LD22 December 16–19, 2011

I’m in!

My very first Ludum Dare! (though I have done a few 48hr comps before)

I’m going to be using:

  • Unity3D, with SpriteManager2 for sprites. I’ve been using Unity for about 3 years.
  • Photoshop or Pixelmator for graphics
  • Ableton for music.
  • SFXR for sound effects.

I’m going to try make something small and pixelly. We’re doing a little gathering of game developers in Cape Town and we’re all going to jam together. Although we’re probably only going to discover the theme at 4 in the morning I believe it’s going to be truly awesome!

I’m in!

Hello? Is this thing on? Ok!

This is my first Ludum Dare, so we’ll see how this goes.

I’m using:

Language: Java

IDE: Eclipse

Libraries: Slick2D and LWJGL

Sound: Audacity, my voice!

Graphics: GIMP

Food: Chips, sandwiches, Earl Grey and lotssss of Mountain Dew

I may also try a timelapse of my progress. Maybe.

I’m in

This will be my very first Ludum Dare, but it probably won’t be my last. I’m intending on using pixelart graphics made in GIMP and Java with LWJGL for the backend (I’ve never used LWJGL before, and indeed I’ve only ever created tools before with Java, so this will be my first Java game as well as my first Ludum Dare game). Ultimately though, I’m greatly looking forward to next weekend

I’m In with some Android App

This is my second Ludum Dare was thinking of trying to write a Android App.  Is that against the rules?

Has anyone ever tried this?

Tell me I’m crazy.

Tools:

IDE :Eclipse

Graphics: Blender, GIMP

Sound:Audacity

Music:LMMS

Sleep:Optional

Comments

08. Dec 2011 · 18:03 UTC
“This is my second Ludum Dare was thinking of trying to write a Android App. Is that against the rules?”

I’m in!

This will be my first Ludum Dare entry, I’ve been on the site for about a year now just following updates and such so this should be a good way to get involved; I’ve always been meaning to enter but I just felt I hadn’t enough experience at the previous times. That has changed now and I am ready to win! (not win but try to make a decent game in 48 hours!)

 

Language: Java

IDE: Eclipse

Libraries: None

Sound: Audacity, sfxr

Graphics: GIMP

 

Bring it! 😛

P.S: Does anyone know how to change your display picture?

Welp.

I’m in, probably, but I’m not going to be able to submit my usual level of terrible game. I’ll be interviewing in Washington Friday, which means WOO PLANE RIDE.

To be fair I could have picked any time when I was scheduling this, but I totally forgot LD was that week. I can only blame myself for this terrible predicament.

So with that in mind, I’ll likely be at the interview, or just getting back to my hotel when the theme is announced (Timezones, woo). Then I’ll be on a plane from 6am sat till 3:30 (Timezones, woo), so I’ll get back and likely pass out from jetlag, giving me the plane ride to sketch out a prototype (for as long as the battery on my laptop lasts) and whatever productivity I can squeeze out of my worn out husk of a sleep deprived body Saturday night/Sunday.

In keeping with tradition, I’ll be developing with:

  • Language: C#
  • Engine/libs: Flat Red Ball (XNA/.NET4)
  • Art (lol): GIMP, Graphicsgale
  • Sound: bfxr/burnstudio audiotool/audacity

GAME TIME!!!

Using LD as an excuse to learn some libraries useful for prototyping.

  • Language: Ruby
  • Libraries: Gosu, and maybe chipmunk and/or chingu, will decide before LD begins
  • Sounds: sfxr
  • Music… I DON’T KNOW… can I use sleep is death as a tool?
  • Art: GIMP most likely, want to put together a small procedural graphics app for content generation but probably won’t have time
Hoping to come up with some fun mechanics.

I am in for my second LD!

First time was really fun, so taking part again would be twice as fun!

I was going to use FlashDevelop with Actionscript 3 and AIR framework, but I need more practice before I can rapidly create games with it.

So instead, I am going to use:

Hand drawn graphics using Systemax PaintTool SAI, animated with SmithMicro Anime Studio 8,
music and sound effects using Fruity Loops, possibly with using freeware instrument samples to compose simple tracks, plus original sound effects and voice (if necessary)
GameMaker HTML5 for overall development using my game codebase.

Windows version will be surely available and HTML5 as well -if there are no annoying performance issues and code compatibility problems.
My codebase is nearly fully polished & will be posted before the compo begins. :)

To play my first Ludum Dare entry, go here: http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5234

Tags: animestudio, fruityloops, gamemaker, html5, paintoolsai

LD22: I’m in, and brought a library.

After doing text console based games in Python for the last LD and Pyweek, I decided to make a library for the benefit of myself and any other brave souls who enjoy the idea of rockin’ the codepage437 character set.

https://github.com/jtruscott/pytality

I haven’t written up much end-to-end documentation, but the API has comments, unit tests, and should be pretty clean and stable. I don’t expect anyone else to actually use it this round, but I’d be delightfully surprised if someone did.

 

 

I will be there

Back from the dark I will give this competition an another go. Unfortunately I have other obligations at saturday evening, but hopefully that will not have too much of an impact.

And now on to the tools, all depending on what theme is chosen and what ideas it will give me:

Language: JavaScript / Java
Framework: ImpactJS / MelonJS / PlayN
IDE: Komodo Edit / Eclipse
Art: Paint.NET / GraphicsGale
Sound: BFXR / Audacity
Banished: All bugs

I am in.

Ok, guess I shall finally give this a try . :) What the worst I can do? Make a bad game 😀

Language: Java
Framework: LWJGL /Slick 2D
IDE: Eclipse
Art: Paint.NET
Sound: Acid Studio 8/ Audacity

I’m (tenatively) In

I’m in, provided that my wife doesn’t go into labor before then.

Tools:

  • Visual Studio 2010 Professional
  • C# 4.0
  • XNA
  • GIMP
  • Paint

LD 22 – I’m in

I’m going to try to re-learn a language. This is my first dare. I didn’t actually make the time needed to do the last one.

Language: HTML5 using PHP and possibily Perl and/or Rexx

Libraries: n/a

Sounds: TBD – maybe sfxr

Music: Probably not

Art: Hand drawn and scanned or perhaps done in Paint and/or Gimp.

I’ve changed my mine from doing a pure text game to mixing sound, graphics, and text together using HTML5.

I’m in! Have fun!

I remember my first ludum dare… LD #20. I was ready to make the most amazing game in 48 hours. I couldn’t wait to create some cool new game mechanics based on the theme we would know only when the incredible challenge would begin. Then, it started… 48 hours seems a lot, you feel like you have enough time for everything then you realize the deadline is coming closer every seconds and you start to freak out. I did some noobish error that I shouldn’t have done : I decided to learn ActionScript 3 during the challenge when I could’ve use Java, a language that I already know; I took too much time on trying to make an engine out of my game rater then making a game (…. not good) and I was sick during this weekend (doesn’t really help -_-). All these errors kept me from finishing in time. I was not quite satisfied with my performance and the way I managed my time.

Well, I learned a lot from my experience and this time I couldn’t be more ready for this ludum dare! For the LD #22, I will use :

  • Language : Java
  • Libraries : None
  • Sounds : sfxr
  • Graphics : Paint.NET
  • Other shtuff :  Coffee, coffee, coffee and some more coffee. Maybe some sleep and pizzas (hmmm)

My goal isn’t to finish first, but only to be able to finish my game in time (for once) and hopefuly get some constructive comments so I can do better for LD #23.

To Ludum Dare #22, I say Challenge Accepted !

Good luck to everyone! Hope you’ll all be able to finish your game ’cause I can’t wait to play them 😉

I’m in

My last game for LD21 really wasn’t much of a game at all. My goal is to do much more this time.

With a little more experience under my belt,  and one absolutely horrific time programming a lighting system in Flashpunk for a school project, I feel that my familiarity with Flash game engine packages has improved drastically.

Also I may be going for the Jam instead of the compo as my co-worker @mrlukewakefield wants to join me. So depending him is weather or not I do the jam or the compo.

Planned Tools:

  • Actionscript3 (Language)
  • FlashDevelop (IDE)
  • Flashpunk (Engine)
  • OGMO (Awesome level editor)
  • Notepad++(just in case)
  • Paint.net, maybe Inkscape for vector (Graphics)
  •  SFXr (Sound) I have found like 4 or 5 different versions of this thing since last LD.
  • LMMS (music)
  • Audacity (last time I recorded myself banging a pan and saying/singing “do do do” in some amalgam of a action chase melody)
Cheers to all you fellow LD22 participants.

Comments

theluker
08. Dec 2011 · 18:01 UTC
You’ll get it man and yes we’re gonna make an awesome combo!!

Back for another go

Looks like I’m in again. Hopefully I should be able to improve on last time and make something that’s actually fun to play.

Tools : Unity/Blender/Reaper/Beer.

Live Ludum Dare 22 Video Streams

Viewers, look below. Participants, post a comment with a link to your live video stream.

Comments

konsnos
18. Dec 2011 · 19:29 UTC
Coding in AS3 with FlashPunk
20. Apr 2012 · 11:17 UTC
Making a game in 48h with Blender Game Engine!

I’m in…

Hey, I’m Daniel and this will be my first Ludum Dare. I think I am going to use AS3/FlashPunk or C++/SDL, looking forward to it :)

Greetings from Germany and good luck to everyone.

Prometheus – infamity

Yes its mentioned yet again – anyone whom previously had a crack at building/running my games has always had trouble with the little library of mine: unmet dependencies, instability, high memory usage… The lot basically. But no more – LD22 is the third Ludum Dare this will be in and for those already agonizing over the prospect fret not: I’ve done a 95% re-write job. Thats a 45% lower memory footprint – zero, nicht, niet, yada, rien, null, nil, rei third perty dependencies – a 40% decrease in executeably size, direct interfacing with X11/WINAPI (although to be fair WINAPI support is still being written) as well as a 35% lower cpu usage for general rendering making it much more GPU limited.

TMX, PNG and TGA support remains key, the OpenAL implementation is now finally steaming ahead so oggs may come with my next entry :) and the particle engine is being re-written for much more oompf. A simple data record storage solution is done so no more folders full of config files (expect the one telling the app how to load/where to find the db). Nice.

And for the compilation? No more releases for X64 mint/ubuntu – its all going to be X86 code for windows & ubuntu for every release thanks to a few VMs. Finally – a game library that works.

Looks like it took 2 LDs and a few thousand lines of re-writes to get this all working, but now get your CPU’s and OpenGL cards at the ready!

I’m in!

Yay, it’s the first try for me! Let’s hope for the best!

I’m using:

Language: Java

IDE: Eclipse

Libraries:  LWJGL/Slick2D

Sound: sfxr and I’m trying to make music some way… never done that before…

Graphics: Paint.net

I’m trying  to finish the game, but it’ll be hard to get something useful and enjoyable 😀
Good luck everyone, I can’t wait for your games!