filgreen3

LD 42

Progress today

the day is running ove 2018-08-12_22-22-19.png

EPIC THEATER UPDATE

Hey we released a small update.

https://ldjam.com/events/ludum-dare/42/the-gorupos-theater

We decided to develop the project outside of Luden. The version we prepared for the contest will always be available for evaluation.

However, if you want an fresh product, you can go to a special link.

In the next couple of days we will prepare a revised version.

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Gnoms in theatre !

The problem of racial inequality!

Should the theaters leave the first rows for gnomes, or should they sit like everyone else? This issue remains open in the game "Epic Theater." Try it and evaluate it here ==>

https://ldjam.com/events/ludum-dare/42/the-gorupos-theater

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Ludum Dare 46

We're in )

:)

Ludum Dare 54

The core mechanics are starting to work in my game

I'm trying to use sprites from an old game to make all the basic mechanics quicker. And it seems like there's something fun already. Finding the path and attaching the parts is done. gif-3.gif

Ludum Dare 55

I try made a creepy art!

This LudumDare I make a game, and did all art by myself, and this if first time, when I did not heavily rely on shaders. Check it if you like this art! Also keep in mind, that I really overscope with all in my game, so tutorial and mechanics are kinda wacky.

ritual-hd-gif.gif

https://ldjam.com/events/ludum-dare/55/ritual

Ludum Dare 56

How would you make tiny creatures big?

The game is about making tiny creatures, each with its own number. That number can be increased in many ways. Since it’s a game about scaling, the player can make these tiny creatures grow really big with just a few steps.

guide-4.gif

In a process of making game i drastically change idea

Initially, I planned to make a simple tower defense game. However, I realized that the creatures I had designed were too random, and enemies could bypass my defenders even if my army was massive. So, I pivoted the idea, and now the goal is just to meet a quota. That part was easy to implement, but balancing the game turned out to be a real challenge.

Here’s my favorite gif of a bug that I actually kind of like.

* M = 1 000 000, 300M = 300 000 000, and game stats with just 1 *

guide-3.gif

GAME

Ludum Dare 58

PLANT PACK

ffa-export-ezgif.com-optimize.gif This game is about growing plants from packs. You need to place a seed in a pot and give it some love and care with a few resources. In return, you’ll receive a new resource and some money.

https://ldjam.com/events/ludum-dare/58/plant-pack

Ludum Dare 59

Hidden part of my game

I used asimple trick to add style to my game by limiting the color space. This is how it looks without it and with it.

Screenshot 2026-04-24 at 21.08.38.png Screenshot 2026-04-24 at 21.08.23.png Screenshot 2026-04-24 at 21.08.17.png

```gdshader shadertype canvasitem;

uniform sampler2D SCREENTEXTURE : hintscreentexture, filternearest;

uniform sampler2D palettetex : filternearest; uniform int colorcount : hintrange(1, 256) = 16; uniform vec4 basecolor : sourcecolor = vec4(1.0, 1.0, 1.0, 1.0); uniform float blendamount : hintrange(0.0, 1.0) = 1.0;

uniform sampler2D dithertex : filternearest, repeatenable; uniform float ditherscale : hintrange(1.0, 128.0) = 1.0; uniform float ditherintensity : hintrange(0.0, 1.0) = 0.1; uniform bool ditherenabled = false;

vec4 palettesnap(vec3 color) { float u0 = 0.5 / float(colorcount); vec4 best = texture(palettetex, vec2(u0, 0.5)); float dist = distance(color, best.rgb); for (int j = 1; j < colorcount; j++) { float u = (float(j) + 0.5) / float(colorcount); vec4 c = texture(palettetex, vec2(u, 0.5)); float d = distance(color, c.rgb); if (d < dist) { dist = d; best = c; } } return best; }

void fragment() { vec4 color = texture(SCREENTEXTURE, SCREENUV); vec4 original_color = color;

if (dither_enabled) {
    vec2 screen_px = FRAGCOORD.xy;
    ivec2 dither_size = textureSize(dither_tex, 0);
    vec2 scaled = floor(screen_px / dither_scale);
    vec2 wrapped = mod(scaled, vec2(dither_size));
    vec2 dither_uv = (wrapped + 0.5) / vec2(dither_size);
    float dither_val = texture(dither_tex, dither_uv).r - 0.5;
    color.rgb += dither_val * dither_intensity;
}

vec4 palette_color = palette_snap(color.rgb) * base_color;
COLOR = mix(original_color, palette_color, blend_amount);

} ```