LD24 August 24–27, 2012

Sound on a shoestring schedule

So I realize that simply listing “Audacity” in my tools post in the sound section is likely both naive and overly optimistic.

I don’t want to spend a ton of time on my sound because I’ll probably need as much time as possible for programming, but I don’t want to ignore it either, and I want to get at least antiquated with a workflow before going in. I have some musical background and a knowledge of how to edit wav clips together smoothly but no real idea of how actual sound production works. I’ve never played with sequencing loops or anything like that. I used to play with MIDI software a long long time ago but I’m not a composer…my brother’s the one who went down that path and I doubt I’ll be able to enlist his help (big important life stuff in progress).

I have a few “analog” tools available: A decent singing voice (soprano), an alto and soprano recorder that I can play a couple complete songs on, enough miscellaneous junk that I could improvise some homemade Foley effects. (Note to self: the good microphone is on the fritz, find a backup before LD starts.)

I have bfxr bookmarked, but I’m not sure I would care to use it for things that aren’t UI bleeps and bloops.

I could use recommendations for a good set of general purpose drum beats/loops/samples, and other such libraries that would be competition legal (although I’ll probably end up needing the extra time of the jam). I know there are lots of options but there are lots of options and having people vouch for any of them would  help.

Sound that is overly “8-bit” would probably not be a good fit, because my graphics will not be; I don’t do pixel art, I am not any good at doing pixel art, and in the same amount of time and resolution I can make nicer-looking (to me) smooth line art. Also, my appreciation of game soundtracks tends to start around the 16-bit era where decent instrument synth started coming into play.

So, any advice, comments and such, please chime in!

Comments

Declaration of code

Hey guys, for this Ludum Dare I’m thinking about using my own game engine: Fathom.

The source is here: https://github.com/johnfn/Fathom-AS3

 

Fathom is in an extreme alpha state right now, but I’m currently using it to develop a big-ish game, and it has a lot of cool features. A big one is built in support for vector art, which engines like Flixel don’t make easy. If you’re interested in using Fathom, get in touch – I’ll help you out, and that may be a nice impetus for me to clean it up and make it presentable. :)

I’m in – My first time

My first LD, I was going to enter last time, but I never got around to it, being busy at the time.

So seeing how things are done, tools list is below.

  • Language: AS3
  • IDE: FlashBuilder 4.6 or FlashDevelop
  • Libraries: FlashPunk or a derivative
  • Sound: bfxr / Audacity
  • Graphics: GIMP2
  • Extra tools: Tiled

I’ll be using Chronolapse to put together a timelapse of my workflow.

Hopefully I’ll finish. Looking forward to it.

Me too!

Competing in LD for the 2nd time. Failed to submit the entry in LD23 so I am hoping this time I will be able to.

 

Tools:

Language: AS3

Library: FlashPunk

Sound: SFXR

Graphics: Graphics Gale / Photoshop / Paint.NET

 

Any suggestions for a tool to create tracks for the game? Considering that I am totally new to sounds.

Thanks and good luck everyone!

Pumped

I’ve been waiting for this. ENTERING.

Programming: Flashdevelop, AS3 with Flixel
Sound: SFXR/none
Graphics: Graphicsgale

Comments

11. Aug 2012 · 13:13 UTC
gonna smoke u bro B)

Count me in once more!

Ready to go for another Dare, everyone!

  • Language: C++
  • Libraries: Allegro 5.0.7
  • Audio: SFXR, BFXR, and the Easy Music Maker
  • IDE: Visual C++ 2010 Express

May screw with Mappy

Best of luck to everyone!

More Cake! More Code!

Zeik

This will be our second LD, and our second game.

We poured our whole weekend and hearts our first game last time. It was rough sleeping so late and waking up as early as possible to keep going the next day. Bouncing ideas around and trying to make something that people would enjoy. Cake really outdid herself with the art style for the game and the feedback was incredible. There were criticisms about the difficulty that were not to be overlooked. We ate when we could and did our best to focus our efforts. In retrospect Cake handled so much of the social media front as well damn near all of the game assets. I was so caught up in the programming side of things that I didn’t even realize it. Thanks for picking up my slack.

Was it worth it? Hell yes it was. Why else would we be coming back for more? Hopefully we can do some things differently this time and make something even better! Another rough weekend is on the horizon but it will be another amazing experience as well.

If you too are going to participate, I can’t wait to see what you can do. If you are on the fence, why? You do not want to pass us this opportunity. I hope to also see your creations out there in the submissions.

Thank you all for making LD what it is and good luck preparing in the coming weeks!

Cake

OH GOSH, it’s that time again! This is pretty much our second game…like…EVER and we’re so excited to jump back in and get this madness started all over again! This time we do have the unfortunate disadvantage of having to work apart from each other, since I’ve moved up to the bay area to start my grad program. (Last time we pretty much sat next to each other for 72 hours. Yeah, it’s ridiculous.) But that won’t stop us from learning from our mistakes last time and kicking butt this time around! :)

I’m confident Zeik is going to work his amazing magic and help bring our vision to life. He worked endlessly last time, practically being too busy to eat. (I got runner duty and had to fetch food most of the time. XD) I spent the last month collecting inspiration for the art style for our new game. Here’s a hint: I expect this game to be a lot more colorful! After placing 17th in the Art category for Pow! Pow! Pow!, I feel like I have a lot to live up to. Here’s crossing my fingers for the best!

Language: Actionscript
Creative Tools: Photoshop + Illustrator CS6
Music: Not sure yet. We’re waiting to hear back from our music guy if he’s doing it or not!

GOOD LUCK, EVERYONE 😀

team goldsmile : a 72h flixel team open to all

Just letting people know that I’m putting together a team for the 72-hour jam.

We’ll be building on the open source code from my LD21 entry, (Spiders v. Aliens) as well as its prequel, (Tetraminex, Episode 00), both made with Flixel and DAME. The idea is to focus mostly on puzzles, story and gameplay this time around, and make this team as approachable as possible for beginning programmers.

Everyone’s welcome to join.

For more info, see the Team Goldsmile announcement in /r/learnprogramming over at reddit.

Comments

Puzzlem00n
11. Aug 2012 · 17:05 UTC
Interesting idea, to build upon an old entry in the Jam. I mean, everyone knows you can do it, but no one ever does! Good luck to you and your team.

I am in, 2nd edition

Hey folks!

 

Previous LD was my first one and a personal success, so why not participate this time? I will be using the same setup as before, here it is:

Language: Python

Libraries: PyGame, py2exe, personal library/codebase

IDE: Sublime Text 2 and cmd.exe

Graphics: GraphicsGale Free, GIMP, others

Audio: Bfxr, Audacity, others

(I probably forgot some stuff here, let’s move on)

 

I’ll record a timelapse, upload speed won’t allow livestreaming unfortunately. My personal goal is to reach #250 or better in all categories, it’ll be a tough challenge 😛
Last LD I had another challenge as well, to listen three 10hour videos on youtube. Not this time (although Epic Sax Guy is a wonderful melody loop)

See ya on 24th 😀

I’m In! For the first time!

This is going to be my first, of hopefully many, Ludum Dares. I’m a complete noob to this so I will probably have to use Sol’s LD survival guide. http://sol.gfxile.net/ldsurvival.html

Also i’m using Game Maker because it takes me over a week to make a game in Java, and I only have 48 hours… and I will be livestreaming this on twitch.tv with music. 😛

Language: GML (Game Maker Pro 8)
Graphics: Photoshop CS4 and Game Maker’s inbuilt sprite creation tool
Computer: Custom Built: Intel i5 2500k, 8GB RAM, HD 6770 GFX card
Sound: Fruity Loops, Audacity, Bfxr, My voice (if needed)
Inspiration: YouTube, My music library

XNA-Mailinglist

Is someone interested in a mailinglist for XNA-users for asking questions and solving problems, especially for the preparation time until Ludum Dare starts?

I know there is a Ludum Dare chat and a lot of forums to ask questions about XNA-coding, but hey, it would be a sort of Ludum Dare community XNA thing and there is not always a XNA-guy in the chatroom. And I’m interested in prototypes written in XNA to see what people do and how they did it.

If you think a mailinglist makes sense (no matter what you think how skilled you are), just write a comment. I can create one.

 

Edit: Send          subscribe xna-stevencolling-de         to Majordomo@stevencolling.de

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This entry was posted on Saturday, August 11th, 2012 at 10:03 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.

INSERT INTO ludum_dare_entries (team_name, type) VALUES (‘Tophat Games’, ‘Jam’)

Hello world! We are the Tophat Games crew, composed of Felix (Java and design guy) and Dan (general programming and sound guy). We’re entering the 72-hour Ludum Dare Jam for our first ever entry.

Language: Java
Libraries/Frameworks: LWJGL, possibly Slick
Graphics: Photoshop, possibly Paint.NET
Sound: FL Studio with Sylenth1, possibly sfxr
IDE: Eclipse

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This entry was posted on Saturday, August 11th, 2012 at 11:00 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.

Almost Forgot Mah Tools

So I posted down there somewhere about how I am planning to enter, but it may still not happen. (Thanks for the suggestions btw. I’ll give them a go…). But, I just remembered; I totally forgot to say what I’m going to use if I do manage to take part!

I’ll be coding in Processing, because it’s simply amazing. I encourage you all to try it.

Any graphics will be done either in-code (as that is what Processing is best at), or in Paint.NET.

Sounds? Unlikely. If I do use sound, I’ll be using the Minim sound library for Processing. The sounds would probably be from sfxr. (I keep hearing about bfxr, but haven’t tried it out yet :3). But my brief adventures in Minim ended with uncountable errors, so I think I’ll take the safe route and go sound-free (unless I have the game finished in the first 24 hours and have plenty of time to fiddle!).

So: Wish me luck! And good luck to you too!

Comments

Puzzlem00n
11. Aug 2012 · 16:58 UTC
(Any time, I enjoy helping people. It makes them think better of me so that when I become a commercial developer I’ll get more money and be that much closer to world domination.)

Can a Ludum Dare game be part of a “franchise”?

When I say “franchise”, I don’t mean a big commercial entity or anybody else’s property, what I actually mean by that question, is: “Would a Ludum Dare game that ties into a backstory or universe I have already created be considered within the rules?”

A little example to illustrate my point :

I’m currently working on a tabletop roleplaying game and a card game within a science-fiction universe I created, for the moment the working title is “Neurohack: Legacy” and “Neurohack: Mercenaries” (I found out that “Neurohack” is already something else, so I’ll change that soon, but I’m still calling it Neurohack as I play test the games with my friends).

Suppose I make a shooty game of some description for a Ludum dare competition, would giving it the Neurohack backstory and lore be considered against the rules, and if it isn’t, how do you feel about the idea?

(Note that I don’t have any specific game ideas for Neurohack yet beyond the fact that you’ll be shooting things with futuristic weapons and armor, so if I were to make a Neurohack themed LD entry, all gameplay mechanics would be built from the ground up.)

Comments

Axelhein
11. Aug 2012 · 13:01 UTC
As long as you make all the code and assets during the compo you should be fine
JH
11. Aug 2012 · 13:11 UTC
I think it is ok as long as you explain the backstory in the game and nobody is forced to play the other titles to understand what’s going on.

But then again it is a small but unfair advantage compared to the other participants who have to come up with a full story within the time limit.

My general suggestion for ‘Is it against the rules?’-kind of questions is: Don’t do it if you don’t have to.
11. Aug 2012 · 13:19 UTC
It does sound borderline illegitimate.
sorceress
11. Aug 2012 · 14:39 UTC
My interpretation the rules is like this:
Puzzlem00n
11. Aug 2012 · 16:55 UTC
I personally don’t think it should give you too much of a problem. It isn’t really that much different from having an idea for a game mechanic and then adapting it to the theme during the compo, which many competitors do often. Like the others said, as long as you aren’t using it to promote the other games, it’s fine.
Gaeel
12. Aug 2012 · 00:53 UTC
I just want to point out that I don’t actually intend to do this, I was just wondering about the notion.

I may end up doing it, but I most probably come up with something new as it is more fun.
dr_soda
12. Aug 2012 · 23:29 UTC
I don’t see a problem with it, personally. It’s no different in my mind than people who have a burning gameplay idea that they really want to tackle, and who want to find a way to wrap it around the given theme.

Me, in my first LD

Language: GML (Game Maker Pro 8)

Graphics: Paint, Possibly Spriter, and GM’s built in editor

Computer: Intel i5 processor, 8GB RAM, Radeon HD 6450 Graphics card,– Custom-built by me

Sound: BFXR, Audacity(if necessary) and Musagi, if I can figure it out

This will be my first ever Ludum Dare, and I hope for it to be a good one. Unfortunately, my game won’t be in-browser, and I don’t think I can learn flash/Java in two weeks. I was actually inspired to try my hand at this by Minecraft’s creator, Notch, in fact.

But basically, I’m new to this and like making small games, so I’ll try my best, and vote for other’s I think are good, and we’ll see how we go.

I call my ‘business’ as such, QueegeyCorp Productions, or QCP, and this gets stamped on all my games, so my logo is likely to float about.

On another note, Hello all, I’m sure it will be great to meet people!

Comments

12. Aug 2012 · 11:28 UTC
Hello, new guy :)

ExecutionCode experimental script language – not a “I’m in”-Post

Hi, I like to introduce to you a new script language: ExecutionCode
I didn’t inted to create a language for games, but of course it can be used for games. It’s inspired by normal assembly, but cutted down to just one parameter. Also there are huge changes to some other things. But look at your own at a small application (it counts to 10):

//All commentars are done c-style
/*so of course these multiline commentars
are supported!*/

/*
programs are not splitted up in functions, okay basically they are,
but I call them modules and all the functions imported from C++ have their own name :)
*/

//a command is splitted up in group name and function name
main {
//those square brackets indicate variables
system.alloc [counter]
system.alloc [isNowEnd]
//first I push a raw numeric value (here 1) on the param stack
system.push 1
/*then the system.set command pops that value from the param stack and copies it to the given
variable.
If you put something on the stack, the value! is on the stack so if a command wants to change
a variable it has to require it as param*/
system.set [counter]

//this is a jump mark, because you have to implement your loops on your own
LoopStart:
//first I print the variable to the world
console.println [counter]

/*a mathematical operation is done by pushing the two values on the stack and give the
target to the command
*/
system.push [counter]
system.push 1
math.add [counter]

//and now I want to if [counter] came to 10 so I use the logical.lesser command
system.push [counter]
//these brackets indicate a ressource
system.push
logical.equal [isNowEnd] //so if counter==11 then isNowEnd=1

//and if isNowEnd==1
system.skip [isNowEnd]
system.jump “LoopStart”

//don’t forget to free the variables
system.free [counter]
system.free [isNowEnd]
}

//a ressource can be like variables a number or a string
//and here is another feature: if you put a ‘#’ in front of a number you can type hexadecimal
//decimal, this is 11
ressource #b

The code might look irritating, if so, delete the commentars and try to understand just the actual code.
The compiler/interpreter application is done in the meaning that this code can compiled in bytecode and this bytecode can be executed by the virtual machine in the same application, but it isn’t enough finished (particularly the error handling procedures), so it won’t be released now, but I hope I’ll get this done before next LudumDare. I’ll also write a full reference of this lanuage, the bytecode, the virtual machine and the compiler.
If you have any questions about it just ask me.

Helco

Tags: bytecode, C++, compiler, ExecutionCode, Helco, script language, scripting, Virtual Machine

LudumDare.join();

I think everyone writes some kind of “Hello i’m new here” post, so do i :)

I mentioned a few times on my blog about GameDev competitions, LD and 7DFPS. And i think i’m intrested in GameDev so the moment when i join any competition had to come. So here i am.

Last game i made was breakout about 3 years ago, so i can say that i’m starting almost without skills. But who cares ?:D I’m going to use either XNA and C# (easy to use, but windows only) or Java (portability, portability, portability!). And there comes a question, does anyone posted Java Applet in wordpress.com blog ?

If i do some english gramar mistakes, please forgive me. I won’t get mad if you correct me :) And if there are any dudes from Poland, siemka :)

The Hunt For Tutorials begins!!

I’m in!

Tools:

-Unity

-Blender

-Paint.Net

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This entry was posted on Saturday, August 11th, 2012 at 1:41 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.

LD #24 Participation Proclamation

Greetings People of Ludum Dare!

Like many of you this will also be my first game jam!  My goal is to have an entry for the compo proper;  however,  due to my lack of game jam experience my entry may end up being part of the Jam.

I have read a lot tips over the past few weeks and the one I see a lot of is “stick with what you know” — and I intend to do just that! So without further ado my list of resources.

 

Language: C#

Libraries\Frameworks: .Net 4.0 and XNA

Graphics: MSPaint, Paint.Net, Gimp, ( Depending on theme, ASCII via Good ole Notepad )

Sound: I will find something…

IDE: Visual Studio 2010

I will also attempt to create a time lapse.

 

It should be noted I am aware that by using C# and XNA my pool of testers will be greatly limited.  My mark of success for this event is simply to complete an entry.

So it is said, and so it shall be!  Let the games [creation] begin…well in a few more days.  Good luck to everyone!

 

Xaipher

 

Comments

I`m In

Kind of Self explanitory.

I`m in!

 

Tools:

Program : Gamemaker Studio

Graphics: Paint.NET, GM inbuilt sprite editor with Graphics Tablet.

Sound: Audacity

Music: FL Studio

Computer: i7 2600k,12GB ram,560 Ti 1.2GB