LD24 August 24–27, 2012

Character Customization

Here are a few videos I put together showing progress of my game Vox…

http://www.facebook.com/VoxGame

This is a direct continuation of the voxel engine/game that I made for Ludum Dare #23. :)

Hope you like… feel free to ask me any questions or comments yo might have?

Alwaysgeeky

Tags: alwaysgeeky, cubes, gamedev, indie, minecraft, progress, SuccessStory, tips, vlog, Vox, voxel engine, voxels, youtube

Pythonic Game Design

Hi,

I am a developper from the 90sml team. We’re going to participate to the next Jam … That’s pretty exciting.

If there are here some Python language Fans. I’m working on an open source game framework. It’s based on pygame & box2d.

Hope you’ll like it : https://github.com/dawicorti/bloodyhell (work in progress)

-> Feel free to use it, fork it, ignore it ^^ …

Tags: framework

working with multiplayer games

OK so first off, i use gamemaker because i’m S*** with scripting languages, but i thought because gamemaker can support mutliplayer via GML (witch i gotten the hang of now) and can and will be releasing the link to my game for beta multiplayer witch will probably use a modem connection status for simplicity. but right now i cant find a place to post my game for the download page so ill update my status for now to give you the closer i have gotten to getting a publisher. for now however we can only wait for the best!        😀 happy ludum everyone 😀

.:UPDATE:.

-notes

– i CAN be using a IP/TCP address  if the modem fails to work, otherwise, i will make connection settings custom via 4 settings: IPX, TCP/IP modem or serial (MAYBE not sure though)

-also i will be making connection (SEE ABOVE) to the main server in a custom options menu that will appear when one selects mutiplayer, where they can choose between 4 options (not sure about serial though…) and then connect to 4 different main servers, depending on the chosen connection, each server compatible up to 16 players.

~ Mohammad Mohammad :3

a piece of multiplayer code for GML

ok ive gotten a bit TOO eager about multiplayer games, and i made a post containing GML code that will show what my game will look like:

//this connection is made for ipx connections
{
mplay_init_ipx();
}

//this is another for TCP/IP and its a bit more complicated…
{
mplay_ipaddress();
//to show the ip address is completely OPTIONAL and is NOT recommended,unless its in a separate room.
mplay_init_tcpip(address_here);
}

//heres one for modem connection,as you only need to enter your phone number
//note that the initilization string is left empty,witch is possible
{
mplay_init_modem(0,95155658066)
}

//finnaly, heres one for serial, witch is much more complicated and im only using this for demonstration.
{
mplay_init_serial(2,100,0,3,1)
}

//heres a short command to see wheather is returns successful
mplay_connect_status()

//and if the command above fails, the server will end to prevent bugs, or “crash”
if (false)
{
mplay_connect_status();
}
else
{
mplay_end();
};

//note that this code is VERY buggy and im leaving this open source.if you wish to debug it and repost it, im
//glad to do so. also note that certien pieces of code will not appear normally when i put it up, but will show
//normally in the compiler from where i typed it up.

Comments

28. Jul 2012 · 00:27 UTC
GML is so yucky. *blegh face*
mohammad
28. Jul 2012 · 02:39 UTC
note people that only one program or “statement” { & } can run per piece of code.

so that makes it impossible to use all programs at one, instead forces you to break them up in different functions.

more about mutliplayer

im still working on some multiplayer games, and heres some more code for you to see (if you dident already see my previous code…):

//this piece of code is more or less about creating sessions. note that complilation errors will occur if you
//just copy and paste it onto here. this is because only one program or “{ & }” can be put at a time.
//and as such, i will try to limit my programs as minimal as possible, still keeping a good deal
//of debuged funtions as possible.

//to start a session, or what would be a server, you would do this:
{
mplay_session_create(name,player_amount,playername);
mplay_session_name(a_number);
}
//to find the amount of sessions avaible, and join, you would do the following:
{
mplay_session_find();
mplay_session_join(the_number,playername);
}
//note that the number may be 0. (the first session, IF avaible)
//to check the status of the session,along with witch connection your using, you wold do the following:
{
mplay_session_status();
mplay_connect_status();
}
//to easily end the session,along with a message, all you must do is this:
{
mplay_session_end();
show_message(either connection lost or the game session has ended.);
}
//to display it as a bug,do the following
{
mplay_session_end();
show_error(the game has ended and/or crashed.,abort);
}

even MORE about multiplayer (players & messages!)

//i hope you guys liked my previous scripts,for we shall be coding in GML. if you experince errors in the compiler
//like, “PROGRAM ENDS BEFORE END OF CODE” it means you have one too many programs. other than that lets get
//started shall we? this script is about players and handling with them. because its soo short we will
//throw in some more commands on messages.

//to see how many players are on a session,along with a certian name, you would do the following:
{
mplay_player_find();
mplay_player_name(a_number);
}

//note that in order to do this you MUST use mplay_player_find(),else it will not work.

//to find the ID of that certian player,use the following code
{
mplay_player_find();
mplay_player_id(a_number);
}

//now onto messages.messages are pre-programmed strings the will be sent to a player instance.
//but enough of that! lets get programming! lets start on a personal message sent to a player.
//it would look like this: (use 0 to send it to all players)
{
mplay_message_send(player,id,message);
}
//to make sure its sent to it,you would use the following code:
{
mplay_message_send_guaranteed(player,id,message);
}
//this next code will have you “recive” messages from other players: (use 0 for any message)
{
mplay_message_receive(player);
}
//now we can tinker with this abit.the next following code can be used to do diffrent things with the message:
{
mplay_message_receive(player);
mplay_message_id(); Returns the identifier of the last received message.
mplay_message_value(); Returns the value of the last received message.
mplay_message_player(); Returns the player who sent the last received message.
mplay_message_name(); Returns the name of the player who sent the last received message.
mplay_message_count(player); Returns the number of messages left in the queue from the player (use 0 to count all message).
mplay_message_clear(player); Removes all messages left in the queue from the player (use 0 to remove all message).
}
//there you have it! if your eager to see more code ill be happy to show you just simply post a comment
//down below and ill see how it goes!

Comments

28. Jul 2012 · 22:07 UTC
Why so many posts?
28. Jul 2012 · 23:35 UTC
Just thought I would let you know, but Mplay is very insecure, which can often cause viruses.
Gaggerzon
29. Jul 2012 · 13:09 UTC
I suggest posting this in the game maker community forums instead of here.
LiteLab
24. Aug 2012 · 20:11 UTC
Use the code tags.

Isolated Assault 2 – Multiplayer Update 1!

Hey guys,

So one day, I thought, “What could make this game better? What could make it more fun?” The simple answer, of course, was multiplayer. What’s more fun than playing a game with your friends? However, multiplayer in Unity is harder than you think. After several failed attempts, I watched a few simple tutorials, and finally came up with a working… thing. Not really even an alpha… Anyways here it is at it’s ugliest:

Since then, I’ve added tons of stuff, fixed over one HUNDRED glitches, and added a lot of simple features! (Such as Chat, Ragdolls, etc)

I’ll cover the latest update in a new video hopefully posted sometime this week. But for now, Update 1 is here. I hope to continue this update series like Overgrowth Alpha update series, so check back on DontBeNoobish and RobProductions channels for the fastest way to hear about them.

Happy Gaming, Ludum Dare <3

Tags: Assault, Isolated, multiplayer, SuccessStory, unity, unity3d, update, video

Comments

refreshcreations
31. Jul 2012 · 21:39 UTC
Which tutorials did you find, I’m about to embark on some multiplayer stuff here and anything that might make it less painful is welcome!

Rating system

I think the rating system in Ludum Dare is not good (and in many other websites as well). I don’t know a better solution, but I think it is worthy thinking about this problem.

Let’s say there are 1000 submissions and 1000 reviewers.  If each submission receives a lot of reviews, then the average of the reviews will give a good estimation of the quality of the submissions.

However, if each reviewer only reviews a few submissions, each submission will only get a few reviews, which means that the average will yield a very poor and “noisy” estimation that doesn’t represent the opinion of the community as a whole.

This means that simply asking people to rate and averaging the rates is not a good idea in this case.

I suggest that we invite our mathematician friends to come up with a smarter and more elegant solution for this. Wouldn’t that be awesome?

Comments

29. Jul 2012 · 18:56 UTC
Please see and read my detailed post about this here:
29. Jul 2012 · 19:07 UTC
Improvement is always awesome, but it’s quite hard to achieve. The last changes that were done to the rating system had a really positive effect to actually make people rate – as it rewards those people who do.
TehSkull
29. Jul 2012 · 19:09 UTC
Let’s get a full understanding of the problems before us before we begin to create a solution.

Problems:

If a game gets advertised through the right channels, it gains additional hits that will likely never reach other games in the competition. A well advertised game will be played more often, causing it to become viral. It’s a virtuous circle, but it plays against us in this case. One game will have many reviews, the rest will have little to none.
digital_sorceress
29. Jul 2012 · 19:58 UTC
(1) QUANTIZATION

Votes go from 1 star upto 5 stars, and there are an average of about 20 ratings per game, so there are only about 80 graduations between 1.00 and 5.00. So when 1000 contestants are put into those 80 boxes, there are going to be over 10 people in each box. Rankings have error upto 10 places, due to this quantization.
Puzzlem00n
30. Jul 2012 · 01:46 UTC
I don’t really think we should cut the current winning aspect. It would be too drastic and take publicity from those who earned it. Personally, I don’t see to much of a problem with the current rating system, although if anything, I like jellonator’s suggestion.
TheSnide
30. Jul 2012 · 16:46 UTC
Let’s go with a very simple voting system: +1, 0 or -1. Games are daily capped in the numbers of votes they can receive.

Ludum Dare statistics

I played around with crossfilter a few months back, which is a neat library for filtering data across different metrics. I figured, the Ludum Dare statistics would be fun to visualize that way. So, not gonna go to deep into what this is and how it works, but here;

* Crossfilter, http://square.github.com/crossfilter/
* Ludum Dare 22, http://comicbookguy.kvisle.net/dump/ldcf/
* Ludum Dare 23, http://comicbookguy.kvisle.net/dump/ld23cf/

It’s just something I made for fun, and you can do whatever you want with it for what I care :)

Raw data:

* Ludum Dare 22, json encoded: http://comicbookguy.kvisle.net/dump/ldcf/minut.txt
* Ludum Dare 23, json encoded: http://comicbookguy.kvisle.net/dump/ld23cf/minut.txt

Have fun. And, I can’t guarantee that this is bugfree, but it looks OK at a first glance.

Comments

yosh
01. Aug 2012 · 09:12 UTC
Nice job, and thanks for the raw data!

How did you manage to get the detailed ratings for all the games? (Web bot?)
sorceress
01. Aug 2012 · 12:44 UTC
When I created the correlation (scatter) graphs last year, there was a single page listing the categorised scores for each contestant. I have no idea what the url for that page is now, but here are the graphs I made with it…

Inspiration

I would like to hear comments from the community what things they do to help inspire their games, whether it would be doodling, staring at their favorite model, messing around with a laser pointer near a cat.  No comment here is too crazy or simple!

Comments

29. Jul 2012 · 20:44 UTC
When the theme is announced, I typically will set up a new project, get things compiling and get a main loop and stuff setup without any idea of the topic.
mohammad
30. Jul 2012 · 00:14 UTC
i dont really get any insiration from games,nor from anything else…i just wait for it to come. although memes play a role,they dont make the game…
MadGnomeGamer
30. Jul 2012 · 00:40 UTC
I do two things:
30. Jul 2012 · 07:44 UTC
I usually scribble on a piece of paper, to get ideas.

Afterwards I look at different kinds of sprites and other pixel art, to decide my graphics style.

Then I start coding.
digital_sorceress
30. Jul 2012 · 11:00 UTC
I think I have quite a unique design style: I make games with low-poly geometry and which feel kind of gothic (emotionally numb, and slightly eerie), and that style plays a strong role in whatever inspiration I have.

Again about voting

Every now and then I see someone tackle the discussion about voting and results, after thinking for a while here are my thoughts.

One of the main problem (right next to small number of votes == possible better scores) is that some voters like to give good ratings, while some doesn’t. You can imagine someone being a jerk and giving bad ratings to good games, and the opposite, someone who is way too nice and gives good rating even to bad games. I noticed this on my last entry (LD#22), where I quit halfway through and still some people gave medium ratings to my game.

To remedy this, maybe we could give ratings based on other rating by the voter. If someone gives a lot of games 2-3 stars, but gives a game 5 stars, it must mean that that game is somewhat better than the rest. On the other hand, if someone goes around giving 5 stars to a bunch of games, it’s possible that those games are not really worth 5 stars.

Two possible workaround would be: calculating the rating based on the position of the game in relation to other games the voter voted (if he votes for 3 games, giving 2, 3 and 4 stars, their real rating would be 1, 3 and 5 stars, or something like that) or letting the voter order his voted games from best to worst. I’m not sure if this would work out, and I know you guys will be able to find a lot of flaws in it :)

Another possible solution to the voting problem, and this would mean an overhaul of the voting system, would be to separate voting in phases. Every phase would last for a week, and during that week the voter would have to vote on 10 games for his votes to be considered. The first phase would have all games, randomly given to the voters. The next phase would have just a fraction of the games (something like the 500 best voted games), the third phase even less games (for example, 100) and the last phase would have the top 10 games to be voted. I believe this would make voting something a lot more exciting than just picking random games and hoping they don’t suck, and would also make people vote more, especially on the last phase where almost everyone would come to vote, since the games are somewhat guaranteed to be good.

Comments

johnfn
30. Jul 2012 · 06:59 UTC
The solution seems to be to normalize the scores – any score I give is divided by the average score that I give. Then a typical normalized score from anyone would be 1.
30. Jul 2012 · 07:14 UTC
I really like the idea of the rounds, that would kick allot of new life into voting. The idea i have would be everyone gets a set number of stars (say 50) We then choose who and how many of these stars to give to who, (say 10 games at 5 stars or 50 at 1).
Hegemege
30. Jul 2012 · 18:09 UTC
That would be alright if the voter would be presented with a random game. But I could easily see the more popular submitters getting a lot higher number of votes when compared to first-timers
mohammad
30. Jul 2012 · 18:57 UTC
i got an idea… (STAY OUT OF THIS JELLONATOR!)

when i go to play on the gamemaker website, each and every game has a “review” where somewon (an admin or a well-respected user) “reviews” a game,where he just doesn’t just rate a game in one category,

but over 5 different ones e.g. music,gameplay, graphics,interface, etc… instead of an overall rating,thus affecting the overall greatly. for example,a puzzle game gets reviewed by one who likes a game with good graphics,and give the game a good rating on the graphics,without changing the overall rating totally.
Osgeld
01. Aug 2012 · 02:42 UTC
The main issue is you dont really have time to give a game a rating based on anything but first impressions. got home late, crappy dinner, boss being an ass, rated 9 games, guess what happens if #10 isnt dead obvious

What’s going on here?

I recently noticed, we have a ton of posts ranting about the rating system.

Either I missed out on the other compos, or people suddenly started disliking it?

Why now? I’ve been here for almost 6 compos now, and I very rarely heard someone complain about the rating system. Ludum Dare isn’t about winning after all! So, basically if we go for actual LD-esque rating there would be only one solution:

We disable the ratings altogether, and people just give their opinions in the comments.

If it would work like this, we have the basics of LD summed up in the rating. I quote Mike (PoV) here now:

“Our (Ludum Dare’s) role is to start something, to plant the seed of that next great indie game..”
- Mike Kasprzak, Ludum Dare 18 Keynote

And comments are perfect feedback for that:

  • You can point out what’s good and what’s bad.
  • You can make suggestions on what to change or add.
  • You can point out any bug that’s in the game.

Thus, I conclude: Rather than changing the rating system, you could just disable it. People get their feedback in the comments, and there is no prize for winning anyway.

Now, let the flaming, which points in my general direction, begin.

Shall we vote?

Hoo boy. Another Ludum Dare coming up, and I am going to exacerbate
an existing problem by also talking about the rating system. But first,
I have a confession.

I like the rating system. Screw accuracy, it encourages people to
play your game. We’re all hungry to see who made the best games this
time around, so we play each other’s games, rate them, and give
feedback. The rating system creates more feedback, because it
encourages play. And I also like seeing the top games: the top games
are pretty solid games these days, even if (especially if) they’re
short. And on top of that, I love having the opportunity to get
quantitative feedback on my game!

So I came to talk about improving system accuracy, because I dug up a
pretty simple statistical analysis of the voting system that shows the
likelihood distribution of the top three overall ranked games from LD
#23, and the picture is not pretty. (From: Let’s make a voting system)

Likelihood distribution of top games

Well, it is kind of pretty, but the implications aren’t. It kind of
implies that the ranking (not the ratings! the ranking!) is a bit of a
farce. I provide the mathematical model, a discussion of community
goals, and a possible fix in my article.

Article: Let’s make a voting system

“Recluse Post-compo version released!” or “Expand your horizons even more!”

 

It’s been a while! Back in the judging period of LD23, I promised I would make a post-compo version of Recluse – one with sound and bug fixes – but I was too busy with college back then. Well, I finally manged to work on the game, and here it is!

You can download the new version in the entry page – in the same links as usual. (I’ve included the original compo versions inside the RAR files, so that shouldn’t be a problem)

To make up for the long time without any update, I also decided to include a whole new game mode for those who are bad enough dudes to find all secret collectibles in the game. This should be enough reason for people who have already played Recluse to download it again, and in case you still haven’t, this is also a great opportunity to try it out for the first time.

Changes in the new game:

  • Sound.
  • A new game mode, activated when you collect all secrets and finish the game.
  • Adjustments on the difficulty and controls.
  • Some new animations where it was needed.
  • 4 hidden collectibles instead or 3.
  • Bug fixes.

Unfortunately, the screen flashing (which is not intentional) was the only bug that couldn’t be solved. On the other hand, I managed to change the color of those flashes from white to purple, which made them less intense.

Well, I hope you enjoy it!

Tags: post-compo, recluse

INSERT *GIF ANIMATED IMAGE HERE!

go on…im waiting…

i wanna see witch is the best *gif animated file out there…I NEED ARTWORK PPL!

Comments

03. Aug 2012 · 11:55 UTC
I don’t think you understand what this blog is for.

Are you looking for a job ?

First off i’m not affiliated with this company but i love they humor and they are looking for people.

So if you want make TRUE games tell them us

Back from my Break, Ready to Rock

Hey there, LD! I took a break from game development for a while, but now I’m back and ready to rock.

I’m in for this month’s LD.

I’m going to be working on getting my personal game framework ready for the jam. Hopefully I can do it in time!

I’m probably going to try making a JRPG, since I’ve been fascinated by them lately. I’ve been playing Breath of Death VII and am going to start a game in Cthulhu Saves the World soon; you can get both of those in a pack on Steam for $2.99 USD, by the way. 😀

So, that being said, I’m looking forward to this.

Did you miss me?

– Henry

Comments

sorceress
03. Aug 2012 · 08:31 UTC
Welcome back Henry!

Winding of Isaac Post-mortem/Development Walkthrough

This is my team’s first full-size Ludum Dare competition. This is also the busiest weekend we’ve had in months. Funny how that coincides; life hates us.

Artist – Stuck on a fishing trip Friday/Saturday, home late Monday.
Musician – Unable to make team meeting due to family issues and lack of ride.
Lead Designer – Friend’s birthday party to attend, college assignments, and campus job to attend to.
Programmer – Stuck at home waiting on assets. ;__;

First tip: Make plans in advance, don’t be surprised when those plans collapse a week before the LD.

The theme was announced, “Evolution.” I squirmed in my chair a bit out of dislike for the theme. Rush home, get on Skype, no one’s on. *facepalm* When I got everybody in one chat, we got to planning. Odd as it is, the first idea that was shared ended up being our final choice. Plenty of ideas were vented in our chat, but the problem was that I can almost guarantee that all of them were thought of by someone else, as evolution doesn’t make for as much originality as you would think.

Examples: (I’ll link to games that were made using ideas that had been thrown out in our chat)
“I’ve an idea where we take some kind of basic game, and have the art and music evolve as the player progresses. The only caveat is that a similar game has been done before, by the name of Upgrade Complete”
“We could make a funny game showing how some evolved animals would fail miserably laughably bad”
“An AI could evolve”
“Maybe, a man of some sort creates a cyborg. Half human half robot or half animal half robot, which ever one. And as the game goes on it evolves and turns on the player.”
“Maybe the player could evolve in some way, not the character they’re playing, but the player themselves”
“like lets say the music evolves ranging from who knows when to today different guitars or sounds from your guitar, up to modern music. Make like a music game based on that or something, idk.”

All of that has been done. I just know it.
Second tip: Go for the most original idea.

We went back to the idea of a breeze becoming a depression and later a category 5 hurricane. This was unique and also had a grassroots feel to it. Our team being based in Louisiana, no one was more qualified to make a hurricane game. Also it was the only game that made its own pun.

“going from a wind to a hurricane, and we could call it The Winding of Isaac (for those not in the know, Isaac is the hurricane that’s supposed to hit us in the next few days)”

The original plan was to make the game follow from an original breeze caused by something or other in the Atlantic all the way to a Category 5 Hurricane hitting the Gulf of Mexico area and use the “music evolving” idea to let the music help show how powerful you’re becoming. Yeah, that didn’t happen.
Third tip: If you can’t do everything, take what you can and make it nice.

From the start, we knew the idea of going from a light breeze just wasn’t going to happen with our artist out of town, not to mention the difficulty of planning. So we skipped forward to the final stage of the game where you’re a hurricane going from Category 1 to Category 5. Once it was planned, work began. The hurricane ended up in game pretty quick, and it rotated (backwards, *facepalm*), and I added a random background, just so I could see the movement of the hurricane relative to the map.

The hurricane was intended to (and does, if you’re super good at our super bad game) grow with the amount of water you gained, and that would be represented by the background scaling up or down rather than the hurricane growing on the screen, considering how much real estate it needed to look proper. We used the scaling of the hurricane itself as an attempt to reference how high/low you are in the sky.

Fourth tip: Developer graphics.

If for whatever reason, like in our case, your artist is unavailable and is the holdup in the development process, don’t sit there and do nothing. Make some garbage art that no one will see but you. You’re not doing it for the final game, you’re doing it so that you can move forward. Instead of jumping over the hurdle, you just gotta plow through it and stand it back up later. This is the fatal flaw of our game. I relied too heavily on the hope that our artist would be able to do a decent amount of work in a decent amount of time.

This led to two crucial features to the play of the game being broken/missing. The first, fronts, would have added challenge and variety to the game, through the use of strong winds blowing your hurricane left/right, making it go faster/slower, making it spin faster/slower, and changing hurricane height all based on what front hit where and what direction it was facing.
The second, and most important to the “gameness” of our game, was the endgame. With no end game showing the destruction your hurricane wrought, you just fly right on through the top of the map, never to be seen again. With no end game, there was no scoring system beyond the water count and speed that you’ve managed to achieve. The whole thing just ended up being a lot of concept and not a lot of play.

A word from our artist: “I would like to say working on the artwork for a couple hours before the deadline was very pressuring but I enjoyed being part of the team and will be making a port for this game.” Expect his GameMaker/HTML5 port to be a post-competition build.

PS: This post contains just under 500 characters less than all the code used for the game. Props to Corona SDK for making game development that easy.

Ludum dare Noob

Hey all, Just saying hey and looking forward to my first Ludum Dare on the 24th 😀

Comments

03. Aug 2012 · 10:14 UTC
Me too :)

I did the miniLDs, so I think I’m partially prepared!
Henry McLaughlin
03. Aug 2012 · 13:40 UTC
From a semi-experienced LD guy… Good luck to you! 😀
kaidoe
03. Aug 2012 · 15:09 UTC
Welcome aboard.. It’s my first LD.
04. Aug 2012 · 01:40 UTC
Welcome! Last time was my first and I can’t believe I took so long to join in. You’re going to have a blast. 😀
04. Aug 2012 · 08:22 UTC
Here’s a welcome from what would be considered a LD-Veteran by Mini-LD standards :)

I’m sure you’ll enjoy the contest :)
KeyboardThrashingFactory
06. Aug 2012 · 05:05 UTC
Im going to be using:

I’m in, but I have no idea what I’m doing

I’ve never written a game before. but I’m going to give it a shot for LD#24 and see how much I can get done, if I get something playable I’ll post it.

It’s entirely possible that I wont get anything working and you’ll never hear from em again, but I hope not.

 

Things I plan on using are

  • Java
  • netbeans
  • paint
  • some free sounds
  • lots of caffiene
I have no idea what I'm doing

I have no idea what I’m doing

 

5

This entry was posted on Friday, August 3rd, 2012 at 3:20 pm and is filed under LD #24. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

YAIIP

Yet Another “I’m In” Post.

This will be my fourth LD (both consecutive and total), and I’m really excited!

I fell away from game development for awhile, but I’m really glad to be back into it. :)

Here are my tools:

  • Flash + FlashPunk Yes, I’m using flash, not fancy-new HTML5 😉
  • FlashDevelop Possibly the best IDE ever
  • GraphicsGale / Gimp Both are great tools, and a common choice for game jammers it seems
  • sfxr / MilkyTracker For bleeps and bloops and music

Good luck, may the source be with you, and all that.

Hopefully in!

My first Ludum Dare was #19, which I did solo (lots of fun). The community is so helpful and not super-competitive, and it felt great to be part of the competition. I missed the next Ludum Dare, and stopped following the competition for a while. A friend of mine reminded me a week before LD#22 that it was coming up soon, and we ended up having lots of fun making a game together. I had to miss #23 because of other obligations, but I should be able to do #24, hopefully with the same friend!

Outside of Ludum Dare, I’ve been working on some other games. One is finished, and I’m writing a website to publish it and future games on. Once it’s finished and up, I’ll post a link so everyone here can check it out! We’ll have a free game or two, and others that have a set price so that we can pay for hosting and make some profit. My tools for Ludum Dare and game development in general: -The GIMP -Either Xcode or KDE Kate for text editing -C++ and SFML -bash/g++ for compiling -Code::Blocks for a Windows build (maybe I’ll use it the whole way through as an IDE) -MilkyTracker and FL Studio for music Hope to be a part of the wonderful Ludum Dare community again on the 24th!

Oh, Right, My Tools

I forgot to talk about the tools that I’ll be using in my previous post!

Here’s my tech:

  • Visual Studio 2010 Professional – IDE
  • Visual C# – Language
  • SFML.Net – Base library
  • FoxerCommon + FoxerSFML – Personal libraries
  • Gimp – Pixel art
  • Sfxr or Audacity – Sounds
  • Milkytracker – Music (if any)

I’m pumped!

– Henry

Impatient??

If you just can’t wait for Ludum Dare, the Reddit community is having a game jam over at Bacon Game Jam: http://bacongamejam.org/

 

It’s starting, like, RIGHT NOW, and it’s going for 48 hours as usual. Hope to see you there!

Comments

kaidoe
03. Aug 2012 · 20:49 UTC
what better way to dive into the new tech i wann use for LD24.. I’m in!

Looks like that time of the Ludum Dare again

Well, looks like it’s the time of the Ludum Dare where everyone begins writing “I’m In” posts, o I may as well do so too :3

I’m really excited this year, as it will be my first time alone using AS3(I’ve previously used stenyl to make a game, went horribly. Last time I entered the jam and scored 5th using Flashpunk). So this time I’m going solo using Flashpunk.

Tools:

-FlashDevelop (IDE)

-Flashpunk (library)

-GIMP/PdN (graphics, background)

-Blender (Might use for background if time is on my side)

-SFXR (sound effects)

-PXTone (music)

Here’s to everyone having another great Ludum Dare!

Comments

25. Aug 2012 · 06:14 UTC
Yo, sup, Jello. I wish you luck trying to make good music, I guess? ~MK

Ready for My Second Ludum Dare

I’m looking forward to another ludum dare.  I can’t wait to make another game.

The tools I’m using are:

Stencyl – For the Game

Paint/GraphicsGale – Art

Bfxr – Sound Effects

PxTone – Music

First Ludum Dare approaches

I’m not exactly new to the site, I’ve been around spectating for a few Ludum Dares, I think since the 18th. But I finally took the time to learn a programming language and practice my skills in making a game so I guess I’m finally gonna participate. I originally planned on entering some time ago by making a game with Flash but now I’ve got Java under my belt so I’m going with that.

My weapons of choice will be:

  • Language: Java
  • Graphics: Paint.NET
  • Sound: SFXR

I haven’t had a chance to look into any other libraries yet but I may familiarize myself with some before it all gets started and consider using one to make my first competition a little easier on myself 😛

Anyway, best of luck to all and I look forward to just a weekend of getting away with my code :)

Comments

04. Aug 2012 · 03:23 UTC
If you know some OpenGL I suggest you stick with the LWJGL library – it’s pretty light, it’s updated and if Notch used it for Minecraft I guess it’s pretty powerful. I have used it for almost all my Java/Scala games and I’m pleased of it.

Aw, crow’s nests, who started the “I’m In” posts without me?

Now when I finally make that post I’ve been wanting to make, it’ll be pushed off the site in a matter of hours… Oh well.

If anyone’s wondering, I’m trying to put together a post detailing my (relatively short) history of game jams so I can focus more directly around what I’ve learned and can use it. So, I guess it doesn’t really matter if other people read it… But you know, it’s more fun that way.

I guess I might as well say this: I’M IN! Love 2D is definitely the choice again. Art and music tools are to be determined. And since I can’t comment on every first timer post, I welcome them to the community! They make the competition what it is.

 

I also have a blog now, but it’s embarrassingly underused. Link here anyway.

Comments

04. Aug 2012 · 02:19 UTC
“I also have a blog now, but it’s embarrassingly underused.”

I know that feel bro, I have a blog like thing I never use, in fact, it only really has 2 posts.

Thanks for reminding me to update it :>
mohammad
22. Aug 2012 · 03:18 UTC
already saw it…

although i dont like how you think just because i use gamemaker 8.1 makes me look like a guy who uses sploder…it sames me that whatever one uses the other thinks their better. gamemaker is just as good as any other scripting launguage, just easier, and your just jelous that one has an advantege over the other…
04. Aug 2012 · 07:10 UTC
I started the “I’m in” posts this time 😉

You’re welcome. Hehe.

I’m in – and so is Richmond VA!

I’m looking forward to this one – so much so that I’m hosting a Richmond, VA meetup!

Check out our snazzy site!

I’m most likely going to be using Flixel and FlashDevelop again, but I may team up with some friends at the last minute – I want to be more flexible since I might be busy with hosting things 😀

Comments

pizzalicious
21. Aug 2012 · 10:23 UTC
this is gonna be sweet!

I’m probably in!

Frameworks: libgdx or just JS + Canvas
Tools: Tiled, graphics gale or paint.net, bfxr and OpenMPT

I hope I’m in

I only participated in two latest MiniLDs, so I really want to try big LD. But I could be on my way to Moscow (3 days in a hell train), so it’s 50/50.

Anyway, my tools if I’m in:

  1. FlashPunk + FlashDevelop  for code.
  2. sfxr + PixiTracker for sound and music.
  3. Photoshop + ASeprite for gfx.
  4. Coffee and apple pie for brain.

Good luck everyone!

Comments

04. Aug 2012 · 10:40 UTC
I’m a huge fan of trackers and I’ve never heard of PixelTracker! Do you have a link?
04. Aug 2012 · 17:57 UTC
Flashpunk is pretty awesome, I’ve been using it for the past week and a half or so, and I love it. Going to be using it in LD24.

Well its that time again on teh internets

I’ll be enterning in LD24, yay last time i had alot of fun even though in my eyes I failed.

Language: Java
Graphics: Paint.net, Photoshop
Sound: SFXR
Music(maybe): Abelton live

See ya.

As the wolves raised their muzzles to the skies and howled…

I’m in!!!!!!!!!

Here it comes again folks! Ludum Dare is right around the corner. It’s time to stock your fridge with supplies, lock yourself away for a weekend, and apologize to your loved ones. My last Ludum Dare was a milestone and a flop. I actually submitted, but the build didn’t even work D: Now is the time. NOW is the time for success! I must submit an actual working game this time! 😀 Life is not without it’s goals and my goal is clear. On to my weaponry for this historic event.

 

Weapons of the trade:

  • Mortar and Pestal (IDE) – Eclipse
  • Ingredients (Language and Libraries) – Java/Slick2D/Marte Engine
  • Lute (Music Creation and Sound effects) – Musagi/BFXR
  • Mystic Illusions (Graphics) – GIMP/Pickle
  • Magic Journal (Time Managment Tool) – Astrid.com

May the gods of gamejams smile upon ye, fellow ludumdarians!

– CNIAngel

PS: Sorry if this post is confusing. I was bored and wanted to do something crazy for my “I’m in” post lol

Tags: imin, ld24

Giving this another try. I’m in!

So, after failing to finish a game last Ludum Dare, I’m going to learn from my mistakes, and actually spend some time to come up with a simple, solid idea, which isn’t beyond my capabilities. I’ve been on a game dev hiatus since, but I’m coming back for LD #24.

  • Language: ActionScript 3 (or maybe Haxe)
  • Library: FlashPunk (or HaxePunk)
  • IDE: FlashDevelop
  • Graphics: Paint.NET
  • Sound: bfxr, or some other variant
  • Music: LMMS or MilkyTracker (if I have enough time)
  • Level Design:  Ogmo Editor

See y’all soon!

3

This entry was posted on Saturday, August 4th, 2012 at 7:37 am and is filed under LD #24. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

I’m New Here & I’m In

Hi.

Really looking forward to taking part in my first Ludum Dare competition.

I’ll probably be using Scratch for the game and Soundation for the music/audio.

Gary

Declaration of indie… Uh.. Developer.

I declare i shall join this competition for the second time.

I shall not waver or be afraid of the theme.

I shall make my own beautiful programmer art, and use CinderLib for my shenanigans.

Finally, i declare you shall give me a high rating. Thanks in advance.

See you in 3 weekends!

Declaration of Intentions

As Ludum Dare #24 draws closer, I supposed I’d set my own limits and state what I’ll be using here (as it’s part of the Ludum Dare compo rules too, of course).

  • The language will be ActionScript 3.
  • The IDE will be FDT 5.6. The Flash IDE won’t be used (maybe for packing some vector art as embedded SWFs, but not as an actual development tool).
  • The compiler will be Flex SDK 4.6, with AIR SDK 3.3.
  • Image editing will be done in Photoshop, if not generated in real time.
  • The target platform will be Android, distributed as an .APK file. But since this is Flash afterall, it’ll also run on the web with a few conditionals. But I’m targeting a multi-touch input, so I’ll have to wait after the theme is announced before I know how well it’ll work on the web. I’ll probably use the “porting” time to do it after the compo time is over. (While an iOS version is actually trivial, deploying and installing device-independent development .IPAs isn’t, so I won’t be spending any time on that.)
  • As a general framework, I’ll be using the Starling Framework, which I have used and is everything I expected it to be: simple, fast, and easy.
  • I’ll be using a collection of general libraries I use on pretty much all my ActionScript 3 projects. That is open-source and pubic, and can be found in GitHub. I’ll also be using a separate tweening engine that is somewhat kept separated from my generic libraries but is also something I use on all my Flash projects.
  • For audio (if I have time to include it), I’ll be using sfxr. Audio is not very high in my list of priorities, however.

See you there!

hey hey!

Hello, I just discovered this awesome competition and I want to say that I am in!! This sounds a lot of fun.

 

I dont know if it is possible to use game maker…

For graphics I use Paint, Graphics Gale and Photoshop.

Not sure about sound program…

Have fun!

Comments

NiteShade
04. Aug 2012 · 16:39 UTC
I do believe its possible to make games with it.
MadGnomeGamer
04. Aug 2012 · 17:15 UTC
😛
Henry McLaughlin
04. Aug 2012 · 17:21 UTC
Lots of people use Game Maker; it’s not a problem! 😀
Zccc
04. Aug 2012 · 20:30 UTC
Thank you very much for the replys 😀 so many nice people.
05. Aug 2012 · 14:04 UTC
Hi ‘n’ welcome to LD, new guy! Good luck and all that stuff, you’ll need it 😉

I’m in.

A ludum dare in my holidays is just perfect, so i’m in.

I think I will be using plain JS. But if my idea gets a little bit more advanced I think I will go with haXe. I will use sublime to edit the source, GIMP or Inkscape for graphics and something for music and sound effects. Still don’t know how I am going to do that.

Comments

Sheep
04. Aug 2012 · 19:13 UTC
Hoera! Een Nederlander!
05. Aug 2012 · 07:50 UTC
Leuk, doe jij ook mee?

Am I in?

Hi!

I’m new here. I see all this “I’m in” posts today.. Is it some kind of tradition or flashmob?

If it is, so here is my “I’m in” post:

My name is Michael Miriti, I am mostly AS3 developer, so I thing I’m gonna use:

  • AS3 as programming language
  • FlashDevelop as IDE
  • Flinjin as game engine
  • sfxr for suounds
  • Photoshop/Flash/Paint.NET for graphics
But maybe I’m gonna try something new…

I’m not really sure that anybody cares about it :)

Comments

Henry McLaughlin
04. Aug 2012 · 18:39 UTC
It’s traditional to have a flood of “I’m in” posts before the compo. You get used to it. :)
johnfn
04. Aug 2012 · 23:21 UTC
I care!
05. Aug 2012 · 14:03 UTC
We all care, because we’re some damn curious stalkers! 😀

As long as nothing happens, I’m in as well

it’s that time of the year again! i was already getting annoyed with myself, spending weekends doing nothing productive ^^

Weapons of Choice:
– AS3/Flash
– IDE: FlashBuilder
– Lib: maybe Flixel, maybe FlashPunk (if I can find the time to check it out), maybe an iso-lib
– Sounds: sfxr, and/or a simple microphone

– additional challenge: adding cats, uploading it to any market and making at least a dollar (after-compo) ^^

The herald of the Great Sir Verrazano proclaims that his sire is indeed in!

I will be participating in ludum 24 it will be my second LD competition depending on if I can get it together I might be doing the jam with one of my friends, other wise I will be doing the 48 hour compo.

Tools:

Language: C++
IDE: Eclipse CDT
Libraries: SFML 1.6, OpenGL, SME, VCON
Pandora…
Art: Gimp, MsPaint
Sound: sfxr, some form of music gen, audacity

Heads up SME and VCON are a bit janky because they were made by me, they are still works in progress I have been working on newer much more refined versions of them. However they wont be ready for LD 24 you can find them here.

SME: link

VCON: link

I’m in! (Probably)

This is going to be my first Ludum dare!

I will be using:

  • Lua + LÖVE + Sublime text 2.
  • Paint.net for graphics.
  • Probably famitracker for music, sfxr for sfx.
  • Mountain Dew for creativity.

I’m still pretty new to gamedev, so don’t expect too much from my submission.

Good luck chaps,

-Charlie.

Comments

05. Aug 2012 · 14:01 UTC
Welcome, new guy! Nice to meet ya! :)

I’m not in (probably)

Family, duty, you know, all that stuff that sometimes prevent us to live our true geeky life. Ludum Dare 24 won’t be my 3rd LD, and that makes me a sad, sad panda.

Sad panda needs a hug

Or… maybe… let’s say the theme rocks… there’s still those 2 hours I’ll spend on the train doing nothing useful… 48 hours, that’s overrated!

Comments

tunnel
05. Aug 2012 · 01:30 UTC
tetris could probably be made in 2 hours if your good, maybe you can come up with something just as fun and yet “short/simple”.

Third ludum

After a success and a semi-success (game didn’t run on other pc’s) I’m entering again. Slightly different setup this time.

– Groovy
– Slick2D
– Paint.NET
– Music: …

 

Good luck to all.

 

LD #24 Here I come!

Hello everyone! I cant wait for the next LudumDare and to see what theme will be picked for it. Like last time I will be livestreaming the whole time. You can find me at either: http://twitch.tv/bigbass1997 OR http://bigbass1997.info.tm/wordpress/?page_id=62.

 

Stuff I am using:

Language: Java

Libraries: MAYBE LWJGL, and/or Slick

IDE: Eclipse

Graphics: Paint.NET

Audio:  as3sfxr

 

Hope to see you all there!

 

Comments

lbrande
23. Aug 2012 · 16:20 UTC
Good luck!

Dynamic Music

I was thinking a little the other day, and it occurred to me that there was a very easy way to play endless music in a game, that was simple enough  to be able to be included in a Ludum Dare. This may not be revolutionary, but its still a pretty good idea in my opinion.

Most music is organized into sections. Intro, chorus, verses, bridges, and the outro. If you had separate tracks for each section, you could play them in a continuous manner. Begin the game with the exciting Intro, then transition into your chorus, followed by a verse, another chorus, then more verses, etc. There is no need for an outro here, because there isn’t enough time to play one once the player exits the game, unless you wanted to transition between songs, in which case you would need one. As long as your individual songs didn’t do anything like change key or tempo, without a way to bring it back to the original, it would sound fine.

One note to anyone thinking about implementing this, when you render your song, make sure that you include the remainder. This will keep any leftover sound, mostly from your effects like reverb or delay. When you play your sections back, you need to know the exact length of their content with no remainder, so you can start the next one on cue and the remainder from the previous section will seamlessly bleed over into the next section. Using a tempo like 60 or 120 bpm will make it so it ends on a solid second value, which can be handy if you don’t want to keep track of milliseconds.

Have fun with your dynamic song structure, and good luck in LD24!

-geekygenius

Comments

sorceress
05. Aug 2012 · 09:01 UTC
That’s an interesting idea.

LD here I come (For the first time)

So I will hopefully be participating in LD 24 and probably others after. Just wondering if there is an age limit cause I’m only fourteen. Also, can I use game maker cause I’m just not fluent enough in C++ yet to make a game over a weekend. If so I’m in and I will be using:

-Game maker (GML not D&D)

-Paint/game maker’s build in sprite editor

-sfxr

-maybe a few DLL’s and such but that’s it really

So wish me luck everybody! 😀

 

 

Comments

Goodlookinguy
05. Aug 2012 · 08:33 UTC
There’s no age limit or imposed limitations to game engine usage (I think). As long as you release the source code or whatever game maker uses, you’ll be fine. Unless you’re doing the jam, in which case you only have to release the game.
Zelen3d
06. Aug 2012 · 23:41 UTC
you knew x86 assembly by 12 years age!!!! Omg how is that possible?
Henry McLaughlin
05. Aug 2012 · 13:22 UTC
Wow, more and more kids entering. :)

First time !!

Think im in this time for my first one ! should be a good’un looking forward to it ! not sure what im going to use yet!

Comments

05. Aug 2012 · 13:57 UTC
Welcome to LD, new’un! Enjoy the contest, and perhaps jump on IRC! It’s great fun!

Beware the noob :)

Hi everyone,

It is my first time on Ludum dare and on any competition.  Feeling excited :) wish me luck people. Frankly speaking I have never coded a full game before :( now  I am in hesitation regarding what to use, but I might use haxe, HaxeFlixel, gimp and sfxr.

 

Comments

05. Aug 2012 · 13:56 UTC
Good luck, new guy! You can do this! :)
Henry McLaughlin
05. Aug 2012 · 15:00 UTC
You can do this. Impossible is nothing. :)
MadGnomeGamer
05. Aug 2012 · 23:55 UTC
Wow. lot of new guys this time!

YAFTP

Hi All,

Yet Another First Time Post.

Java developer who’s done a little C OpenGL (yes, C).  I’m hoping for a spectacular failure this year as this is the very first Game Jam I’ve done.
I’m thinking about doing a strategy game using key based menu options similar to Dwarf Fortress, but showing the menu options on the screen near what they do.

To prep for Ludum, I’m going to practice a bit with Slik and then try out my own personal Jam (using a few spare hours a night after work).

Here’s what I’ll be using:

Language: Java
Library: Slick
Art: PyxelEdit
Audio: sfxr most likely

Questions:

Does anyone use recording software for Jams?  If so, what do you use?  For Livestreaming I think I’m going to use twitch.tv

Poll: Which do you use?

– Coffee
– Tea
– Energy Drinks
– My own special blend 😉

Comments

05. Aug 2012 · 13:55 UTC
Microsoft Expression Encoder for my livestream.

Chronolapse for timelapse-making.
Henry McLaughlin
05. Aug 2012 · 14:59 UTC
Coffee and tea. The only energy drinks I really enjoy are the Monster-brand coffee and tea drinks, so more coffee and tea.
06. Aug 2012 · 02:44 UTC
Slick2D is awesome. I’m very happy using it for my LDs :-)

I’m in!

I participated in the last two Ludum Dare competitions, and I’ll definitely be back for LD #24.  This time, despite being very happy with my web-based multiplayer game created in Ruby on Rails, I’m going to head back to a more traditional game using Unity 3d.  Can’t wait!

 

Read about my previous projects here:  http://towerdive.com/ludum-dare/

[LD24] I’m in!

Back to the game!

I couldn’t participate in the last compo (overtime ergh…) but now I prepared enough time off :)

I’m not going to use my framework this time, because this time I’m going to use jMonkeyEngine 3.0.

I hope we’ll get some crazy theme 😀

Language: Java

IDE: NetBeans

Engine: jMonkeyEngine 3.0

Graphics: GIMP, Blender, Wings 3D

Audio: Audacity, SFXR

I’m in! (3rd time!)

This is going to be a great experience for me again. LD23 was one of the best times I’ve ever had. I can’t wait to see the theme announced and get to work… those first few hours are always the hardest, but in the end they are the most important. 😉

I suggested some themes. One I would personally love to see would be “Weather”. It’d be really interesting to see what people could come up with for that idea.

Anyway, I’m in, of course. Maybe I’ll even make an “I’m in” video this year or something like that.

 

Tools I will most likely be using…

• Coding/developing

Unity 3D

• Graphics

Anim8or

Blender

PhotoFiltre

PhotoShop

• Sound

Bfxr

Various music generation software

• Motivation

Taylor Swift

U2

Muse

Hans Zimmer

😀

 

Good luck to everyone! And remember, we have a huge number of entries to beat this time. 2,000, anyone? Remember, if you give up early that’s one less entry! Just think if we tied LD23’s record and that was it. Wouldn’t you feel like you should’ve finished your game?

That’s what I used to motivate myself last time. :)

I may livestream and if I do, I will be sure to post a link before I start.

I’ll also be keeping up to date on Twitter and on the main LD site, of course.

New to Ludum Dare : First game jam ever (?)

Hello everyone, I’m very new here, I shyly see things from far since quite a long time…But I now really want to get involved !

I don’t know how everything exactly works but I’m gonna really digg everything next weekend.

If I made an attempt (will prepare for LD #24), I will probably use Html5/Javascript, pixel art graphics (did I mention I loooove Pixel Art) made with gimp, and hopefully some beep with sfxr.

With a bit of excitment and nervosity : Cheeeers !

Tags: first-timer, newbie, newcomer

Comments

05. Aug 2012 · 21:43 UTC
It’s not that hard to understand, I’ll explain it to you :)

I’m in!

I’m going to make it public that I will be participating to make sure there will be no confusion. I’m going to enter the Jam competition and will be working with one other person who will be doing pixel art, music, and sound for the game. Also, I will be livestreaming the entire time i’m programming. http://www.twitch.tv/dudeguy676

So, I won’t be coding on a plane anymore :-(

Turns out that due to work related issues, my intercontinental flight was moved away from the 25/26 weekend.

I should be happy that now I will have a weekend all for myself to dedicate to LD24: no worries about not being able to submit on time, or my laptop battery dying.

On the other hand, I was getting really pumped to code from the spacious economic class. 😛

Anyway, I’m in. Like before, my tools of the trade will be Java/Slick2D for coding, GIMP/inkscape for image editing, sfxr/autotunes for sound/audio generation, and I will be making a timelapse of the whole thing using the screenshot grabber on my ubuntu laptop.

This time I will be coding from my tiny netbook, instead of my gaming Desktop, so that will suck. But let’s see what I can get done!

Cheers,

I am In !

Hey , Guys , I am new here , and It will be first Time I participate to Ludum Dare ,  Hope me Luck !

I am going to use :

– Construct 2

– Pixel Art / Aseprite Editor

– Sfx and Music

I will try to make a livestream on Twitch

 

I’m in for LD24

Yay, first post.

Also first time participating ;3

Anywho, stuff I’ll probably end up using:

Language: GML

DLLs: 39DLL, SuperSound

IDE: LateralGM as much as I can, probably ending up using Game Maker for a lot of it as well.

Graphics: Paint.NET, GM’s in-built sprite editor, possibly Seashore

SFX:  Bfxr, Audacity

Music: MuseScore and Gashisoft’s GXSCC

I want to end up using my Mac as much as possible, but until I’m a little more experienced with Java, GM limits me mostly to Windows, since I’m a lot faster using it.

Heck, whatever I do eventually, I’m looking forward to participating for my first time a lot ;3

Here Goes Nothing…

It’s my first LD! Hopefully for real this time. Last LD (23) I intended to participate, but never started. So here is a first try.

I’ll be using C++ with GLUT, GLEW, and SOIL. I’ll also be making some graphics in GIMP.  I just hope it goes better than last time for me.

IN IT – BUT NOT TO WIN IT

http://mcfunkypants.com/jam/

http://mcfunkypants.com/jam/

I’m not here to win: just to have fun.

I don’t plan to stay up all night or win any awards. I wonder: is it even worth it to write an “I’m In” post on Ludum Dare anymore? With thousands of participants, no one blog entry is visible on this page for more than a couple minutes. That said, tradition dictates that I enthusiastically declare my desire to be in this month’s LD48. I’m in! Woo!

Platform: web and mobile (android)
Language: either html5 (phonegap) or as3 (stage3d+air)
IDE: SublimeText or FlashDevelop
Tools: 3dsmax, photoshop, cooleditpro

Good luck, everybody! Have fun! Don’t forget to eat! I can’t wait to play your games.

P.S. Shameless plug to the left. If you want to make my day, check it out! =)

 

Tags: Book, im in, McFunkypants, screenshot

Preparation

For my first LD, I was frantically trying to get some more experience with Allegro before starting so that I wouldn’t have to spend half the compo reading library docs. One LD later, I spent a couple weeks writing test programs so that I would be able to use custom fonts and particle effects in my game. This LD, I’m trying to learn a new game library and set up an uncooperative IDE to compile my game easily.

How prepared do you feel for LD#24?

I am IN!

The Ludum Dare 24 falls on the 25-26, correct? If so, I am in it! It falls *right* ahead of when I move in to college (23rd) and *right* before my first class (27th). This should allow me time.

Anyway, this will be my fifth Ludum Dare, so I should try to bring something special to the table… but I don’t exactly know what I would bring… -_- I know! I’ll make an RPG, no matter the theme! That will be my restriction! Also, I will refuse to touch AutoTracker scripts, unless I have no music with less than an hour remaining. This way, I must actually make my music!

Anyway… obligatory equipment post…
Language: GML (IDE: GameMaker 8.1 Standard)
Graphics editing: Paint.NET, Paint Tool SAI, Anim8or
Sound editing: Schism Tracker, SFXR, Audacity, winLAME
OS: Windows 7

Next time, I’ll try to use PyGame and make the game cross-platform. :) However, Windows will remain my development OS for a while even if I do use a cross-platform language because SAI refuses to work outside of Windows, even when I have Linux Bamboo drivers (I do not own a Mac).

I’m in! (Once Again! :D )

Hello once again Ludum Dare! (#Tobuscus reference)

Last Ludum Dare, I made Invasion Of The Trivials, a first person shooter. You should check it out!

Before that, I made Isolated Assault, a first person sword action explorer game… I think. Anyways, you should check it out! 😉

Being as I am very used to first person games, that will probably be this LD’s game. Although I might go for something different this time… who knows 😉

I use Unity Indie – mostly javascript.

For music I use Garageband, check out my songs :)

For 3d models, I use Blender.

I’m very picky about having the user control settings, so be sure to expect customization of sensitivity, quality, and volume! Also I’ve worked to create good visuals in levels and tend to make the enemies basic shapes!

My HUGE PROJECT I’ve been working on is Isolated Assault 2, the sequel to my first ludum dare game! It’s currently an extremely advanced first person shooter with the same basic idea of the original.

My goal for Ludum Dare is to get top 10 in at least 1 category, so be sure to check out Rob Productions’ game this time around 😀

I’m pretty sure I won’t be as nervous this time! 😉

Tags: getting, im, in, ld24, ready, tools, unity, unity3d

Be afraid, *I* am in!

This is my first time with LD, I’m so excited! I’m a C++ and PHP developer with a little experience in 3d FPS and top-down 2d games.  This time I will try to make something different. A racing game maybe. Anyway I’m a semi-n00b in the game-design and something far from pro in  Game art.

For this game I  will use:

Language: C++, GLSL and Python (the exporter bellow)

IDE: Code::Blocks and EMACS

Libraries:  Allegro5 + ZEngineLite (Personal lib) + exporter and importer for custom 3d format

Graphics: Blender , Inkscape and Gimp

Sound: Some fun recordings (Any software works)

I hope than we get a very strange theme at this time (I like the Time Manipulation suggestion)!

Faith in JavaScript has been restored

This post, other than being an I am IN post, actually describes my journey around JavaScript: why I left it and how I finally came back to it. If JavaScript concerns you, you would find here a few things that I hope I knew half a year ago. Also please excuse my inability to summarize.

When I first started learning Javascript and Html5, I was trying to find an alternative to flash to make online games. At first, I have been pleased of how simple it was. You didn’t need a complex IDE, you didn’t need any compilers and libraries to get graphics. All you needed was an average text-editor (in my case gedit) and a browser (I chose Chrome for its developer’s tools). In fact, I have made a few unfinished but kind of playable “games”, one of them for the 34th miniLD.

As I became better and better at the language (learning how closures work and stuff), I started seeing more and more of these “issues” in the language, as well as in the <canvas> object, some of them couldn’t be worked around. (There are quite a few of them and I chose to spare them for you as the paragraph was becoming big enough. If you’re curious ask in the comments.) Then, here is the issue that made me loose faith in JavaScript: the nature of JavaScript arrays. You see, in JavaScript arrays are just objects that have a special length property. And when you do myArray[5] it is exactly the same as myArray[“5”] since it is supposed to internally do myArray[(5).toString] . So JavaScript arrays aren’t real arrays (C-like arrays), and aren’t even number-associative arrays , but are string-associative arrays. And to crown it all, these not real arrays can’t even be directly inherited.

At this point I decided that maybe I should leave web scripting for a “real” language. For a few months I drifted from C++ to D, to Java and Processing and back to C++. If I would have settled down for a language, I would have probably became good at it, but it is such a difficult choice to make and there is always some feature that a language has and others don’t.

And then, recently, I have found out that most JavaScript implementations actually treat arrays as real arrays until there is a need to really treat them differently. I was amused knowing how browser providers silently try to close the performance gaps left out by the standardization in which they have themselves took part. On a side note, I heard Mozilla is adding type inference in their next JavaScript implementation to speed it up. Cruel irony.

Things started to get really bright for me when I discovered that JavaScript has a pretty new feature called Typed Arrays. Typed arrays permit to manipulate raw binary data by creating an array of bits and then accessing them as 8bit, 16bit, 32bit; signed, unsigned; ints or floats. I have then thought that it would be really good to use this kind of array to boost performance in a tile-based game where each tile corresponds to a number. So today’s JavaScript maybe isn’t so bad.

And the future of JavaScript is even brighter, and must be, talking about the amount of people that use it. The JavaScript 2.0 draft that would make JavaScript strongly-typed but dynamic if the developer chooses, submitted by Netscape in 2006, sounded very exciting. Sadly, ECMA didn’t make it into ECMAscript 4, and to not confuse people they directly jumped to making ECMAscript 5, the language that we use today, with just a few small changes. Most of the features of the proposed JavaScript 2.0 were yet incorporated into ActionScript making flash developers pretty glad. But the ECMAscript team continued working on the proposal and they actually came up with an agreement: EcmaScript-Harmony wich will become the EcmaScript 6 (a quick list of it’s features that you can google may be found here). This will add classes, but just to simplify the prototyping based inheritance. Then they say that maybe, just maybe, they would make javascript strongly typed in a further release but not just yet. Anyways, the future looks good, but isn’t here yet.

So to conclude, I would probably use HTML5 and JavaScript in the 24th Ludum Dare, unless I find some epic language/game engine at the last minute (if I for example start playing around with Flex). And in the mean time, I would be creating a library to simplify the use of typed arrays for 2d tile based games. I will make a system that automatically transforms a two-dimensional JavaScript array into an object that keeps the data as a typed array internally and gives you methods for easily accessing the tiles.(  var map= new binaryArray([[1,1,1],[1,0,23],[1,1,1]]);   map.setTile(1,2,25);   //set tile at (1,2) to 25  ). I hope that this would boost performance. I would keep track of my efforts on this blog and anyone of you would be able to use the library once it’s done.

And to pursue the tradition:

  • Platform:HTML5
  • Language:JavaScript
  • Graphics:Gimp,Blender 3d, InkScape
  • Audio and Music: Audacity, LMMS, Bfxr

Good luck to all of you and have a good time.

I would also be searching for some screen recording program.

Comments

Puzzlem00n
07. Aug 2012 · 01:44 UTC
Haha. “Inability to summarize.” I’m in the same boat as you there. Try to keep things short, never can.

Personal Java Libraries

For a while, I’ve been reusing files for projects I’ve been working on.  So I’ve decided to make a jar file and post it so that I or others could use it.

http://www.mediafire.com/?ymokzoynzu8jg3c

The download includes not only the jar file, but also the source, java docs, and an example class for anyone who wants to look at it.

I’m In!!

Hey all, this is be my third Ludum Dare both overall, and in a row. I love competing, the energy drinks, the lack of sleep, and the eye rolling of friends and family that don’t get it are all crazy exciting to me!! I’ll once again be using Construct 2 as my platform, which makes use of Javascript and HTML5. My graphics are produced in the Construct Classic image editor, SFX care of the incredible BFXR, (unless I decide to go non 8-bit, in which case I always record my own foly), and music is produced in FL Studio. Let the games begin… (see what I did there?? as if no one else has ever said it before…)

I’m in!

This’ll be ludum dare entry #2. My first game was, admittedly a bit of a sleeper, but I made a game called Pond for LD23. It’ll be interesting to see what kind of a theme we’ll be getting this time!

Tools this time around: Game Maker 7.0, FLstudio, possibly Blender, Possibly GIMP.

Cheers!

Ni

Insert Creative Title for First Time Post Here

I’m In.

This will be my first LD. I’ve done the Global Game Jam three times before with varying levels of success…as an artist. This will be my first time doing a game jam solo and the first time as a programmer.

Given that limitation, I think I’ll be happy just to finish something playable.

I’ve been interested in game design as “something I want to do with my life” since around 2005, but it took me until last year to come around to the realization that if I want to get serious about it, I had to make what was then a big scary jump. I’d attempted to grasp programming a couple times before without any real progress. What helped me get over that block eventually were some supportive friends and a particularly good book.

By day, I currently work as a sysadmin for a small software company; I’m not here to plug what they do but I will say that the guys running it are very good at what they do and I’m glad to have them as teachers and mentors. Sometime last year, several copies of The Land of Lisp were delivered to the office, and knowing I was on the fence, my boss made a proposal to me: they’d up my schedule to full time on the condition that I spent some of the extra time working through that book.

Now, granted, LISP is not a particularly popular language these days (though we use it heavily internally). But even if you never expect to use LISP in a real world setting, The Land of Lisp is a pretty awesome teaching tool. If you find other programming books boring (which I’ve seen to some degree with nearly every book since), this book is anything but. If you want to write games, you will be thrown into (text based) games right from Chapter 2.  If you’re scared of programming, its light tone and actual humor got me much less scared about it. (And being paid to learn didn’t hurt. Did I mention my bosses were cool?)

Anyway, I’ve been taking college courses, and since then have committed to a programming heavy “Game Technology” curriculum. Learning one language, any language, makes the next one easier. Learning three languages means you have a good chance of looking at an unfamiliar language and have a good chance of being able to make something work in it.  So far I have “properly” learned ActionScript and Java, I am currently giving myself a crash course in Python/pygame for a class next semester that will be using Panda3d, and I’ve had to dabble in PHP and Javascript for work-related stuff. I am not especiallygood in any language yet, but that’s what practice (and doing LD!) is for.

Onto the obligatory tools list:

Language: Either ActionScript or Python + Pygame…I haven’t decided yet, but the Python will be more fresh. If I use ActionScript, it might be with an assist from Stencyl (I’ve used Gamemaker for a class, but Stencyl looks nicer for supporting real ActionScript alone).

Editor: FlashDevelop/Stencyl if ActionScript. I’m still trying out editor options for Python, currently Geany. (I’m open to recommendations in comments; it needs to be cross platform for at least Windows and Linux, and Ubuntu package support is a plus.)

Graphics: Photoshop/Illustrator/Flash CS5 and related Adobe suite products.  Sorry open source fans…I’ll recommend things like The GIMP and Paint.net (NOT Inkscape; its not at all stable in Windows and sucks at tablet support) to people starting out or with light-duty needs, but once trained on Photoshop and its power tools and having used them in a professional capacity, I’m never going back. And yes, I paid for my software (though student discounts helped this upgrade cycle). Also, a Wacom Bamboo tablet (because I don’t have infinite money to shell out for the Intuos or Cintiq).

Sound: Audacity.

Caffeine: Tea. I’m not British, but I agree with them that tea is a solution for everything.

I’m in.

So I’m in for my first LD48. My goal is to complete a game at all rather than even trying to win, so I’ll see how I go!

The tools I’ll be using:

Construct 2 for the main game.

GraphicsGale for all the art.

Sfxr for sound effects.

And PXTone for music, if I manage to do any.

Comments

kbdmaster
07. Aug 2012 · 11:28 UTC
Hey Pixel , I’m in too !

I am sure that you will make an awesome game !

Good Luck !
Henry McLaughlin
07. Aug 2012 · 17:06 UTC
There are so many first-timers every time we do this… :)
PixelMonkey
08. Aug 2012 · 09:24 UTC
Thanks. :)

More thoughts

What I really want to do for this Ludum Dare is to allow the player to create something. Anything. Could be a train, plane, bus, spacecraft… Guess it’ll depend on the theme. But if I can make something where the player can design and use something, i’d be satisfied.

Comments

Puzzlem00n
07. Aug 2012 · 13:52 UTC
An interesting idea… You want to know what would be fun? To make that a sort of sub-challenge, like the kitten challenge was way back. Let the player create something, and you’ve got it.
07. Aug 2012 · 23:57 UTC
Awesome, man. I love games with building mechanics.

Be gentle; it’s my first time

Hello world!

So that’s it, the first LD48 for me. Or possibly for us, we’re not even entirely sure if we’ll work together in the Jam or on our own in the main compo. Oh well, there’s still time to figure this out :)

Language/IDE: Delphi 7 with loads of experts installed (so Windows only; however, wine-ability is a development target!)
Library/Engine: my very own Kali (still growing while I work on another project based on it). Hopefully the theme allows for something retro; if not… I’ll have to come up with something using OpenGL.
Graphics: Paint.NET, Gimp, Inkscape, Blender if 3D is called for
Sound: Audacity, Bfxr, composed music only if we jam because I suck at this 😛

So yeah, fun times ahead!

Count me in too!

This will be my first LD comp. Plan to use Python with Pygame.

All in!

I hereby announce my participation in Ludum Dare #24!

This is my first game making competition and I’m very excited but also a little bit frightened due to my lack of experience and the short time frame. :O

Probably I will take a day off after LD to be able to fully focus on developing the whole weekend.

I decided to use LibGDX because I know Java, the library is powerful and it allows for easy deployment to different platforms.

Outline:

  • Main library: LibGDX
  • Language: Java
  • Target platforms: Desktop with Java (Windows, Mac OS, Linux), HTML5/WebGL
  • Optional target platform: Android
  • Development platform: Desktop gaming PC with Windows 7 (x64)
  • Style: Probably 2D with very basic physics

Tools:

While preparing for the competition I have discovered a couple of useful links which might be of use for other beginners:

Popular tools for Ludum Dare: http://www.ludumdare.com/compo/tools/

Sol’s Ludum Dare survival guide: http://sol.gfxile.net/ldsurvival.html

Good luck everyone!

Edit:
I pushed some helper classes as well as a few debug and example assets and tools to my Git repository: https://github.com/brookman/libgdx-resources
Maybe I will use some of it in my game (especially my LibGDX classes). The game source itself will be available after the event on this repository.

My first time!

Hello!

Its my first LD48

Language/IDE: GML/gamemaker studio or Java/Eclipse
Library/Engine:Gamemaker, Slick, Andengine, libgdx
Graphics: Paint.NET, Gimp, Inkscape, GraphicsGale
Sound: sfxr

 

I’m in too

Signed up and already nervous!  First time taking part in anything like this so looking forward to the experience.

I’m predicting that my creativity will jump out of the window and I’ll spend the weekend shivering under my desk.

But I’m looking forward to it. Whatever happens it seems like a great community here and I’ll learn something and get to hear about some cool things being made and get to play them.

Going to be using

Development: Unity3d, possibly with 2d toolkit and A* pathfinding, if required.

Art: Photoshop, Illustrator, 3ds.

Sound: No experience so in this area, so me on my guitar, if anything.

Thinking about joining.

Hello.

So I was thinking about participating LD this year, but I don’t want to fail on arts again, so if someone would love to team up with me. I am able to spend as much time from 72h jam as needed. Programming in AS3.

 

Sorry for this gibberish, but I wanted to write it out.

Comments

pixelcake
08. Aug 2012 · 03:55 UTC
Might be able to work with you.

I’m in! This time in the jam!

This will be my 4’th ludum dare. With only 1 completed, i feel bad.

But this time i am going for the jam with another guy! That will be fun.

We are using:

 

Java

Paint.net

I might be using milkytracker for music. But i suck at tracking.

I’m in again

Second Ludum Dare, unlike the first time around I’ll actually pay attention to ‘better’ graphics, at least less low res.

Also I’ll rate more other games so more people will see mine and I actually get a rating this time.

Tools:

Gamemaker 8 pro(Language = GML)

Paint.net

Not sure what I’ll use for music and sound effects yet

 

Comments

0x523p8
08. Aug 2012 · 17:15 UTC
I dont give a damn

I’m In :D

Hi, My name is David Vandal, and this will be my fourth or so ludum dare. Really looking forward to this one.

Tools:
Music: 2x DMG-01 + LSDJ, Ibanez GAX70, Crate GLX65, Mapex Pro-M Series, Numark DM1800x, Yamaha EZ-200
Programming: FlashDevelop + FlashPunk
Graphics: Paint.NET
Computer: Toshiba L305D with Windows 8 Consumer Preview, (May Change OS, however)
Fuel: Reddit, Mountain Dew, Beef Jerky…etc.

Comments

0x523p8
08. Aug 2012 · 17:14 UTC
I dont give a damn

In again, with lessons learned

In again, after completely failing for LD #17 then taking a break and actually entering something in LD #23. Not a complete game, mind you, but still something. This time, I hope to make something that has a win or lose condition, not just a toy.

I Have Returned

I will be entering LD #24, so we’ll see how this goes the second time around.

I will be using:

Pygame + Python 2.7

Adobe Photoshop CS3

Either Pxtone or Fruity Loops, have not decided yet

Tiled

Good luck to everyone, and I hope this will be an awesome Ludum Dare for everybody!

Comments

0x523p8
08. Aug 2012 · 17:14 UTC
I dont give a damn

I’m in again! Practically a veteran now.

This is my third time around.  My second was an improvement over my first, so I’m hoping to keep that up, but I’ve hardly programmed at all since then.  I’ll try to post more frequently this time since I barely posted at all last time.  Here’s to another great LD48!

Oh, and I’m still using mmf2,  paint, etc.  I should do more custom music though…

Comments

0x523p8
08. Aug 2012 · 17:13 UTC
I dont give a damn
Daisuke909
08. Aug 2012 · 19:16 UTC
…Then don’t comment -_-

I’m In, With friends!

This time around i will be participating in the Jam compo with three other people. Not too sure what tools there using but I do know that AS3 and flashpunk will be used and they will be amazing! (I’m doing code)…This is the first game jam im doing with Ubuntu Linux as my operating system and I think it will be the most successful…Overall i cant wait and am ready to go!!!

I AM IN AND READY!

i lied…im in and i dont care HOW much time i have to do this….when i looked back at all the previous hard work and games i made and discovered…i realized how theres no problem to the ludum and now im in it for real! BRING ON THE 3-D LIBRARIES!

language: GML

graphics: paint,photoshop,gamemaker image editing app…

sounds: soundtap,wavepad,freesound.org…

tools:blender,prisim video file converter,hypercam,vtex,iconmaker.

fuel: moutian dew,doritos,youtube…

sponsors: my family,a few haters,my friends,anybody who is reading this….

inspiration: notch (duh!),eric,totaljerkface,and again…a few haters…….

prosseser and operation system: windows vista® home basic, intel(R) celeron(R) CPU   560 @ 2.13GHz,1.00 GB RAM,Mobil intel(R) 965 Mobil chipset family.

big hopes to those for the ludum dare!

Comments

Henry McLaughlin
07. Aug 2012 · 21:37 UTC
Man, screw the 3D libraries… And their couches!

LD24: I’m in

I had a lot of fun last time, but only managed to get something done in time for the jam deadline. I got some awesome feedback on the game I made and have been working on polishing it since then.

This time, I’m going to run with just entering something into the jam. My aim will be to make something totally different, probably go with a much simpler design (i.e. a 2D board), and focus more on creating a more complete and fleshed out and polished game.

Bring it on!

A Change of Heart… and Tools

So I know that I said at one point that I was going to use C#, SFML.Net, and some other things to make a JRPG.

Those who know me at all should probably have known what kind of speculation that was.

I’m not going to speculate about what kind of game I’m going to make. That usually gets tossed shortly after the jam begins.

I am going to speculate about my tool set, though!

I’m switching from C# and Visual Studio to ActionScript 3 and FlashDevelop. I’m dropping SFML.Net and personal libraries for good old FlashPunk. I’m keeping the graphics and sound tools that I originally stated (Gimp and sfxr), though. I might use Musagi instead of MilkyTracker if music makes its way into my entry, though.

That being said, I’m looking forward to this even more than I originally was! :D

- Henry

5

This entry was posted on Tuesday, August 7th, 2012 at 9:28 pm and is filed under LD #24. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Let me share two excellent tutorials

Good morning!

Let me share two excellent tutorials on gamedev

2d platform

http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/

pixel art

http://www.raywenderlich.com/14865/introduction-to-pixel-art-for-games

11

This entry was posted on Wednesday, August 8th, 2012 at 5:02 am and is filed under LD #24. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Real World Gathering for Ludum Dare 24 in Darmstadt, Germany

Hi,

Spielmeister is going to host a real world gathering for ludum dare 24.

Date: Saturday, August 25th 9:00 AM till Sunday  10:00 PM (CEST)

Venue: Spielmeister HQ, Adelungstr. 30a, 64283 Darmstadt / Germany

There will be free beer, drinks and snacks :)

We’ll  provide you with external monitors (no need to bring your own!). There will be also a place to sleep/rest if you bring your own sleeping bag/mat.

If you plan to join us, please leave a comment in this post!

If you like to work with bleeding edge technology, you can use our HTML5 Game Engine SpellJS (see SpellJS.com) to create your game. Our engineers will give you hands on support in this case :)

Looking forward to see you!

If you have any further questions feel free to contact me via twitter @Spielmeister or e-mail: jh@spielmeister.com

Greetings,

Julian / Founder&CEO of Spielmeister

 

P.s.: Still unsure if you should attend? Then have a look at the recap of our last real world gathering

Seems like i’m in :D

So this is the obligatory I’m in message. This is the first time  I’ll participate in the ludum dare compo. I watched the last few with great interest, but I thought my skills were to inferior to compete (or even create a executable game). Now I have some more knowledge, I’m still a noob, but I really want to test my self and see what I can achieve within this small timeframe.

I’m a c#/.NET developer and I thought it might be handy to use the skills acquired from work also for game programming. So I’m making this with Java and Slick2d 😛 Or maybe javascript (depends strongly on the theme. Some things are just simpler to implement in the browser, like interactive novels etc.).

The reason I chose java over c# (which I btw still prefer to java) is that java can be easier ported to other operating systems and I want to reach a wide audience with my games (when they’re finally finnished XD).

I intend to use following tools:

Programming:

  • Eclipse JUNO
  • Slick2d/LWJGL
  • JGD (my own small toolset or library if you want to call it that)

Audio:

  • Ableton Live
  • SFXR/BFXR
  • Field Recorder

Graphics:

  • Paint.NET
  • Paint
  • PyxelEdit

I have setup a seperate page about my library I will be using. Basically the library is just a bunch of useful data structures and components (for example my library contains a simple event manager, a 2d array list, some noise implementations and some helper classes, that make my live easier with key configs…). The library does not contain any game logic etc. I’ll post the source of the whole library in advance of the compo (I’m cleaning it up right now, because it has some really really really ugly parts 😉 ). If I will be making any changes to the library during the compo, those changes will be included in the source of my entry (or it’s included, if you want to or not 😉 ).

The info page for my “Libary”: http://wiki.thobens.ch/display/SC13P/JGD+Library

(Currently the source isn’t uploaded yet, as I’m still working on some prototypes to practice for LD :D, but the source will be uploaded during the week before LD).

Of course, if I decide to make something based on HTML/Javascript, then the whole Slick2d / JGD part is out of scope here 😉

I wish everyone the best of luck and a lot of fun during the compo and I hope some brilliant pieces will emerge from this contest.

Comments

0x523p8
08. Aug 2012 · 17:12 UTC
I dont give a damn

Seem’s like im also going to participate

hello guys ,

my frind told me about this competition and i was very interested. i will participate for the first time using XNA . i’m a game developer for only 1 month .

hope we have a great time and games !

Comments

08. Aug 2012 · 11:02 UTC
Good Luck, Sir…

I’m in for the 3rd time!

Hey! What’s up? Good to see you again.

So, my set of weapons:

  • IDE: FlashDevelop – The only IDE for real ninjas
  • Language: AS3 –  The flash ninja style
  • Library: FlashPunk – For making ninja games
  • Graphics: GraphucsGale – For my ninja art skills
  • Sounds: BFXR – Phew, phew
  • Music: Aviray’s Audio Editor – myna
  • Extra: Some real ninja food like water and chocolate cookies

Good luck every one :-)

Comments

08. Aug 2012 · 11:38 UTC
Looking forward your next game! May I borrow some ninja food? 😀

Does having people playtest your game count as a team?

Hey, LD newbie here.

I think one of the most important aspects of game design is to have people test the game. It’s an iterative process; if you don’t know what other people think of the game, then you’re simply making it for yourself. If we go around asking friends or random people to give our games a try, does it count as not working solo anymore? If so, then this thing is going to be way more challenging than I previously thought 😛

Comments

quill18
08. Aug 2012 · 15:23 UTC
90% of the fun of LD for me is to make it as social as possible while still creating all of the content myself. That’s why I livestream the process, and I definitely put up builds from time to time for viewers to play with.
sorceress
08. Aug 2012 · 15:44 UTC
An interesting question…
Gaeel
08. Aug 2012 · 16:48 UTC
Playtesting isn’t against the rules, as long as the design, code, and content are all yours.
08. Aug 2012 · 17:29 UTC
Playtesting is encouraged. Often people will post early builds on the IRC channel or in their status updates to get early feedback.

I will take part!

(In all likelihood)

This will be my 3rd LD.

Language:

Last time I used Java with LWJGL, but the applet thing made it come out all glitchy. I might try the applets again, but I will probably just have people download it this time (not in browser). I will probably not use C++ as in my first LD, since it takes so much longer to develop (undesired in a composition about making games in a very small time frame).

So, Java, with Eclipse.

Programs:

– BFXR

– Audacity

– Flash (drawings)

– Photoshop (maybe)

– Wolfram Tones (if the license allows)

Comments

0x523p8
08. Aug 2012 · 17:13 UTC
Ask me if I care

I’m in!

Hi there,

Ludum Dare 23 was very very interesting. The games were simply amazing.
So this time, I’m in. This will be my first game programming competition so I’m very excited and I hope I’ll be able to finish the game on time.

My tools:

Language: Java
IDE: Eclipse Juno
Libraries: LWJGL (with slick-util)
Graphics: Paint.net (maybe Photoshop)
Sound/Music: Some midi-creator

Let’s code!

 

 

Comments

0x523p8
08. Aug 2012 · 17:12 UTC
Ask me if I care
Henry McLaughlin
08. Aug 2012 · 18:14 UTC
Goodness! Lots of people using Java this time around!

Not in…

Looks like I’m eating my words… it turns out that I won’t be able to do Ludum Dare 24 because of school.

However, I’m definitely up for Ludum Dare 25! See you guys then!

In the meantime, enjoy this competition and give it your all. I know I’m going to see some great games.

Comments

0x523p8
08. Aug 2012 · 17:11 UTC
Ask me if I care
Henry McLaughlin
08. Aug 2012 · 18:13 UTC
Oh, I’m sorry to hear you’re not in. :(