LD22 – Count me amongst the contestants
I’m going for it.
Programming – Love2d + Hump
Graphics – Gimp
Sound – SfxrX(http://www.sethwillits.com/sfxrX/) and Beatwave for iPhone
Food – Topo Chicos and trail mix
I’m going for it.
Programming – Love2d + Hump
Graphics – Gimp
Sound – SfxrX(http://www.sethwillits.com/sfxrX/) and Beatwave for iPhone
Food – Topo Chicos and trail mix
We’re in!
Timster Studios is ready and waiting for the Ludum Dare Jam (just the two of us!). We have no idea what the theme will be yet, but whatever it is, we will give it our best. And maybe I will enter the Ludum Dare Compo myself, depending on the theme, and the ETA to completion of the Jam entry. Either way, we hope to bring a/some great game(s) to Ludum Dare this weekend!
David,
Timster Studios – Director of Development.
Having participated before with a Pulp Fiction themed Tetris close that included a unicorn shape (don’t ask… I just wanted to take part) I feel only a tiny bit ahead of some newbies here. To add to this I plan to go for a HTML5 game, something new to me without any research done. You’d think being a web developer for my day job would help but alas I work in enterprise and that means making sites that work on IE6 all the way to the latest chrome, all rendered pixel perfect to the design. This will be fun compared to that.
Sure it’s a challenge, my code WILL be ugly, and I only know MS paint for artwork… I’m on a Mac. But that is forgetting how much fun this is, to see Notch make a game, to find interesting gameplay emerge from the theme, and to finish something new so quickly.
My tools:
– This mac
– Some form of JS HTML5 game engine, I’m sure I’ll find something that suits my plan once i have one.
– Chrome
– Bothering twitter for help
– A text editor, preferably with syntax highlighting
Yes. I am well prepared.
Oh and one last thing Ludum Dare 22. I am in you.
So I had nothing to do a few hours ago and I wanted to do something productive for this LD. One of the tools I’m still lacking is a simple tile editor without some fancy useless output system. I wanted something quick that outputs a csv with the index of each tile. So I made it. I don’t know if I’ll use it (depends on if I want a tile based game, of course), but at least the option is there!
It’s very basic. You load an image file as the tileset, and enter a few parameters for the map width/height and the tile width/height. Then you can paint stuff and be happy. When you’re done, you can save it and it outputs a comma separated file with integers based on the index of the tile in the tileset. You can also load existing maps made this way. You can pan and zoom as well, and change the parameters and tileset with an existing map.
It hasn’t been tested extensively and could crash, but for me it’s good enough. If anyone wants it as well, let me know and I’ll host it somewhere + source (I made it in WPF, so windows only I’m afraid), but know that there are ‘better’ map editors out there. I just needed something that makes maps which are quick and simple to implement in-game, and this is the answer to that, I hope. If you need this as well, then let me know!
Now I gotta think of something for the remaining 2 hours 😀
edit: Here it is! Feel free to break it


Hi,
I wanted to post (declare) my base code for Ludum Dare. It’s nothing out of the ordinary, it contains a base Object class that does the following:
– Handles new objects;
– Stores the objects position and outputs them;
– Handles deletion of objects;
– Enables collision setup for the objects.
It requires DarkGDK and Sparky’s Collision library to work though.
Here‘s the VS2008 solution.
If you go here : http://niu.uz/ld22/
You will see a beautifully designed page featuring a screenshot and a snapshot of the code I’m working on, every 10 minutes
Feel free to drop by on IRC or drop me an email at kb@niu.uz
If enough people hassle me, I’ll provide the scripts that do the auto uploads, but it’s just a bunch of bash commands, using the ftp, scrot, zip and tar programs.
First time here. A friend bullied me into this but now I’m feeling pumped to do it. My engine of choice is Unity, which should be interesting as I don’t even know how to do scripting in it yet. Hmm.
– JT
This is for all the kittens out there. They’re probably the only ones that care about this post anyway..
Either way I’m joining the fun again! 
Weapons of choice:
– JAVA
– libgdx
– Reaper
– GIMP
– Espresso
– Pen & Paper
Looking forward to seeing everyone’s games!
Cheers,
Bach
And I’m in, solo. Dunno if I’ll make it, but I’ll try.
Definitely getting nervous. I should be more comfortable with a tool starting LD than I am with GameJS and JavaScript right now. I’ve spent the last day writing a module for handling game entities in a tree, which is the way I usually like. If you’re using GameJS and you want to use it, get it here.
And I saw that you could submit warmup games so I submitted mine here.
Good luck, everyone!
Though i might have a last minute entry into this, see how it goes this time.
Although its 23:52 here in the UK and i have just returned from several drinking establishments.
To top it off i’m currently sporting the latest in ad-hoc head-wear.
Yet again, duct tape proves itself an invaluable tool when you just need something to stay still.
anyway.
XNA
bfxr
pixlr and/or gimp
edit: no stencyl for me
I’m in for the LD, but (again) have a concert on Sunday. I still hope to get something finished, but I might end up going for the jam.
My tools:
I’m doing the Jam, so I don’t know if this is required or not, but I thought I’d share the two classes I’ll most likely be using this coming LD. One’s a text drawing class that uses a pixel-y font image, which was coded by my friend Lectus (who is doing the 48-hour compo). The other is a basic class for handling menus, which you use by making a new Menu object for each menu, adding menu items, and running introduce() when you switch the menu you update/draw. The buttons take delegates as arguments, so the class that creates them needs to define the functions itself.
http://dl.dropbox.com/u/36926855/Menu.cs
http://dl.dropbox.com/u/36926855/Font.cs
Awesome, I’ve spent all morning trying to get Silver sprite(xna-silverlight) to work and have finally managed to do so.
It turns out that my camera class and a few other things wont work with silversprite but thats ok, I can manager as I wanted to have a browser version available for those of you who are on linux, mac or cant be bothered installing the xna framework. It also seems that it will only work with xna 3.1.
Either way I have setup a new website at 000webhost.com to host the app as I cant find any silverlight hosting games sites like miniclip for example.
Thankfully Visual studio auto creates a html page for you in the release folder so its as easy as renaming it to index.html and uploading to the host.
Getting so excited now. Only 1.5 hours left :D.
Gavin.
May as well say I’m in. Using the Game Maker 8 as usual, with sfxr for sound effects.
I’ve been on the fence for a while, but now I’m in!
Python/Pyglet/Pixelmator/sfxr
I’m in!
I’ll be using Unity3D, SoftImage, Photoshop, EZGui, and sfxr.