LD30 August 22–25, 2014

Ion v1.2.0a [Update]

Ion v1.2.0a is released! In this version the following things were added: lasers and laser blocks, boundary blocks, window size setting, coin and level counters and more!

GamePlay Video!

get it now! <- link

Comments

28. Jul 2014 · 09:49 UTC
looks like something i should try in my free time. The only problem i have with this is that from the image it looks like some parts are higher definition then others, woch kindof makes my eyes hurt (ex:the hearts are realy high definition , wile the tiles (even though they may be the same definition )look “retro”, and finaly the guy is very blury. To be in the retro spirit can you make the hearts a bit more “pixely”?

MiniLD 53 – A Cruel World’s Post-Mortem

So the Mini Ludum Dare #53 was my first ever LD, and all I can say is that it was fantastic! Great people, game development, and an excuse to geek out and rapidly destroy my health over the period of 48 hours. I entered the jam as a solo participant (because I don’t have any game developer friends in real life) and spent the weekend in the solitude of my study. It was an experience that definitely opened my eyes to quite a few things.

 

The Game

A Cruel World was my attempt to express my artistic side a bit. I don’t have time to do art anymore, and even though I’m terrible at digital art (I’m more comfortable with a good ol’ pencil and paper) it was a great learning experience for me. Although the atmosphere may have been a little wishy-washy, it was meant to be a depressing exploration game covering the topics of corruption and greed, self-image issues, deforestation, animal cruelty, and over-reliance on religion. This was my take on ‘The Future Is Now’ theme – because these are problems that we face today, that will only worsen as time goes by.

The atmosphere I aimed for was heavy, with anthropomorphic character designs that matched each NPCs character (such as the wolf being the greedy salesman, and the sheep being the religious figure). I would have loved to have had more time to build a more complete world and to iron out many of the bugs, but alas it didn’t work out this way.

The first level of the game, where a poor man tells the player about the world.

The first level of the game, where a poor man tells the player about the world.

 

The Development Process

With only 48 hours to complete the game, I used my own libGDX-based framework (with already implemented input, render, debugging, and audio controller classes). From here, it was a simple matter of creating the world-space, drawing the art, coding the logic, and slapping in some audio for good measure. I started with a notebook and pencil for all my designs (all concepts, artwork, algorithms, and level layouts) and subsequently implemented my designs as I went.

Although I have developed a few small games, I have explored quite a lot of new territory this time around. For instance, I have never written a free-roaming game with separate levels, so this was an interesting endeavor to implement dedicated classes, each with their own self-contained logic, for each world-space. An inventory system (although extremely basic) was another thing that I had never touched on.

The fact that I had an extremely tight schedule and clear deadline definitely helped me set aside my uncertainty and simply slap together code to make it all work. I tend to be overly pedantic when it comes to programming, always considering optimal memory/CPU usage, neatness, code commenting, and so on. There is no time for this in LD however, and this really helped me overcome my care and simply MAKE THINGS WORK (albeit only adopting this strategy nearly half-way through the compo).

Exerts from my MLD#53 design book.

Exerts from my MLD#53 design book.

What I Took Away

All in all, I was quite happy with the result. It may be slightly buggy, and perhaps I could have been clearer about where to go and what to do, but then again it is an exploration game. I would have changed a few things if I could however, but as I said I had run out of time.

First things first, I realize now that programming is my absolute favorite part of the game development process. The labyrinth of flowing code is an intoxicating mind-game to me – a way to lose myself in complicated algorithms and hierarchical visibility. I loved the art side of things as well, but I found it became somewhat tedious (and anyone who has played my game may see how the quality of art declines the further you get.) This may have been the problem of hand-drawn art taking so damn long to make, and this coupled with the deadline put me off. Who knows?

Secondly, I learned that an exploration game is not the best approach to compo with such a short deadline. It has almost zero replay-ability, the slightest bugs come out glaring like a car’s headlights in the dead of night and utterly ruin the experience, and you simply do not have enough time to create an expansive and interesting world that will offer a lengthily play-through.

On the game front, I definitely would have approached some problems differently. I relied too heavily on boolean control variables for inter-class communication, which could have been replaced by a much more, much simpler system if I simply based actions on player position, instead of an activation button while the player stands at a specific position. It’s a minor thing, but this simply change would have saved me an hour or two of debugging which could have been used far more productively. Good knowledge for next time then.

 

All in all however (as I said), I am pleased with what I accomplished. The purpose of these jams is to extend your knowledge and experience, and this is exactly what I managed to do. I explored new territory with A Cruel World, and enjoyed every sleep-deprived second of it. I’ll definitely be more confident, prepared, and efficient at the next Ludum Dare. I will also take what I have learnt in the mere 48 hours of development and funnel it into my current Android game – a project I hope to complete soon and release on the Play Store.

To end off this post, I have uploaded the time-lapse video of the development process for anyone who likes to stare at low-framerate, illegible windows:

 

Just another note: I haven’t had the chance to play through any other games as of yet. I’ve been out of town, and operating only by smartphone for the last couple of days. Last night I returned, and I’m off again tomorrow morning. Perhaps next week I will have a gap in order to melt my mind with some of your guy’s lovely creativity. Until then, have good one!

 

 

Tags: MiniLD #53, post-mortem, timelapse

Yamanu Game Engine – 1.1

Hey there!

The response to 1.0 was great, I really appreciate it! Now, we have Yamanu 1.1! This one mainly added some profiling and utilities. My favorite of which would be the processor information. You can get the processor vendor, and speed very easily with Yamanu!

Download

Source

Documentation

Basic Application (Made with Yamanu)

Thanks guys! There will be a video out soon explaining the basic app, and how YGEApplication works! Sorry the website’s down. It’s a free website. If I get enough support, I might pay for hosting and a domain, so you guys can have a place to go for all of this instead of me putting it in a post on Ludum Dare. Anyways, have fun!

EDIT: Nothing has been tested on Mac yet, so if anyone that has a Mac wants to play around with Yamanu, go ahead! Email me here to tell me if there’s anything wrong.

– Gandalf1209

Comments

28. Jul 2014 · 14:27 UTC
Why would anyone (i mean any one) want to get processor vendor in java? That a kick in the face to everybody who worked so hard to make java MUFTI-PLATFORM.
gandalf1209
30. Jul 2014 · 12:44 UTC
I don’t know, maybe someone will use Yamanu as a way to make a System Information application, and that’s just an easy way to get the vendor and speed.

There we go Summer Game Jam 2014!

Grab a theme and start working on your amazing game of the summer 😀

JAM

During this last weekend of July (25th-27th), just before we enter cozy August, the stars are aligned to celebrate the summer by making games!

Join people around the world on the game jam of the summer! The Summer Jam™! Celebrating the summer in the best way ever, making games and meeting new friends 😀

Check out the Summer Jam website

Stay tuned using the #SummerGameJam hastag!

Love2d Tile Based collisions :D, and Console Lib

my own personal collision library used for tile collisions, it uses rectangular hitboxes and returns a value when colliding.

iterates through a table named tiles to find when each side of an obj is colliding with a tile.

 

Also includes a library for a console, this is to be used in ludum dare 30 with the tile collisions

 

they are on my github(https://github.com/AgentEnder/Personal_Libraries)

Tags: LD30, ld48

Comments

MafiaPuff
26. Jul 2014 · 12:47 UTC
Yay! Collision!

Howdy

Hello! I have just joined Ludum Dare and I am a proficient programmer in python and pygame, although I know a very small amount in C and C++. I would like to work with someone on a jam sometime.  I am always open to suggestions, and I will most likely make development updates and postmortems for most of my games.

Comments

MafiaPuff
08. Aug 2014 · 19:27 UTC
He needed someone to tell him that there was something wrong. Actually, I was about to take down the trophy.
MafiaPuff
08. Aug 2014 · 16:31 UTC
Ion is the one I tried. It is very glitch. The main problem I noticed was character movement and scrolling. I needed to open task manager to close it.

Yamanu 1.1 – Video

Hey guys!

I have a video demonstrating how to use the newest features of Yamanu version 1.0!

Video

Thanks for the support everyone! I already have some downloads for everything uploaded! Again, if there are problems you find, let me know and I will fix them!

– Gandalf1209

Under Ytan – kind of update.

Remember that game about walking on water? No? Well.. okay..

It just so happens I made a flashy itch.io site for the post-compo version of the game(We’re talking Under Ytan here for anyone not keeping up, you know, that I made for LD29), and I just kind of wanted to tell you guys it exists. Ludum Dare is pretty much the reason I still make games, it made me actually finish something, over and over again! Awesome feeling! So as kind of a loveletter to Ludum I want to tell you that you can find both Under Ytan and a game I made earlier this year(Outside of LD, believe it or not) on my itch.io page!

Image5

The game is call “hets” and is of the 2D platformer, hectic, randomized, powerup collecting, monster shooting kind. It also is in pretty edgy gritty pixel style, a style I’m kinda pleased with if I can say so myself!

hets sceeeny

 

I like games where things are fast. Very fast. I also like games that are sort of unforgiving, and doesn’t hold your hand really, but still lets you practice until you are good enough to beat the crap out of it! I think I managed to make hets one of those games.

Why not give it a try, both hets and Under Ytan are free to download and play! (But I mean, if you’re thinking to yourself “Hey, that Ditto guy is probably starving and struggling to pay rent… Maybe he’d like a dollar!” you caaaan kind of give me a dollar for the effort… if you want to!)

Links:
Download hets here! 
Download Under Ytan here!

Hope you like the games!
Love
Ditto

 

 

Comments

YarharALC
26. Jul 2014 · 16:42 UTC
Great so far. However, try saturating the colors just a bit. They SHOULD be powerful, but they’re too powerful for now.
Ditto
26. Jul 2014 · 20:15 UTC
That is a really good point! Both these games are made on my laptop since I’ve been living away from home for a long time now. The screen on my laptop is really shitty so everything is already very saturated, and I also find something satisfying in using full colors (‘255,0,128’ in RGB for instance).

Will keep in mind for future projects, in a week I’m back to using my good old screen also, which has much better colors, making it easier to realize these kinds of problems!
28. Jul 2014 · 14:15 UTC
i just get a black screen with music… :(
Ditto
29. Jul 2014 · 07:34 UTC
German: gaaaah I thought I’d fixed that.. You’re not the first to have that problem with my games, I wish I had an easy fix for you.. But sadly I don’t the only solution I’ve come up with is me creating a installer for the game which you can install and then play. I’ll upload an installer tonight, don’t have time right now!

Mighty Retro Zero

This will be my next game, called “Mighty Retro Zero” (provisional name).

As you can see the player looks like a minimalistic and pixelated Megaman, and after the Keiji Inafune clone called “Mighty No. 9” well i decide put this name that can be changed in the future.

 

Here the last video featuring the Arkanoid based level:

 

Links to follow the project
———————————————————————-

TigSource Devlog: http://forums.tigsource.com/index.php?topic=42252
Gamejolt Page:
http://gamejolt.com/games/platformer/mighty-retro-zero/29923/

Tumblr: http://dev.kronbits.com/
Instagram: http://instagram.com/matriax
Facebook: https://www.facebook.com/kronbits
Twitter(Official): https://twitter.com/Kronbits
Twitter(Personal): https://twitter.com/DavitMasia

Mr Sunshin aka sunrain – SummerGameJam

sunshinz

Mr Sunshin aka sunrain was created over the weekend for the SummerGameJam.

I’m pleased to say that all art assets used were created during the jam. Scripts were reused, but reworked.

Game Development Process

The process began with a felt sketch on white paper. A sunshine, or should I say – Mr Sunshine (later corrected to Mr Sunshin). Some character sketches were also produced but these were not used as reference. A felt drawing that Dolly drew was used for reference when modeling the player character  in Blender. Mr Sunshin was also modeled – with a range of shapes and tips.  Export models into Unity3d. Create scenes with models – add scripts and lighting.

Go back and produced digital paintings in GIMP, using the 3d scenes  as inspiration. This painting was added to the game.

After sleep and food – modeling in Blender took place again. This time it was to create some storm clouds and lightning. These were created and added to the game.

At this point I cleaned everything up, made sure it was working alright.

I had started to add a admission half way into the game – same idea as the title screen where you have to click (or even better – collide) to move onto the next level.

The game is very quick – each scene lasts 5 seconds, but that’s all you really need to experience. The camera can’t move, there is limited interaction anyway (only clicking to move characters).

I hope you enjoy the game.

 

ssr

 

snapshot24

Play now free

Downloadable Linux native build, and unity web player for Windows/OSX.

game jolt (ads)

itch.io (no ads, donate!)

Google Play 

Thanks,
BroBeur

Tags: summergamejam

IRS WARS “post campo version” TONS Of Bug Fixes!

Many people had trouble extracting and playing my game (i think putting jar files into rar files is what confused them :-) So i made a post-campo version. to get right in here is a cross platform jar file (this time i used the fat jar file creator to combine all 2 jars into one!) and for you windows imperialists (like me!) here is a windows exclusive version :-)

here is a list of bug fixes and new stuff:

  1. The “quit” button now works
  2. Game now correctly resets after death, fixing the “life after death” glitch.
  3. epic death animation for the x-wing star fighters
  4. even more epiccer death animation for you
  5. once that animation is over the most epicly written  quote is displayed (i wont spoil it for you)
  6. My game engine now supports text and alpha channels so… better graphics!

To counter all the peaple not knowing how to play my game i wrote a step-by-step (actually its not :-) guide for you (or is it?)

 

  1. press “play to play”
  2. most importantly, the sensitivity is pretty high, to turn tap the key very *gently*. like this: d :)
  3. press mouse to shoot
  4. killing them will gain you money, which is displayed in the right hand corner.
  5. press menu and a menu will slide up.
  6. press upgrade in the menu that just appeared to enter upgrade mode.
  7. if a location has a “x” over it, clicking that location will sell the tile at that location
  8. if a location has an “check” over it clicking on thaqt location will buy the selected tile and place it in the clicked location.
  9. near the top is a list of tiles you can buy (just by guns, and only guns) press one to select one. (selected one is displayed in top right corner)
  10. thats about it! thanks for your paciants ile update this if i remember more stuff :-)

thanks,

German Kuznetsov

 

Tags: IRS WARS, post campo

c4 lazy lib v0.6b NOW WITH TILE ENGINE AND COLISION (java 2d game engine)

I am happy to announce that my game engine now has a tile engine with collision and such. Although i don’t have a good tutorial yet i will post a download here Beware of a tutorial *soon*.

Thanks for everything,

me.

Comments

Ludum Dare to Believe Season 2 is coming soon!

Hello fellow Ludum Dare aficionados! It’s your good ‘ole friends, The Button Masher Bros.!

We wanted to get the hype train on the rails and firing on all cylinders, so Josh put together this super quick teaser to let you guys know that we will be featuring our favorite videos from Ludum Dare 30!

If anybody missed season 1, you can watch our 12 part series where we detailed our favorite games of Ludum Dare 29. You can also follow us on Twitter (Chris, Josh, and Show).

 

I leave you with one question, IS YOUR BODY READY?

13

This entry was posted on Tuesday, July 29th, 2014 at 1:39 pm and is filed under LD #30. 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.

WeekChallenge – Paper Frog

Hi guys, I finished my second game, at last. Made with unity3d, it is my first attempt at animation, sound design and few other things.
Check it out here: http://fallingbeargames.com/2014/07/28/paper-frog/
Thanks 😀

Paper Frog

Comments

k.escoe
29. Jul 2014 · 18:41 UTC
cute style. but unfortunately i dont have an android device so i cant play. Any chance you will upload a exe?

Is it allowed to use own built Level Editors in the LD?

Hi, first timer here, I am wondering if I am allowed to use a Level Editor that I have built myself, for the next upcoming LD? Or is that still considered ‘Part of the process’ that you create a level editor during the 48 hours?

The level editor was built from scratch by myself, and creates 2 files for the map (One for tiles, and one for collisions), which can be used in a game (Of course with the proper “loading the map” code).

I am wondering whether i should work on this some more, or just start from scratch again during the LD.

Also if it is required, I will also provide the source code to it with the game from the LD.

Thanks!

Tags: ld, level editor

On Vacation But Fix For Game will be out tomorrow

Currently i am at my grandparents and they tend to lack a computer so i cant make an essisental fix for my game “Secret Of the Shuttle”. I will be back tomorrow so i will make my game playable! Also Jupiter Hadley i would love if you could make a video for my game since i wasnt in your mini ld 53 series. Thankyou all for barring with me. Soon i will have a point and shop system added to the game. If you have any suggestions for what to buy in the shop then please do tell me! Good Night everyone!

Comments

30. Jul 2014 · 15:44 UTC
Now you are defentantly copying my game. We both have space ship oriented type games and i havean upgrade system. good thing mine is much better … haha :)-

If you want to keep coping me you will have truble as a have a “graphical” system were you can edit the ship in real time…

To bad you cant run my game, most peaple can. sry if you cant…
31. Jul 2014 · 11:53 UTC
ok fine… do you accept an apology dugoutaz?

i accept yours…

Patch 1

I fixed my game so go ahead and play secret of the shuttle

Game Template For Phaser Users

Hello everyone!

As it’s coming closer and closer to Ludum Dare, I decided to make a simple ‘Game-Template‘ (for Phaser) which allows the programmer to skip all the basic stuff, such as setting up their index page, getting there classes worked out, and even let’s you have a very basic character that can move up/down/left/right.

As per the rules, I am releasing this template, and the art in it (which was created by me) for free over on my github page.

If anyone who uses Phaser (which is an html5/javascript game framework, check it out if you haven’t) would like to use this simple starting template for the compo, feel free to. I would recommend that you are comfortable with Phaser, and using the state manager, however if you have any questions about it, I will be more than happy to answer them here on this post.

For any Ludum Dare veterans who see a problem with this (such as I made the template include to much, or something along those lines), please let me know by leaving a comment and telling me what the problem is. The art that is included in the template, is not intended to be used during the compo, you must make your own art/sounds/assets in order to follow the rules. The art is just there to show you it works.

Also, to any Phaser programmers, if you see anything that can be improved with this template, please let me know. I do not consider myself a ‘pro’ at Phaser in any way, so I’m sure I must of done something that can be done simpler. Thanks for the help, and I hope this benefits you!

Good Luck To Everyone Who’s Participating!

XParkour – my new game!!!

Hey guys, I have bulit my game called XParkour, and I put it on sale on itch.io!!!
If you would like to check it out, here is the link:

http://tosic.itch.io/xparkour

Here is the logo of my game:

Xparkour

 

And some screenshots:

XParkourschot1

XParkourschot2

There are more screenshots on the link!

Jackton Factory: The Movie

Here’s a poster I made for a movie adaptation of my Ludum Dare 27 game, Jackton Factory. Of course, I have no plans to actually make this movie, but making the poster was pretty fun. I plan to include it in Spanner in the Works.

Jackton Factory: The Movie

How did they stretch 10 seconds into a feature-length film? Were there 700 characters?

On the subject of SitW, development is going pretty well. I ran into coder’s block for a couple of weeks, but I am very much back in action now. I’m currently working on making a level editor, which will be useful for me (Tiled is definitely not ideal for this game’s purposes!) and allow me to add Steam Workshop support. Eventually. Only time will tell if I’ll continue to run into inspiration problems for such long periods of time throughout the development process – I sure hope not.

Tags: jackton factory, LD27, spanner in the works

Comments

31. Jul 2014 · 23:59 UTC
WOW! Thi look aweome, and could really be a really good theme for thi ucoming Ludum Dare! 😀 Time, i running out! 😀