I figured I’d have a go at this one. Made some guys walk in unity! Love the 2D tools, haven’t had the chance to try them yet so it’s all pretty new to me but wow. Great stuff.
Also made some other stuff, here’s the full sprite sheet so far:
Dropbox link:
https://dl.dropboxusercontent.com/u/3287242/DrillerGame/DrillerGame.html
As of yet nameless, taking suggestions if you feel up for it!
No real gameplay yet, though you can drill around and kill some guys.

It’s a game about drilling people to death! The concept is probably familliar.
This was my first time messing around with the 2D tools in unity and making pixel art aswell, went pretty well I think! Let me know what you think!
http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=15287

This actually took quite long, I had to build my own particle system from scratch because unity’s default particle system doesn’t support unity’s own sprite functionality… This makes using it in a sprite-based game very inefficient as it’d need a whole different material and thus cost more drawcalls, so I built my own sprite-powered particle system!
It was actually quite fun to do, as I had full control over what features the particles needed, like rotating towards their velocity, scaling according to velocity and more! All for less drawcalls and performance than the default system would take! Love it!

I’m really glad this game ended up in the jam so I could still work on it after submission on day2 😀


Play it here: http://ludumdare.com/compo/minild-55/?action=preview&uid=15287
I had a lot of fun making the graphics for this. Didn’t spend enough time on enemy design though 😛
Also I’m totally in for next weekend!
Graphics – Pyxel Edit
Engine – Unity 4.6 (GUI yay :D)

Not entirely glitch free but hey, not bad for a first draft!
TODO: Make player able to die/lose. Add timer for speedruns?

Just submitted my jam game! Play it here: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=15287
First floppy weapon test! Physics are a bit iffy when attached to animation. Sort of works though!
Side note: This is the first time I try doing a 3D game in LD and man. I love it so much more than doing 2D pixel art stuff, find it much easier to just mockup things and throw them ingame.
Might just be my crappy self-learnt pixel art skills vs my school-taught 3D skills though…
I’m having fun! Definitely doing 3D again next LD! 

The final boss in action :D
This video was made to demonstrate the game and also show a little trick people could figure out with some thinking.
Don’t watch it if you want to enjoy discovering this trick yourself, though it does require some experimentation with the marshmallows and sticks to find out 
Play the game here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=15287
I had tons of fun this Ludum Dare, more so than previous ones.
The reason for this is because I had the ability to make everything in 3D this time, as opposed to being stuck with Pixel Art because I didn’t have the 3D software I know and love.
Guess I’ll do a quick good/bad thing now.
This was the first Ludum Dare I did in 3D, I’ve made countless 3D prototypes and games in the past, just never for LD or public release of some kind (yet).
It started off pretty simple, I needed a character so I made a basic character
I sort of liked the animal crossing-ness of him so I decided he was good enough for my game and made him move for a bit
I liked the feel I had going, but wasn’t too sure about what to do with the camera, it had to follow him, right?

He’s still jumping here but I decided to scrap that as it’d make the animation system more complex and require an extra animation. :)
However, later, I noticed some weird flippy-ness if you went too close to it so I made it follow the character loosely position-wise, also preventing from the character moving too far away and becoming too small on screen.
When I had him moving I started on a static zombie, then got some bones in him and made a quick animation like so

It’s blending between running and idle based on the magnitude of the input vector. Was super easy to set up!
After I had that I started messing with the zombie, giving it bones and animating it.
That sorta worked well, all he had was a walking animation but it was nice. (Later I added getting-hit and dying animations.)
I figured it’d be cooler if he had some mouth movement or something so I started messing with blendshapes
And then I figured, why not have the wolf blink? He is alive after all.
The basic workflow for me was this:

I won’t be going into any specifics of modelling and how to use programs because there’s plenty of tutorials for that on the web, this is just my workflow! 
If you want to play Zombies ‘N’ Marshmallows, here’s the link:
http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=15287
Tags: post-mortem, postmortem

(It’s krele, remember me?)
Back from the LF2 days right?