Ludum Dare 37 December 9–12, 2016

Mini LD #72 submission – Schmup Trainer Update

Updated my game  Schmup Trainer. Its still before the deadline, so i thought it was fair game.

Amended the enemy movement a bit and fixed some bugs, and reduced the number of waves per level.

@DollarOne could you please clear down the scores, since the balance has changed a bit it seems fairest to reset.  Also I (hopefully) fixed the double score submission bug.

Apologies to those that already submitted a score, but its pretty quick to try and knock out another one.

 

13.37

13.37 is a speed-platformer casual game in which you must complete each level in less than 13 seconds and 37 hundredths. Each stage has been splited in levels. Increase your skill to gain time, using powers, avoiding traps… Be the best, saving your records on a leaderboard which gathers all players around the world. Enjoy a 8×8 pixel art aesthetic…

13.37 is on GreenLight – and submission starts bad. Any help from the LD community would be really appreciated. Thank you ++

1337e

Been programming all night? Take a break! :)

Hi there guys! 😀 It’s been a while since I visited the site and wow, a lot has happened. I’ll be participating in the next jam but in the meantime, here’s an article I wrote. I hope you guys like it! 😀

 

5 Star-Crossed Lovers in Video Games

Tags: article, BREAK!, chlose, cortana, ellie, final fantasy, halo, left behind, life is strange, master chief, max, mono, riley, rinoa, shadow of the colossus, squall, take, The last of us, wander

38 Special

I was at GDC this past week and learned a lot about an interesting engine called DeFold, http://www.defold.com/. It’s focused on 2D games, and has a lot of features that seem like a natural fit for gamejams:
– small foot print
– fast performance
– runs on HTML5, OSX, Windows, Linux, even iOS and Android
– Hot reloading (replace assets while game is running.)
– Tile editor
– Particle editor
– GUI editor
– Spine support (http://esotericsoftware.com/spine-in-depth)
– Lua Scripting
– Built in editor and debugger, but you can use other IDEs.

I’m going to learn as much as I can by April and try it out for LD38. Does anyone have any experience using it? Any tips or great tutorials I should check out?

See you in April!

Ludum Dare 38 Special

Tags: defold, LD38, MrPhil, Special

Comments

Listrix
06. Mar 2017 · 21:10 UTC
Defold is a great engine, I was an early tester tester for it and from what I remember it had great potential. I played around with it for a few months and created some games with it but I stopped programming for a while when I had to start focusing on my studies, that was over a year ago. Now that I’m getting back in to programming I might look in to it some more, see how well it works.
07. Mar 2017 · 06:32 UTC
Cool, that’s good to hear. Apparently they’ve been busy, they’ve released the Beta for a new version of the editor and added native extensions.

Want some Inspiration for Innovative Gameplay? Check this out! :)

Hi there!

Have you ever felt being cornered or frustrated because you feel like someone already did what you’re doing? Well, I know that feeling and what I do is I look at other unique games out there and figure out how they did it. Then, maybe, I can look at other things in another perspective just like they did. Here are some of the games that thought outside the box to immerse us with unique and innovative gameplay. Enjoy! :)

Video Games With Unique and Innovative Gameplay Mechanics

Tags: gameplay, games, indie, innovative, unique

Free source for a Platformer Game.

Hi folks!
Here I’m again :)

Today I want to announce our new project on Patreon, a free open source Platformer Game, you can download the source code and use it’s contents in any way you want. All the sprites, scripts, sounds, etc.

I’ll update this project from time to time, adding new assets to it.

bonequin

Please note I’m using Character Controller 2D by Prime31 and Aseprite Animation Importer by Stephan Hövelbrinks, so check their licences before using these specific scripts on your projects.
If you like the idea, please consider being one of our patrons!
https://www.patreon.com/posts/free-platformer-8370374

TerraShift Progress!

It has been a while since LD35, but I started to further develop my old compo game TerraShift!

What do you think?

fancySmallGIF

Comments

NamesMark
10. Mar 2017 · 09:58 UTC
Looks quite nice. I am looking forward to further updates!
deathray
12. Mar 2017 · 20:13 UTC
Beautiful! What are you making it in?

Super Space Holocaust

My entry for mini ld, I hope you to enjoy the game. Try to beat level 14.

lalala3

link to the entry link

Super Space Holocaust (All OS versions)

Versions for all the operative systems. 😛 I have added, Windows version, MacOSX version and Android version to the Linux version. Take note that I am using the highscore api so android version will upload and load data from the web, so use the wifi.
part1            part2

Link here

Require to provide info on tools used

I want to study and analyze the source codes of 2D games hoping to get some learnings (coding techniques, patterns, algorithms, etc.) out of it. I wanted to take a look at games that do not use engines, but use frameworks or just plain code from scratch. But when I browsed entries I mostly saw games made in Unity, GameMaker, etc., it’s hard to find games that don’t use engines and is in 2D. If I could search for games by “their framework used”, that would be very useful. Right now, what I do is click on link to the game’s page then download the source and see if it is not made in a game engine. EDIT: I’m specifically looking for games coded in Java.

Comments

Nambew
10. Mar 2017 · 18:19 UTC
You can look at games mades by Deepnight, he use is own engine in engine.
Nambew
10. Mar 2017 · 18:21 UTC
The code is not in java, my bad. Syntaxe is close enaught for some pattern and information.
10. Mar 2017 · 19:07 UTC
I made a game in java although the structure is quite bad!

But you can look at it

Name: LocusLudi
Listrix
10. Mar 2017 · 22:21 UTC
The reason why most of the games made during Ludum Dare use an engine is because of the time constraint that Ludum Dare has. When making a game for Ludum Dare you don’t want to sit there programming your own physics engine, loading images manually and having to constantly test your code to make sure that absolutely everything is working. When doing Ludum Dare you want an engine that will allow you to prototype games (Ludum Dare games are basically just prototypes) as quickly as possible with the least amount of effort and thinking, that’s why engines like Unity, Game Maker Studio, Defold, ect. are used.
12. Mar 2017 · 01:06 UTC
Some people list on their game entry which tools were used to make the game. So you could filter your search by using one of the following terms: haxe, haxeflixel, java, lwjgl, pico8, sdl2, flixel, flashpunk… That should help point you toward games that were made from scratch, or with an open framework.

Formless Adventure – Ukrainian Indie Game

Hello eweryone! We are Formless Adventure devs. We wrote here earlier, but we decided to write here again, because we have something to tell you. Let me remind you a little bit about us.

Formless Adventure – platformer that will allow you to spend a few hardcore hours emerged alongside. Your hero – Mr. Blubstache – a shapeless mass, and he can change shape as you want. He has a variety of forms, which have different characteristics and abilities.
Dude, there are five, and they are awesome: speed, sticky, slippery, fire and stone!
Mr. Blubstache is so formless! At your disposal 50 balls, do with them whatever you want: you can jump to the fire, or press on the plate.

Preview
So we have great news : Formless Adventure started a campaign on the Indiegogo! https://www.indiegogo.com/projects/formless-adventure/x/15707634#/
Now you can pre-order the game for only $ 4. Also for those who are ready to donate more, we have prepared a lot of other rewards: the exclusive desktop wallpapers, your name in the credits, access to the beta test, the level based on your sketch, even handmade toy from the developers, and much more. We would be very grateful if you support us! Thanks to you, the game can release much faster and better!

 

Tags: 3D, hardore, indie, plathormer, ue4

Hi Guys

I will use modo and unity

Looking For Advice

Hey everyone,

I’ve been making games for about 3-4 years now with GameMaker Studio (version 2 how recently come out 😀 ) and one of my projects for IT at school was to make a game. My teacher was very impressed with the quality of my game and told me that I could probably make indie games in my spare time and make some money off them. I’ve been thinking hard about this for a few hours and I thought I’d ask a community of indie game developers what their thoughts are on the best approach.

After thinking for a while I think the best approach for me would be to use patreon and having a “pay $x every month” system. I know it’s not the conventional way of doing it, I know that when most people start a gamedev project they set up a one-time campaign, advertise and hope they get all the money they need to mae the game. But I want to take a different approach.

What I was going to do is make a $5 or $10 per month subscription and for that price you get behind the scenes videos of my journey designing and developing the game, your name in the credits, closed beta access to the game, access to a closed facebook group where I can directly interact with my patrons and probably more and then release the game free and open source for people to play and learn from.

One of my friends was saying “why would anyone pay money and end up playing a free game?”, my response is that the money they’re paying isn’t for the game, it’s for behind the scenes videos which can act as tutorials and/or a blog on the process I would take to produce a ‘professional’ grade game (since it’s a free game and only made by one person don’t expect Call of Duty quality) and being able to beta test and directly interact with me to be able to give input and feedback on the game.

I could make the games paid and polish up the game a little more but I like the idea of being able to make my games open source and giving back to the community.

What do you think of my idea?

Comments

16. Mar 2017 · 19:45 UTC
I think it would be difficult to get people to pay for something without knowing exactly what they get.
bml
18. Mar 2017 · 23:04 UTC
I’ll assume your game development, game design, marketing, teaching and customer service skills are strong. And that you’re driven, productive and focused enough to stick with this. The videos you create will have reasonable production value, not make me cringe and have some entertainment value. You will also need to post high quality content on a regular basis.
Stuntddude
20. Mar 2017 · 16:44 UTC
I would say you might be thinking too far ahead. Patreon could make you money, and it’s free to use, so there’s no particular reason not to give it a try, but it could also go nowhere. The outcome depends on a lot of factors including a huge amount of luck. The bottom line, though, is to have something people want to give money to. People don’t usually give money for the reward tiers on Patreon. They pledge because they want to see a project succeed. If you don’t believe me, just look at the reward tiers of successful projects. They usually aren’t that substantial. Consider the two that bml mentioned, for example. Bay 12’s only reward tier is at $1, and it gives you essentially nothing. Yandere Dev’s $1 tier gives you literally nothing, and his only other tier is a $100 tier to get your company’s logo on the splash screen, which makes a minority of the project’s total income.

Melbourne Meetup

I’m from Melbourne, Australia, and was wondering if there’s others down here that are going to compete in Ludum Dare. I’m not specifically asking to join a team because I want to take a crack at it by myself, I struggle with graphics and music so those are a couple things I wish to improve this Ludum Dare, but I’d find it more fun if I was hanging out with someone else who was working on their own project so that we could discuss ideas a bit and help playtest each other’s games. Otherwise I’d be sitting in my room alone which I’d still enjoy but I think it would be cooler to have others around.

I’m not attempting to organise some massive meetup and hire out an entire venue, I’d be happy just to get a few people together and hang out at maccas working on our Ludum Dare games. If you live in Melbourne and are up for this put a comment down in the description and we’ll start working it out :)

Comments

18. Mar 2017 · 23:29 UTC
Often when it comes up to the main LD event there’s a list of venues that get posted, so hopefully there will be something like that for Melbourne.
20. Mar 2017 · 07:43 UTC
Hey dude. I’m a 16 year old in Melbourne and I think that sounds pretty awesome. My friend does LD too. We’re probably just going to hang out in my basement lol, but nice to here of fellow Melbourne devs here. Have fun :)

software

Are you aloud to use Clickteam Fusion or LD38? thanks.

Comments

explosive penguin
17. Mar 2017 · 18:59 UTC
sorry for the typo for*

thanks
JK5000
18. Mar 2017 · 08:26 UTC
You are allowed to use any software you want to use. So YES you can use Clickteam Fusion for LD38.

I am in!

Tools

Bosca coil unity gimp blender audacity.

Tags: minild73

[Video] My Ludum Dare #37 Post Mortem

This video was quite the effort but I hope it’s not too late for anyone interested how I tackled “One Room” in this entertaining little video:

Tags: film, LD37, post-mortem, video