LD32 April 17–20, 2015

Participating

This is my first LD.  I’m 39 and have been a programming since I was a small lad on an IBM PC XT and BASICA.  Ludum Dare is on my very long list of “Things to Do Before I turn 40”, and I’m running out of time, so here I am.  I will be using Unity5 for this challenge.  I’m not preparing at all in any way; I’ll probably just start banging keys 5 minutes after I know the theme.

In addition, I’ll be streaming pretty much the entire 48 hours. (minus Saturday night, where I will go out to dinner (and consume beverages) for a couple of hours.  That’s about it!

Stop by and say hello!

Twitch: http://www.twitch.tv/destlocke

 

I’m in!

First time in the actual LD with the intent to finish. I loved the mini challenge and am pretty psyched to see how will I do with an even more limited time.

It also seems I started to bug my friends too late about it and so I’ll probably go at this alone in compo mode. Coder graphics/musics incoming 😀

I’ll be using:

  • Code: Sublime Text 3 with Phaser (javascript). Here’s my starting codebase: ludumdare32.zip (960kB, mostly Phaser)
  • Music: Figure, Take, Nodebeat and possibly Audiobus2 with Garageband to combine stuff from those. (all ios stuff)
  • Sounds: bxfr, the mic on my iphone/ipad and audacity
  • Graphics: SpriteSomething (on mac and ios), Pixen, Seashore
  • Other: Tiled for tilemaps (if needed)

When is an appropriate time for these posts?! I’m In!

I didn’t want to do this too early so I’m doing it now.

I’m In!

I’m going to be experimenting with a different workflow as far as asset creation goes. I have been experimenting with rendering 3D models as sprites like they did back in the days of Donkey Kong Country. With my limited knowledge in pixeling sprites I think this will help my art improve if I end up going for a 2D game. Anyways these are the tools I’m using:

  • Unity 5
  • Photoshop/Gimp
  • Blender
  • LMMS
  • Audacity
  • Maybe BFXR or SFXR.
  • and maybe CGMusic or one of those incredibly awesome music generator sites.

That’s pretty much it, and with the latest update to unity I haven’t really been using any plugins however I do have one I will use if the need arises and that’s Rotorz Tile System

Anyways, what are you guys doing? How have you been?

Tags: im in, ld32

Comments

14. Apr 2015 · 18:51 UTC
Eh, you can do I’m In posts how ever early you like. I usually like doing them early myself–that way they don’t get immediately drowned off the front page. 😉

My first LD / I’m In! Post

Hi,

so that will be my first Ludum Dare this week-end; I will try my hand at a Compo entry.

I intend to write a JVM game – I am betting on the fact that everyone has played Minecraft and installed a Java runtime by now, right? Right?

IDE: Eclipse.

Graphical toolkit: LWJGL.

Most probably some “programmer-level” 3D assets modeled under Blender. Some GIMP perhaps?

Should there be any music/sound, audiotool.com or LMMS will be used I guess.

But well, mostly, I intend to *ship* something.

Thanks for hosting this event!

Tags: blender, compo, im in, java, lwjgl

How do you tackle story in a Ludum Dare compo?

Something that’s bothering me at the moment (as a newbie to LD) is that story takes a long time to write and to integrate into games. To make a story in a game you usually need dialogue screens which take a bit of time and care to code and you might need specific animations for certain characters or events during ‘cut scene’ like moments which can be very time consuming. Then there’s actually coming up a with a good story and developing characters, presenting a story arc etc to add to that time requirement.

How do you get a story into a LD compo game and still convey that story well in such a limited time frame?

Tags: story

Comments

YourLocalFax
14. Apr 2015 · 19:11 UTC
Try new things. “Story” does not imply the need for overly-fancy conversation screens, well crafted dialog, or verbose cutscenes. Plenty of information can be conveyed in other ways, and showing is always more powerful than telling. Rather than focus so hard on that, make the overall aesthetic match what you want to convey story wise. If you need a cutscene, it can be as simple as slowly panning the camera to an area while a quick even happens, then panning back to gameplay. This IS Ludum Dare after all, if you’re going to attempt a heavily-story based game you’re going to have to make some of these decisions, and also cut back on other aspects. Take time out of your graphics work and put it into music or world design, for instance, because that’s more important in conveying the mood than the graphics. I’ve seen some really moving pixel games before :p Don’t be afraid to sacrifice and experiment and your story will work itself out.
14. Apr 2015 · 19:21 UTC
Interesting question! There are several things you can do.
14. Apr 2015 · 19:32 UTC
Hee hee, this question is making me chuckle inside. =)
14. Apr 2015 · 20:12 UTC
Just finished reading the article too. Inspirational stuff. It’s got my mind buzzing with ideas for how to express stuff in a game that I can’t wait to try out! Thanks for your help :)
natalye
15. Apr 2015 · 12:44 UTC
Thanks for asking this and thanks to everyone who replied!

As a big fan of story-driven and story-heavy games (whether they are full of dialog or the story is told in more subtle ways), I really want to make a game that is both fun and conveys an interesting story.

I really got some good inspiration from this thread.

I’m In!

For the first time I have a free weekend coincide with a Ludum Dare so I should finally be able to take part. I’ll most likely be using Unity 5 and Paint.net to do most of the work. My goal for this LD is to simply have a game that I can consider “finished” in the 48 hours as I’ve never finished a game, only started.

I’m here, like it or not

This will be my third Ludum Dare.

I entered the previous two as ElectricSeagull, but I’m a bit tired of that name.

Since I’ve not done any kind of game development stuff since the last LD (that was a whole third of a year ago!?!) and I haven’t left myself any time to practice new tools, I’ll stick within my comfort zone, using Java, libGDX, Eclipse. I wanted to try out Phaser, but…

Nevertheless, inspired by the great key note speech, I want to push forward into some new areas for me and try and do one or more (or none) of the following:

  • hand drawn/painted graphics:
    Drawing and painting are things that I do, but hand drawn animation is way out of my comfort zone.
  • narrative:
    always something I ignore … but could be really interesting to explore
  • nice acoustic audio:
    I don’t play a musical instrument, but I can try some kind of sound effects
  • joining in, Twitter, the site blog, IRC, etc:
    I’m absolutely atrocious at social media (or anything at all social for that matter (I’m nice really, just shy, don’t hate me!))
  • not using Box2d:
    It’s a great physics engine and it worked really well for my last game, but I don’t want to rely on it for some simple collision system I should write myself.

That’s about it, thankfully. Good luck everybody and god willing a good theme.

Tags: im in, java, libgdx

Change of Plans!

So I recently posted that I was using Gdevelop, but I will be using that as a back up program.

Instead I will be using Love2D because I just figured out how to do basic collision detection!

Next Step is to figure out how to allow the player to move along the edges of the object.

Then, I need to learn tile loaders, and physics and then I will be ready for the Jam!

Good Luck to All!

SFS

Tags: love2d

I’m In! – Part 2: My Code Base

Hello everyone, this is the second part of my ‘I’m In’. There will be one more part where I will list the tools I’m using. It’s a bit silly to do it in three parts but I’m still learning how all this works so I thought I’d take it slowly.

I’m hoping to use my CGS Framework for the compo which contains a collection of Unity3D C# scripts. CGS stands for Core Game Systems and it generally contains a bunch of useful tools that help speed up development:

  • Hierarchical state machine
  • Event driven communication between components
  • Unit test tools
  • Save/load functionality
  • Numerical ‘stat’ class that you can apply modifiers to
  • Physics based character controller
  • Item and inventory system
  • Debugging tools
  • Time and file utility classes

What I’m keen to know is whether or not any of these features violate the definition of ‘base code’ and therefore should not be included? If this is the case let me know and I’ll remove them and upload a revision.

Zip file of framework code:

CGS v1.0.3

 

Edit:

Adding a script to my code base from this link:

http://answers.unity3d.com/questions/148812/is-there-a-toggle-for-snap-to-grid.html

To clarify, because I was sleepy last night, I’m using the C# script on that link for autosnap in Unity.

Tags: base code, code base, framework

Comments

hexagore
14. Apr 2015 · 22:57 UTC
As long as everything you use is available for everyone else to use before the competition then you can use it. :)

Tools of Trade

First off, reminder that we have a physical gathering at Troy, NY. There’s a Facebook event (see link) and Meetup below to RSVP. Hope to see you all there!

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Ludum Dare 32

Friday, Apr 17, 2015, 7:00 PM

Tech Valley Game Space
291 River St, Suite 304 (3rd floor) Troy, NY

7 Space Cadets Attending

https://www.youtube.com/watch?v=vPneI5IYwncThe time has come…to make games for the largest online game jam ever!Join in as you make a game in 72 hours as a team, or 48 hours solo (see the rules below for more details). Meet up with other rapid game developers! Eat junk food! And most important of all, have fun!http://ludumdare.com/compo/rules/…

Check out this Meetup →

Back on topic, I forgot to list what kind of tools I’ll be using for this Compo. My plan so far is:

  • Unity 5 (this includes Standard Assets + Example Project, where relevant)
  • My template Unity project
  • Visual Studio 2013 Community Edition
  • Notepad++ (note-taking)
  • Mercurial + TortoiseHg
  • Autodesk Character Generator (…maybe?)
  • Blender 2.73a
  • Photoshop CS5
  • Garage Band iOS (and maybe Mac?)
  • Audacity
  • BFXR
  • Bandicam (for trailers)
  • Chronolapse (for timelapse)
  • LiceCap (for GIFs)

I’m probably pushing it, but I’m thinking about using Jean Moreno’s free toon and matcap shaders.  Provided shaders are the only thing I’m using (I’m removing the example art assets), am I complying with the Compo rules?

In for 32!

I’ve skipped out on the last few Ludum Dares because of life, but this time, that all changes.

This time around, I might just participate!

I’ll be using:

  • Editor: Sublime Text 3
  • Language: Lua
  • Framework: LOVE + Carbon
  • Art: Krita and/or Photoshop
  • Audio: MuseScore!

I’ll be using a framework I’ve been working on for non-LOVE things (Carbon) and we’ll see if it’s any good in a pinch!

I am IN.

First time, gonna try my best at it. I finally have knowledge to make a complete game.

Tools :

  • Fingers (toes also included)
  • Empty containers for food and for drinks.
  • Confortable chair for hours of sitting, also a bed next to the computer for quick naps.
  • And last (maybe least?)Unity 5, Photoshop, Illustrator and a Imaginative mind.

Probably in; Definitly want in

Boring Stuff:

I’ve participated in two Ludum Dare already, both of them with quite some time apart from each other, this one isn’t an exception. It’s been a long time since my last LD.

The first time I participated I used it as an excuse to learn Java with pixel by pixel rendering, the second time as an excuse to learn Lua with Löve, this time I’ll be using Python and Pygame.

The first things I do when I learn a new language is some game development with it, this time wasn’t an exception and it came right on time for Ludum Dare.

Tools:

These are he tools I’ll most likely be using, I might not end up using one or the other and using something else:

  • PyCharm – Python IDE
  • Sublime Text 3 – General Text
  • GIMP 2 – Image Manipulation
  • SFXR – Sound Effects Generator
  • BFXR – Sound Effects Generator
  • LMMS – Music Editor
  • Audacity – Audio Manipulation
  • Pygame – Base Game Library
  • And some Python libraries..

Might try out PyPy by the time of Ludum Dare.

 

I wish good luck and have fun you all!

I am in!

I am in for LD 32. Going to try to focus more on music/sounds and try to spend the final hours polishing more. Much like the past times I’ve done Ludum Dare I will be using my own engine. However, I will be using an updated version from last time: EG2DVBv4.1 . Not much changed besides a better sound engine and a few minor tweaks. Link to the engine:
https://www.dropbox.com/s/1mdie7vf7uliyo5/EG2DVBv4.1.zip?dl=0
Other than that, I’ve got a new system to try out as well, specs here:
https://pcpartpicker.com/b/KdPscf
Also I grabbed a 4th monitor just for the heck of it. (Photo(s):
https://twitter.com/Spacemyname/status/588112414417281024)

Here I go again

Hey guys!

This is my “I’m in” post to announce that I’ll be participating on this Ludum Dare, though this time I’ll be joining the compo instead of the jam, so … … … here I go again on my own!

*badumtss*

All jokes aside, I participated on my first Ludum Dare two years ago from now, back then I had no idea how to make a damn game. I’ve done over 20 jams by now, published lots of small games and started working on my first long-term project, “Missing Translation“, which has won several awards and will be published on Steam soon.

2 years might not seem like a big deal but lots of things happened … … …  I’m getting sidetracked again! 😛

All I wanted to say is that Ludum Dare helped me discover my passion and I won’t be missing it (so far I’ve done every single one since I started), if you’re reading this and you’re not sure about participating just do it, trust me :)

I’m sure it’s going to be a pretty awesome weekend, will I make a nice game? Don’t know, but I’m gonna have fun, there’s no doubt about that.

And that’s all for now, I guess I’ll be seeing you soon :)

Weapons: Construct 2 (75% sure about this), Paint.NET and SFXR.

P.D.: I’m running out of tea, I should buy some before the weekend.

(twitter)

Comments

19. Apr 2015 · 21:08 UTC
hey

We’re in!

This will be my second Ludum Dare, my first being #30. Whereas last time I was joined by my good friend Sandy Gardner, who came on as an artist, I’m joined this time by Alan O’Brien, who’s going to be taking charge of the coding side (thank God) whilst I’ll be doing the writing. Not sure what we’re doing for graphics, but it’s not such a huge issue that we can’t cross that bridge when we come to it.

We’re entering the 72 hour Jam, and we’re using:

– Unity or Unreal
– Twine (for planning writing/gameflow)
– Photoshop
– Maybe bfxr, maybe not?

I’ve got a good feeling about this

tumblr_mhagnkouRv1r3i7aho1_250

Tags: ld32, werein

Composer searching for someone to join in !

Hi, I’m Albert, a composer from Spain.

This will be my 3rd ludum dare but I’m searching for some mates to jam on :)

I link you my personal website where you have all my information, music, CV…

http://afventura.com/

If you think I can help you mail me at: albert.fernandez.ventura@gmail.com

 

 

Tags: LD #32

Getting Warmer, I really am

Well, after some problems with text, I have more stuff. I learned some things about Godot’s translation/localization system (really easy to use except when one or two keys just frelling fail to work for no reason) and about loading from files (crappy documentation, but the functions are aptly named, so that’s okay if you know how to load from files… which I didn’t much so I learned about that).

Happy Bartholemew

Now to put together some mock games and line them up on the left next to Happy Bartholemew there. 😀 Current builds are available… HEEYAH!

Finally an LD when I’m not too busy

I’ve been too busy to participate in the last two LDs, so I can’t wait for this weekend.

Tools:

Unity 5, pixlr, abundant-music, brain, alcohol, hot pockets