Ludum Dare 46 April 17–20, 2020

8 bit music app available as a beta!!!

Hello everyone. After working a lot on the 8bit music app(which I decided to call tonnoform), it's available as a beta! Here's the github link: https://github.com/Nikos1001/Tonnoform

Please try it out. I compiled it for Mac and Windows. Here are the app's controlls:

MIDI EDITOR(the tab called "Track"):

+: create new pattern

-: delete pattern

UP / DOWN: arrow keys: scroll pattern up/down

W / S: scroll pattern list up/down

click in pattern editor: create new note

drag note in pattern editor: extend / unextend note

right click note in pattern editor: delete note

click in sequencer: place selected pattern

right click on pattern in sequencer: remove pattern

click on instrument name in sequencer: switch instruments

INSTRUMENT EDITOR:

+: create new instrument

-: delete instrument

W / S: scroll instrument list up/down

drag rectangles in the middle: edit instrument envelope

We can't wait

Our team is already itching to get started...

Portraits 7.png

So far we've both managed to avoid getting sick, so hopefully we'll be able to set up an IRL-studio.

Even though remote-work is apparently going to be the new standard in a post-Corona world, some of our methods require us to physically inhabit the same place.

So we kinda decided early on that we're not even going to try doing this remotely.


We have some experience working together before, but we've yet to finish a game together.

Since both of us have quite of an experimental/artistic approach, it will be interesting to see if we'll be able to maintain a proper scope to our project. Time will tell!


BTW, don't come hunting me down with torches & pitchforks, but I may be one of the horrible people to blame of suggesting unimaginative Covid-related themes.

Themes.png

This seemed like a relatively "fresh" idea 5 weeks ago. But to be fair, already then I had the feeling that this thing might blow out of proportions later. Goes to show that sometimes you'd be better off trusting your instinct!


That being said: If we end up getting a theme that everybody hates (hah, like that would ever happen!), and whether some of you will find it hard to get inspired, here's an idea:

Consider generating the basis of your game!

Me and a couple of friends had quite a few laughs years ago when fooling around with this generator.

I dare you to name your game one of these: Return of the Jetpack Pimps Paranoid Cannibal Warrior Shady Hamster Temple Zombie Sailor Hospital HighSpeed Nazi Nightmare Dracula`s Stapler Epidemic Hillbilly Donkey Rocket Kinky Sandwich Encounter Amazing Punching Dungeon Inbred Chainsaw Unit

I'm not sure would combining generated ideas and a crappy theme just create more problems than make you inspired.

But you never know until you try.

Tonnoform progress update: save/load project system

I have added a very important feature to make tonnoform a real app: saving & loading projects. Since I hate, hate, HATE doing saving/loading things, I decided to do it as soon as possible. Projects are saved to the custom .tnfproj file format.

Once again, the github repo is https://github.com/Nikos1001/Tonnoform . It is currently compiled for windows and mac, and you can edit the code using Processing 3. I hope you give it a try. Any feature ideas, bugs, or other feedback is highly appriciated.

One more thing: in version beta1.2, I added audio export

I'm in!

I'll be using my custom engine built on Love2D. It's come a long way since the last LD, so I have no excuse not to be productive!

My hopes: * Not a COVID theme ... that will be very triggering * A theme that lends itself well to a systems-oriented game * To not be stupid, and scope my idea reasonably :P

We're in!

Yeah, no matter how disappointing the theme problem and the fact no one wanna do anything with it are, I'm definitely in for the 7th consecutive Ludum Dare. This time, I teamed up with @syudzius the artist and Slon the brainstorming machine (at least it's what he proudly calls himself :) ). Comparing to the previous 6 LDs, we're about to change our tools a bit. We'll be using:

  • Godot, which were proven to be reliable during Global Game Jam. I will miss my good code-only engines, but the lesson I learnt during LD45 was "if you want to collaborate efficiently, everyone should be able to use the engine".
  • Krita for graphics.
  • Free version of Waveform, which I need to get used to in a week. If I will, there will be some sort of music in our game this time. :)

Sadly, there will be no local gathering this time, but this won't stop us from having fun with our local community through Discord.

Whatever theme will be, remember, it's not mandatory. Just have fun and make a game! :video_game:

I am in again.

This will be my fourth attempt in the LDjam compo. I cannot wait for it to start on Friday! I have completed 1. I have my time from Friday till Monday allotted to just the LDjam. Good luck to you all competing! Have fun!

It's been a while, I'm in!

The whole virus situation might be the perfect excuse to enter!

Going all out on the last day? :point_right: No problem because nobody can see what a zombie you are the next day because of self-quarantine! :v:

Going to enter with Construct3 as always. Good luck everyone! :D

Ludum Dare 46 Starter Kit

Hi, crazy! This is my first gamejam and I'm a little worried. I try to prepare and collect all my work. These are parts of the code for working with the sound, its own particle system and more. I have a question - are such things allowed in LDjam compo?

In any case, I would like to share my libraries (HAXE+HEAPS) with others:

Ludum Dare 46 Starter Kit: https://github.com/Syopic/ludumdare46

I'm still going to commit there. I think next weekend will be a memorable one

No time to go through 6000 themes? Slaughter the worst cliches with this script!

Quick usage

First, copy the following code into a text editor:

```js (() => { // Time to wait between requests, in milliseconds. Defaults to 0.5 seconds. const WAIT_MS = 500;

const wait = (ms) => {
    return new Promise((resolve, reject) => {
        setTimeout(() => resolve(), ms);
    });
};

const slaughterAll = async (themes) => {
    let ok = 0;
    let failed = 0;

    for (const set of themes) {
        for (const key in set) {
            let response = await fetch(`https://api.ldjam.com/vx/theme/idea/vote/no/${key}`, {
                credentials: 'include',
            });
            await wait(WAIT_MS);

            if (response.ok) {
                console.log(`Slaughtered ${key} (${set[key]})`);
                ok += 1;
            }
            else {
                console.warn(`Error slaughtering ${key} (${set[key]}): ${response.status} ${response.statusText}`);
                failed += 1;
            }
        }
    }

    return {
        ok, failed,
    };
};

slaughterAll([
    // ---------- Paste lists after this line! ----------

    // ---------- Paste lists before this line! ----------
])
.then((results) => console.log(`Done! ${results.ok} ok, ${results.failed} failed.`));

})() ```

Then, paste one or more of these lists between the separators:

  • Control/buttons: https://pastebin.com/yLm4DadV
  • Virus: https://pastebin.com/mYu0n5NR
  • Currency: https://pastebin.com/XPBFb2tS
  • Die/lose to win: https://pastebin.com/J3ArHEdW
  • Thing is key: https://pastebin.com/AfVXxjSS
  • You are bad: https://pastebin.com/VnGLV4Y5
  • Colors: https://pastebin.com/D1M3zWnR

After you're done, the slaughterAll section should look somewhat like:

```js slaughterAll([ // ---------- Paste lists after this line! ----------

// Themes that contain: words, words, words, words, words { "12345": "theme content", "12345": "theme content", "12345": "theme content", },

// Themes that contain: words, words, words, words, words { "12345": "theme content", "12345": "theme content", "12345": "theme content", },

// ...

    // ---------- Paste lists before this line! ----------
])

```

Finally, go to https://ldjam.com/events/ludum-dare/46/theme, and paste the entire file into the web Console (F12). Press Enter and relax!

Note: Don't refresh or close the page until "Done! X ok, X failed." is printed, or you will lose your progress. It's normal for the pie chart to not update.

Making your own lists

To make your own lists, you'll need a JSON of all themes. You may find the URL by looking at the requests sent while loading https://ldjam.com/events/ludum-dare/46/theme. The URL should look like https://api.ldjam.com/vx/theme/idea/vote/get/<some_number>.

After you have obtained the list, save it as theme.json somewhere. Then, save the following Node.js script as gen_list.js in the save folder as theme.json:

```js const fs = require('fs'); const process = require('process');

let themes = fs.readFileSync('themes.json', { encoding: 'utf8', }); themes = JSON.parse(themes);

const blacklist = process.argv.slice(2); const blacklistMap = {}; for (const word of blacklist) { blacklistMap[word] = true; }

const trailingDots = /(.)+$/; const wordSeparator = /[\W_]/;

const words = {}; const killList = {};

for (const key in themes.ideas) { const theme = themes.ideas[key]; for (let word of theme.split(wordSeparator)) { word = word.replace(trailingDots, ''); word = word.toLowerCase();

    if (word.length < 1) {
        continue;
    }

    if (blacklistMap[word]) {
        killList[key] = theme;
        break;
    }
}

}

process.stdout.write('// Themes that contain: '); process.stdout.write(blacklist.join(', ')); process.stdout.write(' '); process.stdout.write(JSON.stringify(killList, null, 4)); process.stdout.write(', '); ```

You can now generate your own lists by running this file from the command line!

node gen_list.js keyword_1 keyword_2 keyword3

Stay healthy and flatten the curve!

LD46 Game theme Selection

The themes are too difficult. It is difficult to make a game with these themes.

Let's try to not murder the server, shall we?

Given the virus situation it seems like there will be even more participants than normal. Anyone who have done this before knows the website gets completely clogged when the theme is releasd and around submission hours, so here's a quick PSA: The theme will be released on twitter as well (and they have far higher server capacity!). As for submission hour traffic, try not to wait with your game page until there's 5 minutes left of the jam. There's no reason you can't make screenshots and write a quick description before the game is 100% complete.

Dear all, please welcome a newbie :)

I am a freshly made game designer and a part of the Titled Goose Team.

Obsessed with video games since I was 6 y.o. Also obsessed with creating new worlds, stories and quests.

It's my first game jam, so I am excited and frightened at the same time 🙂 But I am sure that it will be a great experience and a great first step to my game designer career. Also a great challenge. But I'm sure that during this jam I will upgrade my skills and be able to join my next project as a bit more experienced junior game designer.

Unreal Engine 4

This Ludum Dare, my teammate and I decided to try and use Unreal Engine 4 to create our game. For our previous jams we've been using Unity. We were thinking of creating something unsettling and spooky.

Done Slaughtering

5300 are gone

200 are fine

but 130 are related to some illness, so..

4th time, lets go! :D

My teammate and I are in for our 4th time! This time is going to be extra difficult because we are making the game engine from scratch using C++.

Stay healthy and have a great Ludum Dare! :)

I FINISHED MY SLAUGHTER.

again.png

Gotta say that I could have done it WAAAAY faster if I had seen this post earlier: https://ldjam.com/events/ludum-dare/46/$183830/no-time-to-go-through-6000-themes-slaughter-the-worst-cliches-with-this-script

BUT WHATEVER. It was kinda fun tho.

Y'all have a good day!

My first game jam

I am a beginner dev and this is going to be my first jam. I am doing it all alone, so I think it's going to be a very interesting experience. Never made a game with such deadline and in an intense mode.

Ludum Dare 46 is almost here!

Hey folks!

Ludum Dare 46 is nearly here. Theme voting has kicked off! Every day this week will be a new round of theme voting (Sunday, Monday, Tuesday). Wednesday evening we'll kick-off the final round, a combination of the highest rated themes from the first 3 rounds. Tune in for that!

For reference, this is a "regular" Ludum Dare timeslot event. i.e. it starts at 9 PM EDT/6 PM PDT on Friday, or 01:00 UTC Saturday. We switch to the earlier timeslot for October events.

That's all I've got right now. Stay safe everyone, and I'll be back Wednesday with the Final round kickoff. :smile:

I'm In

Here is GRaAL from Volcanic Giraffe. You may know our team for 10 strange games we made latest 10 LDs. All of them have bad controls and a little bit mad combination of art, music and gameplay.

This time we decided to go solo. Why? We just want to make 3 mad games instead of one, of course :) Or we just a bit tired of each other and want to make something by our own. That will fail, and we'll see again that we are more powerful as a team :)

I'm going to use Godot (yeah, that is another reason to get Solo, bye-bye Unity!) as game engine, Audiotool for music, Piskel for pixelart (but maybe I'll draw something by hand). Not sure will it be Combo or Jam, I just will not have enough time to make something (isolation with kid does not increase productivity).

Good luck to my teammates! I hope you'll make something great and unusual, some unexpected "wow".

Good luck to everyone!

We're In + Wallpaper

I've been working on my texturing for pixel art; I'm pretty happy with how this wallpaper turned out.

ldwall2020comp.png

My team is back for another jam. We'll either be using Godot or my own web game framework Cobblestone. Cobblestone is a bit smoother in browser, but I've grown to appreciate Godot's physics and animations recently.

Tools: - IntelliJ IDEA - Gitlab CI - FL Studio and Audacity - Paint.net, Photoshop, GIMP, Krita, or whatever else artists are feeling - Tiled Map Editor

I hope to see some stellar games again this jam!

Im in !

Well... As a lot of Européens il pretty free this weekend so, im in I Guess :D

I was spelling slaughter wrong all along. Gimme applauses.

[Insert massive facepalm]

English is not my first language and I sometimes make these kinds of awkward mistakes (even though I had the word "slaughter" written in front of my nose for several minutes.)

Bruh.

Forgive meh for mah awkwardness.

I fixed the posts though.

I'm iiiinnnnn!

I don't remember how many LD jams I've participated already.

But this time I will have a day off to better prepare for upcoming jam.

Tools I'm gonna use: - KTX and Kotlin - Krita, Blender - GarageBand - Tiled (depending on the game)

This Easter weekend I'm preparing tools. It will be a lot of fun!

Oh no

I accidentally missed the slaughter. :( Oh well.

Last year I made a really ambitious game that didn't turn out how I wanted. I think this year I'm going to make something way smaller and shorter. Playing the games, I learned that usually the ones I liked the most gave me a complete experience while also not being a huge time sink, all the while I wanted to make a game people would keep playing for hours at a time, and failed at that. I want to make a better product this jam, something you can play for a few minutes and enjoy so you can go back and rate more games.

I'll use: * Godot Engine for developing; * Krita for graphics; * LMMS for music if I have thousands of hours left; * Freesound and FreePD if I don't.

My Goals for this Jam: Finally releasing something :D

Only 5 days left, and last time defining a goal greatly improved my productivity :slight_smile:

So this time I set a higher goal: releasing a game.

Hope you enjoy the video, and... have you set any goals yet? :)

https://www.youtube.com/watch?v=1AxEpl-L4HM

3D

...and probably it will be a huge disaster, but life's too short not to try.

Any advice how not to f*ck it up?

Toolset: * Unity * Blender * my sweet voice and microphones

I'm in!

I just finished another game for another jam with a friend, but I can't wait for LD! I will persevere in Compo, I want to level up in graphics, music and game feel on this one!

Good luck everybody!

For LD46 I'll use: - Unity - Bandlab - GIMP

A small artwork I just made for training :) artTestBig.png

If useful

Write smell code [I have caught myself at every jam - overengineering a system, inventory, movement... Basically I was trying to write reusable code and think of best solutions - which is a waste time during the jam].

Complete whole game in the 1 day [all the other code and work should be polishing after the demo is ready, if you complete the game in 2 or 3 days - you will have a working mechanic, but you won't have a game].

Select as few things(mechanics) that make up your game after which it would be somewhat playable and focus on those until they are complete. Then make a game out of it. After that you can either polish[↑] or you can start adding new mechanics to already playable game [many times I have picked the thing I wanted to work on the most and I got it working, but then I didn't have some mechanic that was essential for *fun* in the gameplay, so the game was just boring].

Forget about story if your game isn't story based [make it fun to play without story, it takes a lot of time to come up with a good one, just don't bother with it if you can avoid it].

Don't do it in a team if you are new or some team advises, reasons: 1. You are setting up people that expect something to be completed in time with a good quality [it's not always true, some newbies are dedicated. But I have seen too many people just giving up or doing almost nothing or unusable]. 2. Keep your team small, like 4 people is already a crowd, but manageable if it's not your first time. 2 programmers - only if they are very good in version control system or have worked together for some time. 3. You are more likely to do much much less if it's the first time you are working with someone. It's best to have team consisting of people you already know or have worked with in the past. 4. Game Idea: oof, this is a tough one, you will probably not like it, and if you do - it's either you got very lucky to have the same taste or you are the person whose idea was chosen. The best solution I see is to come up with creative way of everybody adding something to the table, so that everyone is excited. Another good solution is to have an idea beforehand and gather people that like this idea as well.

I have probably taken part in 20+ jams :) About some of them I wasn't serious, so I would say it's around 7. I am not a pro jammer, I haven't won any but this is my failures based experience.

I have originally written this in a comment section but thought that it might be a waste to just leave it there.

I'm IN

Stuck at home during the weekend, what else are you going to do!

Anyway, I've been working like mad on my own game engine, so I'll be using that for the first time. - dok-gamelib engine: My own game engine. It's all based on JavaScript and WebGL. Unfortunately, I don't really have time to document the engine at the moment, and it's still in development. But you're free to try and use it for your own project if you want. - Sublime Text: Code editor - PiskelApp / Adobe Animate: Art / Animation editor. - BeepBox / Garage Band: Music editor. - Brfx / VoiceChanger: Sound effects, voice.

I am in

It's been quite a while since I've participated in the LD, but psyched to do it again! Teaming up with my son, who is studying computer programming and game design in college.

My LD Jam Tools:

Team Cocoa Moss is IN for LD46

Team Cocoa Moss is in! After doing LD45 by myself I'm happy to report that I'll be joining forces with my partner-in-crime @xellaya once again for Ludum Dare 46.

You might remember us from previous entries such as Samurai Shaver and Goodnight Meowmie, along with our other works.

Here's a random screenshot from one of our older games, Rain:

rain_5.png

As always, we're not sure what kind of thing we'll end up with this time and we don't have any particular goals or aspirations. Will we try to make an atmospheric narrative? Will we make something involving dialogue? Will we record our own voices? Will it involve meowmies? Nobody knows!

I switched over from Unity to Godot for LD45 and will be continuing to work in Godot for LD46. The lightweight nature of Godot has been perfect for projects like this, and the engine has gotten better and better, recently adding in language server support for better intellisense with IDEs like VSCode! Similar to Unity, Godot has an integrated tilemap editor, even supporting autotiling and animated tiles, so Tiled (while a lovely tool) is no longer needed as part of my toolsuite.

Our base starter code is split into two projects on bitbucket, a project template and a library of commonly-used functionality.

Full list of tools we may use:

  • Godot, as our engine, exporting to HTML5, but perhaps also iOS/Android/downloadable
  • VSCode, as an IDE
  • Paint Tool SAI for drawing, along with a Cintiq
  • Aseprite, if we end up with pixel art
  • FL Studio, for essentially all audio needs

Some random tips for all you newbies out there:

  • Now is the time to take care of all of the logistical work of upgrading your software, getting your project stub setup, creating a source code repository, and figuring out how you're going to share assets and host your game!
  • Give your tools a test run and have your export templates all ready! There's nothing more stressful than figuring out that your engine's HTML5 export is buggy and doesn't work during the last hour of a game jam :(
  • Stay safe and take care of yourself :)
  • Last, but not least, "the theme always sucks", so be prepared for that :D

I'll see you all at the starting line!

Debug.Log("hype intensifies");

deep breath okay, my tools and engine are all set up, now it's time to go.

Engine: Unity

Language: C#

Audio: Chrome Music Lab (yes, i know dont laugh at me)

Graphics: Adobe Illustrator Draw

let's do this.

Ludum Dare 46 Wallpaper Thread

Post your wallpapers in the comments!

Note: This thread is linked to from a near-top comment on the current pinned post for visibility.

[deleted]

Previously was "Ludum Dare 46 Real Worlds Gathering Thread" but then I remembered about the current situation.

I'm back?

After 14 Ludum Dares in a row, I missed Ludum Dare 44 due to being at a different competition and Ludum Dare 45 due to having a exam the same weekend.

Well, I have an exam during Ludum Dare again, but I am going to try anyway.

Language and Library: Java with Lib-GDX

Graphics: Paint.NET, Piskel, Inkscape

SFX: Might use SFXR if I have time or just Audacity.

Good luck everyone!

Floppy

I've been putting together a library to help reduce the amount of boring work I need to do once the jam begins. It's not too different to the project template I made last time, it's just libraried now. If anyone else is using C# and MonoGame, feel free to use it: https://github.com/Wekaj/Floppy

Some of the features include input bindings and basic platformer physics. It's not very well-tested yet though, so keep that in mind. I'll probably be doing more work on it throughout the week.

Looking forward to this one!

Procedural music generation tool

Hi all!

A while back, I started working on a piece of software to procedurally generate random music. After sharing it here, at least one Ludum Dare game made use of it, so I thought I might share another link if it's helpful to people.

Pytchie

It’s not much, but you have some control over the voices, tempo, and chords. From there, it randomly generates notes and rhythms and a WAV file pops out. Currently the synthesis is a bit primitive, and you don't have a ton of control, but it occasionally makes something nice.

pytchie_screenshot.png

If you're interested in trying out this tool, you can download it from my Github.

Good luck for everyone in LD46!

I'm in after a long while

Yo! It's been over a year since my last LD. I've simply not had the time or sometimes energy to do so.

My last 1 was LD41..

So, after a long time, I'm finally returning. Let's hope it won't be a total disaster...

Here We Go Again

Excited to do something totally different since the quarantine started.

Here's to hoping I don't make a game again that crashed live on Twitch!

ARTISTS & DEVS wanted for DISCORD MEGA TEAM!

Team LIYAVERSE Logo Black.png

Hey friends! Me and the developers of my Discord community are putting together a highly experimental INDIE MEGA TEAM (>3 people) to submit a game to Ludum Dare 46 this weekend. The plan is to build a top-down 2.5D game based off of the upcoming theme! Make some indie dev friends, and release a game in the process :sunglasses:

We are currently looking for Tileset + Prop Artists, Sprite Artists + Animators, SFX Artists, Environment Designers, Testers *and Translators (Post Jam).* Sign up fast though, because the slots are filling up fast!

If you're looking for a team to work with, feel free to learn more about us on the Reddit post. Happy developing :smile:

https://www.reddit.com/r/ludumdare/comments/fzmpq0/ludumdare46discordcollabcallingdevs_from/

Omg this really feels different.

I hope servers don't crush so much, since we are so many people! I'll be able to pay a lot of attention this time to Ludum Dare! I'll try to make some new people join as well..

You can play some of my games in http://brureale.itch.io if you want to!

Tonnoform Beta 1.3: Added percussion & instrument bundles

Hello everyone. Today I added some really useful features. First of all, I added a Noise waveform, making percussion possible. However, it currently sounds terrible. I will definetly try to improve it. I also added instrument bundles. Instrument bundles are files that contain instruments. You can then load them into a project to use the instruments.

Please try the app. Here is the github repo: https://github.com/Nikos1001/Tonnoform . Any suggestions, feedback or bugs are highly appriciated.

I'm in... again.

This'll be my third LD. Somehow I always end up doing 1 LD every year. I'm not entirely satisfied about how my older entries turned out. I hope to make something cohesive this time around and improve my level design skills.

My games: https://b-deshidev.itch.io/

If you're an artist looking for a programner, I'd be happy to work with you.

Best of luck to all participants. I know that you're all feeling anxious due to the current situation but don't lose hope!

I'm In!

I'm coming in for my second round of Ludum Dare after having an absolute blast in the last one (LD45). It was an absolute thrill and there is nothing quite the excitement of a deadline with so much left to work on.

Looking forward to seeing what everyone comes up with!

I'm in!

It's been a while since I've participated and I've not really done much games dev until recently.

I've recently finished the irl stuff that was keeping me from it; buying my first house, getting married to the love of my life. I'm now ready to dive back in and build an inevitably terrible yet hopefully entertaining game within 48 hours.

Good luck everyone!!!

We need people

I need more people for my 20 people team for ldjam 46. We've already made a game together and now we want to hit 20. We are looking for : programmers, musicians, sound designers, a manager, translators, font makers and artists.

https://youtu.be/10NGonMQKYw

If you want to join, then fill our the form and join the discord server

We're in!

And for the 7th time in a row. I'm still unsure what we'll do, how many we'll be, and how we'll organize our work. But we're in :) I suppose this time I want to try something new, something different? But that's very vague still.

In the meantime, I'm practicing my art skills with my 3yo son.

Rji2cvsjdX.gif

I'm in.

My 6th Ld jam. I'm trying something different this time.

I'm In!

Its my first LDJAM but been longing to join since 2017 so please wish me luck :) I hope my half year experience in industry could be a help. Wishing everyone a goodluck and lets make the most of it!

Some videos to watch in preparation of LD46

Jan Willem Nijman - Vlambeer - "The art of screenshake" https://www.youtube.com/watch?v=AJdEqssNZ-U

12 Principles of Animation https://www.youtube.com/watch?v=uDqjIdI4bF4

Understanding Color https://www.youtube.com/watch?v=Qj1FK8n7WgY

20 Questions You Asked About Game Jams

https://youtu.be/A_su-iHutkE

I'm a total gamedev noob and my game won't be any good, should I join a gamejam? As long as you go into the jam with the mindset of learning and creating anything then absolutely jump right in. There should be some caution taken if it will be likely to cause frustrations. There are a lot of developers who made their first ever game during a game jam and most jamming communities are very welcoming to new developers. It is advantageous to know the tools, but it is also possible to learn on the fly as well.

What if I can't come up with a unique or original game idea? While there are points for originality I personally believe it sometimes overrated and this should not be a reason to worry. If ‘coming up’ with a unique idea is burning you out, just use one that excites you whether it is truly unique or not. Many people will use platformer mechanics, but each game is subtly different and yours will be too. Last week I made my first game in Unity and used an infinite runner like mechanic to explore the engine. A viewer of my streams made a game using the same infinite runner mechanic, but their game played very differently from mine. It is important that an original idea does not become an excuse to stop you from having a good time.

With so few hours in a game jam, how do you plan your time to avoid waste? First I don’t really plan anything during a game jam and just let things happen. That said I use chunks of time to keep things on track during the weekend. The first chunk actually starts before the jam ensuring groceries and other life chores won’t need attention or cause distractions. In a team event I also ensure the entire team knows the schedule and ideas. Once the jam starts a chunk of time lasting an hour or two is started that allows for designing the idea and “planning” how to tackle it.

Keep the plan minimal. Just answer the question “can I make this before the deadline?”. The next chunk of time is set to about 4 hours and used to get the game working. Gameplay, Win condition, lose condition etc. Just use blocks, shapes and colors and rough out the idea. I find even while aiming for 4 this often it stretches to 6 or 8 hours. Try keeping it short, it helps. After this chunk, the rest of the time is spent making it better. This final chunk doesn’t really have a plan, I just constantly ask myself “What does the game need to become better?”

Avoid adding features to make it better, just polish and tune the ones you have. Perhaps your camera is working, but feels a little rigid. Attaching it to the target with a spring/damper could make the game easier to view. Always look for the lowest effort and biggest value, then repeat.

In a team event a final block of time should be set aside before creating final builds to ensure that everything gets into the game. During this block new things shouldn’t be created. Other team-members could start testing to look for anything super game-breaking, or writing up the material for release.

Does it make sense to have a reflection after the jam? Absolutely. Highly recommended for both solo and teams to reflect on what happened. Investigate both the game itself and the development processes. How could the team work together better? What processes and tools worked well? Find a few good things that you would like to repeat next time, and a few things that could be improved upon. What slowed down development? Write this information down. Reflecting like this allows learning from the experiences, I do it monthly in my adventure.

How can game jams benefit your larger projects? While many jams wind up as small throw-away projects some communities like AlakaJam have an Unranked category that allows you to continue on a larger project. By focusing on a subset of the large project you can still jam with the community and give feedback. In multiple LudumDare events I’ve been able to make new tools for my game development framework, or even levels ongoing projects. Sometimes this takes a bit of effort and creativity to fit into the jam environment but it can work, even if a little logic needs to be recreated.

Where should someone who wants to participate in game jams start? There are lots of jams available as you can see on indiegamejams.com or itch.io/jams and almost all communities are very welcoming to new participants. Some jams last 7 days or longer and others as short as an hour. As a new developer sometimes a jam provides a good motivation for learning, and other times it can be overwhelming. Depending on your personality you might want to practice before jumping to a jam, or maybe just dive right in.

The longer jams have a few benefits of allowing more time for learning and more time to create a more polished game. This tends to be a more relaxed experience, though can quickly fall into a procrastination trap for many. “I have 5 days, I’ll do that tomorrow”. The 48 hour or weekend jam is a pretty good sweet spot for avoiding that trap while still having enough time to get something done. As a new developer just know your skills will grow, and submit what you create - even when you wish it were better. Trust me, it is nice to look back on the progress later.

Can an incomplete game also be a game jam success? Absolutely. Without a doubt. There are many ways to be successful with an incomplete or broken game from a jam. The most obvious being what can be learned from the experience. Take a bit of time to do a quick post-mortem review of the project and process you went through. This lets you consider what went right and what went wrong during the creation process, and allow you to make adjustments in future projects.

There is also value in having created SOMETHING. While games have become much more approachable for people to create, it still takes a lot. You should congratulate yourself no matter how far you got, trust me, my first attempts at an official game jam were really bad and I had already got a Bachelor’s degree in Game Design and Development, then worked in the game industry for over a year and a half before my first jam. It was rough, the first attempt my attempt to use “procedural” levels took too much time and my engine was filled with bugs, the second attempt I simply went far too big with scope and nobody understood how to play. These are barely things I would call a game today, but successful for learning and creating something.

How to not become discouraged by not producing the results you want? Sometimes in the middle of the jam, after the “honeymoon” phase, about where the real work starts kicking in, an overwhelming sense of doom begins. “The game is not good enough” takes over and challenges you and the team. This feeling has been in every single jam I have participated in and while difficult to shake off it, gets easier with time.

It helps a great deal to understand you are making an entire game in a single weekend. Not an easy task. After commiting to your idea and starting the project, you often build internal hype for the game. Feelings are boosted by envisioning magic visuals and super fun gameplay… This is difficult to find with months of development so when your idea runs a little short it becomes easy to think about the ideas you didn’t choose. This tempts you into changing course, or worse quitting the jam.

One way I power through this is by doing my best to keep low expectations of a game created in a single weekend. Understand that the game will not match the vision, and power on without swapping to an earlier or different idea. Even Turbo Boom! which has been in development for 6 months, when I planned for 4, is not matching my vision quite as much as desired. This is just how creativity works sometimes.

Can you specialize in a role while participating alone in a game jam? It is certainly easier to specialize while doing a team event as you can be the dedicated artist, or musician or programmer etc. In a solo jam you need to do everything or you will just have pretty art, good music or code. That said it is still possible to specialize while doing the general tasks. I have a background in programming and naturally feel most comfortable writing code. To practice the artist role I can give myself only 4 hours of programming and focus on art much more. This will allow me to spend the majority of the time practicing new skills and specializing in the artist role.

Can a gamejam affect me during my day-job aside from just plotting the next steps? Aside from the mindset of plotting it is possible you wreck sleep schedules during a jam. For this reason and more, I highly recommend keeping your normal eating and sleeping habits. Do not try staying up really late, or eating food that you wouldn’t otherwise normally eat. Lack of sleep will affect your concentration and lead to very simple bugs being hard to track down. This can also plow into your day-job, though you know your body best; some people recover faster and others slower.

If you are unsure, it can be wise to plan and request a personal-day following the jam just to have some time to recover.

After doing a lot of game jams, how do you keep the motivation to continue? This can actually get harder as you do a lot of jams and wish to focus on long-term or larger projects. One trick is to mix things up. If you usually work alone, try jumping into a team to learn more about that process. Try specializing in a role you are not great at, build new skills. Use your strongest skills to challenge yourself with other limitations; Can you make the game look good with only 4 random colors? Focus on programming a game using a different language and framework than you normally use.

For anyone creating their own engine or tools, a game jam provides an amazing opportunity to test under time pressure and slight stress which will show weak points in the design.

When do you start to organize a team? The latest I start organizing a team is the final week before the jam, as in the next couple days. I like knowing who is on the team, what their roles will be and have plans of open communication no later than Wednesday before the jam. I’ve started organizing teams as early as a few weeks before an event. Waiting until the day of, or during the jam, is a very difficult time to find participants for your team, not impossible but difficult.

How do you come up with an idea as a team? Together.

Seriously in all team collaboration projects, for a jam or just for fun, I will always get as many team members as possible to join the first session where the ideas are formed. This is crucial for giving ownership to everybody. Sure team members will come in with some ideas of their own, but as the group discusses these and other ideas in a brainstorm session they will spark more ideas and the group together will start working more on one idea than others. This is usually when I try suggesting to focus on that idea for the weekend.

What if the team can’t agree on any idea? I have only once had a stalemate with a team finding an idea to work on. No ideas getting discussed was really jumping very high on the interest charts and conversations bounced around for nearly 90 minutes. To keep things moving, in this rare situation, I grabbed one of the most simple mechanics that had been mentioned during the planning session and focused the group on that. It actually wound up being a great game.

Can you take input from other team members regarding “your” idea, even if it changes the idea entirely? This is definitely a personality thing and you need to be able to remain open minded and discard any preconceived ideas you might have going into a team event. As mentioned earlier it is best to come up with the idea together as a team. This requires some give and take, and that may require practice. When I first started collaborating for fun, in non-jam situations, I would allow others to take the driver seat and lead the project even if I had more experience. Even if I thought they were doing things “wrong” or “the hard way”. I would remain open to that path. Doing this allowed me to practice opening my mind, and sometimes the “wrong” or “hard way” may not be as bad as you think initially. Often, it is just different.

How do you handle a person in a team who delays the team efforts? First and most importantly is to understand a game jam is not a job and it is done for fun. So when someone doesn’t show up, or they don’t deliver, or whatever issue it might be, address it with the understanding that this is all for fun. It certainly can put a damper on the team when a member doesn’t pull their weight, and yes it has happened to one degree or another in a few projects. This is bound to happen on group projects from time to time unless you know and trust each member very well, and even then it can still occur. Things happen.

Generally in a jam situation I tend to ignore problems unless it is upsetting the team dynamic. Usually these occur from lack of communication, or improper scheduling and tasking, and often dealing with it after the event is better than during. Just try communicating with that person to find any cause and notify the team if anything changes.

How can one avoid being the team nanny? This might vary from person to person so do your best to be a team-leader you would like to have leading you. In a jam there isn’t much time to babysit the other team members. Go in blindly trusting that people will do what they say but also monitor if someone might be over promising. I think the key part here is remembering this is all for fun. If the project doesn’t come together as expected, it can still be a fun experience for everyone so try not to ruin it by pointing fingers and blaming others.

Would you deliberately take a team role to build skills? Absolutely, although it is intimidating as you go in knowing this is a weak point. I have done it a few times, and seen others as well. There is always a lot to learn by doing so. However when using a team event to build skills you should be very clear with the team. It is important they have the correct expectations going in. Share a taste of your current art, or music skills and then do your best. I have found skill building in a team event has added more pressure and this can result in frustration when skills can’t match a vision. As long as expectations are set this shouldn’t be a problem for anyone.

How to handle errors or mistakes from other team members? This depends a bit on the situation and how big the mistake might be. If you have a lot more experience than the other team member it might make sense to mention the mistake and offer ‘better’ methods. In general it is best to let others have their freedom to do their own thing, which includes making minor mistakes. Of course if they are asking for it, then give them help!

After an event you could reflect with the team, or specific developer to offer advice that might help in future projects. Just don’t be pushy as there are many ways to achieve the same things.

Is the communication overhead to coordinate with multiple people worth it for a game jam? Perhaps depends greatly on you, your wants and the team in question. In all my experiences with team events most of the communication occurred before the game jam. Everyone knew their roles, and the general structure of the weekend, including methods of communication. The start of the event when the theme is announced has the highest communication load as the team collaborates to find the game idea.

After the idea is found, typically communication overhead is “I finished X” and “I got X into the game.” I have always used source control for code and assets during a jam which makes grabbing and sharing things easy, I also ‘deployed’ team builds for testing this way. In rare cases I have accepted things through email or other means to manually integrate into the game.

LDJAM 46 Jingle

I made a jingle based on notes which shape the text "LDJAM 46":

link to video

Teaming Up

I have 1 year knowledge with unity with previous experience with game jams so if u wanna join just message me on my g mail or just reply muhamegalal070@gmail.com

I am in

Going to create my game in C++ and cross compile it to Linux, Windows, macOS and also a web version using emscripten.

Libs and tools I will be using:

  • IDE: emacs
  • Compilers: mostly clang and emscripten. Will be using a tool I wrote called bldr to easily build the project with toolchains setup in docker images.
  • Graphics: SDL2
  • Physics: Box2d
  • Maths: glm

Base code will be here https://github.com/wiltaylor/ld-engine/ (will open it up in the next few days before the competition).

I'm in

Haven't done one of these in a while. Am very excited about it!

Going to try my first, again?

It's been like a year and hopefully I'm a bit more prepared this time? Probably not going to end up finishing but certainly something moderately complete...

I'll be using C, vim, SDL2, I don't think I'll do any basecode. If I do I'll make an edit.

Looking for an artist 2D or 3D

Hi folks!

Hope everyone is well stocked up on their hot pockets and soda for the jam : )

We’re a team of 2 programmers and 1 music/sound engineer. We’re looking to complete our holy trinity of skills by adding an artist who would have experience in 2D or 3D art.

Although this is our first Ludum Dare, we’re certainly not beginners to the game jam scene, with a combined count of over 25 jams. Also, our team is scattered around England and Malta, just to let you know our time zones.

Give me a ping on this website or send me an email to vdrumsta@gmail.com

Here some gifs from our previous jams: TAIM.gif SkiFlier.gif

I'm in!!!!

After an incomplete game a couple years ago, this will hopefully be my first completed LD.

My Gear: - Game will be web based written in HTML5 and JS. - Notepad++ - Paint.net for sprites - Ableton Live free trial for music - My voice and Audacity for sound effects - I will also be recruiting my sister for help with ideas and art assuming that's allowed.

Good luck to everyone and may the odds be ever in your [redacted on copyright grounds]!

Warming up! + Asking for advice on how to capture gameplay GIFs

Test Screenshot.png

I don't either have a screen recorder or a good GIF capturing program. I just downloaded one called ScreenToGif, but it does not seem to work properly. I've been doing my own research, but I would like to know what you guys use for GIF capturing and how.

And I should make the skybox by myself.

I'm in!

The ld46 is happening soon... can't wait...

Déjà vu

Am I having a Déjà vu or is "Déjà vu" in both Theme Voting Round 1 and 2 :joy:

LD: Nice reason to make something!

Been in quarantine for 5 weeks so far, any excuse to make something is welcomed. Can't guarantee I'll follow the theme, but who knows.

Round 2, woo!

chrome_993jfhvseV.png

I see and appreciate what you did with that extra theme... still gets a -1, though.

I'm In

Hi everyone, this is going to be my 3rd time participating in Ludum Dare.

Again, as last year I'll be making my game from scratch. I mean, yeah its easier to use an engine, but making the game from scratch in Java is just satisfying to me.

Good luck to everyone!

Deja vu?

Theme Deja vu in round 1 and round 2?

Are we still doing warmup weekends?

I would like to create a speed run oriented platformer for this Ludum Dare, and because I didn't want to deal with physics, I decided to learn a game framework. As I make my games mostly in JavaScript, I went with Phaser 3. I imagined my first experience with the framework to be much smoother than it was, given its reputation.

However, the opposite happened. I spent stupid amount of times on simple stuff like:

  • First, I created sprites based on a 2d array to create a map. However, the collision with the player didn't work as expected. I spent a bit wondering what is wrong, until I found out I should have used actual tilemaps for that, as Phaser has them integrated. And sure enough, it worked very well.

  • Once I knew I should use actual tilemaps, I thought the rest would be easy. Well, there are (among others) two functions of tilemaps to set up collisions: setCollisionBetween(start, end) and setCollisionByExclusion(values). One would think that setCollisionBetween(1, 1000) and setCollisionByExclusion([]) will do the same thing (considering there are less than tile 1000 ids), and so said the docs. Well, two things worked differently in those two calls: first, an empty tile has id of -1, so setCollisionByExclusion([]) set up collisions with empty tiles. And second problem happened when you add a tile with a new id after setting up the collisions - if it has id between 1 and 1000, it will have collisions when you use setCollisionBetween(1, 1000), but it will not have collisions when you use setCollisionByExclusion([]). I was digging through the source code of Phaser endlessly until I realized how those function actually worked.

  • And finally, there are many errors among the lines of cannot read property 2 of undefined that were caused by completely different piece of code. The error messages with depth of call stack of size 10 where most function names are something like step but from 5 different contexts that say no relevat information can get frustrating, and I think proper exception throwing is definitely something the devs could work on.

  • Also, as it turns out, Phaser 3 is relatively new, so there was not enough learning content for it, as most of it is about Phaser 2, so that slowed down stuff a bit too.

There of course were many other problems along the way, but I am happy I had to overcome them now, rather than stress about them during the jam weekend.

Anyway, during the past days, I finished very basic platformer. It has player acceleration, animation, double jump, ghost replays, multiple levels, time measuring and coin system where you need all the coins to open the exit.

ld46_pre.gif

I think I have grasped the concepts and workflow to be able to create a nice little puzzle platformer for the jam.

And maybe, I will team up with my sister who is learning digital art and design.

But now, it is time for a bit of rest from game making so I am not exhausted before the jam even begins!

Good luck everyone and see you on the other side!

Ludum Dare 46 Background is ready

My desktop background is ready to go... with a lesson learned from LD 45 -- if it ain't broke; don't 'fix' it.LudumDare46.png

I'm In

after missing the past 3 jams due to school and losing access to my old Ludum Dare account, Im Back and Better then Ever

Im Using Gamemaker Studio 1.4 Aseprite for sprites Audacity A music app on my phone

I like the themes so far

I mean, I didn't vote +1 for all of them, but overall things are very positive. I think the slaughter and the voting are working perfectly and we don't need to change anything.

This is a hill I am willing to die on.

My Theme Suggestions?

It's a stupid question, but I kinda forgot my theme suggestions. Is there a way to see them?

Dare'n all them Ludums!

April 19th is my birthday! I went ahead and took work off for Friday and Monday.

I'll guess I'll be using Unity for the first time (past entries were in MonoGame, and other frameworks) -- I'll be aiming for the Jam so that I can use some pre-existing art assets (doesn't mean I won't make my own art, just probably not all of it), and plus then I'll have the full 72-hours. 😉

I've been learning Unity for VR development (it's fun!) -- but I'll just be building a web game this time around. 🙂

Sound? What sound? -- j/k -- I guess I have a few days to learn how sound and music works in Unity. 😅 If I make any of my own stuff it will likely be in BSFXR and Audacity, though, more than likely, I'll just find some cool CC0 stuff. 😎

Carpen All them diems (v2).png

I am in

Hi everyone!

This is going to be not exactly my first jam, but first LDJAM, though. I always wanted to give it a try but every time I got distracted by something instead.

I'm a hobbyist game developer. Sadly, I dedicate not so much time to this hobby, so I don't expect a stellar result :) But I'll do my best.

For this project I'm going to use Unity. I was thinking about trying something else (Godot for instance) but it feels like it's too late to change horses.

Stay safe. Have a fun jam!

This is my first Ludum Dare Jam!

I am so exited to be in such an amazing group of creators. I saw this Jam through a creator named Blackthornprod, an amazing developer. I am personally better at art and music in my games. I am hyped!

Villager vs Pillagers Warmup Weekend completed

I finished my Warmup Weekend (https://itch.io/jam/ld-46-warmup-weekend) game.

title.gif

It i a quick avoider game called Villager vs Pillagers where you play as a villager trying to avoid an infinite wave of vikings on their way to pillage something.

https://minibobbo.itch.io/warmup-weekend

It is the result of about 4 hours work. It is missing a lot of polish, but I got all the pieces that I wanted to test: Animations Music (Sound uses the same code, so check that off even though there aren't sound effects in the game) Save State High scores Increasing difficulty Event system (behind the scenes) Web Fonts

I've got my toolchain working and all the pieces are in place for this weekend. Looking forward to it!

I'll be using: Engine: Phaser 3 Language: Javascript Art: Pyxel Edit Sound: A teammate

Ludum Dare 46: I'm in!

LD1.PNG LD2.PNG

Gonna do this now instead of doing it all in one go. Like with previous years, I'll be using my own C++ game engin built on top of SFML. It's been through a few updates since the previous year (largely thanks to one of my games being released on Steam last November), biggest one being physics.

Once again, I have my rules for game jams which I'll be following.

  • Gameplay First - Your game might look/sound great and have a really nice menu, but it won’t be a well-built game if not a finished game if you leave it at the last minute. Have your game prototype ready by the end of the first day.
  • Small Scope - My general amount of scope for a games jam is one main/unique game mechanic and two optional ones. It’s not worth putting so many mechanics and features in your game if you don’t have the time for it.
  • Know your Tools - Don't use software you barely/don't know how to use, including engines. This comes from seeing many people say they'll use Unity/UE4 because everyone uses it, despite not knowing how to use it themselves and spend more time figuring out how to get certain things working.
  • Stick Mostly with What You Know - Trying to learn a new mechanic, genre or art style as a project is fun, but don’t over do it, especially when you only have 48 hours. Time spent struggling or figuring out how to implement something new could be used to deliver more of what you already know how to implement.
  • Make Your Content Easy and Noticeable - Don’t feel you have to put the extra effort in how your game looks and sounds when you’re at that stage. If you do, don’t focus it on something the players aren’t gonna notice. Sometimes big simple designs work better.
  • 621 - At least Six hours of sleep, Two meals and One shower per day. Don’t pull all-nighters, don’t skip or replace meals with energy drinks and savoury stuff and calm yourself down for a bit while being hygienic.
  • Take a Walk - A breath of fresh air will help you think of solutions to that one bug that you cannot figure out how to fix or that mechanic that doesn’t feel right.
  • Find a Friend - If you’re gonna go the jam route, see if you can get friends on board. If you work together it’ll be more collaborative and less pressure on you. Be sure to find a decent way to thank them after it’s all over. Even if you're going solo for the compo, having a friend to bounce off ideas and improvements is always beneficial and eases off stress.

Made a little test soundtrack in Tonnoform

Hello everyone! I made a little soundtrack in Tonnoform, an 8 bit music app that I'm creating. You can find the soundtrack and it's tnfproj file on the github repo https://github.com/Nikos1001/Tonnoform . I hope that you try the app. Any suggestions, feedback, or bugs are highly appriciated :)

I'm trying to participate with friends

I don't know how to find my friends' account pages and then add them to my team, can someone help me out?

Themes of things

A few repeats and some very similar themes to past ones ( Shapeshift / Take only One / Start with Nothing )

Theme_Voting.png

I'm in (again)

Here's tools I'm going to use: * GameApi Builder https://meshpage.org/meshtool * https://meshpage.org web site * sdl2 * emscripten * opengl / glew * stbimage * libfreetype * c++ / php

Now just need the theme.. hopefully you pick something good...