Yup! I’m in!
Asix Jin armed and ready!!! As always am I crazy excited for Ludum Dare! Good luck to everyone and let’s makes some awesome games this weekend!
-Tools-
Unity3D (C#)
Visual Studio
Pyxel Edit
Photoshop
Asix Jin armed and ready!!! As always am I crazy excited for Ludum Dare! Good luck to everyone and let’s makes some awesome games this weekend!
-Tools-
Unity3D (C#)
Visual Studio
Pyxel Edit
Photoshop
I’m in for my 11th Ludum Dare.
As usual, working alone but “We are twice armed if we fight with faith.” – Plato =)
Code/Engine: Visual Studio 2013 (C#) /Unity 3D 5
Art: Corel PaintShop Pro X7
3DModel: Blender / Sculptris
Music: FL Studio 11

I don’t know if I am going to do this. I was originally really excited about it but then I started looking at past submissions and they look really good. I honestly don’t know if I am good enough for this competition. The only actually full video game I made was a game where I drew some half descent pixel art, added a walking mechanic, and threw a bit of story in. I don’t know I might still try to do this one. If I do participate here is the list of software:
Design:Construct 2
Art:Paint.net
SFX:LabChirp
Music:Probably use opensource
If you want to know what kind of computer I am using I have a list of specs on my blog techanddonuts.tumblr.com
Also I may stream if I can (Internet is crap (6.4 down 0.73 up))
Anyway if I do participate I hope I make something good.
Have fun, and good luck!are in!
My first LundumDare with the team – we called ourselves “Horny Peppers” because why not :-).
The engine (framework): LibGDX
Language: Java (honestly – first project in Java for me :))
Graphics: GIMP, Photoshop
Audio: Audacity, Adobe Audition + Microphones Behringer C1U and Audio-Technica AT2020USB+
Good luck for you all!
Eryk ‘RootKiller’ and Patryk ‘pcpl2’

That’s right. I, Swagg or iSwaggMaster123, am finally going to be in the Ludum Dare 33 game making competition. I will develop a simple game within 48 Hours and then upload it for everyone to try out. I can’t wait for what this game jam has to offer for me, including the final theme. To all my fellow competitors, I wish you luck on this great 48 hours of game development.
EdgeOwl and I are going in for the jam for the second time. Got a clear weekend this time around so things are looking good!
We’re planning on using either Unity or HaxeFlixel (depending on the theme/ideas), Cinema 4D if we go 3D, or (possibly) hand-drawn 2D for the art and FLStudio for music – if we have time!
Good luck to everyone else!
As per usual, I went to go check up on the IRC a couple of days before the Dare begins. And… it’s down.
Does anyone know the reason for this?
I’ll be using Java (probably Java2D or Slick2D), and a cruddy paint program for the Mac.
Entering the Jam this time around with my buddy flossoraptor. We’ll be using:
Language: Ruby
Libraries: Gosu + Chipmunk, maybe others as we need them
Music: Bosca Ceoil, GarageBand
Art: Photoshop, asesprite, pixen
Sound: bfxr probably
Probably i’m in, but i don’t know yet if in a compo or a jam….
What am I getting myself into? This will be my first LD, and I don’t really know what to expect.
My tools…
Language: Haxe + Openfl
Editor: Sublime Text
Art: Photoshop CC or aseprite
Sound: bfxr, Bosca Ceoil, Audacity
Hi, i’m in!
This will be my first Ludum Dare! So excited!
Tools
Engine: My custom engine built on top of libGDX.
Graphic: paint.net or some free assets.
Sound: bfxr.
This is going to be my first Ludum Dare. Kind of nerve wrecking having people play your game. I’m just going to do my best, and have fun with it.
Engine : Unity3D
Modeling : Blender
Art : Gimp

First participation so I hope everything goes right! going for the Jam!
Will use GM:S
Wish me luck? (naa why would you 😛 )
To the greatest games!

Don’t mind UE4. Learning about that on the side.
I think it was a couple of years ago when i entered and ended up not finishing due to things just popping up. (lame)
But whatever. I’m going to enter again. (y)
Tools:
Construct2
PyxelEdit
FL Studio 12
I’m probably in.
Toolkit will be VIM, GIMP and/or pixra, SchismTracker, f3m, and either gcc-arm or clang.
Target platform will be one of these:
DS and PSX both have hardware sound mixing (16 and 24 channels respectively), so ideally I’d have to modify f3m to take advantage of this – while I could do the mixing on the CPU, it would be a bit silly. However, while the DS can accept raw 8-bit sound data, for the PSX there’s a snag: Samples are compressed using some form of ADPCM not too dissimilar to BRR but rather dissimilar to IMA ADPCM.
This form of ADPCM requires that loops align to a 28-sample boundary. Dammit. I’d probably have to apply some resampling to ensure that this is the case. Not sure whether I should bastardise the s3m format or implement the compressor in the game code itself – as I like the music to be easily rippable I’d probably go for the latter… and probably just not use loops.
Or I could just softmix it and bang it into the streaming audio buffers. Not sure how to do that though.
As for “filesystem” access, I don’t quite have sufficient tools for generating a bin/toc pair (ultimately I’d need to generate the P/Q subchannels properly), and even if I did have suitable tools I don’t have code for accessing the filesystem, so I’d be stuck with a PS-X EXE file. This will limit me to the 2MB of RAM available. Seeing as I’ve managed to do entries for 32KB ROM cartridges on a system with 8KB of RAM, this shouldn’t be an issue.
I’d also have to deal with inputs. The DS shouldn’t be an issue, as long as I just simply don’t bother with the touchscreen. The PSX handles its controllers via some serial protocol which I will need to mess around with. Shouldn’t be too hard though.
Finally, I need to get vblank timing working. As I don’t have working interrupt code yet, this will be a tad problematic.
Ultimately though, even with just video and input I should be all good.
SaucyGames here, with our first LudumDare attempt.
@BlackyMagick , Alex K and @essejparr will be our team of 3 competing in this jam.
Our programs and software will consist of:
Unity 5.1.2f1, programming in C# and using MonoDevelop.
PhotoshopCS6 , After Effects, Illustrator and Substance Designer 5.
Fruity Loops and BFXR.
S/O to @TheSaucyGames and @johnnywoods312
So… this was supposed to be a simple “I’m in” post, but it turned into quite a changelog for my library… oh, well… XD
Once again, I’ll be making a game using my own GFraMe, a Game FraMework based on SDL2. I re-wrote most of it since last LD, since there were a lot of things that had to be fixed. Click on “read more” to read about what was modified.
As usual, my tools are going to be:
I’ll probably use this game I did on a previous jam (two weeks ago) as a based code… if needed.
That’s it, for now. See you guys in a little under two days!
Let’s all have a great time! o/
Now, on to a wall of text….
Re-writing most of my base code took a lot longer than expected, but I think it’s finally ready for this next LD! It’s still missing gamepad support and a save system, but I’ll see if I can do anything about the gamepad tomorrow…
So, I’d already used my own framework on the previous two LDs (32 and 31), but there were a few things that annoyed me and I had to fix:
No “main loop”: Well, since I didn’t use any function pointers (except when spawning threads), there’s still no main loop… but now there’s a function to query if there are any update or draw frames! This allowed me to finally add a fps counter to the library! (which is disabled on the release version, by default).
No easy way to load tilemaps: On LD#31 I got around this thanks to the theme, “The Entire Game on One Screen”; while on LD#32 I wrote my own exporter during the compo (it worked quite nicely). Not anymore. Now I have a Tiled plugin ready to generate a tilemap for my library! Also, it can export tile’s types and areas, which can be used by the…
No single collision solution: I had some functions to help my overlap two objects, but there was no easy way to collide a complete scene against everything. Now, I implemented a iterative (i.e., non-recursive) quadtree for collision. It works by stopping an “add” operation and signaling that two “objects” overlapped. After handling it, the quadtree may continue until another overlap happens or it finishes adding the current “object”. And since I implemented some sort of inheritance (a “gfmObject” has a pointer to the “gfmSprite” that contains it, while this one has a pointer to the custom object that it represents).
No easy way to export GIFs on Ubuntu: Well, I couldn’t find any software for that… and since I like to do things the stupid way hard way, I got the GIF specs and coded my own exporter. I think it may be somewhat broken and unable to generate GIFs that are long, but at least I’ll be able to post nice 5s GIFs (at 50 FPS XD) of my game. *-*
No easy way to rebind controls (also, event handling was a complete mess): This was something that I rushed the first time I did it, hoping that I’d fix it someday… Well, it was easier to re-start everything than to clean up the mess I had done.
With all those modifications (and a few more that I may have forgotten), I fell pretty ready for this LD! =D
Thanks for reading! =D