LD27… I’m in!!
I’ve had a break, but I’m mentally ready for this!
I’ll be using Unity to put together an arcade game, bent to fit the theme.
Expect silliness and rad controls!!
Can’t wait. I am excite!!! 😀
I’ve had a break, but I’m mentally ready for this!
I’ll be using Unity to put together an arcade game, bent to fit the theme.
Expect silliness and rad controls!!
Can’t wait. I am excite!!! 😀
Hey Everyone,
I’m going to be streaming some more work on my 7dRTS game, if you’d like to check it out, here’s the link: twitch.tv/0creds
I Hope To See You All There,
– 0Creds
So this is a postmortem on my experience with the 7 Day RTS mini compo. It was fun while it lasted, but real life (and another game jam) got in the way. I did experience great progress on my game: “Aircraft Command”. In fact, I experienced way more progress on this pass of the game than the original 2009 attempt. I credit my fast start with using a pre existing code base, and a scoping appropriately.
The initial concept was solid, a reverse Tower Defense. The player must escort bombers to a target using their resources (fighters and helicopters) to take out the computer’s turrets. With this concept in hand, I was ready to give this game a shot.
Used existing code base: My main project is a shooter named Sky Hawks. Although the game is an action game, I was able to use a lot of the code for collisions, projectile instantiation and etc. A friend of mine had already had given me models from a previous project. This was a big help as it gave the game a nice look right away.
Scoped Appropriately: This is a bit debatable. Had I scoped really well I would have finished. I got the main game win/loss condition going by day 3. Unfortunately because of my week’s schedule, I only had about three days to work on the game. I am happy that I had something on screen. It’s imperative to get something going as fast as possible, Playmaker and using old code helped me get to the first playable fast. The only problem was, once I attended my second game jam, I lost the momentum that I had on this project. Suddenly the task list seemed way too much. Game Jams are fun but they are draining. In the future, I’ll make sure to get a playable demo on day one. Everything afterward should be polish.
Spent a bit too much time chasing rabbits: I was trying to get Unity Playmaker to work for my game. One of the original goals was to use Playmaker’s visual code to simplify development. Like any new tool, the time saving is only achieved after getting over the learning curve. A short development cycle is not the time to learn new tools. Luckily, if a feature didn’t work, I reverted back to doing it through code.
2 Gamez Jams!!: (That’s a 2 Chainz reference. )I attempted to do two game jams in one week. Initially, I was going to skip the 7 Day RTS, but it is one of my favorite genres. I have wanted to make one forever. The only issue was, I had another game jam planned at the Field Museum here in Chicago. On top of that, I was taking engagement photos with my lovely Fiancee . Three of the original 7 days were gone. I tried to get a head start on Sunday. This helped a bit, but in the future I will have a one game jam at a time policy. (no matter how tantalizing)
What now?
I really like the original concept for this game. In the future i plan on pursuing this project using something like Game Maker. This isn’t the last you’ve seen of Aircraft Command. I think that this game has the potential to be really fun. Working on the 7 Day RTS project rekindled my energy in my main game. I learned that I need to get the game in a shoawable state as fast as possible. It’s not a game until someone can play it. I also learned to keep the game in a scope that allows you to finish. These things sound fundamental, but a game jam situation managifies that. I’m off to play more of the games. Jam on Jammers.
Hey all, the game we made is finally live!
Contaminate is a simple and fun puzzle game where you must destroy all the viruses from the field. And how do you do that? Just click on the field to spawn more viruses, if two viruses hit each other, they both die!
Gameplay video: http://www.youtube.com/watch?v=RjIfAHI0BzY
Link: https://play.google.com/store/apps/details?id=com.jogability.contaminate
Although there are less than three weeks until the August 23-26 Ludum Dare, there is yet no “real world meetup” sticky post yet! I noticed the guys in Montpelier have posted about their meetup, and so I am posting regarding our meetup, and maybe it’s time to poke PoV or sorceress or someone to ask them about the sticky post.
Meanwhile, I am thrilled to announce that despite plans to be in Portland OR, the Maker Fair in Dover NH that I wanted to go to, other game jams in the bay area I could be at that weekend, the feast day of Éogan of Ardstraw, father’s day in Nepal, and a million other things I could (and should) be doing and places I could be, I am hosting the Ludum Dare 27 meetup at the Museum of Art and Digital Entertainment in Oakland, California!
If you’ve been before it will be very similar – a bunch of tables, never enough extension cords and power strips, internet, we have a coffee pot this time!, food down the street, and we’ll have a couple of video games set up for the occasional break (and I really do hope to set up Dance Dance Revolution again). The only real new thing that I’ve done is organize a meetup page so I can get a good idea of how many people will be coming. Sign up here!
Okay maybe it doesn’t look that exciting and yes the chairs could use a little work but no really it’s awesome! Come join us!
Hey Everyone,
I’m gonna be streaming some more work on my 7dRTS game, if you’d like to check it out, head over here: twitch.tv/0Creds
Hope To See You All There,
– 0Creds
Hey Everyone,
I’m gonna be hopping on Twitch and streaming some more, if you’d like to check it out, please go to twitch.tv/0creds
Hope To See You All There,
– 0Creds
I know it’s still 18 days out approximately, but I can’t contain my excitement for LD much longer. I may explode as I sit here in my cube.
HELP. ME.
This entry was posted on Monday, August 5th, 2013 at 10:18 am and is filed under MiniLD #44 / 7dRTS. 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.
Hello world this post is just for respect the rules.
For the next ludum dare i will use Flixel 2.55.
You are aware :).
While Ludum Dare is typically an online event (make a game from the comfort of your home), many real world events happen around Ludum Dare. Here’s the list:
If you want your event on the list, post a comment letting me know where your event is. Be sure to include a link to further details (either here on the blog, or elsewhere).
Getting super pumped for #27!
I will be using Unity or Flash or HMTL5 depending on what strikes me fancy come theme time.
Can’t wait to see what you all come up with!
So, after some thinking and recent job developments, i decided to scrap my plan of using Java with Slick2D and will rather use HTML5 + JavaScript with the Impact.Js Engine.
So i now have the next 19 Days to work on those rusty JS skills to deliver a better game then last time… wish me luck!

It’s kinda early, ain’t it? Well, I just want to say I’m participating in Ludum Dare 27! I’d love to work in Unity3D and Maya, but I’m pretty inexperienced with both programs. I guess I know what to do the next eighteen days.. practising! 

In my new action adventure game, one of the biggest goals I want to accomplish is to tell a compelling story. At first, this seemed like a difficult thing to accomplish… being that I didn’t have time to render and model a lot of cutscenes while perfectly lip syncing dialogue… In the end, I came to the conclusion of having little cutscenes and instead telling story through mechanics and visuals. How do you do that? Seems impossible, right? actually, if you go the basics, it’s quite simple.
Mechanics. Text can tell stories. Audio can tell stories as well. Together these become vital aspects in presenting an easy-to-make story mechanic. Character biographies, journals, radio messages, all of these can easily show story without complicated cutscenes or even modeling other characters. However, this can get repetitive… The trick is telling the right story in the most interesting way.
Word Choice. My original idea for the story of this game was a unique, slow paced action adventure that had the main character going through mostly the same locations over and over again, just in different scenarios. I quickly realized this was a mistake. You don’t need a ton of side characters… you need a few main ones that can do different things to help advance the story. It’s important to make sure all dialogue somehow progresses the story, and that the dialogue is from main characters. I want this game to be dramatic. I want to create scenarios that are unique as well as intriguing, and I want them to all affect the main character in some way.
Making it Interesting. Start off with a story. Then think “How can I change this in the most dramatic way possible while still making it believable and understandable?” It’s hard to put what I’m trying to say into words… but basically you need to create dramatic suspense. Characters need to be at an even match, they all need to have something to hide, they all need to have weaknesses and strengths.
Sorry that jumbled mess haha, here’s the LAST hint before the official announcement of my new game:
Note: That is NOT the main character 😉 or is it????
Let’s see if you can guess the title! 😀 Hopefully next time I’ll have the official announcement ready 
Happy Gaming! 😀
So, I’ve decided that this Ludum Dare I would use C# instead of Java or Actionscript. I am starting to learn and use it using XNA and the Unity3D engine. I am really enjoying it much more than Java or Actionscript. It is a very powerful language that just feels right. For Ludum Dare though, here’s what I am using:
Language: C#
IDE: Visual C# 2010 Express or MonoDevelop
Engine/Library: Unity3d
Graphics: Photoshop CS3 and Paint.NET
Sound: Sfxr
Music: Reaper DAW with Guitar.
I’ll also be streaming at: http://www.twitch.tv/thejeremystark
#27 is going to be my first LD ever, so my expectations are probably unrealistically too high! Yay!
My only experience with gamedev compos is PyWeek, so you know where I’m coming from. I’ll be developing in Linux and Python (with Pyglet), with a dedicated old laptop to build a Windows bundle. I’m still thinking how to improve Mac OS X support, without owning a Mac.
OK, see you around.
EDIT:
Apparently posts are more specific about what you plan to use in LD, so…
Language: Python (2.7; Linux)
Library: pyglet 1.2 alpha1 (repo version actually) / parts of cocos2d
IDE: vim
Graphics: Gimp / Inkscape / Wingd3D / mtPaint
Sound effects: SFXR / Audacity
Music: SoundTracker / Ardour
Other: py2exe
My second ld but unfortunately i couldn’t finish ld 26 cause of unforeseen stuff…so hope i finish this time…
Going to be using – Blender3d,python and photoshop…any way is it permitted to use royalty free textures from sites?any response greatly appreciated.
– Good luck to us all
This is an early “I’m in!” for LD 27 as well as spam. I mean, an advertisement for my base code. I mean, declaration. Yeah, that’s it. Declaration. Of base code. Right. Also, I’m in. And there’s some new base code you can check out. It’s probably terrible.
You wouldn’t know it from looking at my LD 26 entry, but I’ve been making (more accurately, trying and usually failing to make) game demos using LibGDX for well over a year. In fact, I attempted LD 25, but at the end of the weekend all I had was a Santa Claus sprite running around a tree. The idea was for you to unload gift-wrapped bombs from your sleigh while the computer-controlled Grinches tried to save the children. I think it would have been worth a giggle if it ever became playable but I spent way too much time being a software architect to get anything done.
What’s a software architect? You know, one of those useless people who spends all day drawing boxes and arrows on a whiteboard, somehow getting in your way despite doing no actual work. And how bad was it? Oh, it was bad. Real bad. To illustrate, here are the first few commit messages I made on the project:
Fri Dec 14 18:12:45 2012 -0800 Initialize repository Fri Dec 14 18:12:59 2012 -0800 Maven skeleton Fri Dec 14 20:56:07 2012 -0800 Ignore generated files Fri Dec 14 20:56:14 2012 -0800 Title/Loading screen Fri Dec 14 21:00:29 2012 -0800 Exclude source images from JAR Fri Dec 14 21:02:14 2012 -0800 comment Fri Dec 14 21:03:09 2012 -0800 Less logging
And it went downhill from there. No question, this game was doomed to fail.
You see, I have a problem. You could even call it a disability. Let me tell you about it. Okay. Ahem. Here it is. By day, I am a senior enterprise software developer. I lead the design of big fat enterprise applications that process many millions of records every year, that have to process every record perfectly or else there’s trouble, that have to be built automatically in a reproducible way after every commit so that every change can be tested, that have to withstand daily development and feature requests and frequent about-face design changes, yet remain maintainable for a decade or more. So there you have it. Feel free to hate, laugh, ridicule, or take pity; go ahead, I’ve had it all, and I deserve all of it and more. But the point is, I have developed a need to feel that my software has some essence of correctness or I become very uneasy. It has to be right, or I am compelled to make it right. Like I said, you could even call it a disability.
Game development, I’ve discovered, is the polar opposite of enterprise software development. It’s all about struggling to add whiz-bang features and faking it until it’s barely working. It’s all about fine-grained performance optimization and hunting the elusive framerate increase. It’s all about how the game makes the player feel while playing. (That’s the big one. Watch Extra Credits if you don’t believe me.) Get one more change in, and as long as the player’s overall interactive experience is better for it, the game has been improved, and nothing else matters. Ship it, and you never have to deal with the tangled unfathomable mess again, so don’t bother cleaning up. This way of working makes me very excited, but also very uncomfortable. Very, very uncomfortable. I know it doesn’t matter. I know the purpose of the software is different. I know it doesn’t need to be good software to fulfill all the requirements of being a good game. But it still makes me uncomfortable. It’s like an itch that I can’t scratch. And the more I work with the code, the itchier it gets, and the harder it becomes to let it be instead of taking off to a whiteboard, with the deadline ticking down, to figure out a way to make it right.
So after this painfully unproductive LD 25 experience, and after considerable thought in the following months, I managed to make a deal with myself. It consists of two parts. The first part is that, during a LD or a mini LD, for the entire duration of the event, I would let myself be messy, and I wouldn’t worry about it. I’d be a pig in mud. I’d enjoy adding features to make a better game, sparing no thought to what may need to be changed later. I’d do whatever it takes to deliver my game design by the deadline. Software architecture wouldn’t matter because I’d never have to touch the resulting colossal tangled mess ever again. I wouldn’t care that it’s piling crap upon crap upon crap — by the way, huge Gordon Ramsay fan — because it’d all be over soon. Everything would be permissible in the name of making the game design come to life.
And the second part is, after it’s over, I’d take my time performing a postmortem on whatever I ended up making. I’d reflect on what was cumbersome, what was pleasant to work with, what changes I had no choice but to make in order to implement a feature. And then I’d take these lessons and incorporate them into base code so that I could build upon them for the next iteration.
After all, I embrace agile software development in my professional life, so why not be flexible and iterate towards sustainable, maintainable, understandable, sensible software architecture for games as well?
And so I am reservedly pleased to refer to my LibGDX Maven archetype project. I worked on it after gathering my thoughts following LD 25. And I kept working on it, until it seemed complete. And after using it as base code for MiniLD 44, I caught a second wind and worked on it some more, tearing apart the changelog for the game, learning all the lessons I could, and applying them in code form. I think I can say it’s something, now. It can be more. The work continues.
And at last, the story takes us to the present time. Who’s that snoring? Oh, it’s probably me. Wake up anyway.
Do you believe that Maven is the one true build system? (I don’t. Gradle is cooler. SBT is pretty neat, too. Just agree if you understood the question.) Do you spend days agonizing over whether something should be a Singleton or a static field reference? (You shouldn’t. That’s a stupid decision. Both are faulty, but one is worse.) Do you wish you could put everything in a J2EE container? (I hope not. Spring is way better.) If you said yes to all of those questions, then kindly stay away from this project. I don’t need any more enterprise software developers telling me what they think. I’m enough of a liability by myself.
Did none of that make any sense, or the least bit of difference? Are you more excited by rendering realistic hair and sweat in a sports game than ensuring that your game engine can be used again next year? Do you yearn to give the player a unique experience? Then please look at my skeletal software architecture. Please help me find all the ways that it will prevent me from turning my game ideas into a reality, so I can fix them.
After all, I’m no artist, I’m no designer, I’m no musician, I’m no game programmer, but still, my game ideas aren’t terrible, right? Worth a giggle, at least?
Right?
Well, I’ll show you! My LD 27 entry is going to be awesome!!!
Later.
wrongcoder
I’ve been waiting for a while to get another go at the Ludum Dare. I just hope I have a little more luck than last time.
What I’ll be working with:
Language: C++
Libraries: SDL
I’ll do my best to get both a Windows and Linux version.
This will be my first try in a Ludum Dare, just hope I can make something different, I don’t want anything spectacular, just different from everything else is enough for me.
I’ll use Unity as Dev Kit and as an extra challenge will try to make something not only for desktop (Windows) but for Mobile (android) too.
let’s see what happens
I’ll try with C2, PS+PyxelEdit.
Can’t wait for keynote speech 
Just one year ago, I participated in my first Ludum Dare. This will be my fourth experience, and I’m absolutely sure this event has changed my life.
I went through the experience of the past three Ludum Dares with different life events and different moods, resulting in quite a different game in Ludum Dare 25 when compared with 24 and 26.
I came to participate in Ludum Dare for a few reasons. I’ve struggled with depression my whole life, and I’ve been programming since 5th grade. Things were reaching a point where I couldn’t work on anything consistently, whether they were hobby projects or school work. I had been thinking about joining up in Ludum Dare but didn’t ever commit to it. But then, sometime last August, something clicked. I picked up LÖVE, a nice platform that allowed me to use a language I knew well – Lua – and still produce games that seemed pretty great.
I agreed to Skype with a friend of mine, Luke Weber, for the whole weekend while we both worked on games. He was working within ROBLOX, and though I’m not sure his game really fit within the rules of Ludum Dare, he had a lot of fun. Half way through the competition, I had very little to show for my work. Luke pressured me to continue on even if it meant my game wouldn’t be the one I had the vision of making going into the challenge. In the end, I created “UNBOUND,” which wasn’t really a game at all, and it hardly fit into the theme of “evolution.” Everyone posted rather constructive comments on the game and I was happy with what I produced.
For my second attempt at this challenge, I came in a little more prepared. I started about a month before the competition on a project – a framework on top of LÖVE that would get rid of all the mundane stuff like content management and make development of the actual game come first and foremost. I didn’t make anything too terribly impressive, and in the end I created a game that was much simpler than in Ludum Dare 24. It was a game about throwing people off of a bridge, called London Bridges. Why? Because my girlfriend of the time was an aspiring engineer. Other than that I have no justification for such a concept, but it was fun, and was remarkably more happy than what I produced in Ludum Dare 25.
By this time, the girlfriend I had in the previous go at Ludum Dare had dumped me. I was interested in a new girl, but it wasn’t going to work out. I had sunk pretty low again, and had been keeping a journal full of awful things. After participating in Ludum Dare, and creating a game that was essentially a spiritual successor to UNBOUND, JOHN I felt free of whatever burdens I had been carrying before, but with them went my emotions. I felt empty.
Things got better eventually, and that was four months ago or so. I’m excited for Ludum Dare 27 and whatever it brings, as long as the theme isn’t something like “evolution of kitten fishing” or the like.
See you all around.
Hey Guys, wazzup? I’m a “new challenger”, this is my first ludum dare, I had never participated in it, i like to use the Unity3d, Blender, Construct2 and various other engines, but in my first try, i use the Construct 2 Personal Edition.
And sorry my bad english, i’m from Brazil and my english isn’t very well.
That’s all Folks =3
This is my first Ludum Dare and I hope to have the time to get a decent game out in the 48 Hours.
Programming Language: Python 2.7
Libraries: Pygame
First time challenger. I plan to use CoronaSDK for iPhone and Android. Includes OpenGL and Box2D.
High-level language: Lua
Low-level language: C#
After lurking in the background of the Ludum Dare for almost a year, I’ve finally managed to learn enough coding to make a game and will be participating in LD27!
I will be using gimp, paint.net, code::blocks with c++, and audacity.
Good luck to everyone out there, and hopefully I can get a playable game out!
I know after last Ludum Dare I was all “that was great and everything but I’d much prefer to jam with others next time” but, yknow what? It’s time to step up and do it all again.
Are you ready for the programmer art, world?
Like last time, I’ll be using Unity, Gimp, and Reaper.
im gonna be in ludum dare 27 its my first ludum dare
im gonna be using java and im gonna start my game from scratch
All right, I’m up for the LD27! I am finally making the step from XNA to C++ (with SFML currently, don’t know if this is a good choice but it seems pretty good). This will probably mean I can’t create as much as I’d like to since I’m struggling with the language. We’ll see.
Will use:
C++ & SFML for code
Photoshop for pictures
Audacity for sounds & music
Greetings!
This month’s LD will be my first! I look forward to seeing what I can accomplish. I’m fairly certain I’ll be doing the Dare with the following toolkit:
Here’s to hoping for a good and exciting LD!
So this is going to be my first Ludum Dare and I’m super excited. I’ve taken part in a few other game jams before but they were much smaller, this is much more exciting!
Anyway, here’s what I’m going to be using to create my game:
Good luck to everyone else who’s taking part!
Hello,
Not sure if i’m in this time.
So much day-job work to do, not nearly enough time.
If i can get through it all i may be in again.
Perhaps i might even fifnish this time…who knows
Hi guys!
I’m going to be participating in my very second Ludum Dare. In my very first Ludum Dare (26th) I didn’t do as well as I had expected (I was a total noob with Love2D at the time, also had minimal time). Since then, I’ve been using Love2D non stop, and been looking at the wiki, tutorials, etc. I think I’m ready for Ludum Dare 27!! I’m really excited for this one.
The tools I will be using are as follows:
Text Editor: Sublime Text 2 OR ZeroBrane
Language: Lua
Framework: Love2D
Graphics: Paint.NET
Anyway, I’m so excited for Ludum Dare 27 and wish you all good luck! 
PS: Are any of you using Love2D or Lua? Leave a comment below!
I’m writing this post early because I’ll more than likely forget before the LD.
Anyway, this will be my third LD. My previous games were Fog (LD 26), and Sammich Nappper (LD 25). Last time around I worked with a good artist friend of mine, and we ended up with a kick-ass game. Sadly, she’s busy the weekend of the LD, so I’m on my own again. Expect a game with shitty graphics.
I’ve made a personal goal to not make a platformer this time around, I guess we’ll see how that goes.
Here’s what I’m 99% sure I’ll be working with.
I may be finishing my new desk before the LD, so expect an awesome workstation picture, or one of my tiny crowded desk.
Either way, it’s going to be a blast.
Good luck and have fun!
Here it is, the one I’ve been working on ages: ISSOS! All the trailers, screenshots, and info is there \/
http://steamcommunity.com/sharedfiles/filedetails/?id=167544897
Now I haven’t got much positive feedback so far, and the votes for Greenlight are way in the negative, but I’d ask you to consider voting yes because this was made by one person (me) in my free time. If it continues to do poorly then I’ll consider either doing an aesthetic overhaul or scrapping the project. If the game can’t be played by anyone then there’s not much point in developing it. :/
Anyways please consider voting and I’ll write more about this once more results come in!
Happy gaming!
Tags: final, game, screenshot, SuccessStory, unity, unity3d, update
Joining Ludum Dare third time! I spended this time learning , learning, learning… (OpenGL and other stuff)
Language: Java
IDE: Eclipse
Library: libGDX or LWJGL (it depends on my idea for announced theme)
Tools: Pyxel Edit, Paint .NET, Photoshop, Audacity, Sfxr
My previous entries:
)I’m soooo motivated to participate! 
See you!
This will be my first ludum dare. I’m so exited to participate ! I just hope to finish my game in time.
Language : C#
IDE: Visual studio 2010
Library: Monogame
Tools: LabChirp, TileStudio and Tiled, Audacity, Musagi (If I have time)
Good luck to everyone 
I’m in and I’m very excited. My first LD.
I have plenty of ideas… I’m sure none of them will fit the theme. :))
Language : Actionscript
IDE: FlashDevelop
Library: Axgl
Tools: Audacity, Photoshop, Garageband
My first Ludum Dare was LD23, a year and four months ago. Since then, I have participated in every main Ludum Dare, and there’s no reason for that pattern to end now.
I never seem to end up playing very many of the other entries, but this time I think I’ll be rating a lot of other peoples’ games.
What I will be using:
OS – Windows 7…. unfortunately. If my Internet and FlashDevelop worked on Linux, I would be using that, but they don’t.
Platform – Adobe Flash; IDE – FlashDevelop; image editor – GIMP; level editor – DAME; audio tools – sfxr, Audacity, Autotracker-Bu, and VLC; library – Flixel; livestreaming – OBS and twitch.tv; timelapse – Chronolapse; web browser – Google Chrome.
It takes a lot of software to participate in a Ludum Dare!
Also, people, think about what themes you’re voting for. If you can’t think of a good game for a theme, don’t upvote it!
Ahh Ludum Dare once again. I am a 15 year old game developer from Canada and I will be participating in this August’s Ludum Dare. I participated in Ludum Dare 24 last August, although my noobishness didn’t know how to export a LWJGL game. Now I know how to use Java AWT, but I will likely use Unity 3D. Ludum Dare is big event on my livestream, I would appreciate a follow http://twitch.tv/jayitinc.
Logging in to Steam Greenlight today I found this…
The comments said the problem was with the visuals. I agree. But visuals aren’t everything. I mean my game had more animation and gameplay options then Receiver (by Wolfire games) and that was one of the very first games to be Greenlit. The problem is people just look at the graphics. They just look at the “original” parts of a game, and even though I spent 300+ hours on complicated animation matrices, coding, and AI development, the visuals weren’t enough for people to take interest.
You know it bothers me when games with screenshots like this:
Get more votes then games with screenshots like this:
I picked a random game to compare with mine. While the random game had somewhat impressive backgrounds and an interesting character design, they showed 30 seconds of repetitive walking gameplay. Looked like they had about 3 animations. And then they showed off some of their models and called it a game. And yet people are 300x more excited for it because their design is similar to that of popular mmos. Their game probably won’t have complicated animation matrices, AI systems with multiple states, and stealth scenarios that put you crawling inches from enemies. Their game probably doesn’t even have any complete levels. Now which game sounds more promising to you?
A lot of comments said “You shouldn’t have put this game out in Alpha. You should’ve waited until Beta.” Well take a look at the game above. 30 seconds of walking gameplay, remember? Yet people weren’t even bothered by the fact that their systems weren’t developed at all and all they could show off was a walk-through demo. This has started to make me think… Do people base development progress on visuals? Because it doesn’t make any sense for people to just skim over mine because the graphics didn’t look so good. Did people even see what my game was about?
Now call me a baby for complaining like this, but Greenlight is a flawed system. Personally I’d like to see how much work was actually put in to some of these entries. And by how much work I mean how many hours did they spend working on art and how many hours did they spend on actual gameplay. Sure the two go hand in hand, but people only look at the art, so what’s the point in working hard on the other part?
I took the game down from Greenlight. Sorry, but the results have just proven too horrible for now. I don’t want to just trash 300+ hours of work, yet I see no other option. Sure, I could increase the visuals of the game. But that’s something I’ve always been bad at and it’ll probably take another 100 hours or something to properly do. By that point who knows what people will think. They probably still won’t like the graphics, and by then they’ll start worrying about the gameplay or something. Overall it’s just too risky for me to put any more time into this game. There’s a chance it could be accepted after an aesthetics overhaul, but that’s a chance I don’t know if I want to take. Now that I know what people are looking for, it shouldn’t be hard to develop a new game, it’ll just take a really long time…
What do you think I should do?
Happy gaming!
Tags: game, postmortem, screenshot, unity, unity3d, update
I’m determined to make a game! I’m hoping that I’ll be able to make it in HTML using the applet code… Hope it works!
This’ll be my very first Ludum Dare. I’m just starting to learn java, but I know some C# and Unity which runs with java, so this should work out great.
Wish the best of luck to the others!
Language: GML/D&D(Drag and Drop)
Text Editor: Notepad++
Engine: Game Maker
Edible Things: My Fridge(Not Literally just the food.)
Drink: Cola, Lemonade, Dandelion & Burdock, Water and Any other that apply!(Plenty of Caffeine!
)
Paint Editor: Paint.net(Love the transparency!)
Sound: Windows Sound Recorder(Its cool!)
OS: Windows 7(Pro)
Wish Everybody luck and have a great day!
Hi there! I’m very exited to take part of the 27th Ludum Dare, this will be my third LD.
Language : Java
IDE : Eclipse
Other tools : Paint.net, SFXR, Chronolapse, other things I forgot
Good luck all 
We’re in for the Jam. Previous entries were submitted under AngryBearCrossup, and from here on we’ve decided to make a group account for future entries.
We’ll be using Unity3D for the engine.
GIMP and Photoshop for 2D graphics and textures.
Blender and ZBrush for 3D graphics.
Unknown currently for music.
SFXR for sound.
So this year I got my first job (note, I’m only sixteen years old). And as long as I don’t have work on the day I will go and do the Ludum Dare. And maybe this time I will fully finish my project
Anyways, here is what I will be using
Language: Java
Library: LWJGL(OpenGL)
Image Editor: Paint dot net
Sound: No Idea
Other: Ogmo Editor
Good luck to all, and have a fantastic Ludum Dare Jam!
Hi! After absent from two LDs, I’m back! 😀
This time I’ll be using a 2D library that I coded months ago for Unity. I plan to release it as open source later. For now check the videos below
My Tools:
– Language/Engine: C# with Unity and my 2D library Video 1, Video 2.
– Graphics: Photoshop Elements 10, GraphicsGale, Blender, Sketchup, GIMP, TexturePacker.
– Music/Audio: Finale Notepad 2012, Synthfont, BFXR, Audacity.
– Timelapse: Chronolapse.
– Base Code: I’ll post later.
Yeah, I’ll also be using the same tools as the past two Ludum Dares, more or less. Whether my music is synthesized or played live depends on how I’m feeling. LD #24 and #26 were both synthesized for me, while I did some weird recorder playing for #25. It worked out well, so maybe I’ll pull out a few more instruments this time around.
This time around, if theme permits, I’d love to make a level editor so I can make maps that are a little bit more robust.
Tools:
Existing Code:
I don’t know if anyone has done this before, but I just had this idea of making a game using the Windows File Explorer (or any file management software). Much like in a text-based adventure game, you would be able to explore a world and do things and have an inventory, but everything would be done using folders and files and shortcuts. Of course, there can’t be as many features if you’re not able to use variables and conditions and stuff, but I find it funner to navigate through folders and files than to write commands and read everything. And of course, it would be easy to cheat.
Anyway, I tried it out and made a very small “game” using this technique. Unfortunately, it’s not cross-platform, because I had to use windows commands to make the shortcuts work. If you want to try it out, here it is.
If you have seen this done before, or you have any kind of feedback, I’d be happy to hear from you. ![]()
Sorry for bad english. Me no naytif.
Sadly I have some real life things to take care of the weekend of LD27, so my chances of participating 100% are slim to none. That said, I will try to make something – even if it’s dinky and ultra-quick.
If it happens, I will be making the game the same way as my last efforts: in JavaScript (including libraries for jQuery and Raphael), HTML, and CSS.
Likely Tools: Notepad++, Chrome, Photoshop, Bfxr, and Pickle
Good luck to everyone! Let’s hope for a good theme!
Hello everyone,
I guess it is the right time to say ‘I’m in’ for the second time! But this time I’m going to use Flashpunk instead of Javascript and HTML5.
Generally, I am working alone, so I would probably submit under compo rules, but I will consider taking one extra day and submiting for jam if the theme will be really inspiring.
Good luck everyone!
Love ya guys. I plan on using HTML5 this time instead of unity3d. I’ll make a post about which tools I’m going to use as soon as I know.
Probably will be doing a Jam though.
This will be my first ever ludum dare as I missed the last one for personal reasons. I’m 14 years old and for the past 2 months have been learning as much java as I can. I hope that I will be able to make a game from start to finish. This is what I will be using.
Language: Java
Framework: None, Just Pure Java.
IDE: Eclipse
Graphics: Paint.NET or Photoshop
Music: FL Studio?
Sound Effects: FL Studio?
Wow, time for another LD. How fast the time goes. I’m getting excited as usual. So many talented people (left and right brain thinkers) getting together in one (virtual) place. Let’s blow the (virtual) doors off this (virtual) place this time!
Anyways, this will be at least my 10th LD (lost count actually) and I’m as excited as ever to create, create, create. That’s what this is all about to me in the end; I just love to create things.
This time I’m going to build an old fashioned graphic adventure like Sierra’s Mystery House, which happened to be the first graphic adventure ever created.
I’m going to go take photos with my new camera and use those as the source of the art I create. Should be a ton of fun. Like a wild goose chase but instead of chasing a goose, I’ll be running around trying to find the shots I need for the game. I’ve gotten pretty good with Photoshop too lately, so I think I’m ready.
In the last LD, I created my own javascript interactive fiction engine, but I think it’s too specific to reuse without serious changes. Since I don’t want to spend the time on technical issues this time, I’m planning to use a nice IF engine called ChoiceScript which looks a little better than Twine and seems to have the features I will need.
The key for my entry to be any good is I have to come up with a good story, so I’m trying to read as much as possible to get my mind in the right mental shape. Garbage in, garbage out, as they say.
Good luck to all who enter the contest and have fun!
I am 12 years old and I will be entering my first ever ludum dare. I have been a java programmer for a year or 2 now and I hope I can at least finish my first ever game
!Last time I made this: http://hallmonitor.ca/justice-ludum-dare-26
Now I’m working on a full version. LD27 will be a bit of a break from that. I may well wind up doing the same sort of thing, because it plays to my strengths. Or something completely different. We shall see.
Engine: Either Unity or Gamemaker
Art: Paint.net
Sound: My guitar and the internet
Inspiration: Top Gear
So I’ve been working on my Mini Ludum Dare 44 7dRTS entry Power Grab and finally have it to a level that I wanted to be for the actual competition. I got some great feedback and incorporated most of it and feel that the gameplay itself is now pretty polished. Here’s some of the changes:
Still left to do is implement keyboard shortcuts and make the buttons appear near the selected units, but after that my basic feature list is complete.
So now that I’m nearly through my feedback list and I have a fairly polished game I’m actually wondering…
Is it any fun?
I mean, I enjoy it, but I made it so a portion (maybe a large portion) of my enjoyment comes from that. I have ideas for additional units and gameplay options, but I’m not sure it is worth it. Anyway, if you play it and enjoy it and can think of any additional features or cool unit ideas let me know.
If you want to give it a shot, the post compo version (Java JAR file) is here: https://dl.dropboxusercontent.com/u/103108185/PowerGrab/PowerGrabPostCompo.jar
Compo version here for comparison: https://dl.dropboxusercontent.com/u/103108185/PowerGrab/PowerGrab.jar
Hi. I’m 17 years old, and I am a java programmer, and I’m French. I’ve already made some games in Java, and I love this language <3 !
So I’ll use :
Language: Java
Framework: libGDX
IDE: Eclipse
Graphics: Paint.NET
I hope I’ll be able to finish my game, and I wish you good luck !
Good day, everyone!
I’m making this post to announce that I will be participating in my first LD event later this month (LD #27). I’m very excited to be able to contribute to someone else’s game and make the experience of playing that game a very enriching and rewarding one.
Here’s the catch: my main specialty is audio. My goal is to provide incredible music and sound effects for your game. I’ve done a small amount of “think tank” tasks (such as coming up with ideas for how the game should go) in the last game jam that I participated in, but my main focus will be audio. If you have a game that needs some good music and sound effects, please let me know. (To make it fair for everyone, I’ll work with you on your project on a “first-come-first-serve” basis since I’m not sure how many responses I’ll get for this.) Check out my works so far at www.jmcmillenmusic.com.
I’m currently using Logic Express and various sound fonts to make my music.
I live in Austin, so I’m not sure if anyone is getting together in Austin for LD #27. (I’m waiting to hear back from some friends of mine who go to UT to see if they’re getting together for this.) If so, I’d like to work with you in person. Let me know where we’re going to be, and I’m good to go.
Good luck to everyone who’s participating in LD #27!
Sincerely,
Jeff McMillen
Well, I’m in like last time. Hopefully this time I’ll actually make something I’m happy with. C++, OpenGL, GLFW and SOIL. Each of my previous entries have gotten progressively better, hopefully this trend continues.
I have no idea what toolset I’m gonna use, to be honest. Previously I’ve used Flashpunk & Game Maker, but I’m having tilemap issues* and Game Maker isn’t optimal for me at the moment.
(The following part I digress into my recent tool experiences, feel free to not read on)
I’ve also had my eye on C++, but I can’t seem to configure it or any of it’s libraries(SDL,SFML) to work**.
I’ve been mucking around in unity, but It just doesn’t…gel with me. I think it’s because the language(“Unity Script” I think it’s called?) seems really inconsistent.
Coming from a Animation background (Flash, that is) the first language I tried after game maker was AS3, and I feel I haven’t toyed with it enough to really go in to detail; It’s going fairly well.
And finally is Love2D. The syntax was very foreign to me, considering that at the time I had never heard of Lua. Love2D is nice, but it has no dedicated (Is that the right phrase?) IDE so that really puts me off.
Thanks for listening and I’d love some feedback.
*The tilemap is all scattered and doesn’t comply with the actual tilemap in the OGMO editor. Feedback is welcome
**Could someone help with this please?
I’m going to participate in Ludum Dare
And what I’ll use? As I have some experience with LibGDX I will use Java as programming language. I’ll try to target both desktop and android platforms. For art/graphics I’m not really sure yet… But I wouldn’t be surprised if I use Inkscape in the end. So I wish you (and myself too) good luck!
Hey, last time didn’t go so bad, lets do it again!
This time around, I will use pure Java (no external libraries, it allows for more freedom in my opinion) with Eclipse IDE, Paint.net for graphics, Audacity and a mic for sound effects, FL Studio for music and large quantities of coffe! 
Good luck, and have fun!
So my buddy Jan Marcano and I teamed up to make a game for 7dRTS. Due ti my internet connection problems and his family trip we didn’t really finish in time. So here’s what we left off with. We may finish this up or not. Hard to say at the moment. Enjoy it tho 
Desktop Version (Only tested on Windows): Download
Android Version: Coming soon-ish
–Gameplay Instructions–
Play as the left castle and try and destroy the right castle. At the moment the only aspects in the game that have a function are the first 4 (Barracks, Siege, Archery, and Workers). I’ll explain each of the working aspects below.
Barracks: Determines the spawn rate of your warriors. The higher the number, the faster they spawn.
Siege: Controls reload speed for your Catapult. The higher the number, the faster it shoots.
Archery: Controls how fast your Archer can ready it’s bow. The higher the number, the faster it shoots.
Workers: Used to “repair” your castle, restoring your HP. The higher the number the more HP you get back. (We currently have an animation for this but it is not in atm).
In this game there are only a few units and they have a simple purpose. Here are their info.
Warrior: The Warrior is a melee unit used to attack your enemy’s castle. A warrior will spawn at a steady rate from the front of your castle and move toward your enemy. This rate is directly affected by the Barracks aspect. If it encounters an enemy Warrior then it shall perish along with the enemy’s Warrior. When a Warrior reaches the enemy’s castle it will do damage and then perish.
Catapult: The Catapult is a ranged unit that repeatedly shoots rocks at the enemy castle. It can not get killed and it only effected by the Siege aspect.
Archer: The Archer is a ranged unit that sits atop your castle. It’s purpose is to shoot any enemy Warrior that gets into range. It’s reload speed is directly effected by the Archery aspect. The Archer can not die.
Tags: #7DRTS
Hi folks! I’m in as long as school doesn’t get in my way.
Last time, Citsilaminim was somehow an success, but also a fail at once. Because of the even more and better Ludum Darers it was a flop, but still an success for me because I’ve been using Shadow Engine (my codebase for all my LibGDX projects) the first time. And I’ve read thru the comments.
And I’m still learning. Hey, this is no post-mortem!
Toolset:
Language: (Mostly?) Java
Graphics: Gimp, my best friend forevah.
Sounds: FL Studio, SFXR for Android Libraries: LibGDX + extensions for it
Codebase: SHIT Shadow ( https://github.com/AngelDE98/shit-engine )
Android testing devices: Asuugle Nexus 7 (2012), Phicomm FWS710 Pro
Map-Making: TilED
IDE: Eclipse. And I’ve wisely chosen it.
As you may notice in the repo above, GitHub is yelling about other languages than Java used my Shadow. Well… just ignore that. I’ve had experiences with Lua and GML some years ago but nothing worth noting… wait… did I just…?… nevermind.
Shadow (or Shadow Engine or SHIT Engine or just SHIT; SHIT stands for Super Hyper Interspacetimecontinuum Teabrewing-machine) is just what I’ve used last time if you may remember (really does anyone remember? I hope not!).
Some of my “old friends” from the Maescool Catacomb-Snatch GitHub repo helped me making it more performant – but not performant enough (my fault, heh). It’s running the testmap on 20 FPS on my low-end phone – still not playable. Also, Maescool has helped me with Ouya support.
I’ve also added some stuff suggested by the Ludum Dare community (for example, light system… well… that’s the only thing xD), GLSL support and shadow-casting fonts and game objects. Oh right – did I note the controller support?
Short:
I’m not ready but still participating. Hopefully you are ready.
Useless protip:
When using networked ADB (“adb connect XXX.XX.X.XXX”) and still get timeouts, wakelock your device. It may drain battery but help a lot. Also, reconnect both WiFi and wireless ADB on the Android device AND THEN rerun “adb connect”.
Hi!
This will be my first LD JAM. More, this will be my first “real project”. Until now, I just play with programming, but i decided that i need to go farther and LD looks like a good start. Some info:
Language: C++
IDE: code::blocks
Library: SFML
Graphics: Paint, Gimp //i’m definitely not a graphic designer
Sound: TBH, i have no idea. I never use any sound other than some “beep” and “boop” for my programs/games. I have no idea where i can get some good sounds for free to use in that kind of competition. So i’m asking for help with this. Any help will be great appreciate!
I can’t wait to start!
Decided to work on sorting a little bit of base code out today. Unlike the past Ludum Dares I intend to use Haxe rather than C. It’ll be interesting to see how the results differ when I don’t have to chase down rogue memory errors for several hours or implement basic data structures. All the other nice things Haxe has to offer will without a doubt come in handy, too, and targeting flash will hopefully make it easier for everyone else to play the game!
The image above depicts the preloader, I may have gotten a little carried away with it during my struggle and eventual failure to get embedded fonts to work in a haxe preloader… I’ll hold off posting the base code until closer to the compo in case I make any changes to it.
This is my third Ludum Dare! I have loved every moment of participating in it!
I am going to focus on playability this time around!
Good luck and have fun to all!
I am using a tiny framework that I am working on at this moment, and will put the files out when I finish it!
In the meantime: my Toolbox!
I will join the jam this time as well, trying to make my first project ever with GWT. It will be great to work in Java again, missed that a lot! 
Possible Tools and Libs: Eclipse, Tiled, Abundant Music, Reason, Graphics Gale, Blender, BFXR, GWT, Three.js, Howler.js, gbullet
I hope that the theme will be something really inspiring this time!
Hi,
This is my first Ludum Dare, therefore I’ll do the Jam this time.
My toolbox:
Wish me luck!
Yep, and I’ll possibly be doing the jam again, as my Saturday will be busy, again. Last Ludum Dare, I only just managed to get something playable in time. This time, I won’t make things more complicated than I can handle.
Tools:
Good luck to everyone taking part, and don’t forget to vote sausages!
Hey Everyone,
Today I had an interesting idea for a game pop into my head, and I’m going to be streaming development from brainstorming through to completion. If you’d like to check it out, please go to this link: twitch.tv/0creds
Hope To See You All There,
– 0Creds
Second time! Last time was a pretty nice learning experience so I’ll be looking forward to the next one where hundreds of other people finishing games will motivate me enough to actually finish one gosh dang it.
Language: Java (maybe Javascript if I feel brave)
IDE: Netbeans
Graphics: GIMP and/or Paint.net
Just like the previous August, I’m not in. I’ll be away. But don’t worry! I’ll skip only three Augusts more, and then I’ll be able to participate!
Oh, if you’ll open the warmup a little early, I’ll participate in the warmup.
I’ll probably be making a webgame with clojurescript since i’ve been learning up clojure lately .. or something with libgdx i’m not sure
Alright, I’ve decided to start getting hyped, I’m in!
Last Ludum Dare was my first and it was a lot of fun. My only goal was to finish a game and get it out there, success.
That being said there were some major flaws with the mechanics and it was an incredibly dull game-play experience. So I’ve written myself a list of goals to try and guide me.
Goal List:
Tools (same as last time):
Good luck everyone, 23rd can’t come soon enough.
This is my first ever post here,
And I am psyched to finally have a chance to be a part of LD, sadly I had exams during the previous one hindering me from participating.
Anyways, I am going to be using the following tools:
* Java
* Swing for the rendering
* My own base framework for all my sprite and level needs
* Lots and lots of Iced Cappuccinos.
Strategy:
* Spend more time on design
* Focus on creating the game as opposed to designing a good engine structure
* Exploit anything I can to reduce development time, given that the game will still run at around 60 fps on my 4 year old laptop
* Innovate (no infinite runner! NO!)
I hope I can finish something decent in time, maybe even get a trophy or something.
I’m also looking forward to all the entries from other contestants, some of the ones in the previous ld blew me away.
Thanks for reading,
Paul
I’ve been watching from the sidelines for too long. It’s time to jump in and try not to drown.
Primary Goal:
Finish Anything, its my first go and I just want to have something to show at the end of 48 hours.
Secondary Goal:
Finish something that is actually good…
Tools:
ImpactJS HTML5 Game Engine: I’ve made a few small practice games and am really loving it.
Sublime Text Editor
Paint.Net
XMind: Organization
SFXR: Sound FX
PulseBoy: Music if I end up making any…
I know the rule has always been that all content must be created during the 48 hour period, but I wonder if there’s been any consideration to allow content to be used that is clearly 100% public domain?
There are a number of sites where this kind of material is available, and it is clear that it is safe to use this stuff in projects now. There is much more organization and demand for public domain content on the Internet than there was a few years ago, so many sites specialize in providing it.
The reason I think it would be beneficial for the compo is that sometimes people like focus more on one aspect of their game entry. This would allow for someone to focus more enegy on the technical aspects of his game engine than on content while still being able to provide adequate graphics and sounds in his game. Yes, he could just enter the jam, the competition of the compo is compelling for many people and gives you the fix you just can’t necessarily get in the jam.
My thinking is it wouldn’t really give a leg up, because 1) 48 hours is 48 hours. Spend it as you please, cause every second is precious and 2) public domain content will always be inferior to a degree to specific content generated in the compo by an artist. Artists already have a huge advantage in this compo the way I see it with the use of high level game IDEs such as Unity and Game Maker. This would be a way I guess of throwing low-level programmers (C++/asm/etc) a bone.
To a degree we already allow this in allowing the use of sample libraries for music created for the competition. These libraries are allowed because they are provided by defacto to be incorporated into higher level compositions (songs). I would argue in just the same way, these public domain sites provide content to be used in higher level compositions as well.
Let me expand on this idea a little. You are actually encouraged to build off of public domain works. Most works have a shelf life and then disappear for eternity. It is a honor for it to be utilized in another work and go on existing. In the US, public domain law has existed since the Constitution to encourage the public to derive more works from it. It is there to help up unlock our creativity and build upon.
So I don’t really see this as simply adding a couple images or sounds to your entry from a public domain site, although that might end up being the primary use of the rule change. I could see more interesting works being created. Imagine for example a game based on HG Wells “War of the World” which used some of the original characters, plot and dialogue to create a more immersive and interesting entry then otherwise there would be time for. Or a rhythm game which had a dozen or so public domain children’s songs rather than the one weak song the contestant would actually have time to create. Perhaps these entries would not be created at all because the contestant did not have the necessary skill in writing or skill in song making. Seems like this rule might expand the quality of the entries by leveraging existing works. We might find much richer and more interesting entries than ever before.
Here’s a site with a list of just a few such public domain sites to give you an idea of what’s available out there.
http://libguides.lib.umt.edu/content.php?pid=119432&sid=1042278
My proposed rule change would be to allow public domain content as long as it was declared as such and cited with a reference to the site providing the public domain content.
What do you think? Good idea? Or just keep it the way it is?
Hi gamedevs! My name is Manuel a.k.a. Gikdew and I’m from Spain.
LudumDare is so close, and I’m so excited, this is my first LD, I’ve tried to participate in the last 2 LD but I always had problems with software, or I don’t know how to program this or that. But now I’m prepared, I’ve been learning programing for a long time now and I think I will be able to finish my first game, including music and art.
I’m using Html5 because after reading a lot, I think is the future of the web and even of mobiles, it has a small learning curve and lots of doccumentation. I will be using ImpactJs, because is fast to develope with, has a Level Editor called weltmeister which is awesome and its community is so helpful.
[stextbox id=”grey”]
I’m always willing to talk about GameDevelopment and that stuff so feel free to contact me…
[stextbox id=”info” mode=”css”]Skype: gikdew[/stextbox]
Tags: html5, impactjs, javascript
I really enjoyed last Ludum Dare. Granted, I sucked but I had fun. A lot has happened since then…Definitely not enough for me to win or anything but it’s not like I won’t be trying again. I won’t say perseverance is my middle name (it’s Charles) but I will say that I’m more determined than last time and I’ve got more experience since last time. I should be better equipped this time.
Very keen. Super keen, even.
What I like about game jams (this will be my second) is that there’s always another around the corner. It becomes less about winning and more an excuse to get out there and push yourself into territory you’ve never been before. That’s what I feel more excited about. The promise that I’ll have an opportunity to learn Unity (which I’ve had lying around for a while now but have been reluctant to try it out). After attending PAX AUS this year, it became really clear that the indie-stry (I’m so sorry) standard has become Unity really quickly. I mean like 90% of indie games at PAX were made in Unity. It was insane.
Here’s hoping my schedule remains empty for the coming weekend.
Im Gonna Stream Devlopment On My New Game Idea On Twitch Im Gonna Make A Pretty Big Project So COme And Watch On Twitch: twitch.tv/viralaq1/
Wow, wow, wow! Ludum Dare 27 is so close!
I`m in again, with the good old super-mega-handfull minimalistic pack:
My LD`26 game Ludum Lupus had 80% coolness and was number 24 in “Mood” cathegory. On LD`27 i`m going to be, i HAVE to be better than me.
And good luck to everyone.
Little note for me: Yozz, you have to do simple games, not a novel, not a big-cool-games, not anything really serious.
Soon, it is time again, time for another weekend filled with lack of sleep, lots of pop, one or two beers and a wall of code that doesn’t make any sense at all. Sadly, it might be the last time for me to do this in a long while because reasons.
Tools
The tools I will be using is the same as during my previous Ludum Dare entries.
Code
Java, Eclipse
Graphics
Game Maker Sprite Editor
Audio
FL Studio, Audacity
Advice I learned from last time
Todo list. Goddess in heaven, a Todo list is so good! During my previous LD entries I only used a huge scribble file with heavenly many random notes. It was a mess. Most features and functions in my games were mostly impulsively added. But last time I had a Todo list and it saved me many hours. I used two categories in it: CORE and FEATURES. The CORE list was stuff I absolutely needed for the game to even work and FEATURES was things that I should have, things that would make the game but can be left out.
Streaming
Like every other Ludum Dare event I have participated in, I am going to stream as much as possible on this livestream page.
Anywho. See you guys at the start line in two weeks!
I’m busy that weekend:( I’ll still try to follow the event and play lots of entries. Good luck everyone!
I will be participating in Ludum Dare 27.
My tools:
Engine: Unity3D
Language: UnityScript
3D Models: Blender
Graphics: Paint.NET
Audio: Audacity, SFXR, Autotracker.py
IDE: Monodevelop
Web Browser: Google Chrome
OS: Windows 7
Good luck to all who enter!
Ludum Dare #27! This will be my second game jam and I’m hoping to get some pretty decent scores so we’ll just see what happens.
I’m going to try some new things this time around. Here are my goals:
Hoping that I can pull that off. That being said, here are the tools I plan on using:
I’m also hoping to stream on twitch or livestream, but I haven’t looked into it just yet. I’ll definitely be posting the link if that is the case.
Strategy:
11 days!
Greetings and Salutations all. I’m In!!!
My tools are :
> DarkBasic Pro
> Graphics: GIMP
>Modeling: Blender
>Sound & music: …?
Good luck to everyone taking part.
I’ve already mentioned it halfways on Twitter but not here. So….
I’ll most likely be heading home from Berlin on Friday – YES, THE FRIDAY of Ludum Dare.
I will still participate in the compo (if I need that time back I’ll participate in the jam) but must hurry up just after I got back.
Go take that advantage. Create better games than me, just as usually 😉
Have a nice LD warmup / 7DFPS y’all!
This is my 4th Ludum Dare, last three time i made my games from “scratch” in flash/as3(if you can say “scratch” speaking of flash).
This time I want to focus myself more on building the gameplay than on coding collisions and similar, so I’m going to use(probably) a framework that handles low-level tasks for me, like flashPunk.
I really enjoyed last LD, I was very happy with my result, so I want to show something I’m working on to the awesome Ludum Dare community(hoping I’m not kicked for spammig!). It’s an idea based on minimalism that I didn’t used for the past competition because it seemed to complex to implement in only 48h, Sym:


Here’s a gameplay video: Sym gameplay video
IndieDB page: Sym IndieDB page
and here’s a link to the Newgrounds preview page to actually try the game: Sym beta 0.1
my twitter account: atraxgames
This is my first Ludum Dare. I’ll be using:
I’ve wanted to do this for a while and I think I’ll finally have a chance at finishing! There should be no distractions that weekend…
Anyways, my goals are:
And I’ll be using these tools:
Hopefully I can get something together this time!
Hey, everyone, Orin here.
I’ve been making games professionally for approaching a decade but this will be my first real game jam. I suspect I have at best a 50/50 chance of finishing something–I’m not used to working on such a compressed schedule!
I’ve been working on a simple little framework to save me from doing too much boring infrastructure work during the 48 hours. Per the rules, here’s the source (which I expect to continue working on right up until the start of the jam): bitbucket.org/otresnjak/em-engine.
My goals for setting it up were:
Aside from my own code, I’ll probably be using Photoshop and my tablet to make some terrible programmer art and some combination of Ableton, Audition, bfxr, and a microphone for audio.
Can’t wait to get started!
Several posts mentioned people looking for free songs they could use in their Jam entries. I posted this at the close of the last LD and someone asked me to post this again around the time of the next one. All the songs that I have created and posted to SoundCloud are free to use with attribution. For those of you that saw this post last time, I’ve added nearly 20+ new sounds. Message me if you decide to use them, I would love to see your awesome work.
Noise
More atmospheric and noisy, this collection of sounds is probably suited for building tension.
Funkier Than Thou
The more instrumental tracks are more laid back and enjoyable. I keep picturing them being well suited for some kind of post-modern game or puzzle game.
Do Hairballs Dream of Dryer Sheets
Much more musical and melancholy. A few chiptunes tracks mixed in with a few songs that work well with a Mario platformer game.
Hey guys! This will be my first Ludum Dare. Since I have no programming experience, I want to collaborate with a team on audio and sound effects. Check out my work at www.soundcloud.com/neoncorridor for a sample of the kind of things I can make. Thank you for listening. I hope to join up with a team soon!
Tags: audio, jam, looking for team, music, sound effects
I’m not really used to talking much about myself, so I’ll keep it clean and simple ![]()
Engine: Unity
Art: GIMP + propably Blender?
Sound: The hell would I know. I will maybe record my own voice overs ![]()
This is going to be my 2nd LD, I participated in LD23 but was unable to finish the game.
I will try to keep the game simple just to make sure I finish it.
Development Tool : ?? Well i am thinking on trying a new 2d tool this time, any suggestions?
Art: Photoshop , GraphicsGale , Illustrator
Sound: SFXR , http://tones.wolfram.com/generate/ for soundtrack
Well, I’m going for the LD again. This will be my sixth time in, 2nd time alone.
Here’s my LD history…
LD 22: Didn’t complete a game but turned it in anyways.
LD 23: Bug killed the game 8-hours before the end of the jam. I just couldn’t get it out.
LD 24: Did as much as LD 22.
LD 25: Finally finished a game first time. Both in the LD and ever.
LD 26: Finished second game ever and by myself in the 2-day time squeeze.
I hope to make something even better than LD25 when I had my team and 3-days this next time around. I wanna try and make something more enjoyable than I made in the past 2 Ludum Dares. While they weren’t bad, they weren’t great either, so I want to top them. Here’s me hoping. *cross fingers*
Programming Languages: Monkey
Editor: JungleIDE, Notepad++
Graphics: Graphics Gale, Photoshop
Sound Effects and Music: bfxr, Soundation, FL Studio, or public domain music/sounds
Library/Framework: XAddon (my lib/framework), FontMachine, Monkey-JSON
Hey! I don’t know if any of you have read my posts from the the past, but a couple of months ago I was going through some stuff when the last MiniLD rolled around, and I (foolishly) entered with very little experience of Flash, or ActionScript (the main way I was making the game. :/) this sort of left me in a rut of motivationless pain. No, but seriously, I just didn’t feel like making games for awhile! So, I took some time out and played (a ton a ton like too much for a normal person never get into CS it will murder your family’s babies) some Counter Strike. That, with a mix of watching my friends make stuff was able to get my creative personality going, enough to get back into the swing of things. I got up to chops with Python + Pygame, and I am now learning C++. So! Enough about me! To The LD!
This LD I am most likely going for a text based game in good ‘ol C++, probably something stupid like “What’s your name? ” Or something childish, anyway, I am still learning. Shush. 😛 I will do just straight C++ and compile a Windows Executable.
(There is a possibility I will have cross platform support, still working on it.)
See you in the Jam! 😀
It’s been far too long since I’ve tossed my hat in to the Ludum Dare, and I’m jonsin’ for a go-around.
Language: C++ and perhaps Lua
Libraries: Lua, OpenGL, SDL
I will use at most up to 100 lines of code I’ve written prior to the competition (To make working with Lua more sane…)