I’m in, science willing
First LD. I’ll consider it a success if I manage to rub two sprites together without crashing.
Engine/Language: Unity, C#
Utilities: Spine, TexturePacker
Graphics: Inkscape, Gimp
Audio: Audacity? Ugh, always forget audio
First LD. I’ll consider it a success if I manage to rub two sprites together without crashing.
Engine/Language: Unity, C#
Utilities: Spine, TexturePacker
Graphics: Inkscape, Gimp
Audio: Audacity? Ugh, always forget audio
I’ve started a little library of characters for game prototyping. Since it’s mostly for my personal use the only exported files right now are 32×32 pixels tall, but I am planning on including all the original source so that anyone with Spine can re-export it and do whatever they want with the higher resolution (but not, frankly, better-looking) images. I only have one guy in there so far, but I plan on creating other generic-looking characters/props in the weeks to come.

Black Suit, Red Gloves.
I don’t know what the proper protocol is for things like this. I’ve got it hosted on bitbucket, in case anyone’s interested, or they can get it directly with
git clone https://bitbucket.org/visibleatom/characterlibrary.git
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20588
First Ludum Dare game, ever, finished. Impressions follow.
The original concept was for a 1-button game. You are a circle in a spot on the screen. There’s a square on the screen. Lines are coming. Press a button, teleport to the square. Avoid getting hit by the lines. Lines would be different shapes, etc. That quickly evolved into making it look like a Mondrian painting (one of the first Google image hits for ‘minimalism’).

First idea. Well, that and the Mondrian idea that came after, all together.
I had big plans for this (most of which went down the toilet as time progressed). I was going to have smooth edge transitions, zones fading in and out of existence, constraints to always keep it aesthetically pleasing, etc. I was going to have the levels progress, so that we were basically traveling down a Mondrian painting. Once you progressed far enough, you would be surrounded by other circles that didn’t match their zones, no enemies to be found.
This gave me the idea of having other characters just like you, but without your teleportation abilities, and your goal would be to draw the sweeping lines away from them by purposefully making yourself visible. I still think this is a good concept and I just need some more time to figure out the execution.
Anyway, with friendlies, the gameplay sucked. It was hard as hell to keep track of everything that was going on, I didn’t have a good way to represent the friendly characters, and frankly it was ridiculously hard to draw away the sweepers long enough for the friendlies to escape. I just didn’t have time to flesh that out even further. Anyway, friends were conceived/checked in at Sunday at 2AM, and were officially removed at 2PM, so that’s a good 12 hours on the final day that I wasted on a mechanic I didn’t use.

Those friends look like lock holes, or 5 1/4″ floppy disks.
By the way, during this time I witnessed the agony of someone at #ludumdare crashing and losing 4 hours of work, since they didn’t use source control. I love my source control. Allows me to do a writeup so easily.
Well, I posted a video showing the progression of the game over 48 hours. It might not mean much to you, but it does to me 
Wait for it… NOW! Progress
Things that went well:
Things that went badly:
For next time:

Game, with cheats
Will be using the remnants of my unfinished warmup game as a base, probably. Forked it into a public repository for any who wants to see: https://bitbucket.org/visibleatom/ld27
Using Unity, Gimp, and whatever sounds can be auto-generated by free tools on the web because I’ve given up on trying to make things sound good 