LD32 April 17–20, 2015

I’m in for the first time!

This will be my first time been in the Ludum Dare competition. I always wanted to create games but I always get suck and have a hard time with the art work. I been trying to master pixel art but it’s still hard.If anybody have tips on creating art work let me know.My goal is to complete a game in the giving time and to gain some experience.

Things I Will Use:

Coding: Mono Development C#

Game Engine: Unity3D

Audio: Pro Tools 10

Graphic: Photoshop

Music: Fl Studio and Pro Tools

Energy: Candy and Sodas

I am definitely in.

Not my first LD and for sure not my last. Gonna be using Unity 5 with C#, and I can not wait.

Im In

First entry into LD

I’ll be using:

Unity and Mono/C#

Paint.net

BFXR

Have fun everyone!

I’m in :)

It’s my first Ludum Dare and I would make the best game ever :)

For my tools :

Language : C++ (SDL or SFML) or C# (MonoGame)

Graphics : Photoshop CS5

Music : FreeSound or FL Studio

Training for Ludum Dare

http://i.gjcdn.net/imgserver/game-thumbnail/588/58687_unayk7tg.jpg(Click the image to play)

I decided to make a simple training game for the next Ludum Dare (this game was also made for ALTGAMEJAM). Making this game took a bit longer than estimated (8-12 hours or a bit less), mostly because I focused on unessential visual effects and I played too much The Binding of Isaac: Rebirth (I finally defeated The Lamb and ???, it took only 36 hours, now I have to destroy Mega Satan!).

Anyway, did I learn anything? Yes, in next LD, I’ll focus on gameplay and innovation instead of polished graphics and other less essential things.

And I’ll play less Isaac.

I’m in!

In this corner, weighing in at 200 mhz is Catwheel!
This competitor is using the legendary Unity 5, with a breathtaking C# flourish.
He also may end up doing 8-bit because its so simple, and is sure that BFXR will have all the sounds he needs, but is also ready with a mic, because he kind of wants to do mouth sound effects.

Accesskey for Theme slaughter

Edit: The solution is in the comments of this post, thanks to misson20000!

So, uh, it takes TWO SECONDS per topic to tell the website whether it is good or bad, yet only takes about 10 miliseconds to determine that in your mind. So OBVIOUSLY the remaining 1.990 seconds is wasted time and could be OPTIMIZED! 😀

I propose three simple words get added to the slaughter php file, which would make the slaughter process much, much faster.

<a style=”color:#080;” href=”?up=##” accesskey=”a”>GOOD</a>

<a style=”color:#800;” href=”?down=##” accesskey=”d”>BAD</a>

<a style=”color:#f00;” href=”?kill=##” accesskey=”s”>SLAUGHTER</a>

This way we could slaughter topics about 4x faster, as it would just involve holding down LEFT ALT* and pressing A, S or D to determine which bin the topic goes in. Pleeeaaaaasseeeeeee 😀

*Alt + shift + accesskey for Firefox; Ctrl + alt + accesskey on Mac; Alt + accesskey for others.

Oh also did I mention I’m in? Uh… I’m in! 😀

Comments

misson20000
08. Apr 2015 · 19:40 UTC
Or you could script up something in greasemonkey and not even have to press Alt.
09. Apr 2015 · 03:54 UTC
Awesome! You missed one keystroke tho! 😀 (At least for Tampermonkey, may work properly in greasemonkey)
tvtapp
14. Aug 2018 · 15:10 UTC
Nice Post !
andru97
20. Aug 2018 · 08:56 UTC
very very interesting article.. thanks a lot for sharing..
johns111
10. Sep 2018 · 10:52 UTC
That was amazing article.. and very interested article..
andru96
17. Sep 2018 · 13:04 UTC
good post.. dear hope expecting more from you.
peter011
20. Oct 2018 · 16:18 UTC
very interesting article.. thanks a lot for sharing..
tvtap01
01. Jan 2019 · 07:34 UTC
really awesome information dear. great article.

I’m in (probably)

This might be my 3rd entry to Ludum Dare, although exams are in about four weeks so I may not be able to enter. Hopefully I will be entering as it will be a break from my current project…..

….Actually, exams can’t be that important i’m sure i’ll enter.

If I enter I will be using:

  • Unity 5 and C# for code
  • Photoshop for graphics
  • Audacity and BFXR for sound
  • Possibly Record me playing the cello for sound as well like I did last time

Looking forward to seeing your entries.

Oh also i’ll be doing the compo cos why not.

Long pause, but I’m in!

Long time since I have participated in Ludum Dare.

I recently made a remake of my very first Ludum Dare 26 game, Cutato, called Cutato 3D (Both can be found at my site) where it won the first price for that Jam.

Since my last failure at Ludum Dare I have participated in several other Jams, mostly located at my University here in Denmark. I think I have a much greater experience in order to produce something!

Now I just need to see if I have the time during the weekend – But hopefully, hopefully I can join!

Live streaming programming

Hey ho. Lets go. Only nine days  for LD32. Well that’s not what I’m going to write about. Since LD31 I was thinking about live streaming programming, but I’m not a full time game developer. So I have been looking and looking for alternative to Twitch which allows live streaming programming. You know Twitch allows only game related programming in their terms.

So yesterday I found the service. Livecoding.tv is live streaming service meant for every kind of programming. I’ll stream on twitch my Ludum Dare participation until Livecoding support has been added, but I’ll start to live stream mostly all of my programming at Livecoding. Just to let you know if you have been looking for similar service!

A belated post-mortem, and a workflow sketch

One year has passed since my participation at Ludum Dare 29, and it’s high time I wrote a post-mortem.

This was my second go at the competition, but also my first group experience, and thus a lot different. Both types – solo and group entries – pose a different challenge. I feel like the solo competition focuses on time-management and is psychologically more demanding (being solely responsible for both every achievement but also every setback results in greater ups and downs), whereas the group competition demands first and foremost a good co-operation and distribution of tasks, as well as good communication throughout.

How did my second Ludum Dare go? I’d deem it a success, despite not getting anywhere near a finished game. The two goals of a Ludum Dare are:

  • Have fun.
  • Learn.

Having also finished a game is of course great, but it’s just a nice bonus to the two aforementioned goals – an excuse, if you will, to achieve the two “real” goals. After all, some months later we won’t remember the game itself as much, as the time spent making it, and the stuff we learned. At least, that’s how I like to view it.
And judging by my own, but also by the rest of the team’s feedback, we achieved both goals.

My role was that of the coordinator/”mentor”, since I happened to be the oldest and thus most experienced with game dev and Java (not by much, mind you). Here are some things that went right/wrong, from my point of view:

What went well:

  • Motivation. I had the feeling like every member of the team was motivated throughout the competition. Even under harsh conditions and with the deadline approaching, we still kept going. Much of the initial enthusiasm lasted until the end.
  • Cooperation. Everybody cooperated well in a friendly atmosphere. Confronting a non-cooperating team member had been one of my biggest fears, and thankfully it never came to that. I doubt that this is to my own credit; it just happened that every single team member was well-mannered and pleasant towards the others.
  • Flexibility. Although we didn’t make it in the end, we still managed to overcome a lot of obstacles. We had to move 4-5 times to a different place during the competition, experienced flooded streets, power outages, the Internet going down, health-related issues, locking ourselves in, etc.. A less flexible team wouldn’t be robust enough to carry on after all those, yet we managed to stick to the end.
    Our original artist (who’d also be our host) got sick one day before the competition started, yet another team member emerged as the “Joker”, taking her place in the artist department while teaching himself the tools as the competition was well underway. He was also able to offer us a place to stay during the first day.
    Another member found us a place to stay during the second day, and continued working on the project even though it was his birthday.
    Team members who’d learned new things about Java programming on the first day, taught them to other members during the second and third day. The overall teaching and learning culture that emerged was as I’d hoped it’d be, and were it not for the constant interruptions, we could’ve accelerated the learning and teaching rate even more.

What went bad:

  • Coordination. The lack of a basic workflow was apparent. We only thought about our current task, and chose our next task based on what was needed at the time. Needless to say, that not following a concrete plan gave us a very bad estimate on the amount of work done/still needed.
  • Time management. Regardless of the many obstacles, we were running out of time even during the afternoon of the first day. Things like setting up Git ought to have been dealt with before the competition even began, not in the middle of it. A “feature freeze” would’ve also helped us, as we tended to change basic gameplay features (tile-based vs. continuous movement) up to the last day. Sometimes a mediocre solution is better than no solution at all.
  • Role distribution. This was my fault, and falls in the same category as a lot of things I didn’t do right in order to establish a thoroughly democratic model of communication.
    We were switching roles as we pleased, from coder to artist to level designer to coder again – which obviously was detrimental to any kind of specialization, and also harmed our overall organization. Roles ought to be clearly defined and distributed among the team members. Below is a rough plan of what kind of roles one might expect at a Ludum Dare team.
    As for the democracy part: Democracy is wonderful, but when time is of the essence, it shouldn’t be spent trying to get everyone’s explicit agreement before moving on. In those times, it’s much more efficient to designate a trusted person (or group of persons) once, and let it decide within a predefined set of restrictions. Hello, Indirect Democracy.

Here’s the rough role list/workflow I made based on my experience in last year’s Ludum Dare. Obviously, it’s doesn’t fit each project, and some roles might not even exist depending on the type of game. This is more of a template for anyone who wants to take it and adapt it to his/her game.

Roles:
I came up with 12 roles: 6 require coding, the other 6 don’t. Obviously, one person can have more than one role, as long as the roles don’t change too often during the competition.

  • [GDsg] – Game Designer
  • [LDsg] – Level Designer
  • [Wrtr] – Writer
  • [Artt] – Artist
  • [Snd] – Sound
  • [Blog] – Blogger
  • [Core] – Core (Class Diagram, Game Loop)
  • [Grph] – Graphics (Rendering,Animation)
  • [AI] – AI (Pathfinding, AI Behaviour)
  • [Phys] – Physics (Collision, Movement)
  • [Inpt] – Input (Keyboard, Mouse)
  • [Nctr] – Encounter (Battle/Puzzle system)

Workflow:
0. Before the LD starts:
[Blog] Write “We’re in” blog.

1. Settling on a gameplay idea:
[GDsg] Design general gameplay.

2. Determining the overall game/program structure:
[GDsg] Design details – \w [LDsg].
[LDsg] Think of level structure – \w [GDsg].
[Wrtr] Think of a story.
[Artt] Start making general art assets (like hearts for Player Health etc.)
[Snd] Record general sound samples (like a general sound that could be used for jumping, or opening a chest etc.)
[Blog] Maybe write about gameplay idea.

[Core] Make Class Diagram – w\ [GDsg],[LDsg].
[Grph] Talk about what approach to take about the graphics – \w [LDsg],[Artt].
[AI] Determine a world\level representation for AI purposes – \w [LDsg].
[Phys] Determine a world\level representation for physics purposes – \w [LDsg].
[Inpt] Determine types of input – \w [GDsg],[LDsg].
[Nctr] Think of battle/puzzle system – \w [GDsg],[LDsg].

3. Getting to work:
[GDsg] Feature freeze. Refine existing gameplay mechanics – \w [AI],[Phys],[Nctr].
[LDsg] Design levels.
[Wrtr] Write story/dialogs – \w [LDsg].
[Artt] Make art assets for the levels.
[Snd] Make the music/sounds.
[Blog] Blog about progress from time to time.

[Core] Make game loop, calling methods made by the rest of the team.
[Grph] Program renderer & animation.
[AI] Implement pathfinding and general AI Behaviour.
[Phys] Implement collision detection, movement etc..
[Inpt] Implement types of input.
[Nctr] Implement battle/puzzle system.

4. After the competition:
[Blog] Write post-mortem.
[Rest] Play games!


The future
We might not have finished the game, but we had a good time, and learned a lot. I’m looking forward to entering this year’s March competition, and so are a lot of the team’s members. Let’s hope that we learned our lessons and will be proud enough to show you our game, after 72 hours of fun and learning.

We are in

We got our entry for LD31 Fred the snowbomber accepted for iOS AppStore !!! 😀

https://appsto.re/es/S5Zi6.i

So … we are in again… it will be our 3th LD jam
This time using cocos2d-js

Join the #LDVote IRC channel to vote together!

I made a bot that allows ludlum darers to go on an IRC channel and vote togethor! Every 20 seconds it gives you a theme, and you vote by saying vg ( or ‘vote good’), vb ( or ‘vote bad’ ) and vs (‘vote slaughter’). Join #LDVote on the irc server irc.afternet.org.

Warning: I have a real life, so bot is not on 24/7. I will try to run it as much as possible. The user ‘LDVOTE_Bot’ will be online if the bot is active.

Join today, while it’s online! 😀

EDIT: To get the theme people are currently voting for, type gt or get theme :)

Enjoy! 😀

Unfortunately…

Excited for this LD, but unfortunately I can’t take part of it. I will be traveling that weekend, so my free time won’t be enough to do it.

Have fun with it. I hope to play some of yours.

Comments

Osgeld
09. Apr 2015 · 01:07 UTC
its next weekend so your good :)
09. Apr 2015 · 03:38 UTC
Thanks for check my mistake. I mean that weekend I’m busy xD

GUYS! HERE’S SOMETHING ORIGINAL! I’M IN!

So after missing 2 LDs because of “life getting in the way” I’m back! You missed me, right?

  • I’ll be using Unity, which is kinda scary because I have no idea what I’m doing in it.
  • I’ll probably make music with Fruity Loops.
  • I’ll most likely be using Graphics Gale for sprites.

SEE YOU AT THE TOP

ps. April 17th is also my birthday so I would appreciate you voting me 5/5 as a birthday present, *hint hint* 

I´m In!

This is my 3rd LudumDare an my 7th gamejam but I am exited as it yould be my first 😀

So here are my tools:

Engine: Unity 5
Language: C#
Editor: Visual Studio 2015 Preview
Graphics: Photoshop
Audio: BFXR / Audacity

I will TRY to make a timelapse (screwed it up the last 2 times) and maybe I will do a livestream

I’m in!

Hello, this will be my second time Ludum Dare.

What i want :
– Getting all aspects in the top 25%

What i did last time :
– Getting half of the aspects over 25%

What do i have :
– Unity
– Paint.net
– pxtone
– A mind

So i made in Unity a little tutorial and so on, just enough to survive alone in the jungle of C#. So, have fun all of you!

What were you guys thinking when you put themes in!

http://hastebin.com/kijinidate.txt

Really? Haha. 😀

Silly themes:
-> A bit like E.T. the video game but not _ this time
-> First Person RPG with Sierra EGA Game Graphics
-> Frank Lloyd Wright (As a theme…?)
-> Three blind pigs
-> PIEEEEE
-> meow

I got these from my #LDVOTE irc channel. Check it out. VG to say the theme is good, VB to says it’s bad, and VS to vote to slaughter it. Bot tallies up votes every 15 seconds.

Comments

09. Apr 2015 · 12:36 UTC
What is at the top?

Personal Library Stuff!

Hello 😛

As per the rules, I need to disclose the personal library stuff I’m going to be using.

It’ll be this home brew game engine, plus some other bits and pieces along with anything relevant or useful I might need from my personal github account (mostly stuff around animation and some render pipeline/asset loading boilerplate stuff).

The engine, for the curious, is Javascript and it’s a 2d tile-map/sprite engine for WebGL (Well, Three.js) which takes files from a custom game/level editing tool I’ve been writing for the last few months.

I’ve managed to make one little demo with it so far but there’s still a lot of work to do and tests to run before I know it’s safe to use in the competition. I am terrified.

All this just to avoid having to learn Unity.