OadT

LD30

I’m in and quite excited

This will be my first Ludum Dare. I will be using HTML5/JavaScript with my own quite minimalistic and incomplete engine (…a bad idea :D)

  • Language: JavaScript
  • Editor: Sublime Text 2
  • Graphics: Paint.NET
  • Sounds: Bfxr
  • Game design: Pen & Paper
  • Hosting: Google Drive

In order to use my engine is need to share it, so here it is. It’s not really an engine, it’s just a small code base to structure my code a bit. You can use it if you want, but it will probably not help you 😀

I will try to participate the compo, but if nothing works after 48h I will switch to the jam.

BTW: Here in Germany the theme get announced at 3.00 am. Shall is stand up to look at the theme? Any tips?

Have fun guys! :)

My Game, so far

Screenshot

Here you see my progress so far.

It’s my first LD, so i am quite happy to have anything done. But to be honest the game is totally crap. I will not give up and try to make it anyway fun, but it’s not easy. Coding works fine, but the game design is bad.

I am not sure if I shall submit it later… I think i will, even if it’s just crap. Its better to have a bad game than to have no game :)

 

 

Comments

gmfk07
24. Aug 2014 · 11:58 UTC
Hey, thanks for the support.

Finished. Happy. Tired.

I just submitted my first Ludum Dare game link.

It’s no masterpiece and I know I can do better, but I still be proud of it, because I finally participated and didn’t gave up. Unfortunately the game isn’t very funny :D, but I don’t want to badmouth my game directly.

I will tomorrow or so post a small postmortem about what went wrong or good.

finalScreenshot

regards OadT

LD31

I’m in

Finally! After repairing my Ctrl-key I am nearly ready for the compo. Well, I hope I will have enough time this weekend.

Here are my tools:

  • Language: HTML5/Javascript
  • Engine: My own small Basecode
  • Editor: Sublime Text 2
  • Graphics: Paint.NET
  • Audio: Bfxr
  • Hosting: Google Drive

If anyone reads this post: Good luck and have fun! :)

LD32

I’m in

Time to prepah-ray for Ludum Dah-ray! – If you are not already hyped listen this song 😀
This will be my third time participating, but last time I didn’t submit a game :(

My tools:

  • Language: HTML5/Javascript
  • Engine: own engine
  • Editor: Sublime Text 3 – last time: Sublime Text 2
  • Task runner: Gulp – new
  • Compiler: Babel – new
  • Graphics: pyxelEdit + Paint.NET – last time: only Paint.NET
  • Audio: Bfxr
  • Hosting: Google Drive
  • Beta Tester: Friends with What’s app – new

As you can see my setup changed a little. I finally bought a license for Sublime Text and PyxelEdit. Also I started using a Task runner and ECMAscript6 features, so programming is more comfortable.
I also worked on my engine. It’s quite experimental and isn’t super performing, but I think it’s comfortable for me, even if it’s quite low level (no particle system) I don’t recommend using it, but if you are interested I included a small demo in the source folder to show the basic features. There may be some minor changes until Ludum Dare starts.

Hopefully this time I can submit a cool Game. To be honest: so far I am a loser in Ludum Dare. The first time I submitted a crappy Game. But thanks to the people how commented on this game and pointed out the good things. You guys cheer me up  :)
Last time I just didn’t came up with a cool idea and didn’t submit a game.
But I will not give up. Programming and graphics work quite well so far (I got my best rating in graphics, never expected that 😀 ) I hope my testers can help me finding a good idea and making it fun to play.

As always: Good luck and have Fun! :)

Cupid’s arrows – Postmortem

Hello Guys, first off thanks to all the people who played my game so far, especially those who dropped me a line in the comments. If you haven’t played my game yet, here is the link :)

This went right:

  1. I finished my game and it is playable! Luckily I had an acceptable idea and developing the game was quite straight forward
  2. The controls and game mechanics are explained better compared to my first entry
  3. The graphics and sound effects are okay (especially for my art-skills :D)

This went wrong:

  1. There is no music. I tried to make some music with LMMS, but I just created an really annoying melody and didn’t implement it 😀 Next time I try my luck with Bosca Ceoil, hopefully I can make some better music
  2. The Game is a bit too short. I had enough time to make more levels, but I hadn’t cool ideas for new levels. So I made a few but (for me) interesting level, but maybe two more levels would be better
  3. I had a lot of time left! On the one hand its good, but on the other hand I could use this time better, but I hadn’t any interesting ideas for new features and the game appear quite completed to me, so I simply submitted it
  4. Some players have problems to know when the guards are seeing them. I had implemented an sight-line if a guard is seeing a player and some time for the player to get out of his view, but it seems like this time was a bit too short
  5. There are also some other small things I could explained the player better. Also you can succeed Level 3 without an ultra cool trick, but I hope most players will find the cool way to solve the level 😀

Overall:

I am quite happy with my game this time. The game is much better than my last entry, so I make progress 😀 I think there is still potential for next time, I couldn’t play my skills completely out, maybe next time, I just need the right idea 😀

We will see us next time! :)

LD33

I’m in #1637

Tools:

  • Language: Javascript
  • Editor: Sublime Text 3
  • Task runner: Gulp
  • Graphics: pyxelEdit + Paint.NET
  • Soundeffects: Bfxr
  • Music: BoscaCeoil
  • Map Editor: Tiled
  • Hosting: Google Drive

I don’t know if I still have to share my base code, but here it is. Note: Unfortunately you can’t build the demo, because I had to remove some images. Also I will remove of course all assets etc. during Ludum Dare, but maybe I will use some as wip-assets I will use some small code snippets.

My goal: Make a game with music (even if the music will probably be terrible)

Good luck and have fun everyone! :)

LD 42

I'm in!

After a long absence I finally have time join again! (I also wanted to join the last august LD, but it got postponed to september, so that was some bad luck for me 😄)

My last game I submitted was for LD33. I also participated in LD34 and LD35, but hadn't a good idea for a game. Let's see how it works this time, especially with the new special time. Hopefully I don't have a restless night thinking about an idea 😄

Good luck everyone! 🙂

Ludum Dare 48

Under Pressure: Post Mortem

Ludum Dare 48 is almost over, so I guess it is time to write a post mortem for my archive :smile: I intended to keep it short, but somehow I couldn't stop writing :sweat_smile:

My submission is a small physics game about building your own submarine, where you have to sustain increasing pressure the deeper you go. Here is how it went:

Theme and Idea

To be honest, at first I wasn't a big fan of the theme because it seemed too broad to me. But in return we got a big variety of games to rate, so I guess now I am happy with the theme. During the initial brainstorm session I came up with a lot of different settings, but as game mechanic I only had the idea to do something with pressure as consequence of depth. So I just went with this idea.

Implementations

Editor: Implementing the editor was programming pure spaghetti code. In turn features like rotating parts would have taken a pretty long time to implement and there is also a game crashing bug in the editor :sweat_smile: But instead of focusing on this stuff I tried to make alerts as meaningful as possible if there is something wrong with the submarine plan. Unfortunately this didn't quite worked out. A lot of players had problems getting started to build a submarine. Probably I should have provided a default submarine and display the errors earlier. However, the first comment the game got during rating was to provide some example builds in the description and I think that really helped a lot!

Physics: The physics is maybe the more interesting part. I used a library called planck.js, its basically a port of box2d for javascript. Building walls is then just creating bodies of the shape of a box and combining neighbors with a distance joint. Struts are also implemented by distance joints. Applying pressure was a bit more involved.

pressure.png

The green lines in the picture show the forces I applied manually to the body parts to model pressure, which get stronger with higher depth. To apply these forces a flooding algorithm is used to assign a room to each tile that is not a wall (room 1 is the surrounding water). Then on every world step we check the tiles above and below (resp. left and right) of all walls. If one of these tiles is filled with water but the other one is not filled we apply a force.

You may already have noticed in the image above that the force is applied based on the rotation of the wall and not on the global shape of the room. This and probably also some general inaccuracies result in a lot of rotation and force coming from nowhere that a lot of players experienced. During testing these forces didn't seem too strong and I thought they add a bit fun, but in the aftermath I should have probably let the forces pull the walls into the middle of the room (this wouldn't have worked for concave shaped rooms though).

Also, because only the upper and bottom (reps. left and right) neighbors of walls get compared, there isn't any pressure applied to these "diagonal" walls on the right of the image. Indeed, you can try to build this submarine and will see that it moves to the left. This could have been easily fixed, but somehow it was super low priority for me during the jam :sweat_smile:

Damage System: I think the damage system went pretty well. In planck.js you can check under how much stress a distance joint is. The initial idea was to just use that and define some threshold for when a joint should break. After some experimenting I realised that there is a lot of variance in the force that is applied to a joint, so this approach probably would result in unforeseen wall breaks. So the second idea was to break a room once it gets too much squashed (to be exact, when its area falls below 50% of its original area) This would give the player much better feedback. The implementation was then figuring out which wall parts define a room and applying the formular for the area of a general poygon.

Conclusion

This was one of the most fun Ludum Dares I participated in! Implementing the game was a nice challenge and I did enough breaks. There were some problems with the production build though, so I worked until 2:30AM (deadline is 3:00AM here) but I am happy with the result. Of course I would have set some other priorities retrospectively and I think the pressure isn't as central to the game as I wanted it to be. Maybe I will do a post-jam version if I have some time, there was some great feedback in the comments.

Also, as I already mentioned above, the submitted games where so different and a lot were super unique that it was super fun to discover all your games during rating, so thank you all very much for that!

Ludum Dare 50

Day 1

The game mechanics are pretty much done with temporary sprites. Tomorrow: Lots of art, level design and polishing. Unfortunately I'm a bad artist :sweat_smile: but I probably have some more time to polish the game than usual, so will see how this turns out...

Keep on going everyone! :slight_smile:

2022-04-02_15.37.20.png

Ludum Dare 52

For anyone who feels intimidated by the other ratings

When starting out with Ludum Dare I myself got intimidated by all the posts of the ratings of all the amazing games. If you feel the same remember these points:

  • Everyone started somewhere. To make this more visible I just published the scores of my first game back on the old website. The top rated jammers themself gained experience in Ludum Dare or outside of it.
  • It may feel like the vast majority of games got into the Top 100/10, but thats obviously not the case!
  • The ratings shouldn't matter too much. Try to learn something you can improve next time and apply it. You will improve your skills!

Ludum Dare 57

Day one progess

Had some difficulties to properly focus today, but managed to get the basic physics working (with some eye hurting colors). Hopefully it is possible to create some interesting levels with my intended mechanics and also there are a lot of dialogs to implement tomorrow

Keep up the good work everyone!

2025-04-05_20.03.00.png

Ludum Dare 59

Day 1 Progress

The core mechanics are implemented, tough the game looks pretty rough :sweat_smile:

2026-04-18_19.31.13.png

Hopefully I will be able to create some interesting levels with the mechanics tomorrow. For this game I want to try out using vector graphics instead of my typical pixel based assets. I am a bit nervous about whether it will be a decent entry, but I'm still hopeful

Keep on jamming everyone!