LD26 April 26–29, 2013

Some more progress on my warmup game

Flammable3

 

Added the gameplay on train in to work this morning. Going to make it so the gameplay actually loops, try to take out some of the cheap bombings (the bombs can spawn on top of you), and  add just a high score list. Seems like a worthwhile thing to spend an hour of work time on.

Really really wishing I had flixels collisions in unity though, I am having a bunch of tunneling problems with the way I am doing collision detection now.

Tags: warmup ld26

I’m in! (hopefully)

This will be my second attempt at Ludum Dare (the first one didn’t go so well). Regardless, I will be using Game Maker and will be participating in the jam. I’m a lot better at game development than I was back during LD 25 so hopefully i will be able to make something. I have SAT testing the weekend after so maybe I should study for that instead of doing LD 26 which will probably mean I won’t participate. But since I probably wont end up studying… …COUNT ME IN!

I’m in, first time entering.

I’ve been meaning to enter for the last couple of years, but other things always came up. So this time I hope to actually enter, this post means it’s official!

 

Tools:

  • Framework: Unity w/Orthello2d (Free)
  • “Art”: PyxelEdit (programmer art) / ShoeBox
  • Sounds: sfxr/bfxr, maybe nosoapradio.us for music
  • Any cool tools I can find that will help for a game jam.

Good Luck everyone!

dualtagh

do this

potato

please

Declaration of Ludumpendence

I’ll try to create a game for this LD48 compo. I might use any of these depending on what I want to do:

Javascript, 2D canvas

Javascript, WebGL

C or C++, gcc/msvc, SDL, OpenGL, OGLCONSOLE

C or C++, gcc/msvc, SDL, SDL_Console

If I use C or C++, I may use ENet if I think I can squeeze in multiplayer, but I doubt it. I can build binaries for GNU/Linux and recent-ish versions Microsoft Windows, I think. I will release the source code so users who don’t have a binary can try the game if they want.

If I think I can squeeze multiplayer into a Javascript game, I’ll use either Node.js or APE for the server.

I’ll probably use sfxr, GIMP, Grafx2 for sound and graphics.

I’m in, again…

Maybe I’ll finish something this time. In all fairness, I’ve found the harder part of the competition (thinking of something to make a game about) has been getting easier with every iteration.

Tools: SublimeText2, love2d/lua, MuseScore, AriaMaestosa, GIMP, and my trusty IBM Model M.

In addition to Love2D, I’ll be using a library of my own devising, which I’m calling affable as well as some of kikito’s libraries, including middleclass, stateful.lua, beholder.lua, tween.lua, gamera, and possibly memoize.lua

At some point, I might even stream some coding, which will be done with avidemux on my twitch.

Good luck to everybody!

 

edited to include kikito’s libraries.

I’m in!

This will be by 7th LD48, and I have to say, I’m really looking forward to it.

After my wild experiment with Flash last time, I think I’m going to go back to good ol’ Java/PlayN. Here’s my toolkit:

  • Language: Java
  • Framework: PlayN
  • IDE: Eclipse
  • Graphics: GIMP/Blender
  • Sound: Audacity/sfxr

I’ve also done a warm up game, which can be found here.

5th time’s the charm!

I am super excited about Ludum Dare as usual!  This will be my fifth time participating.  Today I discovered the joy of streaming my coding process on Twitch.tv.  Thanks to everyone who watched – I had like 12 viewers at one point.  I will definitely be broadcasting during the competition this weekend.  Having people watch me helped me to stay on task a lot longer than I would normally have been able to.

My stack this time around will include:

Language: Haxe

Framework: NME with HaxeFlixel, most likely targeting Flash

Editor: Vim with plugins Vaxe and Ctrlp

Version control: Git

OS: Windows 7 with Cygwin

Graphics: Paint.net

Audio: Sfxr, Autotracker

And my obligatory workstation picture:

setup

The hardware consists of a recently on sale purchased 1080p monitor hooked up to a Thinkpad T410.  So far this setup has rocked.

Currently the programming is still my strongest area, while my graphics are okay and my audio production quality is bad.  I’m hoping to someday master all three!

I’ll post my starting Haxe project later this week.

Good luck to everyone!

Currently waffling on which I will use

Depending on a few things I’m either going Unity (2d) or adventure game studio. AGS means less people will be able to play. Unity means I won’t be making a standard point-and-click adventure game.

BTW for you Unity users — if you’re just doing 2d there’s a 2d library called FUTILE that’s pretty cool —

http://struct.ca/futile/

Comments

22. Apr 2013 · 04:45 UTC
yeah, thinking about switching to futile for this jam. Especially if it will support some more basic collision stuff, versus the mayhem that is using proper unity physics for 2d stuff.
23. Apr 2013 · 01:24 UTC
AFAIK futile doesn’t have collision stuff, but, since you’re in control you can pretty much roll your own (which is the norm for me any way). It might have hitbox type stuff, I haven’t really checked.

In!

I’m in for my fourth time.

The tools will be pretty much the same as always: C# code, Unity3D (with my simple 2D Tools), cheap gfx with Gimp or Paint.net, Bfxr.

That’s all.

Tags: im in, ld25, ld48

Getting ready for my 2nd LD.

I’ll use same strategy as last, no preperation, only my homegrown multiplatform game engine ( https://github.com/DusteDdk/excessiveOverkill ) that’s in a bit of a broken state from the last LD, so much time will be spent hacking the engine.I like it ruf. I’ll be using GiMP, Blender, Audacity, Microphone, SFXR and Kate for content creation. I’ll try Eclipse instead of Code::Blocks as IDE this time around.

In for our 4th LD

This is our fourth consecutive LD Jam. Our team has 3 coders, a few artists depending on who is around, and whatever musical people we can pull off the streets/web. This time around we’ll be rolling with a framework one of our coders made on top of PyGame.

Tools
Language/IDE: Python/Sublime 2/Vim
Frameworks: Pygame/nspygame
Audio: sfxr/bsfxr/Audacity
Graphics: GIMP, Paint.NET
Source Control: Mercurial
Communication: Mumble/Pidgin
Fuel: Burritos, Dr. Pepper, Bananas, Raspberries, Reese’s Bar
Music: Video Game OSTs, OCRemix, Pandora One

I will be timelapsing and livestreaming just like usual. The livestream will be at: http://www.twitch.tv/syncarn

LD#26, here I come (again)

so I think I’ll be able to make it this time – since I had to abort last LD.

here’s what I’m going to use (probably):

tools:

  • FlashDevelop 4.4.0
  • Flex 4.6.0
  • Flashpunk 1.6
  • Ogmo Editor 2.1.0.4
  • GIMP 2.8
  • GraphicsGale Free Edition 1.93.19
  • Audacity 2.0.1
  • sfxr
  • Autotracker-C
  • Sprite Generator 1.2
  • gedit 3.2.6
  • Resource Hacker 3.6.0
  • lots of coffee

however – I do not know how much time I’ll exactly have :/

Second timer

Hi everyone,

I’m happy to say that I will be participating in the 26th Ludum Dare this week end. It’s the most exciting time of the year!

I’ll make a game solo but I’ll be sharing space with my friends glbs and AnnaGavaldaKedavra doing the LD too. What’s best than friends, game making, food and drinks? Right ? Yeah the sun and a swimming pool would be a good addition to the mix, someday when we’ll be rich. Anyway, be aware I have a big tendency to make weird stuff, I like interpreting the theme or translating it into game rules and it often results in stochastically fun games.

Here are the tools I will be using:

Programming: HTML5/Javascript with {FM.js(engine);} OR Unity

IDE: Netbeans OR Visual Studio

Level design: Tiled Map Editor

Graphics: Inkscape, Paint.net, GraphicsGale

Sounds: bfxr, inudge.net

 

Have fun and good luck to you all.

Simon

First timer from France

Wow, first LD !

I’ll try to finish the game and learn to manage my time properly. This LD will be kind of a warm-up for the next one…

I’m not sure yet which tools I’ll use, so my list is pretty long:

Tools:

-GFX: Pyxel Editor, Pickle, Graphics Gale and Photoshop CS5.

-SFX: BFXR, iNudge, Figure, Audacity.

-Tiles: OGMO Editor, Tiled.

-Code: Haxe NME with HaxePunk or HaxeFlixel.

And Flashdevelop as my main IDE.

Let’s go!

 

Edit (April 26th): Eventually, I chose HaxeFlixel as my framework of choice. Have been playing a bit with both version of HaxePunk and Flixel and for now I prefer the later. But I will give HaxePunk another try ! Also, I just added Musagi on my SFX tools list, since it seems pretty fun to use. And DAME as another Tile editor (since it’s my first LD and I haven’t had all the time I would to test those tools, this week-end will be kind of a huge testing session !).

Potato? U mad?

ziemniak

In for the first time.

Long time mod developer & project lead.  This will be my first time creating something completely from scratch.  Hope I can make it in time.

 

I will be using:

Unity w/ Futile

Inkscape

Photoshop/Gimp (dunno which yet)

BFXR

TexturePacker

And some tools I can find to help w/ font creation.

I’m in!

After failing to do anything in the last Ludum Dare, I’m hopefully going to be able to do this one. Time will tell, though.

I’ll definitely be using:

  • Java 7
  • libGDX and/or LWJGL

The rest will depend on what idea I go with.

I really hope Potato doesn’t win.

Introducing usfxr: generate audio effects dynamically inside Unity games

In preparation for the next Ludum Dare, I’ve playing around with Unity for the past few months and there’s something I’d like to share with other aspiring game developers.

My previous Ludum Dare games where created in Flash, and while I was somewhat happy with my coding effort, the games didn’t have any audio. I decided to make things different next time, and have some simple audio feedback on whatever I built.

To get myself acclimated with the language, I decided to port Thomas Vian’s as3sfxr to Unity. What’s as3sfxr, you ask?

This short video from Flash on the Beach 2010 has a great explanation. In a nutshell, however, sfxr is an engine for dynamic generation of game-like audio effects. Thomas ported Tomas Pettersson’s original sfxr to ActionScript, creating a nice API for dynamic audio generation. This API was the basis for usfxr – and really, much of the code in usfxr is a direct translation of as3sfxr, albeit in a more C#-friendly, Unity-happy way.

In practice, what does usfxr do, though? It allows you to publish a game with no static audio assets (all effects are defined by a parameter string), and to generate small variations of the same audio in real time, thus making the audio playback a bit more colorful.

Code for a normal audio effect looks like this:

SfxrSynth synth = new SfxrSynth();
synth.parameters.SetSettingsString("0,,0.032,0.4138,0.4365,0.834,,,,,,0.3117,0.6925,,,,,,1,,,,,0.5");
synth.Play();

While “mutated” versions of the audio can be played like so:

synth.PlayMutated();

The library is a pure code port, with no GUI whatsoever (you can generate audio strings in as3sfxr‘s GUI, copy it, come back to your C# code, and paste the string). Other than that, the biggest difference is that audio data is (almost) always generated on a separate thread, so the need for pre-emptive caching is diminished.

I have an example of usfxr in action in a (terrible-looking) Shmup example (requires Unity web player):

usfxr SpaceGame example

The full code is available on GitHub. I’ll probably fix a few more things – mainly write proper documentation, add a different sample, and maybe make it faster – but overall it’s working. And obviously, I’ll be using it on Ludum Dare this weekend.

Some input would be welcomed, of course – I’m not a experienced Unity developer.

This post is a shortened version of something I’ve originally published on my own website.