#weeeeeeeeeeee


song one – guitar
song two – accordion
jesus just realised how much i need to get rid of the squeaking on the first song. Any ideas?
It’s both inspiring and terrifying to see what other people have done so far! I will have to throw as much as possible into “non-essential” and focus on the best bits. Hopefully have time to squeeze in some sounds and music, not sure how animation can/will be done.
Anyway, I made a gameplay gif:


This took forever, but finally got the animation and special attacks working. Now on to audio and let’s hope I’ll have some chance to fix the 2D art 😀
Gotta go, since im 11 I cant be on pc for that long :/ good luck to everyone this was my first ludum dare. IT WAS AMAZING
Wow, doing the graphics took so much longer than I thought it would. But at least tomorrow will be all coding 
Tags: Tiled
https://www.facebook.com/bookmark.com/posts/525132690979181
I came out from my cave, and now I’m hungry!!!
Feed me with playtesters 

The game is about hunting and coping with hunger. You have to kill everybody, in this sample level there are 2 victims…
More levels and in-game hints are on the way!
Music in WebGL is somewhat broken, sorry for inconvenience…
We’re in somethin thats for sure

pic and the bae
-cc
This is a timelapse of my first day of development for the LD33.
https://youtu.be/df9Z0Fc_ULU
Mon deuxième LD et franchement j’adore ça!
The mouse input is too inaccurate and fixing it would require writing a complete gui system and a workaround would break at every little change. I don’t habe enough time for rewrite and content so I’m out.
I still consider it a success because I learned a lot and it has never been much promising with new programming language and unknown render engine.
Finally, we have finished our first LD#33 jam entry! (Me, and two friends) Have fun playing it once it has been uploaded!
GameMaker: Studio
Aseprite
Bfxr.net
I just gave weapons to my people… And this is the result….

Poor slime…
I dunno why I’m so happy about this, but it’s so cool
Using monect connect, I can allow mobile controller support.
The controls are a bit awkward, I just promised myself I’d try some controller variations in this game for those who prefer more of a variety- other controller options are WASD/SPACE/etc. keyboard layout and the Z/X/LEFT/RIGHT NES emulator keyboard layout.
Here’s a screeny of the controller options UI (phone version). Does the website displayed on the phone look familiar? 😉
I can now declare Kitten Killer fully playable, and I’ve now added a (very basic) congratulations screen after you complete a game.

I’ve also added some ambient music, there are 3 different tracks which will be picked at random at the start of the game.
Now I’m going to do a bit more refinement and fix a few collision bugs, and hopefully upload another video!

For Ludum Dare 33
This will be my monster which the crewmates in my game will turn into. I wanted to go for a lovecraftian feel.
Tags: Folio, LD33, Lovecraftian, Ludum Dare, monster, Reinoud van Reekum, You are the Monster
So with 8 hours left on the clock and a viable game is no where insight.
I better get to work.
Hi everyone,
I’ve just finished my entry : Frankenbunny
This was my first Ludum Dare and it was a really inspirational experience. Making a game in 2 days forces you to think quick and find new, effective ways to tackle problems.
I’ll try to enter the next LDs ! Looking forward to play and rate other games.

It’s 4:26am and I need some sleep.
I’ve submitted what I have so far in case I sleep right through the deadline: Here
If I do wake up in time, I’m planning on making some more levels, and maybe even trying to add some music 
So, some people on IRC convinced me to do this, despite never making a real game ever…
I’m stupid :p
Finished !
Here is my game : Rage Against The Princess

pokemen
Skyfish checking in. I only have 28 more minutes to do move animations and I have none yet! (time slotting) So I will make this brief. Here is a fake screenshots. the colours mess up because it’s png, so IDK what you can do. It works in the game anyway. Pokemen is coming along nicely, it’s playable and I found no bugs. Now we need to implement the menu and put the assets in the actual game. I will make a making of post sometime after i think. I only have today to finish everything since I work tomorrow. Oh dear! bye bye Ludum see you soon.
Tags: art, fake screenshot, pixel art, pokemon

The best thing about game jams is that you don’t have to care if the code you write is good as long as it works.
I deleted elements in a vector in a way which caused a buch of weird issues and didn’t feel like comming up with the propper way of doing it. Instead I wrote this beautiful snippet of code…
http://pastebin.com/CGQJMjcM
Hi,
Can I ask other people to playtest my game for the COMPO ?
I’ve been busy all weekend and I haven’t had a chance to work on LD at all. I really want to make the compo, so we’ll see what I can pull out!
The first level’s playable! The longer you take to kill the enemy, the fewer donations you get. The more civilians you kill, the fewer donations you get. If you kill too many civilians, you lose and become a “monster”. Now to add a store and more levels. Then, I can work on graphics. You can click the picture to see the gif.
It’s almost done. I still have some work to do, and the music is all new.
Please do not judge the art and graphics in my game too harshly since im only 15 and im terrible at art like by year 9 of school i was still only a 4b (if that has any relevance to any of you).
“Trelkovsky: These days, relationships with neighbors can be… quite complicated. You know, little things that get blown up out of all proportion? You know what I mean?
Stella’s Friend: No, no I don’t. I mind my own business.”
The Tenant, 1976
This is the first image we can release.
Stay tuned for more news!
Before i go off and make some really bad music are we allowed to use royalty free, open source music?
Firing up unity now…
Alright, time for my first post! My game is called „Scary Steve” and I decided to take the theme very literally, mainly because I had a neat idea and also because I really like Pixar’s „Monsters, Inc.“.
You play Steve, a ghost that hides in the closets of child bedrooms. Your goal is to reach the bed and scare the hell out of the child using just your arrow keys. While you’re trying to do that, you have three obstacles to overcome:
If the time runs out or you make too much noise, you lose one life. Complete as many levels as you can before you hit the “Game Over”-Screen! To give you an impression, here’s a video:
As you can see, I was trying to capture the spirit of NES style arcade games like Pacman. Actually, the game is optimized for the original 256×240 resolution of the NES and Stefan is working with the NES color palette. The whole game loop is already implemented and the only missing things are the actual winning condition and more obstacles. For now, there is only one floor obstacle to test things.
First of all, I decided to switch from compo to jam, because I procrastinate too much and due to the fact that I am not working alone anymore! My dear friend Roman will provide some audio, while Stefan will take care of the beautiful pixels. You can see and hear the first results in the video above. Shout out to you two! You rock!
It’s currently 7 PM in Germany and I will spend the rest of the evening including all the resources that appear in my Dropbox. Tomorrow will be about balancing and enhancing everything I have. I don’t know if I will be able to implement various levels or if there will be only one level as a proof of concept. We’ll see! Comments are appreciated!
So… what exactly are you looking at in the .gif below? A monster, running towards a man and a car – otherwise known as the extent of my entry so far, and only 8 hours to go!! I’ve added cars & health, energy, and rampage bars since last time, but only energy works. I still need military men, tanks, shooting, and a few more monsters.
Coming to the end of the another day we’ve almost completed the second crime scene. Whilst the sharp-eyed may spot that we still need to change the backdrop, work on the storyline is finished and we’re turning to other elements of the game… (how mysterious!).
Check it out and watch us struggle on into the night at:
http://twitch.tv/LiteralGamesSo we’re going to close down for today, and quite frankly, we probably will not work on things tommorrow.
I learned quite a bit about Laravel, which was the point of my doing my Laravel bit.
Leblane has learned, as he says, “what javascript platform NOT to use.”
Also, to be sure that the tools that are chosen are up for the task BEFORE the jam.
Still, it’s all gone well. I’m mainly saying we should stop now because I have laundry to do and because I’ve lost some motivation as I haven’t really been able to contribute much for a while, other than graphics… which aren’t bad (I have a rather nice ‘room’ setup that we needed for the buildings.)
It hasn’t gone FANTASTIC, though (: And we’ll prepare for the next one, or similar.
Passengers is a game where you play a smuggler of migrants in Europe. It’s made in Pico-8.
Migrants are all other the news. They’re treated as a group of people, not as individuals. We wanted to go beyond that, to show some of their individuality and how powerless it is in front of the acting monster, you.
I made it with Arnaud De Bock (so it will be a jam entry)
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=31242
Have you ever wondered what the monsters in Roguelikes talked about? Do they get paid? What’s their favorite movie, sports team, or alcoholic beverage?
Prepare to find out!
In Daniel X Moore Presents: Dungeon Treasure Quest 2 LEGENDS: 2 Monster 2 Furious [Working Title]
Here’s what I’ve got so far:
Going to add a lot more dialog and triggered events for the final.
WARNING: This game is rated PG13 for strong language, Die Hard references, and sad dad themes.

This is the screen you will see the most in the game
(Well, you will see only that aside from the story like dialogue etc.)
(Oh and also it won’t be that small of course, don’t want to spoil too much 😛 )
That, and 2 PDFs containing the machine’s documentation and your assignment.
I said my game is nerd only.
Also, i need feedback! Whatcha think, guys and gals?I’ve finished my game! Tail your prey during the daytime, and turn into a monster at night.



Tags: GameMaker Studio, LD33, ludum dare #33
Yesterday evening was largely a bust, but I’ve been making a decent bit of progress today. Hooray! I’ve got random dungeon generation up and running now, and MY SPECIAL SECRET IDEA THING! Let’s see if anyone can tell what it is from a pair of screenshots.
First, just the random dungeon as one would expect to see in a Wolfenstein-esque raycasting FPS:
Next, same dungeon, same position and everything… but now with my crazy idea enabled:
Any guesses as to what’s going on? Any idea what my game is? Tune in to my next post for the answers!
Tags: awesome, FPS, javascript, LD33, mystery, random levels, ray-casting
So now that I made it so the meteor can hit I wanted to try to change the way players might play against or for the meteor–
Before I add in all the good spells and heroic anti-meteor people enjoy this latest version:
Framework // Hosting being brought to us by Meteor: youarethe.meteor.com !
Gather Spell Power and be the strongest Wizard- but cast your spells and you could face the wrath of the meteor! –But that is what you wanted right?
Two days of coding, drawing, racking my brain behind me.
The outcome is Forest Monster! An action game that you can play on a mobile device as well (as long as it is somewhat recent).
I hope you can get some fun out of it, there’s a lot I’d love to fix and change, but such is the time limit (and pretty much the limit of my brain too :D).
I hope you’ll give it a go and let me know how you like it!
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=41000
You can play it on the submission page, but I recommend clicking the link, just so you’ll get a “bigger” game.
Cheers, it was fun once again 
We just need to get the item spawns a bit more random and the bouncing a little better.
In the game “Your Favorite Things” you will play as a bunny who hates everyone, so he hops on and destroys their favorite things. Programmer art at it’s finest. I’m particularly proud of the puppy, or hippie pig it’s all up to you.
Real life work is f*cking everything here right now. Just got started with some basic platforming on CF2.5.
Most of the controls are done. Will focus on graphics and storytelling right now.
Thankfully, CF2.5 is really easy and straight forward to use. I wouldn’t be able to do this by hand as I wanted originally. :/
Let’s see what will come out of this. Probablt just a rough sketch, but I can see how I can improve on this idea later on. :3

Most of today has been spent alternating between playing video games and working on my Ludum Dare entry. While it still looks extremely ugly, I believe I have the main gameplay mechanics for Patient Zero all fully functional!
In a step up from yesterday’s work, the player (and subsequent zombies) are now able to infect humans by touching them, and police officers can shoot at the zombies in order to kill them. I also reworked my code for humans running away from zombies (the first version simply had the human select a room at random to run to and head there as quickly as possible, which unfortunately quite often involved running straight past an oncoming zombie), at which point I encountered my first major hurdle – namely, that while Unity’s pathfinding is straightforward and easy to use for static levels, when attempting to maneuver past other NPCs the algorithm simply attempts to push past them rather than find an alternate route around. Several hours of searching revealed no built-in way of handling this problem in Unity’s pathfinding, so I ultimately devised a roundabout solution – when a human sees a zombie, they attempt to find a point as far away as possible with as small an angular difference to directly opposite as possible and head there, regularly updating the target until the zombie can no longer be seen (at which point they then try to use a phone or head to the police station). This resulted in a far more natural-looking effect in which the humans will actively run away from the zombie and take the side corridors if they are empty.
Out of curiosity I decided to spawn a few zombies in the center of the map and see how they fared without any player assistance. While a single zombie is quickly located and destroyed by the police officers, a small group produced some very interesting behaviours – while the humans are much faster than the zombies, on multiple occasions they would end up trapped by two individuals or groups which had targeted them from each end of a corridor. On the other hand, while a police officer can take out a single zombie before it reaches him, two or more grouped together can easily overwhelm him.
There’s still a few minor tweaks to make (such as adjusting the sprint values for the player, and possibly adding a few more selectable levels to play on), but on the whole I think the game is shaping up quite nicely! Whether it’ll actually be fun for anyone but me to play, however, is another story entirely 😛
More progress > ATTACK ON CTHULHU! ( Click here To kill humans !!! Only works on Firefox and Explorer)
We now have humans to kill!
First update and probably my only till finish. The games theme sets you in a prison running some errands to earn enough cash to be able to escape. My twist on the theme was that prisoners are in some sense “monsters” themselves depending on how you look at it. (this isnt a generalisation though). Earn enough cash/escape to be able to finally come to terms with the man who did this all to you (bland but easy to make yay!). Of course a prison isnt complete without your stereotypical chain smoking group. 
I made it!
I posted my first Compo and third LD game!
Drawing sprites was fun. In fact, I’m a programmer and my graphic skills have always been somewhere between: “I can resize this photo” and “I can make a programm that draws this better than me”. But it ended up much better than it could be.
My monster is now yours.
If you want to check out the process, you can watch the videos from my channel:
DemyHallar

If you’d like to, you can play the game here
a-a-and don’t forget to rate it!
Tags: chaos, ludumdare33, monster
This is my first LudumDare, I’m using Java to make my game. I started with 22h remaining in the compo. My main PC is too old to handle opengl >2.0, and it needs a new wireless adapter so no paint.net or midi libraries. Basically I’m trying to make the game with purely generated textures and music and sounds, with no librarys (other than JMusic because i’ve had it for a while). I’m not really expecting to win, I just wanna compete in my first LD.
The aim was a meagre one – to try and make a better game than I did last time in LD32. Did I achieve this? No.
But I have enjoyed LD33 nonetheless!
Prototype 4 Video! Watch it!
Six hours left, and I had a simple idea that I might actually be able to achieve in this timeframe. Dare I to dream?
Yeah! Check it! It’s kinda done. I might make some stupid music to make game shittier on the rest of time. And maybe animate some stuff. I don’t know I wanna stop though.
Menu:
Dr. Fishermen:
Innocent people waiting to die:
Does cave have some functionality? I went in, but nothing happened :p