And done…
There isn’t everything in the game I initially wanted to. But it’s playable and works fine. So it can be considered finished.
Does anyone know how to sort out the error with pygame’s font and py2exe to make a windows executable?
There isn’t everything in the game I initially wanted to. But it’s playable and works fine. So it can be considered finished.
Does anyone know how to sort out the error with pygame’s font and py2exe to make a windows executable?
There is, unfortunately, no way that this game is getting finished within either the Compo or the Jam. For LD23, I’ll definitely remember to ask it off work. Else I’ll end up in the same rut again. Oh well, at least I got some more practice with Stencyl. 😉
Play it – Rate it – Don’t steal it!
I am motherfiretrucking done! It took ages and it was exhausting! Too tired to say anything else.
Gotta get to bed to get at least 6 hours of sleep.
I finally finished my game! Not bad for my first ludum dare!
Well, time to get it all packaged. Been a wild ride, but I feel I’m at a point where I can call it done and be happy.
Unless there’s time to add just one… more… thing….
Now to package everything up, compile my timelapese, post a gameplay video…. and
crash….
hard…
Tags: done, final, screenshot, urge to add features rising, xna
Hi all,


I’m almost done… I “just” need to add:
Audio effects
More leves
Instructions
Please feel free to try this iteration
Löve source
Windows exe zipped
Use keys to rotate the city around the “hero”. Press “R” to restart a level.
Good luck
Ok, I finally finished It, they’re a lot more I would have love to make but a Deadline is a deadline..
Here are some screenshots :
And here are some very very quick concept I’ve done to get an idea of where I wanted to go…(Of course I didn’t follow my ideas at all :D)
The thing I really skipped was the sound, I really wanted to have a music, but maybe next time
I sure learned a lot during this compo, see you next time for sure 😉
WOO. 3h30m to go. Things to do:

Slightly playable and starting to look better but there’s no way I’ll finish it in 3h.
So I think I’m totally finished with AWAP! I’m holding off submitting until closer to the deadline just in case I remember something I left out or find an unexpected bug. Here’s one more screen. Looks like the others but I added a little to the background, just some buildings and trees. You can play it soon, I hope you enjoy it!
in case you missed the first post:
The concept is basically being lonely and so you use the spacebar and mouse to type and send messages (read:Tweets) to become more popular. If someone is talking about a message you’re typing you can click to mention them for bonus points and bonus popularity. The game ends when you can’t keep up and you lose all your followers and are, once again, alone.

I just don’t have enough time to implement everything I want, but I’m not going to let that deter me! I think I’m going to shoot for the extra time of the jam, so I can make this game better than it is now. With this, I can also relieve a little stress I’ve been having over this lately, as the stress is not really doing good things for me.
This is one of the puzzles I’ve implemented, and it requires a tricky form of interaction to get across the stream (you can swim, but unless you have a million potions that would kill you very quickly), which I hint at in the game. I’m not sure how obvious it is, though. Hopefully enough. I’m not going to go out and tell the player exactly what to do, though.
Alright… Looks like I only have 3 hours 24mins left.
That will be an hour of changing paper drawings to digital drawings.
An hour of programming the new zones.
Then I’ll spend an hour touching up everything.
Last 20 minutes will be for getting it ready to submit.
Better get going!
Here is the last screenie before the .jar!
Ok. It’s done. I finished. I actually feel much worse now then I did while in my in-programming euphoria. What if it sucks? What if everyone hates it? I had to rush it into it’s final state and I suspect, nay, know there are several glitches. Too late now. It’s a school night. Still, I flipping did it, and no one can deny I participated, took the bull by the horns, and gave it my best.
Either way, I had an absolute blast. Thank you LD Team. Thank you fellow developers. Thank you Notch for introducing me. You have all done an amazing job, and each and every one of you should be proud of yourselves.
Finally, thank you, my humble Reader, for taking the time to read my journal. Check out my profile for the rest.
Oiche mhaith, mo chairde!
-Pixelsheep
—————————————————————————————–
Don’t forget to view my entry.Aslo, check out my blog to see what I’m up to.
Well, this weekend has been quite successful. My 3rd finished LD! Woot!
I have a few hours to go, but I’ve decided to submit now, since I don’t know how much time I’ll have to get any more done for the rest of the night.
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=1022
Because most of the content that drives the game is the variations and types of rooms, people, and things to encounter, I couldn’t fully realize the game in 48 hours. I did have a decent amount though, and definitely plan to do a post compo version. I’ve already got a lot of new room ideas, so expect more in the future! But for now, I’m done!
I’ve uploaded the current version!
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5699
Feel free to test it out. I’ll see if I can do anything else.. although honestly I’m pretty exhausted right now, so I’m not sure if I will be updating much.
Been working on this game since 11 am yesterday and it’s 3 pm now.
edit: Fixed a random mob issue that made it impossible to get certain items later on…. this also makes the game a bit easier.
edit2: Fixed another mistake.. forgot to save a file and it reverted so you couldn’t get loot from a certain action.
I finished my game (at last) about 2 hours ago, but I’ve spent the time since then trying to compile the damn thing. Any tips from people who’ve used it before?
Done!
Finally.
Good lord, I did not enjoy this as much as last time; found it really difficult to come up with an interesting concept until late last night. Still, I’m fairly happy with what I made; plus I love the name. Not that it really has anything to do with the game xP
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5374
Also, can we not have something pretentiously depressing like “Alone” & something clearly minecraft like “Randomly Generated” as the *only* high ranking themes next time guys? 😉 For all we’re itching to make the next Braidcraft or IndieMiner9 – we’re falling into the same trap as the AAA guys as a community. For every grey/brown FPS there seems to be a ‘retro’ pixel, grey, depressing, mascot platformer game these days; I found the theme a little disappointing on that front this time around. Still, I’m looking forward to playing everyone’s games: there seems to be a lot of fantastic stuff as always!
I added more witty jokes for the end of the game (heh heh) and did some tweaking.
I am putting ‘music’ into it right now.
Then I need to upload… Processing.org > Applications > Web as far speed goes, so that’s the order I’ll suggest people to try…
So it ended up being called “Damn Locksmiths”. Pretty happy with the result considering it was probably a 6 hour jam, my first LD and the first “game” I’ve done in years. If anything, I hope I get some points for turning the theme around. 
There are a couple bugs but hey… hack hack hack! Now off for some family time!
I’m totally exhausted : it’s 4:45am here in France… The game is a little hard (like any hardcore platformer should be, hey!) but I hope it won’t be too disheartening.. The game looks almost like I imagined it, but I regret the audio part: took me too much time and wasn’t especially pleasant.

Have fun!
Play the game
See the submission page
This entry was posted on Sunday, December 18th, 2011 at 8:48 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
The name of this game is not trauma. It was just the name of a sprite sheet i just edited… So I don’t have a name yet.
This game is a combination of concepts from 0space ( http://teknopants.com/games/0space/ ) and battelfield 3 and my own ideas.
The game is a simple, tactical shooter. There are knives. There are defribrillators. There are grenade launchers. As a Ludumdare entry I am still working on this for the competition deadline (not far from now), but I am actually developing on the jam timeline to completion. The rest is a challenge to see how much i could fit in anyway.
Progress screenshot :
already very playable, this is just the menu where I test all the mechanics. Levels next!
I am done. It took me only 3 hrs. Here’s the link!
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=6143
Hope you enjoy. This was not made for it to win, but for fun only.
I’ve been too busy with actual life stuff to work on my game a lot, so I think I’ll submit it to the Jam instead.
Here’s a pic of my game:
The game is a bit like Pacman – you play as a king who has to stop all his subjects from bugging him so he can get some work done.
I still need get the movement working smoothly, implement UI and scoring, and hopefully add more people and rooms. I’m looking forward to getting it all working!
So I finally solved the problem I was having in my point-and-click game, and can now finally start getting everything pieced together.
Looks like I won’t be finished by the Compo entry, but I should still be good for the Jam entry!

at least it has a kitten
http://dl.dropbox.com/u/53135640/Alonekitten/index.html
dat comicsans
Tags: LD22
Just spent one hour making tiles (and eating)! It was pretty intense! They look neat but theyre a bit messy. now I got 3 hours to lay them out in the game, do the other art (main character is still just a circle with an angry face) and make some sound effects…eep!

I just finished my game! It is written in java, and i must say, i am quite happy with it.(I am 13 and i have use java for about a year now).
It has particles, sound, multiple levels(and it is easy to mod in more!*hint**hint*)
Screenshots:

Timelapse cooming out some day next week!
You can find the game here!
You can find the game in the compo entries under “Alone with zombies!
Ok, I have managed to complete the Kitten Challenge! Good luck trying to find it in my game :3. It is there, I promise! Dont give up!
Now three more hours before submitting… I wish I could have finished the transitions, but I think that will not happen this time. I will probably spend this time improving the character sprites and maybe adding a few extra levels.

Nyan! Nyan!
Tags: easter-egg, java, kitten-challenge
There is still a bit of time left, but unfortunately not for me. I ran out of steam about 12 hours into the competition, just didn’t have any ideas on how to progress further into the game.
I think not enough planning on pen and paper was the problem. Life distractions too.
HTML5/Canvas Link : http://www.stickymill.com/alone
WOOOOOOOOO!
Presenting: my very first Ludum Dare submission!!11!
Please check it out! I only had like 8 hours to work on it, and I’m not experienced at all at game programming, so it’s not much at all. Still, it’s the fruit of a learning experience I enjoyed immensely. I can’t wait for the next LD.
Actually, I can. I need to learn a lot before then.
Anyway, here’s my game:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7995
I would’ve liked to spend some more time on level design before compo deadline. But I’m pretty happy with the game itself, which I think is quite something for my doing. 
I’m looking forward to all your entries! Good night!
Well, my friend told me about this contest yesterday, and so I just got to work without even seeing the site. Silly me and oh well. My game is done now though… 
Here are some screenshots:



The page is HERE
For over 6 hours I have been fighting to figure out why I’m getting NOTHING displayed on my tiles. I mean the arrays are right on spot, so what gives. I am also being thrown off since I have never built a “game” before in flash and I have NEVER EVER USED CLASSES. Yeah you heard me. No classes. Ok so that was completely lame, but I found that I was setting the tile back one frame too many. There is no freakin 0 frame. What they hell, such a stupid noob mistake. The only reason I found it is because I decided to push past it and keep working blind as if I knew that it should actually work. Well it was working EXACTLY as I programmed it to work.
So I most likely wont meet the deadline, but I am obviously learning tons and tons that I wouldn’t have had I not participated. Which to me is efffing awesome. Having a blast with my primary level game and happy that I am getting somewhere with it.
Cheers
Just a quick update. We’ve decided how we want to finish the game and should be able to reach our goal. Well, let’s hope we do anyways because we still have to add sound! Ah! At any rate. I know I haven’t given any screenshots of our game yet, so here is a tiny one of some debug stuff.
About three hours to go and my own code structure has started burying me alive under a pile of unscalable objects. I’ve got a to a point where adding anything new that needs to be rendered would mean re-writing probably about half of my rendering engine to make it fit in properly without redrawing issues. I really should have gone for an event-driven structure, I dunno how I thought I could’ve gotten away with doing it without. Would’ve made my life so much easier.
Well on the up side, it’s been an absolute blast of fun, and its taught me so much more about the Java language and about writing game engines from scratch. I can, not even 48 hours after starting the programming, think of so many ways I could re-write the code to be more scalable, more efficient, and more lightweight. This is the only problem really, I can do the re-writing, just don’t have the time to get it done for LD. I’ll certainly be taking my experience with this LD as something to learn from in the future.
Good luck to everyone in the voting stages and I’ll hopefully see you around for LD 23.
Screenshots of what it could have been:
And if you’re really somehow interested, here’s the last built jar:
heres my 1st 48hr contribution 
a game where you have to use your ears and mind instead of your eyes!
10 taxingly blind levels
binary_girl

screenshot:
http://i.imgur.com/vRRo1.jpg
ludum dare page:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8824
Everyone does timelapses, right? I didn’t take enough screenshots though, so it’s pretty crappy. Next time I’ll have a better timelapse.
Another one bites the dust, i’m afraid…
Don’t use untried middleware, I added several peices of the engine recently which I’d never used in anger and its showed, simple AI tooks ages as the new interaction and systems I’d used which should have made it easier, didn’t due to lack of experience and now hit a similar issue with some effects to mark various spells.
Work out how to win/lose early… When I thought up the idea (you have to convert the villagers to worship you, so your not alone) I never really thought to hard on win/lose, the obvious “have another god competing” clearly would need a lot of AI which just wasn’t going to happen. I never quite found a substitute, I added a mechanic that your so hidous that if your followers see you, the laugh and stop following you but thats not enough.
Game design and implementation are a muscle, they need practise. All of us who have entered Ludum Dare are like Olympic athletes, you have to practice, exercise, lose sometime but dust off and go again.
This is my third time, and both this time and the last one I didn’t finish however I can feel I’m getting better at designing at speed to unknown ideas, but still I have to learn to design something I can finish in time.
NEXT TIME Ludum Dare NEXT TIME!
And one (unused action shot!)

Slimer on a stick of fire
After brushing up some code for optimization and polishing down the graphics, my game is finally complete. I give you Dino Pilot and The Lonely Skies. Don’t worry if the enemies are kind of sparse at the beginning, it ramps up quite a bit as you get closer to the boss. Check some screens below. Time for some rum now 
I’m pretty happy with this project. It’s the first complete and playable game I’ve submitted for Ludum Dare. I think it went better than previous projects because this time I did as little programming as possible. I used a mix of MVC3 and Javascript to create a simple interface, allowing me to spend most of my time creating content. I would have liked to have added sound effects and some visual effects but as it is I think the result is a unique and (hopefully) enjoyable experience. 
Hoy en día, usted encontrará las tecnologías que pueden haber elevado la tasa de los paneles a través de la eficacia de 15% a un veinte por ciento. Además avance nuevo, vendrá el aumento de los gastos de este tipo de sistemas de paneles solares así. Una de las caras principales por la tecnología de paneles solares es el hecho de que no es sólo un lugar mucho tener la tecnología adecuada para utilizar estos paneles solares con los rayos de suficiente del sol. Sin un nivel adecuado de la luz solar, paneles de energía solar también son más ineficientes. Artículo recomendado por Fotos
Just submitted my first Ludum Dare Entry. I was sweating it this morning since I still didn’t know what my game was going to be.

Lonely Island
See it here http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7542
Now for some sleep….
Tags: final
When there is only three hours to go it’s a good time to make some bold but insane decisions. Scrap the level editor and create a random level generator! I regret nothing…
Ok – people who have math skills – I’m not one of them.
I honestly only recently learned that sinus and cosinus had … well ok they were taught in school as ‘opposite over hypotenuse’ but that never struck me as “Hey! This is a value that represents a slope, or a way to calculate distances on a circle!” and maybe it just wasn’t really _clear_ in class. I don’t know. All I know is I had no idea those values came from anything other than, you know, magic.
So sinus tables and everything were neat curves and all magic and I was going to do some stuff once to calculate distances myself and lo and behold that’s what these _are._
That was a few years ago, 2 or 3. I’m old enough to remember the internet before HTML, so that’s… you know.
Anyway. Math people probably are not all that impressed that I have now a method of creating the game grid/planet, and measure the available distances from any ‘cell’ on the planet to another.
I’m happy, even tho we’re seriously not going to have a full game to test at the end. I’ve made significant progress. Really.
Finishing is important, tho.
I’m pretty certain that I’ve bitten off more than I can chew for my first LD project, but I’m glad to see how much progress I’ve made in about 35 hours of actual work.

At the home base
My game can be found here: http://www.wahooney.net/ludum-dare-22-abandoned-planet/
I will be working on the game until the cutoff, but it is pretty playable as is.
Enjoy!
A new blog post at From The Beginning with a video detailing our new sounds and other changes. Too many to write about while we’re so tired, really.
Almost ready to submit the game for the Jam.
– Jonno & Nathan
These is a kitten in the game…somewhere!
Last SVN commit message: Added really crappy winning message.
Because a popup box really is crappy.
That being said – I’ve finished the most basic game ever. I created a very (read: VERRRY) basic menu which allows you to select a level and then play it. Contains some “How To Play” data as well. All very exciting.
Not much has changed from the halfway mark. What I thought I could implement turned out to be very time consuming and I had to scrap most of the cool stuff. So I’ve just added some prettier pictures and some cleaner functionality.
In the last few hours I’ve cleaned up the code a bit and now it is possible to create your own levels and play them! All it requires is a image editor like Paint and a text file with the coordinates for the light turrets. That might get me a few more points 😉
With this being my first Ludum Dare – I was thinking I’ll just use this as a learning experience to discover what I need to do BEFORE the next time. And it has been a VERY big learning experience. Also might enter the Jam next time and get a few people in and make a party of it. Because my lack of creativity and idea’s started to show about halfway though.
Now… On to discovering how I can package it up. 2.5 hours left!
(Also: look out for the source on GitHub. Because I know everyone loves to criticize hacky programming)
Higher quality timelapse: http://youtu.be/F5NzjTvu7YY
Weird res, due to sometimes on desktop + air device to an iPad and sometimes on a laptop RDP’ed into the desktop.
Man its seemed longer!
Here is link to my entry:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=66
LD #3 was my first one, but starting from 4th Ludum Dare I named all my entries like “Smthng Warrior”… but now I broke the pattern!!
So I present you, my wannabe-artsyfartsy minigame “LIFELONE”.
8 minutes of soundtrack btw.
…and again, it could be better. But this time, I guess it ended up even better than on previous compo. 

Entry: !!!HERE!!!
I’ll upload the timelapse this week (it’s Monday there right now, so :P).
What can I say about the game itself? Well, there are few things I wanted to add to the game but I just couldn’t, because of the time limit. They were just little stuff, eyecandies, but still.
However, I managed to add other stuff I wanted to include, like cards, doors, liquids or rain (which I just love doing – however, I couldn’t change the volume somehow, even when I was setting it up in the editor). Also, if you want my explanation about the lack of variety of enemies… Well, to be honest, I just hadn’t any ideas about them D:
But anyway, SLEEP TIME.
So it’s been a long two days, or rather one long day of too many ideas and starting things I couldnt finish, and a second shorter day of finishing something that is vaguely alright fast.

This version of it looks okay but was too complicated to finish, the one Im uploading has been stripped right back to very little content. I kinda wish I’d have spend two days just making things look nice… But instead I threw stuff together with terribad code. It was quite a learning experience, I thought Id gotten over greatly underestimating how long it takes me to do stuff, but maybe not 
I have completed my two day long timelapse video now too… this is probably the most awesome thing to come out of this experience, look at me go! It almost appears as though I know exactly what Im doing !
http://www.youtube.com/watch?v=YrGQdOyH-6s
So yeah I submitted it, though I dont feel Ive done what I wanted to do with it. But yay! I did something. Heres the link to the download
I submitted my first ever Ludum Dare entry: Into the Dark for You! I’m really glad that I decided to do one this time. It was a great experience, knowing what I can do in just two days 😀
Here have a screenshot:
So, My first attempt at Game programming coincided with Ludum Dare #22….Which also coincided with me moving back home from university for Christmas….overall -> massive challenge
My breakdown of events:
They’ve been somewhat working since the 3 hours left mark, but they’re here! I currently only have a door, a key, and a vertical barrier (not shown).
I think it’s killing the CPU a bit, though (we’re talking ~3.57MHz here for 60fps… PAL has it a bit nicer, ~3.54MHz for 50fps).
Download dump #005! (while I hang out the washing and grab lunch)
Super brief post mortem:
Good
Bad
Play the alpha demo (work in progess)
Jon’s working on the HUD, I’m working on the 3D bushes, Caryn’s rigging on the characters, Thomas is working on the scene in Unity, Wilson is working on the cat in 3D, and Alex is working on the UI design.
Unfortunately, I’m going to have to call it a day and enter the jam, for one reason only:
Yes, it’s all her fault! 😀
My game is about 80% done though. Just a shame I’m just that little bit too far away from finishing. (Approximately half my time is devoted to puppy, so I’m happy I did so much really.)
Good luck to everyone in the last few hours! GO GO GO!
Hi again,
after 2 days of coding we have a usable Engine (about 1500 loc) with the following modules:
See you!
@ultrayoshi / @ReikValBefore I submit it, some feedback on the game would be great. You can find the build (Flash) over here. Let me know if anything comes to mind while you’re playing, such as difficulty, bugs, visual errors, typos, etc.
Thanks!
The Hugmonster is now officially submitted in the compo! Yay! o-(^_^o-)
LD22 Submission Page for HUG MONSTER
As mentioned, I declared 2DToolKit as my one and only library to use, but I did not include the tk2d source because I’m unsure whether that’s allowed in its license. I decided to err on the side of caution and excluded the tk2d files and as such the source will not compile. All other code and art was created by myself, and is all otherwise included in the source zip. If this knocks it out of the compo, then so be it. I’ll resubmit it as a jam entry and note that it followed the 48 hour compo rules in all other respects.
And as always, you are welcome to play the game on my site as well:
(-o^_^)-o OFFICIAL HOME OF THE HUG MONSTER! o-(^_^o-)
Post-mortem coming soon!
Just finishing off some bugs with the level switching and anxiety reducing logic. Right now, one of the cases is broken and I dont know why 
I also didn’t read the manual and started my game with sounds from freesound.org. Then I realized I couldn’t use them, so I had to go record them myself. Thank goodness my playbook has got a stereo mic, or I would have also wasted all my positional audio work.
One thing’s for sure: I’m learning a ton, and will submit whatever the heck I have when the time is up.
Fun!
Seems the first version was a little… too difficult, after some playtesting I figured out its drastically impossible to win. Then I made some changes. It should be easier, maybe you can even beat the game now!
http://dl.dropbox.com/u/35494429/ZmbGaem.zip <- Try it!
Hooray! It’s finally finished, and you can check it out here. I did put a kitten in there, but it’s hidden very well, and I don’t expect you to find it. Overall, I somewhat satisfied with it, but think I should have worked on some things a little more, especially the “plot”.
Tags: easter-egg, game, kitten-challenge
Yayyy before anything happens like last time, I rather upload my stuff now :D. Find it here. What suffers is the sound, I only added music and nothing like BOOM or similar, but actually, I also need sleep and I got work tomorrow -_-
This was fun. Saw many many many interesting screenshots and, wow, people got skills! Kept me going and going
Also, what was nice, was that jlnr, who showed me LD years ago (theme was Infection that time, I think), also did something. Hopefully he’ll post it, too
What was bad is that I actually planned to do 4 levels. Haha, merely got one. One divided into 4 chapters though, not noticeable for the player. Which also resulted in ‘only’ one boss
And yes, I deliberately had the kitten there ;). Too many people here posting about cats, I couldn’t miss out
I really wanted to make a game that uses data from other players experiences to fill the world. Started drawing for some dungeon crawler or tower defence or platformer based on this idea with absolutely no idea how it would work. As time would progress, more data would be stored online and the world would become less “alone”.
My work-in-progress library does not have any web/url stuff in and that would probably have been a pain to throw in quickly. I decided to give Flashpunk another try but progress has been slow and the deadline is really too soon.
I’ll probably fail to submit a game and just upload the big bad pixels for all to see.
I’m quite happy with the result. The art is better than what I initially expected myself to create. Also the performance of Javascript+canvas in the game wasn’t a problem -at all-. All browsers I’ve tested (Chrome,Firefox,Opera) are running the game quite fluently… I wasn’t really expecting that. Unfortunately I didn’t have enough time to make some sounds or music.
Entry:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=8435
Play it here:
http://softwarebakery.com/frozencow/ludum22/
Did you like the Theme of LD #22?
Why or why not?
any particular issues with the game and the theme?
I would love to hear your thoughts.
And there it is, a game made in 48 hours, wow, and I’m quite happy with it. Done worse things in much more time!
Here’s the link to Bee Alone
As for technical details:
A Game Maker game
Some graphics made in Paint.NET, with a Bamboo graphic tablet.
Music recorded in Audacity, me playing guitar.
I’m calling it done! Now I just have to package it up in the next two hours and hope I can make cross-platform work. GOGOGOGOGOGOGO
Well, I just finished my LD22 entry. Would’ve loved to elaborate more on it, but due to some health problems, I lost a lot of time. Anyway, here it is.
Had a couple of first with this game…first time I did pixel art and first time I made my own music for a game…natch, ran into some problems…
First, I accidentally made the pixel art 2 times smaller, so, in the closeup scenes it looks all blurry.
And second…well, the music could be better.
But anyway, it’s a game I wanted to make for some time now. Originally thought of it a bit different, but hey…you only get 48 hours.
I used XNA4 for everything, and Box2D for physics. Wanted to write my own physics engine, but I just couldn’t afford to wast more time.
Hope you like it 
OK IM DONE!! My entry is finished and submitted. It has been so much fun, but now I need some sleep. Hope you enjoy my game.
–> My Entry<–
Man.
This was my first Ludum Dare, and I’d been looking forward to it for a long time. I was not at all disappointed. I surprised myself by making not just one but two games in less than 12 hours total, and this month has been crazy productive for me outside of this weekend as well.
Pardon my self-promotion, but this month I also finished another game and two totally playable prototypes (which I won’t link to, as– though they’re feature-complete as far as I originally conceived they would be– I’m not sure they’re done). And it’s not even three weeks in!
I’m incredibly satisfied, and I also feel great knowing that so much creativity just explodes all over the internet in a Ludum Dare weekend. Even only having played a few games and interacting with a few developers, it’s just such an immensely positive force. I won’t say I wish Ludum Dare was every weekend (I think that’d make it less exciting), but I’m eagerly looking forward to the next one.
Also, incalculable thanks are in order to the people behind FlashPunk and SFXR, who make making things a lot easier than they could be.
And thanks to the organizers of LD48, of course!
I’ve already done this in IRC with Awesome3000, but just want to make sure that it’s a real problem and my linking not a quirk on their machine. If anyone could download this file, unzip it and run the a.out executable enclosed then tell me what happens it would be an enormous help.
Thanks a lot
Angus
(ubuntu 11.10 64bit)Well, here it is: the product of two days of straight developing. I must say, I had a lot of fun and learned quite a bit. The game turned out to be quite fun and I’m fairly pleased with the results. Overall, awesome competition!
The game’s page is here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7309




http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7309
I am finally done with my game, after having to remake it around 2 times :p
Still, I am not fully satisfied with it
I feel that the gameplay feels empty. I will try to fix it before the timer runs out.

A screenshot from Forever Alone
Play it here: Forever Alone
If anyone needs a server to upload your game to, my website is open. I’ll just create a subdirectory for you and you can send me your data. Email me at ra4king (at) gmail.com 
Tags: server ludum dare free
Here’s my game, ZERO2:
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5821#LD48
It’s short and pretty easy, but for what it is I think it came out pretty well. Check it out, let me know what you think!
I’ve also got tons of material for postmortems, so stay tuned!
Hi Girls & Boys,
I finished my first Ludum Dare and my first Game ever, is a big day to celebrate.
I maked a litte Plattformer with 5 Levels. I am very happy with all my experience across gamedev.
I hope you have fun and good luck with your entry.
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=6182
So far, deving the game engine have been a total fun. I have a new version of it and I will share it with you.
The images are almost ready but I will insert them when I get more code done.
Tech demo !!
Tootoò !
P.D. I’m working too on a timelapse video but I will have it at the end of the event 
So…two hours before deadline, but I has something now! I has movement!
And Gravity!
And….PLATFORMS!
So that makes this a platformer then. This is close.
Source:
http://www.sfu.ca/~ajr12/LudumDare22/Beta/
Right, so now would be the time to add enemies, IIRC. Or…yeah. Then let them collide with the player to “kill” him, or collide with the lights to change how they’re working.
Um, but first:
Tween examples:
http://www.republicofcode.com/tutorials/flash/as3tweenclass/
So this is where I got my tween code to work from – the basic premise is that, when the character jumps, it calculates his max jump, then motion tweens him to there.
When that finishes, that tween object that did that throws an event that I listen for that triggers him falling, with another tween.
And that tween has a listener that goes off every time the above falling tween moves, and checks to see if the character’s hitting an object – if it is, then it puts him above the object. (Might remove that last step if I felt this wasn’t going to let them fall into the ground.
ANYWAYS, I do a check every frame (Finally got this part working), and if neither of the above tweens are playing, and the player isn’t touching ground, then I make him activate the falling tween. So…Gravity. It works.
Writing that down so I don’t forget next time I do Ludum Dare, because I probably won’t finish properly next time.

Blue ground, floating platforms, and second floor shown now. Also, L'Joe on scene.
Enjoy!
In order to add sound I’ve gone and thrown in the default Sdl_mixer and its all kicking nice…
About the game – its the future, the Soviet Union has just been nuked by the USA and they have bombers patrolling the area to thwart the move of dead hand…
However, dead hand will not activate: a single member of the former USSR survives deep under UVB-76: Kernel Kitten!
You must take control of Dead Hands resources and automated assembly machines that survived, build a defense and offense network to erradicate the american threat and take back the world – will you succeed?
Note: the background ‘music’ is a record sample of UVB-76 itself and the sounds were made with the aid of sfxr/bfxr… enjoy.
Warning: Fans of Wargames – the movie – I know its similar and its not accurate but hey, this is the soviet version. Cut down to fit inside an LD48!
Wh00
First Ludum Dare, and I enjoyed it!
Now it’s time to catch some sleep.
here’s a final screenshot:
#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 */
There we go, it’s submitted, for what it’s worth:
![]()
http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5097
I got pretty disheartened during day 2, as I could see that I wasn’t going to finish everything that I had hoped to put in, and then I had a nightmare when I realised it was completely broken in everything but chrome, so spent the last couple of hours fixing stupid mistakes I didn’t realise i’d made.
Still, I learned a lot, so I can really improve my code base, which will come in useful next time, and I suppose the aim of the exercise isn’t necessarily to finish a perfect game, but to just join in and have fun, so from that perspective, success!
Anyway, take a look, there’s very little to do, but poke around, look at some things, pick some things up, turn something on and off. Knock yourselves out 
I’m pretty sure my game is fun, which is what I’m happy about, because last time my game wasn’t nearly fun enough.
Fun is good. It’s the entire purpose of making a game. No greater beauty or artistic or realistic value qualifies something as a good game. Games are art, but I don’t think art is a game. This time, I’m pretty sure my game is a bit of both (although highly lacking in art, it does make up for it in back death/snake related jokes).
I’m glad I finished two hours early. Sort of. Oh well, it doesn’t make much of a difference.
Linky: http://www.ludumdare.com/compo/ludum-dare-22/?uid=4891
I guess I’ll have more to talk about
Whew! What a ride! What an experience! And above all: what a game! I’m extremely satisfied how well my first Ludum Dare went. My game, called “I Am A Ninja”, though short, does not have too many bugs, is fun to play, has a nice graphical style, even does some character building… it just looks done. Here it is! Click the screenshot to play!

Screenshot of my game "I Am A Ninja". Click it to play!
Yesterday I collected a list of things that had to be done today, and in part thanks to luck (not getting stuck on tricky bugs), in part to good planning, I got through them all.
I started with adding a storyline to fit in with the theme. Well, maybe it’s not so much a story as it is a character and his characterization… but it fits, nonetheless. Unfortunately it is told through text only and does not integrate with the gameplay.
I then drew up some instruction graphics to stick at the bottom of the page. Unobtrusive, but there when you need them. On smaller screens they’ll be below the fold, but I think that price is worth paying for not slapping the instructions into the player’s face.
Then came the most challenging and fun bit: drawing animations. I’d never done this before, but as my character is just a 32 by 32 pixel silhouette it was over almost before I got started, and it looks nice. The animations are packed into a single 128 by 128 image, with 4-frame animations for each of 4 states (standing, walking, swinging, falling). The protagonist is actually the only sprite in the game; all the other things are pure canvas geometry. (There’s one more image for the noise overlay and another for the instructions.)
Then I built two more levels, for a total of three. My brother’s playtesting shows that an experienced gamer can get through in about 10-15 minutes, which is perfect for a game of this scope. However, when building levels I really don’t have a clue what I’m doing… I just throw stuff together randomly with some regard to how difficult I think it would be. I have little to no experience in this area, and I hope it doesn’t show too much.
The same goes for sound effects. If there’s one thing I don’t like about my game, it’s those: they don’t fit in at all with the style. But without a decent microphone, I was stuck with bfxr, which makes all games sound like the MS-DOS era. I wonder if it would have been better to have no sound at all. On the bright side, I just noticed that sound does not work at all in Firefox, so I get some A/B testing for free!
With just a few hours left, I turned to polishing. The first step was a dying animation; simply making the player disappear would not do. So I added a simple particle ‘engine’ and made the character fall apart into a bunch of white sticks when he dies. Combined with the sound effect (one of the better ones), it really gets the idea of “painful” across.
Then, once I had the particle system anyway, I reused it to make the hero leave behind a trail of sparkles. When swinging through the room on your rope, this gives a really nice effect. I initially tried for a black smoke cloud instead, but that just came out looking as a cartoon-like cloud of smelliness.
Finally, I added a nice animation for the end of a level, sucking the player into the vortex. Turns out, it’s quite tricky to tie this into the physics: your standard Newtonian mechanics just end up in oscillations. Some friction that increases near the centre of the vortex did the trick nicely.
The finishing touch was to replace some jQuery show() and hide() calls by fadeIn() and fadeOut(). It makes everything feel so much smoother.
And that’s it! Thanks for reading! I hope you enjoy my game as much as I did making it!