Ludum Dare 32? I’m in.
Here’s what I will be using:
- SFX: Bfxr
- Icons: NounProject + game-icons
- Engine: Love2d
- Language: Lua
- Vector graphics (? possibly using): Inkscape
(Edit: I’ll also probably be participating in the MiniLD)
Here’s what I will be using:
(Edit: I’ll also probably be participating in the MiniLD)
I created a for my Programming I project which is programmed Visual Basic. The link to it is below and the instructions are on the webpage.
WARNING: IT IS CRAPPY.
http://rd124p77.itch.io/snakes-and-shillelaghs
Hello everyone, I’m Sri Harsha, and this is my second Ludum-Dare. I learnt a lot by watching others and by jumping right into game programming and I’m happy that I’m able to make a simple collectathon game in my 48 hours, it was a great experience.

My first game: MousyDare
During that time, it was a learning experience for me, I have used a library called as Mercury (I was one of it’s contributors). One of the mistakes I have did is allocating excess time than was needed for the collision detection. I have gone for pixel-perfect collisions and I have implemented a Grid structure all by myself, when I could have got around with simple rectangles.
This time, I won’t do the same mistake, and I have set-up my own library to aid me called as SilenceEngine (it’s opensource) that uses OpenGL and LWJGL3. This is a good learning experience as well, I have learnt OpenGL, GLFW, OpenAL and collision algorithms such as SAT and AABBTrees for broad-phase. This coming LD will be my testing ground for what I have learnt. These are the tools that I will be using in this LD.
I’ll have to see what I can do this time! Wish me luck friends! Anyways, I will be enjoying this event. Thanks a lot for organizing this worderful and fabulous event!
Tags: ld32
(Nobody used that title? SHAME ON YOU.)
No, this is not my third LD, it’s probably about my 6th although that’s mostly an estimate.
I’ll be warming up and refining my tools during MiniLD #58, so I can then get ready to beat everyone’s arses to a pulp in LD #32. Namely, I have a nice S3M player which needs work in a few places.
Speaking of MiniLD, sorry for missing MiniLD #57, I was working on another game at the time.
So here’s my setup:
And that pretty much concludes my setup, other than the fact that I haven’t mentioned what my target platform is, so I’ll leave that up to you to guess, although if you’ve been paying attention in #ludumdare you’ll know already.

I have no more excuses because of IP constraints or my job — I have to participate. Count me in!
I’m in for Ludum Dare 32! I’ve been brushing up on my ENIGMA for this compo, and am really looking forward to it!
In the mean time, why not try out my LD31 game? 😀
http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=28370
I have two formats I want to work with, and two jams, so that lines up perfectly. I’ll decide which one I want to do for which when this MiniLD starts.
2 or 2.5D:
Artwork and tilesets: GIMP
Level design: Tiled Map Editor [Thanks for bringing this to my attention! If I’d had this last LD, I probably could have made a game instead of making a failed JSON parser to initialize my levels!]
Engine: GameMaker: Studio – Standard [and Tiled2GM to bridge the gap]
3D:
Models: Blender and default cubes
Textures, excessive “billboards”, and GUI artwork: GIMP
Engine: Unity 5
This will be a nice opportunity to try playing around with a fresh idea. If it fits with the diablolike starter code I did for 7DRL, I might use that as a base. (that’s allowed, right?) Otherwise, you know – Ludum Dare!
I’ll be working in my spare time from a day job during the weekdays, so most of my work on this will probably be done over the weekend, with maybe some beta testing and polish work done after that – assuming things go well over the weekend. hehe
Looking forward to finding out what kind of theme we’ll be working with!
–TH
Pong it is. I’ll make the simplest pong I can in Unity 5. No extras. I might change my mind about the extras…
Tags: #miniLD58
His fingers dance across the keyboard, somewhat insecure, yet oddly determined. Every new line is clunky, and it takes a second or two to process which hotkey did what. He takes a deep breath, wondering if this was a smart choice or not. He comforts himself with the thought that this will be an adventure. This will be a great experience, regardless of how hard he will fall. If he ends up with just a simple sprite moving left and right by the end of the week, he will be satisfied. He takes a sip of his coffee while he tries to remember how to compile his code. Ah, yes! ./build.sh. His eyes dart from browser-tab to browser-tab. Looking at tutorials, searching up definitions and lurking forums. He fondles around with code, barely capable of opening a message box. But this will not stop him. Experience comes from one place, and one place only: hard work. And with hard work comes failure. Failure he gladly accepts. With little programming experience, some pixel-art experience and a small amount of tracker-experience, he delves into a week-long experience. His first Game Jam, and definitely not his last.
Operating system: Ubuntu Linux
Editor: VIM
Art: GIMP
Music: Famitracker/Milkytracker
http://s30.postimg.org/7oiawejdd/Screenshot_from_2015_03_19_18_51_13.png
Obligatory I’m in post, so within about 10 minutes I had an idea which was doable and fun. You will all find out about it when I release my first dev video.
Tags: MiniLD #58, pong
I’m in for mini LD! Don’t really know if it will be so much pong, but I’ll figure something out. You can follow my development on twitter!
I will also try to make my game multiplayer 
I got a pretty good idea after a few minutes so I’ll be working on some stuff.

Tags: #miniLD58
Hi , it’s with an honor to present to you the first edition of the 24Hours of Logiciel Allan.
The 24 Hours is a challenge for the developpers to create a software or a video game in 24H.
For more information go to http://24h.logicielallan.fr , the website is in french but in “Concours” section they are a section of the rules translated in English.
See you there 😉
-The Logiciel Allan Team.
I got an idea that revolves around the name “Ponball” and will be a physics-based 2-player pinball-like pong game. Thus: Ponball. Right now I visualize something like Pong with a lot of typical Pinball elements in between the players paddles and multiple balls.
I made some progress in the first three hours with the physics-based main Pong mechanic.
With my current idea it may be difficult to make sure that the balls don’t come to rest due to a lack of force impulse, so I am playing around with gravity fields that split the field into two areas, pushing the ball towards the players paddles. As you can see I am not quiet there yet, and I may scrap this approach after all (top paddle is stretched for testing purposes):
I am pretty happy that I had an idea pretty quickly and am looking forward to tomorrow when I will continue to work on Ponball.
I hope you are having a good time too!
Engine : Unity 5
Language : C#
3D Models : Blender
2D Models : Adobe Illustrator.
If anyone wants to team up e-mail me : marcos.pivetta@hotmail.com
I’m in for LD#32!
It’ll be my first time developing for LD and on my own…. I would like to participate in miniLD but I don’t think I’m ready yet ^^;
Good word everyone!
I think I’m gonna whip together a pong clone this Saturday. I want to focus on squeezing as much juice out of this as I can. Without having to focus on programming I can focus on the art and animations which I need to improve in as well. Awesome!
I’m with a group of friends participating for the first time.
Probably we will use Unity 5 or GameMaker.
Let’s try to create something under the Pong.
Lets Program!
Really excited to join into my first LD! I got an idea pretty quickly, and am excited to finish it! I am also going to try and timelapse it (so long as my recording software works!).
This will also be the first 3D game I have made in Unity, so I am looking forward to figuring out the engine even more!
Tags: #miniLD58
Can’t wait to get some practice in for the real LD coming up in a month.
Good luck and have fun everyone! 
Pinball.
I cannot be shafted writing an AI, and I really don’t feel like redoing Breakout.
What Pinball has:
What Pinball doesn’t have:
What my platform has:
Main thing about this is unlike making Pong (which I pulled off on the Atari 2600 once… only to have someone tell me that the picture rolls on real hardware), this will be an artistic challenge.
But enough procrastination, time to get some *.tga making and loading action happening!
(What? I have 16MB of ROM space to kill…)
Oh, and of course I had to make some music first.
I made a quick wallpaper, instead of working on my mini ld project. 2D rendered 3d objects, made in blender. It is 1920 x 1080 i think.
Here you go:
Tags: wallpaper, wallpapers
Hi all,
Just want to know how the dare is timed
Cheers
David
I don't want to sleep. I'm in. - programming language: Javascript - art: GrafX - text editor: Notepad++ - framework/engine: mygameengine
Tags: #miniLD58
I went to LD today just to find out when the next LD was going to be held and much to my surprise I found out about this Mini LD. This is my first game jam (and third game I’m making in my still early game-making journey) so I’m quite stoked for this!
I think I’m going to deviate a little bit from the original Pong and instead use it as a springboard for something else. As odd as it sounds, I’m thinking of making a relationship/friendship simulator (partly inspired by one of Mike Mezhenin’s game, “Where Are Your Friends Tonight“) but with Pong-like mechanics. Although as I’m tilting towards more of an abstract aesthetic (can’t draw quite as well as I design hah), when you play the game, you probably won’t even realize it’s a relationship/friendship sim!
I’m planning to make it with Construct 2. Hoping to get the idea fleshed out this weekend (have some ideas on how it could be Pong-like but still in progress). Then this week, will work on trying to figure out how to integrate the mechanics into Construct 2. By next weekend, hoping I’m all done and polishing!
Tags: #miniLD58
Figured I would try something a little different than usual this time, and that is to not use Unity, or any engine/framework at all except for sound/physics/etc. Just for the halibut.
However, I will be using Unity for Ludum Dare 32 when that comes around!
Here is what I’m using:
Language: Javascript
Sound: BFXR
Physics: I can’t imagine there are a whole lot of physics going on in a simple Pong clone, but I don’t anticipate on making something simple. But if I get around to doing physics, it will be Box2D Web.
My idea is made a Pong game on you need to move the paddles entering the direction and speed and the ball moving in real time. A Text-Turn based game .
Depending on the speed, you spend a % of energy, so you will need to spend only the necessary to hit the ball.
The one most accuracy in each turn will have more energy to spend and move the paddle every time, but if you waste the energy adding too much speed you soon will get in trouble to not have enough energy to move and hit the ball.
Every turn you will get extra energy and if you end the turn without move you will get bonus energy.
This is an actual mockup of the idea (Click in the image to see the full screen version).
Presing arrows change the paddle direction (Up/Down/Left/Right) and presing the numbers will set the speed and enter will realize the action and will show the energy used (“Player -25%”).
The frictions means how much the paddles will move with a % of energy. With more friction more energy you will need to spend and more shorter will be each point. With a low friction practically with a few speed points you will get from other to the other side.
The gravity is mainly to make the ball more unpredictable(And fun?). Also each Xseconds the speed of the ball will be increased.
Still nothing coded and i don’t know if this will be fun in some way but i guess worth a try, at least for curiosity and well, for participate in my first LDJAM
.
Tags: #miniLD58
That’s right, I’m back baby!
Mini LD #58 is going to be an interesting challenge – a well thought out theme with lots of scope. I’ll be using Unity 5 and Inkscape, with creative direction partially from my sister… anyways, here are some initial screenshots:
So far, some graphics, a small amount of gameplay including a lever you can activate!
See you all on the dev floor!
-Kroq
Just the Pong part of the game i’m developing for MiniLD!
The player is at the right, the other player is AI (Which is very WIP)
(Sorry for the low quality, youtube likes to encode stuff to the lowest quality possible…)
Still have to do a lot of stuff, mostly related with the other (secret for now) half of the game.
Feel free to leave feedback!
Cheers!
Tags: development, pong, video, wip
I might have an interesting idea for a Pong variant. Okay, I’m in!
Edit:
It turned out I wasn’t late at all, and actually I was early. I made my game, Gnop!, and submitted it on the 21st, while this post was waiting for review. Well, it’s my first post.
I’m quite surprised that I’ve found an idea I want to work on with a theme like Pong. But I have. I don’t know if my game is original though, but I haven’t seen any like this one.
It just took a few hours to develop. It helped that I’ve been developing games like crazy with Love2D nowadays.
I thought I was late into the game, I even thought I wouldn’t be able to find an idea, but in the end, Gnop! was only the second entry in the jam.
This was my second ever game jam (the submissions for the first one aren’t even finished yet), and first ever #LDJAM. I’m glad I did it. I feel more comfortable about joining LD32.
So I saw someone else is doing a pinball like game, but it looks more multiplayer aimed so I am keeping with my idea.
I have a basic prototype in Unity 5 going, no real graphics or intractable objects yet, more or less just a proof of concept. I have a ton of ideas for the game, and am hoping I can put a few in before I succumb to feature-creep. If you guys have any suggestions, feel free to let me know!
Side-note: Thanks to my awesome friend Kris for the music!
Just finished with an extended intro sequence, which also doubles as showing the credits and structuring the ingame days. Pretty nifty if I do say so myself.
Now I’ve just got to get a complex economic simulation up and running, and I’ll be golden.
I have not decided if this is a permanent change yet, but I have been playing with the idea of slightly dropping the BlackBird online persona and going with my name instead, will see how it goes.
I’ve also started streaming the development of the TurtleBrains framework. Streaming is still a very new concept to me, and I’ve yet to figure out how to make the stream interesting at all, but check it out if that is something your interested in. Streaming times will vary, essentially, whenever I am developing and in the mood to share the screen, maybe in the future I’ll add the Mic In, but not for now.
On my first night i was having a few drinks and i just got a glass of Pepsi and whiskey coding away i reached for my drink that was over my computer tower…. I knocked it over and I dont know when its going to be fixed. I’m writing this on a older laptop which barley works.
Well what i was using:
Language : Java
IDE: Intellij
And not art i’m using just a simple rects.
Started work on my (still untitled) proto this morning, and as I’m about to turn in for the night I’ve got the guts of it together.
Design Stuff
The proto is a mixture of styles, crossing the constant, perpetual ball motion of Pong with elements of Air Hockey. Central to the design is a tactical approach, as once you’ve made a move, your piece is unable to move again until the ball either hits your opponent, ricochets back on you or bounces three times (the three lights on the paddles indicating when you’ll next be able to move). Pieces are moved by shooting them off in a given direction until friction brings them to a stop. You can cross into the opponent’s side or bounce into them, though such daring moves are likely to leave your goal open for an easy attack.
AI is still a mess, it can throw itself around a little but that’s about it.
One last screenshot of the alpha as it stands, still in need of something a lot less placeholder-y:
So far it’s going well, see how I feel about it tomorrow I guess.
I’ve gone with a one-button platformer (sorry). Your character only changes direction when they collide with something and you control when they jump.
Right now most of the “core” is done. I need a little more content and some kind of start and end screen. Oh, and a name.
Not sure if I’ll use this music in the final version but, to give credit, it’s by Snabisch.
Hello community! Yesterday I saw MiniLD and I was really happy with the theme, so I thought why not to join? I was thinking quite hard on this one and I have a nice idea for my game now. For this MiniLD I made a decision to make a game without looking to any documentation or/and Google, which I find really rewarding. So after few hours, I have a *working* prototype and I’m quite happy with it! Besides, this time I am using Haxe programming language and Luxe game engine (which is AWESOME!!). Good luck for everybody!
I skipped a few LD’s, because I couldn’t bring up the energy and the self motivation to participate. And I never participated in a MiniLD, but this time I think the theme seems encouraging enough to help me getting back into the game. Thank you for that!
Now I have to come up with more than a simple pong clone, but even that would be a step forward.
2 days in, and I thought I’d post a quick update on my Pong clone. It certainly looks the part. Though there seems to be a problem when the ball spawns. I really need to check that out. 😉
Thanks to Sound Effects, fonts and sprites from Kenney.nl I’ve been able to focus on writing scripts rather than drawing things. Though I did quickly throw together the arcade cabinet graphics below:
So I started a little bit later than I thought I would but hey I’m making good progress already. This is my take on the old classic game Pong, it’s a more scifi ish version where rather than using paddles to hit the ball, you have to use Gravity Nodes.
Currently I’ve got as far as implementing the gravity system itself and the edges of the table which change the up and down gravity.
Below is the video for the gravity test.
Hi.
We finished our game “Rollman” back in 2012 for October Challenge 2012. We didn’t even get that $1 back then, so out of the blue we put our game on itch.io for free today.
Trailer:
Rollman has longer history though. We actually finished early version of the game back in 2003, written in Pascal for DOS. Later on we lost all of the source code, so changes were made by decompiling game’s exe to assembler and hacking it.
Since today anybody can check this strange game.
Features:
Thanks.
You finally came up with the game of your dreams. You wrote everything down, used all available studies and it sounds too good to be true on paper. But how do you make sure it ends up being fun to play? You could build the game and throw in endless testing afterwards until your test subjects think it’s fun. But is that really the way to go? I think not. There are better ways to do quality checks. So what easier and quicker ways are there?
Periodic player involvement
Don’t shy away from asking potential players to try and review your game concept. Besides the obvious part where they give feedback on what they like or dislike, they are also the first to try the game itself when it’s finished. If you gain their interest the chances are they will be the first group to spread the word. Not to mention they feel a part of the game since they were involved. It’s a good way for a small indie developer to get some attention. But let’s get back to the obvious part. If you think developing your game takes around 5 months. Make sure to involve your future players at least once a month. It gives you time to act on their fears and comments. Later on this will lower the time taken during testing.
Prototype, prototype and implement
I learned that creating your game at once with all features feels good, but it gave a headache to test it with my audience. Instead, I tend to build smart prototypes in the GameCreator with the most important game features. When I’m making a platform game with a special boss I take the bosses mechanics and put it in a small level which I can easily fine-tune. It’s quicker and easier to get done for your next session with players. Nothing beats seeing your involved audience smile for five minutes rather than get stuck on issues you didn’t want them to comment on.
Analytics
To further know if your game will be a success, write down which statistics to record and how you expect them to analyse. Letting players test your game is one. But how do you record the necessary information you need to know the players act as you wish? Is watching enough? Do you need to record the screen and eye moments? Before I get to play-tests I write a simple table with bullet points I need to know in Excel. It often contains: time needed to finish a level/section, amount of retries, keys being pressed, the player’s emotion and their average compared with all others.
This is just a small set of techniques I use and have seen in other companies. They give you the edge and act as a forward warning system when users freak out about your concept. Large game development companies even have their own departments with data analytics who analyse every pixel of a game during game-play.
How do you make sure your users enjoy? Did you ever use play tests? Or are you planning to? I would love to know!
View all blogs from the series “What makes a good game?”
Tags: product quality, rex van dorp, strong99, what makes a good game
I’m gonna try to do MiniLD 58 (my first LD) with Haxe+Haxepunk+GIMP+Sfxr.
Really Excited!
Pong + Arkanoid + you control the ball.
Tools used so far:
Compiler: FreePascal
Editor: Vim
Commandline: Cmder
Graphics: Paint
Colors: ColorCop
Versioning: Git
Library: Allegro5 (via allegro-pas5 wrapper)

Tags: #miniLD58
It’s my first time participating (at least with the intention of having something finished at the end). I started working first on a basic pong game, but then wondered how I could spice it up a bit. Then I started thinking: what if the player is both (or more) paddles? What if the enemy is at the center of the field?
So I guess this is heading the way of an army crushing game with the ball acting as a cannon ball-type thing. Let’s see where it goes from here.
I am using Sublime Text to edit javascript with Phaser and the graphics are from the Kenney asset pack. So far, I have controllable paddles, background, and the ball that bounces around and gravitates towards the paddles. I’ll probably turn the gravitation into an activated power.
Haven’t had as much time to code as I wished, but I’ve been progressing. Had some inexplicable issues with phaser and collisions with tiled layers, which were fixed once I figured out I had to tell which layers the collisions are happening in.
Now you can pull the ball towards a paddle with the magnet beam!
So far in the game: movable paddles, destructible blocks, indestructible blocks, magnet beam and it’s charge and cooldown timers. Lots of sparkly particles too!
Next it’s time for moving enemies in the “castles”. I’ll have to also see to some better suited tiles for the castle walls. There is also a possible performance issue on how I’m drawing the background layer to the game. Should probably have it as a single repeating image rather than a tiled layer that has a bazillion tiles.
I’ll probably pop in some music, then Realistic Office Simulator 2015 will be complete!
Coming soon, yall! Be sure to give it a play when it’s done!
Well, it could theoretically be advantageous for me to add the theme into my game. Meaning that I forgot.
I wonder if just having an optional pong minigame would suffice. My original idea was themed, but it got shifted out for a more pure financial simulation focus (With zany antics, of course)
Ugh, gotta think of integration possibilities.
So since my last post earlier on I’ve had a few issues with some of my stuff being lost after unity decided to freeze, but I managed to get it back to how it was (Since it was the scene.)
I’ve managed to get a fair bit done, including adding automated paddles which act more as obstacles than being any help, I’ve also added in the goals and a ball reset when you hit the goals.
On my Youtube channel there are the development timelapses as well.
So.. Yesterday i started working on a new game, a prototype of sorts. Today i casually check ludum dare page, and guess what? The theme for MiniLD fits my game!
The game’s called Pong Mania, and it’s nowhere near finished, and it’s still not fully playable. But hey. It looks cool. Check it out here:
And have a screenshot:
Hope you like it!
Does anyone have or know of any resources for making multiplayer games in Haxe? All of the api’s for sockets seem either depreciated or broken. I know about Remoting, but i haven’t been able to find any good documentation on it.
So I am playing with Unity and I have a Pong game made. Not sure how I’m going to make it unique but I’ve been learning a lot lately.
Been polishing up my proto a bit, finally got a rough html5 test version you can play around with. It should be in fairly functional shape, just don’t be surprised if you get a few quirks with the physics at this point. The html5 build hasn’t been tested much, but it seems okay. The native version will of course be a lot smoother when it’s done.
CONTROLS
You’re the blue one on the left. Point the mouse to aim in a direction. Left-click to fire a strong shot, right-click for a light one. You can only shoot when all three bars on the front of your ship are lit up. You gain bars every time the ball bounces of a wall. You instantly gain all your bars back when either the other player makes contact with the ball or you do on the rebound. Yes, the AI is terrible at this point, but they’ll move around to make things interesting at least.
I’ll keep tweaking and polishing away for a while until it’s good to go, controller support (and local multiplayer) are next on the list. Feel like having a try? Knock yourself out.
So my Pong-themed platformer is now completable, but lacks challenge. I shall be focusing mainly on level design this week and actually getting some pong-themed puzzles in.
I don’t intend for it to be quite as hard as my LD31 entry, I am Sigma (even as the developer I can’t complete that with less than 40 deaths D:), and should be a lot less linear than that is, with more focus on exploring the world you’re in and using your ability to move pong paddles in interesting ways.
Having only realized there was a MiniLD this week at the end of last night, I’m attempting to put a pong inspired game of keepie uppies in a co-operative version of pong where they have to get the highest score possible.
I’m working on a very minimal looking game that will support up to 4 players by the end of the day.
I’ll hopefully be messing around with some fun mechanic changes once the core has been built.
I’ll be using GM:Studio, Inkscape to build the game.

Hello guys, I started a little late, but I think I had got a nice idea. I wanted to create a Pong version that challenges the players, as how long can you survive? I have it half implemented today, so here is how it looks like now.

These sprites are just place holders, and I’ll be changing it quite a bit tomorrow. My idea is to change the ball to a Deer, and add some tigers to the left of the screen. All you have to do is to stop the deer from running into the tigers, and how much time can you help survive the deer.
Right now, I had got the basics of pong working. I’ll also add some powerups that increase the timer, and some traps which removes some health from the deer. When the health goes zero, or when the deer runs into a tiger, the game ends.
So I have to sleep for today, and I’ll post my progress again tomorrow. See you again!
I have mostly implemented all of the features for my first MiniLD game and my first game published on the internet, ReviveBall. The main mechanic of the game is that when the ball bounces against the paddle, it dies, and the ball can go through it. The green ball revives the paddle when it bounces against it if it’s dead. There are a few things that I need to touch up in the game, but it is a solid game for now.
I used GameSalad, but the game would be better if I used Unity instead. Another thing is that the paddles change their position when the ball hits them while they’re moving, and I had no way to change that using GameSalad.
I can’t think of anything more I could add to the game, but I am open to suggestions.
Gahh, got caught up doing stupid stuff, like painting debris to a graphics element, so I can have permanent “damage” to the battlefield that doesn’t add to the drawing load. I wanted to have the cannonball make persistent trails and blood from the enemy units 😀 Oh well, at least there are enemy units now, they don’t do anything, but perhaps tomorrow!
Also have to wonder what to add as hazards for the paddles. Maybe the enemies will fire from inside the castle. Maybe they’ll try to stop the cannonball. Humm.. Let’s see.
Stuff added: some new graphics (not final, turned out bad), debris drawing, cleaning up the code a bit, changed background into a single image.
Greetings! I have had friends entering Ludum Dare before but never entered myself. So now i have finally done it.
Currently working on a losely Pong-based-arkanoid-schmup-blend. there isnt much content yet, but it is playable.
Latest update:
http://lmao.rotfl.at/upload/Strobe/SkyPongAlpha8.zip
Tags: #miniLD58
I got busy with another project and school so I won’t be in the Mini LD. I will probably be doing the next main one though 😉
Tags: #miniLD58
So far I’ve got a working product, but it’s not quite where I’d like it to be. Unfortunately, I’m a bit burnt out. I think I can afford that in a MiniLD, but just for future reference, what’s the best thing to do if you get burnt out? Is it normal? How do you get back to whatever you were doing?

Here’s my game, Containem-3, by the way. The paddles are generated procedurally in a yet-to-be-made options menu, letting the player control their difficulty. It’s not completely new, though; it’s basically the evolved version of my original (neither procedural nor 3-D) Containem from several years back:

I still need to add the score, and some particles and music that the original version had during a paddle collision, but I’d say it’s pretty complete. Of course, I’d like to add more, but as I said earlier, I feel a bit burnt out. Any advice on that?
I have decided to release the engine I created for the previous ludum dare(Open Source), but with a few changes added to it. First, I have moved from rendering in swing to lwjgl (OpenGL) and I am working on a DirectX renderer as well (Swing will still be an option though). Next, I have added sound support, no need for external libraries. And third, video support, you can now load and play videos from within the engine. NOTE: This is just an announcement, links will be ready when I have the Tutorials for creating a game in the engine finished, also I will release a game(Also open source) along with the engine so you may see what the engine is capable of. Planned features: Shader support(0% Complete) DirectX support(25% Complete) Stereo Sound(50% Complete).
Finished and submitted this game this morning around 8am or so, figured I’d make a post as well. After looking into participating in the next main LD with a group I’m working with, I figured I would use this Mini as a personal practice round. So this game is the result of 48 hours of development.
Enjoy!
Tags: #miniLD58
hello! i download the Notch Minicraft and i edit with Eclipse Luna IDE, but not work!… The Error:
Exception in thread “Thread-0” java.lang.IllegalArgumentException: input == null!
at javax.imageio.ImageIO.read(ImageIO.java:1348)
at com.mojang.ld22.Game.init(Game.java:118)
at com.mojang.ld22.Game.run(Game.java:136)
at java.lang.Thread.run(Thread.java:745)
HELP-ME!!!!! PLEASEE!!
Tanks in Advance…
E-MAIL: kinan@tropicaltreeclimbing.com
Welp, MiniLD is still going, so i am still updating my game. And now it got a pretty big one.
For starters – the game now features sounds. Yay!
Second thing? Main Menu, through which you can select a gamemode you want to play:
But what is that? 4 Paddles?
Yep. The game features two gamemodes. Classic pong, and 4 paddles, which looks like this:
You basically play as two paddles at once. And no, it’s not as easy as it looks.
So, click here to check out the game. Hope you like it!
Hi to all,
I have been late with this announcement but I had to try and do something.
Last night I decided to enter this Mini LD #58 when a simple idea for the Ping Pong challenged came to mind.
So I have started with a ping pong idea where you as player have to control the ball and not the paddle.
There is gravity involved and you have to bounce by tapping the screen from the one paddle to the other.
I am planning on making the look of the game the popular flat UI look and colors.
It will be a one touch game and will also be available on Android.
On android I will integrate the google play services so that players can see there high score.
Here’s a screenshot of my progress:
Hi everyone! I made a small update to my MiniLD58 game, Gnop!
Now, it doesn’t matter if the mouse leaves the window. And added a fullscreen option.
Enjoy!
Hey there, folks!
After a lot of personal stuff happened, I’m back to LD!
I’m planning to enter the next main JD jam. Man, it’s been a while, LD! 😀
I was originally going to call this as Whispers but then I thought of Ping and well… how can I not name it that for this MiniLD?

The game is not a straight-up Pong game, just using the mechanics of Pong (mainly the ball hitting a paddle mechanic). As I mentioned in my previous post (though I’ve veered away from the relationship/friendship aspect of it), I’m making a social simulator.
A Game about Inputs and Outputs
I freelance remotely. I spend a lot of time at home just because my work is computer-based (I’m here but not really here!). I’ve also had a lot of roommate experiences. Sometimes, I’ve overheard snippets of their conversations. My socially anxious self though often goes into overdrive and I start thinking those conversations were about me. I’m not the confrontational type so to this day I have never found out if those conversations were really about me.
I’ve decided to implement this anxiety in game-form (what else can you do? hah).
Inspired partly by The Novelist, you’re a writer trying to finish a book in 30 days. The line on the bottom of the screen is your “timer” – once you reach the end, the book is submitted to your publisher and depending on your progress/effort/quality of the book, you either will succeed massively, averagely or fail miserably.
During the span of those 30 days though, you’ll randomly get these “pings” – a little circle that bubble up. It will float to the line above of the screen (you control the circle at the top of the screen). If you manage to “catch” it, the ping will bounce off your circle and go back below – which helps you write more and/or increase the quality of your writing. But, if you miss the ping, you’re going to get these distracting messages (seen below) from your roommate that may (or may not) be about you. These are harmful though because for X amount of time, your progress will be stalled while the timer is still going.
In the end, if you’re able to channel your “pings” towards your own work (instead of using them to hear about the latest gossip/conversation your roommate is saying), you’ll succeed! 😛
Tags: #miniLD58
I’m in for Mini LD #58.
After creating CAN’T STOP THE HYPE TRAIN, a 1024-byte JavaScript game for JS1k, I was still itching to do some more minimalist game development for the HTML5 canvas.
Then I happened to check the LD site…sure enough, a Mini LD had just begun, with just the kind of theme I was already leaning towards: very old school, minimalist, arcade-like. (Someone else in the JS1k rather astonishingly implemented most of Defender in 1k of (compressed) JavaScript. I’m jealous, and it got me thinking about old old games.)
So, PONG? Heck yes! Let’s have some PONG!
I did some late-night experiments and came up with a non-interactive demo of the visual concept I’ll be working with. It’ll be a game, hopefully, in a day or three, but for now it just looks pretty. (I think.) So click the pic to come to my blog and gaze at the glow of…
So what actually happens behind the scenes of a game of pong?
Where do the balls go when they go off screen?
Maybe they go into a giant crusher, waiting to be recycled?
Maybe there’s a game of Arkanoid in there too?
Or Super Mario Brothers?
http://canazza.co.uk/Files/LudumDare/MiniLD58/ is still incomplete, but it’s getting there. I’d say I’ve got 80% of the screens done.
It’s completable, but I just need to add a few more screens of obstacles in your way >:)
I’ve also put the music I made for it on soundcloud: https://soundcloud.com/canazza/sets/robots-playing-pong
I’m in, started on Sunday and I’m pleased with what I’ve got so far which is a tennis inspired pong.
I’ve gone in a bit on previous LDs but was never maintain motivation to finish. The miniLD seems like a good alternative to get a chance to finish something!
EDIT: Tools used are unity/monodevelop and bfxr at the moment



Ha! Progress, finally!
Moving enemies, nice-looking debris, a “win state” 😀
I still haven’t quite figured out the hazards. I guess losing the ball would be one, but when the enemies are shooting, my brain can’t handle it. I can’t take care of the ball with the magnet and watch out for the lasers too. Needs thinking.
Tomorrow, levels!
Also, I wonder if making daily posts is too spammy?
Hello guys, since my last post, I changed my game by adding the new sprites in the place of the placeholder art. Here is how it looks now.

I added some leopards in the left and added a deer instead of the ball. Please don’t tell me that the art is crap, I have spent an entire day to draw these leopard and deer sprites. Now the game is nearing completion, I still have to make intro, story and the game over screens. See you soon after I made that.

(You can clearly see my extreme creativity at name making)
A weird concept that looks fun! It’s an RPG which uses PONG as a combat feature!
So, after about 4 days of work in Unity, i managed to finish most of the code, now to work on level design, and balancing.
Feedback is welcome!
Cheers! 
Hello guys, this is the end of the third day in the development of SurvivorPong, my MiniLD #58 entry. I had redone the graphics today, as well as I added some music to the game. Tomorrow I will be adding some powerups.



These are what I had did today. The leopards are now hidden behind leaves, I did a new background in GIMP and also the paddle is changed to a stick. I also increased a bit of game speed, and it increases from 2 pixels per frame to very high speed of 15 pixels per frame. Also now the game adapts to different aspect ratios.
I also added anti-aliasing to the fonts. Tomorrow, I have some plans to implement some powerups, like, increase/decrease the paddle size, slow down/speed up the deer, and add some extra time to the timer.
Will see you soon again guys!
After some effort today I managed to do the final touches to my game.
Pixel Pong is a one touch game similar as the classic Ping Pong where you the player have to control the ball. Survive as long as you can bouncing the little pixel back and forth! Avoid the spikes and don’t die! Bounce against the paddles to turn back. It seems simple enough, but this little pixel will quickly find things getting tricky!
Here is a link to my entry page with all available downloads:
Entry page to Mini LD#58
And here is a new gameplay video:
CPong is my first-time-LD entry for MiniLD 58
Game page: http://buch415.github.io/cpong
Entry page: http://ludumdare.com/compo/minild-58/?action=preview&uid=28337
Since I haven’t programmed any game for quite a long time (almost a year actually) my target here was to get back into developing rather than putting together a really original game. Still, I tried to put as much polish as I could in this little game. Minor tweaks of various sort will come in the next few days after some playtesting with other players and possibly feedback.
Current mechanics:
Planned mechanics (or: what I wish I could add but am not sure if I ever will)
Any feedback is warmly welcome.
Enjoy!
today I coded plonk.
checkout the game at http://ludumdare.com/compo/minild-58/?action=preview&uid=26075
My game for the Mini-Ludum Dare is pretty much done now and I just uploaded it to itch.io. However, in the Unity 5 web player I’m getting “Development Build” scrawled along the bottom right of the screen despite this clearly being unchecked in the build settings.

Also, ticking it deliberately and re-exporting it increases the file size, which would suggest Unity knows this is unchecked but doesn’t much care. Some people are mentioning it on the Internets, but the solutions of delete your editor preferences or rebuild in release do not actually work for me. This is a shame because it makes everything look really low-rent.
The Windows build is fine, but I don’t want to just release a binary…

Any ideas?

A great amount of updates since last post!
Hiscore saving.
New and higher multihit bonuses.
Bosses every 35 waves.
Killing a boss gives every rank upgrade.
Rebalanced Shield intertia upgrade.
Sounds for upgrade pick and explosion.
Added new upgrade system.
rebalanced difficulty.
Other various tweaks.
http://lmao.rotfl.at/upload/Strobe/SkyPongv11.zip
Tags: #miniLD58
Ludum Dare 32, here I come! Hopefully this time I’ll be able to get into the top 1000, maybe the top 750 ![]()
I’ll be using:
Not forgetting the heroic amount of tea/coffee I usually drink ![]()
Good luck!
Tags: im in
Yeah I made he great seizure game in 2days!:D With 3 different modes!
Check it out:http://ludumdare.com/compo/minild-58/?action=preview&uid=49721
Or too scared?:|

Tags: #miniLD58
Hey Everyone,
SuperCoolGames very first contribution to LudumDare is now ready to play!
ImposiPong!
Pong where the number of balls doubles almost every hit! There are 4 separate game modes to try!
Download it here:
http://www.supercoolgames.net/ImposiPong.jar
For more games check out:
Tags: #miniLD58
This is the end of the fourth day in the development of SurvivorPong, my MiniLD #58 entry. My plans for today included me to make some powerups for the game, but today, I violated my plans. Instead, I focused on composing some music.
The music is an OGG file and is just my try at making my own music. You can hear that online from my site: http://goharsha.com/downloads/minild58/music.ogg. To compose the music, I used beepbox.co service to make this music.
I have also changed my code a bit so the tempo of the song increases along with the game speed. I spent the whole day trying to make the audio and this is the result I have got now. It is 11:36 PM now here, so I have to get some sleep. I’ll have to see what I can do tomorrow with the powerup system.