LD31 December 5–8, 2014

j3rry is compete

2 button game of some sort

I’m In

I’m in!

Unfortunately, I’m out.

Prior to Friday, I was all set to participate in MiniLD #56. Unfortunately, I began to come down with a nasty cold on Friday, which has barely gone away since then. If past experience is any indication, it’s better for me to take it easier & ease off of rigorous activities that I do for long periods of time. I had all of the concepts for the game planned out, so I hope to work on it later in the future, but I don’t feel up to working on it this weekend.

Good luck to everyone else that is participating.

Comments

Jajo
02. Feb 2015 · 14:05 UTC
XD I was ill too :3. I managed to make an awful game XD. In other words- bad graphics, no animation, rushed sounds, 2 enemies, awful collision system. Ye. I’m especially proud of my collision code:

MiniLD : I have no idea what I’m doing

It started from an idea I got on the bus and I thought this was the best opportunity to try something unusual and that may be very bad.

Here is some kind of diagram I had to make, you can probably understand why I needed this.

Graphics will be bad, so I don’t want to show them now ^^ I went for the “4 colors” thing, just to have an excuse to make bad graphics ! I think that’s the only thing from the MiniLD post that I followed (except the “do what you want” part, obviously !)

Comments

Super Hamster
01. Feb 2015 · 15:07 UTC
Don’t worry! I love bad graphics 😀 (I’m a horrible artist too :/ )

MiniLD: Some progress, running into issues :/

I’m working on this LD with the theme of Film Noir, and the limitation of Reduced Colour Palette. I have a nice menu screen set up, with parallax scrolling, and I’m currently working on NPCs. I don’t have a definite story at the moment, but I have a mechanic that I like. The basic idea is that you’re a cop or detective in a small section of a city, looking to dish out some justice. There are NPCs milling about on the sidewalks constantly, and any time a gun is fired, or a victim screams, all the NPCs in the area get thought bubbles above their heads, with pictograms showing the type and direction of the crime. I have the pictograms mainly working now, but I’m having issues with my coordinate system because I’m using a parallax camera.

 

Included are some GIFs

The Menu (GIF compression messed up the light beams)

menu

And the Pictogram system. I will center those arrows, if it’s the last thing I do XD

picto

Hey PoV, it’s Feb 1st. What’s going on?

Hey folks!

It has been a month since I’ve said anything, and I owe you guys an update.

Me, I’m still finishing up my Steam port of Smiles HD. Like we always do, I under-estimated the amount of work necessary to finish the port. This was a C++ game I wrote back in 2008, over 6 years ago. I haven’t seriously touched the code for about 3 years, and the bit-rot is real.

Since then, SDL2 was released, and pretty much all fixed-function GPUs have gone extinct. I’ve been using shaders and SDL2 so long now, I don’t want to go back. This meant making the game work with my current code-base, and unfortunately finishing parts of the code-base as it hasn’t shipped a game yet.

SmilesST06

SmilesST07

The game is working again, but it still needs a lot of TLC. That and I’m going to have to rework/redo the high scores and achievements to be Steam friendly. I’m hoping this only take 2 more weeks… but yeah. This game, the Patreon, and the donations are my only income right now, so it kind-of has to be done ASAP. :)

I had planned to start on the new Ludum Dare website on Monday February 2nd, but I’m just not ready yet.

On March 1st I’ll be travelling and spending the week in San Francisco for the Game Developers Conference. When I get back, we start the countdown to Ludum Dare 32.

It’s also tax time soon, so I’m going to lose a few days to that.

Long story short, development on the new site is going to be spotty these next couple months. I should find some time before Ludum Dare 32 in April, and hopefully even before GDC. But for sure, the new site will not be ready for April. The goal is still August’s Ludum Dare, but we’ll see once I get in the thick of it (this year for sure).

Thanks for your patience.

BORED MUSICIAN LOOKING TO MAKE SOME MUSIC FOR YOUR GAME!

I’ve been hanging around the IRC for about a week, and did a song or two, but I really wanna work for someone during this MiniLD and I don’t have much time. If you need music for your game, please ask! I will take almost all requests!

I can do about 1-3 songs for your game. I don’t have a real instrument available at the moment so It will all be FL Studio. The song can be a standalone tune, or a repetitive loop/song for your levels.

Bit of info about me: I’ve played Baritone (Euphonium) for about 4 years and have been an EDM producer for about 1. Although that isn’t alot of time, I have learned a lot of things, and have made things for people in the past, with happy results!

For demos, you can find my recent (and good stuff) here.

(And if you wish, you can listen to my older stuff (Most good, some tests and REAL old “meh” stuff) here.)

Tags: EDM, game, music, OST, Producer, song

Comments

Mixer
01. Feb 2015 · 07:53 UTC
Awesome!!

MiniLD #56, Roundabout (Goal:Dizzy), Day1, Alpha Build 1

This is a rotating space shooter based on the MLD56 goal theme of “Make the player Dizzy”.  Challenge accepted!

After about 10 hours of coding we’ve got an alpha in place that will let us play with the central game mechanic and flesh out something interesting/fun.

This is (currently) a two button game (thrust and fire).  Gravity pulls all ships toward the vortex; the player can thrust away from it. Angular speed increases as all objects approach the center, so to gain on enemy ships you need to drop altitude.  Stars falling into the vortex provide a reference to indicate the rotational speed at different altitudes.

This current version (Alpha Build 1) has only one “level” and no difficulty progression.

We’re using the howler.js library for sound, and we’ve found that on some computer/browser combinations the engine thrust sound doesn’t loop cleanly.

Game Framework: Max Whilborg’s Asteroids vector framework https://github.com/maxwihlborg/youtube-tutorials Sound Framework: Howler.js http://goldfirestudios.com/blog/104/howler.js-Modern-Web-Audio-Javascript-Library

The playable build is posted at: http://www.lemoncrab.com/roundabout/index.html

Tags: MiniLD56

All Done For Now

Well, this went better than last Ludum Dare, but still not as done as I would have liked. My game tihngy is here:

http://ludumdare.com/compo/minild-56/?action=preview&uid=34574

It’s just a mechanic at the moment, but I may run with it in the future. Good luck to everyone else Daring!

Done for the night

This is a precursor for a game I have wanted to make for a while. This runner tests the mechanics quite well. Glad I could throw this prototype in the mix.

Thank you & Enjoy!

Play and Rate

“Your Last Nerve” for MiniLD #56…DONE

This was my first jam, and it was awesome!  I had a lot of fun.

 

What went right:

As far as complexity, I decided to aim really low on this one since it was my first time.  I had a playable game up and running within a few hours, which let me relax and spend my time adding things and tweaking gameplay.  I didn’t want to run myself into the ground and be burnt out this morning, so I took lots of breaks and got a fairly decent amount of sleep.  Next time I will probably go for something a little more ambitious, but I hit my main goal, which was to just finish something.

The gameplay ended up being pretty close to what I wanted.  So did the music and sound effects (if I may abuse those words).  The idea was to make a game that was way too easy, and then make it really hard not by increasing the difficulty of the game itself, but by annoying and distracting the player.  If you can block out all the visual/audio noise and adapt to the controls repeatedly reversing, you could play forever.  (Just for fun I made the time counter go up to 100 hours, but I can’t stand it for more than about a minute and a half.)

 

What went wrong:

The biggest issue I had was balancing the development with family needs.  My wife and I have two elementary school kids, so it was a lot to juggle.  I also lost some time due to some web hosting issues that I should have sorted out in advance (a DNS issue, and forgot to add the MIME type for Unity 3D files).  I figured that something like that would happen at some point, so I left myself a lot of buffer time.  I also had planned on swapping out the cubes with some kind of graphics, but I ended up needing more time for gameplay coding than I had though.  In fact, this game has absolutely no imported art assets of any kind.  It’s all built on Unity’s stock cubes and UI elements.

 

Conclusion:

Overall I’d call it a success.  The main goal was to finish something and have fun, and I did both of those.  Can’t wait for LD 32!

First ludum dare ever finished!

Actually kind of half LD? I actually started making my entry early Sunday, hope some of you read this and play it!.

I did the GGJ gig last week and found out that these events make me very productive!.

I foresee you.

Cheers!

Mjeeeh

This is the first time i entered the ludum dare….

I dont know what i should say, but im not proud about it…

I used the theme Back to the Future – 2015. I dont know many refrences from that movie, that’s why i didnt add much to the game

Here it is http://www.filedropper.com/backtothefuture-2015

We’re Here

And I never have time to mak teh gamz. But I’d really like to :) Holler at me cuz I have a TON of Unity Assets that I don’t have time to use and I want to make some cool shit!

Does any one know the dead line for mini LD 56 ?

Hi, does any one know the exact deadline for mini LD 56, my game is almost done, just want to be sure.

Comments

MatejaS
07. Feb 2015 · 17:06 UTC
“Submissions will close on Monday 9th, aim for Sunday to be safe!”

First Game For LudumDare – Quatri

I made not only a game, I made my very first game ever! And the MiniLD was the perfect opportunity for this. I don’t think anybody would’ve submitted their first game creation but yeah… here it is. Not perfect but I can work with it.

 

https://www.dropbox.com/s/xcubtb239bned0g/Quatri.swf?dl=0

Tags: MiniLD56, stencyl

Tretris

screen3

I started out this MiniLD #56 with the goal of making a retro pixelated renderer (shader) which I have wanted to do for  a long time. The most difficult part though turned out to be coming up with a game that would suit the art style. After some time experimenting with a 3D platformer I decided to go for a 3D Tetris: because 3D and Tetris are two of the coolest things!

It took some time, but I really wanted to get something nice and polished in this retro style (although it’s maybe not used to its full potential in this game). I must say that the work payed off, let’s hope some of you’ll enjoy the game as well!

Play Tretris here: http://ludumdare.com/compo/minild-56/?action=preview&uid=47137

Tags: MiniLD, MiniLD56, tetris

Special Wondering…

I know lots of games out there are the following ( c++ c# java python? maybe javascript ) but i wanna take it up a notch and wonder if use 6502 assembly making a game with that instead of the old used stuff. Well I just wanna know if that’s fine. Note if i do. the testers will need an emulator of some sorts to run it :) Thanks for taking the time to reply!

Peace!

Tags: 6502, 8-bit nes assembly homebrew, assembly, coding

Comments

MiniBobbo
09. Feb 2015 · 21:22 UTC
There’s nothing stopping you. Just know that the less accessible the platform the less plays you are going to get…
09. Feb 2015 · 21:37 UTC
note for myself: markdown doesn’t work here :p
ThermalMan
09. Feb 2015 · 23:10 UTC
It’s fine :) I just wanna do something different than all the other competition members! thanks for the reply’s guys :) means alot!
10. Feb 2015 · 10:21 UTC
I will be seriously impressed. I wrote an Atari 2600 game in 6502, and just about lost my sanity in the process. :) I would love to see a game jam entry built with 6502, and I would definitely be willing to download an emulator to play it. Go for it!
ThermalMan
11. Feb 2015 · 16:06 UTC
I’ve been studying 6502 nes machine code for quite some time now and i feel like its a good thing to do 😀
10. Feb 2015 · 10:45 UTC
There are many emulators to choose from, it all depends on the system you want to use. Many popular systems you can choose include Nintendo, Atari, C64 (uses an enhanced version of the 6502). Whether that’s fine or not, I would guess there’s no problem if you’re only doing small non-commercial stuff.

Of course I would only recommend making a game for those platforms just for the sake of being different, but remember that people will need to download an emulator to play your game and configure the emulator, which is a big turnoff. Not only that but you’ll also need to invest way more time developing the game engine, time that could be used to enhance visuals, sound and complex game mechanics. There are other drawbacks. Emulators aren’t perfect representations of the hardware, so get ready to battle strange and undesirable bugs. Finally, unless you are already familiar with the system architecture, you’ll have to do a lot of homework first.
ThermalMan
11. Feb 2015 · 16:08 UTC
There is not game engine for the NES. It’s all internal and Addresses. The CPU and PPU are specialy made for making games. and it already has clock time. and Other enginey things. 😀
dalbinblue
15. Feb 2015 · 21:47 UTC
I wouldn’t say there aren’t game engines for the NES or that you couldn’t start with one. There’s is definitely repeatable code bases that are game agnostic like a sound engine, reading the controller, and even PPU update routines in NMI to handle updating name tables for scrolling that nearly any game can use. It may behoove you to have those things available before the start of the game jam as 48 hours goes by super fast. A