LD25 December 14–17, 2012

Hello

So, its been 4 months since the last LudumDare and 4 days until the next. I have gotten a lot more practice yet I know theres still a ton left to learn. So I’m not 100% sure if i’ll be able to finish this one either, but I’ll do my best to make it happen.

Though I’ve learnt a lot… I dont know how to compile with rescources. I know how to compile and add/use images in the compiler, but when I compile them through Eclipse with Images they dont show in the program. If you can help please comment.

So yea. I’ll be using;
IDE: Eclipse
Language: Java
Graphics: Paint.net
Sound: Musagai?(I havent even worked with.
any audio yet, but theres still time to learn :)(I dont need help with that… ive watched countless tutorials on it and dont think itll be to much of a problem)).

I cant wait for Friday. Ill be live streaming it most likely@ Twitch.com/skyllartor, I’ll probably stream every night till then too.

See ya!

I’m back. Unfortunately.

Hello guys, Mohammad here again, back for another crazy ludum dare. This ludum dare I will be doing my game with JavaScript for two reasons, 1. I love ruby, but it turns out to suck shit at graphics and GUI, and 2. I can put it up on the web. But I want it to be in 3-D, and I also want an engine to go with it and compile my code into a simple .EXE, so i’ll be using Unity, along with some sorta modeling/Animation program to make the models and some art program to texture map it. The worlds ending anyway, so why not have a ludum before we all die off the face of the earth in a horrific and tragic events of natural disasters. So… um… no pressure… and make sure you have a modem and generator to keep your computer going in that bunker of yours… Haps ludum.

And now, for the list of ingredients used for my game:

Programming language: UnityScript/JavaScript

Paint Program/ Texture Program: Gimp, Gamemaker Sprite Creator, some other program

Music: Piano, and some other instruments, run through some editing program undecided.

Engine/Compiler: Unity

 

I am in!

Alright, I am in again. This is my second LD and I loved getting something finished and actually people out there playing it, so I am psyched for this one again. I tried a lot of stuff since the last LD and since Java hates me (like… a lot!) I will use C# / XNA again. I am probably starting from scratch, maybe get an old sprite-sheet animation library fixed up during the week and use it (will be included with the code). I will try to go for compo, but if I can get friends motivated to Jam or if all hell breaks loose on the weekend I might switch over (I’ll make sure to announce).

Tools will be:

Visual Studio Express 2010
XNA GS 4.0 Refresh
Gimp 2.8
Aseprite
sfxr
Hopefully something to make music

Ready to roll!

I’m super excited as usual! And as usual I have no idea what I will use, but I shall enumerate some of the stuff I comonly use:

IDE

  • FlashDevelop
  • Code::Blocks + MinGW 3.2.3
  • Visual Studio 2012

Middleware / Libraries

  • FlashPunk
  • Stage3D
  • Allegro 4.2.3
  • Allegro 5.0.6

Graphics

  • GraphicsGale
  • IrfanView
  • XnView

Sounds / Music

  • Adobe Audition
  • FL Studio 10 Fruity Edition
  • sfxr

Coffee

  • Lavazza
  • Davidoff
  • Daylmar
  • Movenpick

Other tools

  • FRAPS – videos and screenshots
  • C64 (dunno for what, but it might come in handy!)
  • XSplit – streaming
  • Chronolapse – timelapse
  • Notepad++ – PHP and HTML and JS stuff
  • Xchat – IRC
  • XVI Hex Editor – desperate measures
  • foobar2000 – musics

Tags: deskphoto

I’m in!

I’m in! This is my second attempt. Last go round was mostly a learning experience, and I spent 99% of my time fiddling with self-coded map tiling and collision in Love2D. This time around, I’m shooting to finish something:

 

Engine: Zoetrope (framework on top of Love2D – so I don’t have to reinvent the wheel)

Audio: SFXR/BFXR probably

Design: Adobe PS/Illustrator

IDE: Sublime Text 2

Fuel: As much coffee, pizza, and Pendulum as I can handle

Comments

10. Dec 2012 · 16:06 UTC
Hey there, tcql!

Come at me bros!

This will be my first Ludum Dare, but no worries. I’ll be using HaxePunk with Haxe NME so I can port my game effortlessly, and it will be quickly prototyped. This should be fun, however I will only have around 18 hours of game-making time. I’ll be tweeting as I make it at @tophattedcoder.

Tools:

  • Language: Haxe
  • Framework/Libraries: HaxePunk and Haxe NME
  • IDE: MonoDevelop
  • Graphics: GNU Image Manipulation Program, Inkscape and mtPaint
  • Audio: Sfxr (isn’t WINE the greatest?)

 Goals:

  • Experience.
  • Something to show off about.
  • Make revised version of game, sell it on major game marketplaces.
    ???
    Profit!

Tags: 2D, flash, haXe, Haxe NME, HaXeFlixel, haxenme, nme, sfxr, tools

Comments

10. Dec 2012 · 15:54 UTC
Hey there, TopHattedCoder!
10. Dec 2012 · 16:03 UTC
Thanks! Good luck to you too!
10. Dec 2012 · 19:04 UTC
You, sir, make a great entrance! Seriously, I’m scrolling down the front page, and I’m seeing all sorts of standard I’m in posts, and then BAM! A first-timer with a good avatar and grammar. And you’re a fellow 14-erperson! Classy, very classy. You’ve made it on my watch list. :)

Retrocard is comming.

Remember the good ol’ days? When programming was so easy to get your hands onto that the average 5 year old could learn to program? What ever happened to that?
Now it seems every tool kit out there is designed to add more features and require over 100 lines of template or overhead code just to write a simple Hello World.
Well, I thought up a way to bring back the good ol’ days.

Introducing Retrocard.

Familiar toolboxes are designed to make Retrocard very approachable.

Retrocard is a computer constructor set for the web, designed to gently introduce newbies to programming in a creative and social environment.

Anyone with an internet connection and Adobe Flash can quickly create their own ‘cards’. Think of a card like a paint program with buttons and labels. With buttons you can make your card do a plethora of interesting different things from linking to a friends card to playing a musical tune you wrote. All of this with an approachable zero programming overhead. No templates. As for Hello world? Just double click on a button, click ‘edit script’, and write ‘ Say “Hello World” ‘

Making and sharing your own adventure game is quite a snap with Retrocard.

Will Retrocard be ready for Ludum Dare on Dec 14th? Well, I intend to have a beta release ready by Wedneday the 12th. Will that be good enough for Ludum Dare? Maybe. You will be welcome to try!

Look forward to an update on Wedneday the 12th

Thanks

16

This entry was posted on Monday, December 10th, 2012 at 3:45 pm and is filed under LD #25. 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.

Heyo

Hey, I’m in for LD25 :) This will be my second LD and I’m super duper excited 😛

Language: C#

IDE: VS2012

Framework: XNA4.0

Graphics: Photoshop

Audio: No idea if I will even make audio, but maybe SFXR if I do?

Stream: Nope.

I will most likely be making 3D game. I just made my first 3D game yesterday and wow, I had so much fun :)

Feel free to try it if you like: link

PS. Oh, I almost forgot. I will be using my own library, available here

I’m in

I’m in again with Flash and all !

Composer LFW LD25 jam! ~:D

I’ve still got some spare time this weekend, so I’ll plug again.  I’m looking to help another team or two that’s submitting a jam entry for LD25 by handling their sound/music.

My soundcloud is linked below — shoot me an email/tweet (tastive@gmail, @tastive) with previous LD entry link(s) if you’ve participated before.

If you don’t need a tune or three written, I’m sure you’re handsome and will do great anyway.

So many “I’m in” posts!

So many “I’m in” posts, no one’s going to see mine! Mwuahahahahahaha. Err… Yeah.

Anyhow, not sure if I’m partaking in the compo or the jam. Thanks to finally having a job that’s not totally stingy with the paid time off, I’ll actually have Monday off to use for the jam if I want. Or to use as recovery for the brutal weekend.

Planned tools:

  • C# (express) with XNA.
  • My 2D game library (I’ll post it soonish).
  • Probably JSIL and/or Silversprite for final submission.
  • Sound effects by http://www.bfxr.net/ or my iPod microphone.
  • Audacity for finalizing the sound effects.
  • GIMP for graphics.

Unplanned tools:

  • Uh…. I’ll get back to you on that.

Comments

10. Dec 2012 · 21:30 UTC
Hehehe…

LD48 Here I come!

This will be my first LD48 and my second game!

Language: As3

IDE: FlashDevelop

Framework:  Starling

Graphics: I’m terrible at drawing! Where should I get some nicely done spritesheets?

Audio: Sfxr /freesound.org

 

Goals

Finishing a game! I’ll be proud of myself whether or not I finish something good, the simple fact of finishing will be a great morale boost!

Fun and Experience

Use what I accomplish this weekend as the base for a bigger and amazing game

Comments

10. Dec 2012 · 18:49 UTC
Hey! Welcome to LD!
pythong
10. Dec 2012 · 20:08 UTC
>> Where should I get some nicely done spritesheets?

Participating in the jam

This will be my 3rd year in a row participating in LD. First year was a jam, second was the compo, and third year I’m doing another Jam. Doing a jam because a buddy of mine wants to participate with me, so I will be handling all the programming and he is going to work on graphical/audio assets.

 

Course of action planned:

Language – Java

Libraries – Slick2d, LWJGL (because of slick2d), Nifty-Gui, and personal code libraries (basically a template for a java game) for 2D games

Software: Eclipse, Fruity Loops, Audacity, Gimp

 

Comments

kibertoad
11. Dec 2012 · 04:18 UTC
Just a reminder, LD rules require you to make personal code libraries available to everyone, so don’t forget to put them on github or something and link to them properly.
eerongal
13. Dec 2012 · 03:49 UTC
Yup, it was something i’ve been meaning to do for the past couple of days. Just updated the post. Thanks, though! :)

What To Stub?

Getting ready for LD25.  I’m using GameMaker again for this one.

Most of my GM projects tend to have some similar things in them.  In order to get something more out of my LD experience, I don’t want to continually re-write the same sort of code from scratch with each project.

Compo rules say that you can use “all publicly available libraries and middleware”, so I’m considering bundling up some useful things and creating a “stub project”, that will be like the equivalent of library/middleware in GameMaker-speak, so that I don’t waste precious minutes during the compo writing the same sort of code I always write in any GameMaker game, and can put as much of my 48hrs into creativity and design.  Conveniently, this will also serve as my Warmup project this time around. Now, granted, I can only get some much done in the next couple days leading up to LD25, but over time if I continue to maintain this project it could turn into something pretty cool.

I’ll probably maintain this and add to it for future LD48 (and other game jams).  So my first question is: What to throw into this thing?

Some thoughts:

  1. A system of rooms that provides a generic Title Screen, Instructions Screen, and Game World, along with navigational objects and such that switch between them.
  2. Scripts for handling keyboard input (or other controls, such as mouse or gamepad or whatever).
  3. Handy math functions that aren’t built into GameMaker already (such as ???)
  4. A hierarchy of pseudo-abstract classes to facilitate implementation of common design patterns for Player, Enemy, Terrain, and Pickup objects.  For example, a common way of implementing a Player is to have a parent Player object, and separate objects for the Player_dead, Player_hurt, and other states.  These would be empty, or mostly-empty, to facilitate development of *whatever* type of game you wanted to make with GameMaker, but would help by providing a little bit of structure to the project.
  5. Code that supports cool visual effects (as I come up with them, over time), such as motion blur, typewriter text, or who knows what.
  6. “Engine” code for platforms, physics, or whatever.
  7. I’m open to ideas.

What would you like to see? Drop a comment, be specific.

Tags: library, middleware, preparation, stub, template

MelonJS rails generator, and a base middleman app

Just thought I’d link these couple tools I made for working with the MelonJS library.

https://github.com/agmcleod/melonjs-base

https://github.com/agmcleod/melonjs-generator

The base uses the middleman tool. It’s a great ruby-based tool for coding a site with SCSS, Coffescript, and templates such as ERB or HAML. I plan to use it for ludum dare to work on my game, and then use the middleman build command to generate a static site output.

The generator can be used with a rails 3.1+ site if that’s what you prefer to use for a ruby environment.

Third time lucky?

Hey all

So, really looking forward to another Ludum Dare. Ever since my first attempt back in April I really feel like I’ve learned a lot about how to design a game, one of them even got picked up from FGL!

What I found last time, and this seems to be even more the case this time, is that my mind goes into overdrive the week before the compo. The day job goes slower. Hundreds of game ideas begin to fly around in my head, every now and then the odd one popping right out and shaking its arse in my face. Making a nuisance of itself until I make the effort to scribble down a quick summary of the core mechanic.

Then of course work goes even slower than it was already because I want to be making games instead of just doing my day job.

So yeah. I’m REALLY looking forward to the upcoming Ludum Dare, but it really can’t come soon enough!

Come talk to me on twitter @myscreaminbrain if you want to keep me distracted for the week and help work go that little bit faster!

Until then then

Intense weekend – here I come!

Hey guys and girls. I’m up for my third round of Ludum Dare compo, and I’m really looking forward to it!
My weapons of choice for the upcoming battle will be:

  • Language: HaXe/NME
  • IDE Code: FlashDevelop 4.2.1 (I wanted to use intellij, but FD actually seems to work really good with haxe)
  • Graphics: paint.NET or something similar thats free
  • Libraries: Apart from NME I’ll use my home-baked entity system I built a couple of months back, full source code on github
  • Sound: Probably SFXR if I’ll use any at all… thats really not my strong side so I’ll try to focus on what is

 

Place:
I will join the meetup in Stockholm/Sweden over at the awesome guys at Goo Technologies, who arranged a public meetup.
Kudos to you guys, looking forward to meeting you!

 

PPL:
An extra shout out to my mates:

  • Nilstastic, who’s going strong for his fifth time – and promises that his game will have a reload button this time!
  • Boenah, who’s still a LD-virgin – but has very high expectations after his epic win in the coders vs project managers competition with haxepunk

 

I predic a heavy code-hangover on monday =)
/Tommislav

We are in

This will be my second Ludum Dare
But this time I will Jam with my girlfriend @lumah_h

Still didn’t decided all the tools

Framework/Engine = Unity or FlashPunk
Sounds = bfxr and sfxr
Music = ? Any good alternative to aviary roc ?
Textures = Photoshop
Graphics = Maya/Unity or

That’s all

“May the odds be ever in you favor” – Hunger Games

Magic Cow Studio

LD25 participation declaration

I’m in for LD 25. I’ll be using C++ and SFML.

I made three promises after LD23 (my first LD) — things I would do before my next LD.

1) Dan’s Tile Maker has been updated. Use it to procedurally generate these kinds of tiles. Like an sfxr for tiles. See the LD23 game I made using it here.
Windows precompiled here.
Source here.
Blog post about it here.

2) This might be a cop out, but check out the midi editor MuseScore.

3) Dan’s Audio Lab. If you want to write your own instruments and procedural sound effects in C++.
Source here.
Blog post about it here.
Update: that same effort has evolved into this.

A few things I learned from my first LD that you might like to know, in order to reach a wider audience:

-The thumbnail picture of your game is worth thinking about. The LD coolness system works well, but I still discriminated which games I played based on what the thumbnail image of the game looked like.

-Games should be easy to get into:
a) Simple controls. They should be so simple you don’t even have to explain them. And make sure you explain them somewhere visible.
b) No walls of text. Maybe I’m biased, but I don’t think LDers want to see a (possibly well written) book. We’re looking for a unique gaming experience that makes its point and ends.

-No installers. I’m not going to bother. I know you don’t want to screw up my computer, but _installers screw up computers_.

-No XNA runtime. I’m hoping (for you XNAers) there’s a way in XNA to avoid requiring this. Because I’m not going to install the XNA runtime. I think Unity requires something as well, a Unity Web Player or something. Not going to happen.