LD28 December 13–16, 2013

Mini Sprite Editor

Hi all,

I’ll try to make this my first LD after a while (if i don’t feel tired as hell after this work heavy week :-P). I’m not sure yet what i’ll use as a base – probably my engine or maybe my Free Pascal 2D framework (note: the page is outdated, there are docs in the code). Or maybe use MMF2 that i’ve got out of curiosity this week. Although it feels way too limiting and complex to do stuff not thought by its designers (i want to move a sprite 32 pixels at the left if it doesn’t collide with something and i had to set up a whole page of conditions, etc for something that would be an oneliner in a 2d framework).

This post, however, is mostly about a small tool i accidentally did a while ago in VB5. I was just messing around with it for a while, again out of curiosity, and somehow i ended up writing a sprite editor – and a quite good one, if i can say so :-P. At least it beats GIMP for simple sprite stuff, if only because of the tiled view and animations :-P.

Here is an image:

Mini Sprite Editor

Mini Sprite Editor

It also works under Linux via Wine, but i’ve noticed that the BMP saving doesn’t work properly (the custom format – necessary for animations – work fine though).

You can download it (with source) from here.

At some point i plan on rewriting it in Lazarus so it can be proper multiplatform, but so far i’ve found the above to be just fine for my needs.

Jack in!

This will be my second LD. The first was LD26: Minimalism.

The World is in your hand

 

 

 

 

 

 

 

 

 

For LD 28, I’ll be using Flash, garage band, and my open source game engine TurboGraph: https://github.com/jacklehamster/TurboGraph-master

Basically, it’s an engine that makes caching bitmaps easier in ActionScript. It lets you use filters in Flash without ruining performance.

For minimalism, I saw a lot of entries concentrate on gameplay and use very basic graphics. That’s a smart move, since time is too precious to be spent on making elaborate art. For this LD however, I will try to go the opposite way. Minimalistic gameplay, just so I can spend all my time on art. I also want to take full advantage of my game engine by having complex vector graphics with tons of filters. I’m not a great artist (if I can call myself one at all), but I do enjoy drawing. I hope this will turn out to be a good experience.

 

 

 

Tags: LD28

Comments

manabreak
11. Dec 2013 · 05:17 UTC
Welcome back! I remember playing your LD26 entry. It was… weird. 😀

I’m excited for my first LD!

It’s been 9 months since my last game jam and I was getting the itch that only an intense session of game design over a short period can fix! I’ve never participated in a Ludum Dare event before, but I’ve got the Game Jam experience down so I’m doing the competition.

I’m especially excited because this will be the first game jam I participate in entirely on my own. I can’t wait to see what happens, and I’m psyched to see what everyone makes. As long as I come out of this with something I’m proud of, I’ll be happy.

Also, I plan on doing hourly updates on my progress through Twitter, and possibly updates on my actual blog. We will have to see how stressed I get ;). Anyway, good luck to everyone, and may the best game win!

Three rounds of voting

I’ve been doing a terrible job of keeping up with my voting posts this time around. Here are my votes for 2, 3, and 4. Yes, I am proud of upvoting downvote me.

Crowbeak's round 2 and 3 votes

 

Crowbeak's round 4 votes

I’m in for the fourth time

This will be my fourth attempt.

As always, I will be using:
Language/IDE: Java 7 / NetBeans
Libraries: My own collection of classes I use for everything (can be found here)
Graphics: Inkscape and Paint.NET
Sound: sfxr
And JarSplice to deploy the game.

In yet again!

This is going to be my 6th(?) Ludum Dare I think, and I feel pretty confident about this one. Lately I’ve been messing with random level generation algorithms based off multidimensional integer arrays, quite similar to how the popular game Spelunky does its level generation. Its been pretty fun messing around with, and I’ve found quite a few different ways of utilizing it, so regardless of the theme, I’ll probably be integrating it into my game in some way :)

My tools will be:
– Unity
– Paint.NET
– SFXR
– Chronolapse
– And something for music, if I ever get around to making music.

This is the first LD since Unity’s 4.3 update, which adds vastly superior support for 2D games, and I’ve been having a lot of fun with that, so I’ll be making a game in 2D :)

Good luck everyone!

EDIT: Oh, just realized this LD will be almost exactly 2 years after my first one!!! It’s incredible to see how much I’ve learned and grown as a game dev since then, thank you all for 2 years of awesomeness 😀

Again!

I’ll be attempting to Ludum Dare again. This time with friends in the jam.

Libraries:

My editor of choice: Geany

I’m in!

This is my first Ludum dare and I’m in.

 

I will use javascript, maybe some libraries, like, JQuery.

I will use those tools:

– sfxr

– GIMP

 

Boo: Too Busy! D: (… maybe)

Really want to do this — and actually keep it simple enough to finish an entry for once — but dammit — I’ll probably be working my balls off this weekend, making sure an over budget / behind schedule product ships. — or sleeping — :-/

Choices, choices…

If I do do it, it’s going to be like a super-simple, ridiculously small scale game — maybe even in WinForms… — super casual — and I’ll probably take all 3 days and only put like 4-8 hours in a day — if that.  .NET, BFXR, and PaintBrush… — not shooting for the moon this time — no overconfidence to slow me down — if somebody can recommend a better suite to make animated sprites, I’m listening, the tools section selection is kind of balls…

Dammit all to hell, I think I just talked myself into doing it… I’ll get a project template set up, I guess… and … but… If the theme sucks, I’m not forcing it…

Tags: LD #28

I enter

Sup

48H
Pro Motion
Gamemaker
Famitracker
BFXR

Good luck erryone

I’m in!

I’ll be using XNA, C#, Photoshop and possibly SFXR!

Third time in

I’ll do it again*. This is my third LD compo and I’m pretty excited about it. I’ll try to improve my skills in terms of sound (both previous games have been completely silent) as well as keeping an eye on mobile (if the theme allows such a gameplay).

Oh, and I’ll do the #NOKILL challenge as well, including not killing the main character if my game will have one ;).

My Ludum Dare history

I’ve announced a post-compo version of both of the games but currently none is released. I’ll do a full release of The Run at some point but I’ll need to invest lots of time into it and had so little spare time this year.

My tools
For coding I’ll use VIM, for music LMMS, for sounds Bfxr and for graphics Gimp. If it’s nessesary I’ll use Tiled for level design (but I’ll try to do something procedual).
My framework of choice will be HTML5/JavaScript/CSS3.

*if the theme is not Bieber 4Evar!

Tags: #NOKILL, html5

Ludumdare 28

This will be my third year of Ludum Dare and I’m going to keep a live blog which can be found here.

This year I’ll be using InCourse® GameCreator. It’s  a webbased game engine developed by Islandworks and dubbed ‘GameCreator’. It’s made in HTML5 and such, it will be quite different from my previous entries which were made in C++ and the 3d graphics engine Irrlicht. It’s going to be a challenge to make a game using only 2d art :)

OS of choice: Windows 8

Game engine of choice: InCourse 2.0 – Gamecreator

Graphics: Photoshop/Illustrator

Audio: Audicity & Anvil.

 

I’ll post a “How did I do it” on the end as I did the last times.

Other year’s entries were: World Alone and Be the Villain.

Worldalone - the lost bedroom The deathray

Have a great Ludum Dare everyone!

Tags: 2D, 3D, blog, game engine, gamecreator, incourse, irrlicht, islandworks, live, Ludumdare

We’re in for the jam :D

Sadly the other collaborators from our last jam entry couldn’t take part in the competition this time, so I’m joining forces with a friend who is interested in game design/development. I’ll be the code monkey and she is my graphics lead and we’ll see were it gets us 😉

As we’re both quite unexperienced we want to focus on completing a simple and small game, that fits the theme nicely but is simple enough for us to complete (and maybe even polish) 😉

Tools and frameworks we’ll be using:

  • Eclipse
  • LibGDX
  • Paint.NET
  • Ableton Live
  • BFXR
  • PyxelEdit
  • Field Recorder

We’re both looking forward to challenge ourselves next weekend 😀

I’m in!

The things: Flixel, FlashDevelop, Aseprite, Bfxr, atrk-bu, VLC (for converting music to MP3).

Self-imposed specifications
– Display: 800×480 (zoomed 400×240).
– No text at all if possible.
– Input: arrow keys, Z (or Y*) and X.
– Palette (no whites nor blacks):
palette

We’ll see where this takes me…

* Because Germany!

I’m in and question…

Currently I have a prototype that I want to transform into something playable, is valid?

If so, I’m in. But also could deal with something new… with:

Unity3D, for coding and animation.

GarageBand, for music.

Photoshop CS6, for 2d assests.

Taking into consideration the comments finally start a game from 0 for this Ludum Dare using Unity3D, Consrtuct2 or Pixi.js, depending on the theme.

Thanks for the comments and good luck for this Ludum Dare!

Comments

Lustdante
11. Dec 2013 · 11:15 UTC
Rule says any base code must be shared prior to the competition. As long as you post a link to your prototype, I think it’s valid.
11. Dec 2013 · 11:20 UTC
If you like, take a look at Pixelmator. It’s very inexpensive (compared to Photoshop) and is an acceptable light-weight clone. If you want to go legal 😉
11. Dec 2013 · 11:24 UTC
If you have an actual game prototype that you want to use I would suggest that you enter in the Jam category.
11. Dec 2013 · 11:32 UTC
Also please do not advertise the fact that you are using cracked software. We are not the software police but this could be problematic for Ludum Dare if this gets out of hand. Also it’s just not very considerate for those of us that paid a lot of money to buy software.
Nsmurf
11. Dec 2013 · 15:06 UTC
Y U NO GIMP???

Seriously, if you pirate software, at least don’t brag about it.
12. Dec 2013 · 11:34 UTC
thanks for your replies, I’ll take everything into consideration in preparing the Ludum Dare tomorrow.

I’m in for the jam.

I’m in.

Using:

Unity3D

Pixen

Maybe blender

SFXR

My first official Ludum Dare!

Hey guys! I’m in for ludum dare 28. I’m gonna participate the jam with two friends of mine. My first jam ever was SharkJam, I made the game Jesus VS Sharks, and it was pretty fun! I can’t wait to know the theme so we can start having ideas.
We’re gonna use unity, zBrush, Maya, 3dCoat, photoshop, adobe audition and some other software to make our game. We’re probably gonna make all of our stuff, and we’ll not use anything pre-made.
I wish everyone luck!!

I am in…

…what more can I say. This is the second time I am participating in the 48h compo. The last competition was in the midst of my bachelor thesis, so I had to set some priorities. This time, though, nothing can interfere with Ludum Dare :)

My first attempt on my own was LD number 26, which resulted in a very small, very shallow and very easy adventure: Minimalist.

Minimalist

 

I encountered two main problems when creating this game:

  1. I wasted too much time doing nothing.
  2. I spent a huge amount of time creating some kind of framework for my game (which was nice but unnecessary).

I used Java, the Lightweight Java Game Library and Slick2D. But on top of that I created some kind of scene graph (greatly inspired by Unity I have to admit), which took a ridiculous amount of time: All in all I spent more time making the framework than creating the game itself. Which resulted in a far too short game.

The good thing is: In the meantime I put my whole work from Minimalist into something you might call a game library. Or something. If you’re interested you can find the jar file here (or check the source, which probably is of more help). I don’t assume that this could be helpful to anybody, since it’s not very well documented (at least not yet, shame on me) and could have been done better. Also, the very idea of it depending on both LWJGL and Slick2D is ridiculous.

My overall goal is to create a solid java library which I can enhance everytime I am making a game, and this is just the first version. I am planning some sort of level format, a level editor maybe, some classes for particle effects, etc etc. Many might say that there are far better solutions than my little pitiful library, and I totally agree. But it’s fun to make, and I somehow got used to Java and LWJGL.

So these are the tools I am going to use this time:

  • IDE | eclipse
  • Language | Java
  • Framework | LWJGL, Slick2D, Lludus (my own creation)
  • Graphics | GIMP
  • Music, Sound effects | Cubase

I guess that’s all there is to say.

Good luck and have fun everyone!