what the game was — unless you’d read the description of the mechanics, the appearance of arbitrarily-coloured columns on a sphere didn’t give much away. I set about coming up with something that manifest both the simplicity and compound, emerging nature of building on the planet as well as the function of the gameplay components themselves. Simple things I did early on, like making terrain (mountains, hills etc) a different colour from the planet’s surface, led me to the decision to make colour a foundational part of understanding and differentiating the game’s mechanics and level configuration.

#4 Came up with a visual design that gave me the flexibility to build the game

I didn’t so much make this decision as I knew I had to live with it. I wanted to work on this alone and I didn’t want to (nor was I able to) spend a significant amount of time modelling or manually tweaking art. Ultimately, for the alpha (which is what you see in the campaign video) I went through two iterations of the building models and 3 or 4 planet types, all of which were ultimately merged to the test planet I’ve been using throughout. All of this was done over a couple of evenings and a couple of bottles of wine.

#5 Kept things that were not broken

I’m really fucking picky about music. I’d put together a little electronic riff for the Ludum Dare game using Propellerhead’s Figure, which, whilst it’s way too short and it has a couple of things I’m not entirely happy with, it totally nails the feel of the game for me. So I kept it. I need to expand on it at some point, but right now it fits.

#6 Iterated on the core design… a lot

Before I revisited the code for the game (which I didn’t in the end, I started from scratch) I spent about 3-4 months going over and over the core mechanics of the game. In the end I boiled this down to 3 sets of ideas, and a couple of variations. My final iteration was actually written as a vocabulary of events in the game, which I worked back from to an implicit set of mechanics. This took by far the single largest chunk of time yet spent on the game, but overall had the least impact (it was done over a serious of long and repetitive journeys over the course of a couple of months).

#7 Worked out what worked, then started again

Somewhat a subset of the above, but it’s important to note (/for me to remember) that pretty much every design concept or change I came up with I tested against my original assumptions for how the game should work, then against the Ludum Dare prototype and then against my other design ideas. Often this resulted in not-quite-workable ideas that I then had to go over again. For those who’ve played the original and seen the alpha, the inclusion of “gems” was central to a lot of these decisions. And I didn’t finally decide on them until relatively late in that design process.

#8 Identified a reasonable (time and resource) budget

To some extent this is more of a campaign/business issue around budgeting for the game’s development — but in the end it actually factored quite significantly into what I decided should be in the alpha and how some of the game’s systems should — or could — work. Knowing that I was looking at an alpha + campaign setup of about 2 months and a final game build time of between 4 and 6 months (which I knew wouldn’t be full time — my “day job” is running a consulting business building games for other people) meant that there were certain things I needed to exclude, at least in the first version. This included AI, procedural generation and excessive tech tree balancing (interestingly I ended up moving my design work away from any kind of tech tree and focussing on the core interplay of a relatively small set of building types).

#9 I wrote (mostly coherent) descriptions of the game

I’ve ended up describing Mineral Cities as a “minimalist RTS / city-buidler hybrid”… which, while it’s technically correct, I’m still not happy with and hope to find something better. I did this (write descriptions) a lot though — normally without reference or consideration, I just kept writing them down. I’ve reused some of that in the lengthier descriptions of the game, but, while they’re all okay, I’m still not really happy with any of them. I love the name though, I’m keeping that 😉

#10 Worked out how to add variety and longevity

I knew that once I had the core mechanics in place and control and presentation issues resolved, extrapolating out to various objectives, level configurations and gameplay modes would be relatively easy. It was. Being able to play a version of the game that was functionally complete allowed me to test a variety of game modes very quickly. Subtle changes such as visibility and adjusted mineral replenishment make a massive difference to how the player approaches planning in the game. Really this was evident as soon as I had the core mechanical designs in place — being able to test those assumptions while playing the basic mode of the game just reinforced the longevity and value of those systems.

#11 Made room for essential UI, but nothing else

At the core of the game is the presumption that the (interested) player will develop their understanding of the interplay of the game’s systems as they experience the game itself. The game is the UI and vice versa. The only actual “UI” I built was for objective tracking, building selection and level completion. What surprised me is that while I started with that as a minimum required for an alpha to be usable, I’ve actually ended up with most of the required UI for the finished game — validating my original intentions for the user’s interface with gameplay systems.

#12 Listened to all of the feedback

I got some fantastic feedback on the original Ludum Dare game. If it wasn’t for that I wouldn’t have taken it any further and I wouldn’t be writing this now. That there were players that identified with the feel of the game was what led to me making that core to its ongoing design.

#13 Ignored all of the feedback

I knew from the outset that this game wasn’t for everyone. I embraced that and ignored feedback of the “wuh?” variety.

#14 I took a break

I didn’t so much decide to do this as I was forced to. I didn’t have time to do speculative work on making the game (which is what it would have been if I hadn’t gone through the lengthy design phase I ended up with), but I did have time to think about it. Over the course of the 10 months between Ludum Dare #23 and February just gone I effectively took a break from the game. I didn’t play it for 8 of those months. It was all in my head for all that time though, and the majority of the design was done there as well. I made extensive notes at various stages, but very few of them ended up being part of what I ultimately wrote down in February as a “this is Mineral Cities” document. If it wasn’t for that forced period of contemplation, the game wouldn’t be anything like as good as it is now. I’m happy to report that I’m in the contemplation phase with a number of other projects — I’ll tell you about those in a few years I guess 😉

If you’re interested in the game, obviously go check out the Kickstarter campaign page for Mineral Cities. The updates I’ve posted there articulate some of the output of the design process I’ve discussed above. It’d be great if you could back the project and/or spread the word about it.

Frozen Fractal to design levels, properly this time

 

The best thing for me about Ludum Dare is competing against myself, and trying to do better than last time; not just in rankings, but also in the quality of my game and in my own personal satisfaction. Looking back at my first three Ludum Dares, there’s a clear progression visible.

The first was JavaScript and canvas2d, primitive geometric graphics and no sound.

The second was CoffeeScript and WebGL, still primitive geometric graphics but OMG PARTICLES! and included some awesome sound effects from Bfxr and braindead but catchy music from LMMS.

The third was CoffeeScript but back to canvas2d, home-recorded sound effects, music written by a professional 18th-century composer (but butchered by me in LMMS), and animated sprites done in Inkscape.

Each of these has helped me hone my skills in a particular area. This time, I’m raising the bar again. One thing I suck at is level design. Of my three games, only the first had real levels, and they were bad; in the later two, I cowardly sidestepped the issue by dumping increasing numbers of enemies into the same boring rectangular area. So this time, I’m aiming for a game that will force me to practice level design. I’m even reading a book about it!

I’m also going to try my hand at pixel art and pixel animations. In GIMP, if I can’t find anything better that works on Linux. (Any recommendations?)

As preparation, I’ll be looking into how to use SoundManager 2 properly, because HTML5 audio still sucks.

The community is what makes Ludum Dare awesome, and it’s thanks to you. So good luck to you all, and may the code be with you!

Third times a charm?

This will be my third LD48 in the past year since I started them. (Missed December due to work.) The first time I didn’t get anywhere near finished.  But I had just started programming again so I wasn’t surprised.  The second time I had a playable game, it just wasn’t finished enough to submit.  No sound, music, only one enemy, that kind of thing.  This time I think I will finish.  I will be using game maker studio this time around.  I just started using it yesterday, but I was able to get a basic platformer/puzzle game up and running in a few hours.  This is good for me because this time around I’m only going to have 36 hours to make my game.  I wasn’t able to get the whole weekend off.  So the theme will get announced 30 minutes before I even leave for work.  Oh well, gonna be a blast anyways.

I’m in, for the first time!

Hello from Munich, Germany! After following LD48 for two years now, I’m finally in with an attempt of my own, ready to mortify you with hilariously bad programmer art! I hope Ludum Dare will pressure me into finishing a game for once. About potatoes. Oh god…

About me: 26 year-old PhD student in Bioinformatics with a love for indie games.

I am planning on using:

  • Language/Framework: Python+Pygame
  • Libraries: pybox2d, Py2D, PyHiero, PyTMXLoader, glyph
  • Editor: vim
  • Graphics: GIMP / Inkscape
  • Maps: Tiled
  • Fonts: Hiero
  • Audio: bfxr + inudge

I’ll be posting code on GitHub and will try to create a timelapse.

LET’S DO THIS!

IStation is in!

Hey jammers,

we’re in! We are a team of  fourteen artists, designers and programmers who work together to create educational games and help kids all over the nation get better at the whole “school” thing.

Since we despise each other on a daily basis, we’ve decided to use this Ludum Dare as a team-building exercise. We’ll place our feuds aside and cooperate for the weekend to bring glorious games to the interwebs, before going back to our hate-filled work routine afterwards.

Depending on the theme and the brainstorming it will incite, we might split into small teams or just create one massive game with as much polish as we can.

Graphics and Animation: Photoshop and Flash CS5

Level Editor: OGMO editor

Music/SFX: we’re planning to do all the SFX with our own voices… and Audacity for editing

Language/Engine: FlashPunk all the way

#potatoesmustdie

Finally In!!!

I’m in for the first time. I am a noob programmer so I hope I can finish.

Tools I will be using:

Language: Java

Libraries: Slick2D (maybe)

Music: IDK yet

Graphics: Paint.net

Competition: Ludum Dare Jam

Food: Quick lights meals, pringles and coffee (lots of coffee)

 

That’s about it. Bye.

 

Warmup Weekend: Successful-ish.

Good News: My toolchain seems to be in great shape.

Bad News: My Internet is poop?

The only reason I enjoy Ludum Dare as much as I do is become I can livestream the whole thing and get a few hundred of my viewers to keep me entertained while I work.  It’s an amazing 48-hour party that just happens to result in a game being produced in the end. Unfortunately, my Internet seemed to cut out for a few seconds every few minutes, resulting in the occasional lag-fest, or an outright disconnect of my stream requiring me to restart it. This is very distracting and extremely frustrating.  After calling it quits, I went and checked the various cables that my ISP setup as part of my fibre install and I think that I tracked down a faulty Cat-5 connection between the transceiver and the modem/router/firewall.  I have replaced this and since then, my connection appears to have stabilized.  Unfortunately, the problem was intermittent in the first place, so who knows.  I’m also getting a tech from the ISP to check the signal strength on the actual fibre line, just to be positive.

I will be doing additional streaming this week (SimCity!) to see if things have stopped being poop.

Programming environment/library declaration: Unity 3d, including built-in standard library assets. Additional publicly-available libraries that might be used depending on theme and how feisty I’m feeling:  Photon Unity Networking, A* Pathfinding Project, whydoidoit’s Loom, Unity Serializer, usfxr. Because obviously a multi-threaded, multi-player game with intelligent enemies and proper save/restore functions is TOTALLY doable in 48 hours.

Pong. I’m making pong.

Anyway… while other tools are not required to be declared, I like to list the ones that I’m likely to use because I like it when developers highlight useful stuff. I’ll be making use of some combination of: Photoshop, GIMP, Paint.Net, Substance Designer (including built-in Unity 3d substance generators), Blender, Audacity, BFXR, atrk-bu, SchismTracker, Spacescape, XSplit, Sublime Text 2, Notepad++, and more!

 

Second Time, Dragonfly and Expectations

Ok, so it’s that time again, when everybody gather around the campfire and tells horror histories while eat marshmallows and canned food…

In the mean time, we are here, making AWESOME games!

Although I know the Ludum Dare for some time now, this is the second time I’m participating.
This time I’ll finish my game!!! (Ok, I’ll try to, again, finish it)

Right, right…
I’ll make a browser based (Flash) game with my little bug Dragonfly and a small Library.
I’ll be using FlashDevelop as IDE to polish those damn bits, GraphicsGale to draw little balls of fur, as3sfxr to make some blings and blongs and burrrsshhhs, and I don’t have an idea of how I’m going to make some music (and this is driving me mad)…

If someone have a suggestion, please, I’ll be glad (really glad) to hear it!

I’ll ask for some friends to solve bugs and give ideias…
It’s always good to have friends like Google, StackOverflow, GameDev StackExchange and such!

Ow, I almost forgot…
I’ll try to record a time lapse of my work with the Chronolapse.

I’m eager to get started…
See’ya!

I’m in!

I’m in again!

I will be using Ren’Py with my new Point and Click Framework plus my Hidden Object code plus my Puzzle Code.

Go Maritimes Canada!

Tags: Ren'Py

I’m in!

This will be the third time I participate in potato.

The first one I participated in was #23 in which I made a fantasy themed shmup, called “The tiny gryphalope”. (timelapse)

My second entry was for #24, in which I built upon a too bloated idea, and the result wasn’t great. Lesson learned? Primordial Soup. (timelapse)

I’ve grown quite fond of Unity so it’ll be my potato of choice this time around as well. I’ll keep Chronolapse running as usual, and I’m thinking of having a stream this time around as well.

Potatoshop or Procreate along with Blender will probably be used for graphics, and Visual Studio for code. All sounds will be recorded with a potato for best quality, of course.

Carrot.

Indubitably In.

Greetings ludumites, ludum darees…… ludarians? This will be my first Ludum Dare, which means things should get very panic-filled and confusing but learntastic just the same.

My preliminary arsenal includes the following:

  • Engine: Game Maker Studio
  • Graphics: Sketchbook Pro (!)
  • SFX: SFXR/BFXR
  • Music: Electric Piano 
  • Audio: Audacity
  • Hardware: X220 Tablet, Yamaha P-95, Zoom H2n
  • Food: A lot of oatmeal and cereal

Clearly I have no idea what I’m doing, but one thing’s for certain….

Challenge Accepted

*insert obligatory potato reference*

Best of luck to all!

Ludum Dare 26 “yes I’m going to partake” post

I think this is supposed to be how it’s done…

Expected tools used:

Programming language: Scratch.  Time to learn something new!

Audio: Audacity and any noises I can record.  Expecting to be done in the presence of a movie, so maybe some samples.

Graphics: GIMP, ImageMagick, http://superpixeltime.com/, maybe a few others I’m not remembering to mention.

Other: git, eh, the usual tools I use.

But I’ve been known to change them all at the last second anyway, so I am not certain why I should list these.

I’ll be be hosting at the Museum of Art and Digital Entertainment, as I had for the previous Ludum Dare.  We are hoping to stream video from the museum, although I don’t know how exciting that might be, but it might be made more exciting by the other museum things going on.  That part isn’t quite worked out yet.

Also, there are a couple of people looking for teams (for the jam) at the museum – if you are interested, email me (jbell9 at) gmail the old dot com.  Or comment on the “Real World Meetup” post.

Maybe I’ll make a game about the museum….

(Untitled)

I’ve compiled a list of the top 10 overall rated Ludum Dare games of all time!

View it here: Top Ten Ludum Dare Games

Is this a handy “what to do” guide, or a way to waste time before Ludum Dare starts on Friday? You decide!

I’m not in…

Maaaan, I was really excited for doing LD again since I missed the last one for schoolwork, but it looks like I’m missing this one for schoolwork, too. But, I’ll be working on three other games and a Kinect gesture recognition system, so I suppose I shouldn’t complain. Save Potato for LD27! =)

I’m in

Alright, so this would be my fourth LD, I’ve only finished 1 of 3 so far. I’d rather not drop below 33% success … So lets do this! Even if the theme is potato.

 

Code: Actionscript 3, Flash Professional IDE

Art: Flash Professional IDE, Cintiq

Music: Renoise, bsfxr

Livestream: http://www.twitch.tv/mrcarlton (possibly?)

 

A little about my previous LD experiences. In case new people read these sort of things and want to hear horror stories:

So on my first LD I didn’t make a game I built an excessively elaborate game engine, mostly because I didn’t know what I wanted to build – and then decided to make an rpg where you played as a chicken with only 11 hours to go. Obviously I didn’t finish, but I used that same engine to run a boat ton of my other projects outside of LD.

So my second LD game I endeavored to actually finish. The game i built was ‘Panspermia’. This time around I focused on a super simple mechanic and just got something rough running in the first 3 hours, then spent the rest of the time fixing bugs, adding features, polishing art, and then publishing the game to the internet. It went pretty well and I’m happy with what I got finished in 48 hours (cuz seriously I have no idea how I got ALL that shit done, and still slept/ate).

And the last LD I attempted I was going to make a game where you played as the white whale from Moby Dick. I dropped out with 16 hours to go. Bad time management caused me to lose 4 hours at the start and bad utilization of my first day – I spent all my time making a realistic buoyancy and sinusoidal wave simulator, the waves looked and acted realistic – but the feature was a serious time sink just getting it working.

I notice i have a tendency to name my games mildly suggestive things like: Cock Quest – an rpg about a chicken, Panspermia – a origin of life theory, and Moby Dick – its about a whale honest.

Tags: Carl Graves, horror stories

I’m in! This’ll make it a hat trick. (Also, why not draw a Potato?)

This is my 3rd Ludum Dare rodeo.   LD24…..246th place.   LD25…..167th place.  My goal for LD 26, aside from having fun and making a good game, is to place higher than last time.  Tools:

  • IDE: Construct 2
  • Graphics:  Paint.net, and possibly hexel
  • Sound: BFXR, Microphone, Audacity
  • Music: (Depending on how long I have to spend on music ) Wolfram Tones, Abundant-Music.com, NodeBeat, Garageband
  • Food: If I do it like last time….48 hours of pretzel rods and seltzer

There are a few Construct 2 “Libraries” I’ve created in the past that I may use.  These include basic behaviors for screen fades, recording and playing back  data, dialog boxes, Login/Account creation system (in case I want online features), and data encoding (when passing data to my server).  All can be found here.

Also, if you have a minute, check out my LD26 Warmup Game, Paint Share.  Paint Share is a simple paint application.  What makes it special is that it’s constantly showing you drawing that other users have submitted, and you can submit a drawing of your own (requires creating an account…. feel free to make a bogus one).  Why not draw a potato:

Oh Come on…. it totally looks like a potato!

I can’t wait to get to the game making.  Best of luck everyone!

6

This entry was posted on Monday, April 22nd, 2013 at 4:21 pm and is filed under LD #26. 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.

I’m in, first time

Decided to join the Ludum Dare competition.

Language: Java, using eclipse
Libraries: lwjgl, slick for texture loading, sound loading an shader loading and maybe Luaj
Graphics: Paint.net
Music: Garageband for IPad
Sound effects: Not sure yet, probably a sound effect generator.

Here’s something I’ve made in lwjgl before (Not for Ludum Dare, but just for fun): http://youtu.be/InY8H-wq1wM

Oh, and please no potatoes :(