LD32 April 17–20, 2015

I’m in. No more skimping on Coolness!

This will be the fifth Ludum Dare for me, and this time I don’t have school to distract me! Last time I was nearing graduation so I could barely play more than a handful of games. As a result I didn’t even get a ranking :(. More time means I get to rate and comment more other games, woohoo!

I will be using the same stuff I usually use: Unity, VOPM, Protools, and Audacity, and PS5.

Good luck and remember to play, rate, and comment!

 

 

PSA – Latest chrome update disables NPAPI Plugins by default. :(

Fellow Unity Devs, and those in similar situations, the latest chrome update disables NPAPI plugins by default making Unity Web Players not show up. I’m sure most of you already know this and know how to fix it, but some of you may not notice until you start deploying over the weekend. So if you use chrome and want to be able to Play/Rate Unity Webplayer games you’ll have to turn NPAPI support back on.

You can enable them by navigating to chrome://flags/ and enabling NPAPI (Ctrl-F and search for NPAPI) 

This setting is set to disabled by default in the latest update as google is phasing out the dated API in favor of newer methods (HTML5 and their native client stuff among others).

If you don’t want to be bothered by it I suggest trying out Unity’s WebGL build that’s currently in beta.

Good luck all!

Tags: chrome, ludum dare 32, NPAPI, PSA, unity

Comments

coasterspaul
16. Apr 2015 · 01:30 UTC
But… but… WebGL is ugly! At least it is for now… we can only hope for improvement.

I’m in !

Second try at making a game for Ludum Dare, solo this time !

I’ll use phaser.io to make an html5 game, as we did last time. Music will be composed by me, with Reaper and a few VSTs. For sprites, i’ll use Paint (because it rocks !) and maybe Gimp.

Let’s see what will happen !

I’m in!

I managed to convince my friends August and Harley to join me for the Jam!

On the downside, I had to make the compromise of using Construct instead of Unity… hopefully that won’t limit us too much.

This will be our first time, and I am excited to see how we will do.

I am in I guess!

I’m scrambling to put together a stub written in C – a codebase I can compile to Linux, Win32 and OS X. It’s currently capable of building Linux and Win32 binaries from Linux, and I mostly know how to expand it to OS X (I’d build it natively, I wouldn’t know how to do it from Linux). You can check the progress here: https://github.com/sqaxomonophonen/cross-stub

 

ss

I might chicken out and use LÖVE like I did in LD19. Or Unity. Or something else. I really like developing in C, but 48h gamedev in C might just be suicide :-)

Useful Little Things (Tools and Guides)

Extra Credits

Game design and industry videos

https://www.youtube.com/user/ExtraCreditz/featured

It goes without saying that everyone should watch these videos. They cover everything you’ve ever wanted to know about game design, development and the industry as a whole. If you’ve already watched them, watch them again for LD32 inspiration! The most crucial set to checkout would be the Design Club:

 

Texture Packer

Spritesheet creator

https://www.codeandweb.com/texturepacker/

This is going to be pretty useful for me as my normal art package doesn’t have a built in spritesheet creator and Unity3D is going to want spritesheets for animations. It’s fast to install and use, the only thing I think it’s missing is the ability to rearrange sprites in the sheet.

 

Wikidpad

Wiki-style notepad

http://wikidpad.sourceforge.net/

I’ve used this for a lots of different things but I can see it being particular useful for organising my thoughts quickly during the competition. Wikipad allows you to quickly write articles on topics, and link them together to create an organised library of ideas and documentation.

 

Visual Studio Tools for Unity

Integrates Visual Studio and Unity

http://unityvs.com/

I wish I’d known about this sooner. It lets you run Unity from VS and generally connects the two programs in a much better way than you’d get simply launching VS without it. Warning though, check you can on scripts from Unity before the jam as VS will not open if Visual Studio Tools has not been installed correctly and imported as an asset pack to your Unity project.

Comments

YarharALC
15. Apr 2015 · 22:40 UTC
I lost my trust in Extra Credits slowly with things like not disclosing sponsorship (they’ve fixed that now, it seems) but the straw the last straw was James Portnow using the Extra Credits official Twitter account to publicly shout at Totalbiscuit and slam the door. He essentially said things that couldn’t be backed up and made sure that Totalbiscuit wouldn’t have a public conversation with him ever again without being in total agreement with JP. All of this said as TB was in recovery from cancer treatment and JP was at a wedding. TB never fired any shots, it was entirely spontaneous.

Im in Ludum Dare 32

This is my seconds Ludum Dare!

 

Tools I will be using;

Programming: Stencyl

Music: My Keyboard, Audacity

Graphics: GIMP 2

OS: Ubuntu

 

I hope to see you in Ludum Dare! Happy #GameDev!

 

I’m in.

Hey, David S Gallant here. Hopefully you have no clue who I am; if not, I am truly sorry.

Anyways, I’m in.

I haven’t done a Ludum Dare in a while. I didn’t even get to participate in LD 27, which I gave the keynote for! Weekend jams are bad for me because they’re often when my family wants to do things together or make special plans, and they will always come first. However, I turn 32 in about half an hour from the time I started this post. The only gift that I ask for from my wife and my mother was that I be given the time to participate in the Ludum Dare. So, here I am.

Lately I’ve been working heavily in HaxeFlixel (the Flixel framework ported to Haxe & OpenFL) as I prepare the version 1.5 update and Steam release of I Get This Call Every Day, so that’s probably what I’m going to use. Also, my dev toolbox includes GIMP and Pickle for images, Audacity for audio, and a lot of decaf coffee (I don’t drink caffeine but I’m still hooked on the stuff).

I have no idea what I’m going to make, even looking at the final themes. I’m a bit disappointed to see Blue & Black / White & Gold get the axe; that one had so much potential! In any case, I’m likely going to make something very horrible-looking, but that’s just my thing.

Looking forward to seeing what y’all make!

I’m in!!

First LD. I have wanted to participate but something was always distracting me!  I got the time now, so I am going to give it chance.

Tools:

Unity 5 – Engine

Visual Studio Community – IDE

Krita – Painter

Blender – Modeler

I’m in!

This is my first LD, why not try?

 

Tools

 

GameMaker: Studio

Adobe Photoshop

Paint

Notepad

Audacity

Third go-round; I’m in

Why not, let’s do this again.  This will be my third LD, and if I continue the trend of my first and second entries, which placed #26 and #59 overall, then I’ve already got a lock on #92 overall, making for a nice, linear descent into poorer ratings.

Tools I’m planning to use:

  • Unity
  • Silo
  • Blender
  • Sketchup
  • Shapeshop 3D
  • Photoshop
  • Deluxe Paint for DOS
  • Flash
  • Processing
  • Gentle Gradient
  • Spacescape
  • Audacity
  • Cool Edit Pro
  • Making Waves
  • SFXR

It a weird mix of tools, but I work best when I just use EVERYTHING AT HAND.  I also want to use some shaders from a big pile of custom and borrowed shaders I’ve been collecting, so I’ll have to post that sometime before everything starts, per regulation.  The only other possible source is just borrowing from previous LD projects, and all the code for those things are already available from my posted sourcecode.

Moderately excited about everything; just need to stock up on caffeine syrup and pasta.  Fun times ahead.

Comments

guigrillo13
16. Apr 2015 · 00:25 UTC
That is a lot for a simple game

I’m in!

So it’s that time again where I’ll be doing Ludum Dare!

Not sure what I’m going to make this time round. Maybe a physics game, maybe something else. What I shall be using:

Tools:
* Sublime Text 3 – For writing code.
* Clang – For compiling code.
* cgdb – For debugging code.
* The GIMP – For graphicsing code.
* Blender – For modelling code.
* Emscripten – For Javascripting code.
* Audacity – For sounding code.
* TeamCity – For deploying code.

Engine:
* Psybrus – https://github.com/Psybrus/Psybrus/tree/develop

I’m In, third times a charm

Well, at least I hope it is…lol.  Always seem to get nervous/excited around this time.  Can’t wait to make another game, and to play all the great games being made :)

Same tools as before, mostly.  Although, I got a Aseprite recently and really like it so I might not do everything from my iPad this time around.

coding: vim and Phaser.js for my framework
graphics:  SpriteSomething, Aseprite, and maybe Tiled
sfx:  sfxr/bfxr
music: PixiTracker

Happy LD32, good luck everyone :)

 

I guess I’m in

Evidently I’m supposed to post something so that my account is registered or something… Anyway, if I did it wrong I’m sorry. So on with the message: I’m in, and this is my first Ludum Dare. Can’t wait.

Im in!!

I am working for most of the LD but I will be staying up late and spending all my free time on this. First time and I am so excited!

TOOLS:


Game maker, paint, graphics Gale, audacity and a cool refreshing beverage.

 

We’re In!

This is my 3rd LD proper, and I’m excited to announce that I will be working in a team for this one.

FileCorrupted and I will be making a game for the Jam using

  • Unity 5
  • MonoEdit/Sublime Text
  • GIMP
  • Something for audio, not sure what yet

I’m excited to see what the theme will be, it looks like the Slaughter filtered out most of the bad ones.

Game on!

I’m in like the opposite of out!

I’m in for the 48 hour compo, pending a work-related function on Sunday that will hopefully be short.

As usual, I’ll be using GameMaker studio for the making of the game. Graphics will be from Photoshop and a bit of GM’s built in editor. Sound from SFXR, and music will be made in Reason.

 

So Excite!

I’m in!

Going to be participating once again!

ART: Aseprite, Pyxel Edit, MSPaint

CODE: Construct2

MUSIC: LSDJ (Gameboy chiptunes software)

HOSTING: itch.io

Wish me luck!

Simple Pooling for Unity

I made a thing.  It might be helpful for people.

https://gist.github.com/quill18/5a7cfffae68892621267

Instantiating & Destroying large numbers of objects (bullets or large hordes of enemies) can sometimes cause a game to stutter during their creation or later during garbage collection.  Object Pooling counters this by simply deactivating objects instead of destroying them, then re-activating them when you need a new copy.

All the pooling solutions for Unity I could find seemed overwrought and often required a bunch of advanced setup on a prefab-by-prefab basis.  The solution I’ve come up with simply requires you to use SimplePool.Spawn() and SimplePool.Despawn() instead of Instantiate() and Destroy().  Pool sizes automatically grow to meet demand.  There is an option to preload objects if you know you’re going to need to spam out a bunch of something very quickly (for example, projectiles for a bullet-hell shmup).

WARNING: NOT YET TESTED IN A FULL PRODUCTION APPLICATION.

Hopefully I’m In

ld32in

Going to be tight but hopefully I get something really simple done.

One rule for myself, FIND THE FUN!

I’m yet to succeed in doing so, maybe this time!

Comments

16. Apr 2015 · 02:48 UTC
“FIND THE FUN” sounds like a pretty good rule. It’s not always readily apparent, I know. Good luck!