I'm in!
My Tools
- Java
- IntelliJ Idea
- Aseprite
- IBM Model M
- Coffee
My Setup


Wallpaper
If you like the wallpaper shown in the photos you can get it here: download wallpaper.


If you like the wallpaper shown in the photos you can get it here: download wallpaper.
This will be my 5th Ludum Dare participation so I have a little bit of LD experience, but it is always exciting what the theme will be, and what I am able to come up with.
There are no guarantees for a successful product :sweat_smile: !
Unity3D
Logic Pro X
Photoshop
The Fast and the Flatulent - LD31 - December 2014
Man Simulator - LD34 - December 2015
Machina - LD37 - December 2016
Chill Bill - LD38 - April 2017
Game engine : Corona or Defold Art : Gimp / Krita / InkScape / DragonBones / Blender Music : Audacity / LMMS
It has been a long time, but finally I have found the time to participate again in Ludum Dare :tada:
This time i'm participating with the talented @mrtwister, the amazing @ignius and the smart @mspawa (also we are beautiful, rich, great and humble) We already have kind of an idea of the game we want to make, so we'll see if we can make it work with whatever the theme is :dizzy_face:
Good luck to everyone and happy ludum dare!
Engine: Unity Art: Aseprite Sound: Audacity, Musescore, Chiptone
Can't wait to participate, super excited!!!
In again!
Doing a solo compo as usual.
Art:
Music: 1. Audacity 2. musagi 3. Instruments at home – Yamaha keyboard, Court electric guitar, Pedals..
Programming: 1. My new JS Canvas basic library – JSCF GitHub 2. Unity game engine 3. C++ DirectX 2D simple framework GitHub 4. Blender Game Engine
I'll be joining LD39, not too long after also playing in LD38.
I'm not sure which toolset I'm going to use yet, it depends on what idea I end up going with. Either Monogame or WPF, probably. Whichever one I think will be easiest to build the idea I come up with.
As for tools, I'll be using Visual Studio, Photoshop, Audacity, maybe Ableton if I get around to music (not too familiar with it though). I'll also be streaming the process on Twitch
Good luck to all the entrants :)
How do you create a team project? It says the leader has to add you as a friend, so you can join the project, but I can't find those options anywhere.
Hello folks!
I am in!
I have done a few LDs in the past, but it has been a while since my last one.
I may or may not use some of them, but I probably won't use anything not listed here.
Finally, i can make a game for Ludum Dare!
Developing and releasing Pharmakon on Steam made me too busy and exhausted to participate for a very long time!
Now i'm free and ready :smile:
Again i am not so sure about the time i will spend on this jam as i will also have to work, ugh. It depends on the theme i guess. My tools will be Unity3D v PhaserJS, Photoshop, Inkscape, PHPStorm, Audiogalaxy.
This will be my 7th Ludum Dare, but my first jam. I have always done the compo because I enjoy the challenge however this time my brother will be joining me because he wanted to try it and this is his last chance before going off to university. I will be using GameMaker: Studio 1 (I have 2 but not familiar with it enough yet), probably sfxr for sound effects, maybe graphics gale if not using gamemaker's sprite editor, and not sure about music yet.
Good Luck to everyone!

Ahoy! 4th time LDjammer person right here. I'm @Moski, co-designer and lead (if not lone) artist of Colossorama (36), Hyper Holomayhem 37 and Petty Puny Planet 38, all past LDJam entries playable from WhalesAndGames.itch.io. (Colossorama got heavily updated post-jam. Classic jam version should still be downloadable somewhere there)
This time around, though, I'm not participating with the usual team. Instead, @kroltan will be the coder and (lead?) designer of the game, and @jmm will do the music (and possibly co-design. We haven't talked that much about the extent of our roles yet). Code, graphics and sound. A well rounded team. I'm pumped up!
Tools of the trade
The tool I'll be using this time around is still going to be Krita. I wrote about it in the past, showing examples of what I made with it for the past LD Jams. It's versatile for 2D assets and it's completely free and open source.

It's not very good with text though, so if there's any need to make text, I'll use Photoshop instead. In case you'd like to know, I'm using a Cintiq 13HD this time around (I've used an Intuos Pro for the last jams). It's not really that important when it comes to simple game assets though, so even the cheapest of tablets could work.
Teamwork-wise, we're communicating through Discord. Better than Skype and similars, and, of course, free. There's some LDJam channels around, in case you'd like to look for a team or to share ideas with other jammers.
Closing remarks
Well, that's pretty much it. Follow me on twitter if you'd like to stay in contact post-jam. There's not much else to say on my part. Let me just wish y'all the best of luck, and I'm looking forward to seeing what you come up with this time around. Cheers! :whale:
That's decided, I'm in for this LD. I'm not sure what I'm going to do exactly, but I hope it will be fun!
Hi everyone, if you want you can use some of my scripts for Unity: http://theflyingkeyboard.net/tag/unity/. Have fun and good luck :)
this will be my 3rd ludumdare and the first time i will actually have the full 3 days to finish since it's summer break and I won't need to worry about school on monday :D anyway i'll be using unity, blender, and probably photoshop (and possibly ms paint since it's great for pixel art) i'm not sure if my game will be 2d or 3d yet so i'll just wait to see what the theme is
If you saw my previous post, you know I'm doing this jam in pure C, no c++ gimmicks. I just finished converting the basics of my old c++ engine to C and I went from about 7,000 lines of code to only 3,000. Here are my tools:
Editor: Atom
Language: C
Art: Blender/Gimp
Sound: Audacity/Recorded SfX
Just found out two days ago that this weekend is Ludum Dare weekend. Luckily my summer vacation starts Friday evening so that gives me enough excuses and possibilities to move all my family tasks and duties into next week ;-)
In my third LDJam I'm going to use
Good luck to all of you, may your game be finished, the learning curve minimal and the fun over 9000!

I’m still working on my game of the last jam over here which I hope to release very soon.
I’m currently adding options for atmosphere settings. There are now well over 200 settings including solar system generation, gameplay settings, physics and lots of visual settings like this.

All these settings are also used for randomizing everything on the press of a button so every game can be completely new generated. But you can also unlock all the different settings for you to tweak and save as your own custom presets. You can shoot projectiles the size of planets or create massive destructive shockwaves or make the goal to be destroy the most or shoot projectiles that bounce off the planets Peggle style or be on a moon orbiting your planet… there is lots that mixes things up.
In case you never heard of Dots In Space, it is basically shooting whole solar system to pieces while trying to destroy your opponents planet, it share a good amount of resemblance to the Worms games but here you have to take the gravity of the planets and sun in account and if you are not careful your projectiles might come right back to you. Here is the old jam page: https://ldjam.com/events/ludum-dare/38/dots-in-space
Here is how that looks:
The glow shows the gravitational pull of the planets#screenshotsaturday #UE4 #gamedev #space pic.twitter.com/1PMJ8i457V
— David Hagemann (@TocoGamescom) June 24, 2017
I need a 2nd (and 3rd) opinion on this.
I was asked today if this tool AssetForge should be compo valid. Here's a link:
http://assetforge.io/

And to be clear, yes you can use it in the Jam. The question is the Compo, our "solo from scratch" event.
Long story short, it's a bit like a Lego 3D modelling package. You have little pieces you make things from. But like modern lego, you'll get pieces like wheels, roofs, castle walls, tree stumps, etc.
I see that and think cool. That sounds like a great way to make something, especially when you have little time. But technically speaking, the things that are made are a sum of more complex parts, sometimes exact parts (a propeller, a lamp post, etc).
Historically we always said make your assets "from scratch" (or use generators), but the building blocks very much parallel the idea of sample libraries in music production.
It's neat. The possibilities of such a product (especially in game jams) is extremely interesting.
What do you think? Is this something we should allow in the Compo?
EDIT: There seems to be a misunderstanding that the tool is a generator (it's not). It's more of a "thing" maker that includes a library of components.
Here's a couple short sample videos.
https://www.youtube.com/watch?v=Fu0nBMW46r0
https://www.youtube.com/watch?v=tXUyR2D8Pxc