LD27 August 23–26, 2013

First Ludum Dare and Game Jam for me!

Hi all,

A couple of months ago, I finally decided to create my own video games!  Since I was a little boy I’ve always dreamed of making my own game.  Video Games saved me from many bad influences growing up, so I hold it near and dear to my heart.  I graduated in 2010 with a CS/Comp E degree and since then I’ve been getting other things together with my life.  The past 3 years all I’ve written in is mostly SQL with a little bit of java but nothing crazy.  I wish I started this journey while I was in college or immediately after, but better late than never, right?

I’m still learning tons, mainly researching and reading a lot, and I started by doing C++ tutorials using SDL. So far it’s been extremely fun but haven’t done much other than a pong clone but I’m working on a puzzle game (after I learn/convert to SDL 2.0).  I’m skeptical I’ll be able to get a complete game or that it’ll be good, but I’m going to try my hardest and have fun!

Language: C++

IDE: Visual Studio

Library: SDL 2.0

Art: Gimp/Paint

Music/Sound: Logic or FL Studio (haven’t picked one yet), sfxr or bfxr

I’m ready this time

Hey guys, the name’s Mace. This year will be my first entrance into Ludum Dare. I’ve always dreamed of doing it but never actually go the time. But you know what, this year I’m doing it. I’ve spent days watching streams. I’ve contacted people on my Skype saying “get ready for this, cause it’s going to be an experience you don’t want to miss out on.” So yeah, I’m ready. I have my excessive amount of energy drinks, crisps, cigarettes(bad habbit) and a motivation sat ready for this. When that theme’s announced I’m going to show people it’s my time to shine. I don’t expect to make anything that’ll win any important place, but I just want to have a game out there. For people to see I can do it from start to finish.

Tools –

Language – Java
IDE – Eclispse
Engine & Library – Slick2D & LWJGL
Art – Paint.net
Music/Sounds – Logic & sfxr

 

– Thanks, Mace.

Tags: dare, first, ludum, My

Hello!

This is my first Ludum Dare. I’m going to be using SFML 2.1 and C++ with some base engine that I wrote. The engine probably won’t be useful to many as it’s not very well-designed or consistent, but I’m familiar with it so that’s good.

Here’s the engine source with a sample room with a sample object ball that moves around:
http://www.mediafire.com/?wtmpccevc93r2ay

Good luck everyone!

Let’s get dangerous!

Hey there, first Ludum Dare for me.

I’ve been into 8-bit console development for a while. While making an actual game on such a console is a time-consuming task, it is tremendously fun and rewarding.

Can a decent NES game be made within 48 hours? I’d like to find out.

Here is what I will be using:

  • Languages: C, Assembly for timing-critical bits
  • Library: Shiru’s NES library
  • Text Editor: Notepad++
  • Art: GraphicsGale, YY-CHR
  • Sound and Music: FamiTracker

While using C instead of pure Assembly makes coding quick, it has two huge drawbacks: slow speed and bulky code. C compilers, at this time, are not able to emit fast and well-optimized code for the NES’s processor (and may never be).

I will try to restrict myself to the NROM cartridge board that most of the earliest NES games used. So, for all you technical buffs out there or anyone coming from modern HLL-coding looking to get their minds blown, these will be the specs the game has to deal with:

  • Processor: 6502 (with no decimal mode), clocked at 1.79 MHz
  • RAM: 2KB
  • 32KB ROM for code and data
  • 8KB ROM for graphics

I might stream development and respond to questions at http://www.twitch.tv/morphcat

EDIT: I should also mention that I am going to use this Makefile which I adapted a bit. It calls some command-line tools I’ve written, mainly for converting VICE label files to the format used by the emulator FCEUX, making debugging easier.

Tags: 8-bit, 8bit, assembly, homebrew, livestream, nes

Hats, rings and all kinds of things!

I’m in and I’m dragging my game dev friends/partners at TKS in kicking and screaming whether they like it or not! (Don’t worry, they do, I told them so).

 

We’ll be participating in the jam, using the tools we used to use on the MWLL, using  unity3d as our game engine and a few open libraries/tools from it. I hope to leave our mercurial repository for the game public and open after the jam. Since this is our first go I’m sure it will be a hot sloppy mess of awful, so please… come watch the carnage of our monsterous efforts crush our hopes and dreams. 😀

 

Can’t wait to start!

scheme scheme scheme

 

Ian T. “Keeper” Small

The Keep Studios LLC

First LD Attempt

Count me in!

This will the first my first LD. I will be using the Unity Engine, and programming in C#. Going to stick with MonoDevelop for familiarity reasons. I am going to be using Gimp for photo editing.  I’m going to be using Audacity and a royalty free sounds.

Good luck!
~ZettaZete

This will be our first LD Jam!

Hi everyone!

My name is Don W. Lail, Jr. I’m an entry-level game design professional and I’m super-excited to be making an entry into the LD Jam. I’m choosing the LD Jam because my co-worker and classmate in computer graphics are making an entry together. We’re trying to take the next step in our game development career and are ecstatic that opportunities like LD exist!

It’s just the two of us at the moment (I hope Luke doesn’t mind me putting his portfolio below). Looking forward to this awesome opportunity! See you on the other side!

-Don

Me: http://www.behance.net/donnylail
Luke: http://www.luke3d.com/

Haxe game coming your way

I’m entering the compo.

I’ll be using Haxe with NME, which is simply awesome technology. Haxe is a Flash-like language that gets automatically translated into various other languages depending on the target platform. NME is a lightweight game/audio-visual engine built on top of it. There’s a newer version of this stuff called OpenFL, but I’m sticking with what I have/know for the time being.

 

Stuff that I’ll be using:

Haxe/NME

FlashDevelop

GIMP

Audacity

I’ll also use a very basic set of classes that I wrote: sprite, circle collision, line collision, misc math helpers, simple menu.

So, apparently we’re supposed to introduce ourselves?

Uh, hi. My name is Spencer, and I’ve never made a game before.

As such, I don’t really know how this is going to turn out. I do have quite a bit of programming experience, though. I’m a 3rd year CS student and script in my free time. Anyway, apparently obligatory information:

Language: Probably JavaScript

Library: Probably Crafty

Software: GIMP, Inkscape, Blender, Audacity, Eclipse (or maybe just gedit) and probably SFXR and Milkytracker

OS: Lubuntu (though Arch is on my laptop and I was going to switch to elementary this weekend)

I plan on streaming and time-lapse-ing the whole thing. Good luck to everybody!

Okay so I got a few things to declare so if you got unity3d and know C# why not.

 

5 Minute GUI

https://www.assetstore.unity3d.com/#/content/5154
Teleporter

https://www.assetstore.unity3d.com/#/content/6356

Cyber tanks

http://sbx.sk/AkBS

 

I have been taking a mini vacation getting ready for ludum, not doing any games so I am amped.

 

I hope its strange powerups.

First Ludum Dare

Tools for Jam: Gamemaker or JavaScript/GIMP/SFXR + BFXR/Audacity

Excited and mildly terrified.

I’m in (jammin’), third time!

It’s my third time now, can’t wait for another LD.

In LD25, I started with Rude Bear, a quirky little game with some lacking game mechanics. My housemate drew the drawings by hand, and scanned them in, and I made them into these little.. puppet things.

http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=19499

I was pretty happy getting 9th in humour and 72nd overall! It really needed some proper hit detection though, I didn’t get time to add it, and it lacked some big features I wanted. A nice start though.

Then in LD26, my housemate and I decided that in every LD, the main character of the game should always be Rude Bear (but that’s where the similarity would end between every game; each one would be a different genre etc, which we figure out as soon as the theme gets announced), and we’ll make up a convoluted timeline as we go along, Zelda style. The second game was Rude Bear Rising, the prequel to Rude Bear in one timeline.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=19499

A big problem with this was that.. I was using an extremely convoluted method to do 2d collisions in Unity3D. I essentially wrote my own 2d physics engine from scratch that casted rays everywhere and took the UVs of textures to do the physics, so we could load in textures of any shape and they would (theoretically) collide just right. Hit detection was a bit lacking though. It got a bit convoluted with the bubble bar, and short range combat was too pernickety.

I was really happy with the soundtrack and sfx though, and the idea itself was pretty cool. It started as a little exploring game, became a Mega Man esque game where you fight through 5 boss battles in any order you choose, rotating the world 90 degrees to get to them, and unlocking different abilities to use. It suffered from its bugs though, it was perhaps too ambitious to make such a large game, soundtrack and engine from scratch. I put in a solid 60 hours. I also tried to make it minimal with the untextured backgrounds, vector art, ambient soundtrack and pixel art, but playing other people’s entries, I soon realised that most people were just using geometry.

So, so far in the Rude Bear series, we’ve seen that initially, he was an underwater hero named Polite Bear. Upon being defeated by The Wizard (by losing in Rude Bear: Rising), he got transmorphed into Rude Bear, and came up to the surface of the water to wreak havoc in a park. This is “The Hero is Defeated” timeline. How the timeline continues entirely depends on the themes of the LDs. e.g. if “Future” won, I’d probably go for Rude Bear: Revengeance. If rotation won, Rude Bear: Revolution. One day if an RPG is suitable, I’d like to do Rude Bear Red and Rude Bear Blue.

If the theme doesn’t really lend itself to adding to the timeline though, I’ll just do “spin-offs”. e.g. if 10 seconds wins, I could go for a Majora’s Masky type thing, which could fit the timeline well, or I could go for a Wario Ware type experience, call it Rudio Bare etc.

Really, though, all I want to do is consistently make every game better and better. In a year or two, I want my LD entries to be so consistently good that people are like, “Oh hey, let’s check the new Rude Bear game”.

But, anyway, I’ve ranted far too much! The weapons at my disposal:

  • Unity3D, programmed in C#.
  • FL Studio, Cubase, Omnisphere, Massive, and mda.
  • Inkscape for vector art. My housemate normally does the majority of the graphics, but he may be unable to help me this time, in which case I may have to try my hand at 3D, or geometry style stuff, ’cause I won’t have the time to animate pixel art.
  • I gave up diet coke a month or two ago, but I’m totally picking it up again if I want to blast out another 60 hours like last time.

Happy jamming, and I really hope I make something that wows you all.

Second Go At This

Once again I will attempt to enter the competition but may be forced into the jam if I can’t get myself enough time. I had fun and actually created a small playable game last time so hopefully I will do so again but with a better end product. I’ve moved from Flash to Game Maker Studio because right now I am only interested in the fundamentals of game creation.

Tools:

Game Maker Studio

PhotoShop + maybe Illustrator

My guitar and synths if I get around to the audio component

-D

 

Almost forgot, WORKSTATIONS

I almost forgot to make a workstation post, as well as a post about languages, libraries, IDE, etc.

So first all the text stuff:

  • Language: Java
  • Libraries: LibGDX (and maybe JBox2D instead of the built in bindings, because I like it more)
  • IDE: Good ol’ Eclipse
  • Music: Probably autotracker.py, we’ll see. (it’s never failed me)
  • Graphics: My artist Nineball is torn between Pyxel and Pickle so probably a combination of those and Photoshop/Paint.NET
  • Target Platforms: Windows, Linux, MacOSX, and Web (WOOOO, FINALLY!)  (Android, iPhone, and Ouya to come if my game doesn’t suck)
  • Source: Github

Now on to the fun picture parts:

My workstation

Workstation

 

 

 

 

 

 

 

This has nothing to do with LD 27

But hopefully will be ready for LD 28

Would like to share some chiptune format I am working on (images are links)

Online tracker/composer is not ready yet but you can follow my devblog

What I hope to end up with is some online platform where enthusiasts put their chiptunes and you get the code to embed them in game.

Hello World

This will be my first LD, first game jam, and first real attempt at creating a video game.  As such, I don’t expect to finish, but hope to have good fun nonetheless.

Language: C++

Library: SDL

IDE: Visual Studio 2010, Notepad++

Graphics: MS Paint

Audio: Audacity

it’s time to write code and chew bubblegum and i’m all out of gum

Hi, all. It will be my first ludum dare too.

My tools will be

IDE :FlashDevelop or Visual Studio

Lib: Flixel with photonstorm plugins

Graphics : GIMP, Paint.Net

Sounds : i don’t know yet:)

Good luck to all!!!

6

This entry was posted on Thursday, August 22nd, 2013 at 3:12 am and is filed under LD #27. 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.

First time Jammer

So yeah, first time jam, with a buddy.

We are going to use:

>Stencyl

>Photoshop

>Audacity

 

Not sure if we are going to use font, and neither that sure if we are going to stick with some softwares as we are still experimenting, but well, I guess through jamming we may learn.

 

Should the jam be posted on LD27? Just, you know: new here.

First ti[m]e, please be gentle

Hey all, this is going to be the first LD I’ve gotten up the courage to commit to. I’ve been lurking for the last few years, but only now feel like I have developed the ability to contribute something worthwhile.

I’m going to be using:

Unity3D for development

Blender3D for 3D modeling and animation

The GIMP for 2D textures and art

Audacity for audio effects

Melody Assistant for music

I will not be using any base code, as I haven’t done enough game development to have any worth working from!

Until the compo actually starts, I am going to be streaming my after-work practice sessions on my Twitch channel. I literally just set that up, like, yesterday, so I welcome any feedback on my presentation, audio balance, etc. I am simultaneously new and out of practice at some of these tools (I haven’t used Blender in several years, it’s TOTALLY DIFFERENT), but I’m going to do my best to avoid broadcasting newbie errors and time-wasting documentation references.

I’m very excited to finally be a part of this community, and I hope everyone else is pumped as well!

 

Tags: im in, LD27

Death is useful

I wonder why this theme is so persistent. Do we all want to make that game where you use your own dead body that landed on spikes previously as a platform?

I for one think I’m going to turn it around and make a game that shows how incredibly useless and final death is.
Of course that will get horrible scores in the theme category, because you are not allowed to turn the theme around, but making a clone of a clone will be perfectly okay and encouraged.

I mean, I like the theme, but I’m not looking forward to playing the same game over and over again. (And then have those games rank higher in the theme category than mine :p)