Shooting Stars
First things first: parallax stars!
https://www.youtube.com/watch?v=g0xkw6A6wwQ
First things first: parallax stars!
https://www.youtube.com/watch?v=g0xkw6A6wwQ

I'm currently working on the several endings of the game.
One is fully complete, and I'ld like to do 5 more. I hope I'll time for all of them !!

My game is finished :)
You’re a young boy in the night. Escape from shadow dogs and defend yourself with light. Craft lightboxes for a longer survival.
Link: https://ldjam.com/events/ludum-dare/39/alone-in-the-night

Progress on our game.
Running behind schedule, but having lots of fun, procedural caves working nicely


Hi! Borja again, this time with an important functionality update!
I have connected the Node server and the Unity game, and now it's possible to send and upvote messages using the game! It's nice to see it working, I can't wait to see what magical words people will write :v: :v:
It's a bad battery!

Well unfortunately you can't post gifs larger than a few MB, so you can find a nicer GIF here
Finished up the core gameplay, juiced it up a little, and made an intro/outro. It's not great but it's there. Got some good music going, and managed to make some good SFX this time around!
It plays like a roguelike with a platforming challenge (or at least that's what I want lol).
In true rogue-like fashion I've added modifiers you can buy with your gas at each level interval. Here's what it looks like:

The gif compression didn't really the color of the snake's eyes for some reason o.O
Now that most of the game and art is done, I now present you this: The first playable version of my game, Olafshot!

https://ldjam.com/events/ludum-dare/39/olafshot
Download: https://sirolaf.itch.io/olafshot
Source code: https://github.com/HolyOlaf/LD39
Oh man as a beginner to game development having started in January this year. I put everything i've learned plus a a couple of new tricks into this project. I totalled about 20+ hours of work and created the largest/ most complex document of code I have produced to this point.
Find the current completed thing here. https://ldjam.com/events/ludum-dare/39/dam-were-stuck-out-here https://december-dogs.itch.io/dam-were-stuck-out-here
Thanks to anyone who plays this game seriously
Link: https://ldjam.com/events/ludum-dare/39/thunderstorm :D
Hi All,
A sneak preview of the new art pass for my fun little battery racing game. You can only use one thing at a time (steer, brake, accelerate, reverse). Each of them using up battery power. You use the mouse instead of keyboard to control the car making it more frantic and exciting.

Thanks.
Im Just adding The Enemy Planes Then A Main Menu.
Then Just Tweaking Until Im Done

I should probably get to level creation soon...
The game has a level of features and graphics that I am comfortable with. It has 10 levels, and will likely remain to have ten levels, because I dislike leveldesign.
It is playable in a windows .exe download on in a browser with html5, but the html5 version lacks key features and is more laggy. The game can be found here: https://real.itch.io/run-little-robot?secret=aggaH32R5HLqOJTQoJX414bUCHw
This project was made by myself, with the sound made in jfxr and processed by audacity. All code and sprites were made by my trusty copy of GameMaker: Studio, 1.4.1757 (Yeah I know that's fairly outdated. I'll update eventually :P)
I feel all that's left is on the marketing side: get some nice screenshots to put in the required fields, maybe a tutorial video, and maybe more sounds.
This is my first gamejam, but I've often decided to make projects in shorter amounts of time for the hell of it.

Game looks quite good! :videogame: Check this gif :pointright: https://gfycat.com/MetallicFluffyDorado
I'm running out of ideas so I decided to end the Twitch stream and just focus on polishing the game.
I can't use github since my file is too big and I can't understand how to use bitbucket :(
As you can see we went for a dimly lit maze escape, but with a twist: a really weird way to control the light source (you'll see when it's done :D).

This is our little guy: 
Music and audio are almost done, we're still missing some animations, UI, enemies and putting everything together.
We really hope you'll like our custom input method :D

Best part of my game is THIS hamster.
Link: https://ldjam.com/events/ludum-dare/39/alone-in-the-night
I was trying to make song in bosca ceoil, but it came out trash. Is there any way to generate resonably good music for pixel art game?

Run animations are DONE.

Jam done: https://ldjam.com/events/ludum-dare/39/cryozia
I'll see if I have an appetite for any changes in the morning. Goodnight everyone and good luck!

The energy decrease in time, if you move it's consume more.
I will fix now that collision problem
next thing i will work :
- Bonus
- armor
- Background
- Ennemy
- Menu-title
- Player- attack(it's half work)
I don't see myself finishing this in time, but I'll keep cracking at it.


Really enjoying my first LD jam. Still have a lot of work to do though!

Due to college and some other works, I started just an hour ago, with 12 hours left for the compo. With only 5 hours left for me to sleep so that I can reach college tomorrow at time.

I think I can get enough time to finish this. Now to start with some code.

I woke up with new eyes.
Basic interaction is quite fun, but making levels that complement it is a challenge.
Exploration and reusability should be the focus, not strict puzzles.
It's also more meaningful for me to design levels that way.
Ok, my game is... slowly coming along, although I wouldn't quite believe it'll be all ready and pretty in 11 hours. This was not a good weekend to try and make one game in 48 hours, I suppose...
But more to the point of what I said I'd work with: vector graphics. It's one thing that I can't overcome in Unity, the lack of a proper tool for simple vector drawing. And it's one thing that I do enjoy a lot about working in LÖVE2D: making vector graphics. Even if just for UI, but I do enjoy greatly!
And it looks nice, because, well, vectors can be scaled and deformed without losing resolution. You probably know that so it's obvious, but... well, it's a fact. And that makes it a great tool for prototyping. :D
Ok, enough about graphics. Next post (in a few hours) a little bit about basic RTS movement and gradients.
Can anyone explain me why ludumdare moved to the new site instead of this? The new one has got a lot of bugs and works unstable. I feel disapointed about that.
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This is also my First Compo Entry
I needed to publish it 11 hours earlier than the submission end because:
My parents will give me a sermon if I go to bed past 11 pm (I published this post at 10:01 pm).
My brother will also give me a sermon if he saw me using his laptop related to games. He rarely uses this laptop btw.
I still have a lot of schoolworks.
If I managed to wake up tomorrow 2 hours before school starts (6:00 am) then I might be able to create a background music for this game.

Game Link
https://ldjam.com/events/ludum-dare/39/lucis
Ok, I'm a litte late to join. Should not be a problem though. Can't really see why you need 72 hours just to make some JAM.



Spacy adventure is out! Check it here:
https://ldjam.com/events/ludum-dare/39/spacy-adventure
Added some mice. The poor mice keep getting stuck in the very unsafe electric outlets and gears on the 2nd floor, so the player has to go up there and let them loose.

https://soundcloud.com/hacksawunit/regular-battle <-- click that

https://twitter.com/forcehabit
All images are done and the main menu is implemented. Let's code the game play!
Still a work-in-progress but it's getting towards evening, kids bath time and dinner, so I wanted to upload something in case I never get the chance before the end of the comp.
Sadly it's missing any kind of challenge as my brain went derp after I got the mechanics working. My only ideas are a meteor strike and lack of oxygen. Suggestions welcome!

I'm pretty near getting graphics to work:

Struggled quite much to get one bug fixed, since there was out-of-memory errors in the code, and finding out where std::vector::reserve() ate 4 times more memory than expected on vertex arrays took some time... But now those problems are hopefully sorted out.
So I got the basic idea working but i've realised I left out the 'game' part :D thinking I can do something with daily money demands/protection racket type thing

Now it does looks like a proper battlefield.

https://www.youtube.com/watch?v=27m0s6LuRq8
Time budget three hours. Traffic used additional four hours. Use fl studio mobile make bgm .
So I was originally going to do the compo but I woke up at 6am this morning with a migraine. So I slept for like 7 more hours and woke up just about able to get back to work. I started by making some 3d models and then I decided I'd do the jam instead so I borrowed some cool shaders I wrote a while back and pumped up the atmosphere.
Now I really need to get back to work but I can't stop "testing" it...


Our game has acquired the name (we'll reveal it later) and resources are being prepared at double speed. We will try to make it all by the end of the competition. Here is a new art from our artist.

So I just "lost" around 3 hours fixing up some things in my appartement. Put up a coat hanger and 2 lamps in both bathroom and toilet. I guess it's oke though to have a little break but I feel I could have spend it differently.
On the other hand, my appartement is now almost completely done (few things left to do)!
For now, time to get back to work and fix those sparms.

Hows my driving?


The scene is coming along nicely. Need to really add some gameplay now before going back to JUICE.
Game is finished! Took ~12 hours all up, pretty tired so the source will be uploaded later. Had fun working in 2D for a change, along with making everything physics-based!
It's only a couple minutes long, so give it a whirl: https://ldjam.com/events/ludum-dare/39/escape-from-f

Still work in progress but you can play here: https://42bytes.itch.io/ld39
Feedback very welcome. It still needs balancing.


Play here: https://42bytes.itch.io/ld39
I'm seeing the end ! I've just finished to write the json files for the recipes (but the system that analyze it was done yesterday). I'm now working on the dialogues json files. After, i'll have to make some artworks/illustration for some extra-scenes... And then maybe i'll have enough time for another feature !

My first jam, it's fun.
I'm creating a quick and dirty (just the way you like it) game that combines clicker and tower defense.
Each tower uses energy when it shoots and you increase a towers energy by clicking on it, towers without energy doesn't fire.
Enemies spawn with increased movespeed the longer the game progresses.
Right now I'm implementing a timer and click counter, ohh and the graphics are not created by me but part of Kenney Game Assets
https://www.youtube.com/watch?v=QKZMFym2UaY
10 hours left, and here is a little screenshot of my progress.

Been trying to finish some odd quirky bugs in code, but need to push on. All I need for a full game now is bullet shooting FX, an enemy model and winning/losing conditions.
Battery Charging:

Battery Usage:

Made a lot of coding progressing last night and this morning. Life is about to get in the way though but should have time tonight to work on it some more. I have guns that fire and do damage to enemies. Power management is up and going thought I'm sure values will need tweaked. I really like the power management aspect I'm adding in where your shields and weapons both draw from the same power source. When you fire a bullet, the damage it can do is increased by a percentage of the available power (and subsequently reduces your available power) so you have to manage how much you want to fire versus how much you want to keep up for shields. Sounds more complicated than it actually is. Hope to have something more playable up early tomorrow morning. Kenney's assets has really helped me focus on what I'm good at. I like doing the compo but with work and life, that's just too much stress these days.
Game Here
This is my fifth Ludum Dare, although probably the Ludum Dare I've spent the least time on. Need to sleep for school the next day :unamused:. Unfortunately I won't have time to make a tutorial or balance the game properly.

It's here if you want to check it out.
Little updating of my game , i must to know how to do a gif ( ahahahha) . The 80% of the mechanics are now implemented , the gameplay is ok , i don't know if i have to re-do the graphics ( at least the train and the player ) , i'm going to add new animation when the player carry the coal and the spawn area for the coal , later i'll add the sound ( i hope) .

p.s i know ... my englishish is a little bad D:
After mercilessly battling the evil that is perforce breaking stuff, i got it all fixed. I've got my main game in, my enemies, a menu, now just some testing and bug fixes and then clean up what i have then spend time on more levels!
Im working on my project for the jam and think I will be ready in time! But I just wonders if I need to publish the source code because if I have a online highscore system I don't want to post that links so that anyone can edit the highscores! So if I'm in the Jam do I still need to publish the code? Thanks!
I'm having hard time deciding myself how many level should I make. I've basically made 3 levels plus an intro and a end level, which makes the game something like 4 to 5 minutes long for me (who know the levels by heart), and I'm trying to find out if I must then make more level or polish what's already made. Any idea?
Well Howdy everybody! Just woke up, had me some breakfast, and fixed an annoying bug with surprising amounts of ease! Beginners luck is in the bag!
Today I'll be finishing off the combat system and then adding content to the game, including balancing out the tutorial level. I would like to make procedurally generated levels, but we'll have to see how much time I have left today! The Jam ends in a day and 9 hours after all!
Looking through the front page feed, it's incredible to see the work that people have done! Some people have finished their game already, and the Compo isn't even over yet! My point is, you're all awesome! Keep up the awesome work, I look forward to playing your game!
Everything else in my game is either bad or at least not good. I don't consider myself as a good programmer, but at least I can program something...
I've made a lot more progress, but its not all easy to show in a GIF. This new firing animation, which also uses the hold-to-aim/release-to-fire controls, is good tho. The new two-step firing makes the combat a lot more intense. What a GIF doesn't show very well is the tightened up controls for movement, and the big boost in atmosphere with the addition of a soundtrack and good effects I've edited from a collection of samples.

Howdy!

This is our first Jam, and we are proud of what we have produced in the mere 20 hours we've worked on it.
The Game page Hope you like it!
I just got back home and i am tired as hell but hey, i don't have patience to wait for next LD and i don't want to end my participation streak. In other words, im in. No chances for compo but there is still plenty of time for jam.
Our wonderful turrets are almost ready! We can not wait to show them in the case!



Visual, audio, juice, cutscenes, bug fixes... More work is coming.

¯_(ツ)_/¯

GTA style buildings done. Today focuses on the economy mechanics!

Hooray my game is done! It's a neat first person puzzle platformer based around the power of wind-up motors.
Try it out here: https://ldjam.com/events/ludum-dare/39/youre-winding-me-up-harvey

The Bots seem to be coming to life, even though none of their moves is balanced yet and they seem to not take kindly to each other. Design team SOS received. Additionally, the Comic Sans lover in our team has struck again with his spelling prowess.

The Botken Arena itself is slowly getting somewhere, so here's an early render! Did you have any of these things in your room? (Huge bonus points for Battery-powered Samurai Murderbots)

I finished tutorial level! Yay! Slowly but surely getting to actual finishing.

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A kinda spiritual take on the "Running out of power" theme. You are a ghost. You have your last remnant of energy to stay in the world of the living. Also, you have something to say...

added in some fish and tree body parts!
Oh, have you met this angry puppy who's out to find his bone in the dark?
How do you draw faster and better?
A bit in advance and there are so many things I could be doing to make it better... But I am really so tired! I didn't think that a game jam would have being so intense :)
If you want to try it: https://ldjam.com/events/ludum-dare/39/back-home-1
PS: is it normal that I can't see it in the Ludum Dare games section?

2nd day, working hard!! Our mermaid still tries to find the sewer that connects her to the sea. Water is her power,she has to find some on the map. Each time she moves and fights with enemy creatures she is drained.
Today, we are working on the game play, trying to balance the game. Here is a simple short version. ;)



At this time, game is simple and done for ~18 hours by one person.
Hopeless Space - game about surviving in cold space, where you need to find energy to recharge and fight against evil robo-insects to defend yourself.
Features:
Endless space
Fights in full 3d space
Programmer's art
Online leaderboard
Submission page - ludumdare
You can play it here - itch.io
Source coude - github



Yes, behold, "Escape from P.O.W.E.R."! https://ldjam.com/events/ludum-dare/39/escape-from-p-o-w-e-r
What went right: - First Ludum Dare where I managed to get some sleep - Actually finished ahead of schedule - Fully animated - that's a first - I feel like I managed to get an "uneasy" feeling through the jittery animations
What went wrong: - I am incredibly tired - The gameplay is too simple and not very challenging - I wanted to have fully animated cutscenes as well, but I was just too exhausted to bother with it - Failed to create progression in the levels: they become simpler as you go on
Either way, I'm glad I made something! Looking forward to playing your game too!
Pretty late huh'? So here in germany the second day is coming to its end and therefore I decided to give a little update. Sadly I can't post a nice GIF, because my game is mostly about audio - nothing much to see at all. Basically the game is about hearing where the enemy is coming from an running away from him - I aim for a spooky atmosphere so this will be my first LD using sounds. Thank god for OpenGameArt! Base gameplay is pretty much implemented and I've selected some music and sound effects but still need to order them and add them to the game. Also I could work on the visuals but only if there is time.
I hope to finish gameplay today and focus tomorrow on (hopefully little) balancing, adding more sound and maybe graphics. Good luck everyone and congratulations on everyone who'll finish for the compo or has already finished.
Greetz Anudin
This jam was fairly fast for me, but I only slept about 3 hours so maybe that's why I got it done before deadline. I'll be entering this into the compo!

Now that the end of day two is coming closer, I am going to tell you what I did.
I began by creating an Itch.io page for the game and uploading the source to github. After that I got on to working on a little charset for the energy indicator. And that's all! I could not do much today, but I'm happy with my game.
Entry: https://ldjam.com/events/ludum-dare/39/olafshot
Download: https://sirolaf.itch.io/olafshot
Github page: https://github.com/HolyOlaf/LD39
And, now about game. Last few hours i worked really hard! And when i say hard, i mean i was reading manga and eating cockies! (pun!) So, i made just one small tileset and added some details to main character. AND i actually added one new game mechanic!

Welll seems that the core of everything is done, and working. Time for some polish, some tinkering, then i have a day to maybe enhance stuff! Awwyeah!
Does LD give some extra time to upload the work?