LD35 April 15–18, 2016

made an app from the ludumdare skills

Hello fellow ludum darers!

Ludum dare competitions have helped me make an ios game.

S__10575874

for ios

Its super simple made for the web, as with the games made previously for the LDs.

Wouldn’t have tried making an app if it wasn’t for the experience making LD and getting feedback from the LD community.
Cheers and good luck on the next LD!

Oh im in!

 

Post-LD33 version of First Day On The Job – and I’m in

The short, small and bad Point & Click Adventure I created for Ludum Dare 33 is now better! I reworked almost the whole game, the graphics and added some important features and more content. It’s still very short and maybe a little fun. You can try it on itch.io, it’s free. It is my first finished game and I’m quit happy about it.

itch_loggo

 

And for LD 35: I’m in!

I’ll probably using MonoGame, PyxelEdit for graphics and still have no idea about Sounds/Music. But maybe i will use Unity 5 because i’m pretty new to MonoGame and maybe my idea will be easier implemented in Unity.

Comments

Discord!

I have setup a Discord server for those taking part in Ludum Dare!  People can come together here to share ideas, show off what they have made thus far, and just have a chat.

If you would like to join, then here is the link: https://discord.gg/0vg52oQolOvVQ91x

We’re in!

Me, ChaosChaot and spriteman will participate in the Jam again. Been a while since the last time we joined the fun.

We’ll use the Löve2D Engine for the Job!

Comments

ChaosChaot
15. Apr 2016 · 21:35 UTC
Wuuhuuuuuuuuu 😀

I am in!

Very excited that another ludum dare is behind the corner. This is always exciting and can’t wait to start creating something

My tools  of the trade:

  • Editor: Emacs
  • Engine/Framework: HTML5/js with my custom framework
  • Image manipulation: paint.net
  • Audio/music: audacity

as you can see, I want to keep it simple this time around cause I want to get some sleep in first of all, and also because I hope for once to get it right with the scope of my game.

That is all for now. See you in the compo!

We’ll be there !

With a smaller team than before but the SPIRIT still remain !

I’m in!

I’m in, first time doing this ._.

 

How do i code? ” applies 😀

I’m in!

This is my first time jamming, so I guess I should focus on just making something playable. Maybe I’ll learn something new! Maybe I’ll fall asleep and fail to submit my game! Yay!

Im in!

This is my second jam. And im so excited about this… Because i have failed at the first Ludum Dare Jam.

Tags: LD35

Ludum Dare 35 wallpaper

ld33wallpaper

Click to view full-sized version.

The font used is Orbitron Bold: https://www.theleagueofmoveabletype.com/orbitron

Unfinished MiniLD66, but…

OK, in theory a week is longer than a weekend, but when you have 3 children, a wife, a job and a social life, it’s easier to focus on Ludum Dare for a weekend than maintaining a good productivity during an entire week.

So, my MiniLD66 is unfinished, but like always with Ludum Dare, it was not a waste of time. I’ve learned a lot again. I’ve used the Pro Builder plugin for Unity3D to create models, the “Marvelous Techniques Shaders” plugin and the Unity built-in animation system.
My mini RTS is not playable yet, but it may be a good start for a longer run project…
20160404_minild66

And HO! I’m probably in for the LD35 Compo!
Unity3D, Visual Studio 2015, Pro Builder, Inkscape, Audacity, Bfxr

Ludum Dare 35 – I’m In!

This is my first ludum dare! I’ll be participating in the jam. I made a game for the latest Mini Ludum Dare 66, but I’m excited for this one as it is the real deal!

Returning, again.

Hey guys! As usual, we’ll be organizing a Ludum Dare real-world meetup at our physical location, Tech Valley Game Space. Check us out!

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Ludum Dare 35

Friday, Apr 15, 2016, 7:30 PM

Tech Valley Game Space
30 Third Street Troy, NY

3 Space Cadets Attending

The time has come…to make games for the 35th tri-annual online game jam, Ludum Dare!https://www.youtube.com/watch?v=8rLma_1RPU8No experience in making games necessary!  This is just a fun challenge for all of us, and often serves as an educational moment to learn how to work with deadlines.  We will be going through game idea brainstorming and …

Check out this Meetup →

Note that a VR/AR/Gaming hackathon will be going on at the same time, so things might get crowded in our office.

Similar to last time, I’ll be sticking to the Jam. My tools of trade are:

My past projects are:


hack.source.net


Can I Haz Monsters?


Star Driller Ultra


Unconventional Stick Swinging Simulator


Laundry Day


The Sentient Cube

wallpaper ld35

ld35big

Advanced Tactics: Mini RTS Post-Mortem

If you follow my twitter handle “GregGreenGame” you saw on March 30th that I was working on a project for Ludum Dare when I posted this picture:

image

I entered in mLD #66 “Construct an RTS”, it started on March 26th and ended on April 2nd.

Throughout the whole month of March I haven’t done a lot of programming or any work on Greg Green because our pixel artist stopped contacting us for over a month so we assume she quit (sucks because she did good great work). So I put a pause on the games that I had in development. Then mLD #66 was announced, and my buddy Kai (who I met on Ludum Dare in January), contacted me and asked if I wanted to work together because our plans with mLD #64 fell through. He does 3D art (modelling and texturing) and I am in need of working with an artist so I saw a fantastic opportunity to get back in to the programming mood.


v0.1

What you didn’t see is how the game actually looked when I first started it. All that was programmed was placing structures, there was no models but a simple UI and the feature for structures to not be placed on top of others. (indicated by color as shown below)

image image

Needless to say, I got over ambitious and had tons of features planned that we ended up needing to cut.


v0.2

I realized I wanted this game to be played in the web browser for ease of access to players, so I decided to use what I have before, the Unity3D Web Player. Never had issues with it before and it runs (used to run) on most web browsers.

The only browser I was sure it ran on was Firefox because Google Chrome stopped supporting the Unity3d Web Player Plugin near the beginning of 2014. I was unsure about other browsers but most people either use Chrome or Firefox.

I began programming Unit movement but the method I used was way to simple and became instantly scrapped, so I’m not even going to bother showing it. (See the new movement below in v0.3)


v0.3

I never knew how easy it was to implement pathfinding into a Unity project.

The only issue I had is I had to change the type of water I was using. I originally had a pretty detailed water system with moving waves (shown in the first image up top) but it did not work with the pathfinding system so I used this other one instead and it actually looked nicer in the game so it was a win-win.

UNITS CAN MOVE NOW!
Video/Gif: https://giphy.com/gifs/xTiQyBheiIUMVRb904/html5


v0.4

So as I explained in v0.2, Unity Web Player became deprecated and I was slightly unaware. Deprecated means that the feature still remains but is not recommended because it will be removed in a future update. However this wasn’t brought to my intention until I wrote this blog post.

I switched to using the HTML5/WebGL API which for a while now has been in it’s “(Preview)” stage, but it is slowly but surely taking over as Unity3d’s main web platform. I have had no experience building for this platform but I did not run into many issues at all, it actually worked with my UI a lot better than the Web Player for some reason (you can see the better menu below). The WebGL API is supported on way more browsers then the web player, AND it doesn’t require any type of additional download. I did have an issue by allocating too much memory to the game though. I thought the default (256mb) may not end up being enough so I thought I’ll just double it and crank it up to 512mb. This caused it to not be playable on some computers/browsers. Woops! I fixed this issue after Ludum Dare, in the Expanded Version.

Kai finished up some more models and textures so I implemented them into the game, the Gunner, the Tank, and the Berserker (they can all move). The color indicated structure placement was looking good and so did all the textures. I added more stuff to the map like an enemy base, satellites, and cities.

image


v0.5

I began working on the title screen but it had some UI scaling issues.

I also started talking to my cousin Josh about writing some music for the game and told him that the game was due tomorrow. He said no problem, I can do that.

So as I realized I was looking at an all-night mission I got the Armory menu working fully functional, you can hire a unit and give it a location and it will drive out of the armory and move to that specified location.

image


v0.6

Fixed up the Title Screen to look nicer, and with a functional music switch for the two tracks that Josh sent to me. They sound great, I can’t upload the audio here but really go check out the game and hear it for yourself.

image

I added on-screen controls so nobody trying out the game for their first time would have a hard time with a not-so-polished interface.

The beautiful addition here is Unit Stats on the bottom right of the screen, this allows the user to know what unit is selected, how much hp it has remaining, and if it is in attack mode or not. This helped understand the combat system a little more. (The image below shows the player’s Gunner unit attacking an opponent’s Gunner unit.)

image


v0.7/v0.7a  (The Release)

After a stressful night of getting the damn game in on time I realized the version I uploaded had a resolution error and it cropped the top of the screen so people couldn’t see their resources. I fixed this as soon as I could.

Kai made some GUI Button sprites so we didn’t have to use the ugly default ones, I also fixed some ugly UI scaling issues in the controls panel, the stats panel, and the menus.

image image

Then This. In my only attempt to build a last minute AI within an hour of time I gave the opponent an Armory that automatically builds units on a random timer that I set, and sends them towards your base. One thing I regretted was not spending another hour to get them to attack your base. They will only attack your units and/or move to your base and sit there.

image

I still made it possible to attack your opponent’s base and armory. Destroying the armory will stop your opponent from hiring more units. Destroying the base will allow you to win the game, causing the game to go back to the main menu (THAT MEANS YOU WIN!).


Conclusion

Yeah, I was over ambitious and me and Kai had to cut some features and assets such as: Airport Structure + Air Units, defensive structures (turrets), click+drag multi selection, a better AI, and taking over cities to gain more resources.

A couple other things I didn’t talk about were that I made the game give u resources on a set timer, and the game was originally controlled by mouse movement instead of Arrow Keys/WASD. It was Kai’s idea to add WASD control so we agreed it would be optional but I ended up liking WASD better than mouse so I never got around to making it optional. Oh and I realized after development that there is already an RTS game called Advanced Tactics that was released in 2013. This doesn’t cause any conflict because my game is titled Advanced Tactics: Mini RTS (/Expanded), but it was kind of funny to find that out. The name Advanced Tactics came from Kai and I believe it is a reference to Advanced Wars because that was one of our main inspirations.

I had no time to get in nearly everything I planned but I also was very busy on the first few days of the dare. I didn’t even have the time to post progress about the game on Ludum Dare like i did back in 2013 for the 7DRTS (My Entry). However it brought me back to that year and the caffeine fueled nights staying up coding. I needed that, it made me feel really good mentally and emotionally. It was revitalizing almost. It really encouraged me to continue work on a more frequent basis and even enter in future Ludum Dare events. I have no idea why it took me 3 years to come back to it!

Well anyways if you want to checkout the entry it’s right here: http://ludumdare.com/compo/minild-66/?action=preview&uid=24878

Advanced Tactics: Mini RTS Expanded

If you are interested in the future of this project you are welcome to see what I am doing after the dare. I am currently working on an expansion to the game and you can play an early build of v0.8 on Kongregate: http://www.kongregate.com/games/InDGaming/advanced-tactics-mini-rts-expanded

I will probably make a future blog post addressing any updates I make to this game, so if you follow my dev blog then be prepared to see more Advanced Tactics.

Tags: #MiniLD66, MiniLD, mld66

Geckoo says – I’m in !

As usual I will develop my game on Unity. I hope that the theme will be interesting. Whatever happens, I know that this LudumDare session will be gorgeous with many many many good projects. I wish you the best friends. Are you ready?

PS : take a look on my Itch.io page to see my previous projects ++

Yet another LD35 Desktop Wallpaper

Here’s one more option to the ever-expanding list of LD35 wallpapers

We – AAGH Games – are in again

I’m Budaniel of AAGH Games, and this will be our sixth straight Ludum Dare. We hope it will be our best yet!

We plan on live streaming again this time on our our Twitch channel, which is always fun for interacting with people and sharing our work. Last LD was our first attempt with Unity and we will likely be using it again this time. Here is our team, their roles and their most commonly used tools.

Budaniel (art, programming)

  • Photo Impact
  • Visual Studio 2013
  • Sculptris
  • Blender
  • Tile Studio (if we go 2D)

Floata (music, game design)

  • LMMS
  • Anvil Studio
  • Audacity

We even have a few new toys to try out this time (I got a new graphics tablet and we received a MIDI keyboard) so we’re looking forward to getting this Ludum Dare underway. Good luck to everyone!

Cleaned up and published the source for “I Spy A Ghost!”

I Spy A Ghost is an experimental p2p multiplayer game made in HTML5/Phaser using WebRTC. It got #4 in Innovation for Ludum Dare 33, and I thought I’d clean up and put the source up in case anyone wanted to tinker with a similar idea without spending too much time figuring out all the networking.

Github: https://github.com/OmarShehata/I-Spy-A-Ghost

 

I’m in

Will be using my usual setup of the following:

  • Engine: Unity3d Pro
  • Graphics: Photoshop CC
  • Sound: BFXR, Audacity and probably Adobe Audition
  • Music: FL Studio
  • Chronolapse: for time lapse
  • Source Control: Git hosted on github
  • Continuous Integration: Team City or Jenkins (undecided yet setting this up this week).
  • Task Tracking: Trello
  • Libraries: I will be using my standard starter project package located here

This Ludum dare should be good, I am trying to automate as much of the tasks that are not making a game as possible so I can focus on making the game :).