I’m in… depending on the theme.
I’m probably in, but depends on the theme.
If I get insperation cool, if not with the limited time available (family man) then may skip and focus on projects in flight.
Will be using XNA, using C# VS2008.
I’m probably in, but depends on the theme.
If I get insperation cool, if not with the limited time available (family man) then may skip and focus on projects in flight.
Will be using XNA, using C# VS2008.

To make love to the mountain.
Also, I’m entering again — still using AS3/Flixel — but this time I’m only going to be entering the Jam, working with a couple friends. We’ll see what we can come up with :). Good luck to all you newcomers, too!
Tags: motivation
Hey all. Long time lurker here. This will be my first official entry into the Ludum Dare compo.
Some tools I will be bringing with me on this journey:
Language:
IDE:
Framework:
Graphics:
Audio:
Timelapse:
Version Control:
Battle Station:

Tags: deskphoto
Hey! I’ll try to make something for the compo for the first time, even when i am pretty sure i won’t be able to complete anything. I’m doing this for the challenge and because i’m sure i’ll learn a lot.
I’m going with Java, without any libraries but JDK itself. Eclipse for programing, MS Paint and/or Paint .NET for graphics, and sfxr for sound. Nothing else, so it’s going to be at least interesting.
My bigger problem is going to be getting ideas. I have zero creativity, but i’ll do my best. Good luck everynyan~!
EDIT: I’ve set up a site to do live updates! See it HERE.
EDIT2: 000wbhost hates me, re-uploaded to another host!

Going to spend the next couple of days making sure I know what the hell I’m doing and hacking some kind of toolchain together.
I’ll probably wimp out and use PyGame in the end anyway.
I have a shocking and highly embarrassing question to ask. I fully expect to be ridiculed and berated and will surely feel like a complete ignorant fool.
What does “Ludum Dare” mean?
Where did the term come from? What is the history? What language is it? Is it an acronym? A secret password? Latin?
I’ve heard people prononouce it “Loo-dum Dah-ray” and also “Luh-dum Dair”, so the second part of my question is: how do you pronounce it?
Ok, I lied. I am another new guy. But I’ve been meaning to enter a one of these for a while if that counts? No? Ah well.
So, my chosen poison for the competition is C++ with SFML, boost and box2D (if applicable) all through the power of Visual Studio 2010. I’d prefer another language if I’m honest, but I’m not familiar with them enough to justify diving head first into all the teething troubles when I have such a sort deadline. I’ll be showing off my amazing Photoshop art skills (a.k.a. quick doodles) and my incredable ability to press buttons in the ever popular sfxr. For music I’ll probably just see what I can throw together randomly at the end…
There could very well be some boiler plate code stolen from my current in development framework. Feel free to help yourself to it if you’re also crazy enough to be using C++, it’s open source for a reason.
I’ve entered a few similar competitions before, so with any luck I won’t make the rookie mistake of aiming too high, or indeed too low.
Anywho, that was me. Good luck to all.
me: coder trying out either xna or pygame for your enjoyment. more upon request. first timer, please be gentle.
you: similar, possibly experienced, possibly not. ready for a good time.
My workspace hasn’t changed all that much since last time, but here’s a pic:

The CRT on the left is to my old PC (usually a headless server, but I’m setting it up to run IRC all compo).
Software I’ll be using this time:
I’m leaning towards making a shmup of some sort, as I’ve never made one and my last few projects have been first-person.
I might also make a quick warm up game to make sure everything is in order…
Tags: deskphoto
I’m doing Ruby this LD and I feel extatic. First off my ruby game framework Chingu [ http://github.com/ippa/chingu ] has been making strides the last months. Tons of details have been polished and a lot of bugs fixed. Chingu now comes with a general editor in form of a game state.
From inside your game, just:
push_game_state(Chingu::GameStates::Edit.new)
And your current game will be paused and the editor toolbar become visible. You can now move, rotate, delete, scale, modify zorder and fade any instance of class GameObject you have on the screen. Or put out new GameObjects of your choice from the icon toolbar.
Here’s a quick ‘n dirty look at it: http://ippa.se/videos/holiday_droid_edit.avi (Yes, my screencast software borked up the colors). That’s from my gameprotoype http://github.com/ippa/holiday_droid .
If you haven’t looked at Ruby for gamedev yet, now is the time, here’s 4 easy steps to get going on windows:
1) http://rubyinstaller.org/downloads/ – install Ruby 1.9.1-p430 or later.
2) “gem install chingu” in your cmd/”DOS” window
3) see provided examples, check README @ http://github.com/ippa/chingu
4) Use http://github.com/larsch/ocra to make standalone EXEs out of your rubyscripts
Ruby is one of the most expressive langs out there. Give it a few days of your life and you’ll never look back =).
what is it
Tags: tell me
This will be my first time participating in a Ludum Dare. I will be using a game development framework that I’ve been working on for a while now and finally decided to open source. It’s written in C++ with DirectX rendering, Box2d physics, and Ogg Vorbis music. Dev environment is Visual C++ Express 2010 and DirectX SDK.
There are some pretty nice features included like a built in level editor, huge streamable worlds, particle system, fixed step interpolation, gamepad support, and debug console. It comes with a clean slate project to build off and an example game. You read more on my website or the project page on sourceforge. It’s called Frank Engine.
Tags: game engine, open source
For this Ludum Dare, I’ll be using the Actionscript library/engine I started writing last Ludum Dare. I’m calling it Stixel for now, since it started as a replacement for Flixel.
Stixel has some physics, including mass/momentum calculations. Its collision detection assumes circles. Structure-wise, it’s more vector-oriented and Flash-like than Flixel, relying on the display list for rendering and nesting. It also supports wrapping maps.
The source zip contains:
As I’ve mentioned, I will be using Flash plus Flixel 2.35 stable for my LudumDare #18 entry. But, I’ve modified my 2.35 version slightly, and so I am making a diff patch of my changes available here: ChainedLupine’s diff-patch of Flixel 2.35
It’s not a whole lot. Mostly it’s just small convenience patches, plus I integrated Photon Storm’s FlxBitmapFont class.
For my IDE, I will be using FlashDevelop along with rnelson’s FlexDbg plugin.
Oh, and here is my work station:

Kinda messy. 
So the “Hello”-posts season has started. I won’t be very original, I always use the same things:
Now I happen to have my housewarming party on Friday night, and a birthday on Saturday. I may or may not be able to participate at all. I may as well have to drop to the Jam, even if my goal is really the compo. I managed the top 20 last time, which is extremely exhilarating. I wonder if I can top that.
I should also warn that I always make many motivational posters, and that they suck like you can’t imagine.
Now have fun people. See you on Saturday.
I’ve announced my proposal on my blog for anyone interested:
http://www.nickbreslin.com/2010/08/engine-hacking-for-ludum-dare/
Facebook/jQuery/PHP/mySQL. Ludum Dare will basically be the first prototype for this engine. Looking forward to the competition.
Cheers.
OK, this is my totally unnecessary and needlessly detailed declaration of war!
Leader of the Great Army of One: His Laziness General Codexus
Weapons:
Previous achievements:

i maed gam3z w1th n0 z0mb1es
Tags: declaration, montage, tools
0This entry was posted on Thursday, August 19th, 2010 at 7:32 am and is filed under LD #18 - Enemies as Weapons - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
I’ll be entering again, using my usual C++ template code. I’ve slightly updated it since the LD17, and it now has configurable key mappings, in addition to: image loading; 2d drawing via OpenGL; basic GUI framework; audio via portaudio; a simplistic polyphonic synthesizer; and truetype font rendering. And it’s cross-platform, so I’ll be doing Windows, Linux and OSX versions of my game.
My dependencies are: GLEW; libjpeg; freetype; libpng; portaudio; SDL; SDL_image; SDL_ttf; zlib.
And I’ll probably be using some combination of Inkscape, Paint Shop Pro and Tracktion for my various audiovisual needs.
Template code here, GPL licensed.
Here’s a list of people I’ve checked to see whether or not I’ll have a chance of playing their game. There will be a punishment for those who are confirmed.
Update #2: added / moved some names. Apologies if there are still duplicates.
Confirmed:
Possible:
Safe:
If you’re on the Confirmed list, then congradulations: your game will probably not be playable on my desktop! If you have “hit it” next to your name, chances are you’ll pick a platform I won’t be able to use anyway.
If you’re on the Possible list, it could be for several reasons:
If you’re on the Safe list, you’re safe. But if you want a cameo, feel free to ask.
(*) I have it in my lair.
Tyler: LOVE engine
You have my permission to use my current gravatar in your game.