Ludum Dare 48 April 24–27, 2021

Interview with creator of Nuclear Blaze; Sébastien Bénard of Deepnight Games

Here's an Interview I conducted with Sébastien Bénard of Deepnight Games, discussing his entry to Ludum Dare 48; "Nuclear Blaze"

We discuss his process for developing the game, tools used, and how he plans to make the game playable for his 3-Year-old kid!

https://www.youtube.com/watch?v=XH7Hoi6NRkw

Thank You!

Thank you everyone for playing and rating my game! This was my second LD jam, and my first entry didn't get enough ratings to be scored. So I'm really happy, that this time I did! :smile:

Here were my results:

Overall: 212th

Fun: 150th

Innovation: 598th

Theme: 160th

Graphics: 201st

Audio: 245th

Humor: 436th

Mood: 382nd

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Menu creator - concept feature for making menus with a click of a button

Hello, I am working on my set of tools for unity that I've already used in many games and our beloved LD48. It has proven to be very useful for creating things fast, but I realized that even with so many features I've spent 4 hours on the menu in the previous jam. That's a lot of time for such a simple thing as the menu. Later I've also realized that some things weren't working in the menu, but that's not the point for today.

Concept

Screenshot 2021-05-29 110730.png In the image you can see the menu from Power Station Beta (ld48) and how it could have been made faster with the right tools. With the menu on the left you are able to customize things such as: style (use buttons or simple text), colors, options, layout and padding. Most menus are just a list of buttons on a background. It does the job, but it still takes a long time to create. With adding components, navigation, menus you are wasting a lot of time.

Creating settings

Screenshot 2021-05-29 112108.png In qASIC I've created a very complex and easy to use settings system, where you call setting names instead of having one giant script to do everything. Still it would be cool to have a big button that says: POPULATE MENU. Making sliders and other things takes time and having to copy & paste a bunch of them and change some text seems rather stupid.

Complexity

Just thinking about how somebody would use this: it would be cool to have a way to assign your own sliders and not sliders and to not have to change every single button, or dropdown to your liking. In that case: many people like to have an object with a label and the slider, which would make it impossible to use in this tool. So then I would have to scan through every GameObject in every single object. But then what if there's TWO!? MULTIPLE MENUS!? It is just starting to hurt my brain.

Will it come out?

I don't know. For now I'm focused on releasing qASIC v0.1 and going on from there. Please tell me if I should try making something like that, or if fe. there's already a tool for that (it wouldn't fill out qASIC options though and change labels). I will probably try adding little updates and maybe I will even try to replace the Input System, with an actual from scratch Input System (instead of relaying on the legacy one). Anyway, I hope this sparked your interest. I personally think that more games should have more options and menus, even in jams. Thanks for reading through :)

Music from the game.

Recorded a video showing the music tracks from my ld #48 entry.

https://www.youtube.com/watch?v=u3sTK9bIWFU

I Added Endless mode to my game!!

almost all the playes requested that, an Endless Mode!! and i added it now!!

Go ahead and try it!! https://fire-soldier888.itch.io/deep-fall

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I need help!

Is there a way to browse the feed by date cause I really need to find a game I saw on LD46 but wasn't finished so its not published and is there a way to find the posts I commented on or liked? If not and you're a good programmer please make me some sort of code I could type into the chrome console to find this stuff :laughing: thanks!!

Getting Started with a Serious Project

Hey Guys!

Our team has made a few jam games, but we are hoping to get into a slightly more serious project (something a bit larger in scale than our jam games, and hopefully something we can release and sell). Looking for any resources you guys would recommend for project management, marketing, communication/dev blogs, etc (or even just some tips from fellow devs who have built and released commercial projects). This is our first time really trying to take on a serious project, so I just want to make sure we're heading in the right direction and aware of as many hiccups as possible beforehand!

Vacuum Kingdom: Monochrome Steam Release slated for the end of this month

We are giving the Kingdom a face lift, stream lining some processes and making a cuter UI thanks to some artist assets. Please keep a look out for us on steam, will be releasing the beta real soon (like in a few weeks)

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https://www.youtube.com/watch?v=pz5S-NlBgak

Mini Pets - a new digital pet game NOW released on Google Play Store!

Hello, this is my second game app created & released in Google Play Store :)

Link: https://play.google.com/store/apps/details?id=org.godotengine.minipets

Kindly download and review my game, thanks :)! Mini Pets is a digital pet game where you raise a virtual pet by feeding it, playing with it, and cleaning it every 8 hours.

As you feed, play or clean your pet, it will gain levels. Upon hitting certain levels/milestones, it will evolve and change color. Will you be the lucky one to unlock the SUPER RARE secret pet?

Enjoy!

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New Sprites (hitting a road block with controller support)

We have everything visually done...just looking to re-write codes for the game. Your probably saying...why not just update the ldjam version?

When you are re coding systems: Coding tends to be faster Can implement new features Can avoid pitfalls you missed previously.

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Chuck Yeager's Jet Janitor - a postmortem

The theme for Ludum Dare 48 was "Deeper and deeper". I created a dogfighting game for the compo—solo, from scratch, in 48 hours—where your goal is to deliver jet planes deeper and deeper into cold storage. It's a mashup of Luftrausers and… shuffleboard.

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I'm really pleased with how it came out! It's fun to play, has a fresh game mechanic that actually works, and is definitely my kind of quirky. I'm not disappointed about any obvious weak spots. Here's what the game looks like:

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Development

  • 2000 lines of pure JavaScript using Phaser
  • 34 pieces of art in Aseprite on iPad with Pencil, using AdamCYounis’s Apollo palette
  • 14 sound effects in Chiptone
  • 4 songs in Abundant
  • 101 todo items checked off in OmniFocus
  • 400,149 keystrokes
  • 3 Twitch streams totalling 31 hours (the vods are 28GB)
  • 10,881 screenshots (13GB) for the time lapse

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Read the rest here on my blog!

Steam/Itch.io Ship incoming!

Controller finally working. Next we start introducing: -Enemy Spawns -Element powerups -XP System

New Updates 10 Set Levels 90 Randomized Levels Artifact collection Boss Fights

Coming very soon. Animated GIF-downsized_large.gif

Have you jumped the gap yet?? (#1 Innovation in Compo!)

Hey all, I just published a post-jam quality-of-life update to Press Space To Jump The Gap!

Now's the time to try it out and see why this dinky mario clone game got GOLD in Innovation:

https://ldjam.com/events/ludum-dare/48/press-space-to-jump-the-gap

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Update changes: - Made zooming easier and smoother - Quieter zoom sound - Added keyboard shortcuts - Fixed flag collider showing up on scenes without flag - Tweaked victory message timings

Further development of my LD48 game

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Now it is an adaptation of Isaac Asimov's short story "The Martian Way".

https://christiancorro.itch.io/3021-a-space-odyssey

New Version of LD48 Game Released on itch.io

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Itch.io Release. Will be updating and releasing soon to Steam. Greatly appreciate any donations, but if you are strapped for cash (which I understand) enjoy the free download and comment. Link Below:

https://profsuarez.itch.io/vacuum-kingdom-monochrome/devlog/262819/launch-day-d

Pixel Art Fanart- Scratch That, It's Delayed, Here We Go Again With Me Talking

If you enjoyed seeing my 1-bit pixelart fanarts, you may have noticed that it has been a whole 3 weeks since I did anything. What is going on?

Initially after my last fanarts, "Darn Mouse! -- Pixel Art Fanart Part 2", I had struggled with making a good drawing, since everything I made looked like trash. Finally I had a breakthrough and was on the way to finishing up a special surprise, and then.... out of nowhere the file containing everything I've drawn digitally became corrupted and cannot be used any more, making the fanart I had almost finished be rendered useless. Now here we are, with me struggling to recreate it from scratch.

This one is special and dedicated to the entire Ludum Dare community, so I will do my best to have it recreated soon!


On a side note, I have also begun working on an open-source shooter game that, once I am done, I will be encouraging using the code to make mods (I can even make the best of them official mods on the game's page), graphical enhancements, and more. If you're interested in it Construct 3 users will be able to make mods and share them and possibly make them official mods, and those of you who do not use Construct 3 can share some assets and I can build the modded version for you using the provided replacement assets and a description of any changes you would like to make. Three cheers for open-source mod-friendly free content! Itch.io page coming soon.