LD21August 19–22, 2011

No way to finish in time

Meh. Still not passed the demo/simulation state. Without some input of the player (except clicking the “fight” button) I am not going to call my project a game. As it’s quite late now and I have to get to office early tomorrow, I have to give up at this point.

Nevertheless it was a great experience trying to make a game for this miniLD which has been my first LD. I am still convinced that my basic idea could make a working game so I will proceed programming during the next days and post some update.

Damage…

Hmm, having a bit of bother here, thought I could just add Stats as a GameObject and then hook it all together, well it’s not working so far but going modular is definitely the way to go with Unity IMHO.

So going for tea break… then giving Damage stats another go!

Also need to sort out some mechnic for aiming/locking on nearest target either mouse or automatic.

Is this a strict miniLD or more relaxed?

As I started late ;o) !

 

Tags: unity

I gave up :(

I wasted a lot of time today, and bugs jumping out of nowhere all the time, it’s not my lucky day I guess. I feel depressed and I don’t think I can finish it on time. I like the idea though, so I guess I’ll finish the game another time soon anyway.

Comments

31. Jul 2011 · 19:34 UTC
Your stuff looks quite interesting. I hope there still might be way to salvage what you already have into something playable.
31. Jul 2011 · 20:41 UTC
You know what, you actually made me feel more optimistic about finishing this game, thanks man.

Game Complete!

Completed! Didn’t have the energy to do the achievements anymore. But I’m still pretty happy with my game.

Entry here.

See ya, I’m off to sleep! :)

SVN Wars

Co-coder is not the enemy. (However, I commit faster.)

Comments

31. Jul 2011 · 21:16 UTC
Is your setup of SVN integrating everything, or does the Co-coder accidentally erase your work?
31. Jul 2011 · 21:49 UTC
I think a too fast conflict resolving between r22 and r24 made something wrong in the code but we couldn’t find what. We made a proper rollback and re-solved the conflict. That solved the problem but took 6 revisions at least…

Turrets Explode…

Yay, damage works but still need auto targetting, very hard to aim in 3rd person with locked forward firing!

Tired going to miss the deadline but will continue with this tomorrow on my own 48 hour timeline (one day to go!).

Good Night!

7. Energy / Resources / Unlocks

6. Hubs / Decoding

5. Shooting / Damage / Explosions [22:32 – 27 hours in]

4.  Turning Turrets and Shooting [13:57 – 21 hours in ] and Moving Shooting Robots  [16:09 – 25 hours in]

Sleep – Day 2 11:23 UK  [Zzzz from 23:59 – 19 hours in]

3. Marine Moving  [Done 22:48] 7 hours in

2. Sub Movable [Done 19:45] 4 hours in

Tea Break

1. Landscape Sea and Islands [Done 16:40] 1 hour in

Phase 1 – Mechanics and Gameplay – First 24 hours

Started –  15:41 UK 30/07/2011.

Tags: unity

Done

I’m really tired, but finished.

The game is done, I’m really happy with it, although I was hoping for XP working too. There is a menu, some polish, sounds, and a fairly fun game, so I think this went well. The end result is much more playable than my entry for LD19. Starting on time and coming up with a solid idea beforehand made everything easier.

http://dl.dropbox.com/u/16895250/miniLD28/dinner%2031%20july.swf

I feel sorry for those people that couldn’t finish, better luck next time! 😀

Deadline Cut-off Submission

I just learned that I could slap together something with at least minimal gameplay and a reasonable end-game condition in less than 8 hours of work.  While I got very little actual game out of the exercise, it instilled a strong reminder to structure one’s software properly from early one.  I still look forward to writing up the full post-mortem later.

Good luck, everyone!

Addendum: I just added the keyboard control scheme to the webpage.

To End The War, Mini Post-Mortem

I’m going to be out of town for a week with no computer (scout camp), so here’s a little post mortem.

We are gathered here today to talk a bit about my first (Mini)LD game, To End The War, available for download here.

Timelapse: Timelapse

What went well:

1. I got a taste of Game creation

2. I learned how hard it is to focus

What went badly:

1. I was very distracted, most of the removed clips were of me playing games online

2. I didn’t get too much sleep, as I stayed up playing FFVII

3.  I aimed WAY to high!

 

Let me know if I missed something.

 

See you guys later!

 

 

 

 

 

 

 

 

 

 

Tags: post-mortem, thePalindrome

The Final War, finally finished

And here it is, my miniLD#28 entry.

I’ve got to say, I didn’t expect to get it done in the end, and I overshot by a few hours… But it’s finished.
I did have some ideas given on IRC that could be very fun to put in, but I just didn’t have the time.

You can find it here : here

Good night, and good luck to those still coding.

Returning from Battle!

Guns to Roses is finally complete! You can check it out under all the entries for this Mini LD. Your feedback is really appreciated, as I will continue to update this game!

Tapping out

I know it’s late notice, but I haven’t had any time to work on this or anything else. The past week I was swamped with getting a website together that I’ve been working on for the past three months and on Saturday I had to help at a yard sale and ended up with a pounding headache for the rest of the day that even Motrin couldn’t cure. I know there’s time, but I still have work to do on my other project. I want to finish what I started, because I did sneak a little time in to work on some really basic stuff during the week, but there’s no way I’ll be able finish anywhere near what it would need to be playable by the end of this contest. So I have to tap out, but after the website is done I’m going to take a day or so to rest and then get started on the idea I had for this contest. I was excited about it, but it wasn’t meant to be for me.

As good as it’s going to get. final .exe, and post mortem

I have spent the last few hours tinkering trying to figure out a strategy that would let me have a more playable game without having to spend too much time. Could not think of anything. I then spent some time tweaking the existing game to see if I could find the fun. I couldn’t So I slapped a score on it, and made it restart the level when you die, and am going to “ship it”. I feel like there might be something there but I kind of hate it right now and don’t want to poke around anymore.

Can download here: http://code.google.com/p/mini-ld-28-unitformations/downloads/detail?name=salukminild28.zip&can=2&q=

You can toggle formations with 1 and 2, and press the arrow keys to change the direction. Formation 2 is kind of broken and useless, and the level is easy enough I think you can “win” without pressing a key, although you won’t get the best score. My best is 22, with only a few baddies missed. Not sure if it’s possible to hit every grunt but it might be.

What went wrong :

*idea too hard to pull off in 2 days, needed more upfront design

*Spent most of yesterday playing with formations and tweaking controls without level data. How do I even know if the controls are good or not without something to test against?

*Spent too much time tweaking at the end when a bit of extra polish could hide the bad gameplay

 

What went right:

*Got formation and base code up quickly first night

*Not much else

 

For next time:

*levels first controls second

*try to find easier idea

*limit tweak time for each feature so I have more time to see how well elements fit with each other

*dont make a scrolling shooter ever again, it never works out for me 😛

Didn’t make the time limit….

Unfortunately, due to power outages at home, and dealing with bugs and headaches I wasn’t able to finish in time. I will be completing it anyway and posting it our site (http://fatcowgames.net) When it reaches the quality I think it deserves.  You can see the latest build using the following link.  Congrats to all those that made the time limit!

I learned a ton and was totally worth it, looking forward to more LD!

http://fatcowgames.net/ludumdare/miniLD28/WebPlayer.html

 

 

 

Day 3???

Good Morning Ludum Dare,

Well it’s day 3 for me, and I’m up very early 07:24 now where was I…. (48 hours can span 3 actual days honest, I think it’s early! ;o)

That’s it targeting definitely needed, then hubs!

09:35 Arrgh targeting/control mechanic is a pain, given the marine a jetpack, more chance to hit the targets! (Need to figure out an auto-targeting system or mouse look control!)

Right next up going to add the Hubs and Decoding system for island control!

Tags: unity

Comments

01. Aug 2011 · 06:07 UTC
It’s not over ! Go go go ! 😀
01. Aug 2011 · 07:21 UTC
yah man! you can do itttt! I am excited for yours, anything 3d in a weekend is impressive to me ::DD

gg, re?

Did I make it? Of course not. Do I intend to finish my entry, just for the fun of it? Absolutely. Will I finish it…?

Probably not. But I like my idea enough that I don’t want to abandon it yet.

Postmortem: Why didn’t I finish?

1. Real life got in the way. I am not too upset about this, I had a pretty great weekend.

So, roll on LD #21!

Post-Mortem “The Final War”

You can check out my entry HERE first if you want to.

So, I’m going to do here a brief debrief (I should get shot for such a horrible pun).

What went well :
Well, I finished it. I think that counts ! Otherwise, I’m really happy with having some standard animations, sound. I’m really happy with the explosions, I think they look cool and not TOO much off compared to the rest, it could have been worse.
I also find the game quite fun to play, it’s not “just an engine” like last time !

What I could have done better :
Definitely, I should have spent less time on the bullets. I’m relatively new to FlashPunk and didn’t know there was a moveTowards function, so i was trying to code it. It took me quite a while before spotting that function, and then I had correct bullet paths.
Also, on the side “not knowing my library”, I stuck for an hour on animations, that I thought didn’t work, but it turned out it was because I overrode a function, and didn’t use super().
So, basically, I should have known my library better.

What went wrong :
Not much actually. Maybe some loose ends with ennemy strategy AI, which is very basic, and little stuff like that… It’s also quite difficult to apprehend, and the hud needs some more work.

So, that’s it ! Over all, I’m very happy with what I entered. I hope you all enjoy my entry, and have a nice day !

Hubs Captured

12:02 Energy Hubs Added and can be Captured!

Game displays Won  Message when all Captured!

But the game is almost unplayable, low frame rate, no woking hud, poor control mechanism!

And Missiles don’t work, a key feature of the original was the sub being able to launch missiles at targets and the marine being able to ‘laser designate’ a target and launch a missle from the sub!

Still 3.5 hours left to my 48, going for coffee then need to see if I can get it working better!

 

 

Tags: unity

Submitted on time, time to sleep

The sun is up here and I submitted a little while ago just before the extended deadline ended.  I also updated the submission to add a source link and fix typos a few minutes after the deadline.  I had to take breaks to do other things, but still was able to spend plenty of time on this.

It went ok, but some things took longer than I thought.  I thought I limited the scope enough, but still had difficulty finishing enough features to  make the game feel entirely complete in such a short time.  Also, bug fixing is much slower when tired — note to self : always stand up and take a break for a a minute when stuck on a stubborn problem.  I wasted too much time on a couple bugs that were clear once I wasn’t looking at the code.

I intended to add a few more dynamic things to show multiple sides of a conflict and allow more gameplay options, but ran out of time.  For example, I was thinking of doing more things with the positive and negative scores.  Also, war games generally seem to need lots of details, so I  had to take a simpler approach and create whatever simple objects I could make fastest.

I did learn an inkscape trick or two — I hadn’t really used tiled clones before, and they were helpful for repeating shapes in a circle.
The backgrounds are created with the gimp lava filter.  I only changed the color.

If I can think of a few more gameplay features, I may end up adding them — it probably depends on what I think of this game once I look back at it after having slept.  :)

Comments

02. Aug 2011 · 02:05 UTC
“always stand up and take a break for a a minute when stuck on a stubborn problem. I wasted too much time on a couple bugs that were clear once I wasn’t looking at the code.”

Finished in 48 hours!

15:18 and uploaded, not an official entry as it is based on my own start time!

Follow this link for the details, instructions and link to the game!

http://www.ludumdare.com/compo/minild-28/?action=preview&uid=680

What went right, got the basic mechanics working and more gameplay than the original just by concentrating on the basics!

Got the control mechanism wrong should be mouse look 3rd person, got around it a bit by adding in a jetpack jump mechanic!

No Sfx/Music/Main Menu/Repeat Plays (without reloading browser ;o)!

With a template I could have done better or if I had gotten the control mechanism right the first time, spent far to long trying to tweek it when it just needed to be ripped out and replaced!

Bring on LD21! ;o)

 

Tags: unity

Mini LD #28 – Dodge! – Post Mortem.

Now it’s time for the shortest post-mortem you’ve ever seen.

I’m Done. You can play it here

THE END.

First level, easy.

Nah, jokes aside. This was one crazy experience that happened so fast, I didn’t really realize.

My game was made in 6 hours. Yesterday I worked from 6:30 – 11 pm and today from 11:30 – 1 pm.

What I created was greatly different from what I originally had in mind, but it turned out to be simple and fun to do. The basic concept was that you are being shot by soldiers and you can stop their bullets by pushing crates in front of them, this would make a very simple puzzle game. I started coding the player, with normal controls, but those felt to fluid for this kind of game, so I changed it into a movement working on a 32×32 px grid. This felt way better. Then I started working on the enemies, on which shot right and one which shot left. They worked out very fast and I implemented the possibility of death. Then came the crates. Rage. I tried to do my best, but they wouldn’t work out how I wanted, I only managed to make them pushable in one direction, I chose down for that. So the basic mechanics worked out. It was kinda fun already, but I still needed walls, and some kind of background. So I quickly drew a brick wall, which turned out to be a bit ugly, but I was kinda stressed out, because I didn’t know we would get extra time. The walls were solid, bullets worked like a charm with them. Then came the tileset, which I drew today. I was already late and when I asked Legacy I only had 1h 35min left to do stuff. So I quickly drew the tileset, designed cheap-skate levels and drew a game over, main menu and win screen with paint. I hacked everything together in the last few minutes and finally was able to submit.

And that’s the story of my 6-hour-fast-crazy-game-development-thingy-stuff-experience!

Also, if you REALLY need it, here’s a walkthrough!

Dodge! – Walkthrough

Comments

02. Aug 2011 · 02:07 UTC
I’m completely blown away by what you accomplished in six short hours. Congrats! You rock.

Ok I’m done

I technically still have about another hour left. I should go to bed, since I have things to do tomorrow and it’s 2:45 AM right now.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */

Time Lapse Video

Moonbase Shootout: Texture Mapping Issues

So in Moonbase Shootout, my entrant for Mini LD #28, I ran into some texture mapping issues.

I'm on LibGDX (which was great to work with!), and here's what my model should look like, textured:

Ufo-should

Unfortunately, in-game, the textures didn't map correctly to the mesh.

As you see here, the stripe that should circle the UFO is actually on the bottom, and the purple dome doesn't sit flush.

Ufo-observed

Here's my texture:

Ufo-texture

And here's the offending code to load the mesh and the texture:

      InputStream in = Gdx.files.internal("data/ufo.obj").read();
      Mesh alienMesh = ModelLoaderOld.loadObj(in);
      in.close();

      Texture alienTexture = new Texture(Gdx.files.internal("data/ufo.png"), Format.RGB565, true);
      alienTexture.setFilter(TextureFilter.MipMap, TextureFilter.Linear);

Anyone seen this before?

Comments

JohnColburn
01. Aug 2011 · 23:04 UTC
This is just a guess, but is it possible that the texture is being flipped?

Update – “Dodge!” and it’s future

Hi, cool guy!

As my game already received a lot of positive feedback, from various players, it seems a good idea to take my Mini-LD project further, possibly to a fully playable game.

I already redesigned ALL graphics and the first level got a makeover.

The new first level, doesn't look as bad anymore, eh?

Above is the NEW first level, which has quite a few features added.

+ Hedges (as horizontal blockade, it stops bullets.)
+ Fence (the vertical blockade, this DOESN’T stop bullets, so it isn’t exactly the safest spot to hide at)
+ Walls made of sandbags (Hiding spot)
+ New Graphics (Looks almost like glittery rainbow-unicorns *_.*)
+ More Crates (Because this game is all about them it seems..?)
+ More enemies (The harder, the better ^_.~)

• Same movement system

- It’s only the first level. (I’m slow..)

I am also possibly gonna rename it, if I can come up with a better name. (You can post ideas, if you have any ;) )

Also, if anyone wants to test anything I’ve got so far, you can catch me on IRC quite often.

Soo, that’s it!

I hope my plans work out.

In case your interested – total dev time: 12 hours.

I’m off to go swimming.

- Folis

P.S: Your game should never look like that;

AAAHH, my eyes! THEY BUUUURN!! ARGH! *dead*

Post-mortem for MiniLD #28

Good intentions, poor planning.

With a pretty good idea in mind, I started on my entry after dinner Sunday evening.  I only got as far as the splash screen and sprite graphics before I ran into a Processing file IO bug and threw in the towel.

 

The idea was:  Air Conditioning.

Update 2.0 – Level 2 – It’s pretty and you need crates!

Pretty! Also, I'm a sucker for details, so you may find a few of them :3

Woop, level 2 done! It contains enemies, crates and walls! AND DETAILS!

Yeah, It may look a little bit overloaded, but I love it! You need those crates now. Or you’re instantly dead.

So, nyah! There you go, on to level 3 *epic music*

Also a little shout-out to Mr. Sir. McFunkypants for motivating me to do this! :)

Post Mini 28 Vile Artillery

I really enjoyed making this entry =). It was very fun, and even though this was my first Ludum Dare competition, it wont be my last for sure!

 

 

I’m going to turn Vile Artillery into a full game, add new enemies, new artillery, add a challenge mode and an arcade mode with online highscores. Many ideas come to mind but I’ll try not to be too ambitious; my plan is to work on it as much as possible for one entire week!

Hopefully it’l turn out as a fun and polished game.

c++ help!!

Hello!
I wanted to ask people that are developing games in c++ for a little help.
I’m familiar with the c++ language and studied it once, and I want to write a game in c++ in this ludum dare.
I’ve tried to install visual studio 2010 and 2008 but they both keep failing (due to some odd setup memory leak) and also I’ve tried to install eclipse++ but I had a problem with the libraries.
So can someone please give me a good c++ IDE that he is familiar with, or maybe someone familiar with my problems and can help.
Many thanks for help.

Comments

05. Aug 2011 · 09:44 UTC
It’s probably worth persevering with VS, as it’s widely used and well-supported. A memory leak wouldn’t stop you installing, unless it actually ran out of RAM during the install. What is the error message?
05. Aug 2011 · 11:41 UTC
I liked Code::Blocks, but as Winterblood said, you should try to stick with VS, as it’s the IDE I had the least problems with.
05. Aug 2011 · 12:21 UTC
I agree with both the others. Code::Blocks and VS.
05. Aug 2011 · 13:40 UTC
Doesn’t seem to me like a particularly good idea to keep switching IDEs due to installation problems and minor technical problems like that. You will need to give us a bit more info on what the problems you’re having are though.
05. Aug 2011 · 15:51 UTC
I never really got an error, but I waited about 3 hours after the first ‘next’ button and the installation process took >1GB RAM instead of the 100MB RAM at the beginning, so I just killed the process. I’ve tried this with 2008 installation and got the same results.

The first time I’ve tried to install VS 2010 it run fine but in the middle of the installation my computer crashed and so the installation, since then any VS installation started to crash. I’ve found this problem familiar at the microsoft forum and they gave me an uninstall tool that should fix it but it didn’t work.
huhwhozat
05. Aug 2011 · 15:57 UTC
I personally don’t like it very much, but DevC++ has quite a bit of credibility.

Wow, I’ve come a long way…

Hey guys, I just wanted to show you guys a comparison between my first game and one of my latest games:

Compare my first game Ghosts and Diamonds,

http://sandbox.yoyogames.com/games/87819-ghosts-and-diamonds

 

to one of my latest games, The Struggle for Humanity:

http://sandbox.yoyogames.com/games/179700-the-struggle-for-humanity

Tags: comparison, for, humanity, progress, shard123, struggle, the

Story! (or something like that)

Rub a dub, can you give me a buck?!

Nah, I worked out a little bit of story! :)

Here’s the first page of the diary (drawn in MS Paint):

I usually write stories in this style. (Don't mind the blank site, that's for entry 2)

Well, BAM, there it is.

– Folis

Comments

05. Aug 2011 · 19:08 UTC
haha! Awesome points for including crates in a text-based form.

Another c++ help

So I’ve finally successfully installed VS 2010 express and I’m ready to practice some c++. So this time I wanted to ask for a recommendation from people that are familiar with c++ and graphics libraries like allegro, openGL, directX…
So my question is: What graphic library should I use for a 2D game? What is better and why? etc.

Comments

phalseprofet
05. Aug 2011 · 18:47 UTC
My vote goes to SDL. I learned it after teaching myself C++ out of books and online tutorials. It should be even easier to learn for somebody who actually studied the language. Learning DX or OGL could also be beneficial in the long run, but making games with SDL is usually quicker than the others unless you have a repository of templates or classes you can use for the initialization code. Allegro may also be good for getting started quickly, but I’ve never used it at great length, so I can’t really comment on that.
Tourgen
05. Aug 2011 · 23:05 UTC
SDL for 2D.
RandomM00
06. Aug 2011 · 06:11 UTC
I agree, SDL is probably a good move, and I think you can use Open GL with it, although it’s a long time since I did anything with either…
06. Aug 2011 · 18:58 UTC
I’m not familiar with SDL, but I’d recommend OpenGL over DirectX…
SirNewt
07. Aug 2011 · 22:28 UTC
That question deserves a huge, it depends.

Entering LD21…But I Need Some Java Advice!

Hi, my name is Jonno.

I’ve been self-teaching Java for a few months now, after a few years of self-teaching code in one language or another,  and I have decided to use LD21 as a good bit of motivation to push myself into simple game development in the language. I’ve had a passion for gaming since I was young and have always had a back-of-the-mind plan to write games.

I’ve come to the point where I can write applications in Java with confidence, implementing drawing methods and the Swing API to create a good event-driven GUI app.

My only problem right now is animation and timed events (like game loops, for example). I have read that in Java, Swing Timers do not work so well on Microsoft’s Windows Operating Systems…so I was wondering what other methods are available for gaming. I have a small example application that uses a method to define the game loop, which performs all the actions that would normally happen with a timer tick, but it’s not very clear in its implementation and I’ve so far failed to replicate its function.

So, can anyone help me out?

As a side-note, if I’m not supposed to be posting anything at this time (seeing as there’s no category for LD21 yet), I apologise.

– Jonno

Comments

RandomM00
06. Aug 2011 · 19:29 UTC
I don’t use Java usually, but when I tried writing games with it the best way to do it was with a specialised library like LWJGL.
ghillieLEAD
06. Aug 2011 · 20:30 UTC
Games are not like a normal program. Games are weird. If you don’t yet understand the basics of creating a game, like how a game loop works, you need to do a little reading if you are going to be successful. My advice would be taking a look at these two free books:
06. Aug 2011 · 20:50 UTC
@ghillieLEAD:

I guess I forgot to mention that I’ve written games before xD

I program in VB for college (I know, VB :/), and as soon as I could I started taking the work home to write games. I even released one to friends a little while back.

I’ve also been playing and studying games since I was very young; I fully understand the workings and concept. I even make it a habit nowadays of seeing game mechanics and working out how they’d be done in theory.
RandomM00
07. Aug 2011 · 09:01 UTC
Depending on how much practice you’ve had, it might be possible to get started with a new library within 12 days, if you go for a high level one. I’ve switched compiler and main library in the last couple of days, but I’m still planning to compete with the new tools (from HaXe to Flex and Flixel).

Change of plan…

In the last few days, after doing Mini LD #28, I’ve changed my mind about which tools I want to use for Flash development.

For a long time I’ve been using the open source HaXe compiler to build Flash 9/10 swf’s, but I ran into some show-stoppers with it. The biggest is that I can find no sane way of making a preloader work with external API’s (Kongregate, Mochi, etc.), and some other lesser issues with compatibility. This isn’t a big problem for LD, but for anything I want to publish it’s a huge problem.

The best solution is a change of compiler, and main library. As far as I can tell, the best alternative (for Linux, and my code style) is the Flex framework with Adobe’s mxmlc compiler. While it’s slower and not completely open source, it should get round most of the big problems, while still running on Linux and not needing a specific IDE.

At the same time, I’m also starting to use Flixel, because it provides neat ways to do most of the tedious work for me (I hope that’s not cheating :P).

The first test will be if I can re-write my Mini LD entry using the new kit. So far I have an almost working core, with stats, players, SFX and AI.

Current public build: http://dl.dropbox.com/u/16895250/flixel_sea/build.swf

Comments

ahnimal
07. Aug 2011 · 18:36 UTC
Adobe Products isn’t an alternative to HaXe. HaXe is an alternative to Adobe
08. Aug 2011 · 15:11 UTC
I warmly suggest using “FlashDevelop”: pure AS3, no Flash CS5 slowness, no timeline BS, no mxmlc markup junk, all pure open source, fastest, tastiest, best possible solution, and definitely works with all wrappers for all portals. Worth investigating!
RandomM00
22. Aug 2011 · 07:03 UTC
Haha, there’s no way I would go near Flash for a sensible development! I really hate the way it does, well, everything. Mxmlc I can put up with, despite the amount of time it wastes every time I compile.

I’ve looked quickly at Flash Develop, but as far as I can tell it’s Windows only, and I’m not going to put up with Wine or VMware having to run whenever I start my IDE. I’m quite happy with Geany, as it’s lightweight and doesn’t get in my face too much. Given that I’ve done two LD’s and a Mini using only a netbook, a resource heavy IDE is not an option!

Thanks for the advice! 😀

HGE-unix

I’ve been using HGE for all my LD games so far, and it’s been used for a few other LD games such as Hockey Islands, but it’s previously been Windows only. Thanks to the need to port the excellent Hammerfight to Mac/Linux for the Humble Indie Bundle 3, there’s now a port of HGE available here. Development of HGE itself seems to have died off, but as it is I’ve found it ideal for LD and now with it having some cross-platform potential other LDers might want to consider it as an alternative to SDL/Allegro.

Comments

08. Aug 2011 · 08:43 UTC
yeah man, this is pretty awesome! I am excited to see more options for crossplatform stuff.

Updating you on that crate-based game called ‘Dodge’!

OMG! IT'S SO PRETTYYY!!!!!!!!!!!! MY EYES!!! THEY BUUUURN AGAIN!!!

So up there is level 3!

You may notice a few new things:

+ New bushes!
+ Directional sandbags!
+ Reset Button! (I actually only added it, because I was annoyed to restart the game, just to play the level again ^///^)
+ The factor of thinking, before doing! (I messed up on this level 2 times myself [I’m such a shame])

• Metal Crates (they’re invincible now!)

I think I may have created a really, really good level! :)

So, that’s it for now. :3

Comments

Yrael
08. Aug 2011 · 12:45 UTC
It’s getting the polish the game deserved !

Good work, keep at it 😉

Dodge! – More Story!

Man I’m sure I already annoy you guys with my game [ :( ], but.. but.. STORY!

Yes, level 4 DOES bombard you with bullets, but these bullet hells won't happen too often ;)

So yeah!

P.S: If you wonder why he knows what date it is know: Just pretend he saw a calendar or something for now, I’ll integrate that into the story a little bit later 😉

Pyoing live on the app store!

Hey folks! Pyoing is live on the app store. I didn’t do much to it past the compo version, but my friend / co-worker Yann at Lucky Frame made the sounds for it. He also spent all day yesterday throwing together this amazing promo video and website.

I guess I can do a bit of a post mortem? Eh?

So about 12 noon, uk time I decided to throw my hat into the ring on this LDmini. I was otherwise just watching tv that weekend, and wanted to muck about with my game engine a bit more. I spent about two hours working towards getting something like Rampart in place, where you could place bases, and then you would be able to chuck cannonballs from your base. That seemed to fulfill the war theme, and was something I had been interested in making since the last LD.

At around 4, I went out to have a BBQ and did that until around 5:30pm. It was nice to get away from the compo for a bit and kick a ball around, and eat a ton, etc, etc. While I was there I talked to Yann (the man in the gif above) about the game, and he suggested a few things. First that I should just make crossfire, forget all of the ramparts stuff. Second he asked if I was using box2d, and I said “no, I think I can figure out the physics just fine thanks”. When I got home I spent about 5 minutes banging my head against the idea of doing the physics myself, and then about 20 minutes setting up box2d. I think I went to sleep that night with all of the basics in, except for the win / lose states. You could chuck around the balls, etc.

The next day, I got started on it and first put in the win / lose states. Then I did the full game loop with the beginning and ending screens. It was nice to have a tweener library around to get cool animations for everything without much work at all. I play tested it a bunch with my partner, and decided to add the limited shots mechanic. That made the game a whole bunch more even, and about strategy. After that, I still had some time, so I did the retina display version of the game. I had the graphics pretty well integrated with the box2d stuff, so I had to retune everything for the larger masses that were flying around. This resulted in the retina and non retina versions of the game playing slightly different. Hopefully this is not a huge problem. The last thing I did was integrate the audio engine, and throw in a few sfx. They were not super great, but good enough. I think I finished everything up by around 11pm. I want to say that the whole process took about 11 hours of computer time to get finished.

The next morning, Yann did all the sfx over again, and it made everything better, and we submitted to the app store. Done 😀

The final thing was all the promo video, which is basically a scene for scene rip of the crossfire video. That took about a day to do, and we had to learn apple motion. Our greenscreen was a pink blanket purchased from a charity shop around the corner:

Anywho, thats about it! Here are a few promo codes, if you could please post the one you use in the comments, that would be great! If you don’t get one, let me know and I can post some more:

A4PE3LMF7AL6
EYJJWAFXKRNL
NFMN6LNJKKMY

Tags: iphone, postcompo, postmortem

Less than 10 days!!

Woo, exciting!

The next major bang!

Looking forward to it, and I’m hoping none of any silly themes will win.. I don’t wanna have a theme like “cookies” or “This and that” ._.;

Also:

BAM! Level 5! Flowers for manly men! You need intelligence for this!

Heh, yeah!

– Folis

Comments

10. Aug 2011 · 19:31 UTC
What theme would you like?

Last call for fun themes!

I am getting really excited about next week’s Ludum Dare.  Before theme voting begins, everyone should think for a bit and come up with some fun themes to add to the list.  I personally find that voting for themes is such a hilarious experience when I’m reading them out to my family and we collaboratively decide what to vote up or down.

As most veterans know, EVOLUTION always comes in the top ten.  Always will.  Nobody knows why, but it must be all the scientists among us.  Other common top tens include KITTENS.  Therefore, I propose a mashup of the two themes:

Kitten Kitten Evolution

Now that, I dare say, would be an awesome theme – like Dance Dance Revolution but indie style!  =)

Not…

Nope, nuh uh, completely doubtful. Of joining this months Ludum Dare. The next one maybe, not this one though. I have too many projects to finish.

Have fun y’all!

(unless, I think, well, maybe, if I can get a thing working…ack! stop thinking about it! *flees*)

Committing to ludum dare 21

Missed the last couple minis even though I had intended to enter. But I’m going full board on Ludam Dare. Already pre-allocating the time with the wifey.

This time I plan on using JavaScript for the first time. I’m going to use ImpactJS. My goal is to make a simple but fun puzzle game. I’m going to keep my ambition in check this time so I can allocate as much time as possible into just making it fun. My intention with JavaScript is that the game will work on every computer, tablet and smart phone out there. Hopefully ImpactJS is up to the task there.

I’m hoping the theme is fun. Somewhat silly is cool. It seems like most the themes end up being so generic. It would be nice to really have to put a lot of thought into the theme.

Tell me you’re in!!!

***Submissions are now closed!***

McFunkypants and I are making a compilation of videos of people saying I’m in for the upcoming ludum dare! Record yourself and spread the fun!  The deadline has been extended due to popular demand. The deadline for submissions is now TUESDAY at midnight.

Try to keep it to around five seconds using this script:
“I’m [nickname] on Ludum Dare and I’M IN! I make games using _____”
(and feel free to add anything else for fun: creativity is welcome – nay, encouraged!)

Record your video here: I’m in upload thingie!
(No webcam? Upload an .avi somewhere and post the link in the comments)

 

Code Library Declaration

I intend to participate in LD21, and seeing as its going to be my first attempt at the competition my entry will probably be a disaster x3. In order to abide by the rules of the competition, I need to declare a substantial personal code library I will be using. The following libraries are all written in C++, with a bit of C and assembly. Two are open-source, and all can be used freely for non-commercial purposes, but only the open-source ones are anywhere near stable or at all useful.

  • bss_util – Utilities library with various high performance structures.
  • TinyOAL – Simple, easy to use sound library.
  • PlaneShader – 2D graphics engine
  • TeV Engine – 2D game engine that ties together PlaneShader, TinyOAL and Box2D and provides higher level abstractions to simplify lower level tasks (or will eventually).

If anyone is really, really curious about PlaneShader or TeV Engine in their currently unstable forms, I can probably arrange to send a build to you, but without any proper documentation it is likely to be useless. One of my goals with TeV is to build a very powerful, high performance engine that is conducive to extremely rapid prototyping, and I hope that my experience with LD will help me develop the engine further so it can be of use to other contestants in the next competition. Until then, however, they are unstable and difficult to work with.

Three in a row

Going for my third LD entry. So far each one has been progressively easier as I get a better feel for the time constraints and workflow. I feel LD has become a bit of a benchmark on how I’ve grown as programmer. I love it.

The tool list hasn’t changed from last year much

Code: FlatRedBall (C#/XNA 4.0)
Sound effects: Sfxr
Art: GIMP / Corel Draw / GraphicsGale
Music: Audiotool

Target platform will be Windows again. I’m hoping this theme is a bit more focused, as the previous theme was basically a non-theme.

Also for anyone who enjoyed my previous entry, I may be porting it to Windows Phone 7 soon, followed by android.

Comments

shard123
11. Aug 2011 · 14:11 UTC
This will be my third too and I totally agree that it’s a lot easier now.
RandomM00
11. Aug 2011 · 16:06 UTC
I’ve only done one main LD and one Mini, but between LD19 and Mini28 I would certainly say I’ve got better and my workflow has got a bit slicker. I would also blame being ill for LD19! Excuses, excuses… 😛

Relentless Coding

I’ve managed to participate and complete LD#20 Maybe this time I will get a better result.

As before I will be working in Java using my PAJ Framework, which I have been able to upgrade a bit :)

My dream is to port my framework to JavaScript and be able to make a web based game for some LD in the future 😛

Hello, World!

I hope to participate in this upcoming LD, never have before!

I’m BlueShaman, I will enter a project made with Processing. I like procedural stuff so I think that’ll feature in it if I can manage it in 48 hours. 😀

Wish me luck. Or not, I doubt anyone is reading this. Good luck to everyone else entering!

‘wonder what the them will be?

Comments

RandomM00
11. Aug 2011 · 19:40 UTC
There is (was) someone reading this! 😛
11. Aug 2011 · 20:06 UTC
I was (am) reading!

It’ll be my first too, and I’m using Java. The problem is, I’ve been self-teaching Java for three months and am still just moving into game development using Swing. I hope that LD21 will give me some experience and develop my skills in a really boosted way.

Good luck to all!
Grungi Ankhfire
12. Aug 2011 · 06:21 UTC
Don’t underestimate the way LD’ers read the blog posts 😉
12. Aug 2011 · 07:44 UTC
Hi. I love you. Seriously.

WotFF post mortem

Just a quick post mortem of my MiniLD28 “War of the Flying Fortresses” entry before it gets more and more crowded with LD 21 posts in this place (which is indeed a great thing).

What went well:

  • Recognizing that I’m not that much out of training after a 10 year break of developing games.
  • Figuring out that python with pygame is a very convenient way to make games quickly.
  • Finding an idea for the MiniLD. That was really easy, like first sudden inspiration
  • Being motivated to make progress

What went not that well:

  • Recognizing that I’m lacking over ten years of game developing experience.
  • Suffering with stupid bugs (yeah, I know that’s the common developing issue).
  • Make something to call a game within time restriction.

So the big question is: Will I make this “game” into something more satisfying? To be honest, I’m not sure at the moment. I have been fiddling with the code and removed some library based bugs like having an in place sprite rotation with pygame. But there still seems a lot of work to put into it even to test the basic game design. Actually I don’t feel like the basic idea will be that much fun when implemented. Nevertheless I have made a graphics update which I want to share: Different colors with added detail on the hull parts.

And by the way: LD21, yes I am in! Posting tool details later.

Tags: pygame

I live, and will try again in LD#21!

So… life kicked my ass and I disappeared immediately after the last compo.  Suuuux.  I never got to judge anyone else’s entries, and never got to put mine in a state that others could easily get it working.  Ah well… I’m back again at least for the next week… and hopefully for a while after so I can contribute to judging this time!  We’ll see… -_-

Anyway, I’m gonna try to do some cleaning and completion on my entry from last time between now and next Friday and I’ll repost it so everyone can see… uh… how wonderful I am?  Hopefully this will also serve to reacquaint my brain with coding, since I haven’t done a single line in recent months.

Oh yes, as to technical details; I think it’ll be the same as what I ended up with last time.  Python, pygames, bfxr, mspaint, and gimp.  I’ll probably give a more contentful post next week and reiterate the details of my hardware and software setup.

I hope everyone else is doing well and getting hyped!

Tags: LD #21

Declaration of maybe

Hi all, I wanted to go for the highest number of consecutive participations I could, but it seems like I won’t get further than 2, as this time I fear life will get in the way. But on the other hand, 8 months ago I sorta finished with less than half the 48h free… So who knows…

And if I’m entering finally, the tools of the trade will probably be unchanged, meaning Python with either pyglet, pygame, or Panda3D (but 3D seems a bit over-ambitious). We’ll see ! Good luck to everyone in any case ^^

Girding loins for LD21

Things to do: clear desk, tidy house, generally sort out anything that might prove distracting! Excited to have Notch rejoin us, and see how the G+ circles pan out.

I’ll be using the shiny latest version of Unity – the new drag-and-drop prefab workflow should really help keep the pace up. Also Paint.NET, Blender, and Audacity.

Must also clear my calender for the next month just in order to *rate* everyone. The magical 100% coolness is becoming really hard to accomplish!

Tags: audacity, blender, paint.net, unity, unity3d

Let’s kick this pig!

So, as you might guess, based on this post existing, I am going to try my hand at this whole Ludum Dare thing, finally. I’ve been watching from the sidelines for a little while, and I can’t any longer. I must participate! I am hereby officially declaring my intent to participate in the LD21 competition.

It looks like I need to declare upfront my personal code “libraries.” Calling them libraries seems a bit presumptuous, actually. It’s a few little pieces of code (rendering functions, top-level skeleton functions, a couple of pixel manipulation functions, mostly stuff to speed up use of SDL, all in C++), but I suppose all together I can call them the cheese_framework library. That name isn’t taken, I hope. Google actually found something (on Google Code), but it looks like it was deleted. So, cheese_framework, then. Do I need to post this stuff on here or something? I totally can, but I would have to put it all together or something and stick it up. Let me know!

Actually, here is an open source roguelike I whipped up for the 7DRL 2011. You can totally see my masterwork in there. Anyway, still let me know if anyone wants to see more of it.

If you’re still reading, my name is Kevin Wells, and I have a little indie game development company known as Cheese and Bacon Games. Maybe I should have led with that.

Tags: LD #21

Hi! I’m Definitely In Now

Hi, my name’s Jonno and after some decision making and practice in Java I am in for LD21.

I’ve watched a few competitions on the side lines, and decided that this time, due to my beginning with Java in May of this year (and recent success with Java’s standard accelerated graphics controls), I will join in.

All the code I will be using will be standard Java classes.

I’m most hoping that this competition, whether I produce anything finished or not, will be a massive source of learning for me and a boost in my motivation and skill with the language.

I’ve always wanted to develop games and I’m the only 17 year old I know personally who is able to do what I do…so Ludum Dare is where I will start.

Good luck to all competition and I look forward to the two days of hurried coding! I plan not to sleep because I’m a noob and I’ll likely need the time.

– Jonno

Ludum Cherry

Hey all- I’ve been following LD for about a year now but have yet to enter any of the compos. I’m pretty psyched about LD21. I’m British and live in London, so I’m going to have to get up EARLY in the morning.

For anyone that hasn’t decided on a language or platform- I was recently made aware of an entirely in-browser game IDE www.playmycode.com based on a modified version of the Ruby language. They host your game for free and it’ll run in any modern browser that supports HTML5. You can embed your finished game just like a youtube video.

I’m a C++ / OpenGL guy myself, but have done a fair amount of PHP so am hoping I can pick it up pretty quick. There’s plenty of documentation on their site as well.

A good friend of mine, also from London, is also entering LD21- I’d give him a shout out but he hasn’t registered yet. Good luck all !!

 

EDIT: if you’re going to have a play with that playmycode shiz, make sure you read their T&Cs http://www.playmycode.com/docs/terms/ – they offer a good service at a price. Usual stuff -> “You retain the rights to your content but we retain the rights to sell your kidneys on the blackmarket”

Comments

12. Aug 2011 · 12:37 UTC
Hello, and welcome to LD, the *getting air in lungs* most-hyped-masochistic-adrenalin-packed-crazy-fest-of-doom-where-you-are-challenged-with-the-goal-to-make-a-game-in-as-few-as-48-hours-or-you-will-die-in-a-fire-and-continue-your-burning-in-hell!
Grungi Ankhfire
12. Aug 2011 · 12:47 UTC
Good luck with your first participation !
12. Aug 2011 · 15:34 UTC
Hi Fazz,
Fazz
12. Aug 2011 · 15:56 UTC
Thanks for the tips guys- I’m pretty rubbish with no sleep so I’ll be taking Grungi’s advice!
mrbungle
12. Aug 2011 · 17:16 UTC
I am the unknown friend Fazz refers to. Hello! It’s also my first time *gulp*.

Here they are!

Ahh, I love when everyone is declaring to enter! It’s nice to read of the variety of tools used for Ludum Dare.

I’m in. (As said a few months ago…)

I’m in! (Hopefully…)

As long as nothing comes up I should be able to enter. I might enter the Jam if I’m going to be working with qwezc.

I’ll be using:

Game Maker (as usual)

and Gimp

I’ve been trying to learn how to program with Java in Eclipse but I’m not good enough to make anything fun. Do you guys know of any good tutorials?

Comments

12. Aug 2011 · 16:49 UTC
Good luck, my dear sir.
shard123
12. Aug 2011 · 16:54 UTC
Yea, I’ve seen some of his and there really good!

Second time for me …

… and I’m definitely in. I’ll be writing another HTML and Javascript thingy and I’ll use the gameloop I build for the last one, thats all. I’ll strip this “library” out of the things for the last game and publish it as soon as I get there 😉

Suzumiya Haruhi no Ludum Dare

So I thought I wouldn’t join LD #21. I already spent too much time working on my own game, and overall, I was too la—

And then I saw her face! (hint: click on it)

NOW I'M A BELIEVER (Haruhiism FTW!)

YAY, SUZUMIYA HARUHI

Right. So after seeing that, I decided to join this little Ludum Dare thingy. Sadly, I think there are a few copyright rules in so I won’t actually be able to USE Haruhi… Or will I?

We’ll see!

What libraries will I use? Uhh, I’m not sure, probably something obscure again… We’ll see, we’ll see, we’ll definitely see.

I’ll follow up with code/library declarations in a few days.

Totally in

Aww yeah, lets do this again. Hopefully, I will be able to finish this time.

I will be working in XNA 4.0.

Might use the Mercury Particle Engine (http://mpe.codeplex.com/ )

 

So yeah, lets have a blast!

I’m in!

Hey all,

I’m Max and I’m a 17 year old from England who kinda lives near London. This is my first Ludum Dare, and to be honest I’ve only heard about this recently, some I’m not quite sure what to expect! But it should be fun, I hope! Better stock up on the tea and chocolate Hobnobs

I’m going to be using C++, SDL and OpenGL with my game library I’ve been developing, which is open source and on my Github account here:

https://github.com/supermaximo93/SuperMaximo_GameLibrary

I’m hoping to make a 2D retro game for a change (although it depends on the theme), so for assets I’ll be using some chiptune VSTs in FL Studio and some sort of Ubuntu equivalent to MS paint (or how about Gimp? =P).

See you around!

 

 

 

 

 

 

 

Tags: LD21

LD 21 in

I am in LD 21.  I will be most likely using Java as noted in my video.

FYI, the riff I did in my video is from my new album “Tales of Arthur”.

 

I’m in!

My first LD :)
My face is a pen
I will be using python/pygame

Good luck everyone!

Getting excited (I’m in) [C] [SDL] [OpenGL]

As I’m starting to realize how close it is – I’m getting excited.

I was quite happy with my execution last time (LD20), doing about average – I’m hoping to turn it up a notch.

Will be using the same tools as last time;

* C / SDL / OpenGL / My own basecode ( https://github.com/kvisle/game-basecode ).
* Adding OpenAL for sound.
* Adding SFXR for sound-making.
* Will use GIMP for graphics.

Since last time, I’ve gotten a Wacom – So I can do freehand drawing where it makes sense. Will also prove useful.

Looking forward for it!

Intent

Intent

Librarys/Frameworks
Ogre3D/CEGUI/OpenAL

Tools:
Modo3d for modeling / photoshop and filterforge for everything else

Basecode:
None as of yet. if I do end up using a base I will post a link to the source before the start.. (if anything it will just be the typical ogre bootstrapping)

Anthony

My first post!

So Mr. Notch posted on twitter about this. I love game development so I figured I would give it a shot. I am a java programmer. I love that language to death. Outside of game development I do web development. (php, mvc3 in C#)

So for this first dev I will be using java with an applet.

I’m in!

Hi,

My first Lundum Dare. I will be using C++/sfml, Gimp, SFMX and my personal library. I hope to do a 2d platformer or at least a game…

I am in for LD21.

Norgas

I’m in.

Brandon from Critical Developments here.

The July miniLD was a complete failure on my part, thanks to a bunch of factors including inexperience, not knowing my tools ahead of time, and other things. In grand tradition, that means I’ve learned enough to attempt something much bigger this time.

Thankfully, though, I’ll be sticking to my greatest comfort zone in Java applets, whether I’ll find something else to use and declare ahead of time is still up in the air.

Ld21 Hell Yeah I’m In

Manages to miss the last, well, lots of LD compos so I’m stoked and ready for this one! Good luck to everyone, Bring it on!

Tags: LD21 Im In

I’m in

And I’ll send a video Sos’ way once my sinusitis clears.

I’ve grown fond of Flashpunk over Flixel through the past few months, so that’s the targetted platform this time, together with whatever scrap code is lying in my public Github repos.

Music will be a nice change. I’ll try and apply my newly-acquired Yamaha keyboard to a more audibly pleasant experience. If I can bend OpenMPT or another tracker to my will (any clues on how to record note length, intervals between notes and chords in a tracker without it just mashing it together in a single pattern?) then that’s the plan. If not I’ll use the excellent Musagi.

I won’t make it before the compo, but I would like to make a very small boilerplate lib with various Flashpunk-based classes for rudimentary visual stuff like title and game over screens, tooltips and dialogue boxes. So wasteful to redo those horribly redundant things every time.

Tags: LD21

I’m In For My First LD

I’ve been following Ludum Dare for a couple years now and have finally worked up the courage and the free time to participate.

Here’s my setup:

  • Language: AS3
  • IDE: FlashDevelop
  • Library: FlashPunk
  • Tools: Paint.NET, sfxr, OGMO, coffee, and hopefully creativity
Feel free to follow or circle me!
Counting down the days…

Tags: as3, flashpunk, LD21

In

I’m pretty sure I’ll be in for LD21, so here is the full set of tools I expect to use:

Geany [IDE]

MXMLC/Flex framework [compiler]

Flixel [library]

SFXR/BFXR [SFX synth]

GIMP [photoshop-like]

Inkscape [vector]

Audacity [sound encoding, editor]

Blender 3D [3D graphics, FX, modelling]

and I might even try and do music:

Seq24 [sequencer]

Qsynth [midi synth]

I’m also hoping my main development PC will be back up by then, the system disk and GPU failed about a month ago, but I should get replacements in a few days, so with luck and the Ubuntu install disk, I’ll have a proper PC instead of a netbook for this one 😀

Starting to get excited, and it’s great seeing all these others joining in. I’ll probably be keeping an eye on Notch’s live stream again 😛

I’m in…

Tools Unity, Xara, GIMP, Blender.

See if I can improve upon my last entry, with models/textures and maybe even animation and sound/music!

Tags: unity

You better believe that I’m in.

Looks like it’s that time again!
List of tools I’ll be using:

  • Game Maker 8 (Development, Sprites)
  • Photoshop (Art, GUI, Sprites)
  • SFXR (SFX)
  • Possibly a music tool I’m thinking of making, which I’ll release if I do
  • Or Wolfram Tones if I don’t
  • And Chronolapse for making a glorious documentation of my probable failure!

GL HF

Comments

13. Aug 2011 · 10:20 UTC
Woah, another Game Maker user. It’s overwhelming to know, how many people use it this time.

Entering with a team

So, I’ve cleared my weekend and convinced a friend to join the effort. We’ll be entering this LD-Jam with:

Language: Java
Art: The Gimp
Audio/sfx: If we get around to it…

Tags: GIMP, java, LD21

I’m in!

Hello

This is my first time doing the ludum dare, I’m probably gonna do it with:

Language: Java

Engine: Marte Engine (A 2d Java game engine based on Slick2d which is based on LWJGL)

Tools: Gimp, SFXR, EnergyXT

And if I don’t do that I’m gonna use:

Language: Boo

Engine: Unity

Tools: Blender, Gimp, EnergyXT, Audacity or something like that.

 

But the first one is more likely because there is no time for 3d for a beginner like me!

First LD

This is my first Ludume Dare and I’m very excited and hoping to complete something fun. Here is everything that I will be using:

Language: C# with XNA

Graphics: GIMP

Sounds: sfxr

Music: pxtone/LMMS – hopefully, my music making abilites are quite limited

My Base Code – Consists of a bitmap font rendering system, input parsing, as well as some extension methods, all of which I wrote.

Tags: LD21

I’m in for LD21!

I’m in for LD21!

It might not be my best effort, given as I’m starting a new job this week and I might be exhausted by the weekend, but I’m still going to give it my best!

I’ll be using Flixel as my library of choice, using DAME as a map editor, Photoshop for graphics, BFXR for sounds and, in the unlikely possibility of getting done fast enough, SunVox for some music.

Prepare for the competition!

EDIT: I just realised I sent a video in for the keynote speech under the name of “Cirr”. It’s another nick I use, just a shortened form of Cirrial. Don’t worry, Cirr is still me!

Tags: flash, flex, Flixel, LD21, LD21 Im In

I’m in! (for the first time!)

Hello to everyone!

I will be joining the competition for the first time and will be using Processing and Paint.net ^^

Hope I can get anything finished in the 48 hours that somebody would call a “game”… let’s see :)

Wish you all good luck and a successful competition. :)

I’m in!

Well this is going to end well. First time entrant, and I’m diving in head first! I’ll be time-lapsing the process so if you want to see rapid googling, futile frantic bug-fixing and generic deadline-induced despair, I’m your man!

I’m more of a web guy by trade, so I don’t really know what toolset (of those I use) that I’ll be deploying. Could be a Actionscript/FlashDevelop, could be Java/Netbeans,  could even be LAMP/Netbeans PHP! Let’s see what that theme is before I make the first bad decisions!

Good luck to all involved!

Comments

13. Aug 2011 · 20:08 UTC
There aren’t any bad decisions.

Only these two types:

6 days to go and I’m in!

Well here we go, no backing out.

I am in and here are my tools:

  • Blitz
  • Bass (Free Audio Lib)
  • Paint.NET
  • SFXR / BFXR
  • One of the free Music makers, which one might depend on the feel of the game I want depending on the theme.

That is it. Now to just sit back and wait for the theme voting to begin.  Good Luck Everyone!

Tags: Blitz, paint.net

BCS is in for LD21

Ha! I finally caught one of these before the deadline … I’ve always wanted to join and now seems like a good time to try. I am looking forward to the reveal of the theme. I plan on making a speedVN/CYOA kind of game.

Weapon of choice: http://www.renpy.org/latest.html

Emergency coding help: http://lemmasoft.renai.us/forums/viewforum.php?f=8

SoundFX: http://www.bfxr.net/

Music: possibly http://flashkit.com/loops/ or collaborating with music friends

Art: I got this one handled. B-)

 

 

 

 

Comments

13. Aug 2011 · 22:23 UTC
hey collabs are only allowed in the jam!!!

LD #21 warmup javascript game

Planning on making a HTML5 javascript game using http://www.jawsjs.com/ this time around.

Warming up by converting an old LD entry I made in Ruby into Javascript. A 10-minute canvas-tag adventure, check it out:

http://ippa.se/webgames/unexpected_outcome/

 

 

 

 

Comments

14. Aug 2011 · 06:38 UTC
That game had some awesome ambient background music. What did you use to create that sound ?
zamza
18. Aug 2011 · 18:31 UTC
After looking around at some javascript game libs for my entry I settled on using yours. I’m relatively new to this and I’m finding your lib really simple, easy to use and well documented. Good stuff, thanks a ton.

Let’s go!!

Well, 6 days to go, guys. Voting’s started, so I guess it’s a good time to say that I am IN.

Last LD I was entering the Jam with Game Maker.

Well, this year, I’m still in the Jam, but this time I’m entering armed ‘n ready with Visual C++ Express 2010 and the SDL library.

I wish everyone luck (Especially dem first-timers) and can’t wait to see the theme, hopefully it’s better than last time.

Coding: Visual C++ Express 2010

SFX: SFXR

Music: Famitracker/FLStudio, I’m not sure

Ludum Dare!!!

Hey All, first time doing the Ludum dare, and I’m joined by the lovely http://www.pixelbutterfly.com/

We haven’t fully decided yet between Unity or Game Maker but  we’ll let you know when we have :)

Plus photoshop and audacity and ACID for the sounds and music…If we do Unity we’ll use blender for the 3d stuff ^^

Ready, Set, LD48

Hello!

I’m excited to be participating in my third LD (second in the compo). Here are my weapons of game construction:

* Programming: my hobby language of choice, PureBasic

* Graphics: GIMP + InkScape + digital camera?

* Sounds: to be decided, but I have the urge to record rather than generate

* Music: same. (I planned to have my text-to-music generator done and released before this LD, but it’s practically an alpha still :/ )

Good luck to everybody.

– Ryan

LD21

Hello.

 

I am  going to make a game in LD 21; I have never taken part of Ludumdare before. I will be trying out Haxe (->swf).

Comments

RandomM00
14. Aug 2011 · 07:28 UTC
I’ve used Haxe for some time, and it’s pretty good, except it *hates* pre-loaders, so putting a large Haxe game online is tricky at times.

On your mark…

I’ve been wondering when would be the best time to register for the competition, but now that voting has begun I suppose now is as good a time as any.

I decided to use Java and lwjgl (and probably Slick too) to increase accessibility.  If that doesn’t work out I could fall back to C++ and SDL for next time.

I look forward to actually finishing something for a change.

How Daring!

I’m for sure in Ludum Dare 21, looking forward to making and playing!

I’ll be using Flash CS5 for programming, most likely programming within The Flash IDE but might use Flash Builder 4 or Flash Develop. Graphics will either be made in Flash or Photoshop, audio will be done with Audacity, Sony ACID Music Studio 8, and a SFX/loops library I’ve been collected. Any external libraries or whatnot I use, I’ll notify of once I know what on earth the theme is 😉

Happy Ludumming!

Tags: as3, flash, LD #21

Here we go! I’m IN!

Hey there, posting to confirm that I’ll be entering again for LD, this time I hope to invest full time into the project and not be distracted by anything in real life. Total. Dedication. To. The. Cause.

Anyways, my tools of preference are as follows;
Game Maker 8
FL Studios 10
Notepad

Here’s hoping this goes well! I’m hoping to also post frequent Screen-Shots in order to log my progress throughout the course of the Contest. Lets do this! :3

 

LD21 – I’m In!

Other than a slight “distraction” for a few hours that weekend, I should be able to participate in this Ludum Dare!

I’ll be using a slightly different setup this time around:

Language: C++

Libraries: SFML2 & Box2D

Audio: SFXR

Base Code: None (At the moment ;))

Now to make room for the timelapse 😀

Good luck everyone!

ld 21- i’m in and lets have funskies

Language: java

SDK/ENGINE: i will be using the Jmonkey SDK

Base Code: from scratch, like a caveman 😛

visuals created in photoshop and GIMP, audio form FruityLoops and Audacity.

 

here goes nothin :)

LD21 – I’m in

First time making a full game from scratch, so I’m not sure of what tools I’ll be using, but I’d like to see what can be done. More to come as I figure it out. Probably this weekend. :)

I’m in

This will be my second Ludum Dare.

I’ll be using:

Construct Classic

Gimp 2.6

sfxr

LMMS

 

Unless the theme is one that I’d rather use php, javascript, css, and html for.

I’m in (first time)

I will be using (PHP, Javascript, CSS, HTML) and Paint.NET. I wish everyone best of luck and I can’t wait to see what crazy stuff you all come up with. :)

I’m In!

Hello Ludum Dare! I have no idea how to pronounce your name.

I have been making games for awhile under the name RUN HELLO. I use C++ for everything– I am learning Flash but I am not to the point where I can use it for real projects yet. I decided this time, I am going to give Ludum Dare a try. Usually game projects take a very very long time for me but I am trying to get better at this lately so maybe I have reached a point where I can make a simple game in 48 hours.

In order to create my LD game, I intend to use this game library I have previously released,

As well as utility and graphics code from this game which I made for a Tigsource compo and then released as open source.

I am worried about being able to actually stick to the theme once it is announced. If so I will probably just go ahead and make a non-theme game and accept disqualification.

Comments

14. Aug 2011 · 06:19 UTC
I was totally mesmerized by the gameplay video of Jumpman. A really innovative little game. If you can repeat something like this for the compo, you’ll have a winner on your hands.
14. Aug 2011 · 07:37 UTC
LU-DUM DA-RE.
14. Aug 2011 · 09:14 UTC
There’s like 2 “camps”
14. Aug 2011 · 19:31 UTC
Thanks peoples :)
17. Aug 2011 · 05:49 UTC
stigrv I wound up putting up a new Drumcircle with wav export. I think I will make a separate blog post about this.

In

2nd Dare, this time going for the Jam.

2 of us working on it, Debs and Deano. Both design, I’m code, she’s art.

Using own Haxe built 2D engine, that I’ve been working on, and a Ludum Dare is a great way to see if its ready.

 

 

I’m in for LD21

This will be my second fullblown dare, and I really look forward to it.

As I’ve done earlier, I will be writing my entry using JavaScript. I will most likely be using ImpactJS or Three.js for my entry depending on the theme and what game I will be making. I’ve learned from my earlier mistakes, and will not try to learn a new library for this compo. I will also be using Paint.NET for graphics, possibly Blender if I go 3D. For sound I will be using the awesome BFXR. Music will most probably be generated using Wolfram Tunes, simply because I suck at music. If I get to make an explosive game, I will also be using the Explosion Generator. I haven’t used this tool before, but it looks promising.

Good luck to you all !!

Tags: bfxr, blender, explosion generator, impactjs, javascript, paint.net, three.js, wolfram tunes

In

I’m in. I’ll be using Game Maker and trying to put something somewhat finished together.