got mouse input working 😀
After some very quick prototyping with a few ideas surrounding navigating / firing projectiles through arrangements of gravity and anti-gravity wells, I can’t say I’m finding the fun. But what I have so far isn’t a bad little eye candy toy, and might even make a nice little synth toy in the future. I think I’ll save this for later and take a different approach.
Android APK here if anyone is curious to have a play at dragging around the gravity wells and watching the perty patterns change.
Tags: screenshot

Well, after spending most of the night trying to get mechanim to let me animate part of our protagonist’s skeleton AND rotate it with code, I decided to scrap that and work around the limitation. BUT, something wonderful happened. When i decided to create the animation without the rotations, it turned into a really awesome 3D feeling sprite. If i have time tomorrow ill take a GIF of it.
Unfortunately i lost some time due to that, but on the bright side, the tile sheet for the level is almost done, and the player character is fully animated and ready to explore different worlds, and the backbone of the entire mechanic is already in place.
Hope everyone else is enjoying their #LD30 so far.
Until tomorrow!

Space travel seems so easy when planets are connected
I shouldn’t have skipped the last LD, I lack practice in writing fast code and I’m making a lot of stupid mistakes which results into a significant loss of time.
Anyway, basic interactions are working, I’ve started the data structure, but the main game mechanic is still far from being ready.
Hey folks,
We are streaming at jonasdann. At the moment its painting some graphics. Later down the line we will stream some dev.
Greetings,
Team Banana4Life
As I want to make an arena multiplayer shooter for 2-4 players, I need a bunch of characters. At first I planned to make them look like future soldiers – a hybrid of the Master Chief and Samus Aran, but then I got the idea to make them look more unique. Here’s the result:
Now I will animate them. Also I’m working on the secret main feature that will make my game special. It’s a bit tough, but I’ve got a promising start.
What are you guys up to?
Had some stuff to sort out this morning, to leave me ready for Ludum Dare 30 (i’m in the UK btw). That also gave me time to work out an idea, get some rough broad strokes design ready to go. Just starting (I changed some of boost config the other day and had the fun of getting my engine to find it as a lovely starter to my work.

Its a Me! Deano
The design is the bottom half of the page, no 1000 page design docs for Ludum Dare!
And of course a TODO list (and yes my hand writing is that bad!)
The quick synopsis of the game design is solar system colonisation and how each colony on different worlds are connected due to requirements each one has and what they can provide.
I woke up this morning with no idea of what I was going to do to fit the theme. I started with a game that involved teleporting the player around to reach the goal but later decided on doing a side-scrolling shooter as I haven’t done one before.

This is what I have so far, a block for the player and badly drawn enemys. The background scrolls currently which I’m happy with for now but a large part of my time will be spend making it look far better that it currently is. In its current state it functions as a game with the player being able to shoot the enemys but I haven’t decided on how progression will be managed, if I manage it in levels or one constantly scrolling screen.
Tags: 2D, progress, screenshot
This game is about two worlds connected by portal discovered few days ago. One World is Medieval-Fantasty (Knights, Wizards, etc.), second one is modern. Great Republic from te modern world invaded Medieval Kingdom, and you have to defend it
This game is a Tower Defence with litlle economy element
What is did?
– tracking and attacking of towers – 90%
– enemy – 50%
– graphics 10 %
-sound 0%
– level designig 0%
– bulding towers 30%
– economy 0%

We’re in and we’re a bunch!
With 2 programmers, 2 artists and 1 sound engineer, some good rounded work is about to start.
The tools of choice for this weekend will be Java with a side-order of several programs I’m not entirely certain what they are (probably photoshop and the like).
I’ve been at it for about 11 hours and I’m somewhat happy with the pace at which I’ve been creating this. The terrain generation is pretty much done, as well as a way to switch between islands, the presence of trees, and an extremely inventory system. The first thing I’m doing tomorrow is adding resources other than wood and separating the resources onto resource-specific islands.

It’s been 14 years since the convergence. On 1/1/2000 00:01 the portals opened. Portals connected to any world imaginable. And then they came. We run. We hide in the dessert for the last couple of years. But they found us. They are coming for us. I am the first line of defense. It’s time to defend ourselves…
A small teaser for my game, no images yet.
I use Construct 2 for the game and will propably use gimp for the graphics.
We’re not sure about what will be our gameplay yet but there is some lore aspects that came out of Ni!’s twisted mind early after the theme release and, against all odds, stuck in the other’s heads as an essential feature…
Meet our main character: an unnamed but already designed space shrimp trooper.

Check out my epic LD song that fits into the story of my game… LD song
A game about connected worlds, oh wonder.
Jokes aside, here is all the screenshots and gifs (it’s only one) I tweeted for the game so far.
The gif:
http://www.gfycat.com/SmartNeedyAfricanbushviper
Also, here is the repository on GitHub, if you are interested in the code at all:
https://github.com/nilllzz/LD30_DigitalCP
If you want to keep updated on the game, consider following me on Twitter: https://www.twitter.com/nilllzz
I am pretty happy with how it works so far, I am going to eat something and then code some more into the story aspect.
When I woke up this morning I had an idea for a nice puzzle/adventure game story. I started making my hero character in MakeHuman, and then spent hours trying to make the textures and the animation rig work in Cinema 4D. This doesn’t work. It’s not designed to work. MakeHuman works well with Blender, and it apparently works excellently with Unity, but I use neither of those.
The Compo is 25% done and I have nothing to show for it so far. Of course it was spectacularly stupid to try some tool and technique I never used before, it’s one of the big LD Nonos!
To finally get started actually making a game, I could do either of those things:
So, I’m headed to the supermarket now, and when I come back I will hopefully know what to do…
This is my first Ludum Dare, and I’m most likely going to lose 😀
But it will be a great learning experience for me. My idea for a game is a wormhole tycoon, where you have to create wormholes from world to world to make money from passengers.
So far for different types of places I have are:
Terra: (Primal) cave men, useless unless you bring in later technologically advanced terrans (Civil) not entirely useless, they bring some passengers, can advance them in technology with more advanced terrans (Space Age) these provide plenty of passengers, you can grow how many passengers by connecting multiple worlds through the wormholes.
Machina: these guys hate other life forms, but because you provide them with a route to their enemies, they pay you to go through the wormholes as a thanks, and they bring good money. Not many of machina worlds but they will not colonize other worlds, meaning that you have to choose between losing all of your terrans and using machinites for money, or telling the machinites to get lost.
Plague: If the terrans can actually defend against the machinites, use the plague! Sure they don’t give you any money and will wipe out entire worlds quickly, but they can be good if you hate the terrans! You can use the plague to kill terrans or scare of machinites, need ideas for plague though.
I kinda need ideas for more types of worlds as well as the pros and cons for those worlds. 😀

So after a few (well interrupted) hours of sleep, I came down to find my machine had blue screened. After installing a new video card, blue screens have become more common, so this should be interesting. I think Firefox (my main development browser) aggravates it so I’ve turned off hardware acceleration. So far no issues, but we’ll see.
At this point I finally have a concept and a name: Karma Cycle. Have some basic code down and the image above is where I’m at so far. I am also live streaming my progress so that I can have a time lapse by the end.
So the question becomes, what do I need to do? Excellent question, glad you asked!
After 2 hours of brainstorming we have a really nice theme and now its time to actually make a game out of it.
If you want to watch us creating the game or you have questions you are invited to join us at
Greetings,
Kuhmaus and Toon
Gentlemen, m’lady, you will always remember this as the day when JokerDen dropped Ludum Dare. Theme is really sucks.
Thanks. I will wait few months more for next LD.
Tags: pixels
Made a logo while watching Notch’s stream:

Kinda of a bad name but meh…
#LD48 #LD30 secret success tactic 2; don't bite of now than you can chew- "Connect the worlds, rule the universe. pic.twitter.com/Da19CeIzLE
— mkv25.net games (@Markavian) August 23, 2014
Excuse the typos, mobile phone auto-correct… I can into English honest.
Well… I have some serious progress !

Well well, after starting around 5 hours behind everybody else (Europe rocks) and spending a few hours scratching my head while trying to figure out what to do with the theme, I finally got to work and have already spent around 5 hours into it.
This is how it is looking right now:
It’s a weird but simple idea and I think I might be able to pull it off on time. We’ll see about that ![]()
Good luck!
This is the first update of my compo game. I’ll make it a short one since time is valuable! The game will be an realtime strategy game that only includes online multiplayer modus. There are some advantages and disadvantages that comes with this decision.
Multiplayer Only Entry Advantages
Multiplayer Only Entry Disadvantages
I should get to work now. I’d love to hear you guys opinion on this!
Spaceships are placeholder graphics. Background may change too.

Hai hai!
Because of time difference, I could only drew characters yesterday. Well we can say “today” because it was 5 a.m. . Anyway, I’m working on an incremental game (cookie clicker like) and it’s going to be my first serious game developement experience.
I’m going to use Unity & C#
Good luck everyone!

This is what it will be like when it’s finished.

Main character with beautiful hands!

Colors!
My first entry into Ludum Dare and its going well so far, i got the main mechanics working, now i have to create loads of levels. Here are some screenshots of the first level.
You are a planet created in the big bang looking for a safe place to live. Galaxies and star systems are moving around and pulsating some are friendly and some are dangerous.
Movement: When two systems touch each other the player can move between them for free. The player can spend dark matter energy to create a worm hole between any two systems. The further away the systems are the more energy is required. Energy expenditure is determined by the length of time the player taps/clicks on the target system, if too little energy is spent the wormhole is not strong enough to transport the player.
Energy: Energy is spent creating wormholes. Energy is earned by resting inside a system (automatically recharges), stable systems give very little energy while unstable systems power up energy much faster.
Dangers: Unstable systems remove energy from the player whenever they touch other systems or if the player spends too much time waiting in them. Super novas expand and then explode destroying the player if they are inside the super nova and sapping energy from them if they are in an adjoining system. Black holes contract and suck in adjoining systems destroying them and the player if they are inside such a system.
Color coded galaxies (not sure about the colors and visuals yet):
Summary of the last three timeboxes, which led up to this point (I am way behind were I need to be…)
TB04
Lunch break and setting up desktop workspace = waste of valuable time… 
TB05
Papper prototyping and concept drawings, name decided “Versum”!
TB06
Game brief and simple mechanics explained.
So… Ludum Dare 30 will be my 2nd LD compo, my 3rd LD including MiniLD and my 4th Game Jam.
I’m already late as always, because I live in Europe (Denmark) but I’ll try to make an awesome game anyway! 😀
I have an idea that would fit more into Another World, but I actually think Connected Worlds is a bit cooler as LD-theme…
I’ll be using:
Engine: Unity
Lagnuage: Boo (jk – C#)
3D-stuff: I suck at 3D but probably Maya or Blender…
2D-stuff: Photoshop
Sounds: Sfxr, Jfxr, Paul’s Extreme Sound Stretch and/or Audacity
Music: Fruity Loops AKA FL Studio
HAPPY LUDUM DARE’ING!!
EDIT: I ended up using Game Maker: Studio instead of Unity – read more in my post mortem 
After a long night of idea crafting and some basic scripting. I got my idea down and a few assets made and i even got some sleep in! Time to really get down to business.
Ok, I’ve kinda already started with getting the basic idea sorted, but now it’s official that I’ve started 😛
The tools I’ll be using are:
Design
Coding
Graphics
Sound
Time-lining
Not doing any elaborate time-lapse or streaming or anything like that. Instead, I’ll just be making the odd post on Twitter, Facebook, here, and on the project page at https://server.kaldev-games.co.uk/projects/ld30. My project site is hosted on an Azure VM and there’s supposed to be updates this weekend, so it may be down for some time (meaning I can’t post, and you can’t read).
Idea so far
A resource management game where your planet acts as an arbitrator/peace-keeper between 3 other worlds that have a limited peace with each other. Mainly gonna be textboxes and stuff since I’m quite new to Unity.
Good luck everybody, and have fun!!
So far it’s going slower than I anticipated. I am gringing at how bad I’m writing my code. I’m using public GameObject variables to just store a buncha prefabs. I then plan on instantiating these prefabs based on button clicks. At the moment I’m just removing (Destroying) a GameObject and instantiating a new one in the same place (Vector). I do this because I really don’t think I have the time to code solution that overwrites the GameObjects components. And I can’t overwrite a GameOjbect with another one, gives me an indexing error. My solution is pretty hacky but it’ll work for now.
This would probably be the view part of a MVC design. I feel like I’m working backwards as I have no assets yet. Just a lotta placeholder stuff.
Still having fun though. I best get back to it.
– Improvement ideas –
Build building placement system, rather than the preplanned spots (EmptyRoom GameOject). Maybe instantiate – move with cursor (in Update()).
Don’t use loads of different building prefabs, use a Building class instead and inherit from it.
Find better way to load in buildings, or overwrite GameObject components. You can’t overwrite a GameObject with another directly.
I’m starting my project fo LD30 compo!
I’ll be using:
This morning we woke up early, thought about the theme, went shopping and got ourselves a pizza breakfast. After that we settled our thoughts and started working.
Our idea is to lead a squad of three guys to explore new worlds on missions utilizing bridge technology to gather artifacts, raid ancient temples, defend your science guy(s) against hordes of enemies, creating outposts with mines on foreign planets and managing your expenses.
Around 11:00 (CEST) a friend came by (hi Marvin) and joined us for the fun of creating the game and introduced some great gameplay ideas.
Furthermore we investigated the new GUI system in Unity 4.6 and the poor pathfinding support for 2D games.
But our first level and the fight system are on a good way. 😀
I’m just not feeling inspired by the theme. I’m finding myself wanting to be doing anything but Ludum Dare which is not typical of my LD experience. 12 hours in and all I have is a crappy mock-up and still no solid idea of what I want the game to be. Looks like I’m out…

All I got.
So before I take another break I though I would update again. I have now added lava as a tile type which hurts the player. There is now also bar at the top with information such as HP and inventory.
I am now pretty sure I know what the game is going to be. The player has to collect resources to build defensive structures to defend against enemies. Certain rare resources can only be found in other worlds which are very dangerous.
One enemy can already be seen in the top left. He doesn’t do much except hurting you if you get to close. Next up I need to make him move, and chase the player.
I’ve just finished the planning for my game (still untitled)!
Well, even before the theme, I was planning to base the game on AI in order to use some behavior trees. Thus, I was hoping to include some autonomous agents to the game. So, when the theme was revealed, I had this idea:
Everybody wants a person to share a life, to found a family, to fall in love, to marry, etc; and when this happen, one person connects its own world to the other.
My game aims to connect worlds metaphorically: chibis walking in the park looking for their unknown loves while you protect them from obstacles (such as bad matching and meddler chibis).
It seems that this is an ambitious game and I hope I can finish it in this weekend.
Tags: chibi, connected worlds, Love
This is a screenshot of my game.
You need to connect planets by using trade / diplomacy / alliance between the 4x aliens races.

So I’ve got basic movement and a camera system in, have a rough idea where it’s going, but still very early. Pretty happy with the camera system though.
So, after finding out the theme, getting distracted by Netflix
and of course accidentally falling asleep for about 10 hours my Ludum Dare has finally begun!!
Almost 5pm here and I just started to actually make some gameplay mechanics. But I won in insane battle versus UI, buttons, fades and interaction. Some problems took almost half an hour to find a simple solution. But now the fun part begins, you can actually click on button and get some gameplay-related result. I hope to finish three major game parts today and leave tomorrow for polishing and improving.
Here in Europe LD starts 3 hours after midnight… i start about 12 hours later 😉
Tools:
OldRookie
I was (am?) really struggling with the theme this time round. Now I feel that I might be slowly getting somewhere. The basic idea is to have to sides (upper/lower) to the level, with two player characters, and the ability to push the level columns up/down.
Not sure how it will turn out, we’ll see.
http://exoticorn.github.io/ld30/t-36/
Tags: javascript, webgl
I have a very vague idea of what I’m doing, but in my experience, having a title screen and a mood helps to get things going.
Yay! DUAL Adventure!
PS: I don’t speak Japaneese, so please correct me if I’m wrong! No offense intended! 😉
I am so late posting this but i’m in.
Engine:Construct 2
Graphics:Drawplus
Food:Chicken vindaloo
Good morning, fellow LDers!
I went to bed at midnight last night so I would be ready for the next day and I just woke up. It is 8:00am on the dot where I’m at and I’m all good to go. I LD’ded for about 3 hours last night before I hit the sack and I came up with a base model for what game I’m going to be making. Basically, and not to give away any spoilers it involves an astronaut who has to deliver supplies between different worlds in the galaxy. So in a sense they are “connected”, but I’ve been debating whether I should put more effort into making it tie with the theme a little bit better.
List of things I plan to accomplish today for my LD game include:
1. Core engine/functionality for the gameplay
2. Physics and configuration
3. Text bubble generator of sorts
4. The rest of the art
Chances are I left out something that I am planning on finishing up today but that is the basic idea. Towards the end of the day I will post some screens to show off what I’ve gotten done at that point, and so far it is looking like it might be promising. 
Good luck and have fun, everyone!
Hi everyone !
I’m very excited for my first ludum dare, I could’nt sleep tonight because of it. But despite that, everything’s ok and I work well. Here is what I’ve done :
(it’s a gif, you should click on the image)
I saw other people that had a very similar idea, but I’ll try to make this game as original as I can
!
Now, let’s work on the graphics, because… yes, it’s ugly.

Now the worlds are connected 😀
Still a long way to go before this resembles a game though. Collision next (bleugh).
Hello. I decided to join this Ludum Dare. I will use SFML 2.0 and submit as Jam. 😀
Level 1 is looking pretty good so far, though the game still lacks some core features. When I’m satisfied with the features I will start working on sounds & music. With that done, I’ll make more levels, probably somewhere around 5 – 10.
If everything goes according to plan, I’ll churn out a simple menu & howto and the game should be good to go!
Here are some progress screenshots:

Level 1 remade

CleanWorld looks like this

After shooting a garbage bogey, it becomes smaller and eventually evaporates. Hitting it with two lasers within a short period kills it instantly.
The git repo can be found at https://github.com/bradur/ld48-30 and the stream link is http://www.twitch.tv/bradurdung
Everything seems to be going well so far which is nice, got some good progress on the game, few more base mechanics to get sorted but then otherwise it’ll just be adding onto everything.

My little sandwiches contain pulled pork, and I believe I’ve made a little too much of, will show a picture later. Had a few scary moments where it looked like Game Maker was going to crash but luckily enough it was just a scare. Good LD so far!
Tags: food photo, LD30
I think I should have practiced sprite art before starting. Never done anything other than placeholder art, and just hoped for the best.
Well, at least I know what to practice for next year. For anyone who would like a giggle (and if you have any suggestions in how to suck less, or where to start learning), here is my main character (AKA the weird gormless… Thing):
Made some graphics and player animation for 1/4 minute or whatever I’m gonna call it 

Tags: blackcode
Howdy F**kers!
Peni6 here making our first post. This be our third LD. We (Myself, Olly, and my team mate, Ollie) have a great time doing this sort of thing, though we’d love to see a change in the system for generating theme ideas (Because the same stuff is being voted through each time, I’d rather see the organisers pick a theme which they know is actually original)
Now we’re competing again, and joining us from the far away land of the EST timezone is Brian Parker, who’s new to LD, and has kindly offered to take care of the music for us. Which is great, because before music has always been a last minute thought for us. He’s a lovely chap.
And now, for our LD 30 game idea…
IT’S NOT A SPACE/PLANET THEMED GAME!! http://gifrific.com/wp-content/uploads/2012/04/mind-blown-classic.gif And while we’re not going to give away anything major yet, I’ll show ya’ll the first bit of (almost) finished artwork.
The face needs a lot of work. He also needs a pistol & a whip, which will be his tools/weapons.
And now, I’ll hand over to Ollie, who can talk a little about his code.
…
Ollie here. Had a pretty brilliant first 12 hours of development. Blazed through the initial stuff like controls and physics and by the time for our first sleep we had a fairly minimally complete game. Been tackling what I deemed to be the “tricky bits” for these last few hours which is what I assumed would take the most time and just got that finished.

Now for the exciting bit…
Stay tuned.
(Click picture to watch the GIF animation. Size: 15.8Mb)
I made a lot of progress, actually: I added score, chain counter, balance meter (don’t ask), blood and the first enemy: bull! I also added some actual gameplay. Isn’t it wonderful?
Anyway, it’s already 21:25 here in Finland, so I think I have done for this day. I decided I will participate the jam instead of the compo like I originally planned. I wanted to use some scripts I forgot to share before LD30 began. And I need the third day. The more days the better, they say.
So many hours in and I’m struggling to even get some semblance of anything to come together. Trying not to panic round about now.
Need to sit down for an hour or so and actually work out how the maths of my game actually need to work….I would post a screenshot but I have nothing to show 
Tags: panic
Powered by coroutined float lerping.
(Don’t mind the low-quality gif recording).
Tags: progress, screenshot

So after I read the Theme I was like meh I have no good ideas, but after brainstorming with some friends I have something I want to make so I guess I’m in.
The entry will be named Warlords of Connected Space.
You’ll play as a Warlord selling weapons to warring Planets which are connected through state of the art Warpgate technology(such innovation I know).
Tools:
Unity3D, Blender, Paint.net, Photoshop, Audacity, sfxr and what not
This’ll be a jam entry cause it’s more fun to work in a team yay.
Stay tuned.
So I was sleepy and busy in the morning, which led me to start 12 hours late this time. Thank god I’m not doing anything I’ve never done before.. Except that I am. I decided to use LibGDX and Artemis with Java to make the game, but the problem is, I’ve never used Artemis. Oh well, we’ll see what happens.
Cheese on fire, signing off.
So I have an idea for a game!
It’s going to be a platformer where you must go into another area called the light realm. This is where you are able to place lights (shown in the video by the white background with red squares). This will be limited to a certain amount per level. You must switch back and forth between the realms to work out where to place your lights to then be able to find a route to the exit of the level.
It will make more sense when it’s done.
Here’s the video! (It actually runs at about 100fps but FRAPS slowed it down A LOT)
I use this all the time as it’s a great little tool. Made by Alex C Peterson. Not sure how well known it is so thought I’d mention it.
It allows you to make stary skyboxes, which works great for sci-fi games. It’s ‘free’ on the MIT license and availalble here:
http://alexcpeterson.com/spacescape
Hello again since last time i have only been working on 1 or 2 things but those 1 or 2 things have taking quite a while because i a not a very good artist or coder
It took me around 2 hours to brainstorm this up.
2D Platformer where the world behind the usual perspective helps you reach the goal. Think of it as Earth turning into one giant magical mirror! 
have finally had an idea, until now i’ve just been building a generic platformer. here’s what it looks like
I still need to add the main mechanic, maybe i’ll finish a game this time!
here’s a tilesheet which i made a few days ago, ill make available to stick with the rules and such 
going for a minimal look
After getting some sleep, I decided to go for it. I whipped up some songs in garageband this morning. Now I am trying to plan out some gameplay. I still have not decided exactly what I’m doing in terms of the theme, but it should come together into something in the end 
Tags: journal
Had to start late. Need to announce what I’ll be using though.
Tools:
Code / Libraries:
Nothing all that interesting to screenshot. I’m working on Double Half, an interactive crime mystery game where the player takes advantage of the twin private investigators’ different abilities and their different perceived realities (based on the idea that your world is your reality, and connected by their communication with each other and their notes) to solve the case of who killed Ronaldo Anderson.
I have the introductory sequence, autopsy report, crime scene report, crime timeline, list of witnesses/helpful people, and list of (discarded) suspects done. Worried I won’t have time for graphics, though…
anyhow, so now i will make a stereotypical game ripping as much of of older existing games as possible 😉 (game mechanics wise that is)