LD23 April 20–23, 2012

I’m in

This is going to be my first Ludum Dare, should be fun.

I’ll be creating the game in Actionscript 3 with Flashpunk.

For the assets I’ll be using GraphicsGale and sfxr.

Yup I’m in.

I’ve got some experience from a miniLD from before and I’ve improved my programming skill quite a bit since then. I’m pretty psyched for my first real LD, even though I am a little constricted this weekend to some minor commitments. I’m really liking most of the themes though, so I’m feeling pretty good about this. Above all I’ve prepared myself and my programming environment beforehand so we’ll see how it goes!

Programming Language: HaXe – http://haxe.org/

Library/Tool: NME – http://www.haxenme.org/ (no particular reason, I’ve just become accustomed to the NME development chain)

The result will most likely be a Flash application, and maybe a Windows application if it turns out it makes sense to do so. Oh, and the only other pre-written source I’ll use is just some basic classes I made to handle blitting sprites, storing animations, and checking key states more easily.

 

In for my second Ludum Dare

I am almost just as prepared as I was the first time, which is to say not at all.

Because that’s how I roll.

Or something to that effect.

LET’S DO THIS.

In!

Hello, Ludum Dare, and happy 10 years! I’m Dr. Mo from Columbus, Ohio, USA, and I’m going to take a shot at my first Ludum Dare compo. I haven’t done any code for a while, so I’m falling back on Game Maker. I’ll probably find more resources once I find out I need them.

Be attitude for gains!

Code/Framework: Game Maker 7.0 Pro, GML
Graphics: GIMP 2.6, Windows 7 Paint
Audio: VGM Music Maker, Akai XE-8 drum samples, Audacity, SFXR

A word of advice regarding “Evolution”

Evolution is a great possible theme, it came so close to winning in the past Dares, but never quite made the final. I hope it makes it this time.

That said, whenever I see games dealing with biological/ecological evolution, they almost always get it wrong. Specifically, evolution is NOT “kill enemies, accumulate evo points, use evo points to become stronger (even though E.V.O. was a great game otherwise)”. So if you plan to use evolution in the “evolution of the species” sense of the word, let me give you some advice.

Remember that “evolution”, from an “evolution theory” point of view, is the result of the interaction between two factors: Variation (each individual in an species is slightly different from everyone else), and Selection (some individuals are more successful than others). “Variation” and “Selection” can come from different sources: Variation – mutation, sexual reproduction, etc. Selection – Natural selection (survival of the fittest), Artificial Selection (A human breeder keeping the fastest horses), etc. The end result is that the variations that are selected become the norm for the population, and the population’s average moves as time goes on.

As a simple example, let’s think of a game where 5 warriors go into a dungeon. The warriors that come back can train new ones. The first 5 warriors have different melee weapons: Sword, Axe, Staff, Dagger, Club. In their first trip, they meet some enemy that can only be defeated by slashing weapons. So the Staff and Club warriors don’t make it back. They return to the village, and train their pupils to fight with the same weapon as they did. Each warrior trains two pupils, one of the dagger’s pupils decides to try using two weapons at the same time, and one of the axe’s pupils decides to try using a shield. They all go to the dungeon again, but this time the monsters can only be killed by stabbing attacks – only dagger, two dagger, sword1 and sword2 return. They all train new pupils, and the cycle begins again.

Cheers, and just say no to pokemon-style evolution!

Comments

AlwaysGeeky
20. Apr 2012 · 01:48 UTC
As much as evolution would make an interesting theme… I for one and hoping it doesn’t get chosen.

I just think its too wishy-washy a theme… Dont get me wrong, there are 1001 amazing cool games that could come out of ‘Evolution’, I just personally want to make something a little more *traditional*.
Osgeld
20. Apr 2012 · 01:52 UTC
it also seems rather grand for the limited time
20. Apr 2012 · 02:10 UTC
Another of my pet peeves is how misconstrued the concept of “survival of the fittest” gets. Survival of the fittest doesn’t just mean that the strong beat out the weak and the weak die. The “fittest” for a given ecological niche might be a cuddly bunny rabbit, or a team-centric ant, or a mother bird that provides for its young by having warmer feathers.

Yo Dawg! Im In!

Im pretty sure this is how I do this! Its my first Ludum Dare, so here goes.

Yo Dawg, I’m In!

I’ll be using Autodesk Maya 2012, Unity basic, Google Sketchup, and Gimp. I’ll be fueled by coffee,  the foo fighters, anosou’s album, and Quake III!

Now, lets hope this game doesn’t suck, good luck everyone!

A Little More Detail

Right, so a little more detail on the plan for this Ludem Dare.

I’m gonna be using AS3 and Flixel. Which is a platform I’ve had some limited experience in. I did AS3 work for about 3 years as a student at SCAD – Atlanta so I’ve got some chops there, but Flixel is newer for me. My dev lead on our Molyjam SF game last month, “Radioactive Multiplayer Baby Rocker Racing,” decided we should use it then as he had a lot of experience with it. Turns out I really enjoyed it. Did a solo practice run using it 2 weekends ago and was pretry happy with the result. Confidence is high on it not being a big issue from a time perspective.

Previous jams I’ve used flash, but usually in conjunction with wiiMotes or a Kinect to do more physical space focused games. I want to make something more accessible for this Ludem Dare, but if the theme gives me a cool way to bring the physical space into the game I am all there.  Probably strange uses for mice and keyboards over more obscure tools though.

Planning on going for small scope with hopefully a higher level of polish than I usually pull off with jams. Art is going to be my major hang up as I am without my usual Wacom tablet.  Might try and go for a cartoony vector style in illustrator or flash, or the more traditional pixel art route (though I’d like to break from the traditional lowfi aesthetic if I can.

Audio I plan on keeping things simple with bfxr and maybe some iPad apps. It’s not something I consider a strength so simplicity will rein surpreem.

I’m really hoping for the minimalism theme or perhaps, “you build it, then use it” as I’ve got some thoughts there. However the theme goes, looking forward to making sone crazy absurd fun this weekend. Can’t wait to see what comes out of this.

If anyone else is in San Francisco I’ll probably be working out of the Noisebridge hackerspace in the mission for at least some of the jam. Drop my a line on twitter, @randomoutput

So excited. Damn I love a good game jam.

First time Ludum Dare, I’m in!

This is going to be my first Ludum Dare and i’m pretty excited!

I’ve been looking through all the themes and voting. I have vague ideas of what I’d do for about a third of the final themes. I think my main problem is going to be controlling scope; Mainly being too optimistic about what I can achieve in such a short time.

Language: Java, using either LWJGL or Libgdx. (I’m more familiar with Libgdx but it is a bit constrained for some things)

IDE: Eclipse FTW!

Graphics: Paint.net

Audio: BFXR

Caffeine source: Black, black coffee

Distraction: SWTOR and netflix()

Good Luck all!

Tags: LD #23

Bring it On!

For the first time, I will be attempting the 72 hour jam this year. I am hoping that this will prove to be a fun learning experience for me.

Assisting me will be my friends in real life:

  • Viper1044
  • Hoovyscoot
  • Pandadog123
  • ~A
  • Dolphinboy
  • POtatoes234

Hopefully everything goes well and we complete a game, but I’m not too sure. I will be using Game Maker for the game. Wish us luck!

We’re in

A few friends and I will be entering the jam tomorrow. This is the first LD for all of us, so wish us luck.

People:
Logan – Code/art/design
Mike – Design/art
Dre – Music

I’ll be coding in C# using either XNA or MOGRE. I’ll also be doing the 3D art if we make a 3D game, and for that I’ll be using Maya 2012, Photoshop, and SAI. If I need to sculpt anything I’ll be using Sculptris.

I’m not sure what the other guys will be using yet.

Comments

phyerboss
20. Apr 2012 · 02:23 UTC
This will be a good chance for me to push myself outta this pixelling funk I been needing to get out of

Warmup Game Finally Done!!

You can play it here. I’m pretty happy with the results, though I do wish I could have gotten the music to sound better than it did. As a result I’ve pulled the music from the game. Creating this game was yet another learning experience for me and I really enjoyed making it. Usually I sit in front of my computer with a blank stare because I cannot think of a game to create. I honestly had no problem coming up with a theme for my warmup game. It just popped in there! lol :)

Anyways, I hope you enjoy my little creation and we’ll see what I create for the actual LD.

Good luck to all who enter!

-KunoNoOni

First timer here

This sure seems fun!

 

Just don’t expect much. I still don’t know if I’ll be using SFML or flixel. Probably SFML since I have no experience with Flixel or ActionScript and I have a couple of classes already coded in C++ which will probably help.

Comments

melignus
20. Apr 2012 · 02:46 UTC
Awesome, been keeping my eyes out for an SFML game, good luck!

The Day Before

In my first post, I pointed out that I would be severely limited in the amount of time I’ll be able to set aside for LD23 this weekend, and combined with my complete lack of artistic ability, I’m glad to say that my Minimalism theme has made it through to the final round of voting! I’m obviously hoping it becomes the chosen theme for this LD; it would mean I would be able to get away with Magnavox Odyssey-esque graphics, and call it an “artsy” game, as well as saving me plenty of time I would have otherwise spent on the art.

Games-as-art, or just rubbish graphics?

 

I spent today drawing a class diagram of one of my previous games, in order to get an idea of how to best set up the underlying engine stuff. I don’t have much history as far as games go, and writing an engine from scratch in a 48-hour game development competition seems frankly self-destructive (I’ve never used any libraries before – I’ll probably learn how to use LWJGL or something before LD24) , so I need all the preparation I can get. It will be a challenge, no doubt.

Hope you’re all getting excited about the weekend – I know I am!

Comments

20. Apr 2012 · 06:15 UTC
Some of the best art games rely on a heavily retro art style, for the purposes of abstraction. The way you talk about it is pretty dismissive and insulting.

Finals are over and I’m finally in!

I’ve been wanting to participate in the ludum dare for awhile now and this weekend it’s happening.  Pretty excited, pretty nervous, pretty well stocked on energy drinks.

Programming Language: Java with the LWJGL

IDE: Eclipse

Graphics: GraphicsGale or GIMP or Paint.NET or Inkscape or some other fifth thing…  Not something I’m to worried about atm

Audio: sfxr…errr… maybe

This is my first time doing anything like this and 48 hours seems like it will fly by.  I just started using the LWJGL yesterday so I’m hoping my inexperience won’t cost me to much time.  My goal for this weekend is to learn and just get something presentable finished.

Good luck to all you game devs out there!

I’m in!

This will be my second time participating in the compo. I’m hoping to keep scope very small so I can actually have a complete game with sound, music and proper title/end screens this time around. This will be my first time coding a html5 canvas game, so it should be a bit of a learning experience.

Language: HTML + CSS + JS

Framework: Easel.js and possibly other parts of the create.js suite

Editor: notepad++

Audio: sfxr/bfxr, musagi, garage band, audacity

Graphics: photoshop, illustrator

Another First Timer

Hello everyone. I will be participating in the jam here in Omaha, Nebraska at CAMP coworking .

I will be using Unity 3.5 + 2D toolkit (yes, my entry will be jam only), Photoshop for art assets.

This may change if I’m asked to join others, my strengths are more on the art end of things.

Very excited, cramming Unity API knowledge tonight and tomorrow afternoon in preparation, flying in the face of all recommendations to go with something you know, but I don’t really know much else and Unity seems to have everything I need to make the games I want to make. So finished mini-game or not, looking forward to an awesome learning experience.

-Ryan Malm

 

Declaration of Participation

Can’t pass up trying for the 10th anniversary! Going to try again, this time with yet another language/library I’m barely familiar with. PyGame!

At least this time I practiced by converting my only successful LD into Python. I intend to use base code I created from that effort. If you like, you can see the full port of my LD17 entry, Evil Lair Command.

Let’s do this.

I’ve programmed in a variety of languages, low-level and high.
I know the Adobe Creative Suite like the back of my hand.
I’m an absolute synth wizard…

But I’ve never actually created a video game!  This is completely unacceptable.  So when I heard it was the 10th anniversary of Ludum Dare, I decided it was time to finally put all my skills to use.

I’ve been working on some tools over the last week to help with creating my game. The first is a tile-based map editor.  The second, a simple tool for pixel art. I plan on releasing both as FOSS in the future. Hopefully they’ll be far enough along to be put to good use during the competition. As for the audio, I’ll be using Ableton Live.

I’ll be programming in C++ and using SDL or SFML.  I develop in Ubuntu so I will be providing a Linux build in addition to Windows.  I’ll try to find a hipster that will let me compile using their Mac, but no promises.

Looking forward to giving it my best and I can’t wait to see what everyone else comes up!

Comments

melignus
20. Apr 2012 · 03:03 UTC
I’ve got a lion machine that might fit the bill for your Mac binaries. Let me know library versions and I’ll try to get them all up to date. @melignus
SOMA
20. Apr 2012 · 05:07 UTC
Thanks, bro! That sounds great. I’ll definitely hit you up if I don’t have access to a Mac this weekend.

Transient Team

Legend speaks that in 1567 a group of witches traveled the world, becoming folk heroes and inspiring the common  people with their mastery of the creative form.  The church saw that they threatened the status quo with “music” and “games” that engaged the senses and seeded revolution.

They hounded the witches for many years, crossing  oceans and continents in a hunt of epic proportions.  Finally, in 1578 they took shelter in a peasant’s barn, not knowing that the peasant would sell their location for 30 silver pieces. The church surrounded the barn and razed it to the ground, killing anyone who tried to run.

Amidst the rising embers, witches made one final vow. One day they would return, reunite and spread their craft over the earth.

438 years later, by accident or fate, two of their descendants met at a game jam. With those two came two more, the group reunited post-death.  They are The Avatar of Woe, Spirulence, kibertoad and Krushna.

Together they make games.

 

Engine that will be used: PreUI (Slick2D derivative)