LD27 August 23–26, 2013

we are in!

Hello there,

This is going to be our first game jam.

We are going to try to build a game in a team.

Team “New Folder(42)”

We are:

  • Evgeni Petrov
  • Denis Chakarov
  • Stoyan Kamburov

Tools:

  • Flixel engine

We are not sure what other tools we will be using. Maybe:

  • Photoshop
  • Pixelomator

We truly hope that we will be able to release something.

I think I’m in!

I might not have time but I’d love too, it was so much fun last time… I’ll do my best to clear my schedule!

I’m proud of what I did last time, but this time I want to make music and animations too, something I didn’t have time for last time..

wish me luck! 😀

Comments

21. Aug 2013 · 13:37 UTC
You better clear that schedule, son. >: ( Your previous game looks freakin’ cool.
Linus Lindberg
22. Aug 2013 · 14:03 UTC
..and than you :)

Lavender Games is in!

My single man company is in it for the compo. I’ll be using GameMaker Studio, Photoshop/Illustrator and FL Studio 11. Hopefully I can do better this time!

I’m In! For my 2nd LD

I’m in this time!

 

Resources:

Language: C++

Library: Allegro 5

IDE: Visual Studio

Art: Paint.net or Gimp

Music & Sound: Sfxr and a synthesizer

PolishRAD is jamming again!

ps_render_2_cam

 

We are happy to announce that we are joining this marvelous event.We will be creating a game with Unity3d powered by blender, 3dsmax and maya with a touch od zbrush and some audio software. The event will be live streamed at:

http://www.twitch.tv/mironixdevelop

This dare team is build of:

Team Leader: Mironix

Coders

3d artists:

2d artists:

Voice Actors:

Sound Engineer

Music:

Comments

21. Aug 2013 · 14:05 UTC
Largest team ever in a LD?

I’m in

for the 6th time, is it?

 

Going to use the same tools I did last time:

IntelliJ IDEA
libgdx
Paint.NET
Audacity
sfxr/bfxr

This time I’ll make use of my template project which contains nothing more but some init code, logging and a splash screen! That repository can be found at https://github.com/MyMilkedEek/ludum-00

My Ludum Dare 27 repository can be found at https://github.com/MyMilkedEek/ludum-27

Good luck to all and have fun,

Eek.

 

Comments

24. Aug 2013 · 16:50 UTC
Keep us posted :-)

I suppose I could do this.

I’m in.

Unity, blender, Paint.NET, bfxr, Audacity, maybe Musescore

This will be my second Ludum Dare and I hope to make a better game than last time.

I’m in (3x Combo)

This is my 3rd Ludum Dare, and I am very proud to announce that I won’t miss it!

I had a goal to learn SDL by this Ludum Dare (I failed, miserably; can you believe that no tutorial I try works?), so I’m going to have to resort to the old-school methods.

Code:

Either Python or JavaScript. I’m better with Python but I’ve been brushing up on JavaScript lately, so I feel confident about it this time. If I use Python, I will be using pygame for graphics and music. If I use JavaScript, I will be using HTML5 for music. There is also a slight chance I will use Unity (if I want a 3-d game), but that’s a bit unlikely because I have very little Unity experience (as much as I love it).

Graphics:

I will be using Photoshop, probably, in order to make graphics. I might also just draw stuff and scan them. Who knows? The last time I said I’d use Photoshop, I used procedural graphics, so that’s also a possibility.

Music:

As far as audio goes, I have many music options under my belt. I can use FamiTracker, Anvil Studio, or Audiotool. I can also use Audacity to manipulate stuff, as well as to record me playing ukulele or other instruments I have.

But yeah! I can’t wait. This is going to rock!

How I fell in LÖVE

How I fell in LÖVE

I’ve been using LÖVE for a few months now and I just really felt writing this blog. Whenever I see people asking what language they should start with I see things like Python or JavaScript  and I just want to shout LÖVE, because it’s truly amazing.

How I fell in LÖVE

Not so long ago the only thing I used was Game Maker. I liked it, it did the job. But I felt I needed to continue with something else. An actual programming language. At that time I used ActionScript 3 at school, but let’s just say my school isn’t all too great. I tried improving my AS3 with videos and tutorials. But a lot of stuff just didn’t seem to make sense to me. So then I decided to try Java, then C#, JavaScript as well. And every time the same problems. It takes so much code for a simple image to appear on the screen. Or to make even the basis of a game code. The loading, updating and drawing. So I tried and gave up at everything. Maybe too soon, but I didn’t feel improving. So I told the IRC chat about how I felt like the worst programmer in the world. And then someone suggested LÖVE. So I gave it a try. And I fell in LÖVE.

A few videos were necessary before continuing on my own. These past months were a great adventure of coding. I’ve learned so much in that time. Things like tile-based levels. Or pendulum physics. And there is still so much to learn. But why LÖVE? What was it that made me understand this framework so much easier than others? Let me show you:

Image not loading?

The left code is AS3 and the right side is LÖVE. And for a beginning programmer the left side looks a lot more confusing than the right side. So many words, and so many questions: Private, void, extends, addEventListener, e:Event? A lot problems I hadt with AS3 was “What does all that stuff mean?!”, while at the same time I tried to program a game.

Now the great thing about LÖVE for me is that it skips that stuff. It allows me to focus on programming game mechanics and not having trouble with the tricky code stuff. Here’s the thing: In my time using AS3 I needed to Google my compile error all the time to understand what was going on. With LÖVE I have done that maybe once or twice. Don’t get me wrong, I’m not saying that it’s bad. I understand that it ensures for clean code to make the software run faster (I think), and I will eventually get back to it.

So if you’re like me and have trouble finding a language that fits for you, please give LÖVE a try, it has a great (and a little dirty) community, and it’s so easy to understand.

http://www.love2d.org/

http://nova-fusion.com/2011/06/14/a-guide-to-getting-started-with-love2d/

Thanks for reading!

Just declaring my rubbish base code

This will be my first Ludum Dare. I have entered three 48 hour game jams recently (the weekly Fight Magic Run competition), and won one of them,  so I’m pretty wamed up. I’ve been using createjs. The only base code that I will use that I wrote myself will probably be my key input class. I wrote it some time ago and it’s  pretty messy but it’s worked pretty well. So I thought I had better declare it. Also my loading bar class which was written last minute and rubbish, but again it does the job.  I don’t have a github, so I’m pasting the code below. You can use it if you like, but I doubt you will want to! haha

njc.KeyInput = function() {
this.keyActions = [];
this.keyEvents = [];
this.loggingInput = false;

 

njc.KeyInput.prototype.register = function(elementId) {
var element = document.getElementById(elementId);
var referenceName = this;
element.addEventListener(“keydown”, function(event) {referenceName.onEvent(event)}, false);
element.addEventListener(“keyup”, function(event) {referenceName.onEvent(event)}, false);
element.addEventListener(“keypress”, function(event) { referenceName.iHateOpera(event)}, false);
};

// opera doesn’t support pevent default on keydown! edit: or it didn’t I have no idea anymore what this is for
njc.KeyInput.prototype.iHateOpera = function(event) {

if (!this.loggingInput) {
return;
}

if (this.getActionByCode(event.keyCode)) {
event.preventDefault();
}
};

njc.KeyInput.prototype.onEvent = function(event) {

if (!this.loggingInput) {
return;

}
var keyAction = this.getActionByCode(event.keyCode);

if (keyAction) {
event.preventDefault();
}
this.keyEvents.push(event);
};

njc.KeyInput.prototype.poll = function() {
this.resetPress();

for (var i = 0; i < this.keyEvents.length; i++) {
this.processEvent(this.keyEvents[i]);
}

this.keyEvents.length = 0;
};

njc.KeyInput.prototype.processEvent = function(e) {
keyAction = this.getActionByCode(e.keyCode);

if (keyAction != undefined) {

if (e.type == “keydown”) {
keyAction.press();
} else if (e.type == “keyup”) {
keyAction.release();
}
};
};

njc.KeyInput.prototype.addKeyAction = function(name, code, rapidFireTime, initialDelay) {
var keyAction = new njc.KeyAction(name, code);

if (rapidFireTime) {
keyAction.rapidFire = true;
keyAction.rapidFireTime = rapidFireTime;
}

if (initialDelay) {
keyAction.initialDelay = initialDelay;

}

this.keyActions.push(keyAction);

return this;
};

njc.KeyInput.prototype.getActionByCode = function(keyCode) {

for (var i = 0; i < this.keyActions.length; i++) {
if (this.keyActions[i].code == keyCode) {
return this.keyActions[i];
}
};
};

njc.KeyInput.prototype.key = function(keyName) {

for (var i = 0; i < this.keyActions.length; i++) {
if (this.keyActions[i].name == keyName) {
return this.keyActions[i];
}
};
return undefined;
};

njc.KeyInput.prototype.resetPress = function() {
for (var i = 0; i < this.keyActions.length; i++) {
var keyAction = this.keyActions[i];
keyAction.pressed = false;
keyAction.released = false;
}
};

njc.KeyInput.prototype.logInput = function(log) {
this.loggingInput = log;
this.keyEvents.length = 0;
// reset all keys when log input is enabled or disabled to make sure
// game has no unwanted actions.
for (var i = 0; i < this.keyActions.length; i++) {
this.keyActions[i].fullReset();
}
};
};

njc.KeyAction = function(name, code) {
this.name = name;
this.code = code;

this.rapidFire = false;
this.rapidFireTime;
this.initialDelay = 0;
this.firstPress = false;
this.timeStamp;

this.isDown = false;
this.pressed = false;
this.released = false;

njc.KeyAction.prototype.fullReset = function() {
this.isDown = false;
this.pressed = false;
this.released = false;
};

njc.KeyAction.prototype.press = function() {

if (!this.isDown) {
this.isDown = true;
this.pressed = true;
this.firstPress = true;

if (this.rapidFire) {
this.timeStamp = new Date().getTime();
}
}
};

njc.KeyAction.prototype.release = function() {
this.isDown = false;
this.released = true;
};

njc.KeyAction.prototype.wasReleased = function() {
return this.released;
};

njc.KeyAction.prototype.wasPressed = function() {

if (this.rapidFire && this.isDown && this.enoughTimePassed()) {
this.timeStamp = new Date().getTime();
this.firstPress = false;
this.pressed = true;
}

return this.pressed;
};

njc.KeyAction.prototype.enoughTimePassed = function() {
var time = this.rapidFireTime;

if (this.firstPress && this.initialDelay != 0) {
time = this.initialDelay;
}

if (new Date().getTime() – this.timeStamp >= time) {
return true;
}

return false;
};
};

 

 

 

// loading scene
njc.LoadingScene = function(stage, numberToLoad) {
this.barColor = “white”;
this.fontColor = “white”;
this.fontStyle = “30px arial, sans-serif”;
this.barWidth = 400;
this.barHeight = 40;
this.text = “Loading…”;
this.backgroundColor = “rgb(30, 30, 30)”;

this.stage = stage;
this.numberToLoad = numberToLoad;
this.assetsLoaded = 0;

this.background = new createjs.Shape();

this.background.graphics.beginFill(this.backgroundColor).drawRect(0, 0, this.stage.canvas.width, this.stage.canvas.height);

this.barText = new createjs.Text(this.text, this.fontStyle, this.fontColor)
this.barText.x = (this.stage.canvas.width – this.barText.getMeasuredWidth() ) / 2;
this.barText.y = 330;

this.bar = new createjs.Shape();
this.bar.x = (this.stage.canvas.width – this.barWidth) / 2;
this.bar.y = (this.stage.canvas.height – this.barHeight) / 2;

this.barOutLine = new createjs.Shape();
this.barOutLine.x = this.bar.x;
this.barOutLine.y = this.bar.y;
this.barOutLine.graphics.beginStroke(this.barColor).drawRect(0, 0, this.barWidth, this.barHeight);

this.stage.addChild(this.background);
this.stage.addChild(this.bar);
this.stage.addChild(this.barOutLine);
this.stage.addChild(this.barText);
this.stage.update();
};

njc.LoadingScene.prototype.onComplete = function() {
this.stage.removeChild(this.background);
this.stage.removeChild(this.bar);
this.stage.removeChild(this.barOutLine);
this.stage.removeChild(this.barText);
};

njc.LoadingScene.prototype.render = function() {
this.bar.graphics.clear();

var percentageLoaded =  this.assetsLoaded / this.numberToLoad * 100;
var width = (percentageLoaded / 100) * this.barWidth;
this.bar.graphics.beginFill(this.barColor).drawRect(0, 0, width, this.barHeight);
this.stage.update();
};

njc.LoadingScene.prototype.onAssetLoaded = function() {

this.assetsLoaded++;

if (this.assetsLoaded > this.numberToLoad) {
console.log(“Error”);
return;
}

this.render();
};

Comments

JPatrick
21. Aug 2013 · 15:53 UTC
Please use pastebin or gist next time.
Dream Of Sleeping
21. Aug 2013 · 16:22 UTC
Ok sorry, I will do in future.

I’m In!

I’m in again! this is my 3rd time now and I am very excited! This time I will be working on my own in the compo.

Language: Java

IDE: Eclipse

Library: The amazing libGDX

Art: Paint.NET

Sound: BFXR

Not sure about music at the moment, so will see if I have time. Good luck everybody!

Yesssssssss. I’m so in.

I just moved into my new apartment. I have no desk yet. But, I’m super stoked for doing LD27 after missing the past two because of schoolwork.

 

Engine: Custom in C++ with SFML, or custom in Javascript

Art: Paint.NET

Music: Garageband or Logic (even though Apple products infuriate me =P), or Famitracker (or OpenMPT if I can learn it soon)

Goal: Use Tiled or use something for custom fonts. Oh, and I’ll probably be streaming, too. Maybe someone will tune in. =D

My one week warmup has ended!

As a first-time game developer, I had to create something before the great challange. I gave one week for myself to it.

Here’s the result!

Written in Lua, uses LÖVE, created under 7 days, called 7 days bad luck. It even based on a certain theme, “Bad luck”.

I hope you like it, even though it’s a bit hard, I think.

I’ll make it this time!

I’m in  for the 4th time. My first LD was last august with LD24 which I managed to finish in time. I later attempted LD 25 and 26 but failed miserably to finish in time mostly because the themes didn’t interest me so much and I din’t have much time either.

But this time : I WILL MAKE IT!

 

Anyway, my tools will be:

EDI : Game Maker Studio

Sound : Audacity, SFXR

Graphics : paint, GIMP

 

Good luck to everyone, and Happy LD!

Camping this weekend :(

Unfortunatley i will be missing this ludum dare, I may get some time to throw together a quick game while im camping, Who knows :) Anyway this gives me time to learn more javascript and html so next ludum dare i can make a good game 😀

Comments

TammiLion
21. Aug 2013 · 15:46 UTC
You should take the winning LD theme and combine it with the sub-theme camping 😛

2 Days Left – State of the Lynx

mainlogo

With LD27 starting in just two days, I thought I’d make another post with some updates on what tools I’ll be using and the state of my game Engine, LynxJS. LynxJS is still in early development but I’ve added quite a bit of functionality and tests over the past few days.

Check out all of that below the cut!

With Lynx, I’ve added the first collision factory, which is responsible for all aspects of collisions. I still need to rework it a bit as there are some instances where it’s buggy, but overall I feel this is the best collision class I’ve personally written. I’m using a quadtree implementation to minimize collision checks and at the moment, the game engine can handle up to 1000 moving, colliding game objects on a two year old macbook pro.

I’ve also updated the asset manager to support audio and video, as well as preload images. At the moment, the asset manager does not support any other assets but that may change before the compo begins.

In addition, I’ve updated the IO class to better handle keyboard events and allow multiple events per key press. You can use these for each scene or for every scene as needed.

Lastly, I’ve been working on adding support for more advanced developer tools, displaying graphs for framerate, objects, collisions and render time.

bea01ba90fc047e57a2d4e8c10da21c9

You can view the tests at the pages below:

  • Test 1 – Rendering without collisions
  • Test 2 -Asset management test
  • Test 3 – Collision and Input test with arrow keys (this is where I’m finding bugs)
  • Test 4 – Stress Test, new developer tools (spawns 1px squares until the framerate drops below 50 fps.)

As with any post about Lynx, I’d like to stress that this probably isn’t going to be a game engine you’ll want to use for the compo quite yet, especially considering I haven’t even thought about adding support for IE (I can’t stand it. I’ll get to it though, I promise). We’ll see what happens in the compo and I’ll be updating the engine continuously throughout and after LD27.

With that out of the way, here’s the tools I’ll be using:

Code

  • LynxJS as my Game Engine (html5)
  • SublimeText3 as my text editor
  • Smaller App for “compiling” and minifying my code

Graphics

  • Adobe Cloud (primarily photoshop cs6)
  • Pixen for base pixel art

Audio

I haven’t finalized my decision yet as most of my work in audio is done splicing tracks together at local shows, so I don’t have as much experience with creating content. However, I do have a license for Ableton Live that came with my Novation Launchpad and I have done some work in that. That will probably be the program I use to create my background music.

Any voiceovers (if required) will be done by myself, my roommate, or a friend of mine at the time of the competition.

 

I’m still a bit nervous since this is my first LD compo, but I’m excited to see how I do and what I learn. Good luck to everyone and thanks for reading!

INNNNNNnnnnnnnn YAAAAAAAAAAA!

LUDUM DARE!

STARLING!

CUBASE!

LETTERS AND NUMBERS!

LUDUM... DARE.... 27!!

LUDUM DARE 27 YEAH!

MAGICAL COLORS!

HAPPINESS?

FUN!

Reluctantly in again.

It never works out. Never finish in time. So why do I keep doing this to myself? There’s a hope that if I just keep at it that eventually I’ll make something great. Right? I hope so.

No idea what I’m going to use. Either GM, Love2D, SDL. Most likely Game Maker Studio so I can make a web version. Though Love2D now has a web plugin for chrome.

  • Step 1: Download LÖVELINESS from the chrome store.
  • Step 2: Enable the “Native Client” flag in your browser: chrome://flags/
  • Step 3: Tryout this Love2D Tetris game I made a while back: VZTetris
  • Controls are the arrow keys and the enter key to restart.

Edit: Also, if you make a game with GM: Studio you can put it on mobile. Here’s my entry for LD25 on iPhone: http://www.youtube.com/watch?v=EyD4VuKkAQ8

Comments

MunkeeBacon
21. Aug 2013 · 15:52 UTC
Yes, Love2d:D

I’m in, for the very first time.

It’s LD #27, right?

I’m still a bit fuzzy on rules. Libraries are not allowed, but a package like Unity is?

I’m thinking I’ll use the opportunity to familiarize myself with XNA or MonoGame.  Probably harder than LÖVE2d, but it’ll be fun. Right?

*edit* I doubt anyone’ll read this, but I’ll leave audio for BFXR and AudioSauna. I have a scanner, so I might pencil any artwork I need. I have GIMP, openCanvas and Paint.NET for graphics.

I have puttered around in MonoGame and there’s been some trouble – certain things aren’t as easy as one might hope for, and some features are missing. Still, it’s close enough to the start time that I might as well write the libs I need during the compo. I’m still iffy whether I should write a Tiled reader, or a custom editor for any levels I might need.

I’ll be posting a timelapse video on youtube afterwards.

Comments

BipoleMoment
21. Aug 2013 · 15:27 UTC
Rule #4. All publicly available libraries and middleware are allowed.

Rule #5. All content creation, and development tools are allowed. (3dsmax, Photoshop, Flash, etc)