LD17 April 23–26, 2010

Mini LD #17: end?

Hello everyone.

It’s now been a lot more than 48h, and I see on the compo blog that some of you have made pretty things. I guess we can call it a week-end, and gather all that’s been made.

Could an admin please set up the submission system?

EDIT: Submit Here | View All Entries

In any case, thanks a lot for your enthusiasm and participation, your help for porting the “engine”, and the hopefully wonderful games you made.

As usual, the submission system will be up for a while, so feel free to submit stuff even very late. This is a Mini LD after all. What matters is the result, not the time limit.

See you soon for more adventures (LD #17 coming up!)

Cheers,

Tenoch

Comments

sfernald
25. Mar 2010 · 18:26 UTC
I’m a little sad so few people entered this compo.
31eee384
28. Mar 2010 · 00:52 UTC
I didn’t finish mainly because of time. The engine was functional and effective at what it was meant for (small, raster-retro games), but it did suck away time I could have used to actually make my game.

ToJam vs. Ludum Dare

I received this charming e-mail today.

On Fri, Apr 9, 2010 at 12:32 PM, Jim McGinley wrote:
Subject: TOJam #5 – April 23 to April 25

Registrations >just< went live.
Makes Ludum feel like Dulum.
>BURN<

Funny, those dates seem awfully familiar.

On Fri, Apr 9, 2010 at 1:06 PM, Mike Kasprzak wrote:

No worries. We think it’s cute that you guys are doing your compo on
the same weekend. Our 100+ entrants wish you the best. ;)

It continues…

On Fri, Apr 9, 2010 at 1:15 PM, Jim McGinley wrote:

I see your 100+ entrants and raise you 60 (hopefully)
Does physical presence result in better games?
We’re about to find out.
I believe it is ON.

Oh yes!

On Fri, Apr 9, 2010 at 1:20 PM, Mike Kasprzak wrote:

Oh yes sir, it’s on!

For those keeping score, our last 3 compos we did 123 entries (April), 144 entries (August), and 121 entries (December).

Ladies and gentlemen, I think you know what you have to do. :D

This entry was posted on Friday, April 9th, 2010 at 10:15 am and is filed under LD #17. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Donkey Kong called…

automotivator

He told me pass on this message:

It’s on, like donkey me!

Keep it tasteful boys and girls.

Tags: motivation

This entry was posted on Monday, April 12th, 2010 at 5:19 pm and is filed under LD #17 - Islands - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

A new entrant!

Well, having got Game Maker working, i think it’s time to enter Ludum Dare! Expect my game in the competition (but don’t expect an awesome soundtrack =P    )

woo, this’ll be phun!

Thinking of which, how do i go about entering the competition?

Comments

13. Apr 2010 · 22:12 UTC
“Thinking of which, how do i go about entering the competition?”
SonnyBone
21. Apr 2010 · 01:24 UTC
GOOD LUCK

spam

from space quest IV

Tags: motivation

Warmup, a week+ in advance

I’ve been trying to familiarize myself with Flixel in preparation for the Big Compo next weekend. Really psyched about it!

I wanted to focus on atmosphere, and this included music. Hopefully, I won’t be scrambling to figure out how to do basic things this time around (as opposed to last time). The goal is to spend time on content, playability, and completion, instead of “getting a game working”.

Along with Flixel, I will probably be using my HSB color utility class (adapted from somewhere on the internet).

You can play my warm-up game-like thing, “Distant Chimneys”, on my blog:

blog.megastructure.org/2010/04/distant-chimneys/

Tags: atmosphere, Flixel, preparation, warmup

Comments

17. Apr 2010 · 07:47 UTC
Very good job done on music and atmosphere. I wish I could my music would sound like that. :)

First time LD

I’ve checked out a couple of these in the past, I think I’m going to enter this time and see what I can do.  Goal is just to mostly finish my game.  Good luck everyone, I can’t believe there are a few people from northern new england here!

Comments

17. Apr 2010 · 13:44 UTC
That’s me! Coastal NH. Are you on the map now?
20. Apr 2010 · 11:16 UTC
Wait there is a map? I’m in New Hampshire as well! The only other New Englander I knew of was CaseyD from here. I’ll have to look for this map.

Special Thanks

Special thanks to TenjouUtena, sf17k, and our mystery guest for helping prune the themes. We aggressively cut over 400 themes down to a far more reasonable 99. Thanks!

LD Time

I’m available for the LD weekend thankfully – let’s see if I can get first this time instead of measly-old second place!

Depending on what I decided to do I’ll be either using my pygame based library pygame-fenix or my embryonic pyopengl based library Myrmidon.

Whatever the result of that is I’ll be developing the game in Python, doing graphics in Graphics Gale and GIMP and music+sfx in Propellerhead’s Record as usual.

I might also try to sort my timelapse capturing program out this week, it’ll be nice to do that again.

Comments

SonnyBone
21. Apr 2010 · 01:23 UTC
OH MAN. Your last game was rad.

LoneStranger’s LD Prep Article

LoneStranger wrote up a nice list of things you can do to prepare for this upcoming competition. “The usual” would be to set up your base code or libraries, but he suggest a few more things to practice.

http://blog.lonestranger.net/…/pre-compo-competition/

This entry was posted on Sunday, April 18th, 2010 at 8:45 am and is filed under LD #17. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Tutorial: Realistic Drawing

chairsketches

[Reference photo]

A lot of people think they can’t draw. The truth is, nearly everyone can, they just never learned how.

There’s visual drawing and symbolic drawing. Drawings that are like photographs, look real, use shadows to suggest at 3Dness are visual drawings. Simplistic children’s drawings with stick figures and simple outlines are symbolic drawings. Visual drawings are the result of the artist’s mind focusing on outline, color, proportion, how the subject actually looks. Symbolic drawings are the result of focusing on words, meanings, and mental representations of a subject.

To draw realistically, forget what it is you’re drawing, pay no regard to mental representations and ideas, and focus on the reality of the colors and contours of the subject. Visual drawing is like tracing what you’re seeing.

Without turning your head, notice the dark and light areas of this image. If you like, get a piece of paper, relax, and quickly sketch where the dark areas are without paying any attention to what the image is about:

upsidedown

Drawing is about seeing. Things take on interesting qualities when you see them for what they are, instead of what they represent. Pay attention to the subtle curves, angles, proportions of lines. Notice that wrinkles are edges between a shadow and a highlight.  Notice that eyes and liquids are tiny, bright dots of light.  Notice that faces are extremely asymmetrical – light on one side, dark on the other. When you notice these things, you enter a meditative, relaxed, wordless state of mind. This is the artistic mindset.

The artistic mindset is quite at odds with the programming mindset. Programming is largely about manipulating symbols and abstractions. It is no surprise that programmer art is so often like children’s drawings – simplistic and symbolic. This is not a bad thing, it just means the artist was paying attention to words and symbols in his/her thoughts, rather than colors and contours in his/her field of vision. The transition to the drawing mindset can take some time, 5-15 minutes. Above, you can see my progression into this mindset and the improving quality of my chair drawings. If you did the drawing exercise earlier you may have encountered some difficulty noticing the dark areas of the picture. If you keep drawing, this will become easier and easier. Avoid drawing and programming at the same time. Reading, talking, and thinking too much can knock you out of the drawing mindset.

You can think of drawing like copying arrays of pixel values from your vision to the paper, but your vision is infinitely detailed and you have to make choices about which details to transfer and which ones to omit. This choice is your artistic style. More detail is not necessarily better. Know when to stop: watch your drawing, when it looks like the subject, it is complete.

Realistic drawing from the imagination is more advanced than drawing from reference. It comes with practice. If you draw a lot, you will begin to notice patterns in the way that light shines on and interacts with objects, and learn techniques to draw various kinds of objects. Once you’ve had experience drawing from reference, you will be able to apply the skills to drawing from imagination. The other way to draw from imagination is to have a photographic memory that you can use as a reference.

Exercises: 1) Draw the contours of your open palm. At first you may need to look back and forth between your hand and the paper to get the proportions and angles right before you draw a line. Use existing parts of the drawing and the edges of the paper as a size/angle reference. 2) Close your fist, palm up, and draw it by shading the dark areas. 3) Draw any object you like any way you like.

Drawing is relaxing and a powerful way to train your mind and creativity. Nearly everyone can do it if they try.

Questions and feedback are welcome.

Comments

19. Apr 2010 · 05:11 UTC
This looks a lot like the content from Drawing on the Right Side of the Brain… great book :)

Music for yer game

Hi LD community, I’m shady and this will be my first game comp (so be gentle). I wanted to see if I could get some suggestions from the game makers out there about their favorite music making application/technique. I hope you don’t think that’s like aiding the enemy.

Good luck to everyone!

Comments

billknye
19. Apr 2010 · 02:23 UTC
Well there are a lot of ways to go on this. For simple sound effects I think a lot of people use sfxr. For music you can use any kind of sampling / sequencing program. I’ve recenlty discovered pxTone and like it a lot for it’s simplicity. Audacity is also a great app for sound recording either for voices or for samples for another program.
19. Apr 2010 · 07:41 UTC
Propellerhead Reason is really awesome and I’m using that but if you’re looking for something to use this week-end that probably won’t do.
mattdev
19. Apr 2010 · 08:00 UTC
Another vote for ModPlug tracker – I tried it last time I did Ludum Dare, and found it quite easy to use.
19. Apr 2010 · 09:29 UTC
I use either LMMS or Musagi. I know nothing about making music and I can sometimes get decent results from them despite that.
19. Apr 2010 · 13:05 UTC
I’ve used LMMS and it’s pretty cool. If you use it I’d recommend playing around and learning the interface, since it could be a little confusing at first.
Cosine
19. Apr 2010 · 21:16 UTC
PXTone is the way to go for simple chiptuning without using a tracker (I told billknye about it). I would also recommend Renoise, but it’s not free (however you can get a demo).
Osgeld
19. Apr 2010 · 22:52 UTC
cheap keyboard (or in my case decent keyboard, just 1000 years old) with some editing functions, though I think I am going to skip music this time and use that time to polish the game
SonnyBone
20. Apr 2010 · 19:58 UTC
I’ll be cranking out something with FL Studio XXL, but that’s because I’m incredibly familiar with it. My last game was SILENT.

Ludum Dare Jam, Live at CB2 Bistro this weekend!

Hello! A bunch of people are meeting up in CB2 Bistro in Cambridge, England this weekend to work on our Ludum Dare entries together. It will no doubt be a lot of fun, and you are very welcome to join us! Cambridge is just a short 45 minute train trip from London.

We promise to post lots of spicy chip pictures!

You can find out a bit more about it here.

Comments

19. Apr 2010 · 20:34 UTC
Totally awesome. 😀
DoctorMikeReddy
20. Apr 2010 · 00:27 UTC
Newport will host if you ever want a Welsh LDMeet
matrin
20. Apr 2010 · 03:47 UTC
I’d actually be tempted to come, but the current state of air travel leaves me grounded. :S
20. Apr 2010 · 07:38 UTC
I’ll be there, rocking a crappy old laptop! Let’s hope I can still work effectively!
Fiona
20. Apr 2010 · 10:45 UTC
Is anyone else in the Manchester area willing to do something like this?
20. Apr 2010 · 11:11 UTC
Wow.. this is a really cool idea! Sounds like so much fun too! I should see if there are any LDers even remotely near me to try something like this in the future.
20. Apr 2010 · 23:58 UTC
I’m in Dover. It takes me about an hour to get to Manchester, so it should be about that to Merrimack. A New England LD meeting would be pretty sweet. In a recent post I found that billknye is over here too (Rochester). I remember MrPhil being in VT and there are a few in the Boston area.
20. Apr 2010 · 13:49 UTC
I too would love to do an in-person LD. I think I might be the only LDer in Florida, though.

eh maybe next time

I just got this old apple //c up and running (yesterday) after some minor motherboard repair, and tempted as I may be (emulation is super ez) I dont have enough time to seriously ramp up my “hello world” skills in cc65

but maybe next time!

Tags: motivation

Comments

SonnyBone
20. Apr 2010 · 19:56 UTC
OH MAN. It looks like it’s made of cheese.
Osgeld
20. Apr 2010 · 20:38 UTC
lol yea its seen some sunlight
hdon
21. Apr 2010 · 01:24 UTC
needs some retrobrite :)
Osgeld
21. Apr 2010 · 01:27 UTC
yea waiting for summer to come in full force

My God, it’s full of…

My God, it's full of... nails? Huh.

My God, it's full of... nails? Huh.

Spawned out of #ludumdare.

Vote for Fishing.

It is interesting.
It is original.
It is open to interpretation.
It is best.

Vote for Fishing.

Comments

allen
20. Apr 2010 · 01:33 UTC
economics is much more interesting!
crackerblocks
20. Apr 2010 · 01:39 UTC
A compelling argument… voted.
SonnyBone
20. Apr 2010 · 01:49 UTC
FISHING FOR VOTES, ARE WE?!?!?!
GanonsSpirit
20. Apr 2010 · 03:30 UTC
Baked goods as weapons is where it’s really at!
sf17k
20. Apr 2010 · 04:31 UTC
Make a game about a theme then launch a propaganda campaign to get it voted on…clever strategy!
Mstrp2ez
20. Apr 2010 · 06:32 UTC
My handle is Mstrp and i approve of this message.
20. Apr 2010 · 07:14 UTC
… I have wanted to make a fishing game for a while now actually >__>
20. Apr 2010 · 07:58 UTC
Fishing as an abstract concept is even more compelling!
20. Apr 2010 · 09:22 UTC
I support this message.
20. Apr 2010 · 11:09 UTC
I’m all for FISHING in its many forms and meanings!
Sos
20. Apr 2010 · 17:02 UTC
YES! FISTING!

3 days to go

run_forrest_placa

This time I will go with FlashDevelop + FlexSDK,
Audacity – with my home sounds and inkscape for the unique art 😛

run run !!

Going for LD 17

Yeah, LD 17 going to go retro and flash based development with either Flixel or Flashpunk, just started learning them but aim to have the basics ready for this weekend!

How have I got enough good tunes, pizza, curry to last a weekend?

If you know of any great resources for Flash game development let me know!

Comments

20. Apr 2010 · 11:13 UTC
both engines you mentioned have great forums! I was contemplating using FlashPunk this time too. I’ve only made one prototype with is so far though and I don’t have a lot of time this LD.

Pre-compo

Since tenacity is an important quality, I am back for another round of LD.

The tools I’ll be using:
QT4 library : lets see if it has everything that game development needs. I know how to use 2D drawing methods and openGL, I’m not sure about the sound support.
QTCreator : the official QT IDE, so far has served me well. This is the main reason I am going with QT, although I could use any other c++ lib in it. I love it. :)
Gimp,Inkscape : graphic tools of choice.
Blender : I might decide to go 3D with this game, haven’t decided yet. Might use blender, maybe just for 2D renders.
LMMS : linux multimedia studio, will be using it for music composing. Any other sound recording will probably be done by some generic sound recorder tool.

Now I have to prepare my timelapse script, last time I took way to many screen shots, ended up with a few hours of footage. Also need to do some shopping and prepare my work environment before the compo. Can’t wait.

Tags: blender, GIMP, inkscape, LMMS, QT4, qtCreator

Comments

20. Apr 2010 · 16:24 UTC
Interesting choice for a toolchain. I’ve often considered using QT for one of these contests, but I’m afraid that I would get sidetracked adding gui stuff like a level editor with all the gui components so readily available. It would be great for a sim-type or RPG game that needs a lot of GUI. Especially now that you can mix OpenGL with widgets and GraphicsItems on the canvas. Also having the signals/slots and all the Qt utility classes available seems like it would be very helpful. I’m looking forward to seeing how your project turns out…

First LD

I’ll be competing in my first LD this weekend with the help of the Gamebox ruby framework. The source is available at http://github.com/shawn42/gamebox . Depending on the game, I may use other libraries posted at http://github.com/shawn42

I’ll probably use cfxr for sound clips, pixen for some pixel art, and lots and lots of vim.

Best of luck to everyone!

How to make crappy art

badgameart

UPDATE: Experience my poor art in a game, thanks to JonathanW!

I get peeved about things for no good reason a lot. One of those things is crappy art in games. I’m not really a great artist so I don’t know how to make good art, but I do know what I don’t like about bad art, so I decided to complain about it in the form of this exciting tutorial! I figure knowing what to avoid is at least as important as knowing what to do, so here is my guide to making really bad art for your game!

Color

Picking the wrong colors is obviously an important part of crappy art. The wrong color scheme can make people stop playing your game, or even not download it at all just based on the screenshots. It’s good to know how you can encourage that behavior.

Avoid complementary color schemes like blue/yellow, green/red, orange/purple at all costs, as they provide a good contrast and balance of hue. The mockup above is not the best example of this, as it manages to find balance between the green of the grass/foliage and the brown (red) of the wood, as well as the yellow sun against the blue sky. An easy way to avoid picking complementary colors is to use a scheme with only hues that are closer together, like nothing but green and brown.

Make sure to neglect the other laws of color balance, too: brightness, saturation, and contrast. The mockup again fails to totally break balance in brightness, as it contrasts the bright sun and grass with dark wood tones and black outlines. However, notice that most of the colors are highly saturated, with the fluorescent radioactive grass taking up a significant portion of the viewing area, successfully creating a palette that is a total eyesore. Also, the bright red on bright blue text in the upper left creates a clash that can literally cause your monitor to ignite if left on screen for too long.

If you use shading, always use basic photoshop gradients rather than drawing shadows by hand. Gradients look especially cheap and cheesy when applied to complex shapes. Make sure the colors are flat without any highlights, which are areas of lighter color on the side of an object closer to the light source, which create a sense of believable lighting. Same with shadows.

Detail

If you have picked a simple set of matching colors, or perhaps a minimalistic palette of black and white, don’t worry, because there’s still a lot of ways to go wrong. Detail is the way colors are put together on a small scale. Artistic styles are made and broken in the subtleties of how things are represented in your art. Use the following tools to achieve a feel of poor stylistic choice: geometry (perfect rectangles/ellipses/lines), complex textures applied to simple shapes, large soft brushes or special brushes, ugly fonts.

Flawlessly rendered geometrical shapes are quick and easy to make, and give a sense of inorganic coldness and unrealism. Carelessly applied textures or photographic imagery in an unrealistic world (like the bell peppers in the mockup above) add unnecessary detail, deprive the imagination of the ability to “fill in the blanks”, and instantly cause stylistic clash in your game. Very soft and unusual brushes in a single color turn game elements into cheap photoshop scribbles, again creating detail that destroys the imaginitive nature of simpler art.

Make sure to use as many of these techniques in combination as possible. The bigger the variety of art styles on one screen, the more conflicted the game world becomes, and the easier it is to break immersion. If one game element has a black outline, use a blurry outline on the others! Make some things flat-colored stick drawings and others photorealistic, so that it becomes difficult to imagine them interacting with each other.

Composition

Let’s say that despite your efforts, you ended up with a decent color scheme AND a consistent art style. You still have one last chance to ruin the game experience. Composition is the arrangement of parts of objects, scenes, or levels on a larger scale. Draw all objects in poor arrangement and out of proportion, and you’re sure to create distasteful art out of the highest quality graphics.

Composition is the art of directing the gaze of the eye around the scene. Break the flow of a composition by crowding elements together and leaving unnecessarily large gaps of space. Notice how the “health” text is huddled annoyingly close to the edge of the screen, even though there’s plenty of open space available for it. The bell pepper next to the tree nearly touches it, and creates a pocket of blue sky that traps the gaze of the eye as it moves across the scene. The sun is crowding the tree, with open space to the left of them, again creating compositional imbalance. With enough lack of practice, you will be able to create many more of these annoying layouts and pockets of space than I was able to in the mockup above.

The shapes and sizes of objects are another place to create disarray. Notice how the trunk of the tree is too thick for the size of the foliage implied by the blurry blotch. The roof of the house is slightly too large, making it look top-heavy and leaning to the right. The sun rays, in particular on the top and right, generate a subtle aura of awkwardness with their sloppy restricted shape. The bell peppers may seem unrealistically large compared to the rest of the scene, but giant versions of small objects are not so uncommon in games. A more jarring size imbalance is the fact that the tree with a trunk the width of a door is no taller than a one-story house. Furthermore, the doorway does not seem capable of accomodating the stick man’s head.

Conclusion

Armed with clashing colors, conflicting styles, and careless composition, you are now able to make the worst art indie games have ever seen. If you like, make your own ugly eyesore and post it in the comments!

Thanks for reading! Questions and feedback are welcome.

Also recommended: Better Programmer Art, the classic tutorial on actually making art.

Tags: art, how to, programmer art, tutorial

Comments

Hinchy
20. Apr 2010 · 22:18 UTC
i’m tempted to make the game depicted in the above screenshot once LD is over >_> <_<
20. Apr 2010 · 22:20 UTC
Preach it, brother! Just because someone’s a programmer doesn’t give them a license to make eyeball gouging art.
20. Apr 2010 · 23:42 UTC
O MAN I WANNA EAT UR PEPERS!
21. Apr 2010 · 05:44 UTC
Alternatively, draw crap art and hit it with koalizer(tm) photoshop filter:
21. Apr 2010 · 12:26 UTC
Good game. I’m stuffed.

Why Evolution sucks

Have you ever worked with ANY program involving evolution? They all take hours at best, weeks at worst, just to run long enough to get interesting results, let alone to develop.

Way back I used to play with SodaConstructor, an applet where you make 2D moving creatures out of springs and muscles (which are springs that expand and contract according to a sine wave) joined at the ends. A related applet was SodaRace, where you built a track for these creatures to race on, and tried to build the one that got to the end the fastest. Someone made a program that took a creature and randomly varied various aspects of its construction, put a bunch of these mutants on a track, and raced them, picking the fastest ones and repeating this in a process of evolution. It took hours just to get something remotely interesting, and days to come up with a maybe kinda cool result.

Same story for a bunch of life simulators that I’ve tried that you can google for. Usually the story is I run it, see a bunch of weird creatures move around randomly being stupid, and maybe if I leave it running overnight the next day I’ll see a bunch of one creature that moves around randomly, in a way that happens to not consistently lead to death. It’s watching paint dry.

There are several problems with simulating evolution:

  1. It’s hard to come up with a digital environment that will support interesting evolution mechanics without simulating the trillions of atoms and chemical interactions that evolution has to work with. An arbitrary digital environment like a SodaConstructor applet will always have quirks that mean the most efficient creatures – the one most likely to be selected – also use the cheapest tricks and tactics, which includes bugs and glitches if there are any. Evolution will by definition test the very limits of its environment, so the tiniest glitch or imbalance in your simulation will completely throw off the quality of the results, if you ever get any.
  2. No one has yet devised an evolution algorithm that knows which mutations are likely to be effective, so random evolution goes at a snail’s pace. Of course, which mutations will be effective depends entirely on the environment; for complex environments there might never be an algorithm any more efficient than Real Life(tm). This compounds the problem of making a suitable environment in the first place, because it means it could take days between test cycles developing a system that’s already extraordinarily complex.
  3. The results are boring. It’s just the same kind of life (or computer programs) that we already see all around us, except inefficient, inelegant, and ugly, because of their primitive and largely random nature.

Evolution as a theme isn’t necessarily bad. There are other perfectly valid, doable interpretations of it. I’m just saying, if you voted for Evolution thinking you were gonna make an evolution sim, please reconsider.

Comments

21. Apr 2010 · 01:47 UTC
Nice rant, but like you said there are a ton of interpretations on that theme.
21. Apr 2010 · 01:55 UTC
Why sucks, by Billy, age 5
Deepflame
21. Apr 2010 · 02:16 UTC
I downvote evolution on grounds that it is way too much work for a 48-hour timeframe. 😛
billknye
21. Apr 2010 · 02:22 UTC
The only interesting part of evolution would be, 48 hours to develop the program, maybe let it run for a couple weeks and compare results then.
21. Apr 2010 · 04:22 UTC
Not to mention that a successful entry could end up creating SkyNet and kill us all. Evolution is bad, mmmm’kay?
bluescrn
21. Apr 2010 · 04:53 UTC
I’m another one that’s been downvoting Evolution since LD48 had voting…
Tenoch
21. Apr 2010 · 06:39 UTC
There are tons of doable games involving evolution, in 48h. I agree about your view on using evolution simulation (like genetic algorithms) inside a game, it would probably suck. But Pokémon has evolution in it. Warcraft 2 has evolution in it (units and buildings). Evolutionists against creationists FPS. Primordial soup RTS. Whatever.
snowyowl
21. Apr 2010 · 08:42 UTC
Agree with Tenoch. Nobody said you have to use genetic algorithms. Spore has evolution in the Creature Stage, and it’s an awesome game.
21. Apr 2010 · 11:27 UTC
Never played EVO (for SNES), huh? You’re stuck in the weird idea of evolution that scientists have. We’re game developers. We can do better than that! Evolve literally means “to fly out of”. Take that however you want. Things really just need to change (however the player might control it) over time (however short or long) to satisfy the theme, and many, many interesting games can come of it, even in 48 hours. Evolution + 1!
Jpfed
21. Apr 2010 · 12:00 UTC
Chemists say that a sample “evolves” gas when it releases gas. Just in case someone was interested in taking one of the most popular iPhone games out there and making it cross-platform.
rob
21. Apr 2010 · 20:46 UTC
Evolution is a great theme. Control Charles Darwin as he explores uncharted islands and collects data to verify his theory.
SonnyBone
21. Apr 2010 · 21:07 UTC
Yeah, see?

LD @ GDC 2011

Tads

Be there!

I wonder if they have a vegetarian steak?

Tags: motivation

Comments

21. Apr 2010 · 02:08 UTC
Any interest in a gathering at GDC Austin? Oct 5-8 this year. Sound off and we can pick a place. :)
21. Apr 2010 · 16:44 UTC
I ate at TADS like 3 or 4 times.

Evolution

The poster season has begun!

Tags: motivation

First LD

First of all, let me present myself, my name is David Amador, I usually go by the nickname ^DJ_Link^ (good old irc times). As most of you I’m a programmer and  I like to make video games. I have a small blog where I post about game dev, movies and such.

So this is going to be my first LudumDare competition. At least I hope so, if nothing goes wrong.

Tools:
– C# and XNA since I don’t really have any C++ framework.
– Visual Studio 2008
– Audacity, Musagi and sfxr for sound
– Paint.Net for “art” (this is gonna be sweet, since my art sucks)

My working area:

DSCF0002

Boneco<- Sketch of me armed n’ ready for the compo

Tags: introduction

Comments

21. Apr 2010 · 11:10 UTC
Best of luck! Do you think you’ll really use PHP, C++, AND C# for this? :)

Introduction

well, seeing as it’s the season, i thought i might introduce myself.

I’m Saxon Landers, a.k.a AClockWorkLemon, a.k.a ~ACWL on IRC. I make games as a hobby under the label ‘clockwork games’ (haven’t publicly released anything yet) using GameMaker 8.The tools I will be using for LD48#17 are:

  • GameMaker 8 Pro
  • Paint.NET
  • Audcity

And probably a whole bunch of other stuff. This is boing to be my first LD, so fingers crossed.

For examples of my previous games, check The ClockWork Engine. it’s an ongoing project to create a game engine that works off external files.

Hope you enjoy my game! ~ACWL

flashpunk or pushbutton ?

For this LD Im planning to go with flash, but need the wisdom of the flash gurus about a framework to use !

http://flashpunk.net/ or http://pushbuttonengine.com/

?

Tags: flash, flashpunk, pushbutton

Comments

21. Apr 2010 · 11:55 UTC
I vote for flashpunk. Tried it out a couple of weeks ago and it seems pretty good
21. Apr 2010 · 12:14 UTC
Haven’t used PushButton yet (though watched some videos on it and it looks cool too) but I have enjoyed my time using FlashPunk for sure! I think it is ideal for a compo like this. I know a lot of people love Flixel too as another alternative. Flixel just didn’t work with my brain the way FlashPunk does though for some bizarre reason. :)
21. Apr 2010 · 12:15 UTC
Or flixel.
21. Apr 2010 · 14:16 UTC
cool will give a try on Flashpunk for this compo :) and maybe pushbotton for the next, but there is one nice thing pushbutton, they have an integrated port of box2D on it.

Tech of Choice

This will be my second Ludum Dare, given I don’t have to run off like I did for 15.  I’m a starting indie developer so be sure to keep an eye on us http://www.blitthis.com/

This time around I’ll be using MUGE (My Unnamed Game Engine) which is a collection of C++ extensions to Gosu.  As for music, I’m thinking of using WolframTones, if you’re not familiar with this it generates music based off of cellular automata and some of it isn’t half bad.  Of course I’ll be using the de-facto sfxr for effects.  Finally for art I’ll either be using inkscape or photoshop, depends on my mood I guess.

We’re bringing the funk, right?

I guess this makes us Earl.

I guess this makes us Earl.

Tags: motivation

Comments

21. Apr 2010 · 16:45 UTC
It’s time to get this funk ON!
SonnyBone
21. Apr 2010 · 21:03 UTC
OH. SNAP.

Joining the fray

After having to drop out of LD48 #16 after about the fourth hour due to personal emergency, I’ve decided to come back and give it another go.  For added splash and dash, I’ve decided to impose the additional restriction on myself that my entry needs to run on my GP2X as well as Win32 and Linux (summer road trips coming up and all that).

-Tools-
compile and link: (arm-linux-)gcc (with friends ld, as, etc.)
text editing: Dev-C++
sounds: SFXR, GoldWave
music: MilkyTracker
graphics: GIMP (with MilkShape and POVRay, if needed)
stress management: AssaultCube, Winamp, XMMS, ModPlug Player

-Code-
I’ll be using a skeleton that

  • initializes Allegro
  • creates the window/gets access to the display and creates a double buffer (plus forcing a hardware blit on the device as a workaround for a bug on first- and second-generation ‘2Xes)
  • initializes a music-playback library (JGMOD, available freely, but current URL unknown)
  • provides a way for the app to over- or underclock at run-time (GP2X only)
  • provides a simple abstraction layer for reading key or joystick input
  • has a prebuilt main menu
  • has some fast additive and subtractive blending routines, courtesy of fblend (see fblend.sf.net)
  • has some built-in tilemap support with lighting effects
  • has a few built-in effects useful for screen transitions (wipe, blur, distortion map)

In spite of all the bullet points above, it’s woefully incomplete and doesn’t really give too much of an advantage (it probably would in the hands of someone capable, but that’s hardly me, heh).  In the spirit of fairness, I’ll post sources as a response to this ASAP (I’m at work now, so it’ll have to wait until later in the day).

-Misc-
Habanero hot sauce, Clif bars and energy drinks have been acquired.

And now, we wait.

Question on the addition of source code

I’m new to Ludum Dare and have never entered into a competition quite like it before. For this competition I’m going to be using this program http://game-editor.com/Main_Page. It is a game maker, but the problem is that there is no way for me to release a source code. Should I attach a .zip of everything I used to make the game?

Comments

TenjouUtena
21. Apr 2010 · 17:56 UTC
There should be a project file or something you can release as source code.

Torontonians Beware.

tojam-shirt-poster

That’s what they actually call themselves. Torontonians.

Tags: motivation

First LD and a shbeer advantage :D

Well, hello to all the peepz… 😀

This is my first Ludum Dare, and I’m quite excited about it. 48 hours of game development, caffeine and because its pay-week (YAY!!), b3er. Whoo, that might turn out to be interesting.

I have a pretty much straight forward toolset…

IDE/Compiler: Lazarus/FPC (Yep, I’m doin’ it in Pascal)

Libraries: JEDI-SDL, OpenGL

Graphics: Blender and GIMP

Sound and Music: LMMS (Linux Multimedia Studio) and Audacity

and of course… some beers 😀

Anywayz… Good luck to all of you.

Comments

21. Apr 2010 · 18:59 UTC
Hooray for Pascal! I still think it’s the most elegant language I’ve ever written in.
21. Apr 2010 · 19:18 UTC
Good luck to you. Nice to see a familiar avatar 😉

Ludum Dare Tips

Here are some tips for getting the most out of Ludum Dare and the website.

Create an Account

Unlike other competitions, you aren’t required to pre-register to join in. You can decide to spontaneously join whenever you feel like it. However the website does require you to make an account to do anything (submit an entry, reply to comments, etc). You can sign up here.

http://www.ludumdare.com/compo/wp-admin/

Set an Avatar

Ludum Dare, like many sites on the internet, use Gravatars for avatars. So long as you use the same e-mail address on both sites, the avatar will show up. If it doesn’t show up right away, try restarting your browser or clearing your cache.

http://www.gravatar.com

Write a biography

Got a reason to brag? Edit your biography and tell everyone about it. You can do this via the profile page inside wordpress.

Then any time someone clicks on your name, they can learn more about you. Try it, click on me for an example.

Add yourself to the World Map

Ludum Dare is as international as you can get, and it’s interesting to see where people are from. So to get an idea where everyone is, we have a map.

http://www.ludumdare.com/compo/world-map/

Set up your base code

Once you’ve decided what you’ll be using to make a game, get a simple test program up and running. Create a window/surface, print some text to the screen (“Hello World!”), load a sprite and draw it, load a sound effect and play it. You only have 48 hours, and you don’t know what the theme will be, so be ready for anything.

Once you have that, post it on the site, and talk about what you’ve done. Take the opportunity to introduce yourself too. Ludum Dare is a diverse community of game makers that are always interested in new and interesting ways of making the most of the 48.

Prepare/test your content creation tools

Fire up your software suite, your Photoshop or whatever you use, and make something. Then bring it in to your test app/base code. Verify that the process actually works, and take note of any places you stumbled. See if there’s anything you can do to speed up that process. Writing or downloading a tool, or whatever you need to do. Remember time is short, so you want to spend as much time as possible working on your game, not fighting with exporter bugs.

Arrange file hosting

The Ludum Dare website links to external downloads. Before the competition starts, you should figure out where you plan to host yours.

For download hosting, one suggestion is to create an account on Google Sites. There you can upload and share a zip file (details here).

Images and screenshots are hosted on the Ludum Dare website (details here). You *can* host them elsewhere, but using the built-in WordPress uploader keeps everything nice and responsive.

If you simply can-not host your files, contact me (PoV) in IRC.

Deskphoto, Foodphoto, Motivation

In addition to simply blogging about progress, we encourage you to do more than that. Here’s some common tags for various other activities the community does before and during LD.

deskphoto – Show us your workspace! Your desk, your bookshelves, your fridge, …
foodphoto – Show us your culinary skills, or interesting local cuisine.
motivation – An LD tradition is to create motivational posters. Try Automotivator.

Be sure to tag your posts, so we can use those links to browse them.

Timelapse Video

Timelapse video is another thing members of the community sometimes do (examples here). Using various capture software, grab a screenshot of the desktop (or webcam) every minute or so. Then compile them all together in to a video, and upload to youtube. For tools and details how to do this, check out the Log Tools page on the wiki.

http://www.ludumdare.com/wiki/logtools

Maybe joining in, maybe not.

I’d love to participate in LD17, but I’ve got a somewhat ambiguous schedule this weekend so the amount of time I can spend on it may be limited. Still, I participated last time on a small-scale basis, and that’s probably what I’ll do this time. I like keeping my hand in, even if my games haven’t really been smashing successes so far.

If I do participate, I’ll be using same as last time, Ruby+Gosu for code, with Pixen for graphics (assuming I get past the ‘draw everything with primitives and fill in the pictures later’ stage this time) and sfxr for audio. If I need physics, I’ll be turning to Chipmunk.

As for other ‘libraries’, I may pull non-gameplay related code from previous projects of my own, all of which can be found here. I may also grab stuff from the Gosu forums.

Pretentious Art Game

ebert

The story: http://www.1up.com/do/newsStory?cId=3178873

Ebert’s Blog Post: http://blogs.suntimes.com/…/video_games_can_never_be_art

Tags: motivation

This entry was posted on Wednesday, April 21st, 2010 at 8:10 pm and is filed under LD #17 - Islands - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Another newcomer? Yikes!

Why hello there!

… did I mention that I suck at writing introductions? Anyways. I am Jannik, nicknamed smn (or sohnemann) on several forums or websites, located in Hamburg, Germany and also a web developer at a browser-game company. My game-making experience goes back to… well, actually, tons of started and then scrapped and/or erased projects and, well, 2 small crappy 5-hour games I made last month.

My tools of the trade for this wonderful weekend shall be:

  • FlashDevelop, utilizing the wonderful FlashPunk Library
  • Paint.NET for anything that has to do with graphics
  • As for sound, I have no idea yet, I’ll make something up as I go
  • ChronoLapse as well as a borrowed webcam for timelapsing hilarity
  • Some supplies of caffeinating beverages
  • Cheap frozen foodstuffs, Pizza and Burgers, preferably

Also, I suppose my Twitter-account will be quite busy this weekend, maybe I’ll also set up my netbook for USTREAMing outrage.

Well then, I hope this is gonna be a most awesome experience for all of us! See you on Friday!

Dreams

BvJDF

(for those who don’t get it, here is a helpful link with some info on the meme)

Tags: motivation, poster

I’ll do it live!!!

*gulp*

My first Ludum Dare! My first time using Unity to create a finished game as opposed to interactive sketches! My first time using blender to create anything useful! My first time using …. well a lot of things really! I should really practice more but there’s nothing like the thrill of doing it live! (I’m going to regret that!)

I see a lot of other LD newbies out there so I’ll just try and hide in amongst them! 😉

Good luck all, vote Kittens.

Tags: newbies

Comments

21. Apr 2010 · 22:49 UTC
and good luck to you!

The Right Theme

The final round of theme voting is approaching, and I’ve been thinking. Considering how big Ludum Dare is getting, and how influential the theme is to the quality of the compo, I want to make sure we pick the right one. We don’t want to repeat LD#11’s mistake of choosing Minimalist and losing entrants just because they couldn’t come up with anything, or get a boring theme and be left with over 100 identical games. Plus, this time around we had so many theme suggestions (over 400) that they had to be trimmed down based on informal criteria, some themes that people would’ve liked to see were left out. I want to discuss what actually makes a good theme, so that we can get everyone on the same page and come up with a better way to select and vote for themes.

Criteria

To know what makes a good theme, first we need to know who it’s supposed to be good for. What kind of people participate in LD? Why do they participate? Here’s the reasons I came up with:

  • It’s a fun, low-barrier-to-entry test of one’s abilities.
  • It’s an excuse to work on something and get a feeling of accomplishment.
  • It’s a social community event.
  • It’s a chance to achieve fame and fortune, if you make a good game.
  • Competing to win is a test of one’s mastery of design, coding, and art skills.

Now, participants are very varied people. We have different development styles, different skill levels of designing/coding/art, and different preferences with regards to game genre and style. A good theme should be able to accomodate as many of these as possible, while unifying the entries with a common inspiration. With the goals of LD participants in mind, here are my proposed criteria for a good theme:

  1. Can be interpreted in a number of ways such that it is a key part of the game.
  2. Sufficiently restricts freedom of choice, to stimulate creativity.
  3. Can be implemented in different game genres, using different mechanics.

Reasoning

Note: these criteria are somewhat subjective, and I will list examples below that may have interpretations I didn’t think of, or that you disagree with. These are merely my own subjective opinion, and most of them would normally be voted on by everyone, to give them a fair chance.

1. Can be interpreted in a number of ways such that it is a key part of the game.

By “key part” I mean that if the theme was replaced, the game would be fundamentally different. In a game about collecting peppers, peppers are not a key part of the game unless the mechanics involve something specific to peppers (perhaps the goal of the game is to make the ultimate vegan pizza, for which they are a critical ingredient). If it can be easily replaced with apples or coins without changing the essence of the game, then it’s not a key part of the game.

This means that a theme like Kittens would have to be able to be intrepreted in ways involving the essential nature of the animal. For example, games about chasing mice, balancing on fences, ripping furniture. An interpretation involving merely collecting kittens does not qualify, even though it is a valid way to do an entry. Examples for a theme like Isolation could be: searching for civilization after finding yourself alone in the wild, trying to keep a crowd of people out of your house, performing chemistry experiments to isolate a certain molecule. Notice that there is much more variety in the kinds of games you could make with Isolation as a central theme. The Tower might be a theme that does not meet this criteria well.

This criteria also suggests a definition for the entry voting category called Theme: “On a scale of 1 to 5, how important is [theme] to the nature of the game?”

2. Sufficiently restricts freedom of choice, to stimulate creativity.

On the opposite end, a theme that has too many interpretations is not interesting. Abstract, Direction, and Evil are generic enough to apply to most games. There is little that can be done in the way of innovation with them. You might as well submit a game you already made. Minimalist and Exploration may be poor themes in light of this criteria.

3. Can be implemented in different game genres, using different mechanics.

People prefer different kinds of games, and they don’t want to play the same game 100 times. One Button, Cellular Automata, Bullet Hell, and Board Games all place restrictions on the game mechanics. This could arguably be a good creative design challenge, especially for playing-to-win types, but such themes could stifle participation from less hardcore participants.

Such themes also do poorly at criteria #1 in that they are not open to varied interpretation. I think a technical challenge theme is more appropriate for a MiniLD.

Types of Themes

The theme suggestions are generally one or more of:

  • object
  • idea
  • action
  • setting
  • game mechanic

There are specific objects without special properties like Bacon, Diabetes, Dentist, which fare poorly at criteria #1, and in my opinion should never be themes. There are also useful objects like Missiles, Paper, Robots, Advancing Wall of Doom, which may have enough leeway in interpretation to be good themes.

The majority of theme suggestions are ideas, which include the far too vague (Absolute, Evil, Infinity), too specific (Fractal), and moods (Boredom, Confusion, Intrigue), none of which would make a good theme. Suitable idea themes that I believe meet the criteria are: Age, Escape, Greed.

Actions (Fishing, Wrestling, Travel, Falling) are quite specific and difficult to interpret in creative ways. They generally make poor themes. Although, Conversation is an action that can be interpreted as “Communication”, an idea, and could make a good theme.

Settings (Caverns, Islands, Space, Forest) may result in good games, but also many similar-looking games. I do not believe settings are the ideal theme for a very large compo.

Game Mechanics (Strange Controls, Turn Based Eating, Bullet Hell, Board Games) dictate the actual design of the game, violating criteria #3, and resulting in too many similar games. In my opinion, these should never be themes. Note that Advancing Wall of Doom is not a game mechanic because it does not specify how it advances or what kind of doom it involves, therefore leaving room for interpretation.

Many themes fit into more than one category. They can be analyzed based on all of their obvious meanings.

Conclusion

Taking into account the number of participants and their motivations, the ideal Ludum Dare compo theme is an object or idea that performs well at the three criteria described above. Themes that obviously fail one of the criteria can be removed from voting in order to minimize the number of options to choose from. The rest can be voted on with us judging for ourselves how appropriate they are, keeping in mind that many different individuals want to participate, and that the theme that I want to do isn’t the same as the theme that I want everybody to do.

Of course, this is just what I think, and I don’t want to push my opinions. If you disagree, voice your reasons in the comments. On the other hand, if you think these criteria should be an official part of LD, please voice your support. Either way, thanks for reading!

Tags: theme, voting

Comments

21. Apr 2010 · 23:54 UTC
I’m not sure about all the specific cases you went into, but I really think the three criteria for a good theme you’ve proposed here are sound. I don’t think it would be a bad idea to use these criteria to narrow down the theme list before voting takes place.
22. Apr 2010 · 10:59 UTC
It’s a question of balance, too generic and we might as well not have a theme. Too specific and it prevents people from doing what they want.
22. Apr 2010 · 12:29 UTC
Ah man, I was hoping for a bibliography mention…

A new challenger has arrived!

Hello, I have been interested in LD for a while now, and I’ve finally decided to give it a shot. I’m really horrible at finishing projects which is why I’m participating, to motivate myself to actually finish a game for once!

I’ll be using Flixel, GraphicsGale and Sfxr. Also I’ll be recording a timelapse using Camtasia :)

Wish me luck!

Comments

Osgeld
22. Apr 2010 · 00:36 UTC
good luck!
nutink
22. Apr 2010 · 01:45 UTC
Yay! Another new guy! *hi-5’s*
22. Apr 2010 · 12:25 UTC
I hereby wish you luck. There. It’s official.

Collecting

collecting_poster

Tags: motivation

Comments

22. Apr 2010 · 02:21 UTC
Now THAT hits home.
osto
22. Apr 2010 · 03:04 UTC
Agreed. Let’s get something weird in here.
crackerblocks
22. Apr 2010 · 04:54 UTC
nicely done

Recommend Boiler Plate Code

I’m going to use .Net and SDL.Net and I’ve gotten the startup stuff written.  What boiler plate code would you recommend one create prior to the contest and publish as a library?

Ideas:

  • Font system (bitmap or truetype)
  • Level editor
  • Code to read Ogmo Editor‘s project and level files
  • Logging system
  • Highscore system

Tags: .net

Take 2…

So I tried LD last time and didn’t quite finish my project in time (my failure post), and I’m going to have another go at it this time…

As before I’ll be making something 3D and using C++. I’ll be using Ogre for rendering, irrKlang for audio, OIS for input, Bullet for collision detection/physics and maybe Chaiscript for some scripting goodness.

Last time I used the beginnings of an engine I was writing, but it became sort of a hassle to work with something meant for a much larger project, so I’m starting from scratch this time; though I will probably hack up a quick bit of base code tonight.

Also, I just cleaned up my workspace, so here’s a ‘before’ pic:

(Note the sexy desk (made of 2×4’s and particle board) and 15 year old keyboard…)

Good luck everyone!

Tags: C++, deskphoto

Comments

smn
22. Apr 2010 · 07:13 UTC
Love the keyboard. Also you got the screen layout I desire, yet I can’t seem to find a decent, new 4:3 screen nowadays. :O

I’m up, once again.

Flash/flixel. Sfxr. Gimp.

Want to make something more complete this time.

Hello!

I don’t know if I can actually do this but I’ll see anyways.

You may call me xhunterko. I do not like to use my real name on the internet. At all. Except for facebook, but lets not go there shall we?

So, about me.

Generally I suck.

Over the last 10 years or so, I have dabbled in several areas of game design, pixel art, and some video media.

I have created only, 4 , oops, 2 downloadable games.  One of which is a demo and the other is a sucky 2d snowboarding sim. I also have at least 4/5 failed/uncompleted announced projects. I have over 15 other projects written down on paper not yet even started on. When I do start a game, I want to do everything. Music, art, code, all done by me. That’s what indie means doesn’t it? So 10 years*15 ideas doesn’t sound like a good completion track does it? So, just exactly what do I hope to accomplish by entering this contest? Well, hopefully to pull something off. Like, an arm, a leg, or some hair maybe. Wait, I still need that. (Okay, I’m not that old, only, uh, 27).

All kidding aside. I hopefully want to accompolish getting an idea at least out there in something big. If I can do that, then I’ll know whether or not my philosophy is accepted and I should continue to try to make games. That being said, I hope to do something unique for this competion. Or else go out in a blazing ball of fire trying to do so.

Cheers all!

(did I mention this is only my second mainstream competition entry? the first was a failed attempt to win a flash executable for mmf2 because I thought the due date was later. my other two competition entries were for holidays so they don’t count.)

(and to admins, if this isn’t allowed, delete as necessary)

“work space”

to get started, i thought i should post a picture of my ‘work space’ as well.

well, this is embarrassing

well, this is embarrassing

Comments

nutink
22. Apr 2010 · 05:25 UTC
*looks in the upper right corner* Is that… a sextant? -.O
smn
22. Apr 2010 · 07:12 UTC
Yay for the ThinkPad and welcome aboard! 😀
AClockWorkLemon
22. Apr 2010 · 09:09 UTC
@Doches

XD… you can still call me that if ya like =)

Declaration of Pretentiousness

I hereby officially declare my intent to enter the Ludum Dare 48 Hour Competition #17.

And the standard goals:

  • Keep the usual art style. I sketch things out on paper and scan them in so I can colorize.  Keeping with bold colors and gradients is probably what I’ll do.
  • KISS – Keep It Simple, Stupid!  Making something too complex is just a recipe for a headache at 1pm on Sunday afternoon.
  • Make useful additions to the basecode that can be used in later competitions.  The screenshot stuff is an example of something I did previously that helps out a lot.
  • Finish most of the work by Saturday night so I can spend Sunday polishing.
  • Don’t run into dumb problems that eat up eight hours.

Same base code as the past six competitions.

Tools in use:

  • Java 6 SDK (though I typically include a version for JDK 5)
  • Eclipse IDE
  • Photoshop, maybe some Illustrator
  • DrPetter’s sfxr for sound effects
  • Audacity
  • HP OfficeJet 6450 All-In-One for scanning doodles
  • Everlasting Gobstoppers
  • mIRC for chattery
  • Killer Game Programming in Java and the base code I mentioned above.

As far as themes go, Hunt, Island and Companion sound fun.  Evolution might be good, too, but I’d have to come up with something good. Might have to sketch some ideas out for each of these before Friday, and check the results of the previous rounds to see what else could slip through.  Good Luck!

Tags: declaration

Comments

smn
22. Apr 2010 · 17:30 UTC
Killer Game Programming in Java is a killer book, Sire!

I’m in

Last time my game came 11th overall, so this time I’m going to see if I can top that (unlikely ;)).  I’m also going to try and be more sociable and join in on IRC, though that may fall by the wayside if I give myself a lot of work to do.

I’ll be using the same C++ template code I’ve used in every LD I’ve entered, though it seems every time I’ve expanded it further.  Since the last compo, I’ve added truetype font support, a rudimentary GUI framework, and some sound synthesis classes (I really want to make use of these, but time will tell whether I can work them into the theme).  You can download it from here.

The libraries I’ll be using are: SDL, SDL_image, SDL_ttf, PortAudio, Vorbisfile.

All systems go.

Okay, so I took part in MimLD 16, and I thought it was great fun. I even have a finished game to show for my efforts, which is a rarity for me. So, now that the “official” LD looms, I feel ready for action. I learned a few things from last time, such as what software to use, how to manage my time, how to come up with a good idea, and how to not be too competitive about the whole thing.

Well, alright, I didn’t learn that last one.

Tools I’m going to use:  Game Maker for the programming, and I might include a few script libraries that I wrote and that are freely available online.

The Game Maker sprite editor for artwork, possibly defaulting to GIMP or Pivot Stickfigure Animator if the situation (or my total lack of art skills) calls for it.

SFXR for sound, or perhaps my microphone, using Free Audio Editor for any editing that I want to do.

Chronolapse for the time-lapse video (expect a few frames of me surfing the internet to sneak in there).

and a few pounds of gray mush that appears to be powered by cookies to design the entire thing.

Good luck. If you’re like me, you’ll need it.

Declaration of Intent

So, it’s that time of year when Ludum Dare happens! 😀

BUT on Saturday, it’s also my birthday, so I might not be able to code anything!

But here it is, my Declaration of Intent for LD #17 😀

ld pic

Comments

snowyowl
22. Apr 2010 · 21:30 UTC
My birthday is today! Well, yesterday, depending on your time zone. Thursday, anyway.

Happy birthday!
22. Apr 2010 · 21:42 UTC
My birthday was on tuesday. :)

Intent of declaration

Since I have partaken in several Dares Ludum, but so far have 0nly completed one contest – LD12 – with a risible 3 hour effort, I have decided that this time I am going to take it seriously, devote an entire weekend to it, and not cop out because I couldn’t think of an idea/couldn’t get to grips with the dev environment.

My tools will be wit, planning, and several foxes’ worth of cunning.

My base code will be my as yet-unreleased javascript curses-style renderer.

My game will, more than likely, be some form of roguelike. 😀

Comments

22. Apr 2010 · 16:10 UTC
Sounds great, I love RLs, though you should probably release your ‘unreleased’ codebase before the compo 😉
22. Apr 2010 · 21:16 UTC
ey, and i’m gonna do a javascript game too. though probably a twitch game :)
edwardoka
22. Apr 2010 · 21:27 UTC
Oh all right then.

Count me in

Let’s do this thing!

Weapon of choice: DirectX

Equipment:

PC – Check.
Pen/Paper – Check.
Coffee – Check.
Ample spare time – Check.
Cat – Check.
Youtube/IRC – NO! BAD! RESIST!

Looks like I’m ready!

On a side note, did anyone check out Sid Meier doing a similar 48 hour competition? link

Comments

22. Apr 2010 · 15:04 UTC
I did check it out! It made my day :)
22. Apr 2010 · 18:18 UTC
Yeah, cheers, for the link. Definitely good pre-LD viewing.

Woo

Hey,

I’m Jonathan Whiting, aka/formerly MrPiglet.  Haven’t done one of these seriously since LD13 (Roads), though I’ve often meant to other commitments kept getting in the way.  Seems I’ve got a properly free weekend coming up though, so I’m in!

Flex is my platform of choice at the moment, and seems rather suitable.  So I’ll be aiming for a Flex + Gimp + other random things approach.  I’m going to use  home rolled base code that has support for blit-style rendering, simple animated sprites, truetype text, and the highly useful as3sfx. It also has little bit of very lightweight generic game/fe framework so I can hit the ground running on Saturday morning.

My work enviroment looks like this:

Jonathan's Workspace

If you’re getting ‘corner-of-a-bedroom’ vibes from it, that’s because that’s exactly what it is. Not much exciting going on, two screens, well-used notepad acting as a mousemat, ever-present mug of tea, and some highly macho desktop wallpaper. So, basically it looks like I’m pretty much set, roll on Saturday, I’m ready!

Will probably be lurking around on irc (as JonathanW) for most of the duration, and I love to see other people’s creation process, so I’ll try and keep this well updated with what I’m up to and why. I’m actually really rather excited.

Tags: basecode, deskphoto, introduction

Declaration Of Writing A Game

let’s try this thing

I’ve been contributing to the EGP for nearly a year at this point, posting all my games up on my dev journal. If I can do a game in a week, I can do a game in two days, right?

Right?

My development process is turning into a ridiculous mess of complexity for the sake of simplicity, but it currently includes:

  • libogg and libvorbis
  • zlib, libpng
  • libfreetype
  • fmod, used under its free license
  • lua 5.1.4 or luajit2, depending on whether I prefer stability or speed
  • libluabind
  • boost
  • libcurl, used mostly for error reporting
  • SystemVersionCheck on OSX
  • LuaGL + GLee
  • A friend’s library called Glop that embeds half of the above, and acts like SDL only less awful
  • And finally, my own library Glorp that ties everything together and makes it easy to use

Nobody, anywhere, is going to want to build my source code. I can already guarantee this.

I’ll probably be using SFXR for sound effects and some combination of pencil/paper/scanner/gimp for graphics. Game will be released on both Windows and OSX, with appropriate distribution packages for both.

I also plan to rock out.

My personal LD challenge – Authentic NES look and feel

Well, LD17 is just over a day away, and the final theme has not been announced just yet. My last LD challenge was ASCII art, and to continue the “challenge” theme, I have a new one this time round. I’ve seen a fair share of “8-bit” games, or so they claim – the only “8-bit” thing about them is they use a 256 colour palette. Now myself, that’s cheating! I want to take it to the next step, “8-bit” to me does not mean colours, it means CPU. Originally I was going to do LD17 in 6502 assembly for the NES, but after a brief look at doing it – there is no way I would finish anything even slightly respectable, or even to be proud of.  No, you won’t get to see this from me:

.WaitV:
 lda $2002
 bpl .WaitV
 ldx #$00
 stx $2000
 stx $2001
 dex
 txs
 ldy #$06
 sty <$01
 ldy #$00
 sty <$00
 lda #$00

So yeah, I feel I’m not doing this quite as authentically as I should be – I’m not going to limit myself to an 8-bit architecture running at ~1.79Mhz for the game code. I am going to be limiting myself to the same capabilities as the NES’s PPU and APU though! Sprite count, single background, 2-bit colour per cell limits, the lot. It’s all still fresh on my mind due to writing a NES emulator not too long ago (still unfinished, but works for most mapper 0 games). I shall be logging my progress on here, and posting pictures and screenshots as I go.

SMB emulated in Nestopia

Super Mario Brother running inside Nestopia

Comments

22. Apr 2010 · 20:09 UTC
That’s interesting. I should mix things up and go more pixelated this time. Some of those limitations sound pretty severe though.
sf17k
22. Apr 2010 · 23:16 UTC
That does sound kinda harsh, but interesting. Are you going to limit yourself to 8-bit chars for the game logic?
23. Apr 2010 · 09:01 UTC
Afraid I’m not being so cruel to myself, if I was going to do that I’d stick with 6502 assembly & make a ROM. Maybe next LD I’ll give myself a harsher programming challenge, rather than a style challenge.

Ok, I’ll play

I have some conflicting commitments this weekend, but I’m gonna still try and crank out something anyway.  My tools of choice:

Unity or Novashell or maybe even LÖVE (http://love2d.org/)

Paint.NET and the GIMP

Audacity and sfxr

Let’s roll!

Astrofra's place

Short sumary of my place. Hope I’ll have enough time for this LD.

Comments

snowyowl
22. Apr 2010 · 21:32 UTC
You have an arcade machine?!

Slightly jealous, but overwhelmed by awesomeness :)
23. Apr 2010 · 03:38 UTC
Yup. I use it for inspiration, chill out with friends, and as subwoofer too :p

Here we go

I’m going to do my best to participate in Ludum Dare 17 this weekend. Many of the remaining themes look promising, and I think I’ll be able to make the time. Ludum Dare is always fun, and, though I’ve never been to TOJam, I’m thinking LD is superior… of course. Chances are good that I’ll be using C++, SDL, and OpenGL, as well as my little framework again, though there is a slight possibility that I may also use my LOLCODE header. That would be epic fun, and maybe a little bit scary.

Tags: Entar

Comments

22. Apr 2010 · 20:12 UTC
That framework does not look like C++. It looks like C! Imposter! 😛

Notice the mise en abyme on the neetbook’s screen.

Language : Ruby

Gosu library

Sound : hmm …

Paint.net

Time : About 12h

DSC00578

I don’t have a proper desk. Nor a proper computer.

Comments

22. Apr 2010 · 23:40 UTC
Yo dawg I herd you like neetbooks on sofas…

Raw Power

Tags: motivation

Back for LD17

I got the time off from work for LD17 (which was the reason I missed LD16), so I’m probably in.

I guess it’s time to declare tools, etc.

My Tools:
FlashDevelop + FlexSDK
Audacity + sfxr
GiMP

If I need collision detection, I’ll use Troy Gilbert’s 2007 Pixel Perfect Collision Detection class. (I think this is within the spirit of the competition.)

Anything else I need I’ll generate after the compo begins.

-TF

Comments

nutink
23. Apr 2010 · 05:54 UTC
Nice 😀 *hi-5’s* Nice to see another Alaskan participate in LD by the way.

Declension of Intendere

Intendus, intendi, intendo…

Did I just say Nintendo?  I’m in.

How to use Google Sites to host a game

Here is a quick explanation on how to use Google Sites to host your Ludum Dare Project.

  1. Go to http://sites.google.com/
  2. Sign in with your Google ID.  (If you don’t have one, you will have to create one.)
  3. Click on ‘Create Site’
  4. You can pick a template at this stage if you like.  Or you can select Blank Template.
  5. Make sure that you have selected that the whole world can see the site.

You will get a nice site.  The project template one is kind of nice, if a bit noisy.

In order to upload files, log into your site.

  1. In the upper right hand corner you will see ‘More actions’  Click this, then click ‘Manage site’
  2. On the right hand side, select ‘Attachments’
    You might see some files here if you didn’t select a blank template.
  3. Click ‘Upload’ at the top or bottom.
  4. Find your file on your computer, and click ‘Upload’  (Uploading to the top level is fine)

After the file is uploaded, you can construct a URL to it like so:

http://sites.google.com/site/<your site name>/<your file name>

Here is an example:

http://sites.google.com/site/ld17utena/BrendanSpeer1-2.png

Links you here.

Comments

Praetor57
22. Apr 2010 · 21:19 UTC
Sweet, thanks for the explanation! I never even knew google offered that…
SenorDiablo
28. Apr 2013 · 22:16 UTC
thanks yeah this saved my bacon haha

nice tutorial except the attachements part is now on the left not right. Good Luck.
bajan
22. Apr 2014 · 05:31 UTC
Seems like it doesn’t work anymore. When I’m open an image this way, it working fine, but when I’m trying to open an html file, it just opens a save file dialog.

This time, I will vlog.

I’m making a video blog this time around, because, well, I got some video recording software working. (Not good recording software, but it works okay)

I’ve made my first post right here. (I’m a little akward in front of a camera…)

My channel (Though at the time of writing, it only contains the above video) is here.

Interation of Declent

Print

I’m making a MUD.

I’m pretty sure a telnet command line program is included in all OS’s.

I will be using Python 2.6, Twisted, and possibly some sort of python database module.

I will be hosting it on my home workstation, if anybody knows  of a good dynamic ip tracking solution let me know, otherwise I might just write a script that updates a webpage every 15 minutes. (my ip seems to switch every 2 days or so, so not the biggest hurdle.)

Good luck to all!

Comments

22. Apr 2010 · 21:51 UTC
no-ip has been pretty good for me. I’m not sure if they have a lin/mac client, but basically you download a program to update a subdomain automatically to your new ip.
22. Apr 2010 · 22:20 UTC
Good, you’re not restricting yourself at all 😉
22. Apr 2010 · 23:08 UTC
@Daz that looks great, thanks!

js warmup game Tyround

managed to do a 24h warmup game with the javascript library i’m gonna use.

didn’t turn out too bad.. i say: when it displays a score, its a game :)

Tyround endgame shot with score 3900

works only in firefox3.5+ and safari4, though. and takes a while to load :( i hope that won’t kill my game in the competit.

http://gamejs.nekapuzer.at/tyround/

oh and hi, all! it’s my first time.

Tags: javascript, warmup

Comments

MrDude
22. Apr 2010 · 22:13 UTC
Not bad for JavavScript :)
22. Apr 2010 · 22:17 UTC
And Chromium?
23. Apr 2010 · 05:46 UTC
does it work in chromium? i didn’t test.

I hereby declare that upon this morrow I shall enter this contest!

First time i’ve entered one of these, i’ve been interested in the competition/contest malarkey and I look forward to having to be startlingly productive over a short period of time.

I’ll doing my project in Unity, hopefully with an emphasis on music and audio in general, depending on how I can fit to the theme, I feel with all the features available in Unity i’ll have more of a chance as a new guy to get something done in the time available. I’ll hopefully be timelapse recording the development process although if that doesn’t work for any reason i’ll post updates as I go. This should be totally rad so good luck everyone!

Mah desktop!

Mah desktop!

Look how nice and tidy it is, this is how you do it, boys!

Tags: desktop

Looking forward to this!

Last December was my first Ludum Dare, and it was a blast! So I’m definitely in this time around.

I’ll probably use the same tools I did last time:

  • FlashDevelop + mxmlc compiler. +flixel if I do a game that benefits from it.
  • Audacity and sfxr
  • Acid Music Studio with some free softsynths
  • Paint.NET or GIMP if I don’t do my graphics in code

I think I’ll also check out the IRC channel this time, although that may fall by the wayside as it gets down to the wire…

Tags: declaration

Limiting myself.

I am going to limit myself to 160 x 144 pixels, and those pixels can be white, black, or one of two shades of gray.

A quickly drawn head to get into the mood, the blue = transparant.

A quickly drawn head to get into the mood, the blue = transparant.

Comments

sf17k
22. Apr 2010 · 23:38 UTC
That sounds kinda monotonous. Can’t it be white, black, and two complementary colors?
InaVegt
23. Apr 2010 · 03:42 UTC
Good idea! I will be using two as of yet undefined colors instead of the shades of gray.

ParsePunkGameWorldClickEngineVX for FlashPunk 0.83 Version 0.0.1

 

It’s out.

Get it now at HERE, mate.

 

I’m going to rob a train this weekend, basically.

Sorry I won’t be able to enter Ludum Dare, unless I’m captured by the Sheriff and have to spend the weekend in the county jail. And if that happens, I’d still rather get my banjo pickin’ on, but the Sheriff tends to steal her (lousynogood) so if that’s the case, and I have a computer in the cell, well then MAYBE I’ll enter.

 

Here’s a picture of a train for you.

PICTUR OF A TRAIN

Nervous

Me

Me

Yes, only it’s the compo, not the car.

I will be entering as a virgin, leaving a veteran

This will be my first Ludum Dare, but I hope to learn alot from it.

FYI, this is Finals Week for my school, so its going to be very tricky juggling school work and the 48 hour challenge.

Good luck to everyone!

Allright, Ill bite.

This is where most of the work actually goes down...

This is where most of the work actually goes down...

Well, Im in. This is my first LD, and as of such, my intention is to be amazing and do better then everyone, on account of how amazing I am.

I plan to use Flash Develop for my ide, along with Flixel, graphics gale for art, some combination of fruity loops and all my physical gear for music, my mic, sfxr, more of fruity, maybe maxmsp, maybe soundforge for sound effects, mappy if I use tilemaps…. Thats probably plenty.

I should probably go buy more smokes before this starts, I seem to be down to one, and Im pretty sure the girlfriend is going to smoke some too….

This is probably going to be where I spend the second largest amount of time...

This is probably going to be where I spend the second largest amount of time...

Well Im out picking up addictive drugs, I should probably make sure I have an ample supply of coffee… that might be important.

I seem to have my music gear all assembled. I should probably get myself a chair though….

All the gear Ill need for the soundtrack, all in one convenient location...

All the gear Ill need for the soundtrack, all in one convenient location...

Yeah… I think Im in, I got nothing to do the next couple days. I think Im sposed to grab a beer with an old friend, but I can just make him come to me, and be kinda crazy (hell, he may actually be participating in this, didnt think to ask him… he probably isnt if he plans to bring me beer tho…)

Anyhow. Should be fun, I already have some cool ideas.

Tags: middleware, newbi, tools, workspace

Did someone say LD?

Well, it all comes down to the theme. There were only 5 or so themes I immediately thought of an idea for, and based upon the theme I will choose a development tool. Generally, for a more complex idea I have, I’ll be going with GM or Unity, and if I can think of a simpler idea I’ll be using Pascal.

Tools of choice:

GM, Unity, Lazarus w/ FPC 2.4.0, Andorra 2D, SDL+SDL_Mixer, GIMP, sfxr, musagi or syntrax or anvil studio

We’ll see. Haven’t done a LD in quite a while, so I’m hoping I can create something interesting this time, no matter how simplistic it may appear.

I’m too lazy to make motivational posters, take pictures of my food and workspace, so you’ll have to live with other people’s.

As for a timelapse, this is a possibility. Ideally I would like to find a timelapse software with 30s-1m increments that saves in PNG, which I have yet to find. Most seem to be BMP/JPG… BMP is horrible for space and JPG for loss of quality.

For creating a movie from the images, someone recommended FFMPEG/Mencoder, but I’m not sure if they can handle PNG files (assuming I can find a program to capture as PNG).

Oh well. I’ve got a day to figure out that setup. I’ve got all of the other tools pretty much set up already.

Hello, my name is Little Hacksaw

… and I’m just sticking my head up because I’m intending on doing LD this weekend… Seeing as how it starts and finishes at such friendly times (midday on a Saturday, finishing up on midday on a public-holiday-Monday). The tools of my trade will be:

Game code: Löve2D

Art: Inkscape, possibly the Gimp a bit…

Sound: hmmm… probably I’ll just record myself using Audacity

Wheeeeeeee! This should be fun…

Comments

AClockWorkLemon
23. Apr 2010 · 04:42 UTC
Now let me guess. Australian?

same here =)

Throwing my hat into the LD17 ring

I normally use LOVE, but  think I’m going to switch it up and use Java, Slick, and TilED.  Should be interesting- I haven’t used Java in 3 years or so.  But I’m hoping to make something that people can just run in their browsers instead of downloading untold megs of LOVEly .dlls.

I’m glad I checked these things out beforehand with a wee warmup, because TilED QT 0.4.1 doesn’t notice my mouse clicks if the application already has focus! So I’m going to use the eye-burning Java version of TilED.

If it turns out that this change of coding scenery is killing my productivity, I may fall back on LOVE.  I would in that case also use LUPUS, a lua library which anyone is free to download and use.  (If you do use it, beware the Grid class; it’s not passing all its unit tests and I’m not sure why.)

Behold the almighty desk!

Behold the almighty desk!

Tags: declaration, LD17

Serious post

Okay, okay. Enough kidding.

Tools Using:

Programming: MMF2/Flixel+Flashdevelop (if game makers aren’t allowed, i don’t see them in rules so they probably are)

Art: Graphics gale+Gimp

Sound: Sfxr+audaucity (there’s another noise maker out there like sfxr right?)

Music: Most likely FL8/Milkytracker

Extra Hardware: Drawing tablet (maybe), microphone, mouse <-important

Here we go, again!

With any luck, I should be able to take part in this weekend’s festivities of bludgeoning code to do our bidding in a short amount of time.

For a change, I actually have a rough idea which would fit about 80% of the themes already, with some modifications here and there.. just need to figure out the development platform, hmm.

It’ll either be the usual SGZEngine of lore that I’ve been dragging about for a while now ( though it’s in desperate need of being rewritten, ) a brand spanky new engine, or something web-based ( so that’s another new engine then, technically ) which would foster the power of PHP/MySQL, and perhaps one of them new fangled WebGL/HTML5 type things that have been gaining exposure recently. We shall see.

At any rate, looking forward to it.. and here’s hoping I actually finish something for a change.. rather than leave them to languish on the “I’ll get back to it” pile *cough*

LD comes at just the right time

I just finished off 10 months of work on a Flash game and started it on the sponsorship process earlier this week. You can see the trailer here. This also means – more importantly – that I am free to participate in LD, which I haven’t done in years :)

Tools I’m using:

haXe/swfmill/SamHaXe – the haXe langage compiles to Flash and several other platforms; combined with swfmill and SamHaXe a full set of swf-building tools is available.

“Fireball” – an open source game engine/framework I’m working on for haXe and Flash. I didn’t get to really use it for my last project other than some experiments, so this is the first “real” test. The main feature is “live updates”, being able to download and use new assets as the game runs for fast iteration during development, and then being able to build solid swfs with preloaders without any additional work(just a different build script). The parts outside of loading assets are much less developed though. Until today the only things really working were basic timing, game startup, input events, FPS monitoring, and some scary unfinished sprite animation code. I banged out text rendering, various timing helpers, and some preliminary tilemap stuff today, and tomorrow I’m planning to put together the necessary asset pipeline to do a simple Roguelike/tile-based game with some sound. I think that’s all I can hope for for this LD48, anything more technically complex and I’d get stuck on collision bugs. You may view Fireball here but I don’t recommend trying it yet, since it’s unfinished and not really documented. Demo will come by Monday 😉

cosmigo Pro Motion – a great pixel art tool, possibly the best.

Acoustica Mixcraft – one of three music programs I may use, this one is my favorite for clip and loop-based composition. Since time is short, I may just bash out a loop-only track in an hour or two.

Renoise – another music program, this one is a tracker and good for creating new loops, sound design or intricate sequences.

Busker – a music program that is made for arrangement and transcription, rather than DAW/sequencing/mixing. If I use this, it’ll be to make a beautiful chord sequence and melody, rather than just “beats.”

Warming up for Ludum Dare

I hammered out a small game in around 9 hours as a pre-Ludum warm up.  Mostly I did it to explore the Flashdevelop IDE and Flex 4 SDK, along with the Flixel library to get right into coding game logic.  Thanks to my friend for pointing me in that direction!

arrax-game

It’s a silly little platformer game where you drive a jumping tank around.  It’s a kinda-sorta remake of the first game I ever made on my first IBM PC, using GWBASIC.

Anyway, this will be my first Ludum Dare and I’m quite excited about it!

Comments

23. Apr 2010 · 16:33 UTC
Is that…Sofia?

Mstrp signing in

Long time lurker, first time entrant. I’m not new to gamejams however, i’ve attended and even hosted quite a few in my days.

For this LD however i’m going to use:

  • Flashdevelop + flex with some box2d physics
  • Paint.net or Gimp
  • sfxr and musagi (Thanks Dr.petter)
  • Red Bull

Pictures of desk and what not will get up here when i get home from work today.

Mental high-five  y’all!

Count me in.

Hi everyone, I’m pumped for the LD #17!! I’ve been busy with school and haven’t had a lot of time to prepare or even think about preparing. Consequently I’ll be using my usual set of tools:

System: Samsung N510 netbook + Debian Linux (penguin power!)
Code: C/C++, SFML, Emacs
Graphics: GIMP, (and possibly Graphics Gale)
Sound: I really want to play with Csound, but this probably isn’t the time for it – Csound looks crazy. ???
Physical Environment: coffee house + car (living semi-nomadic these days)
Food: carne asada fries + Rock Star. That should be enough calories for at *least* 48 hours.

Good luck, and see y’all on IRC!

..A dimension known only to LD48ers

..A dimension known only to LD48ers

Comments

AClockWorkLemon
23. Apr 2010 · 08:16 UTC
THE. BEST. MOVIE. OF. ALL. TIME!
23. Apr 2010 · 16:34 UTC
Awesome!

Some glimpse of intent

Hey there. I participated in 4 LD’s before and so far score is 2:2 :) Two finished games in some unfinished but still useful prototypes.

As for this LD, I am little bit sick right now + will be busy with some other things so chances of me producing some game are very slim but there are some. Depends if I will like the theme and will have some small casual idea for it that I can finish in half of time or something.

As for tools then as before Flash, may be some engines like Box2D/Pushbutton/Flixel etc but I doubt it as I am aiming for something simple.

Tools and setup, oh my.

Language: Java

Library: Slick2d

Platform: Browser

Resolution: 160×144, upscaled ×3

Colors: Black, White, and two as of yet to determined

Sounds: SFXR

Graphics: Paint.net

Music: Musagi, if I time left over.

Tags: java, tools

Workspace

I cleaned off my desk and bought some provisions for the weekend (Lorenz chips, Shark energy drinks, OJ). Here a pic of it, although it’s not impressive, or really tidy for that matter. workspace

workspace


In the picture the OJ has been replaced with an orange+coke soft drink. :)

Thats it for today. I’m going to distance myself from the digital world, and try to relax, maybe do some stuff around the house. Go to bed early, and wake up when the compo starts. Then I plan to burn through the 48 hours with my 8 cans of energy drink. I have the next week off (no collage lectures) so I can afford to get sleep deprived and zombified. :) Hope it will give me the edge I need.

Tags: desktop, provisions, workspace

I’m IN!

This time I’m in.

Development

  • Programming: Python and Pygame
  • IDE: Maybe Netbeans…
  • Graphics: Gimp and Inkscape
  • Sounds: sfxr and Audacity
  • Music: I’ve got some music so I may use them…

Physical

  • Place: Home. My room, kitchen, toilet, whatever 😛
  • Food: A lot of food
  • Drink: Cold Tea

That’s it. Good compo for everyone. See you on irc. ;]

Long time listener, first time caller

So, I have finally decided to join LD this time around. I have been following it for about a year now, joining on the IRC and reading posts, but I’ve never really had the chance to join, until now.

With only 16 hours to go, I still need to sort out my toolset and figure out the rest of the tools I need. So far, I know I plan to use Ogre3D for graphics and Netbeans IDE for coding. I will probably use the boilerplate code from this Ogre3D sample framework as a starting point. I will also try to get things working on both Windows and Linux, but my primary development will be on Windows so if the Linux side gives me grief around the end time I might drop it from the initial submission.

I will follow up shortly with my workspace photo, and I will keep posting here and to my blog at blacktopgames.com all throughout the competition.

I’m looking forward to this…

I am in!

No idea what I’ll be using, probably Code::Blocks and some random library. Probably either Allegro or SDL. If I really run out of time, I’ll use Game Maker, but the thought of doing that makes me sick (evil thing with archaic dx8).

I’m in

Unity will be my software of choice unless I suddenly decide to use one of the newfangled canvas libraries that are appearing.

Declaration of Declaration

I hereby declare that I may be declaring my intention of declaring my intention of my intention to consider the possibility of declaring participating to this event, as is implied by the fact that I indeed did declare my intention of declaring my intention with this post.

My intention is to declare that I consider the possibility of:

  • Creating a game under the rules declared in the wiki page
  • Making very poor wordplays with the limited grasp of English that may be described as my ‘vocabulary’, or ‘wordrobe’, if this semi-witty alternative is accepted.
  • Using Multimedia Fusion 2 and perhaps the Flash Compiler as my Tool Of Choice.
  • [Insert some further declaration of intention here]