I have created gravity!
Good start on our game called Pongless! (TBD)
Essentially created an “Angry Birds Space” multiple planet gravity script controller thingy.
Good start on our game called Pongless! (TBD)
Essentially created an “Angry Birds Space” multiple planet gravity script controller thingy.
Nothing much to show. The game is mostly complete, I just need to finish the scoring mechanism and spend tomorrow polishing & tidying. Time for some sleep!
Well I have a game. It plays.

The minimilism is two fold.
1. The play style is only on the x axis (you can jump)
2. The story of the game is based on the oxford dictionary definition. “b one which reduces the government functions and intervention to a minimum” Your character is on his way to shut down a government who has locked down the world completely. Hopefully I’ll actually be able to put the story into the game.
Got a simple scene exporter from Blender! woo. Ok, so maybe I’m a little bit behind schedule, but it’s my own fault for doing this more or less from scratch. There’s still hope of finishing, since my game idea pretty much just involves walking around with a bunch of blocks, so I’m actually not too far from the capabilities I need. I just hope I have time to do some non-crappy lighting.
I’ve come into the competition a day late after wasting the first on a bad idea. For my second attempt, i decided to take it upon myself to create a randomly generated action roguelike based off of Contra and Megaman (why oh why did I do this…). Luckily, progress is being made! Here’s a brief look of the still heavily in development randomization:

Tomorrow is going to suck XD
Now I can take a rest from coding and make the game already. I finished everything I needed (excepting cutscenes and the boss).
Now you are the one being shot! Luckily, you have a shield that makes you invincible at the price of your movement!
I’ve gotten a lot of different opinions about what my game is supposed to be about, and it’s very cool to see how my game can be interpreted lots of different ways.
I still have my own meaning for what the game is about, but I really like that people can apply their own meaning and reflect their own experiences onto the context.
If you’d like to try it out you can play the current build here:
https://dl.dropboxusercontent.com/u/131810/i%20need%20to%20lie%20down.zip
(Needs sound and has flashing lights, Windows only.)
I’ll keep polishing some stuff. I need to fix some of the sounds I think. Then I’ll work on the title screen and I might buy a domain for the game as well.
I knew going in to this that the hardest part of my game to code would probably be the phasing collision. Getting the character to not get stuck in a wall when phasing back to existence isn’t the easiest thing to do. At least I thought it wouldn’t be. I ended up wasting many hours on a messy, stupid, convoluted way of doing it. When I was minutes away from finishing coding it I suddenly thought of a better way. I turned my 175 lines of shit code into 30 lines of amazingness. And those 30 lines work perfectly. I love programming lol. Here is a high res shot of the main character. About to start working on the low res version for the game. I also need to change his feet/legs. I’m not really happy with them.
http://www.youtube.com/watch?v=wBlJcPGTlBQ&feature=youtu.be
There it is, the quality is very bad, I’ll make a better video next time.
I finally have a semi-stable playable version.
You can download it: https://www.dropbox.com/s/g6f0smybzo9s0vq/JEB_001.zip
Wanna see the source? https://github.com/Bevilacqua/LD26
The collision detection is horrendous and i’m not sure how i am going to fix it but besides that all i have left is:
I’m very pleased with where I’m at. I just need to add sound effects and see what I can do in the way of a title screen (if I can’t do much there, I’m not too worried). The game works and has enough randomization to keep it interesting for a little while.
In the video, you can see the bug. Specifically, it’s a bug bug. The insects (which are power-ups that give you a life, some points, and a free echolocation pulse) seem to screw up the playfield when they’re around, though I have no clue why. I’ve had the same issue earlier, but with the owls (enemies). Somehow, it went away for the owls and was doing fine, but now it popped up again. There must be some bug in the standard kernel. I’ll be leaving a tech support call on the AtariAge.com forums and hopefully someone can tell me what the issue is before the game is due.
If not, I suppose I can live with it.
Well, that’s a wrap for tonight!
For my second ludum dare, I feel this one is going a lot better. I never had time to finish hardly any of the mechanics, levels or content for my last one. This time around I’ve actually made some progress.
I’ve got basically a sokoban clone for gameplay, with a weird one page per level “storyline” thingy, sorta…
On top of that, I’ve already got a potato.
Best of luck to you all.
-FelixNemis
previously on Platonic Dot Solid
Been going really well so far. Making this game without a main delegate state machine. I’m glad I put a lot of hours into the main character. It is really making at least the beginning part of level design easy.
I am absolutely new to programing! Like I started about a month ago and I am getting far for my first program, which is a game for ludum dare! I can’t believe my own progress! Oh and I think I’m gonna go for Ludum Jam. This is gonna be awesome! See you guys tomorrow! Screen shots coming soon!
I’ll write a few notes and design decisions here, in case anyone is interested…
My submission is here: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=19338
This was my second attempt at a Ludum Dare challenge, and as last time, I enjoyed the experience.
Got the basic engine finished, just wanted to have people give me some feedback and any reception .
UPDATED NEW LINK!
https://dl.dropboxusercontent.com/u/35270092/TrafficJamTest.zip
Requires Mac OS 10.7 or later.
Instructions to play in Zip file.

Work in progress!
Thank you!
Tags: testme
The game’s name is “█”. You play as a text cursor attempting to escape your dull existence. To keep with the minimalism theme, you control the cursor with just one jump button. The plan to is to have 5 levels with some kind of boss battle at the end.
Will have a jar file uploaded of the prototype as soon as I figure out how to do it.
Update: You can find the game here… (just launch the jar file)caprockgames.com/ld26/ld26.jar
-rich
I have looked everywhere and have not gotten the responce i needed, but im growing desprite. The object of the game is to get the entire ground your color before the other player(or bot) does first.
heres what happens, i shoot my color and it works but when i shoot the red color it still shows blue help!
Apparently. My game “Home” involves flying around our solar system. When a ship makes contact with a planet it starts to fall down into it–but I had this weird bug where instead the ship would fly off into deep-space. Fixed it, and now our dear explorer can be sucked to his doom on the surface of Jupiter.

Dooooom!
Finished my little game. Play it here http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7081
My game so far. It has most of the game mechanics. It just needs some polish. And maybe multi-player. My personal best score is 624. Try to beat it. download
Wowowo, done with the core of the game !
It consists in a lil’ bunch of stupid mini games. I must say, I’m rather happy with it !

I still have some work to do between the menu/introduction, a (very basic) scoring system, some sounds, and polishing because I’m worth it.
And yeah, that’s a potato on the guy’s shirt.
Hey guys, here is my halfway-ish video update on my progress so far. Now the crunch shall begin!
Tags: jam, motivation, poo, progress, Richard Matey, Rogue Pirates, unity, unity3d, update, video
Never thought this would be so exhausting and so amazing at the same time!
This is my first ludum dare entry. Please bear with me. I posted my first submission. Please check it out and leave a feedback.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20678
Download link for exe (Windows), apk (Android), and jar (Mac and others). For desktop, use left mouse click on left and right sides of the screen to control the players’ colors.
This took roughly 21 hours. Hope you like it. Thank you.
Ok, so it’s not complete. But YOU can complete the game now, if you’re good enough. So at the very least there are rules within the game that permit this game complete screen to show, how feasible it is I really don’t know, I’m hopeless at this game. The irony. I also added some progressive difficulty, so that as you climb higher the amount of blocks falling increases. Reach a certain height, and send 25 beams of light at the Gods (Too many? I don’t know) and tada, game complete.
So the game is very nearly complete. Some parts still need to be tweaked, that’s inevitable. I could do with putting a potato related easter egg in. Maybe some new features will sneak in in the next few hours, maybe not. Who knows!
Hello! Never got around to saying I will be doing the Ludum Dare this time around and hopefully finish. If not, the Jam will always be a back up as I only have just under a day. Good thing the theme is minimalism!
I will be using:
– JavaScript with PaperJS
– Paint.NET
Simple, yet my favourites. Keep an eye out at www.quarkdowngames.com for releases of the game as it progresses. Good luck to everyone!
…then it should be state machine. I ignored that part of my brain yesterday and now I’m dealing with amusing but unexplained emergent behaviour. Time to refactor refactor refactor.
So it’s morning here, I’m showered, I’ve had breakfast… The countdown says 18h 49m to go, which is equivalent to 3-4 days of ‘real world’ work, should be OK!
All I need is an ending. Playtest it now!

First screenshot
The darker tiles will block movement, the lighter will not. It’s all that simple. More colors will be added later.
Juts woke-up and had my breakfast.
I hope everything’s going well for you! Keep faith!
Damn, I’m late on my schedule because of doing nothing useful and web browsing all night life events.
I don’t think I’ll have time to improve visual effects: those explosions are a bit too epileptic, the death FX is missing, etc…
I’ll see what I can do tonight. Still 10 h left before incoming real life schedule.
Meanwhile, the level transition is finished, collisions are now a bit better, I’m working on a 2nd level, and now we have minimalist explosions !

While the Red fractal level color palette seems ok, the Blue level’s palette is not quite right. This is where my Art skills fall short. I’ll see what I can do about it this afternoon.
But first, I need more levels !
As before, the latest update is available to play online in your favorite web browser:
>>> http://www.teradem.net/HTML5/Zip/<<<
About Zip’s movements and jump handling, it gives him a unique style combined with the animation. Though if it causes more frustration than the meaningful difficulty it would add to progression through levels, then I’ll cut that off. Less is more ![]()
My idea for a game is not working out…. I feel that i will run out of time if i keep trying to get it finished, and leave myself no time to retry, so i am scrapping that game and starting again with a different idea. I have 18 hours which should be enough!
Less than 14 hours left…
10This entry was posted on Sunday, April 28th, 2013 at 5:19 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.
These toggle switches are working on desktop and mobile and preserve their layout when the browser window is resized. Earlier today, I wasn’t sure I’d ever get this far.
Happy sleep now.
Tags: sequence initiated
Ok I am putting fluff into code now, still have to put goals and simple game math, but the serious stuff is done
Ghetto physics: check
Pixel Collision against 400X2625 landscape map: check
Controls: check
Animation… minimal as it is: check
sounds: check
music track: check
from here its light 4 function math, and inside circle checking which EGSL does for me, title screen, death screen, and wrap this bugger up
not stressin, after sleep a 8 hour day to wrap up, and atleast another 2 hours working tonight
So I’m totally late. Started to work like two hours ago.
I was going to skip but then I saw post from @tomkail
and this gif

and stumbled upon this music https://soundcloud.com/perturbator
and I felt inspired so decided I’ll give it a quick shot recreating this gif. So far I fave most of gfx – here’s ps mockup:
Hud and enemies in progress.
Don’t know if I’ll manage to make it playable since I have zero code lines but there’s the challenge ![]()
I started out using Stencyl but then found out it would be more efficient to use Construct 2 for this game. Had to eat with family and also wasted time trying to use Stencyl but it looks like my idea was simple enough to make quickly! Will polish tomorrow and submit with plenty of time left.
The game is basically a two-player breakout, if you accidentally miss the ball then your opponent has more chances to win faster. I’ll probably make it so you get another ball so everybody is always doing something.
Screenshot
Little bit late, but now i got an idea for this. I’m gonna make action platformer with some twist
tool i use:
and btw, i’m entering the jam
I’m out of the comp, I thought I had a good thing going but I’m simply far too new at the tools I decided to develop with and AS3 is hardly my strongest language. But I don’t want to make excuses for myself, I wasn’t good enough and I didn’t use the warm-up time effectively enough to learn what I had to. I enjoyed learning new things and I will participate in the next LD and possibly the MiniLD…
I had fully intended to not enter this Ludum Dare, mostly because I managed to convince myself that I should be doing other things. No idea what those other things were now, but I’ll probably remember them again afterwards.
Anyway, the theme is a bit bland; I decided to make a ‘runner’ game.
Here’s a screenshot:
The game goes on until a certain point, randomly generating platforms (There is one consistent platform at the bottom of the screen). The challenge factor will be the introduction of collectible items and lots of rockets to dodge (Thus the game’s name). I’m intending for there to be a tank or war-machine of some sort at the end that you have to destroy somehow. Still working out the details.
Tags: progress, runner, screenshots
18 hours 13 mins …
… systems are stable and running again after a short night!
Let’s do this!!!
You can play it here: http://steveasleep.com/we_dreamers
Basic mechanics are:
All I want to do now is add strange audio effects, maybe some zen koans to find, and polish up the UI.
Final screenshot of the day, what you get when you zoom out with your browser:
So, I set this video to upload yesterday, and today I wake up to see that it’s finished.
Now for the second day, and my second breakfast for this weekend.
After being away all day, i managed to still get a lot done. the resource graphics are done now, mostly UI i need to focus on. I still need to do the people.

Click bottom supplies to give correct amount to buyer within timer range. going over what he asks stops it and he takes it all, same if you don’t beat the timer.
Note to self: don’t forget sound.
Well, it’s half-time for the competition, and until 5 minutes ago I had nothing to show, due to a stupid bug caused by an uninitialised variable. Fortunately, I’ve just fixed that, and I now have a screenshot. It’s not much, but the underlying mechanics are (mostly) there, so there’s not that much more to do before polishing.
Well, I can’t say I was really inspired by the theme, but after a few hours of thinking I had to start working on something.
18 hours left, and my strategy game is working. But it requires two human players (or a player with dual personality). Before working on some sound and polishing I will give a try to an AI scheme I though during the night.

Rectangles, colors, energy, the perfect mashup for a strategy game
Current features:
– Dynamic weather system based on will of gods and player sacrifices
– Health & Stamina are affected by weather
– Inventory & Crafting & Resource gathering
– Stalking Deerman NPC (pictured above)
– Everything is animated and sounds are implemented
Time to think next programming goals!
So this is my game for the jam so far…. not perfect and art is a bit sucky, but it plays ok I think.
Basically my take on minimalism is minimalistic user feedback, which is why the robot thing, Ma Mini Slim, fades out as you speed up.
Needs:
http://www.lunarminingcorporation.com/LD26/2/
Late start to day 2 today, but made up for it the day before 😛
We are making some very cool progress, and are focussing on putting some final pieces together today… so stay tuned for a preview. 😉
Our interpretation of the theme is based on the Minimalist art theme. We based our platform tops on Piet Mondrian’s Composition II in Red, Blue, and Yellow, 1930. The bases of the platforms are influenced by the sculptures of Tony Smith. Using the elements mentioned, we’ve managed to make an arena shooter, with some clever game-play dynamics thrown in. I can’t wait to share this!! 😀
-mrx
I was on the fence about doing this once I heard the theme. Finally I decided to go for it, and I’m glad I did. My idea is a physics platformer where you can find power ups that increase or decrease the minimalism in the world. (technically, they will just swap out the image resources.) I’ve got the basics down, and have a pretty interesting pipeline:
I’m using html5 for all this. This is the first time i’ve used Box2D, it’s amazing but I wish I would of experimented with it a bit earlier to speed things up. At the least, having a good physics engine is making my platformer behave from the start. My last entry I spend the majority of the last day trying to fix collision and control glitches.
Oh, and here’s my hero all rigged up in blender. Let’s see if I have time to animate and render him into a sprite sheet.
Explore the dungeon, kill orcs, avoid steaming lava pits, defeat the evil sorcerer and unlock the door that leads to the kidnapped princess, a complete dungeon crawler experience. All of that with just two keys.
http://www.thomasklokosch.com/dngncrwlr/
This is my first LD entry, it’s writte entirely in Javascript/Coffeescript and CSS3/SASS, in a build environment based on Middleman a static ruby page generation tool. At first I wanted to do something in Unity, but I kinda got a little rusty in Unity and C#, and then I thought ‘what the heck’ and just fired away in Javascript. I wanted to do a tile based game in HTML for a while now, so here it is. Took me about 12 hours.
You can get the full source code and do what you want with it here:
https://github.com/thomasklokosch/dngncrwlr
Maybe I’ll add a couple of more things to it later.
6This entry was posted on Sunday, April 28th, 2013 at 6:40 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.
Ok, so we got mockups! This was the first mockup:
And now here Rafael Fernandes is working on the units:
Our game was inspired by a board game called “Combate”. What we thought about is a war, and you have to control your units using your whole keyboard, each character representing one different unit. Once we have a working prototype I’m going to post it here. 😀
[Video for those who prefer it]
This is my second time participating in Ludum Dare, only with a new account, because for the life of me I can’t remember what my first account was. I didn’t finish last time so I figured I’d give it another shot.
I’m starting late but better late than never (though never late is better!)
Minimalism suckered me in as a theme, because I’m not an artist to begin with.
Only half the normal time to work with, and it is almost midnight here. MrFun’s survival guide says sleep, but I can always sleep when I’m dead, haha (by the way, who would have thought people actually get injured during a game competition?)
Also, title screen, yah! Only 17 hours left to fail.
Still a lot of stuff to do, but man, we’re really looking good here:
https://dl.dropboxusercontent.com/u/8332206/Temporary%20Links/MinimalistMayhem.swf
My game balance sucks right now, but I’ve got screen flashes, enemy generators, multiple powerups, room clearing, all sorts of stuff!
This didn’t take long.
Also, you have LIVES now! (and score, because grazing is implemented now)
https://dl.dropboxusercontent.com/u/32094129/ld26/ld26gm-rebellion-20130428203730.zip
Forgot which game this was? Let’s milk this screenshot AGAIN:

Controls are, of course, arrows to move and shift to “focus”.
If you die for good, and you’re using Windows, check stdout.txt for your score.
Let me know if you survive!
At the moment my game is pretty much just avoid the bars that come across the screen. It gradually builds up over time with them coming from different directions and more often. I sort of got it fitting with the music, although it does go out of sync after a couple minutes so I’ll need to figure that out.
My plan for today:
* More colours!
* Cut the music up into tracks and play them over each other dynamically! (hopefully this will make the filesize smaller, too)
* Make the obstacles a bit fairer, since sometimes it’s literally impossible to beat.
* Title screen!
* Maybe another piece of music with a different tempo/rhythm? Just to mix things up a bit if you replay it.
Hmm, sort of a lot to do, but I think I can do it! Good luck to every one else, too.
I started the day just now and my playlist presented me with
“ACDC- It’s a long way to the top (If you wanna rock and roll)”!
Woohoo! Bagpipes!
Let’s GO

Alright then! Yesterday, we did some basic infrastructure for our game, but today we MUST produce something that actually runs! Technically we’ll still have tomorrow, but it’s a normal work day…
Here’s what we’re doing: it’s an RTS where the factions are geometric shapes. We have three races: the Cubes, the Lancets, and the Circles. They’ll compete for resources. We don’t have a lot to show for, but hopefully that’s gonna change today.
Eric is doing the backend in Node.JS, I’m doing the front-end in JS.
As yesterday, we’re streaming the whole thing, switching between Eric’s screen and mine – and we have two embedded “coder cam” streams as well. It’s all on www.twitch.tv/udnozor.
Part of the challenge is finding new games to entertain the cat to divert her away from my keyboard!
… I NEED TO WORK, DAMMIT!!!

Tags: animated gif, animation, distractions, final day, gif
21This entry was posted on Sunday, April 28th, 2013 at 6:56 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.
Last night I struggled with getting the camera to work properly, but I still made some progress.

some spare parts laying around
I managed to make the worm able to equip and unequip things, and I also made enemies that fly around and shoot at the player. There are only two more things I have to do, both regarding enemies – they will have to drop items on death, and spawn in random distance from player, depending on their strength. Game’s hud will be a minimalistic one – in fact you can see it on above screenshot – green squares over segments fade out as equipment is damaged.
So yesterday I started with this:
The guy with the teeth on the left seemed to be the bad guy, while the ghost like figure on the right definitely felt like a good guy. So I put him in a scene in a minimalist, painterly style (well, pen and charcoal, not paint):
But I didn’t really have any game play. I sat and wrote and thought for a bit. It looked like the guy with the teeth was definitely some sort of crazy thing that would run around and eat things and he was standing right next to a ghost which made me think of Pac-Man. That led me to the idea of playing Pac-Man as one of the ghosts. So I drew these little fellas:
And the toothy character became this:
Much more Pac-Man like and much nastier looking! I now have the basics of the player movement up and running in Unity and I’m going to spend today working on the game play and ghost and evil Pac-Man (I’ve named him Spud) AI. Hopefully I’ll have time later today to work on some animations for these guys too.
Hi Everyone, here’s how my entry to Ludum Dare 26 (#LD48) is looking. Game is playable (tutorial level), and most of the work tomorrow will be to add a complete level, credits, music and sound. You can download it here:
http://chienloco.com/wp/wp-content/uploads/2013/04/MinimumFriction-Windows.zip
Source is also available for Linux (and most likely Mac) are also available (requires SFML2):
http://chienloco.com/wp/wp-content/uploads/2013/04/MinimumFriction-Linux-Alpha-src.zip
Right now it runs on a 1280×720 window, but final version will support full screen modes and adapt itself to several resolutions.

Hero was defeated!
I was hoping the hero would make it to the final dungeon, but that’s apparently not in the cards. Could be because I wrote the code which allows the player to take damage before I bothered to write the code which allows the monsters to take damage.
Maybe, now that the lose conditions are working, I might add some win conditions.
As I mentioned previously, I was wondering if the type of attractor on the mouse should be done through keypresses or some kind of environment element…
Well, I’ve tried it with the environment element:
When the player passes through any of those panels in the floor, the cursor will start attracting only the color on it for a certain duration (adjusted per pile)… This seems to work better in terms of gameplay, so I’m probably keeping it for the future.
The element for the floor tile needs some graphical work, since it can be confused with a door/wall…
Anyways, going to work on some level design before moving on to the polish phase… think the main game elements are done at the moment…
Current schedule:
Its getting really close to done, I need to re write pretty much all the text in it, but then I’d be happy to call it complete.
Heres some lovely screen shots and the latest build.
And the build is here:
Made some nice progress on “The Gallery” (working title). Added another level, a replay method, a level select, and a scoring system.
One more level and a highscore board, and this game will be done!
https://dl.dropboxusercontent.com/u/29856467/Betas/Web/TheGallery.html
Screenshots below:


The first playable verison of my game work!
You can play here (yes, it’s basic!).
Thanks for playing!
Some captures :

A screen

An other screen
Well it’s day too and things are moving. Yesterday I didn’t do as much as I had hoped (I wasted a while learning a new framework… should have done the warm-up!).
The game is now playable, if a little rough round the edges. Here is my todo list:
I’ve uploaded a playable version here.
The rules go a bit like this… each tile can hold a certain amount of balls. If you add more balls than the tile can hold, it will explode and one of each will land on the surrounding tiles (which you take control of). Remove the other players to win.
There’s just a few hours left in the night for us, but we’re going to take a little break now. A good friend of ours who is wayyy up in California joined the team! (We’re in Hawaii)
Additions:
– Some textures – courtesy of said California friend
– Game over 
– Bad man teleports
Play our minimalistic horror game! https://dl.dropboxusercontent.com/u/17256312/horrorWeb.html
Screenshot!
I had a little time tonight – not enough to make a video game but enough to try out a few ideas. I was thinking of ways to reduce Chess to a more minimal experience and I decided to try taking out pretty much all of the “special” pieces and see what could be done with just pawns. A little more brainstorming resulted in this: Bodyguards and Assassins.

Rules and starting positions for Bodyguards and Assassins
So the above image sums everything up for you. If you want to give it a go, there are a few options for you:
Both versions above include additional pawns (the usual 8 total per color) in case you want to try a customized game with additional units. I didn’t make icons for the other standard chess pieces, but I’d be curious to hear of any “house rules” ideas that utilize them (I hear the Queen can be seductively dangerous as an Assassin ;-D ).
Feedback and opinions are greatly appreciated, enjoy!