Ludum Dare 51 September 30–October 3, 2022

Almost caught up!

[Link] (https://www.youtube.com/watch?v=VPmv19um4uE) instead

Ludum Dare Game gets Full Release Today

In Ludum Dare 48, in April 2021, wife + i made this little game Dome Romantik. It actually changed our lives completely when we started developing it full time this year and called it Dome Keeper. Today, slightly before LD51, it releases! hznyJU.gif I hope to make the ludum dare community proud with this. Nothing of this would have happened without ludum dare, and you, the amazing community. We'd never have learned how to scope and finish a game, prototype effectively and develop accessible, player focussed games. Thank you so much!

https://www.youtube.com/watch?v=WZplRH4PB6E

Thoughts on Art Generators

With all the questions and debate around AI art generation going around, I wanted to give my thoughts on the matter.

In terms of the Jam, I'd say that AI art generation is probably fine just because the rules say you can use pre-existing assets, palette swaps, etc, so long as you opt out of the respective art categories. Since AI art gen typically involves the AI being trained off art from artists who didn't consent to their art being used in such a way (correct me if I'm wrong; I'm all for art generators that are trained off stock images, royalty free art, or art that one has permission to use freely), I'd say it fits fine in the Jam. In the Compo tho? Eh.

In the Compo, I've seen some people say that AI art gen is fine because it's effectively the same thing as the audio effect generators that could be used. And, in the Compo rules it does say:

- Content generators are allowed. In fact, they’re encouraged. sfxr, the popular sound effect generator was originally created for Ludum Dare.

However, these sound effect generators have one major difference from AI art gen tools: they aren't "trained" off the work of others without their consent. And, this bullet point follows shortly after the last:

- Texture masks, brushes, drums, loops, sampled instruments, and similar assets are allowed, but only if they are used to create a derivative work. i.e. a Song, a complex soundscape, a unique piece of artwork, etc.

I'd say that if AI art gen is to be used, due to how it's generated, it would probably best fall into the category of a sampled instrument or loop, and should be used to create a derivative work that is sufficiently different from a simple "type prompt, get art." This would mean generating the art, then modifying and incorporating the generated art into a unique piece created by you.

For the record, I am not against AI art gen as a whole. I do actually see it as a potentially great tool that could be used by artists to create unique art, and that's the main thing, right? These generators aren't artists. They don't have artistic vision, because they are tools; you are the artist.

I think that AI art tools can be developed, ethically, in such a way that they don't use the work of artists without their consent. But regardless of my opinion, or the technicalities of whether you can or can't use it (nobody is gonna stop you), I still think you should listen to this: if you care at all about your game being rated well, it might be better just to avoid AI art gen. In my eyes, it's risky because you will be damaging the reputation of your game right out the gate for some people. Worse, if it's clear all you did was pull a "type prompt, get art, done" move, it may damage the reception of your game even more.

TLDR If you use AI art gen, try your best to be as transparent as possible about how you generated the art and how you modified it to make it unique and fit your game. Art generators don't have artistic intent; that's up to you to ascribe. However, if you are just wanting to use it as a quick way to get art, your game's reputation would be better off if you just did shitty programmer art.

Remember RPGMaker? People thought it was a way to quickly and easily make games without skill, even going so far as to just straight steal unmodified assets to cut down on effort. As a result, RPGMaker gained a bad reputation because of the abundance of cheaply made, low-effort games using stolen assets that spawned from it. On the other hand, some people did use it to make unique, memorable gaming experiences. Strive to be like them if you do use AI art gen.

Preparation #1

Good day! While kamikaze drones are over the city, we continue to prepare for Ludum Dare. Today we are experimenting with tile size. Which do you like better, 16x16 or 24x24?

16vs24_b.png

Really Want to Get This Done This Year

I have tried to complete a LDJam for years now. This year, I plan on doing it. I really enjoy watching all the games get made and want to be a part of it too. I will be programming my game in HaxeFlixel. I will be using GIMP for art, Tiled Map Editor, SFXR for sound, and LMMS for music.

I really like many of the theme options and hope to get a good one.

Thank you

For letting the theme "Garden" die. It tried really hard, may its awfulness rest in piece. :smiley:

Ludum Dare 51 plans

It's my first Ludum Dare experience. I already decided the theme of the project and it's music. This will be an interesting 48 hours competition. I hope, this project will be not as bad as my previous ones. Very worrying moment :smirk:

AI for boosting game production

A good idea to boost production speed of your jam game using AI generated art assets! https://twitter.com/ivangarciafilho/status/1574775419357782016?s=20&t=rEkz9jGkdGbR5C-NnYJQJA

4d4ee1153554135.633206f090fd9.jpg 5598f7153493015.63312f92ab04c.png 1664214619emTop-down-isometric-artwork-with-PBR-materials-of-a-threatening-towering-glowing-nouveau-wrought-iron/em0001.png c4279e153495367.6331e919bc5ad.jpg f4b9ff153554135.633206f0797f7.jpg

Signups?

This is our first game jam (ever). Do you need to sign up before hand? Thanks!

Fixing my Input System for Ludum Dare Day 2

Introduction

I have finally fixed / commented all of the bugs. Now it's time to finally start re-adding features.

Screenshot 2022-09-27 200327.png

As I said previously: editor is my main priority and luckily I've managed to re-add most of the essential features. I can add and remove items, edit some very basic values and save. I had to jump into the mess that is the content tree and trim out almost all of the code. And finally, here we are.

Deleting items

Everything was easy to reimplement, except for deleting. Currently there are 2 ways of deleting items: by pressing the minus in the content tree (easy) or clicking the delete button in the inspector (hard). Because the inspector doesn't know what and where the item is located I had to make a separate virtual method to handle that for every item separately. So in the end I have this lovely peace of linq code.

Screenshot 2022-09-27 194636.png

Inspector

I unfortunately don't have enough time to add the fancy inspector concept from my previous post, so here's the ugly version...

Screenshot 2022-09-27 195140.png

Normally the keys should be separated into individual lists and there should be a popups instead of the ugly text fields. As you can hear, this isn't that simple or fast to add. So unfortunately I will have to write the paths manually for this jam :/

The same is with axes: normally there should be a button to select a binding, but for now you will have to copy and pase the guids manually.

Screenshot 2022-09-27 195611.png

Broken things

Sadly, not everything is working. This includes: - window preferences - editing groups in the inspector - duplicating items - error icons next to items

They however aren't ascrutial as the other features, so I'm not gonna add them now. Worst case scenario I can just enter debug mode and edit the map in Unity's inspector or edit the file manually in notepad.

Next features

Next I'm gonna work on reading input and hopefully adding gamepad support using xinput. From what I read, xinput is fairly simple to get started with, so I have high hopes it's gonna go smoothly

I'm in

I have missed LD50, but I am not letting this one go. For the 4th time solo. See Ya all limitBreak.gif

Entertainment

Hello, what could be better than a game of Roman Legion? Anyone who wants to take part in their biggest battle can prepare to join the ranks by using the Roman Legion demo. It is available for free on our website “ https://automatyhazardowezadarmo.pl/jednoreki-bandyta/ “ and is a great opportunity to test the entire mechanics of the game.

A Game's Mood

How do you rate the mood of a game? I feel like games that are sad or creepy might get higher ratings. Aren't there other moods? What about cheerful games? Something to think about.

The Game of Jamming

jam-428094_1280.jpg

Reflecting on twenty years of Ludums and Dares, the “game jam” has become a staple of game development education, recreation, and the profession. Who knew what taking a “dare” too far would do?

How I found myself in a jam

Growing up, I was obsessed with computers and video games. If I wasn’t playing games, I was reading about or dreaming of making them. I read and reread the same books on programming the Commodore 64--my family’s 8-bit computer. I repurposed stacks of perforated printer paper as sketchbooks. I doodled maps and chunky pixel fonts on every sheet of graph paper I found. I’d hang out with friends to play their Nintendo or Sega Master System to expose myself to more and more games.

I was that kid.

The obsession continued through my teens. In high school, I was building role-playing games, coding real-time graphics on MS DOS, or showing my computer teacher what to teach the class. By college, I had a portfolio of computer games and homebrew GameBoy games I’d released freely on this new thing called “the internet.” In 1999 I dropped out of college to accept a job as a professional game developer. I was 19.

I’d like to say things slowed down for me, but they didn’t. I was a game-obsessed man child that fell into a career, somehow thrived in that career, and went on to develop and lead numerous kid games for GameBoy, PlayStation, and mobile.

Making games professionally was different though. I was a hired gun, a programmer, doing client work. I wasn’t creating and designing games like I was before. Instead I was working (indirectly) with Disney or brands like Barbie, creating what they wanted with my team. Getting paid to do it was nice, but I missed the old days. I missed making my games.

My friend Geoff started an online forum. He wanted to build a community for developers that were serious about making games. The problem is websites like Flipcode and GameDev.net were already home to large forums discussing game development. Why should anyone care about this one?

He posed an unusual question: Does anyone want to try making games from scratch in 24 hours?

“That’s impossible! You can’t do that! Games take months or years to make!”

“I’m in!”

A few dozen of us got together on the forum and chatroom and did exactly that. The games varied wildly in how playable they were, but by the end we had 18 brand-new things that didn’t exist 24 hours before. We were exhausted--many of us didn’t sleep (not recommended)--but we were thrilled by the result.

“Let’s do that again!”

And we did. 24 hours was hard, so we decided that next time would be 48. I drafted the official rules, we picked a date, and we ran our first of many 48 hour events. Over 100 people showed up and (amusingly) created 48 games.

It was clear we were on to something, but more importantly we were doing it for us. This was something we wanted to exist because we wanted to take part in it.

It was motivating.

We all wanted an excuse to make more games. There was nothing stopping us from independently doing it, but something about doing it together and competing was far more exciting.

We didn’t invent the competitive programming competition, nor were we the first online programming challenge. But everything else was either an in-person event, or an online event tied to a specific tool (Allegro, Python, etc). There was no online crossover event, no place for the Python developers, the C++ developers, and the Flash developers to all come together and create.

Geoff’s forum never took off, but with our friends we created something amazing together. I never expected to still be running it 20 years later--more than a decade after the other co-creators moved on--but I suppose this is what became of my life long game obsession. We kept the name: Ludum Dare.

Reflections

Over the past twenty years, our community has grown larger and more prolific than we could have ever imagined. Our first event saw a respectable 18 games submitted, while our most recent event saw 2900 games from over 8000 people that signed up. Numerous games that began in Ludum Dare have gone on to become hits and bestsellers on mobile and Steam, as well as across every console from the current and previous generations. Many creators cut their teeth making games with us, or took a break from their jobs to test and hone their skills. So many new creators continue to join us to see if jamming or game development is right for them. I’m humbled that so many of you continue to join us after all these years.

Something I’m really proud of is what we did back in April of 2020. Everyday a different conference, trade-show, or event was being canceled. Not us, because Ludum Dare is an online event. We went on to break every record of ours as over 13000 people signed up and created just shy of 5000 games. It was an incredible thing to see during such a nerve wracking and uncertain time. With so many things changing every day, I think it meant a lot to have something that didn't.

Given my history, I never expected web development to become a big part of my life, and something I really enjoy. I remember hacking away at the WordPress theme of our older website, but I remember distinctly trying to avoid getting too deep into PHP because “I was a game developer, not a web developer". I’m glad I got over that, and that the lines between games and the web have blurred so much. My forte later in my career was making my code run everywhere. “Write C and C++ code to this older specification, because console vendor Y ships an old GCC, and vendor X uses Visual C++, so I can't use this”. Nah, forget all that, just target the web. There’s no better way to share a game: send a link; recipient clicks and starts playing right away. No download required!

The rise and fall of development tools is something that’s fascinated me. We had a front-row seat to the fall of Flash and the rise of Unity. Flash used to be everywhere, until one day Apple decided, “nah,” and the industry (including Adobe) accepted its fate. Even though I've been doing this for 20 years, I never had a great excuse to try-out and explore other game making tools: I already used the advanced stuff. But this past year, I've had the privileged of helping my wife learn to make games. I would crash-course myself in a tool so I could answer her questions. This meant I finally had a chance to learn Game Maker and PICO-8, both well loved tools that have been around for so many years.

Oh by the way, I got married back in July.

Last year we achieved the impossible: the original “48-hour game jam" ran its 48th event. This year we hit Ludum Dare 50, and the impossible age: Ludum Dare is 20 years old. I used to joke about these happening.

I need a new joke.

What we do here is incredibly important to me. I've been nervous about changing what we do, but having achieved even our jokes, the only way forward to evolve. 20 years is an extremely long time. Few of us make games like we did 20 years ago.

What’s next?

At a high level, I want to see big improvements to the experience for both the users that have been around a while, and those that are brand new. I’ve covered some of the short term changes in this post here.

For Ludum Dare 50 we introduced Extra, the first change to the Ludum Dare event format in nearly a decade. Extra will continue to evolve and improve as we go.

Something that’s been on my wishlist for years: Playing embedded games on ldjam.com! We used to support embedding Flash games hosted by anyone, but in hindsight, this wasn’t the best idea. I wasn’t prepared to support game embedding on ldjam.com unless we could do it securely, unless we could cover the costs, and unless we could do it without burdening our servers.

Our work with Akamai

My friend Jesse Freeman has been (rightfully) pestering me for years to accept sponsorships. When he joined Akamai a couple years ago, we got in touch again. This was a rare and exciting opportunity for me. I've used Linode and CloudFlare for many years as my go-to for servers and CDN, and that combination has done a great job creating a fast responsive website. But at the time, that was the limit of what we could do with them. As a gamer, I fondly remember seeing “Akamai” mentioned in game download URLs. I wondered if game downloads were something we could do with Akamai too?

Yes.

I worked with developer advocate Mike Elissen to move our CDN to Akamai, and explore how to best introduce game uploading and embedding to Ludum Dare. Akamai’s NetStorage and Download Delivery are a natural combination for hosting and delivering files, but unexpectedly NetStorage made supporting embedding games really simple: NetStorage can serve files directly from ZIP archives! Finally, we could avoid burdening our servers with files by generating URLs and headers we could safely give users to upload directly to NetStorage. Everything we needed was there.

Mike has been a great help as we dive deeper into the spam problem as well. We’ve been tracking suspicious activity, and have some good data we can use to begin mitigating things. This will take a bit longer to show, but I'm happy to have help with this.

I’m really excited about what we’ve done so far, and look forward to what comes next.

In an unexpected turn of events, earlier this year Akamai acquired Linode. I’ve been a happy Linode customer for the past 7 years, and I think this is great. I think Akamai and Linode compliment each other really well.

Wrap-up

That’s it from me. I hope you join us this weekend for Ludum Dare 51!

Thanks everyone!

L@@K: R@R3!! THEME ANNOUNCEMENT!

The theme this year is "Hack Ludum Dare's Theme!"

Good luck everyone! But I think we all know I've already won ... :kissingclosedeyes: