I’m in again!
This will be my third Ludum Dare, and I’m pumped! Really hope GameMaker doesn’t fail on me midway through the compo like last time though.. Good luck to anyone else competing!
This will be my third Ludum Dare, and I’m pumped! Really hope GameMaker doesn’t fail on me midway through the compo like last time though.. Good luck to anyone else competing!
I well be competing in the compo and the miniLd 66!
My friend and I are creating our first game for MiniLD #66!
What tools will we be using?:
Game Engine:
Unity 5.3.2 (C#)
Code editor:
Visual Studio Community Edition 2015
Sprite/Image creation:
Gimp, and Paint.NET
Sound fx/Music:
Audacity, and an Acoustic guitar!
Tags: #MiniLD66, first compo, first game, Firsttime
Hello!
I will be competing in my first ever Ludum Dare and the upcoming MiniLD!
I’ve know about Ludum Dare for some time now, but this will be my first time competing. Which has me very excited!
I look forward to the competition and to playing some awesome games at the end of it.
I’ll be working alone and can hardly wait to see the theme.
Best of luck to you all.
Cheers!
This will be my sixth Ludum Dare, but my first with new computers and GameMaker: Studio Pro w/Mac export.
Software I will be using:
This time around I’ll be using absolutely no graphics. My game will be completely text-based and written in Java using IntelliJ IDEA. If I can complete this one, it’ll be my first game that’s not made with Scratch!
Something I will try to do is write an IRC web client (javascript…ew) or use someone else’s (better idea!) and publish my game as an IRC bot. By providing a link to the custom web client, the ability to play the game will be universal (except maybe cell phones but…really? Don’t try to play web games on a phone)
Good luck to all!
The other week I decided to make a simple to use Javascript Game Engine for creating Text Based Games rather easily
The outcome was Jext if you try it out let me know what you think of it
You can find it here
http://gamejolt.com/games/jext-game-engine-api-game-player/133169
Enjoy 😀
So I am not setting myself up as some kind of expert on Sound or Scripting but one thing I have seen alot in games across multiple Ludum Dare is a lack of sound effects, my own games included. Its easy to overlook in a 48-72 hr time frame especially for the many of us who aren’t musically minded. Its also easy to write off as not being important or as important as other areas of the Games development. In truth the difference sound effects and music can make in a game is huge, the instant feedback you get from hearing a button beep or an explosion go boom can be a key part of immersing in a game and can really help notch up an extra star in the scoring. So I have been there, telling myself that I will add the sound later once I have nailed the key mechanics down, or got the art done or one of the many tasks we set ourselves only at the 47th hr to not have the time to go through and add in the code and sound effects, especially when a project has spiralled out to 20+ scripts with as many different things that need it.
This time I plan to handle things very differently and the code I will be using will get created at the beginning and look like this.

So rather than having multiple audio sources attached all over the place I am creating 1 & putting all the music and sound effects in one place. A bonus to this is I don’t need to work out every sound effect at the beginning of the project. All I need is a place holder beep and each time I need a new sound effect I can add new entry into the sound effects array. Using code as I go an anything that sets of a sound i just add in
Soundcard.Soundselection=?;
Soundcard.Playsound();
or
Soundcard.Songselection=?;
Soundcard.Playsong();
and when I reach that 47th Hour all that’s needed is that I drop the sound effect/music I am using for each one into the array in the editor (Unity user :)).No extra coding, no worrying about conflicting sounds, no adding multiple audio sources.
So I thought in the build up the LD35 I would share one of my solutions to a problem that I have faced & i thnk alot of other LDers have to.
Feel free to tell me my code is dumb and awful and wrong in the comments 
Hey guys its me Viper I’m competing in the miniLD so far and I’ve done 2 hours of work so for.
I have actually done 300 lines of code is that good progress for 2 hours I thinks so what do you think?

Hey guys me again Viper. last time I posted I was at 300 lines in 2 hours now its been in hour since then and I’m on line 487. Which is expected but I had to spent 30 min. eating so ya.
Heya folks, I am here to report my progress for Day 1. I am in Europe so the day is getting late for me, gonna watch a movie with my S/O before going to bed, and onward to day 2. I am getting sick too (a cold) which will not help progress. 
I am happy about the progress I made today. Here is a small gif (i hope gifs display properly) of what I have accomplished so far.

This time around I am trying a new approach for planning, since I have a little bit more time than the usual 48 hours. I have divided the bigger ToDo’s like this. Tomorrow’s focus will be to try and do most of the MUST’s still remaining:
MUST haves
Unit movement (Basic pathfinding)
Selection of single and multiple units
Indicator of which units are selected
Map/World
Unit orders AI
Units: design and sprites
Units+Buildings: Health and damage/attack
Indicator on giving units an action
Selection and Action UI
See healthbars for units (selected + on ALT hold?)
SHOULD haves
Fog of war
Objectives
Sound cues for actions, attacks etc.
Some kind of story/motivation for the setting
Smart pathfinding
Crude unit animation (move and attack)
Information/Hint/Tutorial popups (to guide the player)
Add and remove from selection
Selection of buildings
WANT TO haves
Mini-map
Height differences for the fog of war
Background music
Proper unit animation
Inventory and treasures for hero/champion unit (a la WC3)
Attack types and defense types?
For anyone wondering, I am using Unity as game engine, as well as the Compo rules (voluntarily). I am focusing on making a campaign-style RTS experience, which I will probably only have time to make the first “mission”.
Good luck to everyone participating! 
I find that this is my most used, most useful function: the simple box collision.
function isCol(thex,they, othx, othy, thel, theh, othl, othh){
return !(they+theh <= othy || they >= othy+othh || thex+thel <= othx || thex >= othx+othl);
}
I’ll be making an interplanetary war strategy game involving orbital mechanics.
I’m planning on using Phaser on the client side, using WebSockets to talk to a nodejs server. I’ve worked a little bit with WebSockets before for web frontend stuff, but this will be the first time I’ve tried doing a networked multiplayer game.
If networked multiplayer doesn’t work out, I do have a fallback plan to use the basic game mechanics for something that’s single player and more tycoon-like. Let’s see how this goes!
Tags: #MiniLD66
Java – Ascii 
I plan to use my RTSBase that I have been working on for the last few months to build a space RTS. I’ve never done the multiplayer aspect within my RTSBase, so that will be entirely new, but that’s what makes this fun! I’ll be exporting to flash for client and nodejs for server unless something goes crazy! I’ll post updates each day as I can!
Tools:
Haxe/Haxeflixel with HaxeDevelop
CastleDB for Unit stats
MPHX to do the multiplayer
Gimp for 8 bit graphics
Click Here to go to Jext on GameJolt
Today marks the released of Build 110 for the Jext Game Engine and with it comes a neat feature
Per line coloring
What does this mean?
It means when you are making a game with Jext you can have each line be a completely different color to the next so that’s pretty cool
Its all included in the Documentation on GameJolt
In other news, Leave a comment down below on what you’d like to see me implement in future builds please 

RTS WIP Screenshot 0
Made with Unity if I can get the basic game working the plan is to quickly release it as a basic RTS framework for people to extend and improve.
Aiming to have (for V 0.1):
Then continue working on my own variation.
Is there anything you would like to see added?
Hey its me Viper. I decided no AI for the invaders (I’m making a solar system sort of tower defense game)
I will be purely using commands to control them. I made a small animation for the Invaders that I’m proud of but theirs gonna be different kinds of invaders so I plan on making a different model for all of them with a different sort of animation. Working on adding all the different weapons on to the moon (that’s your base in the game.)Also trying to make it so the game remembers everything you have done in the past so you don’t put a building on top of another building and so on. Other then that I just wanted to say is that I’ve done 736 lines of code somebody told me that lines of code doesn’t matter. I am starting to agree with him. He said what the code dose is what really matters. For any one else that competing good luck and I hope you do well on this MiniLD.
(PS. I’m not going to spoil the whole game so don’t ask what the features are going to be!)
I have the basic API and web front end done for players to create and join each other’s games. This uses Node + Express to host a RESTful API on the server and some basic JQuery stuff on the client. Communication during gameplay will take place using SockJS web sockets, which will hopefully be fast enough for decent gameplay (which probably won’t be that fast-paced for an RTS – space is big).

Would you like to play a game?
Tags: #MiniLD66
I kind of made a game for the mini ld. Guess you can go check it out? It’s all very simple, so don’t expect a ton of game play from it. It’s called “Dwarf in a Hole”.