LD36 August 26–29, 2016

I’m in…

And this time I’m a little bit more prepared. Since I’ve decided to make a collectible card game, I had to a little bit of coding beforehand to even have a shot at finishing something. While my “engine” has zero gameplay in it so far, hopefully I will end up with more of “polished” piece of work.

  • Unity
  • Photoshop+Illustrator
  • Blender
  • Audicity

Good luck to everyone and may the theme gods be with us!

Comments

24. Aug 2016 · 23:55 UTC
Best of luck to you! I am going in for my 2nd time and I’m feeling far more prepared, though I still have some preparation work to do. I think coding certain systems beforehand is fair, especially now that ratings are gone.

We’re in!

And thus Teho Games is joining the game jam! We will be using these tools:

Game Engine: Construct 2

Art: Krita

Sfx and Music: Audacity

I’m in

Hey there!

I’m Maxime

It’s my first ludum Dare

During the Ludum Dare I use MonoGame ,C#, Paint.net and audacity

Tags: 2D, C++, compo, Monogame

For the 5th time in a row, I’m in! (I hope?)

Bring it on! I’ll take part in the jam again,  probably, because I’ll be out for most of the day on Sunday and I still have lots of webdev to do for clients.

This time, I won’t plan much, I’m going to try doing it mostly on impulse! So it might not give me the best project, but it might be fun to try and do it like this! Heck, I might even deliver an unfinished product, but at least I’m going to try hard to make it pretty fun! (well, if the theme allows me to :D)

I’m still deciding on what tool I’m gonna use, but the shortlist is:

  • Engine: GameMaker, Clickteam Fusion or HaxeFlixel;
  • Audio: BFXR (sounds), FL Studio (sequencing, multitracking, sound effects) and Wavosaur (recording and chopping) on the PC, AmpKit on the iPad for eventual guitar needs :P;
  • Graphics: whatever I have installed (CorelDRAW, Mischief, PyxelEdit, Swanky Paint, Krita);

I might recycle code from my previous entries on GitHub (https://github.com/yuigoto) and I might use some small libraries (control-related) and a blank template I usually start with (with just dummy, empty classes), which I’m gonna publish before LD. 😛

Good Luck, Everyone! Have Fun and drink some delicious coffee (but not much, believe me, it’ll suck if you do)!

Yet Another Practice Project… This Time With Creepy Boxes!

I know I said the last  practice project I did would probably be the last… BUT I MEANT PROBABLY BECAUSE I GOT BORED AND DECIDED TO MAKE A LITTLE THING THAT I HAVE HAD IN MY HEAD FOR QUITE SOME TIME NOW BUT NEVER GOT AROUND TO EXECUTING.

Basically you can walk around like normal, and when you hold down left click you have the ability to use the mouse to swing your sword around. The mouse rotates it and you use it to slay enemies. Of course, this mechanic could be greatly expanded upon to involve more  stuff like damaging an enemy based on how hard you swung the sword, doing something Fruit Ninja-like, or other stuff. And things. And stuff. Anyway, here are the highlights, in image form.

Your sword will usually be at your side, but when you are clicking, it floats in front and you can swing it around with the mouse.

Screen Shot 2016-08-24 at 8.55.20 PM

There are a bunch of creepy box dudes who follow you around. They are fast. I managed to reuse the code from my first practice project since all they do is float and fly around you and toward you.

Screen Shot 2016-08-24 at 8.56.14 PM

When you hit them with your sword, they explode. Very satisfying.  You have to be clicking in order for the sword to kill them. Otherwise they will keep coming towards you and kill you, and you will respawn.

Screen Shot 2016-08-24 at 8.56.34 PM

It’s hard to tell, but I made a small particle effect that plays whenever you start holding down left click to show you that you can now swing your sword. It also plays a little sound effect.

Screen Shot 2016-08-24 at 8.55.36 PM

And last but not least (well it’s kind of the least I guess), I made it so you can jump pretty high. Not high enough to jump over walls, but high enough to jump over the enemies.

Screen Shot 2016-08-24 at 8.57.09 PM

So… this was fun to do. I’ve always kind of wanted to do something where you have complete control over a weapon, instead of just clicking and playing an animation. It also plays really nicely; being able to jump over the enemies is especially useful and fun. The particle effects and sound make it very satisfying to use the sword, and it is also challenging. Enemies will keep spawning in the corners of the arena forever, so it is a good idea to come to them before they come to you in order to keep them at bay. You can also use the walls in the middle of the arena to hide. I’m pretty satisfied with this. It’s definitely the most fun of all the little mini-projects I’ve done.

I may do more of these or improve upon the ones I’ve already made if I have any more ideas. I feel like I’m cluttering the Ludum Dare page with the mini-Post-Mortems that I’ve been doing, though. Maybe I’ll wait until I know for sure that I’m not doing any more practice and then post about all of my mini-projects at once. WHO KNOWS? Tomorrow will be kinda iffy for me; I’ve got two trial lessons with some private cello teachers ’cause my old one moved away and that’s a thing that I do. So that’s a thing. Two things, in fact. Two things that will restrict my ability to practice game design. Of course, it’s tomorrow and then the LD starts on Friday, so idk if I’ll want to do much practicing or just try and sleep 😐

That’s it from me tonight! Going to bed kinda early… I’m eager to see what theme wins!

I am in for the 4th time!

I was not shure if I want to be in this time since I liked the voting, but oh well ^^

I am in for the 3rd time solo and 4th time overall!

My tools:

  • Editor: Eclipse
  • Language: Java
  • Libs: libGDX and my own lib “UtiliTee” (yes, you can kill me for that name :P)
  • Music/Sound: Bsfx/Audacity
  • Graphics: Gimp (altho I may want to use a new techique where I dont need any textures)

I would love if you could also leave a vote on my LD34 game Swarmonian Explorer on Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/745362445

We Are In Again!

Team Hocker is in!

Unity, Krita, FL Studio, etc, etc, etc

Good Luck to All!

I’m In

Of course I’m in. I’m always in. =)

Only 1 day instead of three!!!

We figured out that we have to make a game in a little more than one day. Saturday we’re not home and money I have to go to the doctor.

Wish us luck!

Final Preparations! LD36

Hey guys! First of all, im streaming everything in parts on youtube on this channel : https://www.youtube.com/channel/UCyPZCernaFkGzwx6u69DWuQ

(Ik, its a gaming channel, but who cares)

Ill be making a multiplayer 2D game in Java and it will be awesome. Ill host the server. Also i will set up a patreon account to be able to run the server and maintain the game. Unfortunately i dont think i can host it on web, so you will have to download it. Im sorry for that but i promise you that its a great game.

Comments

Avant-Marde
25. Aug 2016 · 05:15 UTC
How can you promise anything when you can’t know for sure what you’ll even be making before you see the winning theme? D:

I’m in

Anyone want to team up?

I can code(Unity) and do simple art. :)

Comments

BalticSeaMonster
25. Aug 2016 · 08:34 UTC
Hey, looking for someone to team up with too! Also can do Unity and simple art/music etc.
26. Aug 2016 · 00:37 UTC
How do we contact. :)

Yumaikas, the Jungle Coder tries a third time to make the Ultimate Game (aka, I’m in)

I’m in.

I’ll be using much of the same kit as LD34 again:

  • Love2d+Lua for engine/scripting/haxxy codez
  • Various libraries from rxi to make things easier
  • Bosca Ceol for 8-bit music
  • Bfxr for crunchy sound effects
  • Paint.net for leet sprites
  • Staying up too late due to time crunching
  • Epic Inspirational Bots for ideas

I also wish PoV a good, restful break from running Ludum Dare.

 

(Any grandeur implied by my title is for humor purposes only)

A second Chance

I will be in, but for assorted reasons with IRL primarily, and my reversed/chaotic priority system, I will be considerably less prepared than initially hoped or planned.

Due to technical problems, I may be unable to squeeze extra time out of the commercial breaks when watching Toonami, as a desktop > laptop transition probably will be impossible. (there’s a chance my ext drive could be damaged trying to communicate with this machine and vise-versa. The cause is unknown, but my several gigs of backups and stuff are more valuable to me than the ability to work from multiple computers. The last attempt resulting in the drive acting a bit odd, multiple failed write attempts, and this computer freezing for a good few minutes (and by freeze, i mean full system halt, NO ability to interact whatsoever. i’m sure power button would’ve worked, but that’s it.))

tech:

engine (if it can be called that) : https://github.com/Brian151/UnNamed-html5-Game-Library

map editor : may fork   https://github.com/Brian151/spongebobzelda/tree/master/utils/SBZBuilder  It WILL be modified and re-branded. Some code may be recycled from it. After my experiences with adding some features, code from this product will merge into my game library at a future date. (also noteworthy: it’s built over top the library, already)

additional data parser: https://github.com/Brian151/INI.js (this is unlikely to be used)

assets:

gfx – paint dot net

snd – most likely none

xtra:

was considering chronolapse, but probably won’t have time to test it, and another tech issue called low disk space makes it a VERY bad idea, anyways

dev screenies and progress updates

goals:

not get distracted in chats

few to no IRL interruptions

don’t hang myself over implementing theme

try to code less sloppy, and do NOT repeat the bug that was collision detection on the enemy from my previous game.

In general, I want to improve significantly from LD35. My submission for it was just, not one of my better works. If you look at my github, or if you should track down my other projects/accounts, you will see that general, I make better and more complete content. Even being rushed, that was no excuse for the horrible failure that was my first Ludum Dare. I KNOW I can do better. This time, I intend to make it happen.

I shall now spend my remaining time before I go to sleep trying to make at least SOME progress to my game library. First phase is a package re-structure.

 

 

Comments

QualityCatGames
25. Aug 2016 · 08:07 UTC
some progress…

I’m In LD36 Jam

For this LD I’m going to use Unity as the engine, Paint dot net for arts, and I have no idea what I’m going to use for music yet but I’m thinking Bosca Ceoil.

I’m in for a challenge!

Having participated 2 LDs so far, I decided to give it another shot. So… I’m in for this weekend’s LD compo! This time, however, I’m going to give myself a little bit of challenge. Instead of my usual java setup, I’m going to try to work with C++(or maybe C, depending on game complexity) and SDL.

Here’s my toolset for this weekend:

Language: C/C++
Engine: SDL2
IDE: VIM
Sounds: sfxr, Audacity
Music: autotracker + free samples available to everyone
Graphics: GIMP, Inkscape, SynTex (https://github.com/mxgmn/SynTex)

Despite working on a Linux box, I’ll be able to cross-compile for windows systems, too! I’ve got a really neat setup for doing this on my archlinux system using MinGW toolchain.

Comments

25. Aug 2016 · 07:59 UTC
What Linux distri do you use? Does cross-compiling work for you? I don’t want to scare you but I once had unresolvable struggles getting the cross-compilation of an SDL2 game with mingw-w64 to run. But regards for your setup *THUMBSUP*

Question

Hi, this will be my very first one. just want to confirm it will start on Friday and we submit projects on saturday correct?

Comments

doomista
25. Aug 2016 · 08:02 UTC
That basically depends on what day you will have when that countdown at the top of the page stops. For me, LD starts at 0300 Saturday morning (if I recall properly) and ends 48/72 hours afterwards
Silver_Kovy
25. Aug 2016 · 08:47 UTC
Since this topic came up. I would just like to add so the way you submit games that after the event starts they’ll be a topic related to the thread and you’ll have to post your game as a response to that? Or just submit it as a seperate thread and the admin approves it?

Hoping to get to do it

Really house that I get to do this ludum dare been wanting to do one for ages now

Maybe I can do it this time

I have had a really bad track record for completing games for LD in the past. That is to say, I never get them done.  I am hoping to get something done this time though. I’ve been working on a framework for another game, so I am hoping I can steal some of that code and modify it for use this weekend. I have all day tomorrow to get my base framework working to some degree, hopefully it will be of use. Of course, it would not be a Ludum Dare weekend without something to getting in the way, and I expect that only a small amount of work will get done Saturday due to other commitments. A few of the potential themes worry me, my mind draws a blank when I see them, but overall it seems like a good batch. I think I can work with most of them.

My tools will be:

Language: Haxe

Engine: Haxeflixel

IDE: FlashDevelop

Art: Possibly Inkscape, Tiled Map Editor

Sound: Umm, no idea. Sound is pretty new to me. Either public domain sources, or some tool I can use to make some awful sounds with little knowledge or skill.

Tags: LD #36

I’m in

Hello Game Dev fanatics !

I’m in for the first time and, with Lua and Love2D, I will try to make a decent game in 72Hrs.

See ya!

I’m in for the 9th? time

I’m in!

Tech Stuff: Unity, Audacity, Inkscape, Microphones etc

I’m kind of bummed by the no-voting thing. But hey, the purpose of LD has always been to actually go out of it with a finished game. So there’s that.

Good luck everyone!