LD22 December 16–19, 2011

I’m in, but poorly equipped

I certainly am. Nothing special, because it’s my first ever Ludum Dare. I’ll be using Game Maker. Not pro, because I lost my copy of Pro recently and I’m short of cash at the moment. So that’s it basically. I have Game Maker Trial Version.

We’ll see how that goes.

Comments

Pixelsheep
16. Dec 2011 · 14:48 UTC
Oh, and Bfxr for sounds.

My First LD

Well, I’ll probably join. I’ve never really made games before, but I’ll be using Stencylworks.

Comments

Pixelsheep
16. Dec 2011 · 14:41 UTC
I know how you feel. I have made games before, but never this competitively.

Speculation About Things – Promises for the Coming Storm

I’ve decided several things about my LD entry, and these are final.

  • I will use JavaScript and HTML5 for my game
  • I will try to spend the jam day on a nice page for the game
  • I will not decide on my game concept until the theme is announced
  • I will not change ideas half-way through (not this time)
  • I will not give up, I will never surrender

I have some promises for everyone here, especially those who know me.

  • I will keep my emotions under control
  • I won’t decide that I don’t have the stamina to continue
  • I will sacrifice sleep if necessary
  • I won’t decide half-way through that my game is rubbish
  • I will use my time effectively
  • I won’t spend half of the time on scaffold code

This time, things are different. This time, this time, this time I will give it my all.

However…

Failure is always an option!

Peace, love, and courage in the face of the inevitable,

– Henry

Comments

16. Dec 2011 · 14:57 UTC
So many crap games are made because the makers are too afraid of failure to try something new. Go forth brave coder and risk the failure for it will make your victory so much sweeter.

It’s Taco Time!

We are in for the Jam. Will be assembling a makeshift office this afternoon out of taco shells and sour cream.

Ingredients:

  • Platform: iOS
  • Language: Obj-C
  • Frameworks: cocos2d, chipmunk, more depending on theme
  • Graphics: Photoshop, Flash, Wacom
  • Music / SFX : Mouth + mic, 8-bit magic box, telecaster, whatever else we can make noise with
  • Other: tacos, agua, pellet stove

Third time’s the #¤%!

I think I’m in. Just got a daughter three weeks ago, but I *might* be able to squeeze in ~4h during the weekend. =)

  • Language: C#
  • IDE: MonoDevelop
  • Libraries: OpenTK, Mono, Monogame
  • Graphics: Unsure
  • Sound: as3sfxr

Comments

Tommislav
17. Dec 2011 · 08:30 UTC
Yaay, go for it! \o/

Here goes another attempt

I’m going to go for the Jam

I’m trying to learn and use Unity 3D, but I’m not good enough (yet) to be able to create all my own assets. I will be trying to use blender or wings3d to create assets whenever I can, but have little experience with making fresh 3d models.

This is going to be fun.

Edit: I got something to a working state. It’s not exactly a game, but a “tutorial” level that taught me a lot about Unity. I should be ready for the next one.

We’re in!

Ludum Dare always looks like a lot of fun from the outside, time to find out if it’s as much fun (or more?) when you actually take part. My friend Gijs and I will be taking part in the Jam. I will be doing most of the coding, he’ll bring his considerable artistic skills to the table.

Don’t expect a masterpiece or anything, we just want to finish something. Playability and fun are priorities.

One thing I’m not 100% sure about: is it okay for the Jam to use Creative Commons sounds and music? Or is that not in the spirit of the event? Let me know what you think in the comments.

Tools

  • HTML/Javascript, with a little quickie homebrew framework I whipped up today.
  • Probably Photoshop Elements for the graphics, with a dash of Gimp (mostly for the programmer art :-).
  • Audacity for sounds, and maybe something like Bfxr.
  • Notepad++, Firefox, Firebug.

Have fun everyone!

I’m IN!

w00t! My first Ludum Dare.

 

Going to be using C99 with SDL and OpenGL. Going to use lmms for audio and gimp for graphics.

Hmm, change of plans?

I’m still in but I’m debating moving my project over to Java (w/ LWJGL for rendering) for compatibility reasons. I was originally going to go with C# and OpenTK, but I’m not sure how much people want to install the OpenTK frameworks on their computers to play. Then again, can I even bundle LWJGL with my application?

This may or may not be my downfall, however. I’m pretty terrible at java but I have SOME idea of what I’m doing with it, considering that I’ve been using it to develop a dungeon crawler for the past few months or so. I had made a prototype for my engine in C# which was going to be my warmup game but it ended up being too ambitious so amusingly enough I’ll be finishing it AFTER my main compo game, heh. But, I have about 8 or so hours to get most of my test engine working in Java. I’m probably just going to port the rendering and basic gameplay logic bits, so I don’t have to deal with too much that I lose my motivation. Rendering is going OK, but I need to ensure that my game logic timing is correct. I’m too used to OpenTK just giving you a GameWindow where you can set the tickrate of your game without the need to do timing yourself. Meh. I’m just happy that the rendering is going good, though loading textures was a pain. At least my texture manager system seems to work OK. (just a key/value pair where the key’s the filename and the value is the texture name/id)

In LD48 tradition, here’s a crappy shot of my workstation:

 

(click for better)

The purple circle is an Interstel Security Access Code Wheel, and you can see a star chart shoved into the distance there. Anyone remember StarFlight? The Mousepad is an OOTS mousepad I picked up a few months ago, and the keyboard is a Unicomp Customizer 105 I’ve had for several years now. The DELL mouse is what you get when your mouse breaks and you have only one available. Under my main monitor, you can see an old computer manual, from my 386, and I have no idea what the crap behind my monitors is, heh. I don’t use that space.

Comments

16. Dec 2011 · 15:22 UTC
Doesn’t OpenTK ship as a DLL. It should be easy enough to bundle it up in (at very least) a Windows friendly way.

LD22 projection

I figured this might be interesting to some people, to see how little time I project I will actually get to spend — hopefully this makes my entries make a little more sense.

1. design  Friday night max 2 hrs.  asset creation Saturday morning max 4 hrs.

2. asset creation / code development – saturday 11am-1pm, 3-5pm?

3. testing – either saturday 5-7pm and/or sunday morning 1-2 hrs.

4. release – saturday beta, sunday final for competition in morning.

Max total: design 2, development /asset creation 8, testing 4 = 14 hours.  Of course, this doesn’t count family time where I am thinking about what has to get done, just the actual max time I may be able to put hands to keyboard.

Tags: LD22

I’ll join…

…and create a crappy game using Game Maker 8, FL Studio, Photoshop, Paint and bfxr. yay ^__^

I am in~!

Hello all, this is Colto!

This is my first Ludum Dare, and I must say, I’m very excited to be participating.

Tools of Doom!

Coding:
C#
SunBurn Indie Engine (minimal, but necessary for the next item)
Indiefreaks Game Framework

Graphics:
Paint.NET (and maybe GIMP if needed)

Audio:
Bfxr
MuseScore (if I don’t run horribly out of time)

See you on the grid side~

I’m in!

Hi! I’ll also participate in LD 22. Last time I couldn’t finish my game but this time I’m ready. I’ll be using  FlashDevelop with Flixel and Flixel Power Tools for programming. For graphics probably Inkscape or Illustrator, Photoshop  and Flash for animation (a little complex workflow that  I recently tested). For sound sfxr and Audacity. No music (probably).

I’m ready for kittens.

I’m in!

I don’t know how much of the 48 hrs I can spend for LD but I’ll definitely give it a try. Hope the theme gives me some nice and fast to implement idea. If it’s kittens, then I have one idea less cause I just made a game with kittens for the warmup.

Tools:

  • Python
  • Pygame
  • Gimp
  • Musagi
  • Audacity
  • Bfxr

Good luck and have fun to every participant.

I’m in!

So, this shall be my second Ludum Dare. I’m currently in London and will be travelling back home tonight… giving me an hour or so to get ready, sleep, and crack on with whatever the theme is tomorrow morning!

Also: Kittens. Really? I’m sure I can get one in somewhere. Everyone likes Kittens…

I shall be using Stencyl this time around, GIMP for graphics and probably wont get around to audio again… but we’ll see.

So, have fun everyone! See you on the other side :)

Pipelines pipelines.

I have set the project. Empty window is launching. Gameloop just need the game.

I am plannign to use:

My own Light library http://code.google.com/p/box2dlights/

Box2d debugrenderer for prototyping.

Maybe I can use physic particles to do something pretty. There is my test to show about 20k particles rendering 60fps while capturing the video.   http://www.youtube.com/watch?v=4bNkTgMXXj4

I hope that theme will allow me hack  some fluid simulation something like you can see Where is my water.

I also planning to use purely gles2.0 but I have never used it before for anythign really. Maybe shaders aren’t that hard at all. 😉

 

 

I’m in!

OK, so this is my first time entering LD, hope all goes well! I will be using:

Game Maker Pro
Paint.NET / GIMP
bfxr

Wish me luck!

IM IN LD22

First LD. Curious about the possibility of making a game with the theme kittens but am looking forward to others.

Coding:
c# with XNA

Graphics:
paint.net

Audio:
don’t know yet

First LD.

Looking forward to it, getting some of my code-rust off.

I’ll be using:

Code: C# with XNA

Visuals: Paint.Net and/or Inkscape

Audio: sfxr, no idea on what to use to make background audio though.

 

Also, I’ll be doing my work on this machine right here. If I can’t get it to work lagless on this one, I’ll drop out. Yes, really.

The Stage3d is set…

So I’m in for another Ludum Dare (as long as the theme isn’t too silly…). I’ll be joining the #MidlandsIndies in Coventry tomorrow, but may spend Sunday at home in front of my ‘real computer’, as I struggle to be productive on a laptop in an unfamiliar environment…

This time, I’m giving up my usual C++/D3D this time, and I’m going to use Flash (AS3 in FlashDevelop) using Stage3D!

I’ve put together a little framework for doing sprite-based 2D games using Stage 3D. I call it ‘Turbo2D’, and the source is available here, if anyone fancies messing with Stage3D themselves.

There’s also a little test/demo here!