LD34 December 11–14, 2015

Just started…

So with 9 hours left of the Jam I thought it was about time that I got going. So if you want to watch a game be created in ~9 hours, head over to, twitch.tv/nozzergaming (definitely not self promoting)

Music! (For Game Jam entry being made by Jay Dude)

Hey all, just wanted to share the main music I’ve put together for the entry Jay Dude and I will be putting forth tonight for the Jam. The game’s titled (at least for now) “Growing Room”

I’ll update the relevant graphics as we get closer to launch:

Thanks for listening, and best of luck to everyone on the last afternoon/evening of the Jam!

Tags: #LD34 #LDJAM #LudumDare #GameDev #IndieDev, music

OUT!

I’m out. Having problems and no time to fix them.

Comments

5you
14. Dec 2015 · 17:17 UTC
better luck next time!

Progress 2

Our viking isn’t a cube anymore! Now he have a lot of enemies to smash. It’s a good day to fight against Ragnarök.

Gjallahorn (2)

(It’s a gif)

Stay tuned!

Torque and Unity

pic-3

pic-2

Well I’m pretty satisfied with my compo entry this time. This was my 3rd ludum dare, the last two being in java. But this year I used unity and blender to make my first 3D ludum dare. Although I did have some problems with prefabs resetting each game object and me having to put all the settings back in them…..  But anyways I’ll definitely use unity from now on.

 

Try my game Torque here

Thoughts about LD34

Overall it was a quite fun experience.

Great improvement over last year, I am very satisfied of how the game looked like in the end.

Now back to vote some games 😀

My first Ludum Dare!

Hey guys, this is my very first ever Game Jam and Ludum Dare entry! It’s a bit of a troll game, but I thoroughly enjoyed making it. Thank you Ludum Dare for hosting this awesome event! 😀

You can try my game here:

HUNGRY BEAST!

Any criticisms are welcome!

Also, Here are 3 of my favourite games so far here on Ludum Dare:

 

 

 

MISSION COMPLETE!

I have successfully completed my LD34 entry! Yaaaay!

The game – The Sun Returns – is about piloting a tiny planet, flying around the solar system, blowing up its friends and absorbing their power. Why? To stop the Sun from burning them all to a crisp instead, of course!

You can play/download the game here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=12851 (Remember to fullscreen if you’re playing in browser!)

Timelapse video here: https://www.youtube.com/watch?v=RByf5kY8rMo&feature=youtu.be

 

Let me know what you all think!

This was my best LD!

I remember my first LD, years ago. Does someone remember when was “You are the villain”? I tried hard but posted nothing! Then I grew better at building something in two days. I only posted a functional “thing” once, since (MiDriPod, for “Beneath the Surface”). But it had no goal or victory condition. T_T

But this time… this time I made something complete. It has a beginning, an end, and some challenge in between. And I’m so proud of that. I mean, it’s far from perfect, or truly fun, or bug-free, even. But it has a “victory” trigger that can be reached. And for me, it means a lot.

That’s why I now take the time to look back and remember my crappy first LD’s (non-)entry. To this younger me, I want to say something. And I will say it to every young you that will be a-bit-less-young soon: keep it up! No matter what, failing isn’t a problem. It’s just one more step toward victory. Don’t be ashamed (as I was) for posting something crappy, or not posting at all. As each failure is a step toward achievement, each failure isn’t a true failure.

I believe in you. Keep it up!

… And, y’know. Play and vote! 😉

Orbital: The Timelapse

This timelapse of my LD34 entry, Orbital, is annotated to show what I worked on and when. Although my weekend was shortened by Life Happening™, the project mostly went smoothly. I’m still brewing on a Post Mortem, but this timelapse shows the facts.

hARBOuR – Post-mortem

(mirror of my blog)

harbour ss1

PLAY NOW

Another Ludum Dare over! Not very satisfied with my product, but I’m still glad I submitted something.

This LD was the first one I didn’t do from home. Spent the weekend with my girlfriend, which meant:

img-1449933763 img-1450114160 img-1450114186

Yum. But, even though I didn’t have to cook, I was still running out of time way too soon. First night I went past 2 am, then on the second day till deadline.

The plan

Very early I knew what I -wanted- to do: a platformer, where you are trying to save the last tree in the world by exploring caves and collecting stuff. I thought it would have been nice for it to be rogue-lite (different levels), and I wanted a special slow-motion power (that I might use in a different game now). Luckily, I scrapped the rogue-liteness immediately, cause that never really works out during LD.

So my goal was to have a simple enough platformer with the hub (where your tree is), and three+ levels. Each would be beatable in three ways – an offensive route, a defensive route, an exploratory route. All of these would then result in the player collecting different amounts of different tokens, which would then make the tree grow.

harbour plans

The reality

Quite quickly I was able to write a pixel-perfect 2D physics engine. But then came my new nemesis: slopes. It’s surprisingly difficult to make the player go up and down some stairs without clipping or glitching around. I barely fixed it for the finished game, I think.

Then I started spending more and more time on the first level, the ‘crystal grotto’. Pretty or not, I spent countless hours on drawing that level. A neat tileset with some decorations might have done the trick. I finished the background to it at 1 AM of the first night, which is when I realised I got into time trouble.

But, I didn’t want to give up. I made the hub and tree growth work, then started the second level. Once again, spending way too much time just drawing mushrooms. And before I knew it, it was over.

No time for music, (good) sounds, additional levels, polishing. With luck, I will get ratings on par with Elemental.

But still happy for the experience, and that I didn’t give up like LD 32. Hopefully my next entries will be more successful!

 

We made it to the finish line!

Wow! What a feeling..

For my second time in this game jam and the first time for the other two, we are feeling so satisfied that we have actually done it. We learned a lot about spriting and Unity and communicating as a group. At the beginning of the second day we realized that everybody had a different idea about what to do with the robot, so we scrapped our initial intentions and just added some animations. The gameplay was fine at this point so we didn’t want to add something new.

The art style definitely needs improvement, we will mark that for the next time 😛

You can play our game RoboCombo here

My First Ludum Dare

Hey guys, this is my first time participating in LudumDare. Things are looking good. But can’t add nearly as much content to the game as i had planned. Its a Transport Tycoon style game about creating farms and making profit. Grow your farm as well as your business!!. Done in Vanilla JS and Canvas. Assets might be familiar to a lot of you guys 😛 Planning to add a tutorial now. Thanks,

Preview:

Crusher Escape Race : My Third Attempt

Hi Awesome guys & gals,

Missed the last LD, but this time, despite the unfavorable circumstances, managed to survive with a short game. Was at the edge of giving up at the last hours of development, but decided to push it and publish it, no matter how short it felt. Was also satisfied myself with this game, although the effort took were much less than my previous games. Here it is. My 3rd Ludum Dare Entry ‘ Crusher Escape Race’.

Play the Game here (Feedbacks welcome)

[Devlog Entry]

Engine/3d modelling : Unity 5.3 + Blender

UI: Inkscape

Hope you guys Enjoy this. Expect a Post Compo version soon, if things workout as I visualized in my mind 😉

Tags: compo, ld34, monster brain, screenshot, unity, unity3d

Save the Oak is READY

Hello my fellow developers.

Our game SAVING THE OAK is completed. Please go and play and share the game.

We here ate Givit Game Studios really enjoyed making this game. This is our third LD entry.

Wallpaper1

PLAY HERE

Rocketship Rescue submitted!

My entry is Rocketship Rescue – an Asteroids-style game with a unusual control scheme! Can you get the hang of controlling the ship with using just the left and right keys and rescue all the randomly-generated aliens?

PLAY

I know I will win something…

… Because I think I have the longest game title ever for a LD game, haha.

 

Overall I’m glad with how things turned out. I knew I wouldn’t have much time to work on it, but I did it any ways, oops. I think it showed me just how far I have come as a game developer now with just how fast I could implement features.

I’m calling this my “Star Wars: Battlefront” of my LD games, because I nailed down most of the mechanics I wanted, just don’t have that “content”. Well always room for DLC 😉 And I would love to keep working on this idea a bit.

The early comments are all sounding good so far. People are enjoying the voice a lot it seems. The accent I used was somewhere between Goose from Top Gun and Mike Ditka so it is kinda silly sounding. Also glad people are picking up on the little things I added like the water sprays when you fly low.

The gameplay needs a lot of balancing, and some many things I want to add, so maybe you will see more from this in the future I hope. Many great games out there already in the compo, and looks like the Jam might have even more stellar ones. Go play, and enjoy!

 

– F

Comments

14. Dec 2015 · 18:36 UTC
Add the link…

A snake which can speed date.

Got an actual snake model in the game last night. It’s not perfect, but at least it’s not a weird section of physics balls!

insta

Venus and the Flies

Nearly there… just need to add some more actual gameplay!

vlc 2015-12-14 15-40-37-75

Webhacking with two buttons!

notgoogle

PLAY IT

This time we made both a mini-site and a puzzle game: Web-hacking with two buttons.

There are some keywords about this game as as follows:

Morse , Caesar Cipher, Hidden clues, Numerical puzzles

Challenge it and try to find out three different endings.

Hope you enjoy it. 😀

The Seed is available

Hi folks. I did a little platform game for this 34th LudumDare session with a cute aesthetic and a quiet mood. For this project I used Unity (code C#), Gimp, SFXR for the sounds and SoundTrap for the music. I am very proud because I think that I did something really fun – even if this game is really hard. Please try it. I wish you the best and see you later friends ++

The Seed on LudumDare

TheSeed01

Done!!!

Whoo, I’ve finished the game! Here it is for people to (hopefully) enjoy:

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=49839

I’m pleased with how the development of this game went compared to the previous one that I entered, LD32. I feel that its much more polished.

Tags: DevSocYork

What does the train say?

Trains go “Wacca Wacca”!

Screenshot 2

I copied a level from Pacman and realised it’s better than my other levels. How unfortunate, I’m lacking level design skills.

So, now I have to make scoring mechanics.

Comments

Hegemege
14. Dec 2015 · 20:03 UTC
Nice progress on the trains!

Rape, Pillage, Makane!

I wrote a game called Rape, Pillage, Makane! for Ludum Dare 34. It’s a galorelike hypertext story inspired by Kristian Kirsfeldt’s 2003 Rape, Pillage, Galore! and the Stiffy Makane text adventures.

As its title implies, it features sex and violence, and not necessarily in a pleasant manner. It’s an absurd game but it’s also a serious statement. Please steer clear if you think that you may be disturbed or offended.

I’d been considering this material for about a week when Ludum Dare rolled around and gave me an excuse to write it. When I entered the compo, I didn’t realize how large it was going to be, or even that it would be judged! But I’m glad that I was able to participate.

I hope anyone who plays the game will find something to take away from it!

Play the game here.

RPM title

Tags: compo, hypertext, ld34, Ludum Dare, Twine, two buttons

Lumberjacks Must Die: The Story of Treesus (part 2)

I made the lumberjack for my game, then I realized it’s sexist to only have male lumberjacks. So I made a lumber jill too!

It’s hard to see with the lighting, but she’s got a beard too.

Looks like complete crap with a first person camera, especially with lumber jill’s normal map adding depth to the texture. But from top down you can’t really tell!

LD34 Lumberjack and Lumberjill

LD34 Lumberjack and Lumberjill TOP DOWN

Armageddungeon

Hello Friends, I’m a Programmer/Game Designer and was studying pixel art since the last Ludum Dare.

This time I decided to make the compo and put my studies into practice, look what it resulted…

I want to invite tou guys to play my game, Armageddungeon:
Title Screen

Armageddungeon Family:
Monsters

I will be working in a post compo version, stay tuned!

I’m very happy with my evolution!
And what you think about it?
Please, tell me playing and rating my game!

You may play Argeddungeon clicking Here!

Thanks!

Kind Regards,
Diel Mormac

Barbarians with Cannons

Phew, finally done.

This time, I worked in a team and it was really beneficial to the productivity. Didn’t wander around facebook and twitter basically at all. When I got stuck, I could ask for help and the other way around.

Some hours were lost due to fighting with the tools (we decided to use webpack, so we could use ES6 stuff and it would work with older browsers too) and to the fact that we had some trouble figuring out the theme 😀

All in all, it was good fun again. Try out Barbarians with Cannons!

Animated Screenshot

Link of my game: Brobots!

Ok, I should post that yesterday, but after all the day designing levels I forgot it 😛

I used only the two buttons theme because I found it more comfortable.

Description of my game:

Two robots have problems! And you only need two buttons to help them! Guide the robots throught 20 challenging levels divided in two different environments!

Link to the game (Windows/Web/Android):

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=4435

Xtreme Crop Duster Simulator ’82

Well, it’s done. I was working right up to the minute of the compo deadline, submitted on time, and then spent a bit of time puttering with a Linux port, fixed one stupid bug that survived, and played a few games – then slept for over 12 hours. But I did it – after 3 times overshooting my timeline, my Ludum Dare 34 game made it in for the compo.

Presenting:

Xtreme Crop Duster Simulator ’82

title

One pleasant surprise I’ll mention now, though I’ll save the rest for a post-mortem in a day or two: since I just used Input.GetAxis, I had controller support the whole time, but didn’t notice until late on Sunday, so none of the in game text makes reference to it. The game is way more fun with a gamepad or joystick, if you have one handy.

And, finally, the obligatory timelapse of the weekend:

Tags: compo, final, ld34, timelapse, unity

Tick Tock.

To do: Witch. Warp traps. Sign. Other states.

Progress:

TinyTownPastureEchoesEnchantedForestWitch2

Patch 1.01 Notes – Rosebud & Lets Play

Okay so I have updated the game slightly but not in a meaningful way that I think is against the spirit of Ludum Dare but feel free to make up your own mind on this one. I have left the source the same though

1- Framerate – some lazy programming on my part had made it a game that was tuned to the FR of my laptop but on better machines was unplayable. switching out Update for Fixed Update has solved this.

2- Acid rain – a number of people had complained that the green & yellow drops were to similar and hard to tell apart. I have darkened the sprite and added a skull & cross bones symbol which took all of 15 seconds to make. This is purely cosmetic and changed only to assist the player. I do not think it fundamentally alters the game.

Screenshot 2015-12-13 19.48.20

example of previous green & yellow

aciddrop

new Darker acid drop

3- Difficulty – despite a number of comments I have not changed the difficulty. some people had said they disliked that the branches could present you with an undodgable scenario but I have left that in. In my heart that was the game I was making, it wasn’t supposed to always be 100% fair, its not a puzzle game and isn’t supposed to be infinitely playable. The difficulty ramps up until the Maths generates something you can’t beat, and the game ends. That was by design and changing that would be more than a simple patch, it would require new mechanics and that would not be in my mind in the spirit of Ludum Dare.

 

So yeah feel free to judge for yourself if you think those changes break the spirit of LD but I feel I can sleep okay tonight.

 

In other news someone has played my game, streamed it and uploaded to you tube (thanks Dave), so if you want to try before you buy here you go.

Favourite quote “I can move Up & Down!? This changes everything”

Tags: Growing, ld34, Let's Play, patch, Rosebud

Escape The Castle

icone

                                                   Play Escape The Castle here!

This is our third participation in Ludum Dare, the first time created the game The Little Teddy and the second time we create Run Monster Run. Every new Ludum Dare we participate we gain more experience and we make a game better. Always ending faster and with fewer errors than before.

398427_144505689000932_649834205_n                 1925349_10203442084396140_399410677_n

         Luciano (Art, Animation)                                             Leticia (Programmer)

In our game we play a knight who tries to escape a cursed castle. The game is set in the castle punches, with a very uneven ground and several haunted enemies will attack you. There are power ups which can be taken to assist the player in this journey. This project worked: Luciano Gomes ( art and animation ) and Leticia Cristine (game design and programmer).

 

  • Story: Many centuries ago, there was a cursed castle in Europe. The announcement was: “Get out alive and earn a lot of gold”. So many knights in the region accepted the challenge, but nome achieved success in their goals. Be the first to leave the castle alive, it is one that will win a lot of gold and will be remembered forever as the one who scaped the castle. Or simply die.
  • Aesthetics: The art was all developed in photoshop with hand paintings and the inspiration came from medieval castles, the artist chose this aesthetic for judging be faster to develop.
  • Mechanics: We use the mechanics of a classic run forever . In addition to running the character you will have to kill the enemies in the way and be careful not to fall between the obstacles. There are extra buff life and invincibility throughout the stage. Everything in the game is randomly generated , and the enemies have a basic artificial intelegencia to meet the hero of the game.
  • Technology: Again we use the Construct 2, to be the best tool to develop a quick game. Even with many limitations of the sofware, we always get a satisfactory result. This time we advance a little more with its features and the game is integrated with facebook . The player will be able to log in and the screen displays your photo and name, it is also possible to share the results of your score on the timeline.

 

SS1      SS3      SS2

  • What we’ve learned: In this edition of Ludum Dare work better and faster as a team, which is always good for future events. And we learn a little more Construct 2 that although simple has a great potential. We also learned that making animated interfaces is always cool, the menu and the help screen are excited!
  • The good: We have one more game! I think the game was a lot of fun because it is quite difficult, it is possible to die in the first few seconds ( hahaha ) but if you put very good, will advance a great deal . The integration with Facebook was something that was very cool, I had never done anything like that and this experience made ​​me very happy .
  • The bad: Arts and animations of the game were not very good (the artist was too lazy, hahaha). We were without a headset or sound output function , which prevented the sounds add to the game, which makes the experience a little boring.

 

 

Tags: castle, escapethecastle, runner

Plan Change + Progress

So I forgot to post this earlier, but I changed engines 😛 Stencyl was interesting but turned out to complicate the simple things I wanted to do. In the end it didn’t turn out well as I had spent most of the jam trying to work around it to do simple things. So last night I switched to using Unity 5.1.

Last night and this morning was spent getting most of the platformer collision/logic done. After a few hours sleep, I’m still sleep deprived and have around 6 hours left. I’ll only be able to add in a couple pretty simple levels showing things off a bit before the deadline. However, I might add more to it post-jam sometime this week. :)

I’ll leave you with a demo of the scene I used to test the collisions with at this time.

AoKCollisionTest
(It’s animated, just click on it to see the animation)

Colonize

We did it! Colonize is finished.

Go play and rate it here!

Colonize_Game Colonize_Menu

Description:

Your motherland became to small, and many people didn’t own any land. So now it’s your turn to colonize a whole new untouched place on earth.

You have to build new farms, dig new wells and make sure, that your colonist have everything they need, so that they also produce some new colonists and worker for your colony.

You have 100 Rounds to let your colony grow to the best and fulfilling colony on earth. Check your High Score and share it with your enemy, friends and especially with us. :)

Have fun at playing our Game for Ludum Dare Jam 34

Hype train

Screenshot 3

I’ve only been in for 7 hours, and I almost finished my game. Now I need to actually draw a train (and passengers), and I’m done!

No music this time. I’ve got no time for it.

[edit]Wait, here‘s a demo you can play! Please test it![/edit]

Comments

rjhelms
14. Dec 2015 · 21:03 UTC
Just checked out the demo – this is a pretty fun little puzzle game. I was a bit confused at first, but figured it out by the time the levels got complicated enough for it to matter.

Hemp Room

Here’s my progress for the jam so far. I’ll likely be working up until the deadline to submit something. The struggle is real. 😉

Hemp Room Screenshot

 

Tags: jam, ld34

[LD34] The lesson

2015-12-14_212315

For the first time I tried doing game mecanics and stuff, before working on any graphics. Seems to be the correct way of doing these, but I wasn’t ready for it yet I guess. I completed and submitted 2 LD in the past, was fun. Failed one, and now another. I wanted to post in compo, didn’t manage to do that. And now in Jam, I will not be able to submit anything either. I worked hard, and that’s a good thing on these kind of Jam, the learning curve is great too. Problem is, I don’t want to do easy stuff. I appreciate minimalist graphics as much as the other guy, but I always try to do something I’m not really capable of (I guess). So there you have it, the final prototype. Animations works, lasers with left and right clic, movement with Q and D too, Jump with space. No sounds, no levels, no art… not much then.

See you next time, maybe. Failure don’t have a great effect on me though.

Voilà !

Comments

djfariel
14. Dec 2015 · 20:34 UTC
In my opinion, the goal of Ludum Dare is not to finish a game, it’s to learn something. As long as you did that, you succeeded in my eyes. :)

Revenge of the Ducks finished!

screenshot3

At one point it seemed that there was no way that I was going to make it using Dart and WebGL, but here we are! It’s my first 3D game, and LD really gives me the motivation to finish what I start. I was able to use both themes, and my thought process was the following: growing -> growing up -> growing old. You only have the right and left arrow keys. I went completely silly this time. You should always remember to feed the ducks when you go to the park or you’ll regret it.

Play it here

I might also upload a timelapse of the creative process behind this masterpiece.

Tags: Google Dart, webgl

Battle Rose is here!

Yay! We are finally there!

We’ve finished our game just in time and it feels so awesome!

Battle Rose Death Screen

Awesome death animation!

Here it is the Battle Rose

Grow flower through the cave.

We finaly made it! Spent all 3 days with my dear wife making that game.

Please check it out!

Grow Up!

On a distant planet, where life is just beginning arise, started life a lonely flower.

He was unlucky to be born, like his other brothers and sisters, under the warm rays of the sun (possible). The dark cave became his home, full of mysteries and dangers.

Help the flower will survive and grow up.

Are you ready?

Use arrows or A+D to play.

We’re Done

MunchLogo

(CLICK FOR ANIMATION)

Vote Here: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=63629

Times A Ticking

Working all weekend as a nurse has not given me much time to complete my first Ludum dare, and first game jam for that matter, Should have thought that through a bit better haha. But, it’s been fun, just got to try put together something fun/interesting with what I have before the time runs out!

Title screen for ludum dare game 2 buttons one cup

Title Screen

Rants

Is it just me, or do 95% of all entries use Unity3D? I mean they are entitled to whatever engine/framework/language they want, but seriously chill out with the Unity.

Comments

14. Dec 2015 · 20:43 UTC
Why tho.
goodbadokay
14. Dec 2015 · 20:45 UTC
Well. Unity is quite good, why not use it?
rjhelms
14. Dec 2015 · 20:47 UTC
What’s wrong with Unity?
Ildfuglen
14. Dec 2015 · 20:48 UTC
I used Unity, the main reason is because Unity3D simplifies the job of content creation, thus allowing you to create more in a shorter amount of time. If I were to sit down with, say, LibGDX and make a game in 48 hours it would have significantly less content than if I made it in Unity3D.

Plutonium FREE

Hey! Here is our game! Plutonium FREE
PC Download: https://www.dropbox.com/s/8bt1gupjk9b1tax/PlutoniumFREE.rar?dl=0
Web: http://www.gokottastudio.com/ld34

Plutonium_FREE_Portada

Description:

Plutonium FREE is a game about customs officer. You must find plutonium in the luggages, but be careful!!! The monster can die if you don’t feed him quickly!!!

Team:
Rubén Córcoles: Game Designer and 3D Artist
Carlos Díaz: Programmer, sound Designer and Music Producer
Luis Collado: Project Manager
Adriano López: Programmer
Gemma Jiménez: 3D Animator and Rigger

Some Screenshots:

captura_01 captura_02

 

Black White War

Check out my game BLACK WHITE WAR

gj

Left and Right arrows to move.Automatic shots

Its move step by step.
Destroy the enemy territory to your territory grow.

 

Have fun!

My first LD, or “THANKS for the feedback!”

It was my third game jam, but it was my first Ludum Dare. And I must say, one thing here is more amazing – ratings and competition, and the amount of feedback people give to each other. It was really a surprise for me. And this is going to be the main reason for me to participate again, I guess.

The game part was fun too. I decided to use both themes and tried to incorporate them into the gameplay itself as much is possible. Since the programming part was trivial, I trashed the idea to use unity and went with javascript, and then spent literally 90% of the time in photoshop. Also I never made music before, it was quite fun too!

I am very pleased with the outcome, considering that I am a programmer, not a designer. And I am more than happy to hear that people actually like it. =) Thank you!

sreenshot

Entry page

it’s a work in progress

Still no real gameplay to speak of, but at least it looks nice!
http://i.imgur.com/ijgbcDf.gif

They Call It Lucy

Listen! The sky is full of sounds.

SkyMusic2

Melissa – A Game of Choice

Melissa - A Game of Choice

Imagos Films and Imagos Softworks are proud to present, “Melissa – A Game of Choice.”

Melissa is Imagos’s entry for Ludam Dare 34 and was conceived, built, shot, cut, programmed, colored, scored and released within that crazy 72hr span of time packed with insanity and fueled by hopes, caffeine and crazy.

We’d love you to enjoy Melissa as much as we enjoyed making it.

Play Melissa here, and don’t forget to vote!

Agent Hooker first gif

Agent Hooker releases just in a few hours, final content is being added. I consider this jam a success! Stay tuned.

(Seems you should it click for gif)

agent2

Comments

14. Dec 2015 · 21:10 UTC
can’t see gif
15. Dec 2015 · 00:29 UTC
hoouuuu I like that!!!!

Growing Ice, finally released!

After around 2 days, me and Amy finally managed to complete our game and post it on itch.io and Ludum Dare as jam entry.

Click here to visit it, and hope you enjoy it. 😀

Anybody up to multiplayer ?

So… my compo from yesterday recieved a few comments and some were interessting but it seems that nodody ever tried the multiplayer or the coop mode.

Since my game was originally uniquely intended to be played this way, I’d like to see that happening (outside from my own place). Solo mode was added because I knew that a lot of people would end up being alone to test LD games and I didn’t want them to be frustrated. Also, I wanted my game to be played by more than a few friends. But solo mode turned out to be the only thing people experienced so far.

 

In Digicross, there is a multiplayer in wich you duel over who is gonna own the pixel art, a coop so you can play as a team to defeat the timer and a solo mode.

 

First pic is from multi (I hear it sayin’ “tri me”), second one is from coop (says “it’s hype to play indie game in coop”) :

Tri me !!!

Look at me i'm hype

 

It is this way, not this way.

 

Thank you kindly for considerating playing this game! Or at least, for reading this.

PS: best compo I played was this one. And I’m not promoting a friend or something, I don’t know this guy at all.

Eaiser post-compo version

screenshot

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=12278

I normally try not to make post-compo versions, but I learned that this time I made the timing way too difficult in my game. Specifically, the timing between letters for the order combinations is pretty tight. I commented out one line so now the order combinations wait forever. 😛

Of course, it’s not fair that ratings be based on the new version, but I wanted to at least make it more usable if people were interested. It’s kind of sad and funny that sometimes, a single-line change could have improved a game drastically, but with little to no playtesting time in a 48-hour competition, it can be hard to know that ahead of time.

Comments

14. Dec 2015 · 21:36 UTC
Ha! I also made a Game & Watch thingie! 😉
5you
14. Dec 2015 · 21:37 UTC
I totally understand. I personaly found out (don’t remember if it was this morning or yesterday) that I left a “cheating code” in my release so after the first level in coop mode you already beat the game. AA single line of missplaced code… It’s ok in my book to change one or two lines so the game become playable.

A Fox’s Garden

Well I’m done.

I wanted to post this yesteday but wasn’t able to because I was tiered.

Well anyways here is a screenshot:

 

LD34-1

 

 

 

 

 

 

 

The Very Long Trailer !

Here it is ! The trailer for our first ever LD game : Very Long Day !

Can’t wait for it to be finished and released ^^

 

Comments

14. Dec 2015 · 21:47 UTC
Really funny trailer, can’t wait to see the finished game (and hear more of this bioutifoule french accent :P)

Well,this sucks.

Unfourtunatly,my computer broke over the weekend and needs a new ram,so i had no way to code.Sorry,but i goot nothing to submit.

Comments

blackbird806
14. Dec 2015 · 22:01 UTC
I sorry for you guy, you have all my support, and I hope you’ll summit your game even after the deadline.
batmanasb
14. Dec 2015 · 22:01 UTC
@Salty – awe man that suck, but we’ll expect double the effort in the next LD!

I’m done!!!

Game – http://www85.zippyshare.com/v/AK9QjvzI/file.html
Name – Micro Racer
Program – Game Maker 8.1 standard
Graphics – Paint
Modes – Singleplayer , Multiplayer
Type – Races
Theme – Two Button
Has – Many bugs (It’s not a bug it’s a feature!)

Programer – Miłosz Kawczyński
Graphic by – Mateusz Kawczyński
Tests – Mikołaj Grzesikowski
-Maciek Zapała
-Dawid Pawlak
-Kuba Frontczak

This is my first Ludum Dare and i like it!!! It’s wonderful!!! I’ll see you next year!!! Bajo!!!

The Wild Flower’s Shameless Self-Promo

Busy weekend -> minimalism’s the game.
This game is…
Think Journey, but made by one guy in 18 hours, who may or may not know what he’s doing.

Inspired by a poem by William Blake.

Screenshot_4Screenshot_2Screenshot_3

Coming soon to a computer near you.

Sometimes things doesn’t go as planned.

I’ve been working hard these past three days and written code as if my life depended on it. Unfortunately, the majority of my code doesn’t work as intended and I will therefore not be able to get anything ready for the deadline. Failure is after all a big part of game making and I will not let it set me back.

I wish all good luck with finishing their games in time.

Catch you on the flipediflop!

Almost Done

Got a late start (started around 5 yesterday), but we’re still trying to finish up a “complete” game.  This is our first Ludum Dare, and it’s definitely been an interesting experience!

scrab

Grow is done

img

We have finished our game and would like if you could play it and leave some feedback. We had much fun making this game and hope we will be able to participate in the next Ludum Dare jam.

Our game!

Thanks for the feedback guys.

Golden Rush

Go and play

This is the result, made by one single person. I would like to add more puzzles, would you like to have more thinking-puzzles, or adding a deeper meta-game, like the fish (player) is an AI and the whole game is running as it was a simulation inside a computer, so it can learn and when you finish the training you let it free in the real world where it can posses a robot-fish and swim and help animals and protect nature?

Tags: AI, blueprints, electricity, Fish, golden rush, ld34, robot fish, udk, unreal, unreal 4, water, xixgames

Dizzy Skies

Unfinished, but playable =/ Kinda Max Payne in clouds (slo-mo included) 😀

PLAY

Panball

sc3

sc0

sc1

sc2

sc4

Help the panda to defeat hunger! 😀

Entry link!

2 Roll!

We posted our game! There’s still somethings that need to be fixed, but the game itself is complete!
Play it!

c5da647fdbc165f191c0adb80f107382

game

Done!

Finally done with the game!

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=22564

 

Captura de pantalla de 2015-12-14 23-03-38 Captura de pantalla de 2015-12-14 23-04-54

There’s a weird bug with the animations but the game works.

Post-compo version

Hi fellow game makers,

Libellule Paradize Version 2 !

libelluleparadize

Some of you have already tryed Libellule Paradize in its Compo version (thank you !)

As it lacked a bit of polish, especially concerning the sensitivity of control, I spent the day working on a more user friendly version, which, I think, will prevent you to roll on the ground aimlessly flapping your wings in the dirt (Jupi made a pretty nice demo of this here).

Mostly, it adds a menu where you can pick another Dragonfly, blue is the one most of you failed with, Red is harder, Green is truly easy to manipulate. Also put the set up for new game modes, but I need some rest now and will take care of it later.

Links to polished version are available next to the one directing to compo version here. Be sure to run compo version if you intend to evaluate !

Good luck to all jammers ! Have a nice day !

Sven Frankson

Unintended Acceleration – 1 day later

Uncontrolled Acceleration banner

After only sleeping three hours tonight, here I sit the night after the compo and gather my thoughts. It’s not a post-mortem as the game isn’t dead yet. You are very welcome to play Unintended Acceleration and let me know what you think. It’s basically an open world racing game where you can’t directly control your speed.

Here’s what I wrote in my I’m in post, which shows what normally happens when I join a Ludum Dare:

I’ll probably follow my ordinary process of waking up around 7 on Saturday morning (Central European Time), check out the theme, have a long breakfast while trying to focus on thinking about the theme, getting anxious around noon when I still have no idea, start sketching in the afternoon, then think what the hell, this idea will have to do. And five minutes before the deadline at 3 on Monday morning, I’ll still be coding before finally submitting and thinking of all the features I wish I had the time to implement.

So how did it go?

This time it was different. I didn’t linger on choosing the game idea, and instead went with the first idea that popped into my head. I didn’t try to do anything clever with the idea, and chose to do something with “Two button controls”. Not too long ago I read an article about the problem of unintended acceleration in cars, where some faults gets the engine stuck in acceleration mode. While often lethal and tragic in real life, I thought it would be interesting to try out in a game, and as it’s not possible to brake or accelerate, I could make a car game with only two buttons: left and right.

My son started drawing a level as soon as I told him the idea. Because of the compo rules, I was only slightly "inspired" by his drawing.

My son started drawing a level as soon as I told him the idea. Because of the compo rules, I was only slightly “inspired” by his drawing.

I fired up Unity and started implementing the game mechanics. Driving is always fun in games, so it looked promising. But after a while I started doubting whether it would be fun anyway, and all the boring parts like win/lose states, restarting and counting damage were left to be implemented. In those cases I usually start working on something different to get my motivation back.

Music and Sound

At the start of the second and last day (as I’m in Europe, the compo is only two days), the game was playable but lacked polish and any level design at all. So I started working on the audio. :-) In my opinion, racing games should have guitar-based music, so this is the first LD game where I have used a “real” instrument. I recorded a few tracks with the guitar and added drums, bass and an organ in GarageBand.

Some of the gear I used for recording music and sound.

Some of the gear I used for recording music and sound.

After recording the music, I went out to try to capture sound for the car’s engine. I stood by the red lights trying to get close when I captured the sound of the cars when they accelerated, but it wasn’t easy to get clean sound from one single car. Then I stumbled upon a car parked at the curb with its engine idling while some guy was having a hamburger in the driver’s seat. I got as close as my self-consciousness allowed me to, took out my Zoom H2N device and recorded two minutes of the engine noise. It took some work to make a few seconds of it loop in Audacity, but it turned out so much better than the sine waves I used earlier.

When I listened to the recorded audio later, I found some noises like something hitting something metallic. I don’t know what made that sound in the first place, but they were perfect for the collision sounds.

Level Design and Modeling

In the end I just had to do some level design. Up until then, all I had was flat ground and some boxes for building, but then I used Unity’s terrain editor for most of the level. I hadn’t used it before so it was a gamble, but luckily it didn’t hide any big surprises. My 6 year old son wanted some boulders that you could hit with your car and they would move, so I modeled a rock and put a few of them in the game.

Apart from the terrain editor, I used Blender for editing the 3D objects. Cars should be red, smooth and reflective, so that’s what I did. I’m not a good modeller, so I didn’t bother with windows on the car. It looks a bit like a toy car. That’s why I made the buildings out of wood. I imagined the game was something a child played with a toy car and some wooden boxes. It reminded me of the Terry Gilliam movie Time Bandits. Sorry for my pretentiousness, but the “city” is actually a bit inspired by another Gilliam movie, Brazil (before I changed the texture from flat gray to wood).

The wood texture is from this locker in our office.

The wood texture is from this locker in our office.

Finishing Up

A few hours before the deadline I thought the game was pretty much finished. Then I realized that the game needed a minimap, a counter for how many cones you have left to find, a damage meter and polishing like fading in/out the screen and the music. Work tends to expand to fill the time available, so in the end I submitted the game three minutes before the deadline. As usual.

A screenshot from the compo entry.

A screenshot from the compo entry.

In the end, I think the game turned out pretty nice for a game jam. Of course I can think of millions of possible improvements, but I’m still happy about how it went. Please let me know what you think.

EDIT: The game name obviously sucks as I keep on calling it Uncontrolled Acceleration instead of Unintended Acceleration. Fixed that now.

Comments

Geukes Colin
14. Dec 2015 · 22:24 UTC
Inspiring! c:

My Compo Entry: Griffin Card!

Play it here.

I went outside my comfort zone a bit with this game. I normally like to create fast paced action games with lots of screenshake. This game is a strategy, turn-based, card game that only has a little bit of screenshake (I couldn’t resist). It was a good experience for me and I’m proud of what I was able to do in under 48 hours.

Here is a gif to tempt you into playing it 😉 Enjoy!

Tags: card-game, gif, griffin, ld34, ldjam, pixel art, strategy, turn-based

Vacuum Bot is done

I like the game a lot, there are some things I’d like to fix, but they can wait for a post LD version if I get around to it. I could have done more if I managed my time better  and didn’t obsess over small features.

Check it out >>Here<< !

VacuumBot 2015-12-14 12-54-16-67

Tried countless ideas, unfortunately lack of time means the theme just didn’t click with me this time round.

Exam stress is getting to me, and as much as I want to do well and make something awesome, like my other four or so times in the past, this round I might not get anything done. Between revision and studies I brainstormed, and created whole systems from the ground up, only to realise they didn’t work and in the end I lost the entirety of Sunday, making zero progress. I have had to come home late tonight, too. Let’s see if I can get something at all finished in the next half hour or so.

Good luck to you all! We can’t always win :)

 

Taha

Berry Thorny – LD34 Compo Postmortem

Ludum Dare 34 had two themes “Growing,” and “Two button controls”. I tried to hit both making a 2 button controlled infinite runner with a vine growing in front of you. This was my first time using Unreal for a game jam, and tried doing many other things differently this time.

Play and Rate Berry Thorny

Postmortem

Going into the Compo I had some specific goals in mind…

  • Use Unreal Engine 4, my first time using it in a game jam.
  • Do all programming in blueprint to practice visual scripting.
  • Add music, planning to use Figure for iPhone.
  • Hooking up Unreal to ToritseSVN, my first time connecting the two.
  • Make a game that would work on mobile.

Proud to say that I accomplished all those goals and more with my entry. Though I struggled initially and wasted much time trying to solve issues with Unreal. What’s funny about Unreal is that some stuff is super easy but other stuff takes way longer you’d expect.

Friday – Concept

I liked theme this time around, thinking about how to combine two different themes was really fun. Two button controls works perfectly with my idea of making a mobile game. For growing I wanted to experiment with organic looking procedural level generation using spline meshs. I started by scribbling down about 10 possible game ideas. My best idea at the time involved 3 or more splines that you flip between using two buttons, maybe you are spiraling around the splines. I wasn’t fully sold on the idea though and wanted to sleep on it before starting any actual development.

IMG_0039-1024x768

Doodle I made late Friday night with my spline idea.

Saturday – Procedural level generation

I must have been thinking a lot in my sleep because I woke up with a completely new and fairly complete idea, racing along a tube shaped object, using the two button controls to rotate around. Something like the map in f zero where it’s a tube shape, but as an infinite runner. I decided to keep it simple and not try too experimental of an idea since I was trying a new game engine.

F-Zero GX - One of the best gamecube games

F-Zero GX – One of the best gamecube games

I started a new blank project with starter content. My first goal was getting the procedural generation working. A few weeks ago I followed a pretty cool infinite runner in unreal tutorial in unreal. I recommend that tutorial for a first introduction to Unreal. For my idea it needed do work much differently in order to generate the level along random spline. Also I couldn’t rely on physics since there is no collision generated from spline meshes and it would probably be too bumpy anyway so I started from scratch for the player movement and controls.

2 PM - Experimenting with level generation

2 PM – Experimenting with level generation

I use TortiseSVN for all my home brew projects and heard that it had direct support in Unreal. It was fairly simple to hook and worked well, at least in this simple test case.

The level generation took almost all day on Saturday. There were some things from the content example project that helped me figure out how to work with spline meshes. I started out by generating a bunch of random spline curves and creating spline meshes for each section. This took a long time because of various issues I ran into with spline meshes. It would be nice to be able to visualize a spline mesh in game but I couldn’t find a way. I also had a problem with them twisting into a singularity and had to limit the maximum random angle that could be applied. I seemed to mostly have fixed it by limiting the maximum angle, but need to experiment with it more to figure out what exactly is going on.

Twist in spline mesh

Twist in spline mesh

For the spline mesh I started using the pipe shape from the UE starter content. That worked well enough for testing but I wanted to smooth the normals to be more round. I tried making a cylinder BSP by extruding it into a few intermediate sections and converting it to a static mesh, but that also caused lighting issues and bad UVs. I have never used Blender before but heard it was free so I downloaded it and set about making a simple cylinder. I found the interface to be extremely confusing and was constantly clicking on things accidentally that I would have to undo. Somehow after well over an hour I managed to make the cylinder, the UVs still don’t wrap properly but it’s good enough.

I spent a while messing around with the procedural generation, tweaking different variables that control how much it bends and stuff. I originally planned to have the track go straight up like a beanstalk, but noticed that it looked cooler when you could see the sun and horizon.

7 PM - Player movement down the track

7 PM – Player movement down the track

With the level generation working I moved on to player movement. I wasn’t able to use physics for this game because the spline mesh doesn’t actually have collision. So the player moves along the spline automatically using controls to change the roll component. I started with a first person perspective, but after experimenting I noticed that seeing the player in front of the camera feels much better and helps players understand their collision size.

One problem with the splines in Unreal is there’s no built in way to remove a point from the front of the spline. I need to remove the parts of the spline behind the player as they went along. So I wrote a function that dumps the spline into an array, clears the spline, then dumps it back minus the front node, pretty sloppy but it worked.

I also added some obstacles to avoid that are randomly placed around the mesh, a score display, and damage the player when they hit something. I like to have at least the basic gameplay in by the second night.

Midnight - Made the player a rolling ball and added obstacles

Midnight – Made the player a rolling ball and added obstacles

Before going to sleep I crammed in a bunch more stuff like a high score save and blue pickups that give health.

Sunday – Making it fun and polish

I began the day by adding polish to make it feel more like a complete game. Generated a bunch of random sounds in BFXR. Added camera shake when you collide. Added a start and end screen. Play tested and did a full tweak pass.

I spent a while working on materials for stuff, finding it very slow to iterate in the Unreal material editor. The preview window would sometimes take a minute to update after making a tiny change and applying the material to stuff in the game took several minutes. I ended up just making modifications to the default materials. The thorn and berry materials was originally the default steel material but I added some code to make them emissive and colored. I also made a simple dot material for the pickup particle system.

The destruction effects were made by taking the cone and donuts meshes and making them into destructible meshes. I have them set to listen for overlap events from the player and apply a damage event with physics impulse. For the berry powerup I created a particle system from scratch. For collisions I just used the default explosion effect and default smoke when you die, and didn’t get a chance to tweak them. I also enabled depth of field and played with other visual settings and colors for a while.

I used Figure on iPhone to make the music. This is a great little program for making music quickly. I made a few 8 bar loops, then picked the best one and improvised with it in a live performance, changing around which tracks are played and adding tweaks/filters. I spent maybe two hours the most making the music. I also hooked up the music to speed up with the player movement and slow down when you take damage.

With only a few hours left in the jam I still didn’t have a jump mechanic. I really wanted do something when you press both buttons at once, kind of a way to sneak in a third button. So I added the yellow donuts you jump over. They work similar to the cones but are oriented differently. The jump physics were done from scratch, using a timeline to control the height.

Towards the end of the compo I had some time left so I added a bit of a difficulty ramp so it starts out straighter with a few less obstacles. As I was making some final tweaks and play testing and I had a few last minute scares. One where I noticed a major kink in the road caused by setting the max spline rotation too high. Another where I had lowered the start point to increase the initial fog density and that caused the yellow donuts to not show up, weird stuff. Thankfully I managed to fix those bugs and check it all in before the deadline.

3 PM - Better gameplay with heath bar and pickups

3 PM – Better gameplay with heath bar and pickups

What went right

  • Unreal is a pretty fun engine to work with, but some seemingly simple things can often be difficult to figure out.
  • Using TortiseSVN with Unreal worked really well, though I didn’t need to do anything advanced.
  • I really tried hard to keep things simple and it worked out well.

What went wrong

  • Converting BSPs to static meshs in Unreal has some bugs and is very limited.
  • Blender is a very difficult and non-intuitive program to use, I spent over an hour trying to make a simple cylinder shape and still messed up the UVs.
  • Making material changes in Unreal was an extremely slow process with changes sometimes taking over a minute just to preview then when I save a change it wanted to rebuild all the shaders in the project. This seems like it really needs to me improved by Epic.
  • Made what I thought was a harmless change at the last minute and almost broke a major component of my game.
  • I don’t like how big my project is, just the final zip file is over 100 meg.

Tags: postmortem, unreal

Hi Guys, i

unfortunately I have not had much time to participate in this Ludum Dare , but I still wanted to do something. The idea is cute so I hope to improve in the future