LD28 December 13–16, 2013

We’re kinda in.

Members

  • SwiftGeneration: Art/Sound/Music/World Design
  • Flamingfook: Programming/Art/Music

Tools

  • Language: C++11
  • IDE: Eclipse IDE for C/C++ Developers
  • Compiler: MinGW (Windows) & GCC (Linux)
  • LIbraries: TBD, either SDL 2.0 or SFML 2.1
  • Graphics: Paint.NET
  • Sound: bfxr/sfxr, Audacity
  • Music: Tuxguitar

The Simple Input Library for Game Maker 8 and Game Maker: Studio

Hey guys, it’s Jake.

Tomorrow’s the beginning of an exciting weekend! I can’t wait to get started!

Anyway for quite some time now I’ve been a bit frustrated with the effort necessary to support multiple sources of input for performing the same actions. Either the chains of endless ||s and &&s, or not having everything exactly the same between control schemes it always gets confusing and hard to work with. For some time I’ve wanted to solve this problem by making scripts that handle all the various input sources for you so you can just have one check before performing the appropriate actions.
Well friends, I’m pleased to announce that I’ve finished it!

I call it the Simple Input Library and it is completely free to use, with or without crediting me, to anyone at all! Each script should be pretty self-explanatory for the most part. I’ll probably write more detailed documentation and possibly add more features in the future, but for now I hope my fellow Ludum Darers will be able to get some use out of this.

This was really fun to make so I hope you enjoy it!

DOWNLOAD

Note: The GM8 and GMS versions are different! use the correct one for your version of GM.

Please feel free to report any bugs in the comments of this post or send them to MetroidMan347@gmail.com

Laterz,

 

~Jake Janzen – ClockBot Games

 

Comments

13. Dec 2013 · 02:33 UTC
Good luck, Jake! I hope folks find this useful. :)
MetroidMan347
13. Dec 2013 · 02:36 UTC
Thank you very much, sir! I’ll do my best! 😀

Colorado Game Classes 3.0 – base code update

http://192.241.216.120/colorado/

Don’t let the high version number fool you! Colorado is as unstable as ever.

This update adds UiVboNode to the Lua bindings and breaks compatibility by giving many of the class bindings better names.

By this time tomorrow I hope to be on 3.1. If I’m on 4.0 tomorrow, that just means there was bad forwards-compatibility weather today.

http://192.241.216.120/colorado/

I’m in!

Well I’m in for another Ludum Dare, after skipping the last one. I’ll be using Java + libgdx, pickel/gimp, FL Studio, and one of the sound fx generators where necessary. Hopefully, I’ll be able to turn out something this go around. I must remember to stock up on caffeine as well.

Can’t wait for 28!

I always seem to miss it out of sure bad luck and despite a 24 hour work day on friday I will be participating in the compo alone for the first time and am very excited. My goal is to create something quick and fun that’s visually appealing and under ambitious. Tools I will be using:

Engine: Stencyl / Flash

Graphics: PICKLE! Photoshop and Sprite Something

Sounds: CFXR

Good luck to everyone and remember YOU ONLY GET ONE LD48

I’m In!

I’ll do the 72hrs Jam with my friend this time.

ld28-pre

pixi.js looks great for 2D games, but I’m not sure how to deal with arts and music.

First Timer

This will be my verry first LD,  Looking forward to it !

 

will be using:

Engine & Language:  Unity   3D whit c#

Art:  GIMP

Models: Blender

Audio :  Sfxr and Audacity

Last-Minute “I’m In!”

Woo! This will be my second Ludum Dare but I made a new account, so it might look like it’s my first.

I’ll most likely be using:

Engine: FlashPunk
IDE: IntelliJ
Graphics: Pixen, Photoshop
Sound: sunvox, bfxr, nanoloop, Audacity
Other Tools: Chartridge (game analytics), pocketlevel (dead simple level design file format), LiveVars (real-time variable tweaking for FlashPunk)

I made Chartridge, pocketlevel, and LiveVars. You’re totally free to use them, too. And don’t hesitate to ask me any questions if you have them. I’d be more than happy to help.

You can contact me at any time before, during, or after the jam on Twitter (@jonstoler), via email (hello [at] tasteofmoonlight [dot] com), through Skype (jrstoler) or texting or whatever else if you ask for my contact info. One of my goals for this jam is to be super responsive and easy to get in touch with!

Little Warmup Thing for LD48

Zombie shooting thing.... idk.

Made a thing where you can shoot monsters with infinite ammo and never take damage. Its a good warmup for something made in about 2-3 hours.

Uh-oh.. I’m in!

Hi! I’m Amadeo, and this is my first Ludum Dare competition.

I’ll write my entry in JavaScript using the Phaser framework and Brackets as my IDE. Pixels come from Photoshop and the “ring-dinge-ding” for the ear from bfxr.

Hoping for the best, prepared for the worst, and unsurprised by anything in between.” — Maya Angelou

I’m in you, Ludum Dare

Tools

BOX: Windows 7
GMX: GameMaker: Studio, GMLscripts.com
GFX: Photoshop, LightWave 3D, FontStruct.com
SFX: Audacity, Bfxr
MSX: 1/f noise, LMMS, Sonic Charge VSTs
ROX: Frank Zappa, SolidSteel.net
MEX: Fish Tacos, Beans, Rice
HAX: OMGWTFBBQ
FUX: none given
VOX: @gmlscripts

I’m in!

This will be my 5th Ludum Dare!

Getting together with a bunch of local people too. Should be exciting!

Quick Update

So, it looks like I’m still in and just to recap here’s the list of what I’m using:

I’ve yet to decide if I’ll use external packages when programming in Dart, since it’s so easy just to set up the Dart editor to download a few packages to make life just that much easier, or if I’ll just write everything from scratch. I’m hoping I’m capable enough just to write it from scratch but it’s good to know that there is that option. However, when it comes to sound I’m at something of a loss. I guess I’ll just use BFXR or something, but I’ll worry about that when the time comes. Core programming first, then assets… Good luck to those who are entering!

In!

As per my last two attempts, I’ll be sticking with JavaScript, NPM and Browserify. This time I’m contemplating giving WebGL a shot, now that I’m getting more familiar with it. If I have time for some backend work I’ll use Node too, but that’s probably pretty unlikely.

I’ve got a fair few generic open source modules which I and some others have written which I’ll be using as the base of the game – in particular, Mikola Lysenko‘s gl-* modules and whatever I need from this list or my own repos :)

Edit: oh, and here’s the boilerplate build script stuff in the project repo.

I’m probably in….

Four potentially huge exams will go on next week….

When I do find sufficient time….

Language: C++
Library: SFML 2.1

3

This entry was posted on Friday, December 13th, 2013 at 3:38 am and is filed under LD #28. 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.

I’m in, first time

I’m in for my first Ludum Dare compo, let’s see how this goes.  Features I’ve been playing with in other hobby projects have taken several evenings sometimes, occasionally involving time-consuming bug hunts before they are usable.  So the challenge I expect is keeping the scope small enough to get a full game in two days.

To prepare, I just slapped enough on another project today to force myself to be able to upload it, to get a taste of how time runs out when you’re making the final push.. even from this I had to cut a bunch of features I thought I could do before uploading:

http://ricefrog.com/shooter/shooter.html

(Link is for Unity Web player)

I plan to use Unity’s 2D features introduced in the 4.3 release, and terrible programmer art made in graphics gale.  If time allows I plan to add sound using bfxr.

 

PlayCanvas is in!

For the first time in ages, the entire PlayCanvas team is going to be getting involved with this Ludum Dare.

We’ve been submitting games on and off for the last two years, sometimes solo sometimes in the jam. You can see from the chart that we’ve had mixed success…

Mixed Success

Mixed Success

But still we’ve created some awesome stuff, and we’re definitely going to nail the top #100 again this time :-)

Some of the games we've entered in the past.

Some of the games we’ve entered in the past.

BTW: If you’re interested in developing a game using the PlayCanvas engine, we’re giving away 1 year pro accounts to any LD entry using PlayCanvas. Check the deals page.

Another go around

Hoping to participate in this LD.  Been playing with / checking out some terrain generation stuff lately, I may incorporate some of that if the theme is applicable, check out: http://www.barankahyaoglu.com/blog/post/2012/04/28/Map-Generator-source-code-is-available-now!.aspx and http://simblob.blogspot.com/2013/11/updating-polygon-map-generator-demo.html

Tools: Paint.NET, XNA/Monogame or Flixel, Autotracker, Sfxr, Audacity, the usual suspects.

Good luck all!

In for a Fifth

Hey!  This will be my fifth time doing the LD, and I’m already off to a bad start posting at 1:34 AM local time.  Put together a quick warm-up game which you try out by clicking the link below.  It’s nothing particularly interesting, but I haven’t touched my base game code since the last Ludum Dare competition, so I really needed the practice.

LD28_Warmup

In any case my tools for this competition will be:

Programming: Visual Studio, C# using XNA 4.0

Graphics: Paint.NET, maybe Spine for animation (Just got the tool and am probably not familiar enough to use it effectively)

Sound: SFXR, FamiTracker, Audacity, Baritone Ukulele

Map Editor: Tiled

Base Code: Get it with my latest warm up game here.  As before, I am distributing it with my warm up game so you can see some context with how to use the library. There is quite a bit of goodies in the library including a pretty powerful 2D camera, a great input and sound manager, and lots of graphic helpers. If you use XNA or Monogame, you might find some good code you can pull out for your own work.

Font: For any text display, I have been using a free font  from http://www.proggyfonts.com/, specifically Proggy Square.  I have converted it to a spritefont (PNG) for use in XNA (both full size, and something that fits in 8×8 for NES style graphics).  The original font and converted formats can be downloaded Here.

First LD

Hey!  Me and my friend are in for our first jam.  The tools that we will be using:

Tools: Game Maker (Standard) or Unity (Free)

Graphics: Pickle, MS Paint, Inkscape

Sound: Audacity, Sfxr, Kevin Macleod’s sounds

We’re looking forward to showing off our work!

Comments

13. Dec 2013 · 14:51 UTC
Welcome to the LD Jam, guys. Have fun! :)