LD28 December 13–16, 2013

The Candy Jam is not about trademarks

(I put this text on Ludum Dare because I have no where else or better place to put it. This, in my opinion, also matters to everyone here.)

We who made (and still make) games for #candyjam do it because trademark law and predatory companies are stealing our language and robbing us of our freedom of speech. It is horrifying that common words can be stolen.

I make computer games in my spare time as a way to express myself and to contribute to culture. I do it because I find computer games important as it is one of the most prominent forms of art and entertainment of our times. It is a young form of expression in which there’s still much room to explore and invent. If even I, as a hobbyist, can’t make games without the risk of legal harassment, then there is something very corrupt in how we’ve organized our societies. I believe that laws are only valid when they serve the people and not by their own right. The use of trademark and copyright law to effectively censor culture voids their validity. Even more troublesome is the fact that most major internet infrastructures are located in the US, their laws have practically become international. For us who live outside the US, the right to participate in and produce cultural expressions on the internet (even freedom of speech) is outside democratic control. Instead these rights are, for all practical purposes, controlled by a few powerful companies who don’t understand and have no incentive to care about the gravity of what they are doing
This state of affairs is simply unacceptable.

Yesterday, there was an Ask-Me-Anything (AMA) on reddit, and unfortunately the discussion derailed into legal matters. I think this left quite a few of us disappointed. Not in the fantastic people who make #candyjam possible, but in the outcome of the AMA. For sure, the legal risks may be relevant to discuss, but they are not as important as the fact that we are making these games. Or why we make them!

If you’ve read this far, chances are this matters to you too. There are some ways for you to show this:

  • Make a #candyjam game if you already haven’t — you have all week before submissions finally close. I know you want to!
  • If you made a game, cast a vote or write a comment on someone elses game on itch.io to let them know what you think.
  • Play a game or spread the word (since most or all of us have yet to get a single dollar from all our game making efforts, we measure our worth in page views, clicks and links)
  • Let the people who put this impromptu jam together know how much you appreciate them on twitter. (#candyjam)
  • And finally, when the next Ludum Dare swings around, I expect all of you to have some candy in your game!

Cheers,
Local Minimum

King of All the Candies (my Candy Jam submission)

CoverImage

 

screen2 screen1

The Candy Jam just seemed like a really good reason to make a game.

Originally, I had planned to just change a project I already had in the works to include candy… but that felt too easy. I wanted a little more challenge than that. I wanted to be much more sophisticated and experimental in my trolling.

So, I made a game about being a game developer that sues other developers for trademark infringement and also develops copycats of other successful games. You can play the end result at the link below. I hope you all enjoy it!

King of All the Candies

Tags: Candy Jam, candyjam

Candy Jam gamez

Aww sugar I just made an awesome game for a little thing called the candy jam.
http://itch.io/jam/candyjam Oh the injustice that this actually needs to exist but it gave me an excuse to make a lil game with a good friend helping with the art.

Great working with you max I hope you enjoyed yourself too. Please support the cause. Give my game and maybe some of the others a go.

http://boaheck.itch.io/candy-rush-saga

Here's the logo

Here’s the logo

Tiny Thor Boss

I’ve decided to work on a post compo version of my LD28 game with more features. I’m currently working on the first level boss. Here is a WIP video:

http://www.youtube.com/watch?v=pJImvpUAY8k

Comments

08. Feb 2014 · 08:51 UTC
Wow, what did you use to make the music? It sounds like a Commodore 64 demo track.

The game looks polished. Did you change anything about the controls?

I found the original a bit hard to play.

Noobing with Batch: New Project

I barely make posts here on Ludum Dare but I am planning on making a new game in the old, rusty and dirty piece of s*it “Batch”. If you don’t know what batch is. It’s pretty much a scripting language made for the old DOS operating system created by Microsoft.

I guess its no good for making graphical games. But I guess it will do for a good ole’ text adventure game. My new project is called “Spacecraft”. Its not what you think it is. Infact it has barely anything to do with spacecraft. Or space in that matter. Pretty much the game “Minecraft” the hit wonder. Re-created in the batch programming language. It seems pretty promising at the moment, although my will power is never good enough to carry a game past about a couple of weeks.

Here is a quick screenie of the code below:

 

 

code screenie 1

 

And here is another screenie of the game:

game_screenie game_screenie2

 

As you can see it is only the starting screen and the world selector that is done at the moment. Although I just feel that this is a very promising project and will work hard on it for a bit of a while.

Thanks for reading this very rare post from me.

-James Foley(That programming dude).

Comments

Jacob123
05. Feb 2014 · 20:28 UTC
I used to make silly Batch games too! ‘Twas fun!
05. Feb 2014 · 22:00 UTC
Neat. Batch is fun, though I’ve never made a ‘game’ in Batch before.
06. Feb 2014 · 07:16 UTC
I used to make that stuff to in Batch.

Debugging is especially s**t.

But programming in it, is pretty fun, thought the limits of Batch are soon, you could create many stuff.
06. Feb 2014 · 16:38 UTC
@joppiesaus I totally agree with your comment and it is especially S*it to debug in batch because you have to restart the program just to debug one part of the game xD

[LD22] Update Footage

Incomplete Soul was my entry in Ludum Dare 22. The above video is current active music and gameplay from the most recent version as of today.The sound effects stand out as a little too basic against the complex pieces made using the procedural music generator at Abundant Music dot com. The mechanics are also a little too basic and primitive to be engaging.

The path finding subroutine for the woman and guard characters works well. The woman will always choose the path that ignoring directly turning around which will lead farthest away from the player in the next tile. The guard will always choose the path that ignoring directly turning around which will lead closest to the character in the next tile.

This is a nice proof of concept video showing actual working code. There will likely be a release of prototype version update this weekend. Feel free to leave any feedback in the comments below.

This was cross-posted from my development blog at wally2069.blogspot.com

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This entry was posted on Friday, February 7th, 2014 at 1:06 pm and is filed under LD #22. 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.

Javel-ein Full Version

Screenshots from the full version

I’ve finally finished making the full version of Javel-ein, the game I submitted for Ludum Dare #28. You can find the original Ludum Dare page here. The full version has 60 improved levels, four chapters each with optional collectibles and a unique boss, music, a story, a timer, and many, many small fixes. 

 

Download and play the full version!

 

More information here!

 

As always, I hope you enjoy the game!

[LD22] Iterate Until Satisfied

Incomplete Soul is a video game prototype which was entered into Ludum Dare 22. It is currently about a jester trying to sneak past guards to catch a maiden.

This version has two guards that try to intercept the player before they reach the princess. The first guard always chooses the path leading to the player. The second guard always chooses the path leading to the maiden.

Each guard is going to be given a unique decision routing algorithm to prevent the player from stacking multiple guards in the same spot.

Another change is removing the set number of levels in favor of a go for the high score style of gameplay. Catching a maiden earns points and sends the player to the next stage. Getting caught by a guard ends the run taking the player to the final score screen.

Still working on a number of changes towards making this game a complete project. Everyone is welcome to leave feedback in the comments section below.

This was cross-posted from my development blog at wally2069.blogspot.com

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This entry was posted on Saturday, February 8th, 2014 at 12:03 pm and is filed under LD #22. 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.

My First 3D Game

Hello!

I made a very simple 3d game in unity. Here is what it looks like:

a

 

You can play it here: http://bashcode.co.nf/   (it uses Unity Player)

Please tell me what you think of it :)

Natanijel

Tentative Ludum Dare 29 Date

Well, it’s time to kick off Year 12 and do some scheduling!

See, I typically try doing this on Twitter, which is notoriously bad for being a stream that people miss. So for a change, I’ve decided to do something sensible: make a post about it here on the website. How novel?

Tentative Date: April 25th-28th Weekend

I like to schedule events as late as possible in the month, and best I can tell, there are two very good reasons to prefer the last weekend of April.

  • April 4th-7th Weekend
    • Really Early Sadface :(
  • April 11-14 Weekend
    • PAX East (Major Gaming Convention) – Boston, MA
  • April 18-21 Weekend
    • Revision (Demo Party, formerly BreakPoint) – Saarbrücken, Germany
  • April 25-28 Weekend
    • :D :D :D I LIKE THIS ONE :D :D :D

If I’ve missed any other major game industry related events, let me know in the comments.

Being a coder and C64 Geek, I’m a total DemoScene nerd. Between Revision and Assembly (Summer), there’s really not much left. I’d hate to miss watching the live streams (yet again). ;)

PAX East, I’ve actually exhibited at. Boston is a lovely city, with a wonderful gamedev community. I’m not attending this year, but I’m sure I will attend again soon. Plus the locals would kill me. :D

So that’s my 2 cents. Feel free to share your thoughts in the comments, or to let me know of other very important things happening certain weeks. Thanks!

Humble homage to a classic

Xeewolf Screenshot

Xeewolf Screenshot

 

Xeewolf my humble homage to the classic Zeewolf try it on Kongregate

Tags: unity3d, Xeewolf, Zeewolf

Comments

Custard Games
11. Feb 2014 · 09:43 UTC
Cool game. The controls are a bit confusing though. Is there a way to swivel the camera? I ended up mostly using the first person camera, so maybe that should be bigger?
beforan
12. Feb 2014 · 20:53 UTC
oh you just made me super nostalgic, I totally forgot about Zeewolf!

I’m waiting for the theme for the next Ludum Dare Compo and Jam

Same as above

Comments

h4tch
09. Feb 2014 · 21:00 UTC
Well, yea. If you weren’t waiting, you’d be cheating :)
GarrickWinter
10. Feb 2014 · 15:28 UTC
Me too! Also looking forward to Mini Ludum Dare 49. I want to get my jam on.

Artificial Mind – Gameplay video

Hello!
We have finally released new gameplay (with dev. commentary) of our new project that was inspired by my  LD27 game called  Project: “Explosion”

You can check it on this link (bottom of the page): LINK
Make sure to let me know what do you think about it!

LD28 Aftermath – Glide

For me, LD28 was the best Ludum Dare I’ve had. Even though it was about 2 months ago, I’ve only just got round to putting the post-compo finishing touches onto my game. I ended up building a game, Glide, which I’d had the idea of for a while. Sadly I’m fairly unmotivated at the best of times, but Ludum Dare is always capable of getting me into action!

SS3

What is Glide?

The basic premise is that you use the single control (spacebar) to switch “gravity” on and off. Technically it’s not quite an implementation of gravity, but we’ll get to that. The game only has ten levels at the moment – this was partially due to timing constraints during LD28, and partly due to my inability to come up with new levels – but most of all, it seems that hardly anybody actually plays through to the end of the game anyway.

What went right?

  • The aesthetic – I was incredibly happy with how the look and feel of the game turned out. Despite some lag issues on Firefox and on slow browsers, play seemed to be generally quite smooth. Feedback assures me that the way the game played was consistent and this helped it to stay fun.
  • The idea – For once, I was actually able to reap the benefits of a Ludum Dare idea which was easy to implement. I cannot overstate how useful this was in enabling me to create what I feel is a “good” game during the short amount of time available. I knew I was in with a hope when the raw game was almost completely implemented by the end of Saturday night.
  • The fun – I think this is without a doubt the only LD entry which I can confidently say was actually fun to play. For me at least. I think this was in part down to the learnability of  the controls – After a few goes it is actually possible to complete some of the more difficult levels, and it doesn’t just feel like trial and error. (An exception to this being “TWITCH”.)

ss2

What went wrong?

  • The curve – I have heard from quite a few people that the difficulty curve was way off. I think this can be put down to the fact that I have little experience in level design, almost all of my previous games having been arcade-style procedurally generated gameplay, rather than pre-built levels. More time would have enabled some more detailed level design and if I build more levels then this is certainly something that I will take into account.
  • The assets – The lack of music in the game felt a little off and it’s possible this is one of the reasons many people didn’t stick around in the game. Since the compo has ended I’ve added some fantastic music from the equally fantastic Kevin McLeod, and it’s improved the aesthetic greatly.
  • The name – I should have absolutely checked that the name Glide was available on my Flash portal of choice (Kongregate) before embarking. Sadly, it was taken, and so I’ve had to release under the name GraviGlide on Kongregate.

Overall

All in all, I’m really happy with how Glide turned out. If anybody feels like giving it a go (and I’m still incredibly open to constructive criticism), and/or giving it a fair rating, I’d be more than chuffed! You can find it here.