LD30 August 22–25, 2014

I’m In!

I’m in too!

Language: Java

IDE: Eclipse

Framework: LibGDX

Art: Paint.net

Music: http://www.beepbox.co/

I will also be using libgdx-utils http://dermetfan.net/libgdx-utils.php

and my own base code found here https://github.com/LegitzDestroy/gdx-game-utils

Good luck and have fun everyone 😀

I’m in!

I’m joining for my third time!

As usual, I’ll push my project to my GitHub and will also try to record a timelapse. Let’s hope for an awesome theme and a good time for everybody!

Tools

While I’ve not participated last December and April, I’ve lurked on /r/gamedev and am planning to try out lots of new tools and workflows this time! I’m hoping to be able to finish my first game in JavaScript for one thing. So far I’ve been using Python+PyGame which was fun and productive but since it required installation, many people had trouble getting the games to run.

What I’ll be using:

OS: ArchLinux x64
Editor: vim

Linux+vim is my ultimate development platform, as proven in previous iterations of LD48. The only catch is that I’ll have to boot into a different OS to try lots of these shiny Unity games :(

Engine: DarlingJS

DarlingJS is a fairly new, still heavily in-development JavaScript game engine. While it is a little risky to use something this experimental in Ludum Dare, the codebase seems clean and reasonably well-searchable and the nice features (fast rendering with Pixi.js, highly modular, cool entity component architecture) simply made me want to try it. Here is my boilerplate code that I’ll using for the compo. Here it is as a warmup entry.

Graphics: Inkscape, GIMP, PyxelEdit, TexturePacker

Unfortunately, a few non-free tools have snuck in – I can’t easily get around TexturePacker when using Pixi.js and graphics is not my strong suit, so I hope that PyxelEdit will actually improve my performance in the graphics department. The two commercial tools PyxelEdit and TexturePacker both have free versions with reduced feature sets so everybody should be able to replicate my workflow without spending money, though.

Audio: jfxr, Abundant Music, autotracker

Audio is also not my strong suit, so I’m going for fully procedurally generated music again like I did for Crowd. jfxr is an improved BSD-licensed in-browser version of sfxr / bfxr so I’ll not have to emulate anything on my Linux system anymore – woo-hoo JavaScript! :)

Map Editor: GIMP or Tiled – Depending on how complex the tiling (if any) is going to get, I’ll either have to implement some kind of map import for Tiled to my game or will just use the pixels-as-tiles technique that I’ve first seen Notch use in Prelude of the Chambered.

 

That’s all for now, have fun everyone!

Comments

17. Aug 2014 · 20:32 UTC
Thanks for that tip, I’ll check it out!

My 5th Ludum Dare In a row! Yay!

Hey fellow game makers!

I’m in for the fifth time and I just can’t wait to get started.

I’ll be using one or more of the following:

  • Unity (Engine, obviously)
  • Paint.NET (Textures)
  • SFXR (Simple Sound effects)
  • Blender (Modelling)
  • Sculptris (Modelling)
  • CG Music  (Midi Music Generator)
  • SynthFont (Make Midi music better)
  • Audacity (Editing and recording sounds)
  • Spine (2D bone animation)

I’m really looking forward to this one- I haven’t decided whether or not I’ll be joining the Compo or the Jam, it really comes down to what kind of game idea I end up with.

Good luck to you all – I’m looking forward to seeing all your awesome games in the weeks to come :-)

Round Two

Screenshot - 08172014 - 03:09:26 PM

 

I didn’t like this batch of themes near as well as the last one, but the six that I picked had me really excited.

There’s a first time for everything – I’m in

I’ve been watching Ludum Dare for a while now, so maybe the time is right for me to join in. I’ve been curious about game development for years but never made anything significant before.

I’m not sure if I’ll be doing the competition or the jam – I’ll aim for the competition and if that becomes unrealistic I’ll change plans then.

The tools I’m planning to use:

  • Engine: Unity
  • Graphics: GIMP. 3D modelling scares me.
  • Sound: Some variation on sfxr, I’m sure. as3sfxr is the one I’ve used the most to date. Audacity for post-production.
  • Music: I’ve got a decent amount of software on my iPad centered around Retronyms Tabletop, so I’ll probably go with that. atrk-bu is always there if that fails me. Audacity-for post-production.

I took Unity for a spin for a few hours this weekend and made a single-player Pong variant for the warmup weekend – check it out here.

Tags: im in, ld48, unity

I might be joining the jam

For the tools, I’ll be using

– Flash

– A graphic library written in AS3: https://github.com/jacklehamster/TurboGraph for graphic acceleration.

– Garageband for music

– cfxr for sound effects

– Google Translate for voice overs

I’m in with friends !

Hi everyone!

I am in ! I bring with me three friends to The Jam.
It will be our first Ludum Dare or Game Jam, but we love challenges.

Here are the tools we’re going to use:

  • Library: Slick2D
  • Language: Java
  • Sound effects: BFXR
  • Music : Jamendo

Team:

Myself (MrMordem)
Ostrich_Sigma
yerathel
NOX

I’m in for the first time!

Hi all!

I’m in for the first time and I’m really looking forward to it! Has never made something in under 48 h so this is going to be interesting!

 

Language: Java

IDE: Eclipse

Libraries: LWJGL, Slick2D

Graphics: Photoshop

Sound: FL Studio

I’m in for LD30 Jam

I’m planning on participating in LD30 next weekend – I’ll be doing the jam again, less stress, less rules.  Work has been busy again, so I’m really hoping I’ll have some time and energy to sit down and do something fun.  This’ll be the last ludum dare for me before I’ve got a little person to take care of all the time, so there’s that 😛

Like last time, I’ve got a stack of audio toys that I haven’t spent enough time with, so I’m going to try and bookmark some of the time to play with music and sound effect stuff.  Other than that, I’m going to stick with my usual tools and see how it goes.

Hardware: Macbook Pro, Wacom Tablet, iPad, MPK25 keyboard

Game Engine, Languages, & Tools:  Unity 3D Pro, C#, Xamarin Studio

Libraries & Frameworks:  Vectrocity, Spine, Grids Library for Unity

Graphics & Art: Corel Painter 12, Photoshop CS, Blender 2.7, Spine, Procreate iPad

Music & Audio: Ableton 9

Demat !

So, after a successful warmup weekend I will happily take part in the LD30 with the following tools :

  • Haxe language with HaxeFlixel framework
  • Emacs as an IDE (with emacs-ide, haxe-mode and lots of other plugins)
  • GIMP for graphics
  • Maybe LMMS and abundant-music for music
  • my crappy microphone for sound effects
  • ArchLinux
  • Firefox (and chromium, for compatibility check)
  • Clementine, because who could develop without listening to music ?

 

I’ll try and make a bigger game than last time, or better graphics at least !

More base code

I might also use a few files from LD28 that I haven’t integrated into Colorado yet:

https://digitaldoge.duckdns.org/ld28/ld28-byte-raider/byte-raider-4.0.0-source.zip

Particularly vbo.lua and shader.lua which wrap some lower-level OpenGL stuff as Lua objects.

.i mi gasnu lo nu banli betri

(en: “I am causing a great disaster”)

Well, I needed something more interesting than just “I’m in!”, so I thought I’d have a bit of fun with that. I think “.i mi zvati” would be the best translation.

About 4 years ago, LD #18 happened, and I participated in my first Ludum Dare. Somehow I ended up in 1st place for audio. I made the game using Java + Swing… on FreeBSD. No, that’s not the name of a Linux distro. It’s actually a different OS (which ends up sharing about 90% of the average Linux userland anyway).

This time around, I’m using FreeBSD again. But I’ll be using something I used before I ever touched Java. That’s right, Allegro 4. I used that for LD #21 (“Escape”), and it was quite frankly a breeze to work with. That time around I used dumb to play my music. This time I’ll use sackit.

So, here’s the lowdown.

  • IDE: VIM
  • Languages: C, possibly Lua (but probably not)
  • Compilers: Clang (native FreeBSD), MinGW (Windows port), GCC (Linux + Raspi ports)
  • Libraries: Allegro 4, sackit
  • Audio: Audacity, SunVox, SchismTracker

I’ll probably be using Allegro 4 for what it’s good for, rather than writing that hackjob partial Sega Master System emulator I did in LD #18 (Never. Again.), so we’re talking maybe 2D vector graphics and stuff like that.

So yeah, with all that crap said, I’m in!

Indie Game Survey

———————————————————————————————————————-
Hello, I have a quick Indie Game survey.

It would help me out a lot if a few people could fill this out.

Thank you!
———————————————————————————————————————-
survey

http://bit.ly/1lc6Mka <– Take the survey here.

 

1st LD. Some stuff to think about…

Thank goodness it’s still Summer.

I have a week of my internship at Zynga left, but as soon as I’m done, I’m diving right into brainstorming for LD48!

Since I will be traveling to Pasadena to visit my sister, and then back to South Bay, then back to Berkeley, I won’t be in the optimal work environment, but so what? Still a good reason to start something new.

A few weeks ago, I finished an innovation game project  (took four weeks) with a team of interns, and that was on Unity. I basically worked on all of the art assets and about 1/3 of the code. I loved the game, and it seemed that many people did. Hopefully I can create something like it again, but in 72 hours.

So far, I’ve made games on native Android, java, python, Flash, and Unity. I might take a chance and dive into a new tool.

Some things I have thought about so far

  • Definitely 2D
  • Maybe pixel art. Maybe not. Photoshop as always.
  • Some cutesy story element
  • Use a tool to make everything easier. Probably Unity since I finally know how to use it
  • Bright colors
  • Minimalist design

Any tips will be appreciated!

I Done Goofed

Well I didn’t even finish any of the projects that I had started for warmup weekend. Except for the one that gave me massive issues when attempting to export it. In addition, I considered changing my whole engine and rendering platform. Luckily up to this point I have reasoned with myself and decided to putting the whole platform learning experience on hold until after this Ludum Dare. Why in the world do I have to second guess myself?

I’m

IN!

ld30

I’ll  be using pretty much the same environment as last time.

ENGINE:

Flashpunk/as3, with flashdevelop and air/sdk. -Chevy Ray is responsible for flashpunk! thanks Chevy! (good luck with your unity stuff)

SOUND:

audacity, sounds by (me)!

IMAGES:

paint.net is still my favorite pixel editor.

CODEXUS:

tile editor by tyler moltz. Thanks tyler!

preloader/button(if i need it) by noel berry. gl noel!

NOTES:

notepad++;useing chronolapse for timelapse; There was no interest for me streaming last time. :-) i’ll just timelapse to my hearts content. 😀

GOOD LUCK all! xD can’t wait to see all of your games!

-commanderstitch

 

Yamanu Game Engine – New Update

Hello Everyone!

I see everyone is excited about Ludum Dare! It’s going to be really good! Anyways, the reason I’m here, is to tell you that Yamanu Game Engine has been updated! There are now GameObjects you can create, which use physics! Sorry that there is no documentation on the newer parts, but that will be out soon with Yamanu 1.2, along with a explanation video. You can download the Java library, and view or download the source. It is a little hard to explain, so I might try and make a last minute video, and put it up when it’s finished uploading. 😀

Thanks!

I’m in

Coming back for round 3. Looking to end my summer on a nice note!

 

Anyways,

Language – Java

IDE – Eclipse

Libs – (maybe) LWJGL, (maybe) Slick2D

Audio – Audacity

Graphics – Gimp and Paint.net