LD31 December 5–8, 2014

Final Half Hour

Figure I get on the bandwagon to say that this Ludum Dare has been my favourite one yet. Who’d have thought that a theme so simple would produce some creative results, and I keep on finding them!

Including Entomophobia, a bug based twin stick shooter that literally plays off a virtual Game Boy Color screen! The game is fun, the effects are clever and it reminds me of my younger days playing games like Pokemon and Super Mario Bros Deluxe on a purple Game Boy Color!

I’ve also found smaller but really novel titles, like Benjim’s BindingOfIsaacTypeThing, which isn’t as easy as it may look.

I’m also really glad at how well my entry is doing, comparing to previous years. Never would’ve expected over 80 ratings, not to mention really positive comments with some encouraging the mobile releases of the game.

Tags: BindingOfIsaacTypeThing, Entomophobia, ld31, thanks, thanks ludum dare

Last 30 minutes

Last thirty minutes, lets get some more votes on this game guys! We can do it!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14064
Flowerpots and tables

Last minutes…

HI EVERYONE !

As these are the last minutes to do it (that’s the way I do),this may be the time to tell about feelings i had about this jam, and tell about some of the best games i tried !!! More than  one hundred rated and I can’t quit aha :) thanks to everyone involved, this was great to feel part of it and have feedback on my own work.

 

First : here are some randomely ordered entries that i felt in love :

Juoi :  http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=23493

Great bossfight, licked graphics and sound :] One of the first that impressed me. Remind me of Metal Slug alien Boss :]

Cosmonaut Without Hands : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=14848

Excellent gameplay graphics and Sfx, reminded me SMB but with an original evolutive Gameplay. Sometimes hard :] goodgoodgood.

Pengie : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=8631

Good simple gameplay, very smooth and polished. Kill animals + shit on screen = fun. And it was made by Duke’s daddy :]

SumoBall! : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=16232

If you liked Kirby’s Pinball on Gameboy, you’ve got to play this :] Haaaa nostalgia…

Extreme Stick Fighter Ultimate 3i : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=21790

2 Player WTF :)

Viper Twins (Alpha) : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=1913

2 Player WTF :) + Great megadrive style graphics !

Run Bzzt, Run ! : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=29418

Super licked graphics and gameplay :) good oldscool Platformer and once again perfectly exploited theme !!

ROCKROCKET : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46642

Very good visual style and ambiance !

That Dangerous Bridge : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=10863

and

Yibbits : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=27018

Have 2 original gameplays exploiting simple platform style and theme perfectly. They both have licked visuals, but in different style.

and to finish some good looking “idle game”, with a weird background : bacteria culture :) :

Together In Thousands : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45083

I could find more but time is REALLY running out now, and i’ll like to throw this bottle before it ends ;

To end with this all, big thanks to this everyone involved here, everyone who took part and gave me feedback, every idea, detail and problem is studied carefully to release a good descent game 😉 and everyone that had guts to support me because i think i’m quite horrible when stuck to Game Maker like I did :] Thanks to everyone, and may I add a link to my game ? Yes, it was one of my favorite too ;)))

DEATHMETALSLUG : http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46874

Last chance to try it before the jam ends folks !!!

 

EVERYONE IS A WINNER

EVERYONE IS A WINNER

CHEERS!

KNARF.

One Act – Post Mortem

logo

 

 

Post Mortem

Information

  • Start: 10 AM ( 4 AM EST )
  • End: 3 AM ( 9 PM EST )
  • Time spend sleeping: ~12 hours
  • Software used: Sublime Text 3, Aseprite, Pixitracker

Intro

So I’m kinda late with this, but with the results showing up, I thought I might as well do a quick post mortem.

Idea

The entire game on 1 screen was not the most popular theme, was it? I really disliked the theme myself. I tried to think of a way to implement the theme in a clever way, and came up with a theater. A theatre has the limitation of having only “1 screen”. So I went with that. I’m not sure anymore what it was, but I was in a rather bad mood at the time, maybe because of the theme. Anyway, I didn’t really feel like making a game. I wasn’t enjoying myself. But I have a combo of 9 Ludum Dare games, this would be my 10th. I’m not going to let a bad mood break that combo. So I sat through it, and eventually found the enjoyment I knew from participating in Ludum Dare.

As soon as I got the idea, and had it worked out a bit, I realized how similar this was to one of my previous Ludum Dare games, One Take. You play something according to a script, and get a review for it. Instead of trying to hide that, I decided to accept that fully, and make use of it. I decided to make a sequel (or rather prequel) to One Take. While making the game I wasn’t really sure if this was the right thing to do. One Take got #1 Overall, and I thought people might think I want to use that to my advantage. All by all I kept going, and finished a game I’m happy with.

What went right?

  • I got the idea rather quick
  • I didn’t get any super big bugs that annoyed me for hours (though I think there still is one in the game.

What went wrong?

  • I still suck at programming, the code was a big mess.
  • I wasted a lot of time on Twitter and xChat, I always ended my livestream quickly as I felt it wasn’t working. I’m going to try to focus on the game only next time.
  • Trying to come up with acts. I might have been able to make a 4th act, had I worked harder, but I wouldn’t know what to do as 4th act. There aren’t many famous plays besides Romeo & Juliet and Waiting for Godot. Like, maybe Hamlet. But there isn’t a particular famous scene in Hamlet.

In the end

With a bad theme, and a concept that is similar to an old one (of mine), I wasn’t enjoying this Ludum Dare as much as the other LDs, but still had quite some fun.

Thanks for reading! I hope you enjoyed the game!

Do you want the results?

Do you want the results?

Press the heart icon under this post or write a comment!!!!

 

Comments

Lynx
30. Dec 2014 · 00:15 UTC
DO I “want” the results? I want to see the results, I may not want to accept them hahah! 😀
Terrabalt
30. Dec 2014 · 00:33 UTC
Nope.avi
Topaz Studios
30. Dec 2014 · 00:34 UTC
Still winning btw – we have 26 likes

Thanks to all!

Thanks to everyone who participated in this Ludum Dare and the people who make it possible!

 

. . and thanks to these games which made our list of favorites this Ludum Dare.

Silk – A relaxing puzzle game that will calm even the most stressed developer.

Spacebank Heist – Steal space money, don’t get space murdered by the space police.

Bugged Out – Play a classic game and avoid getting bugged out.

birdsong – A great platformer that will make you want more and more as you play.

 

These are just a few of the many awesome games out there this LD I encourage you to go try as many as you can!

and for those that haven’t seen our game Fight, Because!  Go check it out HERE.

 

The “STARS” are you guys! You guys rock!

This first Ludum Dare has been amazing!

Thanks to all who helped give such great feedback, support, and ratings!!!!!

Layout issues

Looks like the layout needs a little tweaking…

 

ld layout error

Comments

30. Dec 2014 · 02:12 UTC
I think your font might be zoomed in, but I’ll double check on my Windows machine.
30. Dec 2014 · 12:45 UTC
I’m on a different computer at the moment, but I tried zooming the text up and the whole page scales correctly — not sure if you changed anything overnight, but in any case it seems to be better today.

Dungeon Post-Mortem

Hello everyone!

This game was really bad, so I had to do a post-mortem to point out all of the things I did wrong.

What I did well

Not much, really. The audio was quite good, but otherwise, the game was pretty bad.

What I did wrong

  • Graphics The graphics on this game are really bad. Low-quality, stretched images, cubes representing the enemies and the player. Il’ll never be an artist, I’m a     programmer, so I wasn’t too suprised with how graphics turned out.
  • Enemy Paths
  • The enemies always did the exact same thing. They went in a straight line towards you, always starting from the exact same position. I should have made four spawn points and the core in the center of the screen, with some enemies aiming for the player, some of them aiming for the core and some of them shooting at both. In the first version of the game, the enemies were all going for the player, and I really didn’t find it fun to play. I found the boss to be a bit more difficult to defeat, but I should have made it a lot more complex.
  • Target Size
  • Some of the people on my entry page said that the targets were really small and that they were a pain to hit. After playing the game again, I noticed that they were right. I really should have made the basic enemies a bit bigger.

Why was it so bad?

  1. I lost the whole first night and a bit of the first morning because of Unity. I was considering switching to another engine, which I never used before. I finally decided to go back to Unity, but I should definitely choose my tools more carefully next time.
  2. I wasn’t motivated to make this thing. As soon as the theme was announced, I started panicking because I thought that it was really bad. I didn’t have fun making this game, which explains most of the problems, in my opinion.

What will happen to Dungeon?

I am probably going to make a free iOS version which fixes most of the issues, mainly to practice with SpriteKit. Honestly, I don’t think that Dungeon has any potential.

However, my studios and I are announcing a new game on our website on January the 14th, so if you’re interested, stay tuned to http://voblestudios.com and our blog.

Comments

Mixer
30. Dec 2014 · 07:49 UTC
What you did well:

-Participate

-Have a shot at a challenge that is quite hard

-Improve your skills, even if you don’t realise it

-Write a post reflecting what you can do better

Node Alpha

Thanks all for your comments and participation. See you later ++

Coolness 100% #326 Graphics(Jam) 3.64 #419 Audio(Jam) 2.93 #534 Overall(Jam) 3.18 #544 Mood(Jam) 2.99 #572 Innovation(Jam) 2.93 #628 Fun(Jam) 2.89 #790 Humor(Jam) 1.90 #993 Theme(Jam) 2.27

#42 Overall… I won!

Believe it or not but here are our estimations for our Overall rank :

  • Tavrok – #26
  • Repstyle – #96
  • Me (Argl) – #42 \o/

LD Ranks

Thanks for rating everyone!

Comments

Mixer
30. Dec 2014 · 07:26 UTC
Great job!

Thanks guys! :)

This is why I love Ludum Dare… Improvement. My scores are nothing to rave about, averaging about 2.5, so nothing flash, but much better than my previous entry.  Last time I didn’t get told my scores, there really was no mechanic, and it was a boring game.

Left: LD31 Right: LD 27 
Thanks for all your help guys, this community is also. I hanged out alot on IRC and you are all so helpful and friendly :) I hadn’t made barely any games between these entries, but Ludum Dare has inspired me to make more. :)

The turnout

The results are out, and the scores for Landscaped Confinement are quite an improvement over my first LD entry. Due to the new rules set in place that are designed to offset biases with regards to assets made before the 48-/72-hour periods, I wisely removed the audio category from my voting canvas due to my use of a Japanese royalty-free background song for the entry.

photo Clipboard01-2.png

To the guy who suggested to ignore the rankings and look instead at the actual scores, kudos to you. There were more participants in this iteration of the Dare, anyway. As for the highest-scored categories, namely the mood and theme categories, I truly did my best in sticking to the literal and metaphorical interpretations of season 31’s theme, as stated in the read-me file of the game package.

As for the lowest-scored categories, you should understand that not all visual novels need to have choices as a mandatory mechanic. There is a subset of visual novels called kinetic novels, which follow a truly-linear story structure. Have you tried Planetarian on Steam? This title, from the makers of Clannad, is an excellent example of the kinetic novel and is undoubtedly one of my inspirations for making visual novels in the first place.

With that, I am looking forward to Global Game Jam, my first major event for 2015. And if you like my two LD contributions, help me fuel my future creations by supporting me on Patreon.

Happy New Year, everyone.

Cross-post: http://jollysword.livejournal.com/142641.html

Ratings!

Whoa, the third most exciting moment of every Ludum Dare has come! Lo and behold, the ratings! Let’s see how my humble game did this year.

Coolness 62% #36 Mood(Jam) 4.00 #201 Theme(Jam) 3.89 #223 Audio(Jam) 3.38 #285 Overall(Jam) 3.47 #416 Innovation(Jam) 3.17 #562 Fun(Jam) 2.97 #566 Graphics(Jam) 3.14

Alright, this looks like a good ludum dare. My main focus on mood paid out, since I’ve finally broke the 4 star barrier in a category. This is enough to celebrate! Next time though I should focus more on fun cause it seems like a sticking point of mine.

Here is a little graph of my 2 year progress.

 

results fullmontis

 

I’m really happy of the progress I made. It looks like there has been a steady improvement. My purpose for the next ludum dare is to break more into the 4 star section, and hopefully if I don’t waste my time stupidly like usual maybe I can too!

I want to thank everyone involved in this Ludum Dare, admins, creators and players. THANK YOU! This is getting better and better every time. Can’t wait for April!

 

PLAY MY GAME, BEHIND THE FOG!

 

CHECK OUT MY OLDER GAMES IF YOU WANT!

 

Tags: html5, motivation, results

Comments

pht59x
30. Dec 2014 · 16:18 UTC
“It looks like there has been a steady improvement”:

Maze Escape Post-Mortem

Ludum Dare #31 is over! I wanted to do so much more stuff, write a post-mortem and update my top-games lists and rate more games, but then Christmas preparations and university knocked on the door and said “Sorry, Gins, but you have to invest your time in us instead of LD!”

I still played a couple of games here and there but I didn’t get around to write these two blog posts within the voting time frame :(

I’ll try to make up for it now though, so first comes my post-mortem and in a later post I’ll sum up my favorite games of LD#31.

Post Mortem

For reference, my entry

 

This is my first one, so I hope I’m doing this right. I’m just going to go through the big chunks that make up the game one by one and point out what went well and what didn’t go that well. Every Ludum Dare starts with…

The Theme

The theme was a bit off-putting in the beginning, and I know I’m not alone with this statement, especially in the first couple of hours of this Ludum Dare. “Entire Game on one Screen” is a difficult theme because it’s so easy. And that it is so easy makes it difficult.

You see, “Entire Game on one Screen” has a myriad of already existing games that would fit it, starting with the very first computer games like Space War, Pong, Space Invaders, Tennis For 2 etc. Games that take place entirely on a single screen are what most game developers start with, so it’s not really a theme that forces originality as you can do pretty much everything on one screen, as long as you limit the scope. Platformers, puzzle games, point and click (I wish I’d have found more of those), strategy games and what have you.

So my first thought was: “I want to make a game that you usually DON’T find on one single screen.” That led to the idea for a metroidvania in which the screen constantly expands to show the entire map, making it harder to see where you are and what’s going on the further you progress. In the end, you would really have the “entire game” on the screen and look back on what you have achieved and feel good about it.

All in all, I was very happy with my interpretation of the theme, and the ratings I got for it confirm that I went in the right direction.

That the view expands constantly leads to…

The Graphics

For a game in which the main character ends up being ~4×4 pixels I felt it was a good idea to choose simplistic graphics that you can distinguish by their color or shape alone. The things should become smaller, yes, but not turn into a guessing game. I think the keys are perhaps the worst offenders to this design philosophy, especially the yellow one.

I wanted to add at least some special effect animations to the simplistic graphics but I barely managed to get the main game done in time, rushed the level design a bit towards the end and barely finished before the compo deadline. I was really happy about the one extra submission hour.

So what does this say about my…

Time Management

It was mostly good. Much better than last time, because I did not overestimate my time and I had a prioritized list of what I want to add and what not. I knew I won’t be able to add everything and I felt good about the things I had to cut. Let’s see how that affected the…

Game and Level Design

Enemies didn’t make it in but I didn’t miss them because I felt my game was already frustrating enough without the threat of death. Instead it’s a pure platforming challenge. I wanted the player to start out with a simple move set and learn new moves one by one, metroidvania style.

I avoided to handhold the players. This is a platformer puzzle, which means figuring out how to chain your moves together in order to pass tricky gaps is the meat of the game. All I did was tell the player that they got a new move and how to execute it, but then designed that section in such a way that the player is forced to figure out what the move does before advancing. In difficult spots I also gave hints by level design. I put red brick blocks close to situations where a dash attack was required and the player may have forgotten about it.

I was aiming for a smooth difficulty curve, but I think there may have been a bit of a spike after the red lock block.

I was also considering to allow the player to jump off the maze in the end of the game, but i decided it would be to cruel to have players die a few meters before the end when the rest of the game features no death, so I put an invisible wall there.

Unfortunately I can’t think of a good transition to talk about…

Sound and Music

My goal of adding sound effects has been met. Music not so much, as I’m not at all a composer. Also some people complained about the one or the other sound effects being grating to the ears. Thank you to those who pointed it out, I’ll make some new sound effects for a post compo version. Until next LD, I should probably dabble a bit in the arts of composing or music generation.

So with all this discussed, what does this say about my…

Goals

In my “I’m In” post I said:

“My personal goals for this LD:
– play and rate more games than last time
– Improve time management
– have sound effects
– get better ratings than last time
– rank high enough in one category to be featured in the final results
– win”

So how did I do?

Quite well! I played and rated 100 games, which is what I wanted to do at least and is more than the 80-something of last time. I Improved my time management, as mentioned above and my game does indeed sport amazing sound effects made with bfxr.

And ranking goals?

I improved in most categories, in particular in the overall ranking I finished in the top 50 this time (42nd)! Yey! And I ranked high enough in theme to be featured in the final results as well (20th), so it’s two categories even! Thanks to all the players who made this possible!

But most importantly, it’s not only the rank that improved, but also the star ratings.

Unfortunately I didn’t win. But hey, there’s always next Ludum Dare!

Conclusion

I’m actually quite satisfied with this LD, and excited for the next one. Nothing went terribly bad, I didn’t really overestimate myself so nothing that I didn’t accomplish came as a surprise to me. For April, I’ll have to improve my preparation so I can accomplish more in the 48 hours, perhaps participate in Mini LDs and I might learn how to produce music one way or another.

Stay tuned for my promised later blog post in which I update my list of top games that I’ve played.

Results comparison between my first entry (LD27) and this one.

This has been my second entry in Ludum Dare, while my first entry was for the LD27. I’m going to do a compartison between the results of those two to analyze how I’ve improved. I think that it’s important to say that I only had one day to do this entry, while I used the two compo days for my first one. I also was very unexperienced in computer programming when I did the first one; I also used a different software that required less programming. (Adobe FlashPro in LD27 vs. Haxe+OpenFL in this LD)

Overall:

LD31: 2.78 (#958)
LD27: 2.75 (#850)

Well, it looks I’ve improved very slightly on this one! My original LD27 entry (of which I did a post-compo version, BTW) had gameplay flaws, such as having a very annoying level you had to repeat each time you failed and not explaining certain important things. This time, I think I’ve also had some mistakes: some people have said the game was very confusing, others said it did not feel like it was a game because it just had you waiting until you unlocked things… I still have many things to improve as a game designer.

Innovation:

LD31: 3.44 (#333)
LD27: 2.57 (#847)

The idea in my first LD was not very original: using different minigames in a succession with timing to do certain thing has already many games with it (WarioWare…). I think there were other games in LD that used the same mechanic, too.
In this occasion, I thought about taking the theme in a way that implied that the game depended on the screen, and not just the game being on the screen.

Fun:

LD31: 2.52 (#994)
LD27: 2.71 (#730)

…and althrough innovative, my idea wasn’t really fun (and I was almost out of the top 1000). Or at least it wasn’t well implemented: someone commented that the game lacked of interaction of the player and the waiting made it very boring.
My first LD entry was the opposite: the player had to react quickly and correctly in order to win. For the next LD, I’ll take into account the importance of player interaction.

Theme:

LD31: 3.8 (#311)
LD27: 3.46 (#281)

The theme category was the highest rated one of both games. As I already explained in the innovation part, in the other LD I took a literal interpretation of the theme while in this one I did something more original.

Also, I’m realizing that the ratings in general were lower in LD27, because even though the number of compo entries have been lower this LD, I’m getting a lower ranking for a higher score. Does that mean that the low ratings in my previous LD entry have more value than the high ones in this LD? I thought I had improved D:

Graphics:

LD31: 2.11 (#1111)
LD27: 1.79 (#1135)

If it’s not because everyone has decided to give higher ratings in this LD, I don’t understand how I got a superior score this time. This LD entry only has as “graphics” some badly-drawn screens with a simple background. The other one had… a curtain effect, some circles with colors, ehmmm… The graphics in both games are terrible, but I would say that I did better in my first LD. I think I’ll focus more on graphics on the next LD, this has been the lowest ranking category in both games (not counting coolness)

Audio:

LD31: 1.81 (#901)
LD27: 1.6 (#904)

Again, other category with a higher score that I don’t think it deserves. The audio in both games is extremely poor; my first entry had 2 sound effects (one for winning a level and other for losing it) and this one only has sound for static. Now that I look at my comments in my LD27 entry, someone linked to a music generator that could have been useful. Oh well, I’ll try to remember it for the next LD.

Humor:

LD31: 2.84 (#335)
LD27: 1.63 (#896)

I think the reason the score is significantly higher in this entry is because I mention kittens and pizza in a silly way… I wouldn’t consider that “humor”, but looking and how high it has ranked with a low score it seems like there’s not too many games to compete with in that category. BTW, the game had for a while in its description the word “leopard” instead of “keyboard”. That’s because I installed a extension that switches those two words and didn’t remember to turn it off when I wrote the game description…

Mood:

LD31: 2.59 (#846)
LD27: 1.44 (#1077)

I don’t really understand what this category is supposed to rate… I guess the LD27 got a low score because the first level was really frustrating and that put the players in a bad mood. But the game gave you tips on how to pass the level you were stuck in, isn’t that supposed to be good for mood? Well.

Coolness:

LD31: 100% (80th based on http://ludumdare.itch.io/#sort=coolness . Top 100 YAY!)
LD27: 39% (#1422)

The bad score in LD27 is partially because for a while I didn’t know that you had to save the ratings in order for them to count… But anyways, I’ve played many more games this LD and I’ve seen and rated really nice ones. I’m glad to have this coolness score, not because of the shiny medal but because I’ve seen more games. Apparently, for next LDs coolness will also account your comments and your community activity. I tend not to comment in games because my English is not quite fluid, but I think I should focus more on doing it because developers deserve feedback for the work they’ve done.

Average score:

LD31: 2.74

LD27: 2.24

I would like to think as this as a big improvement, but now I’m doubting if for some reason the expectations in LD27 were higher. Anyways, I still have many things to improve. Let’s see how I’ll do in the next LD. And if someone has read this, I hope it serves as some kind of help.

Animal Rating

Here is my game rating, I don’t know if everyone could see, so I thought good to share :)

Rating

Coolness 100% #39 Graphics 4.22 #439 Audio 2.90 #446 Mood 3.05 #634 Humor 2.38 #644 Overall 3.12 #793 Fun 2.84 #1156 Innovation 1.98 #1211 Theme 1.62

Entry post here!

Comments

pht59x
30. Dec 2014 · 16:04 UTC
Construct2, ie not that much coding.

Ludum Dare Results Comparison

So the results are in! So awesome to see the final scores and see what games got in overall, and see where everyone else’s results are on the rankings. Since this is my third successful Ludum Dare, I thought I’d try a little comparing to see how much I did better (or worse) at this point. Then for future Ludum Dare entries I can then add in those results and probably build a chart to see my progress.

The Results

Ludum Dare 27 (Ten Seconds) – 10 Second Paper Flight

Ludum Dare 29 (Beneath the Surface) – Under Maintenance

Ludum Dare 31 (Entire Game on One Screen) – Glow Drop

My Comments

So while the ranking don’t appear to have changed, the average score for most categories has improved. The only category to have gone down considerably over the three LDs was Humor, although in fairness since my game wasn’t intended to have humour so I could’ve omitted the category. I’m also one of the people that got 100% coolness which is an awesome surprise, it means I’m (technically) listed on the results page. At the moment I’m balancing University work and turning Glow Drop into an Android and Windows Phone release as Glow Drop DX. So hopefully you might see more from me in the future?

Thanks for Ludum Dare!

Tags: coolness, Glow Drop, LD27, ld29, ld31, Overall, Rank, rankings, ratings, results

Comments

pht59x
30. Dec 2014 · 12:51 UTC
A game needn’t be successful on LD to work elsewhere. Again congratulations and good luck with it!

Woohoo results!

Wow wow wow…really happy with my games ratings!
a lot of improvements over my previous 2 entries.

thanks and congratulations to everybody for participating in LD

a big round of applause from here…keep it up!

humanexperiment-post
also a thank you from mr. grey from the post-jam intro

Comments

pht59x
30. Dec 2014 · 16:10 UTC
Unity
Robber
30. Dec 2014 · 17:22 UTC
thanks dude! but what do you really want to say ?

if you want to make a point, why not write a post or give me something to respond to..
Robber
30. Dec 2014 · 20:52 UTC
thanks for your reply, but what do you mean with ‘the risks’ ?

I do not really see the link with the LudumDare competition here.
Robber
30. Dec 2014 · 23:03 UTC
I think your statement that the people do not think code is important is a bit of a sad generalization.

It’s not hard to see if someone has put some love in making their game despite what tools they used. The same goes for programming art/skills: the people who rate the games also make the games so I don’t think there is a lack of respect for that. I Guess you do not see these engine’s can also be a great learning tool to actually learn to code, and people can/will transition to other languages. I agree the voting system is not perfect, can it be ? there is always room for improvement.

Dabug LD31 Results

#47 overall for my first LD? I’m beyond humbled. Thank you to everyone who has (and hasn’t :P) played my game. It was an absolute pleasure playing all your games too! I’ve loved game development for many years and when I stumbled upon Ludum Dare three weeks ago, I was amazed to see there was such a big game development community out there. Finally, congratulations to all participants – I was so inspired by the level of talent and innovation! Can’t wait for LD32!

Dabug says thank you :)

Comments

pht59x
30. Dec 2014 · 15:54 UTC
LD is no longer what it used to be 5 years ago: too many people are jumping onto the Unity bandwagon. Today, the emphasis is less on coding and more on graphics (I tend to think).
Devark
01. Jan 2015 · 05:01 UTC
@pht59x, well I didn’t use Unity, but if people can make awesome games with Unity, all power to them! Also, graphics and design are very important for games too. Arguably, it’s more important than the coding, as long as the coding isn’t sloppy or buggy and works smoothly. I do want to point out design is not the same as graphics though. Complicated code may lead to a satisfied programmer/developer, but ultimately you have to think about the audience, the gamers, who will eventually play your game. If you’re a talented coder, all kudos to you, but it’s almost useless if you don’t also have some sense for design. Most coders tend to develop that sense though, and to have both programming ability and a sense for design is a skill combination that I really admire. Of course, that’s why collaborations are always good as such talents are often hard to come by. Great game developers are given way too little credit imo! Personally, I think games should try to focus more on a meaningful narrative too. :p

Ludum Dare 31 result data (JSON, CSV)

I scraped the Ludum Dare 31 results by using an updated version of this: https://smashware.com/articles/2014/09/15/everyones-ludum-dare-30-results

Here are copies of the data so that we don’t waste unreasonable amounts of website bandwidth:

Comments

30. Dec 2014 · 13:18 UTC
yee

Ludum Dare Results Compilation

MadameBerry’s Ludum Dare Results Compilation

Results from Ludum Dare 24, 25, 28 (jam entry) and 31.
I’m really glad I’m seeing a steady improvement event to event!  I feel like I’ve been improving, too.

To be honest, I should’ve opted out of the “fun” category for this most recent one.
Overall though, I’m super happy with it!  Nice I made a top 30 in one, and top 100 in two categories!

My first Ludum Dare over

Thanks to all the people who played my entry. I agree with the results. It was incomplete and too difficult to really enjoy.

I did upload a new version with some gameplay fixes. I sorted the bees by their x value before sending them to block the bear. This spaces out the bees more evenly.  The buy area now works. The bear can buy a permanent special ability to freeze one bee for a short duration. This ability can be activated using space bar.

I look forward to the next Ludum Dare. I will most likely use the same tools. Next time I should be faster at finishing the game. I understand javascript and the Phaser game framework better now.

Good luck to all of you on your endeavors.

Comments

pht59x
30. Dec 2014 · 15:50 UTC
Let’s hope you’ll stick to your guns and you won’t jump onto the Unity bandwagon.

STS Results

Results are in

So i spent the night like most of you, strangely nervous and impatient awaiting the release of the results. When they were posted up, i hesitatingly clicked to find out how i had done.

Ratings:

Coolness 81% #384 Graphics 3.37 #630 Audio 2.58 #698 Mood 2.77 #723 Overall 3.04 #723 Fun 2.91 #1107 Theme 2.86 #1109 Innovation 2.16

I’m not sure if “proud” would be a great word to use for my descriptive of how i feel about the results,  Some categories i expected to do low in,  Innovation for example.  others i was quite pleased with my placement for my first LD and game ever,  Graphics and Overall / Fun for example.    I try not to focus to much on placement, there were so many entries for December, so many amazing games.

To achieve  3.04 overall for my first ever game, i have to say, its not to shabby, sure it would have been nice to have achieved more, but to achieve that with the simple idea i had is nothing short of surprising to me.  

I still believe i played it way to safe, i should have pushed a little more, so that’s my plan for April, to up my ratings on innovation and use of the theme. 

Final Comments: 

This has been one hell of an experience, and whilst it would have been nice to have a one hit wonder, right off the bat, i prefer having an opportunity to grow and develop my “skills”.  So watch this space people. I’m coming for you! haha.

I still plan on working on a January release of STS, which i know will be an improvement on the LD31 release, going to use my ratings to develop the game into something more,  I plan to keep my blog updated on progress (please comment if you would like a link to that, i don’t want to just go ahead and link it).

Congratulations to the top 100 games and congratulations to everyone else, Regardless of ratings, what you and I achieved in getting something playable out in the time given.  Its a win in itself.  

Thank you to everyone who rated and played STS.
TheScragglyMan

Comments

pht59x
30. Dec 2014 · 15:44 UTC
“Now i’m hoping to move on to different platforms, unity…”

Bionic Bliss results!

It was a great joy catching up on the results today! Here’s how Bionic Bliss did!

Audio(Jam) 4.53 Coolness 73% #6 Humor(Jam) 4.31 #9 Overall(Jam) 4.24 #11 Theme(Jam) 4.47 #14 Mood(Jam) 4.22 #41 Fun(Jam) 3.92 #46 Graphics(Jam) 4.45 #50 Innovation(Jam) 3.99

Right from the start Richard and I said we weren’t particularly fussed about making something that would be highly rated, but rather just wanted to have fun. We did say that that if we had to do well in anything, we would hope it would be humour. And so, we’re understandably very happy that we placed 6th in that category!

Beyond that, I’m blown away that we got a spot in the top 10 overall! And so happy for Jaysong that his sonic wizardry won the silver medal for audio!

Thanks to Dizzy, Anja and Kyle for lending their vocal chords to our cause. Thanks to Ben (of Raptor Polo fame) for proof reading our mountains of dialogue. Thanks Evan and the Free Lives gang for hosting the jam and special thanks to all the MGSA friends who’s high fives and sparkling company made for the most excellent game-making environment!

Thanks so much to everyone in the LD community that played, rated and commented on our game! Your feedback was massively encouraging. Discovering that you threw so many stars our way was as a huge honour. It’s fantastic to be able to participate in a uni

Extra special thanks to the rest of Team Lazerbeam. Richard and Jason, you boys were the greatest jam buddies a dude could ever ask for. Can’t wait to make more magic with you both soon!

Tags: alright!, Bionic Bliss, Make Games South Africa, Team Lazerbeam, uh huh!, woo, yeah!

visibility zero results

ENTRY | WEB | DOWNLOAD (42mb)

 

screen1

 

Ratings

Coolness 95% #30 Innovation(Jam) 4.10 #30 Mood(Jam) 4.05 #30 Overall(Jam) 4.05 #39 Theme(Jam) 4.29 #39 Graphics(Jam) 4.48 #43 Audio(Jam) 3.98 #379 Fun(Jam) 3.22 #521 Humor(Jam) 2.56

 

This is our first LD, woohoo.

Thank you for your support and Happy Ludum Days :)

 

Molecats Team,

www.molecats.com

Beyond my expectations

Hello everyone! Judging has ended and I am really satisfied with the results. I’ve made some estimation before and besides the fun category I have ended beyond my expectations. I’m aware that my game isn’t very fun to play though. I didn’t manage to implement real game mechanics during the compo, yet I’ve made great foundations. If I found some time in the near future, I will try to expand the game to be as planned. In the table below you can see comparison between results, my expectations and results of my previous LD entry.

Ludum-Dare-Results

Anyway, this was my second Ludum Dare (my first was #23) and I can see significant improvements. I am really looking forward to the next one! If you didn’t already, you can still play my game here. Thanks everybody and cheers!

Turn-based Strategy, anyone? :)

Hello all! (This isn’t strictly LD-related, but I’m super excited about it. 😀 )

My new turn-based strategy game Knights of Aira was published on the Google Play store this morning. It’s a retro-styled game inspired by Fire Emblem and Advance Wars. Check it out if you have an Android device! :)

Screenshot for the curious:

Google Play link: https://play.google.com/store/apps/details?id=com.falcontechnologies.KnightsOfAira

And the winner is…

NOT ME :(

Well 😀 this is my first entry, and second game ever so I kinda won as i got #202 overal, #176 fun and #174 innovation which isn’t that bad I guess, considering the amount of games in competition. I dont really know what this coolness award is for, but I think I won something (a medal/coin) :D.

results

// yeah, I know, I lost an M in theme ;D

Anyway, it was a great expirience. I learned some new stuff while working on my game and also learned some cool ideas playing other games.
Next time I will try to compete in Compo. This time I didnt really know what this is all about. I finished my game way before compo deadline ( i did it in ~20 hours) but I didnt have any music so I tried to compose something by myself on third day, but I failed so I used someone else music. If I knew I would not be able to compose anything I would just use this music and upload the game in compo deadline. Well, next time I will know how it all works.

Thanks to all for votes and for playing my game. I hope you liked it.
If someone missed it and despite of low result would like to try, >> here you go <<.

Looking forward to next LD.

Cheers

screenLD3

Comments

Ovidios
31. Dec 2014 · 15:13 UTC
The coolness just tells you how many games you’ve rated. ^^

Noice results here!

Thank you everyone, it has been a great Ludum Dare!

My results were far better than the other two LDs I’ve participated in. #111 in Theme and #193 in Innovation, that’s awesome and just gives me motivation to aim for the top 100 next time!

Ratings

As I participated in the jam this time, without a team and made all stuff myself as if it were for the compo, I think these results are pretty good. I made some nice stats below, comparing how I did my previous LDs:

 

Stat 1: Fixed Ranking

Top percent calculated as #Ranking divided by total entries for each LD compo/jam.

Stats ranking LD31 SK16 Games

 

 

Stat 2: Score

Just the raw score – 1 to 5 stars.

Stats score LD31 SK16 Games

 

 

Oh! And you can play my game here:

Old Game on an Old Screen

SK16Games_LD31 thumbnail Game Jolt

– See you all in April! (hopefully)

Tags: graph, graphs, ld31, post-mortem, results, score, stats

Announcing My New Game

After finally getting most of my other game projects done, and finished procrastinating, I’m proud to announced development of my first multiplayer MMOFPS game: Interesting guns. For now there’s not much to show here because development started today, but here is a image of  one of the starter weapons: BigBoyBazooka

Comments

Germanunkol
31. Dec 2014 · 07:59 UTC
This is the mandatory “don’t do MM games as an indie”-comment:

My scores and my congratulations to all the winners

 

 

 

 

 

 

 

ludum dare 31 scores

 

That’s my score. I think that I haven’t make nothing so bad, all those scores have passed the 50% of the scores, even if some of them doesn’t deserve it. Now I’ll say what I think of every score:

Theme: Well, I know that so many people hated the theme this time, but me, instead of hating the theme, I hate the way the most people (including me) implemented it. We used the theme as a handicap, as a limitation of our screen, when “entire game on one screen” can mean a lot of things more. And also, every game is in one screen, even if it have views or other stuff like this. Anyway, some people sayed that I used the theme in a great way. Maybe it’s because I tried to demonstrate that a fixed view isn’t always a limitation, with it you can make a great platformer.

Fun: So people (here and in other websites) sayed that the game is addicting. In fact, I think that that’s the most addicting game that I made. May I’ll use this gameplay in the future.

Overall: I’m happy with this score, that’s for me the most important category, because it doesn’t indicate if I’m a good artist, programmer or musician it says if I’m a good indiedev in all th things (or a great team for some people).

Mood: Yeah, I know, my game is frustrating :P. But I’m not sure what this category means at all, so I can’t really comment it here.

Humor: I wasn’t pretending to make a funny game, LOL. Anyway, maybe someone understanded the joke about mr, ducka nd the room0 (room’s default name in game maker: studio and maybe in some more programs). And may someone found funny the graphics. The next time I’ll make a really funny game.

Graphics: It seems that people here likes my gameboy-vntage style. And yes, this time the resolution is higher that the gameboy one, but it would be so difficult making the game even with a smaller level.

Audio: I think that I don’t really deserve it at all. My game only have a few sfx, because I haven’t tme for music.

Innovation: This is the only score for what I expected a bit more. At least more than the audio category :P. But anyway, my game only innovates in some mechanics, it’s a classic platformer.

Well, now I want to say thank you to everyone who voted my entry. I loved the whole jam, I received loads of feedback, even more that the feedback I receive normally in Newgrounds. I love that here most f the people that plays a game comments it, and how of kind is everyone. Also congratulations for the top 100, those are great games!!!

Cell #327 – results

Cell #327 Results

Well this LD was pretty cool. Thank you, everyone who voted and / or provided valuable feedback :)

My results, compared to my LD30 entry, are better in every single category, except for innovation. I kind of expected this game to be considered at least somewhat innovative, as far as LD games go – I haven’t seen too many point ‘n clicks. (Resizing your browser window, on the other hand, … eh.)

Anyway, bitter feelings aside, just like with every single LD entry ever, I want to finish it one day! And I probably never will. But here’s to hoping. :) I am, however, working on someone else’s Post-LD game. Wish us luck!

Looking forward to the next LD!

(mirror of this blog post)

Tags: results

Final confirmation that we are in fact working on a post compo version!

Me, Brad, and recently Squid4Life have joined forces to create a post compo version of our endless runner Duck, Jump, Die! for mobile.

This game is going to be drastically different from the ludum dare game, made completely from scratch in an entirely different language, and will have loads more content!

We’re shooting for a March release, but nothing is currently set in stone.

To follow us along for the ride, make sure to follow our brand spanking new twitter account, @RealTeamOmi!

My results for LD31 and HeShe !

Oshter Fisher – LD31

Very happy with the results, I’m sad I had not much time to test all your games.

Coolness 67% #7 Audio 4.16 #21 Mood 4.10 #24 Graphics 4.31 #385 Theme 3.73 #398 Innovation 3.34 #529 Overall 3.22 #867 Humor 1.92 #1112 Fun 2.26 ———————————- HeShe – LD30

Here is the link to steam greenlight, I’m at 2200 votes atm, about 50%, would be exceptionnal if all ludum dare people could vote.
http://steamcommunity.com/sharedfiles/filedetails/?id=346407779
(yes I’m gonna change the game name ;))

Comments

Geckoo1337
31. Dec 2014 · 21:32 UTC
I did. Good luck ++

Need Help, Can’t Figure Out What I Will Do Next LD

This Ludum Dare was my last one that I use Game Maker Studio. In the comments could you leave your suggestion. Do not suggest Unity.  And yes I might try out engines you guys have built for previous Ludum Dares.

Comments

31. Dec 2014 · 19:41 UTC
Try Löve2D. You won’t regret it.
DinoD123
31. Dec 2014 · 20:07 UTC
Use GameSalad or Construct 2. I personally prefer GameSalad, but I have used Construct 2 in the past.
31. Dec 2014 · 20:25 UTC
Depends what you prefer and what you feel comfortable with, really.
Knowledge
31. Dec 2014 · 21:42 UTC
Well, if you think programming is OK (for you) you could use Python with PyGame.
31. Dec 2014 · 22:13 UTC
I was actually in a very similar state at the end of LD24.

What I did seemed to work out very well – take a while off. I skipped 5 LDs learning Java, and by LD29 I was able to participate with a pure Java AWT/Swing entry.

I then used libgdx in LD31 – this is really useful, since you can export JavaScript, Android, iOS and desktop apps from the same codebase, and 2D and 3D are both supported, so I’d highly recommend picking that up. If you deploy to HTML/JS, people don’t need Java installed to play in browser, and you can use packr if you want native applications that run without Java installed.
pht59x
01. Jan 2015 · 05:58 UTC
Like you, when I was still using Windows, I once bought Game Maker. I spent a month with it and forgot about it: 1) Having to depend on some black magic box was unbearable. 2) I would have had to give more money to solve the deployment problem through yet another better (more expensive) version of GM. For that same reason, I have since kept away from all these alluring nice engine (Construct2, Unity…). You make a game in no time, with hardlly any code. Great! Your game will look and feel alike so many other ones. But you’ll have to obey by their rules and when they change them you’re stuck and either have to pay more money or have to start elsewhere again. Go for any MAINSTREAM programming language: C++, Java…. Even scripting languages such as Python or Ruby also work. With regard to solving once for all the deployment issue: the HTML5/JavaScript pair can take you a long way. Indeed, JavaScript is not easy. The language is a minefield. But when it comes to asynchronous and event-based programming (and games are nothing else), JavaScript is unfortunately a good choice. You will also find many game-libraries: CreateJS, Phaser… If, like me, you hate JavaScript when using it, you can used something like CoffeeScript and make your programming experience more like Python or Ruby.

Decided with Love2D

Thank you for those left a comment. I forgot to put in that I known python and pygame for 3 years. But I am going with Love2D for my next Ludum Dare.  Just wondering what are some good tutorials for Love2D, I already know Lua kinda.  Just leave a link to the tutorials in the comments.  Can’t wait !!!  106 days

Comments

Ovidios
01. Jan 2015 · 00:15 UTC
I’d recommend just looking at examples, making something and then just reading through the wiki and the forums while looking for solutions. At least that’s how I started developing with LÖVE. ^^
pht59x
01. Jan 2015 · 06:00 UTC
Like you, when I was still using Windows, I once bought Game Maker. I spent a month with it and forgot about it: 1) Having to depend on some black magic box was unbearable. 2) I would have had to give more money to solve the deployment problem through yet another better (more expensive) version of GM. For that same reason, I have since kept away from all these alluring nice engine (Construct2, Unity…). You make a game in no time, with hardlly any code. Great! Your game will look and feel alike so many other ones. But you’ll have to obey by their rules and when they change them you’re stuck and either have to pay more money or have to start elsewhere again. Go for any MAINSTREAM programming language: C++, Java…. Even scripting languages such as Python or Ruby also work. With regard to solving once for all the deployment issue: the HTML5/JavaScript pair can take you a long way. Indeed, JavaScript is not easy. The language is a minefield. But when it comes to asynchronous and event-based programming (and games are nothing else), JavaScript is unfortunately a good choice. You will also find many game-libraries: CreateJS, Phaser… If, like me, you hate JavaScript when using it, you can used something like CoffeeScript and make your programming experience more like Python or Ruby.

I need Help With Love 2D

How do I run the game. I have done everything the website had. And it is still saying “no game” in the window.

Comments

YourLocalFax
01. Jan 2015 · 14:55 UTC
That means it can’t find your files. If you’re running it from the folder, make sure it’s the folder the main.lua file is in. If you’re running from a .zip file (Yes, it must be a .zip if you’re compressing it) again make sure the main.lua is directly inside.
rd127p77
01. Jan 2015 · 16:57 UTC
Thank you for your response

Thanks for voting my game!

I am very surprised I reached 17th place on my first LD!

You guys are great, thanks a lot!

I loved participating. Can’t wait for the next Ludum dare!

Congrats to every one else that made a game!

Here are my ratings:

ratings

And click HERE if you want to play my game (Walk to the door).

Thank you everyone and happy new year!

The Biggest Snowman – Ratings Breakdown:

Play Me Do? Why Certainly, –> RIGHT HERE <–

Fun #163 – 3.58 / 5.00

Was it fun to make? Yes, yes it was, I really enjoyed making this despite my somewhat reduced time available.
I’m surprised it ranks so well in this category as a lot of bits are clearly missing from it.
With some decent refinement I should be able to get this playing well with multiple levels, better A.I. etc,etc.

Graphics: #194 – 3.73 / 5.00

Yay! In, or around the top 15% for Graphics is good for me!
I really enjoyed making the snowmen do their lil waving, throwing, movement and death animations after some quick modelling and rigging.
The GUI came together fairly quickly and limiting my fonts made sense through it all.

Overall: #298 – 3.46 / 5.00

I’m pretty happy with this, the comments were mostly positive so something clearly went right.
It’s a rushed game and it shows where I missed important bits of polish, regarding GUI, handling, etc, etc.
I learned a fair bit about trimming animations down shortly after Ludum Dare which I’ll take into account next time!

Humor #304 – 2.90 / 5.00

Aside from the death animation of the snowman where his head pops off and that animation of him grabbing coloured snow from his butt.
I didn’t work on anything particularly humourous, maybe I just wasn’t in the mood? Speaking of which…

Mood #402 – 3.10 / 5.00

Not something I conciously concentrated on, aside from tying up the colours in the GUI to the game.

Theme #444 – 3.68 / 5.00

Eh? But it’s on one screen, lol JK, JK 😀
One screen just seemed to scream multi-player tiny game from the off and also, every theme was snowman theme to me by then :)

Innovation #637 – 3.03 / 5.00

Yeah, snowmen throwing snowballs isn’t innovation, it’s fairly standard, I usually have innovation as one of my lower marks in Ludum Dare though, no change here!

Audio #698 – 2.44 / 5.00

Yup I figured this along with innovation would be my weakest area.
I can’t compose to save my life unless I stumble across something through essentially pure luck inside Bosca Ceoil
Some quick SFXR stuff was all I had time for this time around sooo,yeahhh. not even any vocals 😐

Ohh, Just noticed that someone did a quick playthrough, that’s fantastic of them!

https://www.youtube.com/watch?v=2R6RcSPYEkY

Mosaic Generator

Hey , i saw some mosaics here and for a forum i now want to make an mosiac with the avatar files. I already downloaded them but no programm/website was able yet to use 5897 pictures (3408 png 2213 jpg 276 gif). Do you know a good free generator for 1 main image file and 5897 little images?

Comments

HolyBlackCat
03. Jan 2015 · 10:50 UTC
Can you tell us how you downloaded them? Or upload the archive somewhere and give us the link? Maybe someone will be able to make the program himself.

Ludum Dare 31 – Finale Part 1 – Top 2 Overall 72hr Jam Games

Decided to do something a little different than my regular Ludum Coverage. That means giving the top overall ranking games in each category (Compo & 72hrs) some more LP love. Diving into some rogueish inspired Escape Character & The Street Artist Stylings of 90 Second Portrait.

 

Escape Character by Zi

90 Second Portrait by Simon Larsen

 

Next on my Radar is the Top 2 in the Compo Category.

Tags: compilation, ld31, Video Showcase

So Jorge and I finally put this together and here it is:

The Making of Blockade: Ludum Dare 31 Timelapse

Best thing about this is how my hair gets everytime even messier.

Game development timelapse of our 3rd place in Humor category for Ludum Dare 31.

Music by Jorge Figueroa.

Looking for a new programmer!

I’m honestly not entirely sure if this type of post is allowed, so please forgive me if it’s not.

We have continued development on our ludum dare 31 game, and are hoping to launch for mobile devices in March. There’s one giant kink in this plan, though. We no longer have a programmer.

While I did the programming for the original game, I don’t have the knowledge required to do it justice. This is where the community comes in to play.

We’re currently looking for another programmer to join us (you’ll be using java with LibGDX). If you’re interested, contact me either via twitter (@DivitosGD) or on Skype(bkghwh).

Comments

03. Jan 2015 · 04:14 UTC
I have a better suggestion: learn more programming so you can do it yourself. I’ll give you three reasons:

My game from LD30, Visibility, now on Steam Greenlight!

black

Post-Mortem is almost at completion! While the game isn’t 100% finished, the Steam Greenlight page is up and running for you to all go and vote if you wish.

If you do vote, it would be much appreciated if you leave a comment saying what you voted and why, to help improve the game in the future c:

THE GAME IS HERE

Progress on OnTurned Characters

So this is the progress on the characters for the game:

Picture 1 shows a random character. That is what the artist drew to show me his view of the player, and some of his work. I explained a little 14-17 year old dude and a bit more cartoon-ey.

Picture 2 shows the boy. He drew that after in about 3 minutes on the track-pad of his laptop. I then explained how the characters should be bald and in their under-wears, since the player choose their hairstyle at the start and find clothes in the game.

Picture 3 shows the boy, with less sturdy shoulders, bald and bear back, with a shorts. We began discussing the female; curvy waist, smooth face, small nose, smooth legs, feeble feet (cat) less broad shoulders, and small brain ? JK you guys are really intelligent!

Picture 4 shows the first transition of the girl. The artist came to me for help on the fac, since he was stuck. I told him it should be kinda cone-looking to the chin, or pointy.

Picture 5 shows the girl finally the way we agreed, since he wanted to do it rough since it’d be unique to that of other games. I warned him not to miss out any space, since we’d need to colour them.

Picture 6 shows the 2 characters coloured. We stopped sharing photos then, and he’ll start doing the art of the different directions. Sometime when offline.

Do not worry about the head. Like I said, you can choose your own hair styles.

Also, there are of course clothes for males, and females. But we decided to make the males with animations with the female clothes (skirts) and females with male clothes (3/4 jeans) just in case. Since you know people, they’d wear anything, although it’s stupid, but we’re trying to stick to realism as much as we could. Does that idea sound good anyway?

Quick Plug: Meetup at Tech Valley Game Space

I promise I won’t spam about Tech Valley Game Space too much. Anyway, we’ve noticed that there were a few Ludum Dare attendants who both happen to live near the Capital Region in New York, and were interested in what we were doing. As some of you may already know, we hosted Ludum Dare 31 here as a physical location. What you may not know is that we do more than that: we’re actively building a game developer community here in the Capital Region. We have a meeting every Wednesday, weather permitted, and we’ve scheduled our first 2015 meeting at 6:00 PM, January 7th to discuss this year’s plans. Check it out on Meetup.com below:

#meetup_oembed .mu_clearfix:after { visibility: hidden; display: block; font-size: 0; content: " "; clear: both; height: 0; }* html #meetup_oembed .mu_clearfix, *:first-child+html #meetup_oembed .mu_clearfix { zoom: 1; }#meetup_oembed { background:#eee;border:1px solid #ccc;padding:10px;-moz-border-radius:3px;-webkit-border-radius:3px;border-radius:3px;margin:0; font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif; font-size: 12px; }#meetup_oembed h3 { font-weight:normal; margin:0 0 10px; padding:0; line-height:26px; font-family:Georgia,Palatino,serif; font-size:24px }#meetup_oembed p { margin: 0 0 10px; padding:0; line-height:16px; }#meetup_oembed img { border:none; margin:0; padding:0; }#meetup_oembed a, #meetup_oembed a:visited, #meetup_oembed a:link { color: #1B76B3; text-decoration: none; cursor: hand; cursor: pointer; }#meetup_oembed a:hover { color: #1B76B3; text-decoration: underline; }#meetup_oembed a.mu_button { font-size:14px; -moz-border-radius:3px;-webkit-border-radius:3px;border-radius:3px;border:2px solid #A7241D;color:white!important;text-decoration:none;background-color: #CA3E47; background-image: -moz-linear-gradient(top, #ca3e47, #a8252e); background-image: -webkit-gradient(linear, left bottom, left top, color-stop(0, #a8252e), color-stop(1, #ca3e47));disvplay:inline-block;padding:5px 10px; }#meetup_oembed a.mu_button:hover { color: #fff!important; text-decoration: none; }#meetup_oembed .photo { width:50px; height:50px; overflow:hidden;background:#ccc;float:left;margin:0 5px 0 0;text-align:center;padding:1px; }#meetup_oembed .photo img { height:50px }#meetup_oembed .number { font-size:18px; }#meetup_oembed .thing { text-transform: uppercase; color: #555; }

The Future of TVGS

Wednesday, Jan 7, 2015, 6:00 PM

Tech Valley Center of Gravity / Capital District Makerspace
35 4th Street Troy, NY

7 Space Cadets Attending

For our first meeting of the new year, come join us as we discuss the future and our collective plans for TVGS in 2015. Primary discussion topics will include:• Upcoming events and classes that we will be working together to organize• Ideas for spreading awareness of TVGS and increasing the size and diversity of the group• Distributing tasks amo…

Check out this Meetup →

Happy gaming, everyone!

Tags: Tech Valley Game Space

BBQ DAD Review

Wow, I’m blown away, I wasn’t expecting to receive so much positive feedback for my Ludum Dare game ‘BBQ DAD’, and I especially didn’t expect someone to make a YouTube video review on it either. Thank you everyone for your kind words, I really enjoyed making you all laugh.

Video review by Rod Hyde

Video review by Obsolete Entertainment

If you want to play my game ‘BBQ DAD’, click here.

Check us out!

Orlok’s Ordeal
Tuuka (@tuukastefanson): Design & graphics

Dave Van Bale (@daveloper): Code & design

Joonas Turner (@kissakolme): Sound design (Sound effects and voice acting)

Martin Kvale (@martinkvale): Sound design (Ambience and music)

Marek Jarocki (@mjarocki_art): Story & promotional artwork

Tsuba

Graphics: Tuuka @tuukastefanson

Coding: Dave van Bale @daveloper

Audio: Joonas Turner @kissakolme

 

Fibonacci Grid – Post Compo

Yippee! I’ve finished the post-compo version of Fibonacci Grid.
image
-Changes——
1. Added Main Menu (Now that I’m not restricted to 1 screen)
2. Added In game menu w/ restart – quit – and music option
3. Added stats tracking to main menu
4. Added level adjustment to increase over times the game is played.
5. Added 2 new game modes!
-TIMED MODE – race against the clock and not a move count
-ZEN MODE – no limits on your math skills… just click until you hit the goal… or have to reset.

6. I ADDED A TUTORIAL!!! (Most requested improvement)

The post compo is up on GameJolt HERE.

You can play the original LD entry HERE.

COMING SOON: iOS!
Fibonacci Grid iOS

Tags: Andrew Adams, Fibonacci Grid, fun, game, ld31, math, mobile, post-compo

O.O

Untitled-1

A kinda… Strange – ish, question :s

Eh… Anyone out there has an idea how to make a game worth selling?

And where to sell it, gimme a good marketplace for Android (or PC) that can pay me via Bank Account, or Skrill, or Payza, or Google Checkout?

… And yes, I do have a website: tosicden.yolasite.com

GUYS HELP ME OUT ON THIS ONE  !  !  !

Comments

TheScragglyMan
06. Jan 2015 · 07:20 UTC
You make something so polished, so innovative, that people will want to throw money at you.
06. Jan 2015 · 13:00 UTC
ScragglyMan is right. You need to be very careful when it comes to releasing games. That said, when it does come time, itch.io is a good place to start, I believe. It advertises itself as being like bandcamp for games, so you can self-publish your work there, charge what you want, and I think you can hook it up to a paypal account or something (I don’t know for certain, as I haven’t actually started on this process yet myself.) If you really want more details, I’d strongly suggest looking for some of the old “October Challenge” posts on the Ludum Dare page – the October Challenge just challenges developers to publish a game they made and earn at least one dollar off of it, so there will be a lot of discussion about what you want to know there.
SkullPixel
06. Jan 2015 · 18:32 UTC
I’ve been making games for a year and a half, and yet still I haven’t sold one yet. It takes time and practice. It does take a lot of polish for people to even consider your game. I honestly recommend trying to focus on stuff that is 2D for a while, because 3D can make things so much more complicated.

How to release a puzzle game

So, I’ve been working on a music-based puzzle game for quite a while, and it’s getting very near completion.  It’s something I want to release, but two things are bothering me as I’m getting close to the end:

1.  I should really make a trailer for the game, but being a puzzle game, there isn’t much that changes visually, which makes it hard to montage.  At least there are some graphical differences for each of the five songs, but they’re relatively minor.  I’m just trying to figure out the right way to go about this.

2.  My only other released game that people are aware of is a horror game, which is pretty much the polar opposite of a music-based puzzle game.  Will this vast shift in gears be too jarring, or shouldn’t I worry about that?

Comments

oobie
07. Jan 2015 · 04:34 UTC
I think you should just do your best it showing the game in a trailer then just release it.

In my opinion I would be more likely to check out a puzzle game from someone who has only released a horror game, then from someone who only releases puzzle games.
07. Jan 2015 · 04:53 UTC
1. If the content or thematic changes in the game are limited: Use the trailer to demonstrate the main mechanic. Do I tap here to match the notes? Do I use this joystick to synchronize the harmonies…etc. If that’s not enough content then demo the first or second puzzles, and then maybe a moderate difficulty puzzle. Just to let people know it does get tougher.
rjhunter
07. Jan 2015 · 12:25 UTC
You don’t have to use only full-screen footage in a trailer, you can do anything that conveys the idea of what the game is and help the viewer decide if it’s something they would enjoy.
08. Jan 2015 · 03:06 UTC
These are all great recommendations from all of you. Thanks!

GraviFlip Post-Compo Version Released! SPACE!

I’ve threatened to make a post-compo version of my game GraviFlip for a while now, and guess what? It’s done! That’s what you get for giving my game such good reviews.

graviflip_logo

Here’s a list of changes:

  • Gravity-affected enemies are now easier to destroy
  • All menus can now be navigated with the keyboard
  • Adjusted the difficulty curve (the game is still hard though)
  • The tutorial is expanded and has been separated from the game proper
  • Added high score tables and achievements powered by GameJolt
  • There’s now a short countdown before the game starts
  • Enemies now explode when hit
  • Added a pause function
  • Added a new enemy type
  • Added a shield power up that protects from one additional hit
  • General improvements to stability and performance

You can find the link to the post-compo version on the game’s LD page or you could just click here if you’re in a hurry or something.

Seriously though: Thanks to all of you who took the time to play and/or and/or give feedback on my game. I tried to address as many issues as possible, so hopefully you’ll enjoy this new version. If not, let me know why!

Decision Help for BT2

Hi guys and gals!

I’ve been stating that I’m going to release a Post-Compo sequel to Beat+Trak soon but have be hit hard by the level of content production required.
Because the game is a music/rhythm game, every new level needs a new song which starts to add up  and I’m honestly running out of creative motivation/getting a headache from working on music.

I was wondering if I should take the easy way out and include some songs that weren’t personally made into the game?

What do you guys think? Do I risk the game’s audio reputation? Any thoughts?

 

beattrak_backer_trophy

 

Thanks, in advance!

Comments

EthanWebster
08. Jan 2015 · 19:34 UTC
In my opinion you sound burned out, trying leaving it and coming back to it in a week or so. Just a suggested :)
08. Jan 2015 · 21:33 UTC
If you decide to leave it for a while, do yourself the favour of making whatever you have playable first. If this means cutting the levels without custom music, adding someone else’s music or repeating the tracks from previous levels, so be it. It will be an imperfect solution, but the result is that you will have a playable game in the wild, instead of it decaying on your hard drive, waiting for you to get back to it, which may happen, but probably won’t.

MiniLD #56 – I’m here!

Hello fellow Ludum Darer’s, I’m in.

Here is what I have chosen to do:

  • Make a game that will make the player scared.
  • Theme: Chill
  • Challenges:
    • Use only 4 colours (no more, no less!)
    • Make a game with only one mechanic
  • Language: Java

The source can be viewed here:

http://imgoingtoundefineyourface.com/technocf/mini-ld-56

Java Question

Do any you have a Java “Game Engine” that you used in previous LD Challenges. If so leave a link to the engine in the comments.

Comments

10. Jan 2015 · 00:44 UTC
I love to use Processing.org for all my Ludum Dare games, its somewhat of a Java library or framework that takes most of the hassle out of writing games (you don’t need to worry about setting up the window, or a graphics canvas, etc)
YourLocalFax
11. Jan 2015 · 02:57 UTC
I have one that I’ve written myself, and I’m in the process of upgrading it right now. The current stable version uses LWJGL 2 and all of it for you. It only has open support for 2D things right now, all of the 3D implementations are untested and left almost untouchable, but it runs pretty well and I’ve never had real problems with it, very easy to set up and use.
YourLocalFax
11. Jan 2015 · 02:58 UTC
^ I don’t have a link to it, haven’t uploaded, but if anyone wants to see it I can do that
11. Jan 2015 · 17:37 UTC
For both entry LD30 and LD31 we used libgdx together with tiled.
skape
13. Jan 2015 · 14:16 UTC
I’ll just leave this little plug here. I find Mercury to be a nice, simple, easy to use Java game lib.

Walk to the door post compo

I just uploaded a post compo version of my game on newgrounds.

I added a new mechanic, like 4 new levels and a “tutorial”. Also fixed a few bugs.

If you want to try it click HERE.

 

Sharpening My Tools…

NOTE: So this right here turned out to be way more than I thought I’d be writing, sorry for it not being a 100% Ludum Dare topic. I will be using this language and my game library for future Ludum Dare events, though, so it applies well enough I guess.

This past Ludum Dare I got to use some very fun tools to create my game: A game library I wrote, Artifakt, with bindings to a scripting language that I also wrote, Score. Actually building something like a game using tools I’ve created, especially a whole language, is something I never thought I’d be doing. The event was fun, but not without struggle, so I’m glad I already had upgrades planned for the future.

I’ve been working most on the language, rewritten completely from scratch it’s a lot more efficient when it comes to maintaining proper control of the program and has more flexibility when it comes to the more complicated features I’ve wanted. While the new Score lacks it’s own proper class system like the old one had, the current functionality is actually far greater. Functions, for example, are much more useful and manageable than before.

Here’s a quick example of some of the fun things Score can do, because why not.

score_screenshot_0

 

This might be a little confusing at first glance, so I’ll go ahead and walk through it.

  • Lines 1 and 2 import classes from Java for this script to use.
  • Line 4 starts defining a table value. A table in Score is similar to a table in Lua, it stores data in key/value pairs. By default a table doesn’t care about the type of an object.
  • Line 5 sets the key in to a new Java Scanner object in the table.
  • Line 6 sets the key Input to a lambda function, more on that in a second.
  • Line 12 defines two values as the return values of the Input function.
  • Line 13 prints stuff. The string concatenation is pretty standard, and the comma separation concatenates the values with a space between them.

So more on that lambda, there. For reference that could just as easily be written as a standard function, putting Input right before the parameter list. Anyway, there’s a lot going on there.

First of it’s defined with the keyword “func” and followed by a list of variables in brackets. This first list is optional and defines specific return values for this function. If no return list is given any number of any type of object may be returned. If a list is given with no names for the values then only values of those types can be returned. here we have types and names, so the state of those variables is what gets returned whenever the function terminates. In this case the function terminates at the end with no early break. These return types, if given names, can have default values. Those work how you’d think they do, they’re initialized to that value rather than null or a type-specific default value (i.e.zero for an int.)

After the return type list comes the parameters, which functions just about how any other parameter list would. You define values separated by commas and have the option of giving them defaults. What’s good to note is that Score will automatically default parameter values if no argument is passed for them, so default assignments have no restrictions on where they can be used.

After the parameters we have the function body. A neat thing that Score allows is that for single line functions the curly braces are optional: func PrintValue(var value) println value; is valid syntax. Functions can also use a fat-arrow to bypass the return statement: func Add(int a, int b) => a + b; will return the sum of a and b. Moving on from things not in the example, this function will first print the given message (or “Input: ” if no message is specified) and then request input through Java’s Scanner class and assign that input to the res return value. When the function returns after that, the value of res and code are returned.

Notice how in is a part of the table but Input can access it without having to reference the same table. In Score, when a function is assigned to an object (or a part of a class, but we don’t have classes yet…) that function has access to it’s container through a this parameter. Access to this is also delegated automatically as if its contents were local variables. Because of this the Input function has direct access to in.

Rage: Destroyer of Worlds – LD #30 Postjam release

RAGE: DESTROYER OF WORLDS
—————
Simple project with arena combat, that expands to gain some depth and variation with elemental abilities you can equip your left and right mouse attacks individually after defeating Mini bosses, and 4 stat options to choose from after each boss is defeated across the 5 worlds you battle upon. Mini bosses and Bosses also have progressively stronger elemental abilities you should look out for.

http://gamejolt.com/games/action/rage-destroyer-of-worlds/44502/

 

 This was a small game developed for LD30 that got cut significantly short of what I wanted it to be for submission, and was my first completed project since changing from Unity to Unreal Engine 4. I spent time expanding the gameplay afterwards but its release was delayed for a long time because of an engine bug spanning 2 versions that wouldn’t allow me to compile the project, however now it is complete and ready to play.

Hope you get to have fun playing this :), I’ve spent countless hours playtesting it as I developed it and though it’s relatively small scale compared to most arena games I’ve continued to enjoy my time with it. Though it’s extra reading I’d recommend looking at the element descriptions in-game to better understand what each does and how they may have advantages with each stat item you may pickup to get the most out of the game.

MiniLD #56 – Pick ‘n’ Mix 2!

This will be my first Ludum entry, hopefully I can make something acceptable 😀

Definitely going with the fishing theme I think with very few mechanics, possible only one. And I will try to limit the colours to four.

Released my LD31 game on itch.io

Finally, I managed to remove most of the bugs in my LD31 game and have released it on itch.io, check it out. Its not perfect, but its my first finished game so im proud of it.

Initial post for profile

This is the initial post for my profile. Hopefully I get to participate in a few more of these :)

Initial post to profile

This is the initial post to my profile. I hope I get to participate more in Ludum Dare in the future. Fingers crossed :)

Showing my new game and preparing for MiniLD

Sadly, I wasn’t able to participate in the last Ludum Dare. But that’s not an excuse to not make a game so here’s one I recently finished, Snow Fort Defense.

Snow Fort Defense title

 

Hope you enjoy it and feedback is welcome. Also, I’ll be participating in this month’s MiniLD.

Can You Use Blender in Ludum Dare?

We’ll I just started in here and there are 100 days to start ludum dare 32. I know that you can use libraries like Haxe, OpenGL, Lwjgl, Slick2d, and stuff. You can also use Unity too. But can you use blender? I guess I’m ok with java itself, and I’m still trying to learn LWJGL, but CAN YOU USE BLENDER? I mean like, can you use it to make a game for ludum dare?

 

Thanks!

Comments

Xenolupus
14. Jan 2015 · 13:18 UTC
Yes. Yes you can.
lxd1
14. Jan 2015 · 20:37 UTC
Yes. how else would you make a game?
15. Jan 2015 · 02:52 UTC
You may have a hard time getting people to play your game if they have to download Blender in order to run it. It’s been a while since I’ve looked at the Blender game engine, but I don’t believe it was capable of generating a standalone executable. However, I do believe it is possible to make very nice looking games using the Blender engine, such as Project Apricot by the Blender Foundation for instance.

Heart Breaker – Life Changer

heart I created simple game for Android that’s Special Time-Killer!
While you are sitting in train station or waiting for a bus and feel bored, you want that the time goes fast, then this game is for You.
Heart Breaker is like a equivalent of Life, where you need to find right people and avoid them who doesn’t want good for you!
TRY IT! It’s not a crime, it’s free…  .  .  .  . BONUS - VERY EASY to learn and master it.
– NO more boredom i guarantee it.
– NO advertisements.
– NO In-Game purchases
– IT even makes you fit, trust me(proof below).
- IT’S a pussy magnet, try it and you will thank me later.
– Everything is FREE . . .    THIS GUY PLAYED HEART  BREAKER pilt2 Your life will be changed after this   Google play Download link

Snow Day Tiles – Post LD version

I finally uploaded a post-compo version of Snow Day Tiles for One Game a Month (December, so it was posted a couple of weeks ago).

PLAY IT HERE

02

It has the following changes/upgrades:

– Many more pieces (patterns), almost 70 in total.

– All 6 colors are used and interchanged from the early levels for some variety.

– 14, more balanced (tested) levels. The Ludum Dare version had levels that were thrown together at the last minute (unfortunately). As a result, they were too easy (you could “throw away” tiles around the pattern with no penalty) or too hard/impossible. I spent quite a bit of time (as did my PATIENT testers) looking at each pattern and figuring out which pieces would provide a challenge while still being possible.

– ALMOST every piece that is possible in each level has a place where it can be placed with no effect (or only effecting one tile). This ups the strategy and lets you not get forced backwards too much as you approach the end of a level. The no-effect placements are not always that obvious :)

– Math in bottom right corner was removed and replaced with bonus/penalty fly-outs from the tiles on the board. One of the comments on the game was that it was distracting to have to look way down at the bottom of the screen to see what point you got for a piece.

– A ring around the play area shows the “target color” for the level. This was another spot where I found that having the info “off to the right” ended up hurting the game. While testing I found myself getting to the end of a level and realized I had filled it with the color from the LAST level!

– Simple on-screen instructions (since it is not accompanied by the Ludum Dare page)

– Added a reference to the current level and how many more are left. My intention was to balance this to give an hour of gameplay (since there is not a save).

I hope all who have some time to try it out have fun!

Games I have rated?

Hi there, just one quick question. Is there a way I see the list of games I have rated after the rating period? Looking for one of that awesome games and cannot remember it’s name.

 

Best,

runvs

Comments

19. Jan 2015 · 04:20 UTC
Could you search for “ludumdare.com” in your browser’s history list?

More 48 competitions!

Well.. I was pretty sick on last ludum dare. Fortunately, there are lots of jams nowadays! So, i joined GM48! Theme was Death is useful! (what a horrible theme isn’t?) But… I made a little game, and i want to share post compo version with LD community!

Mr. Death has lost his scythe for the third time. His seniors are upset. Now he has to prove that he is still useful and so he uses his magic for killing. When somebody above 70 dies, Mr. Death gains points and a part of the dead man’s soul for regeneration. When somebody below 70 dies, however, Mr. Death loses a part of his power, so the victim could be resurrected. To figure out the age, health or mood, use your omniscient aura. Just move closer to a potential victim. All controls are in game :)

GAMEJOLT LINK

 

 

GAMEJOLT LINK

Marching Band Simulator 2015

Some of you may remember the Marching Band Simulator 2013 game that I developed over a year ago for the miniLD #43.  About two weeks ago, I started working on a completely new version using Playmaker and Unity3D.  I’ve got an early working version posted now, but I plan to continue adding new features to the game.

Here is a commentary video I made explaining the current features of the game.

Galaxia – Updated to v0.3

 

After Ludum Dare, our team decided to do a subsequent game jam to flesh out Galaxia a bit more.  One huge improvement is the glorious new interface Ben designed:

Galaxia 0.3 Interface

 

You can play it here.

Additionally, I submitted Galaxia to the Experimental Games Workshop at GDC.  Who knows if it will be accepted, but Galaxia’s subject of exponential growth and recursive production prompted some pretty interesting comments in the feedback section:

Flyingbear: “The underlying beauty of this game is that it really gives you an appreciation of scale, of just what all those zeros mean.”

Codeapparat: “I love how it spirals completely out of control once you get those factory-factories”

MaesK: “Now I understand the bureaucratic nightmare Asimov described in the planet Trantor in Foundation series.”

Thanks again to everyone so much for playing and leaving your comments!  They are super inspiring!

Comments

26. Jan 2015 · 23:06 UTC
Played it for over an hour *i* is it right that energy science dosnt stack like all other ? than is science at some point useless.

New Video for my Game

Just posted a video for the game i released the other day. The game was made for Ludum dare 31 and is the first game I made. Find the video here and also you can get the game here. The video is my first one so the audio may not be that great.

Response to LD #30 + 1

I didn’t like how it turned out. I mean I don’t really have anything to say besides that. I didn’t have that much time to devote to the event; I couldn’t even play any games afterwards! However, I did enjoy the concept. As one comment said it is very “wario-ware”-ish. I will also admit that the pong game is impossible! After the game speeds up once, it becomes just about unplayable.

Can’t wait for LD #32!

I know it’s a little cheesy… but

Eh, is anyone interested in publishing my games to google play?

Why am I asking:

 

– Where I live, I cannot sell games on google play, and it is nearly impossible to pay that online 25$ fee… so…

– I want cooperation, two heads beat one

 

Now, if you don’t want to, just scroll down for more posts, if you do either comment, or message me via twitter, or go to my website tosicden.yolasite.com, the home page has my email!

Some pictures of my work (I’ve other games, and I am not thinking of putting them all on sale :D):

Pic1

BouncingBoxIcon

Untitled

For the sake of me not wanting to receive negative comments, just comment if there is something bad ’bout the post! 😀

 

Comments

23. Jan 2015 · 16:56 UTC
Hello there, can we see some pictures of your work ?

Learn To Make Games!

Hey guys!

Have you wanted to make your own games? Maybe you’ve wanted to participate in Ludum Dare? Well it’s not too late to learn to make games! I’m starting a series on YouTube that is teaching you how to make games in Java. (Un)fortunately, this requires that you have prior knowledge of how the basics of Java work, but that doesn’t take too long to learn, especially if you learn from the NewBoston tutorials on YouTube. So once you understand the basics of Java, this series would be perfect for you! I only have the first video uploaded, but the playlist can be found here. I hope you’re able to learn, and make awesome games!

– Gandalf1209

I’ve been quiet…

For just over a month, but I will be participating in MiniLD #56. All of my brainstorming has been done before-hand, & I can guarantee that this entry will significantly top those I made for MiniLD #55 & Ludum Dare 31. Also, I will be live-streaming to twitch.tv this time rather than YouTube, though it will be syndicated on both platforms.

MiniLD #56 – I’m in

glBegin(LD_POST);

I knew I want to participate in this MiniLD for a couple weeks now, but I wasn’t sure if I’ll have any time for it, so I worked a bit on a game I’d submit if it would’ve been finished by this weekend. I’ve overhauled the whole project twice and a week ago I abandoned it, cause it s*#!ed. But last weekend I started learning lwjgl, and now I’m working on a voxel based 3d engine. No, it won’t be a Minecraft clone. It’ll be a fully customizable, editable and moddable dungeon crawler. I just finished the level loader, which loads a 3d level from a single png file. I’m using Eclipse, the engine is lwjgl based, VBOs for rendering and paint.NET for graphics. My goal for this MiniLD is to make collision work properly, create a customizable monster class (and customizable boss fights possibly).

Dungeon 0.3 Dungeon 0.3

I’ll change the textures later, so they fit -Use only 4 colors

If you’re interested in this project, make sure to check my LD #30 submission and vote on this one, once it’s submitted.

glEnd();

Update[20:33; 28.01.2015] – I probably won’t have time to finish the thing, but I’ll do my best.

Tags: 3D, java, lwjgl, MiniLD, opengl, submission, voxel

Java Game Development Tutorial Series

Hello all!

I have already created a post about my Java Game Dev series, and this is probably the last post I will make about that. I just wanted to publicly announce the series once more, along with the schedule I will be having with it. First off, you can find the YouTube playlist here. Secondly, I will be releasing a video for this series every other day. The first video was published Tuesday, the second was today (Thursday), and the next one will be on Saturday, and so on. The videos are uploaded the night before, and are published at 5:30 AM CST. Thirdly, just some information about the series. I move fairly quickly, though I do explain the concepts you may not know, and I do not explain the concepts you should already have grasped. You should at least understand OOP (Object Oriented Programming) concepts and how Java works in general. You don’t have to know how to create a window, and draw graphics, and get keyboard input, and more advanced concepts as such. I hope to teach many people how to make games, and hopefully, they will learn enough to make a game for Ludum Dare! If you want to learn from this series, I would definitely recommend subscribing, so you can be notified of any new videos. Comment with your questions, and like the series if you enjoy it!

Also, thank you to those who “hearted” the previous post, and those who liked the first video, and those who watched!

See you all in the videos!

– Gandalf1209

Let’s Go!

I’ve seen the post about MiniLD #56 today, and I think i’ll do something about that.

The game will be with only one mechanic and using just 4 colors, and somehow about pandas rolling…

Comments

mikenseer
30. Jan 2015 · 18:36 UTC
Are the pandas rolling going to make players “Awwww… :)” or

“Awwww…. :'(“?

Glow Drop (LD31) has now levelled up to Glow Drop DX!

 

If you have an Android or a Windows 8.1 PC, you can now play the updated Glow Drop DX, with more power ups and stuff!

The original Glow Drop will remain on GameJolt as well as here, as it was made as a game jam submission and should remain here in its original glory, but if you want to try a bigger challenge on the go, then you should get Glow Drop DX.

New things in this version include:

  • Updated Music
  • Three new power ups
  • New Drop Shapes

I’m also planning on doing a Windows Phone 8.1 build as well, so keep an eye out for them.

Tags: android, Glow Drop, Glow Drop DX, ld31, release, update, Windows Store

We are in!

Team Kuupu are here again! 😀

Me (Roni), Kaol and Di Zapata <o/

We started 30 minutes ago and we came with this idea…

WIN_20150130_203721

Hehehe

Well, it is a shooter, kind of a bullet hell  with a horse and giant monsters :)

MiniLD Progress!

I’m going to be so flippin’ mad if someone else makes a BIT.TRIP RUNNER clone too. 😛

Enemy path editor!

We planned to do this by animation, but with this editor we have much more flexibility to change the path of the enemies 😀

 

1

Gameplay <o/

 

Gogogo horse!

2

I’m in!

I used flash before, and now I will use HTML5. Now, I decided use – Phaser (I didn’t use it before).
Other tools, as usual: Paint.Net, bfxr, Sublime Text and Chrome.

Only 4 colours. (I like CGA).

wellcomeScreen