TL;DR version:
I’m in! I’ll go solo, as always. Also, once again, I’ll be using my own framework to make a game in C. Depending on the game I make, I may even port it to Android.
List of tools (copied from my previous “I’m in” post XD):
- Language: C
- Library: GFraMe* (now on version 0.4.1)
- Music: LMMS
- SFX: sfxr
- Editor: Vim
- Timelapse: Chronolapse (it works on Ubuntu!! *-*)
- Image editor: GIMP
- Beverage:Coffee, as always =D
- OS: Ubuntu 14.04
- Streaming(?): Open Broadcaster Software
- Base game resolution: 320×240 (I won’t try to go lower than this, again… XD)
Recently, OBS Studio was released, with a Linux version. Thus, now I have no excuses for no streaming… but we will see if I get into the mood to do that…
Now, on to the real I’m in post:
* I might reuse some of my latest game code, as I won’t have enough time to re-factor my framework and add the features I implemented onto that game. It can be found here!
Right after LD#31, I kept working on my previous entry: Cold Remembrance. I started by redrawing the backgrounds, as I had a few issued when trying to scale the game on my Android 2.3 device (kept for test reasons… and because I don’t care about it).

After spending a long time drawing (and none coding nor re-thinking the story), it was time for another GGJ. As I didn’t had a lot of time, I made a really simple and short game. The idea was to control two character at once and try to climb a tower (kinda).
I liked that idea so much that I decided to turn it into a complete game. And since there were two months before the deadline to a festival, I decided to try and finish it before hand.
Luckily, the deadline was extended and I was able to finish it in time. While developing that game, I implemented a lot of cool stuff that I want to expand into my main framework, like text menus (as in, 16-bit games’ main menu), automatic wall generation for tilemaps, auto-tiling, a form of event handling and creating “functions from a tilemap editor” (tiled) – this one actually needs some re-working.
And now, it’s finally Ludum dare once again! Since I just started re-factoring my framework (I want to make the next version be a “releasable” one, I’ll have to make do with the current “stable” version.
Let’s have a great jam!
Now, for a small self-promotion: You can check out my latest game on itch.io! It’s free and open source (I released it with the zlib license).