Man down
My partner quit– life intervened– but I’m still going to try to do something, even if it’s just a skeleton of a game. I’ll probably submit to the Jam, but maybe the compo if it works out that way. Switching to Unity for ease of deployment.
My partner quit– life intervened– but I’m still going to try to do something, even if it’s just a skeleton of a game. I’ll probably submit to the Jam, but maybe the compo if it works out that way. Switching to Unity for ease of deployment.
So it took all day to get it to work exactly the way we wanted it to, but we have Tinder But For Monsters (Thinking of calling it “Monstr”) working, and we can now add new content. Here are some of the sexy monsters you can date. Like this vampire:
This guy who wears a cape for no reason and is also covered in spines:
And this naga with a really confusing taste in film:
Progress is slow but sure. We now have multi-user-editing and the full game loop, but none of the randomized messaging or the win-condition text. We also have a bunch of friends working on some art!
Decided to just draw strings rather than using a Rich-Edit Text box. I also decided to add some Skills such as your blog’s Bandwidth that limits the number of people that can visit your blog’s posts.

Well, I put in a day, and decided I’m not feeling this game. My idea was that you were a chef who served terrible food (this was the best tie I could find with the theme) who had to fight angry customers using his cooking. I got the modelling done, but I couldn’t work out the combat or cooking, so I’m calling it quits for LD33. I’ll be back in November for what will be my fifth comp, sadly not in a row. I’ll enter what I got done, you can find it here.
First time In ages I’ve been able to a give a Ludum Dare a shot, something’s always managed to get in the way.
Anyway, after a slightly late start coming up with an idea, I’ve decided to for a sort of top-down hack-and-slash-like game where you play as an evil demon type person defending himself against a horde of those goody-two-shoes guards. I’m keeping the gameplay premise rather simple and going for a sort of timed score-attack type mechanic. The idea being as you defeat more of the innocent guards, you’ll evolve into a more powerful demon with stronger abilities, but you have a set amount of time before the reinforcements appear and the guard spawn rate goes through the roof. If you evolve, then the reinforcement timer will reset and stronger guards will start spawning for your current level. Make it to the final evolution and it’s a case of survive as long as you can before they finish you off and you get your score at the end.
Started off by getting a melee/ranged weapon system in on the player, this made it easier to test and ensure everything was working before I passed it off to the guards to hold.
Once that was sorted, throw together two guard types with the basic chase-the-player AI and some weapon cooldowns and hey presto, the functions of the guards are mostly there.
I don’t plan on giving the player a frequently usable ranged attack if one at all, you’ll mostly be playing melee throwing punches etc. Having a quick ranged attack would kind of make things too easy. Now that the weapon system for the guards is done, time to get the player his new moveset!
As the day goes on a lot of work is getting done! Not much more to do…? My first game jam, so I hope I’m on track.
Backstory: You are the leader of a group of ghosts that attacks a nearby kingdom every night. One night, you forget to attack! The kingdom’s King, sees this as an opportunity to get revenge and attack your fortress! Now you must, with the help of a dragon miner and a ghostling, defend your fortress and destroy theirs! (King will come into play after all of the knight code is done and they cannot do anymore.)
What I have not finished:
– Knight implementation
– King implementation
– Music
– Ghostling coordinates
– castle/fortress HP
– some art
– fixing bugs
What I have finished:
– player movement
– thunderstorm that damages player and knights
– miner
– powerup
– attacking
– most art
– page transitioning
W.I.P Screenshots:
Tags: scratch
Ive spend all time building the framework for the game now, and I figured its time for a break.
All I have now are walking cubes that can interact with other cubes until time runs out, with a lot of pieces of code switching on and off in the background, but if you work too long on one thing you`ll make too many mistakes.
Small to-do summary;
at least I can say that this game has the clearest instructions of any gamejam game I personally made, haha!
*Your AI throws a monkey head (Aka Suzanne) on your player via his gun p:
*You’re listening to this while doing it:
In the middle of the competition, I have finish main menu, about menu, how to play menu and pause menu.
New System of input keys listener for move player. adding random move for Childs and I have add animation of sprites.
You can scared Childrens on to maps.
when you make a child afraid , they run in all directions.
next steps : Sounds, update Graphics and add more design for city, player death system, renderlight;
But now it’s time to sleep 😉
to be continued…
So, basically is a rhythm game like Guitar Hero/Rhythm Heaven but the objective is kill as much little cute animals ase you can, i have not implemented yet, but the story is like, you are a villain who are killing puppies around the town, and then the MELODYMAN comes to save the city, he puts a spell on everyone so they cant stop dancing, including the dogs and cats, so, you have an idea of puting anvils on the park so when puppies pass, they die xD!
I spent far too long trying to decide on a graphical style, experimenting with physics and skeletal animation. I have a bit of an engine in-place but apart from that, this is all I have to show:
Hi All,
This is my game after day 1. You play as a monster and you will have to destroy the city/buildings/civilians/cars etc. You will gain points and combos. You have an abilitiy to eat destruction and people to gain points aswell as gaining for pure smashing stuff. The destruction system is all dynamic so you can smash walls/floors/roofs and watch the havok unfold.
post below if you’re interested. I can tell you more about the game if requested.
The game is called “Minotaur and the Theseus”. You are the Minotaur, and Theseus is coming to find you and kill you. He’s faster than you, but you know the labyrinth intimately and can outwit him. If you can evade him until his candle burns down, then the tables turn and you have the upper hand.
Currently have the labyrinth, player sprite and movement implemented. I’ve now added the key elements of Theseus’s (carrying a torch/candle to illuminate the Labyrinth) and the ability for the player to move walls around (which took far longer than it should have done due to me making the collision-detection unnecessarily confusing).
At the moment, Theseus just walks randomly. The next job is to allow him to see/hear the player (already have some of the infrastructure in place for this) and some rudimentary AI for hunting.
got a little gif going of what I have so far

link if image doesn’t load
gonna add some enemies in later and then work on story stuff.
We never did a “We’re In” post, but here it is, now, a day in.
We’re doing the Jam, we being the duo of Kelsie Sara and Wyatt White(me), we’re working diligently as possible considering all the other stuff also happening this weekend, but we’re determined to make something!
I’ll be writing the codes and Kelsie will be drawing the things!!
We’ll be using GameMaker: Pro as well as Paint.net and likely SFXR
I’m not sure where this is going, but the initial concept is there. I still need to think of progression in the game. Feedback is welcome!
Try the ‘game’ here: http://softwarebakery.com/games/ld33/
After hours of hair pulling, shouting, house crashing and getting fat, our team has (FINALLY!!!) came up with an idea.
Of a spider, yes a spider. But they aren’t monsters are they? Starvation, ambition, and the toughest life decisions await you in the hack n slash game :
Ankabut
You are a sea monster, working tirelessly to scuttle the supply ships bringing vital things to the village on the shore. Latch onto boats with your many tentacles, drag them into each other, and send their crew and cargo to a watery grave.

Each boat will be labeled with what it’s carrying, for instance “reading-lamp oil”, “bunny medicine”, and “orphan food”. You’re really not a nice creature.
I managed to get a lot done today.
You are a dinosaur! The concept is similar to that of a sheepdog herding sheep. Still unsure what the object of the game will be. People are faster than you, so maybe you have to corner people to catch them. Perhaps, you aren’t the bad guy at all, maybe you have to guide them to the exit of a maze by chasing them. I’ll have to think about it.
Time to sleep.
We finally have some music up on our Soundcloud so go check that out and let us know how we’re doing!
We’re also dialogue writing at the moment, so join us to see how many puns it’s possible to fit into one game!
Me and some other people at Fukushima Game Jam in Worcester, MA are working on a kite fighting game called Kite Fite (working title). All of the characters are monsters from Japanese mythology and the kite designs are based on Nagasaki hata kites used in actual kite fighting in Japan. I am doing the art! I’m going for a minimalist, low poly 3D similar to Animal Crossing/Katamari. The character sprites are 2D with fronts and backs similar to Paper Mario characters.
The basic gameplay involves flying your kite through weak points in the other character’s kite’s strings. It is still being ironed out… Anyway excited to be working on this cool project! We’ll be finishing at 4:00 AM on Sunday EST.
Started late today after complaining about the theme haha
But finally came up with an idea, it is a platformer where you are a brutal serial killer and have to kill random people (npc’s) to upgrade your weapon until the Monster level ( Yes, seriously a monster level weapon >:D ).
Here a .GIF what i have already

Day 1 has been great! I hope everyone else is having fun,
I feel good about my game so far, here is a screen shot of what I have,
tomorrow is adding score, Opening screen and game over screen. along with general theming for the game although I am happy with the art on my tiles.
there is some smoothing out of the hexes that needs to be done, I think it was caused when changing from the 64 pixel image to the 128 that are below. they don’t quite line up with each other.
Have a good night!
good luck tomorrow!
Tags: compo, screenshot
Pretty much done with the assets for the first stage of the game. Scattered a bunch of stuff around which I’ll be placing properly later on. I still plan on making more stuff but I’ve got some of the basics down. Added a new monster and humans for that monster to devour. I’m gonna add one or two (or three if I’m feeling ambitious) more monsters tomorrow and then start making some puzzles. For now, though, I think I’ll call it a day. I leave you with this mess:
I’ve worked out the art style for this game (now named St. George’s Academy for Monster-Slaying Lasses). It takes me about an hour to do three character-emotions, which is fortunate because it means I have time to draw the other characters.
Backgrounds can come later 😀 It’s time to work on the battle!
Hello there. I have read others interestings post about this theme and I would like share my thoughts.
When you are the monster, you are the enemy, an ugly being what will kill the hero or innocent victims, but I was thinking someone that is very cruel. So I decided make an interactive horror short story where you are the monster >=D . I’m going to use this tool http://twinery.org/ . Let’s go.
I did brain storming, now it’s time to wire up the script. Unfortunately I have “real life” so I will do the Jam =/.
I worked for about 13 hours today. For about 6 of those I was creating a Godzilla, sidescroller type game where you destroy buildings and shoot at cops but…I was bored of sidescrollers. I’ve created too many.
I wanted to do something different.
Not to mention it was horribly written and with level design being an absolute NIGHTMARE due to the horribly written code!
So now I’m doing this sort of mental experiment (by sort of I mean not at all), clicker type game. I don’t have any progress pics as I didn’t take any and I’m on my laptop now but I’ll make a new update post tomorrow when I’ve done just a bit more.
I’m exploring things I’ve wanted to do such as upgrades, saving and space exploration so it’s great to finally tick them off the ‘game dev bucket list.’
I cannot wait to see what games get created in this competition, you’re all so talented! <3
~ Lack
Under development
Nossa primeira tentativa na Ludum Dare. Estamos com código em construção em conjunto com a arte como mostram os conceitos que fizemos para referenciar melhor a arte. Iremos fazer um jogo simples de tower defense ambientado na Idade Média como tema, mas preparamos um pequeno segredo para o final para se adequar na temática requirida pela Ludum Dare. As screenshots ainda mostram a construção inicial de levels com tilesets que mais tarde serão feitos por nós mesmos.
Our first attempt on Ludum Dare. We are still building the code along with the graphics, as the art concepts we’ve done and showed to reference better final art. We’re going to do a basic tower defense with the Dark Age as theme, but we’ve prepared a little surprise for ya, to fit the Ludum Dare requirements. The screenshots yet show we starting to test new patterns of levels with tilesets that later, will be build with our own made tiles.
Tags: #BrazilianGame, gamemaker, towerdefense
Working on graphics now. I’m going to be using very simple pixel art, because I really don’t think I’m gonna have time for anything else. That’s ok though, I think it looks good enough that players won’t want to kill themselves while moving around.
More than the pixel art right now, i’m working on stuff like screen size, text placement, camera scroll speed and distance, etc. to make sure that it works. I’m pretty happy with that right now.
Screenshot may be squashed slightly, click on it for a better view.
I might just scrap my LD as it is. Its heavily story based with no unique content to speak of and has no action. Scrapping? Saving that for later. Well, time to go again!
A little late, but I think I can do it.
Will use Construct 2 and Paint.net
Will try pixel art this time.
Was very distracted today 
Oh well, I still do have something to show for Day 1!
My game is a pretty literal interpretation of the theme as well. You are a creature from the forest angry at villagers who have been chopping down your forest. You can eat the villagers, activate a dash ability and complete levels currently. Works on mobile too. Looks like poo, but I’ll work on that tomorrow 
So far I have spent 3 hours planning and about 12 hours coding and making art(not very well).
At its current stage my game has a randomly generated level as well as spawn points for the player and the enemies.
I have a progress screen shot as well as a concept for my player. Looking fforward to continuiing with this tomorrow.
Spent the day doing family stuff, no regrets. I had some ideas but nothing electrifying. Maybe I will work on some engine stuff tomorrow, but there will be no submission.
I will check out some streams and play some games, though. Good luck everyone!
jokes on you no i dont
in other news, i kinda want comments on the PS1 shader

He needs braces.
Spent the first half of the day thinking about the theme. I just couldn’t get a good idea.
I’m trying to make a tower defence game with a monster plant that was created by a failed immortality ritual performed by a necromancer. This guy is the necromancer, Pluto, brought back to life by the plant, to defend his heart.
I have failed to implement the core mechanic of making the plant grow various weapons.
Well, at least the collision detection seems to work like it’s supposed to. That should be something, at least.
And this is where we came up with the idea for the Flux Capacitor, which is what makes time travel possible.
Tags: #LudumDareKC
I wonder how many people will groan at this:

Teleport and wall climbing as base for an stealth game.
The teleport slow motion looks pretty cool with particles.
First Ludum Dare for me, after i joined on short notice only hours before the start. Had problems to find a useable idea for the theme “You are the Monster!” and came up with “You are the Monster(creator)!”, meaning i wanted to make an spore like monster creator tool. Give a few body part as standard and let the people creater their own. Well… let´s say i really realized how low my experience with javascript and other parts are. No wonder, most of my works until now were only sites who needed to look nice, with no or only very little effects. Didn´t work with canvas before either. My plan is now down to “let the people draw!” and perhaps an option to save it as image only, you that you can compare yourself with others. At least i managed to create a canvas, where you can draw (continous) lines, rects and arcs, either stroked or filled. Ah, yes, you can select a color too. Firefox and Chrome give you an color-picker, in internet explorer you have to type the color in the box
Btw, that´s the link to the project.
And that´s that for today, let´s see how much i can finish tomorrow.
Goodness its gotten late over here, will probably call it a night now. I’ve made heaps of progress since the last update. The squares are no more and the bugs now look like proper insects 😀 I’m overjoyed that the code I wrote to have then pointing in the direction of travel works flawlessly and doesn’t slow down the rendering too much. Just placed down some plantlife on the ground for the swarm to gobble up. I’m going to have to rethink how much food value plants are worth though because at the moment…
The swarm grows to a rather silly size! 😀
Pleased with how the game has been developing, tomorrow I’ll need to decide what I want to add before the submission deadline. Still planning on using this code as the basis for a Jam entry as well. Friends have made some really nice sprites and music which I’d love to combine with the game engine here. Hopefully that isn’t against the spirit of the competition :s

Reporting in after the first day, we have basically made the shittiest 2D platformer ever! 😀
In our game, you are a bad guy that scares other people to make them run off a cliff. We need to create some better artwork, but the core mechanic is working.
Decided to go with Love2D since I had an existing codebase and a map making tool to go with.
I only have four map styles implemented but I may add more if I have time before the end of the compo.
Each time you exit the screen it takes you to another map that is randomly selected based on how you left the previous map.
I think I might finish this!
Here’s the first message you get when you start the game of “Clickbait” which gives you some advice on yow to run your blog.
Swimming a collision are in, need to start creating an animated whale and lots more things to smash http://imgur.com/RRl2yqh
I’m really starting to regret that I decided to build a mini-render-engine from “scratch” even if it will be fun to have in the future for other projects.
The obvious problem now is that due to the fact that the engine took waaay longer to implement than expected hardly any gameplay has been implemented and I’m still working on the base mechanics…
Hopefully I’ll get enough done for my fellow Ludum Dare’rs to be able to appreciate the game idea…
Oh… and I really have to fix the graphics :-/
Time to get some sleep. Some of the more obvious bugs are starting to elude me in my current state…
Good luck everyone!
Because my game is kinda finished i wanted to make a random level generator so i won’t have to sit and make about 50 levels. It is kinda working… It creates a file thats the game can read and render, But it is just too much random :\
p.s. These are not all the tiles, I just have not implemented the other tiles to the generator yet
Hello Ludum Dare-ers! I hope you’re enjoying both compo and the theme. Day 1 is almost done so let me summarize my work today:
Finished:
TODO for Day 2:
Not sure what’s going to be dropped. I guess it’s the music and more polished assets again.
So does our protagonist! I did the last Game Jam solo, but I’m really glad to be collaborating with designer/artist Ben Moss and designer/musician Robert Shaffer this time round – the aesthetics and audio create an awesome, foreboding mood! I’m doing design and writing, and putting it together using the Adventure Creator toolkit for Unity, so development is super fast and easy.
The monster is inside u-u-unity…
But still not rigged, not animated. And then I need to model two-legged food which runs away. And assemble some nice burping sfx. And so on. Much to do.
Tags: LD33, monster, progress, screenshot, unity3d
First long day is over, managed to figure out an idea I felt comfortable with during the early hours thankfully so after waking up I could start the coding.
For the major systems everything is in and working, with the only exception of audio.
Left for tomorow:
– Different ai types (Allready have 2-3 ideas)
– Different monsters (Not a difficult implementation)
– Different traps (Same as monsters)
– Different spells (Same)
– Game over effect (Just a collision detection and a game over screen)
– Map read from files (Reading from a txt file should be easy enough)
– Plan 4-6 maps for the demo (This is the difficult part, since if they are not fun / challenging the game won’t feel good)
– Redo the unit arts (This is gonna be horrible, currently the placeholders for units are free to use graphics but I’ll need to replace them tomorow)
About the game:
In this game you are a Demi-Lich who must protect his phylactery from the heroes who tries to destroy it. You are only able to use spells to summon traps, undead minions and boil them in their own armor. Some of the enemies and summoned units will only walk around aimlessly (Mostly your zombies) while some enemies will use divine guideance (A* pathfinding algorithm) to find the optimal way to your phylactery.
Now I’ll go and play some games before sleeping, and I’ll return tomorow to finish whats left.
Try putting this in your player class:
public boolean intersects(Tile tile) {
tile = this.tile;
Rectangle r1 = new Rectangle(x, y, width, height);
Rectangle r2 = tile.getRectangle();
if(r1.intersects(r2) || r2.intersects(r1)) {
return true;
} else {
return false;
}
And in your main class, put:
if(player.intersects(tile) {
System.out.println("Intersects!");
}
To get a visual interpretation of the rectangles, put this code in your method where you render:

// This is at the top of the class
public boolean meshMode;
// Rendering:
public void render(Graphics2D g) {
player.render(g);
tile.render(g);
if(meshMode) {
// You can of course use any color
g.setColor(Color.GREEN);
// If your ints/doubles aren't public, then make some getters.
g.drawRect(player.x, player.y, player.width, player.height);
g.drawRect(tile.x, tile.y, tile.width, tile.height);
// In Key Listeners:
public void keyPressed(KeyEvent e) {
int k = e.getKeyCode();
if(k == KeyEvent.VK_M) {
meshMode = true;
}
if(k == KeyEvent.VK_N) {
meshMode = false;
}
}
}
}
This is a very simple way to calculate collision detection in a 2D Java Game.
Hope this helps a lot 