My game is complete!
My game called 'Too Small For Us' is now fully complete! Go play it, if you want!
https://ldjam.com/events/ludum-dare/38/$20840

My game called 'Too Small For Us' is now fully complete! Go play it, if you want!
https://ldjam.com/events/ludum-dare/38/$20840

The game by Alexandre Tanaka and I, Rain Climber, is now completed! I think!
https://ldjam.com/events/ludum-dare/38/rain-climber
Both of us are doing Ludum Dare for the first time, so I hope we've covered everything necessary for judging. Included are GitHub source code links, itch.io download link, a video trailer, and a brief description. Controls are explained via ingame menus (gamepad should be supported!)
One thing we did NOT include (but is on the itch page) are screenshots - when clicking the Upload link on the blog interface, picking a file and then closing the dialog, I just get the same dialog again.
PS: I have attempted to add Mr. Tanaka to my Team as an Author, but nothing seems to happen after I click the Add To button and the confirmation. Viewing the game's edit page still shows no authors. In case I don't get a chance to correct this manually, his page is here:
https://ldjam.com/users/akiratan

Engine: Love2D
We're with the three of us

Second jam, second time the engine and assets were created from scratch.
I even voiced the units this time lmao!
We did a shelter-like game. Please check it out ;)
https://ldjam.com/events/ludum-dare/38/$15973!
Or go play it right away: http://murilo.codware.com/LD38/
The game for reference - https://ldjam.com/events/ludum-dare/38/$18623
As always, Ludum Dare has been quite the challenge.
I completed the Compo track, 48 hours of complete isolation, alone and naked. Well... not so much naked.
It was a lot of work, crammed into a short amount of time. I put in about 22 hours total - Fri 3, Sat 11, Sun 8 hours respectively. I wish I had better endurance, but my wrists can't handle much more than that.
I've done Ludum Dare a few times now, and I think this has been the smoothest run yet. I'm getting a better feel for my limits, and making better choices that leads me to a completed game.
This time around, I spent more time thinking up front. I didn't just dive into making the first thing that popped into my head. I thought hard about what would be interesting, and THEN chose the first thing that popped in my head.
The idea came from some banter in the IRC room. Somebody (sorry, I forgot the handles) said the idea of Sim ant, and I thought, no smaller! So I countered with "Sim sperm". To which someone replied, "The greatest game ever conceived".
... Ugh, why didn't I go with the name "Sim Sperm", is it too late to change the name?
So the concept was easy enough -- The victory condition: impregnate the egg. The failure condition: To not be the single winning sperm.
I didn't think of it until later, but this technically makes it a racing game. ... with jizz...

Something I did well this time around, was that I concretely defined my victory and failure conditions, and worked backwards. That is, within a couple hours of the first night I had a game that could be won or lost. It wasn't fun yet, but it was something I could technically submit.
The tech I used to create Sim Sperm is something I could talk for hours about. It's a framework I wrote called AcornUI. In fact, this is the first time it's been used in a jam. Acorn is a game and application framework written in Kotlin. It targets OpenGL-based systems and can be compiled to either JVM bytecode or JavaScript. (And eventually LLVM deploy for iOS and console)
My framework doesn't have the visual tooling like Unity does, but it does support Esoteric software's Spine. This allowed me to create a weighted mesh for a spermatozoa and have the ability to blend animations for swimming. When the sperm turn, I mix the swim animation with the turn animation, giving me very fluid-like swimming. This skeleton style of animation means I'm not pegged to a framerate, I can have interpolated (smooth) transitions from one keyframe to the next. It's impossible to show with a gif, but here's the tool I'm talking about:

For the graphic pieces, I used Adobe Flash. I know, Flash is dead, but the tool is still what I'm most comfortable in to draw. I'm really not much of an artist, so I make due with what I know. I have jsfl scripts that create pngs, which get packed into sprite sheets.
The music was improvised on the piano. I actually did that early on when I needed a break from coding. I have a digital piano, but the process of recording to mp3 is a pain in the butt. I keep having either clipping problems or a high noise floor. I bet some audio nerds out there could help me out...
For physics I'm using something simple I wrote. It's no Box2d, but it's much easier to use. There are really just two parts to it, a controller that handles positioning, velocity, acceleration, rotation, and rotational velocity. And a SAT collision algorithm, that resolves based on minimum translation distance. There's no friction, joints, or anything like that. Someday I might get a Box2d implementation into Acorn, but for now, I'm happy with home brew.
Doing jams in my framework is the best way for me to discover friction points using it. Every new project shows me areas to improve. Overall I think this one went very smoothly, but I wrote several TODOs and FIXMEs along the way.
What I think I need to improve on for LD39 - - Spend more time in the creative zone. I very quickly got wrapped up in things like mechanics, physics, art, music, etc. In the end I was a little disappointed with the creativity. I thought the theme was cute, but in the end it was 'just a racing game'. I would have liked to be more innovative in the gameplay. - I need to learn or create better tools for content creation. The map was created by placing objects in Flash and writing a script to tell me their position/scale/rotation, but Flash really sucks for maps like that... It starts to get glitchy on you when you get more than a couple thousand pixels in size. - Don't add in a new game changing feature too close to the deadline. I added the immune cells (the green things that attack you) way too late. I like the idea, but they don't feel done.

The smol, orbiting garden simulator is finished!
Check out the submission page over at: https://ldjam.com/events/ludum-dare/38/kumo.
Or play directly on: https://turbohermit.itch.io/kumo
We are making an Asteroid Colony building game!

Our game, Quantum Blast, is now called Quantum Catburetor.

Quantum Catburetor is a colorful and trippy bullet hell shmup, where the world is procedurally generated on the fly. What you see is the only world that exists - and if you go back, things are never the same. The world size/canvas also acts as player health - shrinking down if you idle or take damage.
We also got a badass song for the game by @MrJoshuaMcLean :)
Since my last post yesterday I barely could make any work. I feel sick with a maissive headache and being in front of the computer only intensifies it... Now I have 7 hours to finish but I don't know if that will be possible.
I would hate to miss this LD. It is my first try and me and my family invested a lot on it... Wish me luck!
The events triggered inside the metro tunnels. I'm planning to add a lot of them later. Right now I have : -Finding survivors -Marauders -Rats invasion -A strange hole in the tunnel. Those events can affect stations. For example when rats invade your farmers can't work. Marauders will loot potential resources your gatherers could take.
All stations have a different number of potential resources your people can find. You need to seek new stations when resources at your stations will be collected fully.
Pleease don't let me spend the night sifting through a zillion of llama frames to reconstruct our cut-scenes:'( For some reason not all computers can see the video scenes...pretty annoying :D
Too many llamas!!

I didn't finish in time but did have fun. Here is meh, silence, timelapse video that is probably a bit too long ;)
https://www.youtube.com/watch?v=p0j9dKzqDHA

Finally we have finished our Jam entry!
You can download our game from: https://fingames.itch.io/nt-virus or visit our submission page: https://ldjam.com/events/ludum-dare/38/nt-virus
Hey guys, after some (some being not enough) sleep I put together the timelapse for my submission last night - Pluto.
Hopefully you find it useful. :)
https://www.youtube.com/watch?v=koL37CVgbfY
https://ldjam.com/events/ludum-dare/38/pluto
Since more than 70 hours doing the games we could discover our limitations and fears, but you know, it was a pretty and incredible experience! My first time in this Jam will be something to remember all my life.
For me, I not failed, I won, I feel good at least :))
So here the link of my driver with gmk project! unfortunately, I couldn't export as .Exe, or make a pretty video haha!! Hope you enjoy!
Driver files: https://drive.google.com/open?id=0B7ULQA-7ampwNmNOZWVjVjdkQ3c GitHub: https://github.com/johny0911/GMTGHLD/tree/master

In Planetion you start as a small rock. You should upgrade your planet until it becomes an habitable world.
Link: Game pagehttps://youtu.be/oQ_M2TWe36A GamePlay vid!!!!
I hope I posted correctly on the new ludumdare site..
At first I was (as always) with problems with the chosen theme. (Not knowing how to get out of the cliche).
I really enjoyed doing this game because i get out for my comfort zone. I’ve never done a graviade system like this, and usually my games are full of screen shake, and dash killing something.
I would also like to thank my girlfriend for helping me with the idea of the game, and for the sake of comprehension, because I used a weekend that I would spend with her to spend in front of my computer. :p
I do not understand how the game will be played, but if you want, you can go play and comment.
If anything comes later for the vote, I ask you to also vote. 😀

HOW TO PLAY:
The game was very casual (for now), all you have to do is go to the planets, pick up the nectar from the flowers, and deliver to your hive. Among the planets, some bees that steal honey are flying from one side to another, you need to divert them so you do not lose the honey you are carrying.
Later, in a pos jam version, I will implement some things to attack other bees.

============ Controls ============
SPACE = UP
CTRL = DOWN
D = RIGHT
A = LEFT
=================================
About Audio
Unfortunately I could not produce any music in time. I’ll post a post-jam version later. =/