LD23 April 20–23, 2012

I’m In…

Hey guys, I’ll probably be entering this Ludum Dare, it’s just a question of who I’ll be working with. I’ll probably be working with 2 new Ludum Darers. We’ll be using Game Maker and GIMP as always. We’ve been working on a “warm up” game of sorts for maybe a week, here’s what we have so far:

I’m in

I will try to join this year. I will use either gamejs or pygame with spyral (can’t decide yet) and GIMP for graphics.

Comments

Sheep
18. Apr 2012 · 10:45 UTC
Yay

First LD, First Complete Solo Game

First time trying LD! Very excited and cannot wait for it to start. This will be a huge learning experience and am hoping to take in all I can. Is it time to start yet?

Yay, I’m in!

Hey guys, I’m in for my first ever Ludum Dare and, for that matter, the first game I’m (hopefully) going to finish.

I have started many projects in the past, but lost interest after a week or two. This time, however, my attention span will probably last long enough.

I’m using GML for coding, not really into better languages yet, and Paint.net for art, which will be 16 or 8 bit, not sure yet. Sounds are still uncertain, but will be declared later.

 

There is a severe lack of Texas on the LD map

C’mon! We’ve got one of the biggest game development locations in the world, and only 5 people participating? For shame…

Comments

dv90
18. Apr 2012 · 11:38 UTC
Agreed. I wish someone would start a gathering around the DFW area…
Cidolfas
18. Apr 2012 · 14:29 UTC
If by DFW area you mean UT Dallas, let’s talk.

Also in

A ridiculous deadline is exactly what I need!

This will be my first competition. I’ll be working mostly in Flash, with Audacity and maybe Fruity Loops for audio. Feeling very vanilla compared to some of the other tools people are choosing, but it’s what I know.

I also wanted to clarify the rules about personal libraries. It’s alright to prepare some generic code as long as I don’t DO anything with the those elements that would constitute a game, is that right? So for example, if I were thinking of creating a board game – base code for dice, tokens and a board would be alright? That seems like the board game equivalent of a physics engine (which I know is ok) but I want to make sure I’m within bounds before I prep.

Looking forward.

Comments

kutuup1989
18. Apr 2012 · 11:26 UTC
It’s fine to use preprepared code so long as you declare it and make it available to everyone.

Warmup

My warmup done yesterday: http://warmupld23.appspot.com/

I need to see how to handle tile map properly and i’m quite ready 😀

I’m really impatient to discover the theme!

Comments

uberneen
18. Apr 2012 · 13:12 UTC
I really liked the background on this. Was it procedural or just tiled?

I’m not sure of the specific interval, but I want to say it was about once every playfield height (in terms of ship ‘travel’) the game would stall for almost half a second and then continue. It was very consistent.
uberneen
18. Apr 2012 · 13:15 UTC
Strike that, it’s about every 2 – 2.5 seconds – just thought you’d like to know.

The only unpolished element appears to be the intro screen, everything else has a great look and feel.
devince
18. Apr 2012 · 13:25 UTC
Thank you. I noticed the bug too.

You are right background sliding is not very good, I may look at it this evening because I will “teach” game dev to a friend so we will certainly modify this code, it will be a good excuse.

My entry revised

So I’m in for LD23.

This entire week I’ve been warming up; Learning the basics of terrain generation, checking my tools, learning how to use Chronolapse and sfxr and making plans.

As I said before, I’m gonna use LÖVE as framework (which uses Lua as programming language) and PyxelEdit for the graphics.

Chronolapse is gonna make a timelapse for me, the whole 48 hours. (Yes, I’m gonna try to stay awake the whole time. It’s probably gonna fail and I’ll sleep about 5-8 hours.)
sfxr for the sound effects. I’m probably gonna generate tiny sounds for the music which my game will play at given pitches and times.

I’m also gonna use a piece of code from Maurice (the maker of Mari0) for the physics, which I’ll probably gonna modify a bit. You’ll find his code in physics.lua if you download Mari0’s source code.
Also, if I can apply terrain generation, I’m also gonna use this snippet of code for the Perlin noise generation, which I’m also gonna mod a bit.

I really hope the theme is something I can use for a Terraria/Minecraft-ish map. Something like adventure, crafting, or exploring.

Let’s do this!

Entry and Libraries Notice

So yeah, I’m planning to enter LD23, although we’ll see how far I actually get.

Going to be using Unity with Boo, and possibly any useful libraries that I find along the way. Graphics will be a mixture of Blender and Paint.net Sound will either be me shouting down a microphone or sfxr.

I may or may not also use a little personal library I’ve written, for editing, saving and loading into game a 3D tileset based level. At some point it might be nice to make this a tool others can use, but right now it is undocumented, under-commented and almost completely free of sanitization, so you can break it very easily, so I suggest that nobody as much touches it. In keeping with the rules however, here is an unordered collection of Boo classes.

I’ve only got one Unity game under my belt so far, and tat was hardly stellar, so wish me luck!

Tags: compo, libraries, unity

Declaration of Intent to declare variables. LD23 I’m In!

I didn’t do so well in LD22 so here’s to trying again!

I tried to make something during Molyjam2012 but I bit off way more than I could chew. I tried to make a chain/cord in Unity3d and All I managed was a whirling mass of doom that exploded across the horizon or flew through the sky like some snake/dragon thing. It was kind of cool in its own way, but definitely not what I was going for :). Lesson learned, keep physics REALLY simple, or don’t have them.

I’m hoping the theme for the next LD is something that wont be crazy for ideas. Either way my goal is to KEEP IT STUPIDLY SIMPLE. I would like to complete a game this time. It doesn’t help that I have a 3 hour class Saturday and a Birthday party to go to right after.

Either way I’m IN!

Tools/Engines n’ Stuff

  • Unity3d: I will probably use the amazing RagePixel add on to make a 2d game. (I’ve been playing with it recently, it’s free and pretty powerful)
  • SFXR/BFXR(one of these thingies, there is like 20 different versions of it): Cause easy sounds are easy.
  • Audacity: I think if I didn’t want to make games for a living I would enjoy being a Foley Artist.
  • Paint.net: I’ve bonded with this program for pixel work.
  • Gimp: For anything Paint.net doesn’t do.
  • Blender: Just in case I feel the need to make 3d stuff(probably not).

 

Comments

joshimoo
18. Apr 2012 · 13:13 UTC
I tried the Chain/Cord thing during LD20 and failed miserably.

My first Ludum Dare!

I will be participating in Ludum Dare #23.

It is my first Ludum Dare.

I will be using Game Maker Lite and its drawing program.

Comments

AngelDE98
18. Apr 2012 · 13:28 UTC
As far as I know Game Maker Lite has lots of limitations . Even Game Maker Pro ( used it once ) has no sound editor . Often used : sfxr . Just an tip .

Warmup, day 2, a Pushover Homage

So after yesterdays initial foray into Box2D and physics, today, I wanted to start structuring my code a little. So now we have levels (yes, 2 complete levels! :) ), a win condition and a restart button. The end result is a domino game that’s really starting to feel like an actual game.

Let’s play with dominoes!

(still messy source code)

Tomorrow, I’m probably going to try and figure out how a developer like me can create decent graphics and sound within 48 hours.

 

Comments

18. Apr 2012 · 13:29 UTC
hah nice.

Finally – I’m in

I’ve wanted to do this for a couple years now. Finally, the stars have aligned and I can devote a good chunk of time to Ludum Dare 23!

Of course, there is a hitch – I’ll be traveling for part of Saturday, so I have an extra challenge ahead of me. I think I’m up for that challenge.

My tools for LD23 will be:

SublimeText 2 – “TextMate for Windows”
Dropbox – super simple deployment solution between me and my server.
Powershell – just to copy files
CraftyJS – HTML5/DOM gaming framework
SFXr – aww yeah
Paint.NET – for teh grafix

And maybe a few additional things I haven’t thought of yet.

Oh yeah – since I suck so bad at pixel art, I copied Notch’s icons2.png and cleared out the font and test sprite he made while working on Minicraft. I’m posting it here in case anyone else wants it.

starter sheet 8x8

simple starter sheet to help keep pixel art "on rails" - thanks to @notch

Comments

18. Apr 2012 · 14:36 UTC
Goodness! Whatever happened to drawing 1x pixel art and letting the rendering engine scaled it up? SDL_rotozoom.h and the OpenGL GL_NEAREST filter are both good ways to do that. (Well, when your engine is either raster-based or lets you control the OpenGL texture parameters, that is)
digital_sorceress
18. Apr 2012 · 14:52 UTC
I think the idea is to draw each sprite in a grid square, at the pixel level.

PRE-Commit update Nr.1 : Base Code for GFX and INPUT Engine

After some rethinking I just tought : Why not reinvent the Engine I am working at as an Game Engine , not as an Menu / UI only engine ? So IGM2 Engine was born .

InGameMenu2 , name of an Project I am working on for my Minecraft Launcher , has an nasty engine ” on base ” / inspired by Catacomb Snatch ( Another game ) . IGM2 Engine is it’s engine only : Menus , Graphics , Input . I will play around it to get some sin cos drawing per tick and then finally remove unneeded , maybe even not allowed resources ( Paid fonts ) . Then I will publish it .

Screenshot of an ” PS3 like Background ” simulated with it comes soon , done one on my calc per simple sin cos transforms . Still not realistic but maybe on the PC more realistic for testing .

Sound : As said , gonna use paulscode . Dunno if got to add or not to add to the Code Base but may add it .

Edit : *facepalm* must do the LWJGL , JInput and also paulscode binding ASAP .

 

So I think I’m IN!

This will be my first attempt to…finish…anything really! But I love the crunch so we’ll see how it goes.

 

I’m going to be using Unity Game Engine, Photoshop and Blender for visuals, and Pro Tools and Audacity for the audio. I don’t plan on using any existing code, just drawing from what little knowledge I have and leaning strongly on the Google crutch.

I will also likely use a very basic sprite/texture animation script, which I will probably modify. You can find it here: http://pastebin.com/8gPqFU3D

I will try to make most of the sounds but I will inevitably end up using http://www.sounddogs.com/ and perhaps http://www.bfxr.net/

I’m going to do my best to update with video (using Camstudio & Windows Movie Maker), as well as art concepts, etc as I go.

 

Anyway, cheers and good luck to all the other #LD23 entrants!

~Mitch

ps. Does anyone know how to change the profile pic for WP? I can’t seem to figure that one out…

Tags: compo, declaration, entry, libraries

Am I in? You know it.

Hey there LD community, it’s been a while, and I’m looking forward to the start of a new /compo!

Last time I submitted a limited and rather boring game: The Cheese Stands Alone, for LD22’s heme “Alone”

Looking back, I got a bit hung up on trying to make the theme -into- the gameplay, and spent too little time refining an idea.  My first plan was actually a rather heady game about solipsism…way too cerebral, even for a long-term project.

The plan this time around is to come up with a simple gameplay formula that I can refine, and make fun without necessarily making it too complicated or difficult.  I feel like I’ve got a better hang on the timetable now, so things should be smoother.

Needless to say, with more experience, and the same vigor, I’ll be moving forward and I hope to impress with my /compo entry this time.

As before, I’ll be posting hourly updates while I’m not asleep, and I may livestream or timelapse, I haven’t decided yet.

 

Tools of the Trade:

> Flashdevelop and Flixel

> PyxelEdit

> Flan (if I need tilemaps for Flixel)

> Renoise

> Audacity

> SFXR

 

Are you prepared?

In for the jam

The rules say I should “publish” my hand-crafted “engine” on this board to qualify – so https://github.com/hazzen/pidgine is my planned base of code, a minimal set of stuff based on my Molyjam entry. Other tools: paint.net/gimp, vim, sfxr if I decide to do sound.

Kicking it Down a Notch

I’ll be in for LD23. This time around I figured maybe I should simplify things a bit and actually make more of an attempt to actually finish something for the deadline. That said, this time around I plan on using the following:

  • GameMaker Lite – I’ve helped out on a number of projects using this, and it’ll definitely do what I need it to do.
  • Paint Shop Pro 7 – I may not even use this, the built-in editor of GameMaker does pretty well for me
  • BFXR – If there isn’t a reason for me to record sounds myself, this will probably be my weapon of choice for sound effects
  • Audacity – Then again, if I DO need to record some sounds …
  • Musagi – Kinda doubt I’ll get to this, but I’ve had the most success with actually creating music using this… (Thank you DrPetter!)

I guess that basically covers it. I was pleased to see my theme (Build it, Then use it) in the themes list. I kinda doubt it’ll get too many votes since it sort of implies a level of complexity I’d guess that people don’t want to bother with in an LD. Anyways, good luck to everyone this time around, and just MAYBE I’ll see some of you at the finish line!

Comments

Darkfrost
18. Apr 2012 · 14:51 UTC
Glad to hear I’m not the only person who still uses PSP7 :)
Cake&Code
18. Apr 2012 · 15:21 UTC
Nice screenshots, the pixel version of the character is really well done.

I’m in… (Definitely) UPDATE

Hi,

I think definitely am going to give Ludum Dare a go this time. I have never entered one of these before and it looks quite fun. I previously had a go at the MolyJam even a few weeks ago and actually managed to finish a game in under 48 hours… Infact I didn’t get as much time to program as I would have wanted over that weekend…

Here is a link to a video of my finished MolyJam game from a few weeks ago:

I am going to be using my own engine/source code that I linked to in a previous post.

Dev Tools:

  • C++ (Visual Studio)
  • OpenGL
  • Windows
  • GIMP / Paint
  • Sfxr / Audacity

I might also look into some of the timelapse/streaming options available, but I have never tried this before so not 100% sure on the tools available. I am going to look into this Chronolapse tool that everyone seems to be talking about…

First time in this shindig!

Introductions:

Hia im Zoomyzoom a young enthusiast with no hope of winning 😀

I’ll be using:

  • Java and the slick library
  • Paint.NET
  • sfxr
  • maby audacity

Im planning on making a tile engine game (if appropriate. If not, an fps) to allow least time engine coding and more time game making!

Cant wait!