LD35 April 15–18, 2016

Great showing of Splody Ludum Dare / GitHub GDC Party!

Last night I attended the Ludum Dare / GitHub GDC party in San Francisco at the fantastic offices of GitHub.  I have no idea where their employees work (perhaps another floor?) but their gathering space was fantastic, and they even had a nice big TV with a dangling HDMI cable set up which I was able to snag for an hour or two of showing off my game, Splody.  I turned the TV over to Shnipers for the latter half of the night, as that was also a fantastic local multiplayer game, and had a chance to play a bunch of other indie games around the room as well.

Splody

Splody is basically Bomberman taken to the extreme, optimized for larger numbers of local players (though also has online multiplayer).  The showing of Splody went quite well, often had 6 or more people playing at once, everyone seemed to be having fun, and quite a few were really excited about the game.  It was great to have so much positive feedback!  Everyone unanimously enjoyed my simultaneous multiplayer character customization/control test screen.

Simultaneous multiplayer character customization and control test screen

Now, I just need to channel as much attention as possible into getting Greenlit on Steam, so, if you have a Steam account, please go vote on my Steam Greenlight Campaign, every vote helps!

I did learn a few things that hadn’t came up with my previous demos – as this demo was to a bunch of random people at varying frequencies, and most of my previous demos have been to larger captive audiences.  I need a good way to show the game to just a single demoer – playing a 1v1 match against me, a tournament-winning Bomberman player, either doesn’t go well for them, or feels like I’m just committing suicide.  I think I’ll throw in an option to pad out a match to a fixed number with AIs, so if there’s just one person demoing, AIs can fill in so there is at least 4-6 players on screen for a better feeling of what a party game can be, though obviously playing against AIs isn’t as fun as stomping your friends.  The other thing was with one particular game mode, Mount Control, which currently has a bit of randomness in it which can lead to rather long matches, and I think I can do a little tuning so that the expected match time is a lot more constrained which would lead to much better conference-floor demo experiences.

Oh, and the other thing I learned, or, rather, already knew, but keep forgetting, is that I really shouldn’t play against a set of people and win 3 to 0 to 0 to 0 to 0 to 0… but some people playing the demo get really competitive and I have to give it my all to give them a fair fight, and the I forget to tone it down a notch for the next group.  Best solution is probably to continue talking about the game constantly, as me paying half attention is probably the right skill level for most people ;).

In conclusion, please vote on my Steam Greenlight Campaign, and also follow me on Facebook if you want updates on the development of Splody (and my other projects).

I’m in for #35

Wow, the next LD is creeping up – only 1 month away! Last time I made an OK-ish game using Scratch (https://scratch.mit.edu/projects/73830226/) called A Piece of Me. This time I plan to go 3D!

BTW, I’m in the process of developing NinJGL, an object-oriented extension of LWJGL 3 that makes it easier to develop cross-platform games. It’s still in development; however, if I can get it done within the next month (ie. no huge school projects) then I’ll be using it for this jam.

Entering Ludum Dare 35

Hello, Wolf here. This is going to be my second Ludum Dare. Last year in Ludum Dare 34 I made a game called “Cook!!! I’m Hungry!!!” – http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=63026

While I was proud of my game, I think this time I can bring something better to the table now that I have three months more experience. I will be broadcasting my Ludum Dare challenge this time, and I am going to try for the Jam this time around. It gives me more pressure to finish the project in a shorter amount of time. Hopefully I can really accomplish something this time around. Really looking forward to Ludum Dare 35, I will see you on twitch – https://www.twitch.tv/wolfofodin

Looking for an artist

Hello my fellow developers.
We at Givit Game Studios is looking for an artist. We are currently working on a game and we need new flavour of graphics in our game.
If you are interested please email us on info@givitgames.co.za

I’m in for #35

Ludumdare 35? Holy jesue, hell yeah i’m in….

I’m in for ludum dare 35

this will be my second ludum dare. i’m in.

Hello

I’m in.

LD35 – I’m In

Looking forward to LD35… this will be my second LD.  My first/last LD resulted in Retro Rebound Challenge.

For LD35, I’m planning on using:

  • Unity
  • Photoshop
  • Paint.net
  • Audacity
  • bfxr
  • Inkscape

I’m in

This Ludum Dare I have decided to make sure I have adequate time to produce a game, which  represents myself as a creator, rather than only part of what I can do.

In order to do this, I have decided to use only tools which I am absolutely comfortable with (this time it is Unity 5, visual studio, blender and Gimp) and I will spend more time preparing and allocating time, e.g 3 hours on art day 1, 2 hours programming, 1 hour level design. and then leave the second day to add stuff or change certain mechanics leaving me plenty of time to finish my game at a good standard.

A key part I have found is also preparation; I have noticed I have not managed to keep time very well previously this means that I have spent little time planning. So what I aim to do this time round is to spend one or two hours drawing up ideas and writing a brief game design document, just so that I know where I am going with this game and how I can minimise wasted time and leave me long enough to fix bugs and polish up art before it is released.

To everyone joining in, I wish you good luck and I look forward to playing your entries.

(As you can probably tell, I didn’t do very well in English at school)

I am in

I am in for the 6th time!

Language and Library: Java Swing, or LWJGL, for a change maybe

Graphics: Paint.NET,  Piskel, maybe Inkscape and Synfig

Music: LMMS, maybe incompetech.com, Abundant Music. Depends on how much time I have left

SFX: Might use SFXR if I have time or just Audacity.

 

Cannot wait!

A new idea

I would really like it if Ludum Dare had a way of messaging people.  I recently read colinator27 actually modded my most recent game, and I really want to see what he came up with!  Please implement a messaging feature in this website or a future one.

~Javabot

 

 

 

(also my fiverr)

Comments

21. Mar 2016 · 11:55 UTC
I think actually the better system would be to have links to places where you can contact people (twitter, email, etc). There are already lots of good ways to communicate with people, so people might be hesitant to adopt a new one.

Inserting Image.

Hey, under ‘Help’ it directs me to use the “Add Media” button which, for the life of me, I can’t find.  Also under keyboard shortcuts, it says “Ctrl + Alt + M” should add an image, which also doesn’t work for me.

Do I have to enable something or am I missing something?

 

Thanks,

Comments

21. Mar 2016 · 00:02 UTC
It should work now. There’s a security thing in place, users that haven’t been promoted to authors can’t post images. We promote people to authors once we’ve proven they’re human (usually by reading what they post, and clicking a button).

I’m in again!

I’m in for the Ludum Dare 35, my second Ludum Dare this is going to be fun. Hopefully I’m going to do better this time (of course I am XP).

Engine: Unity3D

Graphics: Photoshop & Paint.net

Models: Blender

Sound: Audacity

Planning: Xmind & Excel

Computer: A very bad school laptop (Yay!)

Vulkan API

So the new Vulkan API was finally published last month, and I’ll be experimenting with it for LD35 – and as my language of choice is C#, I’ve been working on .NET bindings for the API. It’s very much a work in progress, but if you’re also interested in trying Vulkan then take a look: SharpVk

 

Comments

21. Mar 2016 · 20:24 UTC
Good luck. I ran in to some issues trying to get the drivers working on day 1 (AMD drivers were useless, and Intel Drivers were experimental branch Linux only). I’d expect they’re somewhat improved today (one month later).

I’m in

Last Ludum Dare I had to call it quits on Saturday for unavoidable reasons, but this time everything is in the clear.  I’ll be using the usual lineup of tools:

Game Engine: Unity
Image Editing: Adobe Creative Cloud
Animation: Spine & Unity
SFX: BFXR, Various objects around the house
Audio Editing: Audacity
Brainstorming: Notepad, XMind, Beer

Fog of War Script with Example

For anyone who wants to create a RTS game with some fog of war, I made a script that handles calculating and drawing fog of war.

View post on imgur.com

It tracks seen area, unseen area, unexplored area, and height. The script does not have line of sight implemented but should work identically in most cases.

 

The script is not the most efficient and has some strange issues with pixels being automatically compressed but the script should give an example.

 

You can download the source here:

https://drive.google.com/file/d/0Bz235BbxwbbnekhqYUZ1Tk1saHc/view?usp=sharing

 

You’re free to use or modify the script and use it however you want.

 

 

Tags: #MiniLD66, resouce, unity

Comments

taviandir
22. Mar 2016 · 21:08 UTC
I’m planning on participating in the upcoming MiniLD#66 so this code was very interesting to look at, thank you! Good job! :)

We are in

Both me and my brother Nathan are in again. We had so much fun working on our last game Empyreal Roving we are going to do it again.

Me and Nathan have teamed up on a couple projects before:

Empyreal Roving:

FirstScreenShot1-300x175

Battle for Ethonia:

Each time learning more and getting better at making a fun game.

Our tools will be:

  • Unity
  • Visual Studio
  • Inkscape
  • Audacity

Empyreal Roving Post Mortem:

I am horrible at remembering to do post mortems so here it is:

We had a lot of fun making and playing Empyreal Roving. Lots of other people had fun playing it as well, only problem was it was a bit too difficult for most people. Maybe we can tone down our next game and enable a “Insane Mode” for anyone who find it too easy.

Another thing that I feel like we could have left out is all the text up front explaining how the ship was broken, why you were there, etc. It was a bit much, “just get to the game play”, is what we will try to work on more next time. If we do have story it should be introduced as you play, instead of it all up front.

All in all we both feel like we did great, and plan on improving our skills even more next time.

Good luck to everyone.

I’m in

I’m in for LD35. This will be my first time and therefore I am going for the jam. I am planning to make everything by myself (or with few friends) from scratch. I hope I can use enough time to make my game enjoyable.

Engine: Unity 3D
Language: C#
Image Editing: Paint.net
Modelling: Blender
Audio Editing: Audacity
Planning: notepad and a whiteboard

I’m in!

This will be my third LD, with my last one resulting in this thing. Though I am somewhat happy with my previous entry’s style, it isn’t a very fun game. At all. It’s actually pretty damn boring. That’s why I’m going to put far more emphasis on creating something that is entertaining this time around.

As for tools, I’m probably going to be shifting from C# and XNA/MonoGame to using C# and SFML.Net, along with good old Paint.NET. I haven’t done too much with SFML.Net thus far, but it seems like a nice option for anyone looking to move away from XNA for whatever reason, i.e. you don’t think enough of your tools end in ‘.Net’. (If you know of any music-making software that meets this criteria, please inform me.)

Anyways, good luck to anyone else who is joining! Including you. Yes, you. You aren’t getting away this time.

I’m in!

This is going to be my second Ludum Dare

I’ll be using Unity3D or Love2D, Blender, Paint.net, GIMP, Atom, Git, and Bfxr.

Previous entry: LD34

I will (as usual) be live-tweeting development here; feel free to follow me for the occasional gif or screenshot of whatever I’m working on!