138

LD24

A wild contestant appears!

Hi everyone,

I’m Wan, and I took my week-end to finally take part to this awesome event :) Some might know me from the Minecraft community as Jimeo Wan, the guy behind a mod called Inventory Tweaks ; I also won the Java4K competition this year (look for “The Little Scientist“). Now this is the first time I get to make a game by myself within a limited time, so I’m not very confident about all this – but I’m pretty sure this will be loads of fun, and I guess that’s what matters 😉

I’ll probably use JavaScript and the CraftyJS framework for my entry, since it feels quite fast and comfortable to code with. Depending on the game idea I’ll have, I might turn instead to something more powerful, like a Java applet. We’ll see what the new theme has to offer!

Other tools I’ll probably use: Photoshop, Reason, Notepad++

++

EDIT: I just set up a repository with the existing code I intend to use during the event. It might be useful to anyone who plans to use CraftyJS actually. Just a few libraries + some custom (barely) reusable stuff I made from previous small projects.

Tags: wan

LD30

Let’s make a video game!

http://ludumdare.com/compo/wp-content/uploads/2014/08/YtKWRKk.gif

After missing 3 LDs in a row, here we are to hack a new video game. We’re a team of three this time!

Techs

  • Engine: Phaser.JS (we’re all new to it, but that’s where the hype is, so let’s give it a try)
  • Music: Propellerhead Reason 7 (freshly bought license! my wallet is empty!), Audacity
  • Graphics: Gimp
  • Editor: Notepad++
  • Other optional stuff, depending on the game: JXFR, TilEd

What we want to do

Not a platformer game, because we already made some, otherwise have fun and make something original.

Is there no challenge like inserting goats or kittens this time? Hell yeah Potato Salad!

Potato Salad challenge

Did you vote for the POTATO SALAD theme?

With POTATO SALAD, your game is guaranteed to be a success. Fact: about 100% of potato lovers dig POTATO SALAD, including the Ludum Dare organizers.

If you are a REAL game dev, then you should +1 the POTATO SALAD theme by clicking here and looking for POTATO SALAD. If you’re not a real game dev, then I hereby declare you a REAL game dev, and invite you to +1 the POTATO SALAD theme by clicking here and looking for POTATO SALAD.

And whatever the final theme is, make sure to have POTATO SALAD in your game.

 

For those who want to POTATO SALAD their submissions here is a non-official POTATO SALAD badge.

Tags: vegetables

“Corponnected Ltd.: For a better world. With more factories.”

Link to game page

Our jam entry “Corponnected Ltd.” is now in the wild, and first feedback has been very positive! To hear people saying they actually finished the game / played it for half an hour is incredibly heartwarming. Here’s a quick postmortem while memories are still fresh:

Before the Jam

This week-end was my fourth LD, and the second one with teammate Manu. This time we managed to make a 3rd person, Guillaume, join the team, so with our extended workforce we felt like the sky is the limit! With our little experience with previous jams we knew we had to avoid making a too complex game, so we planned to make something that could easily start small, and then be iterated over.

We chose in advance to make the game with Phaser.io (HTML5 engine), so we could practice with it a bit before the jam (before that, our engine of choice was CraftyJS, but while we love its API, some annoying issues made us want to try something else).

Jam progress

We were quite lucky in that it took maybe 5mn between the moment I discovered the theme, and when I figured out what I’d want to make. Our concept, a factory building simulation, is actually borrowed from a game idea that has been in my head for a while. I also liked that management games are usually nothing too complicated at a technical level (or so I thought), leaving more room to focus on game design and balance. We actually discussed so much about the game mechanics that we didn’t start coding until maybe 3 hours into the jam.

When getting started, we quickly realized things were more complicated than we thought (such as the workers AIs), so the “let’s make a small game and iterate” thing kinda falled through… Actually it’s much harder to work in small steps when you’re a team of 3: the most immediate way to split the work was instead to cut the game into subsystems and make each person responsible for a part, so the whole game is actually developed concurrently. In our case here’s how it was initially split:

Wan: Factory building screen / Workers AIs
Guillaume: World map screen / Level design
Manu: Game state & contents modeling / Save system

This worked pretty well, but the side effect was that the first “working” version was barely ready for sunday evening. At that point most of the game was done though – it lacked a lot of polish (like a tutorial, an endgame, music, etc.), but the engine was up and running! There was a down side though. We had huge balance issues on top of the lack of polish & contents, so we were still really worried about one thing: will the game be actually fun?!

Monday was a work day so we only had an evening left to actually turn this first version into a fleshed-out game. We were really tired at this point, but every bit of work put into the game during this final rush made us increasingly excited, as we saw everything falling into place and the game mechanics starting to make sense, turning up the game into a surprisingly cohesive experience.

By the time the game was done (about 2 hours before the deadline) we were pretty satisfied with the entry, and decided to call it a day – though Manu still did some bugfixes after that! At this point he was the only one who actually played the game from start to finish, so even I wasn’t sure how playing the game actually felt. Even at this point, we were still worried about whether people would like the game: we barely had some external feedback during the jam, so we weren’t even sure whether the tutorial and the building descriptions were enough to make the game easy to pick up.

Fortunately the feedback was eventually positive, and the main complaint instead was that the game is a bit too easy – which makes sense, especially since we completely forgot to balance the feature (monthly taxes) meant to complicate things! But overall we’re really proud of our game – I even prefer it over the one that made 2nd place during LD24. We also really felt like the experience from the previous jams played a part in this session going well… I love it when a plan comes together.

Went right/Went wrong list

[+] No major issues met, we had a nice time overall
[+] Discovery of PhaserJS was pleasant, this thing just works. Docs are a bit weird to apprehend, but otherwise we really recommend it. Even integrating GLSL shaders (animated water) was flawless.
[+] Task management and distribution went well
[+] People liked our music, despite it being the most hastily and dreadfully patched thing I’ve ever made… (Can you spot the game from which I tried to mimic the soundtrack?)

[-] We should have taken our Monday off!
[-]
Initial scope for contents was way too big – a lot of planned content (factory types, etc.) didn’t make the cut
[-] The UI was made within the engine, but we eventually realized that most parts could have been made much more easily in plain HTML…
[-] Still lacked some time for polish, the engine could have supported even more variety and challenge while making factories. Some features such as having terrains of different sizes, or really complex terrains weren’t really leveraged in the levels.

We had an unusal amount of ideas for this game, it would be nice if maybe we could turn it someday in a full-featured game… But y’know, that’s what we say after every jam!

Tags: postmortem, rockets with octopuses on top

LD34

Squ’s time management in a graph

Here’s how our time management looks like for the Squ Jam entry!

timeman

Here’s a quick list of lessons learnt:

  • Art takes time – for the first time, I (Wan) planned to focus on art rather than code, and unexpectedly I ended quite happy with the results, given my average drawing skills. The hard part instead was that I’m not used to spend that much time squeezing out assets, and for a rushed coder like me it certainly was a good lesson in patience.
  • Review your technical bottlenecks *before* the jam – Every other LD we end up making a platformer, and every. single. time. We spend ages on issues with collisions management and the integration of TilEd (our map editor). The main reason, in the end, is just that we’re not very experienced with physics engines, and it shows: a large part of our time & energy was spent on it, instead of happier things such as level design.
  • Spend more time on level design – Of the total 5.5h logged as “Level design”, maybe 3h max was spent on the final levels. It’s still more than our previous entries, but we do seem to procrastinate that task… Too bad because that’s where you get to show that cool gameplay mechanic, and overall, for a platformer, good or bad level design make or break the fun of a game (emphasized for future me :P).
  • With good hardware, audio is easy – It’s a more advanced lesson targeted at musicians, but I just discovered how important a good audio interface is. I bought one right before the jam, and not only I was finally able to record noise-free voices, but also the overall mixing and sound-picking for the music felt much easier. The game features no less than 6 – short – music pieces, yet I managed to wrap up satisfying tracks in less than 4 hours.
The making of Squ's art probably deserves its own post :P

“How to make art as a s***ty artist”. The making of Squ’s assets probably deserves its own post :P

Overall we still made a great deal of progress in time management since our last entry together, learnt a lot of things and had a huge amount of fun as usual. Thanks for reading! Now go play and rate our game 😉

LD 38

Feedback Friends: a game browser for LD38

logo.png

If you took part in LD36, you should probably be familiar with Feedback Friends!, an unofficial mini-site that keeps track of the comments you make and receive.

Good news, Feedback Friends has just been updated to target our brand new ldjam.com, and is now showing LD38 entries! You can use it to search through entries, filter them by platforms etc. And just like for LD36, games are sorted by a "comment coolness" algorithm.

Have fun reviewing games!

NB. If you have any issues or suggestions, please check the site FAQ for anwsers and contact info.

Ludum Dare Feedback Friends

Capture.PNG

LD 39

Warm-up events before LD39

In case you want to warm up for the upcoming Ludum Dare, here's two events run by the Ludum Dare community you might want to be aware of!

MiniLD 74

CollaboJam-1-768x576.png

There a MiniLD event going on right now on the old ludumdare.com website, and it's focused on Cooperation. You can take that theme either as a gameplay element or by actually cooperating with people in one way or another!

My take has been to contribute electro music for anyone to use, but I also plan to make a platformer game reusing the art from the event logo :P

Alakajam's Feedback Fortnight!

DETOORrXYAEF6iJ.jpg

Alakajam! is a brand new spin-off community (@AlakajamBang) started by Ludum Dare veterans (disclaimer: I'm one of them!).

The Feedback Fortnight! thing has just been launched, and it's not exactly a game jam: you're invited to submit any game you made, even during in a past game jam or alone in your bedroom, to give it a new chance to get feedback.

Also a cool thing is that a gameplay video will be made of every game submitted.

Hope to see you in either event!

King of Mithril, a jam entry

Play and rate "King of Mithril"

Phew, we finally made it! During a stressful third day, we managed to bring all the game parts together to a mostly satisfying game. The game combines elements from hack'n'slash, stealth & action/adventure genres, so our idea needed a lot more code & balancing than expected, making the final hours pretty stressful :D

Overall it has been a great experience for us, pushing the limits of our previous entries in terms of scope & tech. Here's a quick list of our went well/not well:

What went bad

  • Our initial scope turned out way too big. While we managed to do something acceptable in terms of graphics, the amount of code was really underestimated, and we had to cut features throughout the week-end (e.g. we were supposed to have 2 heroes and either switch between them or play with a friend).
  • With so much systems to implement, basic fighting wasn't stable until ~6h before the deadline, which was frustrating for everyone.
  • Unity occasionally got in the way, especially for work on level design. We still have to figure out how to build large levels comfortably, with or more clever use of prefabs & maybe additive scenes.

What went well

  • We were mostly well organized, with the help of a Trello board. It really helped us priorizing things and noticing early when things got out of hand.
  • Even after cutting down large parts of the game scope, we still have something quite cohesive, fun enough to play, and hopefully finishable. We're really looking forward to feedback for a better idea on how we did.
  • I (@wan) challenged myself into doing all the graphics, despite little artistic experience. With the help of @thrainsa who did the animations, it turns out we managed to produce a respectable amount and quality of assets. And an interesting enough map.

Poll: What would be your ideal rating categories?

While we're waiting for the results, maybe you'd be interested in answering this quick poll for Alakajam!, a new competition we're organizing in between Ludum Dare events.

Among the topics we’re trying to figure out, we’re wondering what would be a good improvement over the current rating categories, which are as we speak: Overall, Graphics, Audio, Fun, Innovation, Theme, Mood & Humor.

If you have suggestions, make your voice heard by answering this quick form! Thanks for your contribution :)

EDIT: The submissions are now closed, thank you everyone! You can see the results over there. If you’re interested in joining us, the first competition will be held on the 22-24 September week-end, see you there!

Capture.PNG

1st Alakajam: Theme submissions and voting are open!

logo.png

The new Alakajam! site, founded by Ludum Dare veterans is hosting its first competition on the 22-24 September(*) week-end! Since it's only two weeks from now, we have just launched the theme selection phase for the event. In a variant from Ludum Dare, people can simultaneously suggest theme ideas and rate them. Come & contribute your theme ideas!

Theme submission/voting page

(*) Apparently we're clashing we're the Music Game Jam, another event organized by LD members! I think we announced our respective events around the same time :P

index.jpg

The 1st Alakajam! starts today

We are just a few hours away from the 1st Alakajam, a new 48 hour long competition hosted on a dedicated website. This is your last chance to join the launch of this young but enthusiastic community! We're planning for around 50 entries this week-end, which looks just about the right size to get to know each other, yet big enough for proper competition.

~~You can still help choose the final theme by ranking the theme top 10. See you there!~~

Update: The theme is ALCHEMY!

Capture.PNG

A gaming competition... on jam entries!

bann.jpg

Hi guys! At the neighbor Alakajam! community, we have hosted something special this month: 8 games from Alakajam! and Ludum Dare have been handpicked for people to compete on them, post high scores, and climb the leaderboard!

We're having a lot of fun so far, and it's quite a different experience to really play and try to master the games, rather than just test them to give feedback. The competition is fierce but there's still a chance for good players to get a spot in the podium.

Of course this is all just for fun, with no prizes or anything :)

The competition ends on May 31st, before we switch to the next big jam, planned for the 22-24 June week-end. The last Alakajam was pretty exciting as well, with 71 entries on the theme "You can't see everything". We hope to see you around for the end of the Tournament, and hopefully the next jam!

lead.jpg

3rd Alakajam: Theme submissions start today!

logo.png

Tonight at 7pm UTC launches the countdown to the 3rd Alakajam!, starting with theme submissions! It will all lead to a happy week-end of jamming on June 22-24th :punch:

  • The two weeks prior to the jam are dedicated to an original theme voting system (Week 1 = submission/voting, Week 2 = shortlist ranking)
  • After a live launch stream hosted by DanaePlays, the jam is held for 48 hours, both for solo & team entrants. Start/end times are suited to European timezones! (7pm UTC)
  • Two weeks of community voting then take place until the winners are announced

Our last event ended with 71 games on the theme You can't see everything (see winners below). We hope to see you there! :grinning:

winners-solo.jpg winners-team.jpg

LD 40

Feedback Friends is back for LD40

logo.png

Feedback Friends is a game browser that was initially made for LD36. It has been more or less updated in the following jams, and you can once again use it for LD40! Enjoy

NB. With the latest LD game browser improvements and the new notification feature, this external browser is slowly getting less and less relevant, but you know, cartridges are fun :)

ldff.PNG

2nd Alakajam scheduled February 23-25th

With two months passed since the last LD, some of you might miss jamming already... Well, good news, the 2nd edition of the Alakajam! event starts soon!

If you're free on February 23-25th, you might be interested in joining our young community for a week-end of jamming:

  • The two weeks prior to the jam are dedicated to an original 2-step voting system (Week 1 = submission/voting, Week 2 = shortlist ranking)
  • The jam itself lasts 48 hours, both for solo & team entrants, with start/end times suited to Europeans (7pm GMT)
  • Two weeks of community voting then take place until the winners are announced!

Our first jam back in September was great fun, ending with 50 games and some really awesome entries! We hope to see you there :)

Clipboard02.jpg Clipboard03.jpg

LD 42

Runnink out of Space Soundtrack

Here's a recording of my sequencer playing the Runnink out of Space soundtrack!

https://www.youtube.com/watch?v=DumYSU9i3o4

The making of Runnink out of Space's music

This is the first time I've entered Ludum Dare strictly as a musician, which was an exciting change. I knew working with the talented @Aurel300 would be a breeze, and the challenge of making Amiga-sounding music was quite attractive.

I'm used to making more modern elecronic music, so while I wanted to make the music sound retro, I wasn't comfortable going with true vintage software like a music tracker. Instead I stuck with my software of choice (Propellerhead Reason), and tried to study some Amiga game music, eventually looking for samples, instruments & production tricks that could help get a fitting feel. I eventually found this public domain Amiga sample pack which was of great use, as ~90% of the music ended up built out of samples from it.

The first hours of production turned out a bit frustrating, if only because my LD participation was quite improvised and I had no keyboard, no quality headphones, just a small netbook with cheap earplugs to work with. Brainstorming melodies and other ideas was difficult in the beginning, but I eventually figured out a base that conveyed a fitting atmosphere for our "quirky puzzle game in space". Eventually I got hooked into the work and forgot my hardware limitations :)

In the end the main theme is... not exactly what I pictured it would be! In particular it's less ambient that I aimed for, but this wasn't a big issue. The overall retro sound feels also less "authentic" than I hoped for. But overall, I still feel the track is good, catchy, and not too repetitive. It also seems to do its job of helping set the mood of the game.

So this was a great experience overall, and one which grew even more my curiosity for retro music and chiptunes.

2nd AKJ Tournament: A gaming competition... Except it's on jam games!

Alakajam! is a sister community to Ludum Dare, founded by moderators of the old website. On top of regular week-end jams, we are hosting more unusual things, like the current AKJ Tournament :smiley:

How it works

For two weeks, everyone gets to play on a selection of 6 games (mostly from the 3rd Alakajam) on which we'll try to make the highest scores/best times as possible. Using screenshots as proof, players will battle to enter (and remain in) the leaderboards.

Leaderboards points are awarded to all players that enter the top 10 of a game. At the end of the event, on September 23rd, the player with the most points wins the tournament! Check the 1st tournament winners to see the current title holders :)

Of course, there's no prizes to be won other than bragging rights. We're just here to have fun!

Current leaderboard

We're only 2 days in, but the competition is already strong! Come by and see if you can make yourself a good spot in the rankings :wink:

banner.png

4th Alakajam: Last chance to rank the themes!

favicon32.png

This Friday, at 7pm UTC we will start the 4th Alakajam!, a competitive game jam set in-between LDs, more intimate (50ish entries and a lovely little community) and is adjusted to EU timezones. It takes place over 48 hours (even for teams) and we're now in the final steps before the launch!

:bulb: Theme shortlist

For one week the community has submitted themes and voted on them, and now only the top 10 remain. You can still rank them by order of preference here!

2018-10-11 10em03/em37-4th Alakajam _ Themes _ Alakajam!.png

:checkered_flag: Jam launch - on stream!

About 30mn before the jam starts, DanaePlays and AurelDev will host a livestream on Twitch to hype up the final countdown. Just join the website at that time or directly watch the stream on her Twitch account.

Expect some polls, possibly givaways (hint below) and a live elimination of themes... until just the winner remains! Then the jam starts and we can start wrecking our keyboards for 48 hours :heart:

DpAgFXwXkAAzFHk.jpg