Total insomnia last night. Stayed up until almost 6 AM, so consequently, I didn’t wake up until 2:00 this afternoon. Lost a bunch of work, but I’ll hopefully get to finish something.
LD31December 5–8, 2014
Oh dear
And my first LD Game is starting to take shape…
Okay, right now it’s really just some basic mechanics for a basic shmup – I don’t even have a whole lot of graphics going yet and no sounds at all.
BUT! I have the entirety of tomorrow to worry about that, because my first testversion is fully functional.
Adding a few more enemies still and once that is done I should still have a few hours left to make the game look and sound – not horrible.
This LD I will have a game to hand in 100% certainly.
Concept Work!
Aha! We got some concept work to show off.
First is a brilliant masterpiece of duck-chucking in MS Paint. Basic concept of the game still centered on throwing baby animals at a rotating circular border. Also grabbed some sketch work from our Idea Whiteboard. Enjoy!
~Jesster714
A Flat Miner Studios Imgur Chief
I decided since I can’t change the screen…
… I’ll change the seasons instead 
See the seasons change live: (Unity / Web)
It’s feeding time!
So I only just started coding. I still only have placeholder art. It has nearly been a day…
Whatever. ITS FEEDING TIME!

This is taking shape!
Main character almost done, now we have to work on the map, new weapons and game balancing!

Ghosts!

Ghosts will follow you around. They charge at your randomly, so watch out!
Without Programmer
It’s coming along nicely
Now if only i could fix the bug that makes all enemies invisible …
Comments
YOOOOOOOOOOOOOOOOO
Finished Game with Devlogumentary!
Hi everyone! I finished my game and make a Development Vlog Documentary with it to share my experience and reactions to the theme! Good luck to everyone Else!
Download and play the game here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=24642
Now we’re getting somewhere.. (ERTY)
UPDATE #3!
(now we have some screenshots)
Erty is our JAM-entry.
What we use:
All the image-stuff are being made in Paint.NET.
Programming in JAVA.
LIVESTREAM:
http://www.twitch.tv/tejinz/profile
Some of the screenshots:
![]()
Jinz: @TeJinz
Wspon: @ZekeLundin

Tweet to us 
WHAT WE HAVE DONE:
Added tv-flickering effect.
Made some sound effects.
We have now made even more graphics, such as objects, and so on.
We are starting to get done with some of the graphics, although, we’re far from done.
We’ve made it possible to jump, walk, and collide. Also; the game will be a platformer(with a twist).
We’ve added spikes

And we’ve also made a themesong, and we’re working on a gameplay-track
Starting LDJam 31!
Hi there fellow jammers!
I am starting working with the basics today, and I will try keep my blog updated in order to be in contact with the community.
First of all, of course, choosing what the game should be. This edition’s theme is pretty vague, so I had a little bit of trouble in sticking with something. Since the jam started exactly at midnight (I am based in Brazil), I decided to go to the bed, thinking about some ideas, and take a good rest to work with full power during the weekend (and luckily we have a holiday on Monday!)
Digging references and coming up the concept.
So I tried to think about some one-screen-only games that I enjoy. Among them is Slayin’ from Pixel Licker.
But also, I wanted to add more dynamic elements from run n’ gun games, like Mega Man. Also I thought about the “Hit the enemy with the correct shot” mechanic used in games like Ikaruga and Silhouette Mirage. Towerfall and its crazy stage hazards is also influencing in my level design sketches.
With those references in mind, I wrote a simple document on Evernote, organizing everything that was in my mind. A resume of what is the game, the setting, its mechanics and basic flow.
Defining the basic mechanics and prototyping
With the ideas on paper, I create a to-do list on Workflowy with the basic stuff: A test level, tiles, player movement, bullet system, and enemies. Then I started my project on Construct2, and I am building the core of my game at the moment.

Defining and listing tasks on Workflowy helps me focusing on starting and ending steps before doing other things

Writing code from the core stuff

Test level
For the moment this is it guys. Let’s have a lot of fun this weekend!
Day 1 Timelapse
I’ve completed day 1 and compiled a timelapse video that mostly consists of me procrastinating.
Also, I apologise for the bad quality – my internet is very slow here.
We’ve got progress!
So I wasn’t feeling very good about this jam yesterday. I felt like the idea I had in mind was kind of stupid and boring.
But today I kept on working and I’ve got a bit of progress!
First off it’s something you can call a game. You can die and lose and the game restarts.
Secondly It’s looking pretty neat!
So here’s a gif! It looks a bit hectic but It’s not that bad when you’re playing!
Game explanation:
Jump on platforms and collect coins. When you “steal” a coin that platform will react (and turn white) and it will start spawning hazards on itself (turrets and spikes)
Also don’t touch the borders of the screen or you die.
Mmmmhh innn?
I might finish a small game.
I don’t have as much time as usual, and I’m using processing, which I’ve never properly made a game in before.
Tools:
-Processing (for programming)
-Photoshop elements (graphics)
-SFXR?
-Famitracker of LSDJ? (music)
-My brain (ideas o.O)
Here’s a screenshot of my first randomly generated level. It’s not much but it’s cool still.

Game Update!
Colony Rescuer
Submitted Tacit
Spider is hungry!
Imagine yourself as a spider, a hungry one. Flies taste good but they are pretty fast.
Time to make a spider web and catch a dinner 😀
Since I am programmer I will have hard time tomorrow to model and texture creatures, but hopefuly I will create challenging game that will be also fun to play.

WIP
Kids are sleeping.. again !
Back there, the kids went to sleep half an hour ago, so I had time to add some stuff :
– support for 2 players using X360 controlers,
– different colors on snowmen so you can tell which one you play (!)
– fight ! Erh.. no, Shoot ! You can shoot up to 3 snow balls, then you’ll have to wait, defenseless until they respawn.
I installed GifCam to be able to capture screen and generate a Gif, that’s useful !
Let’s see how it goes now :
Next steps : snowmen must be hurt, snow must fall, support up to 4 players, different and random spawn positions, level design, and a cat (of course a cat, it’s Ludum Dare, remember ?!)
Tags: screenshot, snowman
Modeling the level
One Evil Screen
Doing some kind of boss fight
What you see is whats working so far.

Music snippet
First snippet of music but i think i couldn’t use it… sadly 
But it doesn’t fit to our theme.
Next try…
Live Stream: http://www.twitch.tv/bananafourlife
Mutatoons Social Impact 2
Seguimos trabajando, gracias a tener una idea limpia, simple y divertida, nos damos el lujo de jugar con las animaciones y varios efectos en el juego.
Por suerte con el sistema que usamos de manejarnos sin fisica y con solo usando un bullet, el construct2 responde muy bien y da resultados muy livianos.
esperamos llegar muy bien para mañana 
Sleep Log Night 1

Tags: sleep
Comments
Problems with scaling
I just understood why my game seems like it’s stuttering, even though it should be running at 60fps.
Since I’m making at a low resolution (160×80) and upscaling it after rendering to a backbuffer, there’s no “sub pixel movement”. That’s actually expected, but I had never noticed that it makes every movement be a multiple of the upscaling factor.
So, even if I try to move smoothly at 1 pixel-per- frame, while upscaling my game by 3 in both directions, it’ll actually move at 3 pixels-per-frame.
I don’t think there’s a solution to that, though… That’s, other than upscalling each sprite individually, which would make the back buffer pretty much useless.
I’ll have to live with it…
Comments

and remember: stay hydrated!
Hello everyone, Andrea again, with a new screenshot!
I took a nap for a few hours this afternoon (the jam started at 3AM here in France so I was exhausted), but I’m back in the game.
I am amazed by some of the games you guys are creating, I really hope I will at least finish mine in time!
You can watch my stream here, every comments and remarks are welcome!
Thanks for reading and have fun everyone!
Progress so far
About 9 hours of solid development, and that wraps up today. Tomorrow I hope to add some more powerups, variation of enemies (i.e. enemies with guns) and a final boss for wave 25.

The game is called Ludum Fortress
– Ethan
Comments
Roids progress
Here is a quick screeny. I have the ship moving, including thrusting in all 4 directions plus turning. The roids spawn and when you level up they increase in number of course. You have the 3 sizes, but they are slightly scaled differently. The base is done so I can add different roid models, and the technique I’m using makes making those models really quick so it will take like 5 minutes to create several more models so the roids don’t look the same. Also, each roid is slightly different in speed, size, and rotation speed to keep things “interesting.”
I still need to make it where the ship can die and you lose lives. And I still need to create an alien or two. And lastly, I need figure out how to make something unique instead of just an asteroids clone. The first thing that occurs to me is to make it about collecting gold, where the roids when destroyed might release a gold piece to collect. But the catch is that you have to actually collect it, meaning you could endanger your ship in the process. Besides that, and the basics like powerups, I don’t know yet what else to add.
Music
Gotta say, I’m pretty bad at using Famitracker for how much I love it xD
Comments
Progress #2
“The biggest mistake I’ve seen in my life as a programmer is optimism.”

Lessons learned from the previous Ludum Dare: the sooner you finish game mechanics, the more time you have for music, graphics, animations, level design etc. Today I did okay. Power-ups for both player and enemies are implemented, what’s left is some kind of game manager to keep everything together. My last game had no music and sounds, so this time I’ve added them as soon as possible. Probably I’ll hate them by tomorrow evening… oh well
Graphics will change, I don’t like player ship and color palette at all.
Ship the Sheep
One AI
Imagine it slower
I made a Gif to what i expect to do. But without a programmer, it will be hard.
In next step, i will try to put that into a engine, but i don’t think that will be easy.

I’m not fast enough
Super slick Gameover screen :)
WIP #2
Best HUD ever.
I’m having trouble getting my custom vehicle to actually move, so for now I’m keeping the default UE4 vehicle sedan. Bleh.
I’m moving on to gameplay – creating some neat effects that occur when you get in range of certain pickups, creating enemies that will attack you (and which will also have proximity-based effects you’ll have to learn to recognize and avoid).
Milestone 3

Thanks to some quiet time, I have been able to round out the remaining UI features, which means that the next update will have content. Oooh.
Add click events to each areaAdd a clockAdd $ earned so farAdd messages as things happen- Implement the mailbox
- Implement the table
- Implement the kitchen
- Implement the bed
- Add person status bars(?)
- Implement the bathroom (?)
- Implement the couch (?)
- Implement the dresser (?)
- Polish
It´s gettin RRREAL #2!
Wild West Squaredance RPG
Future Proof Games is making a Wild West squaredancing RPG where fights and other conflicts are acted out as timing-based square dance challenges. We have a map and have been trawling public domain square dance music archives.
Right now you can wander around the map and respond to basic dance calls and sort of get equipment upgrades!
We found out that merging Unity scene files is totally pants, so we’re trying our best to only have one of us working on the Unity scene at once.
Melissa’s working on putting music in and I’m getting ready to start writing some conversation dialog.
Got the background tiles in. Maybe it’s too green?
Halftime
I spent far too long figuring out how to get this text and fog looking half decent. The good news is that the player can now jump into fog and reload the level, presumably due to some terrible fog-related death. Maybe they’ll be just fine, though. What if there’s a dude selling popsicles down there? Things could be pretty nice.

The player education process so far
Now I’ve got to make more levels. Hopefully I’ll have time to make more challenging/interactive obstacles, too.
Progress!
I decided to take some actions to better organize my Jam. I’ve got this nice TODO list that I’m slowly checking things off of as I complete/implement them. I usually just write that down on scratch but it seems to be more effective in the repo.
PROGRESS SHOT! Note: I hate how these players look, I will be changing the art dramatically
Also coffee
My Ludum Dare 31 Progress

My plans for this game –
- Game Type – Single Player Arms Race/Gun Game (One kill = Next weapon)
- Goal – Get the final weapon
For testing purposes I’ve added 3 weapons and 2 grenades. Also, once you die you have to refresh the page to restart.
Late Start
We had trouble getting started but we are at work now. It will be a platform game made with Construct 2.
Time for a completely different approach
My plans to make something as a quasi-learning exercise with Unity have been ruined. Not the fault of Unity, but of my (now) ex-girlfriend who decided that Friday night was the night to ruin our relationship. So that’s kind of been the story of Saturday for me.
I was going to just give up except out of all of this has come inspiration. I’m going to turn instead to trying to create something entirely different. I must admit that I couldn’t think of anything to do that fit the theme… until I started getting creative with the dictionary…
Oh, and I’m ill with something now too. I have a feeling the end result might be kind of depressing…
Tools:
Sublime Text 3
Chrome
Whatever Javascript libraries I end up grabbing and assembling together in some kind of crazy bespoke way as an ‘engine’ before the time runs out.
Pixelmator
WIP
snowlr: Update 1
whoops
WIP Hockey theme @elouai
Santa vs. Snowman Colossus
First impression of the Level
Here is the first impression from the game.
It took some time, but we finally figured out how we best get the theme rolling 
If you need a break, you can join our Twitch Channel and play with us a round Asteroids Defense Force: http://www.twitch.tv/silentfuture
Progress#1
the gameplay is done.
still has A LOT works to do.
I don’t think I could finish the game.
good luck to me 
here is the screenshot, maybe I’ll explain how to play in next progress report. (if I could)

some paper design:

Here’s my live-stream :
I’ll keep streaming until I’m done or compo closed.
ok, I need to go back to work, hope I can finish this.
Unity bored us.
Me with my friend decided to use unity for the first time seriously.
At first we got interesting results. I have used player model from asset store and used animator to dynamically change the level:

But then we got bored with control issues and I decided to swap animations and use flip for movement, run for idle and death for jump. It was amusing!

Sorry for big gifs 
Very Late Breakfast

Breakfast: Scrambled Eggs and Oatmeal with some Early Grey Tea.
Tags: food photo
Too much engine work
Day One Complete
Due to timezoney stuff, the theme was released here at 3am. So I got up at 7:00 ready to start.
Had set aside 2 hours to get a minimalistic idea ready, and it took my about an hour. I already had some form of prototype by 9:00am and by 11:00am had most of the core mechanics done.
To be completely honest, the online high scores is the bit that’s taken me the longest.
Taking the rest of the day off I’ve worked on this pretty much non-stop for 12 hours. I’ll finish this tomorrow after a good rest and some board games.
But before I go, here are a few screen shots of the currently un-named game.
Update #5 One Screen Fighting Game – The Super Snowman Edition
Here is a screenshot of the result of today’s work.

I am happy how far this entry is at the moment. Add some playground stuff since my son is an inspiration for this entry. He plays a lot with his lightsaber in a playground near .
Have a great weekend and I am looking forward to your game!
Can you?
Just outa curiousity. Can you submit more than 1 game? Or not?
Comments
So far my game feels really bad
I haven’t worked on this for too much but I just wanted to let you know that my game feels horribly wrong and bad.

So far I got this ball and flippers but neither the flippers or ball feel right.
Since I’ve spend almost all my time trying to get the flippers to feel right so I’ve decided to go with a less conventional “ball-shoot” propulsion.
I’ve flipped the switch and it’s time to start on that new thing and actually get the “rogue-like” stuff in that I wanted to do.
I also know that I probably won’t be able to post a game this time but what-ever just keep working and see where I end up 
Unity…
…is the most difficult thing. Watch me fail!
I have 99 problems and they all need solving
Well lets see power outages for five hours tomorrow 
a lot of work left hopefully I can complete the game.
PS I want to swear so badly in this post but I am keeping it in for some reason
Those damn internet problems!
I’ve just spent the last few hours cleaning up my code. I regret it badly, because I’m starting to feel the stress.. I should have focused on filling the game with elements instead. Ah well, at least I have a primitive eventsystem, I’m gonna have a lot of fun with this! 😀
Stream: http://twitch.tv/glaze_96
I’ll be taking a break right now. So there won’t be that much action in the stream but you’re very welcome to listen to the awesome music and wait for me to come back ^^
*Boing*

Slimes leap towards you sporadically. Be careful!
Done for the day
My little shmup progressed quite far but I need to implement some core mechanics on sunday. Now it’s time for beer and chill.
Comments
Progress shot of my contribution
This game is named Node Alpha. Not the best, but not the least name I have ever heard 
Here the last shot from my game. I am trying to improve difficulty, but code is closed. There is a little bug without importance. Maybe later I will do something in order to fix him. Now I prefer work on levels. See you later ++
Now I work alone. My coder is out 

PS : seriously I am very happy, considering for different posts about different projects which has been created during this night. I think that this new LD48 session is full of really good contributions. I am proud to participate with you – skilled friends ++
Cette session LD48 casse la baraque 
Comments

Don’t Scroll – looking for testers
Even if it’s not easy, I’ve tried to use the compo theme as gameplay mechanic instead of a technical limitation only. My idea is that an “entire game on one screen” means a game with no scrolling. So the game is just that : you are a sprite inside a bitmap, and you are trying to prevent your enemies to scroll your single screen away.
It plays like a top-down arena shooter, except that the enemies stay at the border of the screen, and each enemies tend to scroll the screen towards itself. The more (or the bigger) the enemies, the faster the scrolling. When your background image unfortunately goes outside of the screen, the part that was scrolled away is lost forever, so be careful not to overshoot one side of the screen if you don’t want the background image to be scrolled away on the other side
!
I’ve been toying with this idea and implementing a prototype during this whole day – no graphics for now, I’ve been solely focusing on gameplay. Here is a functional prototype with several enemy types (some can even shot at you to freeze you). Tomorrow I’ll be working on GFX and SFX, and tweaking the game if needed. So the game is now looking for testers.
You can test the game here (Browser – Flash)
Do you find the game fun? And does the gameplay feels balanced?
Use the arrow keys to move, and click on the enemies to shoot them with your laser.
Any feedback is greatly appreciated ![]()
Next Tile Generation
I’ve added a feed of the next five tiles to the game. The next tile is generated both randomly and based on what came before it. This means that we can force the next tile to be a different colour if the past tiles are all consecutive colours or make it more likely that the next colour will match the most recent colour if there are few consecutive colours. This is important as after the player moves we want to allow more moves to be able to be made – but not necessarily as long chains as before.
Now we are ready to implement the player moving around the grid and replacing tiles as they move. There are a few more questions I want to answer though first about the design of this game… more research!
I’ve added boxes, and you can throw them around, and vehicles come and bring more boxes and clear them away. I don’t even know what I’m making anymore. Having fun though 
Play online: http://foon.uk/ld31/
So there
Screenshot of a terrible game. Or maybe just a terrible screenshot of not really a game yet
Tags: ld31
Comments
Good night folks!
Drawing time!
Coding in GLBasic.
Using little known language called GLBasic,
http://www.glbasic.com
It’s got a wonderful community and forums.
You can code once and compile to Windows, Mac, Linux, iOS, Android and other formats.
As for graphics and sound?
I’ve been using squares and rectangles so far, with a bit of Graphics Gale.
But I’ll leave that for tomorrow to decide 😀
WIP #3
I’m going to call the gameplay done for the compo. It’s not as interesting as I’d have liked, but I don’t want to spend a bunch of time on it and not have a finished product at the end, and I think the kind of thing I’d wanted to do would be too complex.
I’ll work on some audio, then a menu…and then it’s time to build the lighting.
Some progress?
Update Update

Fixed the art style (used to look like a diorama), and I’m happy with with my art! Now I have to make the character D:
Boxes!
Well, halfway through our first full day, and we have boxes (gotta love the placeholders!). It’s a small step, but we do have the bones of our game ready. Now it’s a matter of making the artwork, sound and balancing the game.
Sorry we don’t have any pretty pics to show yet. We hope everyone else is making progress as well!
Video Games, the Bane of my Existence as a Game Developer
Captain Toad: Treasure Tracker just came out recently, and it’s been eating away at my Ludum Dare time. Damn videogames.
Well, now that I’ve sufficiently played my brains out I’m back in.
And once again, RIP ☃
Comments
Just Wanna Play Games Status

Well, I had to run my wife on some errands with my daughter so we lost most of the day. I have the basic objects in the game. The people walk, procreate when they collide with each other, and turn away when they get to the lip of the volcano.
To-do: I still have not decided how to have them stay on the island, plus I will want them to disappear when they go in the huts.
The huts are place able. To-do: can’t place in water, nor in the volcano. Have tem build after placement, not allow next hut until previous one is placed.
Lava is created. To-do: eruption.
Need to execute all image animations.
We are having allot of fun together as a family, my wife will do some QA for us.
The game ain’t going well.
But the birdy’s freestyling to beastie boys! http://www.twitch.tv/bcole99
Good morning!
Yesterday I achieved much more than any of my other jams.
It is programmer graphics, but I am impressed with my mechanic.
Can you guess what the mechanic is?

Cya later!
Don’t drink and drive!
Magical Pinball!
Working title, but I really like how this is coming out! The concept is pretty much pinball, but instead of still paddles, you’re trying to hit Stars and Lightning bolts as they fall down from the screen. Stars are worth 10 points. Lightning bolts are worth 25, but will also speed up your fireball so watch out! I’ll also be throwing in something with the windows in the background, like pop-in bumpers and bonuses like multiballs. Coming along great!
Comments
I’m having a freak’n hard time :p
Bit of progress
So I’ve been working on this idea today. Got distracted by another idea for a few hours so im a little behind where I’d like to be, but it seems like its coming together nicely now.
The general idea is that its a difficult-control game where you have to get the snowman to the end of the lane without destroying him.
First day progress update
With the first day finished, I want to share with you how it went. I’m very happy, because I’m enjoying it a lot. In the morning, after choose between some ideas I had and make a fast specification of the game, made a prototype of the game engine with some fake assets. The afternoon, I spent all making the definitive (or at least a bit better) graphical assets. Here some of that:
PS: Is not a soccer/football game 😉
Tentative title: Artful Dodger
First prototype.
There’s no goal to the game yet, but the first signs of my main mechanic are beginning to show. Click the screenshot to try it!
Comments
Preview of LD 31 Project: Title
Progress report and a few sprites

Here’s a bunch of non-polished sprites I made in the last few hours. Still haven’t decided what my hero will be, same goes for the enemies.
The goal is to gather as many jewels and gold coins as you can before exploring the whole screen/map. You can choose to increase the difficulty almost whenever you want in order to earn more from your explorations, but if you do it too soon you might not be strong enough to resist the monsters.
The engine is mostly done, but the game lacks feedback and I haven’t coded the fights yet.
I’ll try to finish in time for the compo, but I still have a lot to do (not to mention sfx and music ^^)
Day 1 Status
I’m back for my 3rd Ludum Dare! After a [very] rough go last time, I am ready to strike back. And things are looking pretty good so far…
If you’re not sure what you’re looking at, there is a player at the bottom, a troll[enemy] at the top and some tnt on the 2nd row from the top. I got a good screenshot here as it shows the tnt in all 3 states (static, flashing, and explosion)
some grass blocks are darker as they are trap blocks that you will fall through unless you jump over them 😛
It took me a while to come up with something reasonable. My first draft was interesting and had an awesome concept art, but I couldn’t find any good gameplay value for it…
It looks like I could develop this another time…
[^^^kudos to anyone who can spot the easter egg^^^]
My second idea didn’t work out. The KeyInput didn’t work at all. It did at one point, then it just stopped working, so I had to scrap that idea.
Anyways, I’m off to bed. Can’t wait to finish off the game tomorrow[hopefully ;)]
Good luck to all! <3
Comments
Milestone 1
Finally got gravity to play nice with my game. I am making a top down survival shooter. It will take place on a desk, in a ratz style game. The goal is to survive as long as possible but your only weapon is a gravity gun. So you have to pick up the office supplies and shoot them at the enemies as they attack you.
Gif of our current progress
Here’s a low-quality GIF I managed to put together of our current progress:

The character shoots continuously and follows the mouse cursor when pressed (that would be touching the screen on mobile, tested and true!)
Comments
Progress Update
LOGO CYCLE
Progress – Day 1 – Pic 3

Click on the objects you want to interact with, and let them do the correct action!
Update, almooooost…
Pixel art by necessity…
Worked 10-4 today and doing the same tomorrow… I don’t think I’ll even manage the Jam entry.
Anyway, here’s some pixel art done this evening for what was going to be a DREDD-inspired responder game where calls come in and you have to keep Dredd + rookies alive for 1 day. Everything is handled in the one screen with updates on the right and a text interpreter where you assign judges to sectors or to backup each other.
Trying to get to grips with Unity 4+ new UI system but I just… don’t… understand it. Left everything too late this time.





























































