LD18 August 20–23, 2010

Time to Rate the MiniLD #20 Entries!

My apologies for the delay! I did not intend for MiniLD to just stop.

It is time for the entrants to vote!

Voting is now open! Since it was delayed, I hope it can run for a bit more than a week to give people who aren’t paying attention a chance to see that MiniLD voting is happening in the first place.

Delays aside, this MiniLD was off the hook, as I expected! There were 24 submitted entries (is that a record for a MiniLD?)! We had one entry finished in hours! We had games about fishing, games about poop, and games about spaceships. We had 2D games and 3D games. We had artistic games and mindlessly entertaining games. All in all, I’m very pleased with the quantity and quality of games made with the theme Greed and the special rule “Only one of each”.

So get voting, MiniLDers! Celebrate your awesomeness!

EDIT: Voting will end on August 2nd, so make sure you’ve got your votes in!

Tags: greed, only one

This entry was posted on Wednesday, July 21st, 2010 at 7:53 pm and is filed under MiniLD #20. 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.

Thank you, GBGames!

A huge thank you to GBGames for following up on our requests for voting. You are one classy dude and the entire Ludum Dare community gives you a giant group hug.

Gratefully,
- BMcF

This entry was posted on Thursday, July 22nd, 2010 at 12:46 pm and is filed under MiniLD #20. 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.

My first official attempt at making an entry resulted in this flash thing: http://danik.gotdns.org/flash/crystals/index.html The crystals are randomly generated to be unique. The goal of the game I had in mind was to collect the crystals using the mouse as a magnet, but I didn’t have enough time by far this weekend to pull it off, so I just ended up with this little “demo”.

Crystals screenshot

Crystals screenshot

Comments

Raspadsistema
22. Jul 2010 · 19:16 UTC
I want you to finish this game, you hear me?
22. Jul 2010 · 19:38 UTC
Looks great.
wyverex
22. Jul 2010 · 20:19 UTC
wow! You might be able to sell that as an effect for a website!
Danik
23. Jul 2010 · 16:16 UTC
Thanks!

Yes, I would like to finish it, but I haven’t decided on what the game in this “game” would be. 😛

I have some ideas though…

Greedy Fishing: post compo edition

Ok, I decided to invest some time to change my game a little bit. Most important, the guys are now able to drink beer! Therefore I modelled a can with the very uncommen brand: BEER 😀

bier

But it is not only the beer drinking (the ‘punishment’ if you lost all your money) I actually changed the concept around the ‘blackjack’-scenario. Now it is more ongoing. You have money and decide how much you want to bet in a ‘match’ if you win you double, if not you lose it.And so forth…

Beside that I wanted to make the game more ‘game-like’ with an ‘esc’-key popup (resume,restart,exit) and a main-menu with instructions (that are for sure still very confusing), exit, infos etc. Actually I planned to change the mutant-fishes to real ones but I am too lazy now and somehow I feel cofortable now with my friends:’Hungry Eye’,’Hungry Eye’,’Glitshi’,etc (Who knows what kind of new fishes deep water horizion will produce…) . I added some birds that fly around, a wave sound and one nice fish (you can’t grab). Well,…actually as I wrote this down I wonder why this took me another 2 days and it is still such a boring game :D. It was for sure fun and I will upload it to a gaming-platform (the first time since my very first game ) and the people teact! (The first one I showed it was not very nice :D, but I don’t care!)

Here are the links:

WEBSTART WINDOWS .EXE

Ah here a beer-action-scene:

greedy-fishing3

Actually I also planned to have gunshooting towards the opponet’s boat and fightings but first I rigged the models really poor for real animations and 2nd it’s enough now. I still have one game to finish and want to start something new… 😀

It was a pleasure. Looking forward to the next LD,

ToM

MiniLD #20 Voting is Finished!

It’s time to check out the final tallies at the MiniLD #20 page! Congratulations go to gold medalists ExciteMike for Fun, TimSwast for Game Play, and increpare for Presentation! Also, the gold medals for Coolest entries go to Breakdance McFunkypants, wyverex, and 31eee384!

I’d like to extend a big thank you to everyone who participated! It was a fun MiniLD, and I look forward to developing alongside many of you for the major LD coming up in a few weeks.

For my LD friends…

Just wanted to share this little tool I made for Windows users. It takes your EXE and all its data files (even DLLs) and packages them into one EXE for users to run. Thought it was a perfect fit for Ludum Dare!

Comments

08. Aug 2010 · 12:58 UTC
Sounds like a very cool tool, but for me it is generating an exe that is way to small to be correct. (and running it gives the “not a valid win32 application” error) :(

Alternate History RPG Challenge at RPGDX

alternate

Hi Ludum Darers! There’s a game challenge starting tomorrow that I thought some people here might be interested in – RPGDX’s Alternate History RPG Challenge.

Participants have one week to make an RPG that explores the theme Alternate History. It’s very informal; there’s no voting and collaborations are encouraged! More info here.

Comments

08. Aug 2010 · 19:36 UTC
Thanks! I’ll check it out.

P != NP

This is not a game design-related post, nor even a computing-related post, except in a very abstract sense. It is to draw your attention to the fact that a solution to one of the world’s six hardest mathematical problems has been published. It has yet to be checked, and some people believe it may have holes in it, but this is still a very large development in the field.

P!=NP is a statement about the time it would take a computer to solve a certain class of problems: the “NP” class (which stands for “non-deterministic polynomial” if that means anything to you). If it takes a long time to solve a problem from scratch, but a short time to check your solution afterwards, that’s an NP problem. As an analogy, consider a 1,000,000-piece jigsaw puzzle. It may take months or years to complete, but if someone claims they have finished it already, it only takes a second to check if they are telling the truth. The question is whether such problems exist (P!=NP), or whether there is always a simple way to solve them from scratch (P=NP). This question may seem very abstract, but it has a lot of important applications – such as optimising computer networks or creating secure encryptions.

Examples of famous NP problems include the Travelling Salesman problem, which is to find the shortest route through a city while passing everyone’s door at least once (this city may have overpasses and tunnels), the Knapsack Problem, which is how to fit the most value into a knapsack when you have a number of objects of known price and size, and solving many popular puzzles like Sudoku or Minesweeper. The paper at www.hpl.hp.com/personal/Vinay_Deolalikar/Papers/pnp12pt.pdf concerns itself with the Conjunctive Boolean Satisfiability problem, which asks whether a list of logical statements can all be true at once. It asserts that the amount of time it would take a computer to solve such a problem increases very quickly – faster than any polynomial function of the problem’s complexity, in fact. If the proof turns out to be correct, Vinay Deolalikar may just have won a $1 million prize from the Clay Mathematics Institute.

A number of blogs and magazines have already published links to this article. I thought you might be interested as well.

Comments

31eee384
12. Aug 2010 · 12:00 UTC
I had heard about this, but didn’t know what P!=NP was so I didn’t look into it. Thanks for the explanation and link!

LudumDare is Starting Soon

For the next Ludum Dare I want to try using a language that I’m actually familiar with for once, so I’m looking at C# libraries.

I’m considering three c# libraries at this point:

1) SFML

This one looks very straightforward. Simple class structure. Kind of a SDL done right with lots of organized classes. It was easy to build a simple game with it. Does not have any of the advanced stuff of a game library like physics or collision. The thing is I would want to use the 2.0 version that is in beta and I haven’t got that working with .NET and Visual Studio 2010 (works fine with 2008). I really want to use the latest tools and frameworks for this competition. Maybe I will check the beta soon and see if it is ready for prime time with 2010.

2) SlimDX

This is basically a C# wrapper for DirectX and Direct2D and all of Microsoft’s graphic stuff. New version in June came out and now it supports DirectX 11. I’d really like to play with this. Can probably get some great performance out of it. It has x64 frameworks and .NET 4.0 frameworks and it fully supports Visual Studio 2010. Looks like a good option if I really want to put the petal to the metal (with c#). I am looking at the samples right now. Not very familiar with it though. Need to do more research.

3) FlatRedBall

This is a game framework with advanced stuff like collision and physics. It runs under XNA or MDX. It is updated every month so that is nice. So far I have only got it working with Visual Studio 2008 though. Has a lot of specific formats and tools. For example there is an Animation Editor you use to build animations, and an AI editor for AI. I am looking at this one closely. It is really well structured and I was able to put together a simple asteroids game in about 10-15 minutes. I will probably choose this one if I manage to spend the time to get familiar with it. I really want to do some animations in this game, so it will depend on if I think I can get the tools working though.

Those are the options I’m considering. I have used XNA before and don’t want to use it for this competition.

Have you tried any of these libraries? Have any recommendations or tips?

Thanks.

Comments

bluescrn
12. Aug 2010 · 17:06 UTC
SlimDX is pretty sweet, access to the full power of the latest D3D versions from C# – but I wouldn’t recommend using it your first time for an LD – or if you do, at least get a little bit of base code prepared beforehand (creating a D3D window, handling resize/focus loss, loading textures, etc)
sfernald
12. Aug 2010 · 17:36 UTC
I usually try a library or language I’ve never tried before for each competition. It doesn’t really give me a chance to win, but I just enjoy trying new things. It is a great way to learn. Last time I managed to write my first interactive fiction game using Inform 7. So I don’t really mind the going in blind part. That said, from what I’ve looked over the slimDX code, it does look like you have to do a lot more work to get things done with it. However, all that code would allow me to play with cool things like shader effects and such and I could probably throw thousands of sprites on the screen at a time.

Yay! a new LD!

Hiya, its me again 😀

I realise i hvn’t really been active over the past few months, but i will probably be participating in LD#18 (yay)

I will give final confirmation depending on the amount of homework i have that weekend, but look forward to a wacky GM game from me!

F* Oregon, post compo edition (iPhone)

What was supposed to be a quick appstore-cash-in port, kind of dragged on for a couple months. But I’m finally done. I had a serious case of feature creep.

There’s tons of new stuff. Mainly shooting, seeing as how that was the only fun part of the original Oregon Trail. Also, in a cruel twist, you now have to carry the gold from El Dorado back home.

titleart

The game’s site is: solongoregon.captain-games.com

Couldn’t have done it without the ridiculous forced brain-explosion that is LD.  So if anyone here would like a promo code, shoot me a message.

Comments

12. Aug 2010 · 22:42 UTC
This game is awesome and hilarious. I picked it up yesterday.
13. Aug 2010 · 00:29 UTC
Congratz dude! I meant to make a post about this, but for now I’ll just sticky this.
16. Aug 2010 · 09:51 UTC
Even though I’m not a fan of expletives, I can’t deny that the original title had a quirky appeal. I hope there’s a PC port. The new features look great.
osto
16. Aug 2010 · 17:18 UTC
CRACKERBLOCKS! YES! This is amazing, I’d ask for a promo code but I’d rather give you the 70% of $2 for this.

New Rules Draft and Voting System Test

Hi everybody!

I finally drafted up the rules for the new Ludum Dare, inclusive of the separate Compo and Jam plans. You can read them here:

http://www.ludumdare.com/compo/rules/

This is your last chance to comment on them, make suggestions, and critique my grammar. I’d like this set in stone for Monday, so act now! :)

Also, Phil made some big improvements to the submission and voting system. You can help us test it by creating submissions for this fake competition:

http://www.ludumdare.com/compo/testcompo2/

Some time Sunday afternoon we’ll switch things over to voting, so stay tuned for that.

I’ve been evaluating some new wordpress total conversion plugins, so we’ll be putting off the site redesign for now. We didn’t get much response from our request for a web designer, but a nod to lulzapricot for doing some mockups. We may try some little things here this week, but consider the current layouts days numbered. And just a heads up, we might be breaking the RSS feed URL soon.

Also, we are aware Wiki is being constantly attacked by spambots. One of the wordpress plugins I’m evaluating (a stripped down BuddyPress) should let us gut it entirely, and add some wiki functionality to the site itself. I’m liking it, but the question is how difficult it will be to migrate everything over.

That’s all for now. As always, post your thoughts in the comments.

This entry was posted on Sunday, August 15th, 2010 at 12:31 am and is filed under LD #18. 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.

Ready….

This time!

I’ll be using flixel since I know it a bit better now. I’m getting my engines wrote up and basics leveled out. Here’s hoping for a complete game this time around!

New submission system UI issues

well, i submitted a ‘game’ for the test, and i’m running into major issues on the view all entries’ screen

ISSUES

Specs:

Windows 7 x64, running Firefox 4 beta 3

Comments

15. Aug 2010 · 16:04 UTC
Yes, Sophie is cruel and decided to actually break it. ;). I’ve gone ahead and edited the name, so it should be fine now.

Back for another round of LD

Slightly more prepared this time.. I’ve got a game engine framework at my disposal this time that i’ve written.

Lets hope it goes well.

Good luck to everyone else who’s participating! 😀

Holidays + Nothing planned to do = LD18

In the past Ludum Dares I always had something from real life interfering. Well, not this time xD

I’ll be using Python+Pygame for a 2D game. And I plan to devote my heart and soul to the 48h compo (I need the raw experience of LD)

All I hope it’s a good theme.

You Got To Be In It To Win It – LD48 #18

The basecode I am using for the Ludum Dare 48 Hour Game Programming Competition #18 is largely the same as the past two three four five six seven competitions. I haven’t made any changes to it since the last compo. It’s Java based and initially came from the Killer Game Programming in Java book that I bought a few years ago. Since then, I’ve added a bit to it that I found I was redoing over and over again.

Download it here.

Goals this time around:

  • Hand-drawn art style. I sketch things out on paper and scan them in to colorize. Bold colors and gradients.
  • KISS – Keep It Simple, Stupid! I’ve had my best luck when I keep my game simple and try not add too much complexity.
  • 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.

    Tools in use:

    • Java 6 SDK (though last time I included a version for JDK 5)
    • Eclipse IDE
    • Photoshop, maybe some Illustrator
    • DrPetter’s sfxr for sound effects
    • Audacity on my Mac, plus Rockband USB microphone
    • 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.

    Looking forward to the compo!

    Tags: basecode, declaration, ld48_18

    Panic mode off

    At first, when I read rule #2, I did panic.

    Then I read this and calmed down:

    “Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry. To do this, make a blog post.”

    Since I already did declare it, I don’t need to worry. So, that gives me 4 days to make every concievable game engine in Flixel…

    Comments

    16. Aug 2010 · 02:53 UTC
    At first, when I read rule #2, I did panic.
    xhunterko
    16. Aug 2010 · 02:57 UTC
    Excellent addition.
    sonic17TH
    16. Aug 2010 · 05:27 UTC
    What that rule means? ._.

    LD18 Declaration

    I’ll be using Python with my Myrmidon library, which in-turn is backed by PyOpenGL and PyGame. I’ll probably end up using bits from Frimkron’s pythonutils library. (It’sa very nice.)

    If I can be arsed to get it working again I’ll be timelapsing with pycatcher.

    Any music and sound effects I inevitably end up doing will be created with Propellerhead’s Record as usual.

    Here’s hoping i finish this time, I’m thoroughly embarassed by my last escapade.

    My custom library for LD18

    This will be my second time entering Ludum Dare and again I will be using C++ with a custom library. Although this time my library supports Linux as well as Windows so if all goes well I should be able to make a Linux port :). The library is very minimalist supporting only coloured triangles, textured triangles and sprites for graphics which sounds very limiting, but it was perfectly adequate last time so I will stick with it :).

    The library is called Obelisk and can be downloaded from here.

    Other software I will be using:

    • Visual Studio 2008 for code
    • Paint.NET for graphics
    • sfxr for sound
    • HydraIRC for IRC

    I don’t have any strategies planned for making my entry or even any game ideas. Although I have been thinking that maybe instead of thinking of the game idea at the start, I would code up a bunch of different game elements and then figure out how to combine them into a game later.

    Tags: basecode, declaration

    Declaring… something…

    I’d been hoping to start LD18 with a brand spanky new engine to mess with.
    That’s not quite been the case, however, due to work commitments and stuff.

    This leaves me with three options, really:
    1) Resurrect my old engine from it’s grave, for one more beating.
    2) Be a lunatic, and write everything in the 48 hours ( no doubt spilling over to the Jam as well… )
    3) Use this week to try expand my current engine beyond five source files, containing probably about a couple hundred lines in total.

    As option one will lead to defeat ( the engine’s really knackered, there isn’t really any frame-rate independence in there at all, and the timers are all wobbly – the time mangling effects in Yargh! is proof enough of that! ) that leaves me with the other two.

    So, I think I shall get the bare minimum of an engine ( load images, sounds, etc.. and display/play as appropriate! ) done this week, so I’ve some foundation to start with.. else, I’ll be wasting time building up framework code ( or hacking around existing broken code, ) and I’m not particularly good at time keeping, as the previous failed attempts will show 😉

    Engine code bared to all will be available here: http://svn2.xp-dev.com/svn/stuckie-SGEngine/trunk/
    Looking forward to this one… think it’ll be very interesting :)

    First time for everything – NO EXCEPTIONS

    Apparently I will be a junior in this compo, so yeah I will participate in Ludum Dare 18.

    There is a reason to bring that title up, and thought why not introduce myself.

    So my name is TrogFishaz obviously, and don’t ask for a real name, won’t tell you for obvious reasons, and I have done a couple of projects on game maker, and the only “project” I have on the internet I like to share is an alpha staged game on my website(I own’t use it), the thing is I hoped I could share with tons of people a project made for the compo, I kinda happen to have an experience of a couple of months and already made some done engines.

    So what I’ll be using is:

    <<PhotoShop>> For textures for the game(I probably won’t).

    <<Game maker>> Coding, animating, making the levels of the game.

    <<Flash>> If I need to I’ll use for characters.

    <<FL studio>> for ambient sound track.

    <<sfxr>> sound effects.

    <<Audacity>> basic audio editing after done with FL studio.

    And do everything from scratch, all I hope is for a good theme.

    So have fun everyone and, Good Luck in the compo!

    Comments

    16. Aug 2010 · 07:40 UTC
    All participants are encouraged to talk about and show what they are making. One of our judging categories “community” rewards excellence in doing that. Plus it can be cool to watch what others are doing.
    Martoon
    16. Aug 2010 · 11:31 UTC
    Good luck! btw, what are the “obvious reasons” you won’t give out your real identity? 😉
    19. Aug 2010 · 10:46 UTC
    …”get” you? Anyway, don’t worry about it. We seem perfectly content to go by interweb handles around here.

    Introducing myself

    Hi, “anyone who read this” :)

    My name is Manuel Etchegaray, and im an indie game developer/designer.
    Im kinda new to LudumDare, since i have never participated in one before, but im not new at game design. ive been using GameMaker as my main game developement tool ever since (mm letme think…)  around 2005.  (thoose great years where GM6 was the best ever hehe)
    Yeah, i know: “Why havent you joined LD before???” simply because i have never been interested in making games for compos. But now i see the fun on it…  hell im in!

    As i said before, my main Dev tool is GameMaker. I know some C++, but the results are not from the same quality than games i make with GM.. not even close.
    To make my graphics i personally love CorelDraw (for thoose who doesnt know what it is, Corel is one of the best tools for drawing 2D vectorial graphics.. i think its even better than flash). The speed and ease i have with it makes it perfect for tight deadlines like LD.
    And to make my sounds and music i use SFXR, simple, and can be edited later with more advanced tools like FruityLoops :)

    Aheading to the upcoming LD ive been practicing a little bit in this “make a game in 48hs” thingy a few weeks ago, and i made a few nice little games (that im not going to publish here.. feels a little “spammy”.. if you ask i will publish)  I recommend that for anyone who is interested on entering LD, Select a theme, make a game in exactly 48 hs, and chck the result! feels great i must say :)

    Anyway, im looking forward to this competition, And best of luck to everyone!
    (looks like its going to be the best LD ever :D)

    Ps: this counts as a declaration, right?

    Introduction – The semi-noob

    Hello, my name is Connor James Lysaght, I make a few games every now and then and find it enjoyable. I’ll be using:

    Windows Sound Recorder – to make sounds with my voice for the game.

    Game Maker Pro 8 – for everything else.

    I’m a big fan of “Simple and enjoyable” so I’m hoping my game will be like that 😛

    [EDIT] I may be using Sony Vegas to edit some music together.

    EDIT: Reality gets in the way of having a good time.

    This was originally a post announcing my intent to take part in LD48. Unfortunately, I have a prior commitment that I had forgotten and will not be able to come. Sorry.

    I may just pick a theme from the list and try to make a game for that theme before LD48. Maybe. Depends on how much time I have.

    Hi, I’m Jak.

    Hi there, everyone! This will be my second Ludum Dare competition. My first time around, I misread the rules and disqualified myself. The new rules and guide page is awesome, thanks to everyone who was involved in that! It’s much clearer this way!

    Anyway, I look forward to playing all of your games!

    Oh hey, it’s this time again

    Yup. The time when 100 people make declarations of their intent that very few people read. So here’s mine:

    This’ll be my third ludum dare, using the Love engine previously but I’ve recently taken to FlashDevelop. No flixel, since I’ve little ot no experience with it. My plan is to try to make a unique game in a day or so and then spend the rest of the time working on levels, art, and self recorded sound effects.

    FlashDevelop for code

    Paint.net or SketchBook for art depending on whether or not I go for a handdrawn style

    audacity for recording, sfxr is boring

    Comments

    16. Aug 2010 · 15:15 UTC
    The few, the proud…

    Sure, why the hell not…

    Hi all,

    I’ve been following LD48 for a long time now.  This will be my first time participating.  I’m trying to gather the motivation to get started on a personal game project I’ve been wanting to do.  I’m hoping that having the pressure of a 48 hour compo while publicly blogging it will get me doing something, and that the momentum from that will carry over to my personal project after the compo is over.  We’ll see.

    I’ll be using Flash (FlashDevelop, Flex SDK) as my platform of choice, and most likely FlashPunk.  Depending on the theme, and how I decide to abuse it, I may be using Box2DFlash.

    Maybe Photoshop and possibly a camera for art, though I’m leaning toward procedurally generated, abstracty art since I’m a better coder than artist.

    I might record and tweak some sounds (in Audacity), or just use sfxr.

    If I get around to it, I’ll throw together a music loop in FL Studio, and maybe even dust off and tune the guitar to sample some riffs.

    All of this is subject to change, depending on what I decide to do with the theme, and what tools/platform/development process will best suit that (it’ll almost certainly be Flash, though).

    I don’t have any kind of engine or base code yet.  I’ll probably practice putting together a quick project in Flash this week, and if anything resembling base code emerges, I’ll post that here in the interest of rules compliance (but anyone would be ill-advised to use it).

    I’ll see you all in the trenches, may the best geek win, etc., etc.

    Can’t wait for LD18

    So it’s that time of the year again for another Ludum Dare :) this will be my third time entering, and I’m extremely looking forward to this month’s LD, I was going to attend Gamescom which would have knocked a day off my creating, however I changed my mind and instead am devoting time to other things while I’m on my last week of holiday :)

    What a great way to start work next Monday after finishing a nice long LD :).

    I’m Catherine by the way, I love taking part in 48 hour game making sessions and I will most probably be using GameMaker (because I am not a hard coder and I’m a designer) hopefully I’ll create something cute and different this time round, can’t wait to hear what the theme is :)

    And I look forward to seeing what everyone else creates!

    Tags: LD #18 - Enemies as Weapons - 2010

    Declaration of intent

    I have been waiting for this! Last LD was my first one, and I absolutely loved it, but due to extensive work that weekend I didnt get much done. This time around it’ll be different!

    Tips on porting?

    I’m going to be developing on Linux with SDL. Last time around, lots of people wanted me to port my game to OSX and especially Windows. I’ll be coding in C/C++. Anyone have any tips or guides on how to A) write portable code and B) on porting portable code to those platforms?

    Comments

    Sos
    16. Aug 2010 · 17:23 UTC
    Get yourself MinGW cross compiler and wine, that shoudl do well enough. If you’re hardware-powerful, you can go VM as well. Linux GCC is a bully compared to MinGW, so porting to Windows is a piece of cake compared to opposite. Also, I’m Macless, so no tip from me there.
    jakkarth
    16. Aug 2010 · 20:22 UTC
    MinGW appears to be exactly what I need for windows. My test application works on my windows box, my windows vm on ubuntu, and on ubuntu under wine. Now if I could just find something for OSX…
    16. Aug 2010 · 20:44 UTC
    There’s a book by Brian Hook called Write Portable Code which has some good tips.
    stqn
    17. Aug 2010 · 11:25 UTC
    Well, if you use SDL and nothing more (besides libc…), you should have a hard time making your code *non*-portable ;). As long as you stick to x86 you don’t even have to care about byte order…

    My First LD!

    Hey guys, just thought I would introduce myself as this will be my first Ludum Dare entry!

    Totally looking forward to this. Im a flash games developer by trade and have made a few flash games of my own in the past, but normally I have an artist friend that helps me out. I dont work particularly well under pressure however so im not sure how well this is going to go for me 😛

    Ill be starting everything from scratch as I find that you can bash something out faster if you start from scratch and not have to worry about making it readable in the future 😉

    My tools of the trade will be:

    • Flash Develop
    • Adobe Photoshop
    • Adobe Flash IDE
    • sfxr

    I dont mind what the theme will be as im sure I can bend one of my twisted ideas to meet the critera 😉

    Goodluck everyone!

    Making a warm-up gamelet?

    I’m thinking of making a very simple gamelet as a warm-up before the weekend.  I’ll be using Flash for my LD game, and I haven’t done any start-to-finish development on anything in Flash yet (just contributing to some collaborative development at work).  I know I’ll run into a lot of things I’ll need to look up and figure out how to do in Flash, so it seems like a good idea to do a dry run now, and get those questions answered before they come up this weekend.

    The concept and “gameplay” of the gamelet won’t be important; it’s just hitting all the API calls, etc., that I’ll likely run into when doing the real game this weekend.

    Anyone else doing anything like this?

    Comments

    neonaxil
    17. Aug 2010 · 01:23 UTC
    What if you get burnt out? :0
    Martoon
    17. Aug 2010 · 08:48 UTC
    Heh. Good point. I’m not pushing myself too hard on this, though (just a little each day), and I’ve already run into a couple things I had to spend some time looking up (that I’ll be glad to not be doing during the compo). I think the payoff will be worth it.

    LD18, I am in

    August LD is LD I never miss. Was waiting for it since beginning of summer :) This year I managed to take a 2 week vacation around it meaning today is first day of it. Starcraft2 kind of eat big chunk of it though :)

    I participated in 6 LDs so far producing something playable only 2 times. Have bad habit of trying something technically complex and new for me which ends up eating too much of my time… Kind of doubt that this time will be different but hope it will :)

    Tools? That depends on the theme and my idea for it. Probably Flash for assets and interface, Flash develop for coding + my own code  snippets but majority being coded a new considering my programming knowledge/style. There is chance that I will decide to use some engine/library depending on the idea. They include Box2d/Flixel/Flash Punk. But I kind of doubt that as I do not have good enough knowledge of them to feel comfortable with them. Same goes for Unity 3D, started checking it out few weeks ago but since then interest faded a bit + did not had much time for it. Still chances are pretty slim as I find 3D games to be a hard thing to fill with content in short amount of time.

    Checked today an Alchemy port of Box2D from here, from looks of it it seems easy and fun thing, a WYSIWYG physics tuning that allows seamless Flash animation and Box2D physics combination. But only from the looks of it. Still things to learn and code to write for each separate case of such Flash/Box2D binding.

    P.S I sure hope Swords or Swordfights wins 😀

    Tags: box2d, flash, Flash Punk, Flixel, unity

    Hi, I’m Ricket!

    Hi everyone, I’m Ricket, and I’ll be participating in the upcoming LD 18 competition. It’s my first LD so go easy on me! 😀

    I’ll most likely be using Java and JOGL to make my game, though I’m not very experienced in them. So, it’ll be a great learning experience for me, and I can only wish for something decent to come out of it.

    After the competition, if anything reasonable did actually get created, I will most likely port it to Android. We need more games on our Android phones, after all!

    As for myself, I’m a student at North Carolina State University, majoring in computer science with a concentration in game development (and minoring in mathematics).

    Good luck to everyone!

    Comments

    nathany
    16. Aug 2010 · 22:03 UTC
    It might be worth trying out a game framework like Slick 2D (there are a bunch of ’em).

    My 4th LD

    debug by the gallon

    Hello friends!  I’ve been waiting for this all summer and am supremely excited.  I’ll be using the Blender game engine, python and my computer.

    Here’s to making this the best LD ever!

    Tags: motivation

    Whooo my second Ludum Dare is going to be awesome!

    Wow, I’ve been real busy lately but this date works out perfect. I’m probably going to do it with my friend, that should be alright, right? We won’t help each other out, just hang out and do seperate entries. My game will probably be more awesome and stuff than last time, I’ll see how it works out. The tools I’ll be using are Game Maker, SFXR, and Musagi, maybe PxTone if I can’t figure out Musagi. Well, I look forward to making my game and playing all yours!

    Declaring Framework

    Framework: Stego, the as3 framework I’ve cobbled together over the course of these events.  I may go with Unity instead if for some reason I feel like going three dee once the theme is decided.

    IDE: FlashDevelop. compiling with mxmlc.

    Graphics: A copy of Photoshop CS 1 which as far as you know was obtained completely legitimately.

    Music: I’ll try WarioWare DIY recorded and edited in GoldWave.  It came out kind of terrible last time I did that, but I’ll try again anyway.

    Sound Effects: I bet you can guess this one.

    For timelapse: I will be using Keeyai’s Chronolapse.

    Will be listening to: Some combination of an exciting Pandora station and my 8bitcollective favorites.

    Desk: I’ve moved since the last Ludum Dare!

    desk pic

    Sauce Control: Mercurial, pushed to Bit Bucket.

    Twitter: ExciteMike

    Interweb pagesite: http://excitemike.com/

    Rules Question: How would people feel about a game connecting to internet radio for music?  I probably won’t do it this time around, but I’m thinking about it for future events.

    Tags: declaration, deskphoto

    Comments

    Almost
    17. Aug 2010 · 02:22 UTC
    Hmm, I’m trying to make a blank project with your stego framework and keep getting errors. I already have FLashDevelop, Flex, debug player, and Python so I simply ran the makeproject.py script, and opened the created project with flashdevelop. Initially hitting compile gave an error because I had a Main.as file with class ProjectName. I renamed the file to ProjectName.as I then needed to change an import in SamplePlayer from stego.PlatformCharacter to stego.gameobject.PlatformCharacter. It’s now giving me errors about there being no SceneLayer when there is a Scene. Perhaps I’m missing something?
    Almost
    17. Aug 2010 · 02:33 UTC
    Nevermind, I found you in IRC. Thanks for the help.
    17. Aug 2010 · 02:47 UTC
    Errors fixed and pushed to BitBucket. Thanks!
    17. Aug 2010 · 03:04 UTC
    As long as my game can load yours for the user to play instead, then I’m cool with internet radio.

    LD18 Incoming

    Ludum Dare 18 is on its way, and if all goes well, I’ll be participating once again! I’ll likely be using my SDL, OpenGL, C/C++ framework like I normally do. Depending on what kind of idea I come up with, I may use my very own Canyon Terrain Editor beta 2, and (if I feel particularly adventurous) possibly my LOLCODE C++ Header. Now all I have to be concerned with is whether or not there will be a decent theme… vote wisely, my friends! Let’s make this a great one!

    Tags: journal

    Declaration of Frameworkness

    So I’ll be using a framework that i’m just kinda hacking together a little bit this week. Nothing particularly flashy, just handling my state system and an entity/component system. It’ll have boost running on it, but at the moment it’s still in the works. I’ll (hopefully) have it available on Friday.

    Go Go my first Ludum Dare!

    Tool Set

    Flash develop

    Flixel

    Graphics Gale

    Gimp

    Personal library of assorted code plus whatevers hacked together by friday.

    Sfxr

    FlStudio 8

    Wikipedia has no Ludum Dare

    I’m no expert on Wikipedia. I dare not edit an article, unless I see ads or a simple typo; writing articles is not my forte. But someone who has Wikipedia knowledge needs to create a Ludum Dare page on Wikipedia. For as of this moment, there is none.

    That is all.

    Comments

    mikeysee
    17. Aug 2010 · 04:55 UTC
    Totally agreed! I cant believe there isnt one!
    17. Aug 2010 · 05:01 UTC
    We do have a Wikipedia page:

    Guess what?!?

    I voted that’s what!

    I just totally voted.

    Also guess what, I’m going to totally participate in LD18!

    I will use flash, which will probably be pretty crappy, and I don’t even know if I will end up with anything usable.  I’m going through a tutorial right now so like, it will probably be restricted to the game type that is made in that tutorial, which is like some crappy 1942 rip-off, but darn you, if I won’t shoe-horn it into the dang theme!

    Also I might totally be busy that weekend because my niece’s b-day is August 21st (to my bday being August 23rd), and then again if we don’t hear from my brother’s family I might totally be unbusy, and like “dude, I should participate in LD18”

    It will be a most excellent LD with me in there, you can count on it!  Or not with me as the case may be.

    Declaration of Declaring Declerations

    As the existence of this post would point towards, I’m planning on participating in LD18, this will be my 3rd LD, and I’m looking forward to have an excuse to make a game for 48 hours. 48 hours? yes, I plan on going for the Compo, thankfully the Jam is there as a safety net though, so I should have a fairly relaxed weekend. I will be using…

    • GameMaker8 Pro for time lapse game-making
    • theGIMP for most graphics, animation and stuff will be done with GM8’s image editor
    • Korg Kaossilator, Korg KAOSS pad, assorted instruments, Audacity, and my mic for audio
    • Can’t really think of much more I’ll need
    • Oh, I’ll be listening to Chip-tunes most of the time, but The Final Countdown will make an appearance towards the end of the compo

    So yeah, good luck to all!

    Devlin’s Declaration of Intent

    I’m in like the King
    It’s on like Donkey Kong

    so now tha knows.

    Also, i’ll be using Game Maker with a hint of sfxr and some MS Paint/GraphicsGale worked in there :)

    hi!

    hey, i’m brandon. i like trying to make games. i’m very slow usually. i shall take part in this LD18 (my first LD) and try to be less slow. nice to meet yas.

    i live in australia. i’ve made an iphone game, a couple ds homebrews, and various old unfinished things…not very experienced though. trial and error. i usually code in c++ but i just decided to learn how to make flash games with flixel, so i’ll be attempting that for LD. i’m using as3/flixel under xcode on a mac. i will make music with goattracker probably. rock on!

    oh yeah, i am cucumberoneye on twitter & nyarla on irc.

    Comments

    Morre
    17. Aug 2010 · 07:04 UTC
    Hey, great to see you joining us.

    //Dragonene
    moltanem2000
    17. Aug 2010 · 15:29 UTC
    Hey I’m Brandon too!
    nyarla
    18. Aug 2010 · 02:57 UTC
    haha \o/

    A new challenger ! But don’t worry.

    Hi !

    My name’s Henry and I’m a french student in computer science. I’m entering LD18, which is my first game-making adventure, and I hope to finish something really good. I’m experienced in distributed computing, cryptology, french, lojban, a tiny bit of journalism and law. Which seems to be useless, but who knows. I’m mostly a dev and a twisted mind, not a graphist or a musician. Sometimes I think of groupies and being a rock star, then I sigh and go back to debugging.

    I’ll be using Java and LWJGL, or something more exotic depending on the theme (Perl + curses ?). I’ll work in Compo, although I may shift to the other side if there’s not enough time, or if I’m too tired to work, or in case of cosmic rays in my laptop.

    But I still have a question… Why does it have to start at 3 AM in Europe ? :(

    Comments

    17. Aug 2010 · 08:10 UTC
    Hi henry, and welcome to Ludum Dare :)

    Declaration and Intent in this LD

    I’m going to do my best and try my hardest in this LD.

    I’m going to throw Panda3D and my increasing Blender skills at this LD.

    I’m going to try my best to create a thing, hopefully a game during this LD.

    I’m going to be entering the Jam portion of this LD.

    I’m going to try to have a Win32 package made by Panda3D at the end of this LD.

    I’m going to make some promises, and I hope to keep them for once, in this LD.

    Here’s hoping things go well for me this LD.

    Comments

    Martoon
    17. Aug 2010 · 21:29 UTC
    You be rockin’ this LD.

    Time to declare

    Hi,

    My name is Mateusz and I am (actually, I’ll officially become one in October) a university student, majoring in computer science. This is my first Ludum Dare, but I have some previous experience with game making challenges – I took part in two PyWeek challenges:

    I’ll be using:

    • python/pygame or c++/SDL or… AGS. Something suggests me to use the third platform or something even less popular among LD participants. Any interesting and simple ideas?
    • GIMP for graphics, depending on the theme it may be supported by hand-drawn sketches
    • Audacity and TuxGuitar for the audio

    I’d like to make a time-lapse video, but it seems I’ll be hopping between Windows and Ubuntu during my development, so it may be difficult. About the time spent – I’m not going to lock myself up in the basement for the challenge, so I don’t think I’ll spend more than 10 hours during the whole challenge. I’m gonna try coding something for the compo, but I don’t feel the need of making it. There is still a possibility that I’ll just play Simutrans and meet with my friends all the weekend.

    Intent to Ascend!

    So I’ll be taking part this year, looking to actually finish a game and not hit a scripting wall! Being carefull not to aim too high but not make something rubbish. That ‘ole chestnut eh?

    After watch some of the unity3dstudent.com tutorials by the generous Mr Goldstone, I’m pumped and ready to go!

    I’ll be using Unity 3d, Blender and just about any other free tools I can get my grubby mits on. Good luck all!

    Vote Double Rainbow

    double-rainbow-poster

    Tags: motivation

    Comments

    Notch
    17. Aug 2010 · 13:06 UTC
    I actually dreamt I added double rainbows to Minecraft a couple of nights ago. I don’t know what that means.
    Cooshinator
    17. Aug 2010 · 14:55 UTC
    Ludum Dare … SO INTENSE!!!

    Ludum Dare Jam, Live at CB2 Bistro this weekend!

    Hello again! Last Ludum Dare the Cambridge Friendship Club held a meetup in CB2 bistro, Cambridge, England, to work on our Ludum Dare entries together. We’re planning to do again for this Ludum Dare!  You are very welcome to join us! Cambridge is just a short 45 minute train trip from London.

    You can find out a bit more about it here.

    Comments

    Notch
    17. Aug 2010 · 13:08 UTC
    And Cambridge is a lovely town!
    19. Aug 2010 · 20:32 UTC
    Game development is best with wobbly chairs and spicy chips!

    Framework Declaration

    I’ll be participating in LD this weekend; I’ll be ripping out all of the game code from my MiniLD 20 entry and using what’s left as my framework.

    Closed Source Frameworks OK?

    (EDIT: the consensus here is that you can do whatever you like but for now you need to open source your engine if you want to join the compo, so just have fun and JAM.)

    UDK/Unity/GM are closed source but allowed in the compo.
    My homegrown game engine is closed source, too.
    I respectfully and flamelessly ask: That’s okay, right?
    If I post the pre-compiled binaries publicly but do not share the source?
    Peace and love, all.

    My first Time :-)

    Hey Community!

    This is my first Ludum Dare. I am really looking forward to this event. I will use my 2d-Framework which is available through sourceforge. It is a very small framework which I used in all my games (published and unpublished). My game will be running on Windows.

    I’ve got a webcame beside me and try to be active at twitter and my weblog. Timelapse will create a cool video in the end.

    I wanna play & create two days long with you all.

    Lets make games :-)

    Tools

    Time to declare the tools I guess I might be using for this weekend’s competition:

    Code

    Graphics

    Sound

    Tags: tools

    Comments

    TenjouUtena
    17. Aug 2010 · 18:13 UTC
    Trying to end the running bold..
    Frimkron
    19. Aug 2010 · 19:36 UTC
    </b> 😉 – sorry about that!

    Some Games from the Assembly Contest for Inspiration

    Someone posted a link to scene.org on here and thanks btw, I have spent the last 24 hours downloading demos and games from that site. There is some great stuff on there. It’s all about programming with limited resources, 4k, 64k, etc. Using procedural generation to create resources, etc. Basically, building things as small and fast as possible.

    In the games contest, here are a couple games I absolutely love. Might provide some inspiration.

    Counterbalance – 2009 Assembly Game Winner (written in C++ with SDL and FMOD)
    http://pouet.net/prod.php?which=53620

    Tricky Truck – 2010 Assembly Game Winner (written in ???) (latest version here)
    http://www.gravitysensation.com/trickytruck/

    You’ve got to try these games if you get a chance, they are wonderful.

    Comments

    17. Aug 2010 · 20:52 UTC
    The demoscene and 4k, 64k style demos are simply the greatest thing evar. I’ve been watching the demoscene since my BBS days. Heck, I once programmed a “loader” that was a ms-dos .COM file (that’s right, not an .EXE), 2k of ascii art goodness in Turbo Pascal with inline assembly!
    sfernald
    17. Aug 2010 · 22:38 UTC
    I have been around that long too. Used to run a warez bbs for the atari 800 and then amiga. Used to develop games professionally for the genesis, snes, psx and saturn. I don’t consider myself old, just experienced.

    That thing where you declare

    I figured that I’d join this ludum dare, having been curious about it for a while.

    Okeay, to dive right into my well of thoughts: Was I a bit more experienced, I would probably go with C++ or at least python – I know how there has been some discussion whatever if game engines are fair play. The way i see all this though, it is that it’s all about what kind of cup you are trying to fill. The smaller cups, being the game engines, which of course can’t hold much content. (brick walls, anyone?) The bigger cups are the ones where you go from scratch. It takes much more juice to fill a big cup (which easily can be made up by experience), but the big cups also hold much more, making them the only of the cups people are usually interested in buying. (There are, of course exceptions to this but you get my drift no doubt.)

    I feel safer going with the small cup for this one, and for that same reason will I be using either Unity, Flash, MMF2 or Inform7 (not that I plan on Inform7 really, but you know.. should a text adventure be the only reasonable good thing popping into mind..). Regardless of these I’ll be using sfxr, musagi, Photoshop, Audacity and Sibelius. Should I go with Unity, will I also be using Maya and Sculptris as well.

    So yeah, in other news – no custom anything. Looking forwards to my first dare and wishes you all the fruitful development during the dare.

    Vote for it!….

    Isaiah Mustafa - The man your game could smell like

    C’mon, I want to see 200 games based on this!

    Tags: motivation

    Comments

    17. Aug 2010 · 20:02 UTC
    oh man!!!!
    17. Aug 2010 · 20:03 UTC
    The compo is now diamonds.
    Ariel Yust
    17. Aug 2010 · 20:06 UTC
    If this win I’m officialy banning my self from this site. >.>
    18. Aug 2010 · 02:55 UTC
    I’m a man, and I code like a man. But sometimes I like to code like a different coding man. The point is that a man needs a variety of themes. That’s why Ludum Dare makes a variety of themes. But I don’t use those… because I’m an woman! Haha, just kidding, I’m not a woman. I use all of them, because… I’m a man.

    Framework use declaration

    I’ll be using this Processing project skeleton – the same one that I use for my weekly games – as a basis for my LD #18 compo entry. Mostly, it’s just so I don’t need to reimplement things like a main loop and particle effects for every game I make.

    Other tools that are likely to feature prominently include sfxr, PXTone, Audacity, and possibly The GIMP if I bother making a game with graphics this time.

    Speculation About Ideas

    I’m thinking that I’ll probably do some kind of shmup for the compo.

    I also like cyberspace as a theme. I think that no matter what the theme is, I’ll make it fit into cyberspace. Simple as that. (Tron is my favorite movie of all time)

    I’m going to use very simple, semi-abstract models so that I have time to make them.

    I think that cyberspace could be a fun theme for me to play with in my games. I like it.

    That being said, I’m definitely not doing a platformer. I’ve made way too many of those. I’m sick of them.

    I may do a roguelike, but it’d be dirt-simple if I did. Or a tactical game that would also be dirt-simple. I’m seriously leaning toward a shooter, though.

    With cyberspace as a theme (With the winning theme being made to fit into that setting if “Cyberspace” doesn’t win), I feel like I ought to have a funky weapon system, which I will try to.

    Procedural levels are a must for me, plain and simple. I will have them as a primary goal.

    I’m going to be entering the jam instead of the compo. I want the reduced pressure.

    My cyberspace will look like the cyberspace in Tron. Dark colors with glowing trim, abstracted shapes. My weapon system will look kind of like the one from Tron 2.0 (As in, a few base weapons with items that change their overall behavior)

    That being said, I’m hoping I can make this happen.

    Comments

    17. Aug 2010 · 20:47 UTC
    That sounds wicked. I also absolutely love TRON. I can’t wait to see your game!

    Musagi for Linux

    Let’s imagine you’re a happy Linux user, and you’d like to create a nice chip-tune for your upcoming LD game, but you don’t have any tool for that.

    You might then want to try my port of Musagi for Linux. Before the compo, preferably, because I haven’t had any feedback yet, so it might or might not work as expected…

    Here is the original Musagi for Windows web site, and a tutorial.

    That’s all I guess; I just thought it might be useful for some.

    Comments

    17. Aug 2010 · 22:07 UTC
    This is awesome, I love you!
    jakkarth
    18. Aug 2010 · 09:44 UTC
    Fails to compile on my Ubuntu 64bit with the error:
    stqn
    18. Aug 2010 · 11:35 UTC
    Draknek, thanks 😉

    Ludum Dare turns 18!

    I’m going to try and do this this weekend.   We’ll see.  (GO TRAPS)

    I’m going to do XNA, using C#, VS2008 (or 2010, but probably 2008).

    I tend to use past LD entries as basecode.   My LD17 that never finished is King’s Islands.   My LD16 was Adventure Quest.

    I like various parts of Nuclex Framework (Seriously, if you do C# / XNA, they have some damn cool stuff), and I’ve used the MarkovNameGenerator before.

    Other then that, it’s the usual chronolapse / paint.NET, Blender (maybe)

    Comments

    18. Aug 2010 · 02:58 UTC
    So it’s legal now, right?

    First LD!

    I’m really looking forward to this weekend since it will be the first time I’m participating in a LD. I haven’t decided if I want to use XNA or pygame but I probably won’t be using any additional libraries unless physics is involved or something.

    Some software I might use

    • sfxr
    • musagi (I’ve never composed music before!)
    • GIMP
    • Blender

    Streaming Live from my computer

    I think I’ll broadcast on uStream my pc monitor. I’ll try to setup something on Friday to see if it works. I’ll also do a time-lapse (in HD xD) that I’ll upload each day to youtube.

    Also, Python + Pygame is ready to be used. I still have to look at py2exe, does anyone knows if pygame needs anything special to be done? I want to be pretty confortable with packging the Windows binaries before the start of the compo.

    I feel that this LD is going to rock! xD

    All this talk about “From scratch” vs Game Engines

    I agree with the anything goes rule. This enables us to focus on our game design ideas, rather than painfully trying to open a window and making your draw_pixel() function to work with any pixel format (this is kind of a bad example since it’s kinda of trivial, but still reflects my point). But still I have this urge to learn assembly this week and do everything really from scratch 😀 (maybe in the next LD). But this time I’ll use Python + Pygame (nothing else to be kind of midway from low to high level :P).

    In my opinion Python has the best productivity and Pygame is really a wrapper to SDL (with some extras) that isn’t a nightmare to cross compile across different OSs. Still both don’t give the edge that Unity, Unreal, etc give so I don’t feel so dirty 😛

    Damn, now this assembly idea is stuck in my head. I still want something multi-platform… Oh, I know, NES assembly xD (with my rom running on an emulator)

    Comments

    18. Aug 2010 · 00:25 UTC
    If you make an NES rom for an LD you deserve at least 2 internets.
    18. Aug 2010 · 02:06 UTC
    See, this is where I think frameworks (but not full engines!) are a good way to go. This way, you don’t have to mess with the most basic of issues, like window initialization, texture loading, and drawing a square. On the other hand, you still have to program all of the actual game stuff yourself, and you can’t use handy dandy AI or other goodies from highly developed engines.
    18. Aug 2010 · 02:53 UTC
    I agree with Entar. I hate entries that use Game Engines. I think they give you too much. I also think starting from ‘scratch’ is not wise, as you reinvent the wheel each time. A framework is the solution, and I wish everyone would stop using the GameMakers and such to create their entries.
    sf17k
    18. Aug 2010 · 04:00 UTC
    I don’t understand what “from scratch” means. You can code in C++ but then you’d be using a C++ compiler that took a lot of people a long time to make. That’s not “from scratch”, you’re still using a tool that you didn’t make (without which things would be much more difficult indeed).
    VillemVillemVillem
    18. Aug 2010 · 04:45 UTC
    While I haven’t seriously tried it, I think using GameMaker and the like directs & constrains your thought. I think making games with tools that focus on simplifying the matters that you are likely to use for an “average game” as imagined by the makers of GameMaker, results in less innovation.
    The Jahn
    18. Aug 2010 · 07:20 UTC
    Everyone who posted in here has good points. But it all boils down to the taste of the individual, really. Nothing really gives an unfair advantage, since that same advantage is also available to the other members of the competition if they choose to use it.
    18. Aug 2010 · 12:07 UTC
    I am a “from scratch” guy myself (except for one drunken flirtation with OGRE) but I think that the compo should be open to anything, as long as it’s open and available enough that other people can recompile and modify your entry for education purposes (i’ve learned a lot this way).
    SonnyBone
    18. Aug 2010 · 15:41 UTC
    I see LD as a way to come up with an idea based on a theme and slap together a working prototype as quickly as possible. I don’t see it as a BUILD YOUR ENGINE FROM SCRATCH compo. I’m all for game engines, as your creativity and interpretation of theme can shine through the troubles of coding an engine from scratch. Let’s focus on the fun, not the technical. This is about ideas, not coding prowess.
    Parthon
    29. Apr 2011 · 02:34 UTC
    I lost an entire compo to trying to get java and jogl to work and failing. I wish I had a working engine before going into that competition so that I could have actually got started on gameplay. As it was, I had to drop back to c++/sdl and didn’t have time to finish.

    Hello there!

    Hello all! I’m Thomas Larsen (feel free to call me Tom), a programming language developer (at the moment, I’m working on Yabasic). This will be my first Ludum Dare, and it is my intention to write a fully-working, interesting, and enjoyable game in the 48 hours of the Competition.

    My plan is to use either C or Yabasic as my programming language for the game, depending on which would best be suited to the kind of game I decide to create. At this stage I haven’t decided whether to make a Web-based game or not; I suppose I’ll see how I feel at the start of the competition.

    I’m looking forward to it!

    Tom.

    Comments

    Xymostech
    18. Aug 2010 · 00:56 UTC
    Hello there Tom! This will be my first Ludum Dare as well, and I sincerely hope that I will be able to complete a working, fun game in 48 hours, what with school and such taking up so much of my time at the moment.

    Entry … Maybe (still)

    Well, ive got homework to do, but i MIGHT be able to participate in LD#18!

    Hope for the best :)

    Comments

    18. Aug 2010 · 10:16 UTC
    Screw the homework! You’ve got to participate, I really liked your l’il guys game from LD #17. 😀
    Martoon
    18. Aug 2010 · 15:00 UTC
    Yeah, really, blowing off LD for *homework*??? Get your priorities straight! 😉

    tick tick tick tick tick tick tick

    Any chance of getting that countdown ticker at the top of the page on my face book page somewhere? That’d be really neat, I think. Eh, maybe I’m being trivial here.

    Comments

    18. Aug 2010 · 04:34 UTC
    I don’t use facebook, so I’m unfamiliar with stuff available for that. If you do an app search, there’s probably something. Just sync it up with the clock above and you should be good.

    Wait, I can post here?!

    Sadly, the font that’s being used here is arse, but I’m assuming (hopefully) that when it comes up it’ll be in a nice, sans-serif font.

    So, I’m keen to give LD18 a crack. Not sure if I’ll get something out, but nevertheless I might give it a crack.

    I’m keen to do something in Java which’ll simulate the hardware of the Sega Master System to some extent (none of the memory paging crap, just the VDP and PSG). To do this, I’m making a .it-to-.vgm converter, which I hope to have finished by the time this starts, and if anyone wants it I’ll post a link if/once it’s done & uploaded.

    So, speaking of software, likely software will be:

    • The Diablo JDK for Java 1.6. Duh.
    • Kate for editing eleventy-billion .java files.
    • GIMP for graphics.
    • SchismTracker for music, and maybe a few of my own tools which will be “lying around” by the start of the compo (if you want any, feel free to bug me – I made one called “AutoTracker” but I do NOT recommend use of it as it’s still pretty awful and I’ll be composing by hand, but it’s there if you need it).

    If we’re doing enemies as weapons, I’ll probably make everyone* here who’s likely to make a game which won’t work on FreeBSD (or make it a downright pain in the arse to do so) a throwable weapon if I can obtain their cariacatures. This includes:

    • *Any* version of Flash.
    • Game Maker, at least after a certain stage (it’s a PAIN IN THE ARSE to get it to work well under wine and even then it’s BUTT SLOW).
    • Java folk who decide to use jinput and/or lwjgl instead of using jogl like a normal person.
    • XNA or Silverlight.
    • The Microsoft dialect of C++ (you CANNOT believe how much UTTER HELL I had in the last Allegro Speedhack – I could only get about 5 to COMPILE, let alone not crash.)
    • Maybe FreeBASIC. (I haven’t managed to bootstrap it for FreeBSD.)
    • Later versions of DirectX.
    • People who insist on using shaders (I have an nVidia GeForce 5200 FX AGP).

    By the way, I was one of those who voted +1 for zombies. Sorry guys.

    (*) I’m making exemptions for people who are doing it on alternative hardware. But not the Amiga (because copyright law sucks arse as it stands).

    Comments

    18. Aug 2010 · 04:21 UTC
    Sadly, the font that’s being used here is arse, but I’m assuming (hopefully) that when it comes up it’ll be in a nice, sans-serif font.
    xhunterko
    18. Aug 2010 · 04:32 UTC
    “By the way, I was one of those who voted +1 for zombies. Sorry guys.”
    GreaseMonkey
    18. Aug 2010 · 05:31 UTC
    Sorry! I won’t do it again!
    sfernald
    18. Aug 2010 · 06:27 UTC
    The nice thing though is that 200+ new zombie games might really pump up the economy! Zombies sell!!
    GreaseMonkey
    18. Aug 2010 · 08:22 UTC
    A couple of links.
    stqn
    18. Aug 2010 · 12:47 UTC
    I got it as far as understanding that Amiga users are your enemies, but what has it got to do with copyright laws?

    my declaration

    Well, after much deliberation, I’ve finally decided to go with FlatRedBall using C# and VS 2008.

    I’ll use this as a basis. It is basically just a screen with a couple of working Sprites with collision detection and some sound effects.
    http://www.bitjets.com/asteroids.zip

    I’ll use the following tools:

    Art drawn with pencil and paper
    scanned with Canoscan LiDE 700F
    processed, colored and animated with PS5

    will probably use Ableton Live and Korg keyboard for music
    will try to use foley and voice for sound effects

    Let’s see how it goes!

    Hey, it’s-a me, asie!

    So, this is going to be my first Ludum Dare. Ever.

    I have a surprise ready, though.

    A Quick Hello

    Here is a quick hello!

    Hello!

    This is my first LD. So afraid.

    I use C++ and SFML for all my game making needs. Hopefully I can come up with (and finish) something.

    Declaration-ism

    I will be participating in this weekend’s Ludum Dare (yay!). It’s my third LD48 and I’m looking forward to making something!

    I’ll be using a custom-made engine (written in C++), the engine is rather incomplete and filled with ugly code (atm it’s mostly just an Ogre/Bullet/OpenAL wrapper with a disorganized state machine and simple event system) so I don’t recommend that anyone use it, but as per the compo rules here is the GPL-ed source.

    Also: I’ll be posting a workspace pic or two once I get all cleaned up and prepared, I’ll be using chronolapse for a timelapse, and I should be hanging around IRC on and off.

    CAPSLOCK ADVENTURE a reality / Gearing up for LD48

    Capslock Adventure - It lives!

    Capslock Adventure - It lives!

    So you know my fake entry for PoV’s test of the new layout?

    Well, it’s no so fake anymore.  It includes kinda-authentic disk loading sounds!  Once I am done and it’s playable, I will post a link to it for those who dare challenge the dreaded wizard lowercase!

    I’m having lots of fun putting together this little warm-up game for Ludum Dare #18.

    This will be my second Ludum Dare, and this time I hope to have a playable game at the end of it.  In #17, I spent far too much time tweaking the visuals on my last entry.  It might have looked nice, but it wasn’t very playable, and for that I apologize.  I will try to pace myself this time. :)

    I will likely be using my standard platform for quickie games, which is Flash.  For tools, it’s the usual suspects: FlashDevelop and the spiffy and lightweight 2D app library Flixel.  And for content?  Photoshop, Musagi, sfxr, the usual trio.

    Comments

    18. Aug 2010 · 15:27 UTC
    Haha, dude! I declare you the winner of the fake compo for having a real game… ahead of Duke Nukem Forever.

    I will..

    .. post a link to the base code I might be using to be fair.  [ Download Here ]

    return 0;

    The difference between a Framework and a Game Engine?

    So, I see people saying that they consider frameworks to be acceptable, but game engines to be objectionable. It would help to specify the differences.

    Is the use of a physics engine considered a framework or a game engine?

    Automated systems, like terrain generation, are considered too much by some people. However, what about tilemap systems? Is a framework that accepts input from a tile editor, is this considered in the same way, or does it have to be 3D to cause upset?

    Similarly, are there any aspects of audio that people find to be too much like cheating?

    Do you think 3D graphics are a problem, especially if the engine/framework enables people to import complex 3D meshes, often with animation?

    I’m surprised that some people consider Flixel to be such a ‘game engine’, as it’s mostly just an SDL style framework like Pygame, and requires very ordinary coding practice.

    I don’t mean this to cause an argument, I’m more curious to figure out which parts of frameworks and engines that people object to. Then people can make a conscious decision to avoid using those services, or at least they’re able to choose when they design their game.

    Please let us know in the comments.

    Comments

    deps
    18. Aug 2010 · 09:31 UTC
    Anything is fair game if you ask me.

    We don’t win anything, we do this because we enjoy it.
    18. Aug 2010 · 09:33 UTC
    The line between a game engine and a framework is so blurry and subjective that any attempt to create a rule about it would be unenforceable.
    18. Aug 2010 · 09:51 UTC
    If there was a coveted prize I’d understand some people wanting an incredibly rigid level playing field, but as it is, I think as long as you have control over game logic there’s no reason for complaint. (Ie. not just skinning an existing game).
    18. Aug 2010 · 09:52 UTC
    personally I don’t object either way, we all come here to make games and its best to let people do that how they feel comfortable.
    18. Aug 2010 · 09:53 UTC
    Is it a coding competition or a game design competition?
    18. Aug 2010 · 10:05 UTC
    I think transparency is definitely a great thing, and makes it easier to understand what you’re judging. It also helps to allow people to reward accomplishment, like if someone tries to make something in an obscure language, or simply tries an engine for the first time.
    18. Aug 2010 · 10:30 UTC
    That’s a good point – requiring people to list their engines/frameworks (if they don’t have to already?) is good, and possibly also what parts of the game the framework provides (e.g. the real-time shadows you mention) to help people that don’t know the framework/engine see the line between engine and new work.
    18. Aug 2010 · 10:37 UTC
    We could have a parallel competition with a size limit of 64k or something. That would prevent people from using engines and make it all about hardcore programming.
    18. Aug 2010 · 11:37 UTC
    I really wish people would stop complaining about using engines like GameMaker (not saying you are Docky, but there’s a hell of a lot of hate towards it). I wish I could write everything but then I don’t understand all the hate.
    18. Aug 2010 · 12:06 UTC
    As I said on another thread, my point is not against game makers et al., but because it strikes me as unfair that me (and some others I believe) can’t use our engines in which we’ve spend some years diddling about and are more confortable with to make our games, unless we make our engines all open source and stuff…

    Of course, we have the jam now, and that will probably be fine by me, but I expect that the jam games won’t be commented upon and stuff (not so much as the competition games), which is too bad… Maybe I’m wrong, but we’ll have to see that…

    So on one hand, people are saying “This competition is not about coding”, but on the other hand they say “got to show all the code so we get everyone the possibility of being on the same level”.
    18. Aug 2010 · 13:33 UTC
    It also says that all engines are OK. This is an engine not a personal base code. The difference being that the base code could be game specific things or a half started game so people are asked to show them just to avoid them starting with a nearly finished game. And as you say since other engines are allowed it’s logical that yours is too.
    ManTis
    18. Aug 2010 · 12:34 UTC
    I can only speak for myself, but here goes:
    Almost
    18. Aug 2010 · 13:17 UTC
    In my opinion, the difference in a framework and an engine is the inclusion of gamelogic. Maps, Tile editors, 3D rendering and animation are all visual things, and so ok. FPScontroller, PlatformPhysics and so on are gamelogic. Physics by itself is ok, but when it comes to applied physics it’s more questionable.
    sfernald
    18. Aug 2010 · 14:40 UTC
    It’s funny how this has come up so many times, but the frequency has been increasing to the point that the end of the world surely must be near. We are getting more of these threads than pictures of food.
    moltanem2000
    18. Aug 2010 · 15:27 UTC
    > My face when “Elite Competition”
    SpaceManiac
    18. Aug 2010 · 15:42 UTC
    #define LEVEL “xxxxxxxxxxxxxxxx xx d d d xx xx ! xx xx xx xx . xx xx * xx xx a xx xx xxxxxxxxxxxxxxxxx”

    anyone?
    18. Aug 2010 · 14:46 UTC
    Nah, real prizes would spoil the competition, I think… :)
    19. Aug 2010 · 03:02 UTC
    This thread could be trouble if people don’t realize we’re joking. 😉

    Yay Compo!

    So I’ve got weekend blocked off in my schedule and am looking forward to the contest. I usually don’t have much of a basecode, I just pick bits of meat off the carcasses of my past entries, but I’m trying to organize my code a little bit this time.  Almost all my past compo entries can be found at my google code dump and my basecode is in the  subdirectory named luddite. It’s not all stuff I wrote myself, in fact it’s mostly stuff I got from other sources (all public domain or BSD or MIT licensed, of course) and adapted for my own use. A lot of this code is not well tested or flat out broken, so use with caution.

    Anyways, I can’t wait. See you all this weekend, on the battlefield (or the jam-field, as they case may be).

    Joel

    Pop-Cop

    Pop-Cop

    Pop-Cop

    Tags: motivation

    Taking part

    I’m am going to enter. I will be using python and PySFML. Hopefully this compo will encourage me to make a game that it is actually possible for me to finish this time. :)

    A new participant

    Hello everybody this will be the first time I have entered a Ludum Dare event and I will be using Game Maker 7.

    Comments

    Folis
    18. Aug 2010 · 16:03 UTC
    You use the same tool as me :]

    No promises

    Were I to submit an entry this weekend, it would be my first Ludum Dare. It would use most or all of the following tools:

    Code:
    Python/Pygame
    PGU
    vim

    Visuals:
    GIMP
    pen and paper
    possibly some procedural content as well

    Sound:
    sfxr
    ZynSubAddFX
    Hydrogen
    Audacity

    Having only written very small (no more than 500 LOC) tools in Python, I’m far more comfortable with C++, but I figure it’d be easier to avoid cross platform hassle this way as I’ll be developing on Arch and occasionally Ubuntu. Plus, with PyWeek 11 starting up this weekend as well, I figure I could jump straight into it from here.

    P. S. Despite the awkward name, if you haven’t tried ZynSubAddFX, you’re missing out. If I have time to add more than sound effects, it’ll come from this. I doubt I’ll have time to add Hydrogen into the mix, or require the services of Audacity, but I list them just in case.

    Comments

    18. Aug 2010 · 16:11 UTC
    ZynSubAddFX sounds cool, but where are the (windows) binaries hiding? The readmes keep saying they are there, yet I can find no .exes …

    Back again

    It looks like I’m back for a second LD. Since I started learning pixel art recently, most likely I’ll be making a 2D game or 3D with Minecraft-like blocks,  trying to make it as pretty as I can.

    Most likely I’ll be using XNA, but Unity is also an option.

    Can’t wait till friday night! See you there!

    And Another More.

    Hello!

    This will be my first Ludum Dare, I hope I can manage to complete something submittable.  I’ll use flashdevelop+mxmlc.

    I’m not sure why, but struggling to get an idea out of a unknown theme, with the stress of having to complete everything under 48 hours seems like a lot of fun!!

    I can’t wait!!!

    Gonna attempt to enter

    This’ll be my first LD if I manage to cobble together an entry. If I do these are the tools I’ll be using:

    Coding/framework:

    • LOVE engine
    • Notepad++

    Artwork:

    • Hand-drawn/scanned
    • Paint.NET

    Sound:

    • sfxr
    • Audacity

    Comments

    melior
    18. Aug 2010 · 18:01 UTC
    Ah, I always forget about LOVE. Lua is fun!

    im in!

    yup Ld 18 cant wate!
    my tools

    im learning java but i cant realy get past the “Hello World” on that so

    Game maker for coding
    if i want fancy artwork gimp is for me
    sfxr for sound
    probly wont have music

    things im going to improve on:
    spelling and grammer!(ill try…)
    code that dosnt have variables named a
    beter gfx
    nicer sounds
    try not to freak out when i see my room for the first time in 2 days 😀

    so im in and its going to be FUN!!!!!!!

    Tags: fine you can have you darn tags !

    Comments

    mmkay
    18. Aug 2010 · 17:42 UTC
    yai i liek ur spelnig, tho im not teh firts, i tink. ur gaym will sur b fun! wai no music?
    19. Aug 2010 · 03:35 UTC
    Hey again, Mr. Pants. We have got to make a jam or mini entry together sometime in the future if you ever try out C++ and SDL.

    First try…

    Hey there!

    I am following this competition for quite some time now and always wanted to participate, but every time something cropped up.

    When I saw the announcement for LD18, I immediately knew “This is gonna be the weekend!”.

    Sooo…. I’m off to a birthday on Friday night, which will probably also cost me a good chunk of Saturday. But instead of further stalling my first Ludum Dare, I might as well join in now and “fail early” as the common entrepreneurial knowledge has it (and I will!).

    As for equipment, I’ll probably be working under Ubuntu using the following tools:

    • Python with PyGame, using my beloved (g)Vim editor
    • GIMP + my Hands and a Scanner or my Wacom for graphics
    • Maybe also a bit of Inkscape
    • And I will probably not make it so far as to get to sound effects, but if I do, I should probably take a look at this sfxr

    I’m pretty excited to see how this turns out, so please be nice and don’t expect too much… 😉

    Nothing else to say right now, except maybe: Does anybody have a hint on how to change/set my avatar? ^_^”

    Comments

    18. Aug 2010 · 17:39 UTC
    You can use gravatar and register an avatar for your email.

    Or you log in and click on your name in the top right to edit your profile.
    pants12
    18. Aug 2010 · 17:58 UTC
    hey i had problems with my avitar to :(

    but all you have to do is go to gavitar and change it 😀
    melior
    18. Aug 2010 · 18:26 UTC
    +1 for gvim
    Julian Kniephoff
    19. Aug 2010 · 21:42 UTC
    So I had a look at sfxr and it really _is_ cool! We’ll see if I get to the point of actually using it.

    Seeing some .vimrcs would be great, although I have to admit that mine currently is pretty much one I “stole” from github. It’s specifically crafted for Ruby on Rails development and comes with all the plugins and such. 😉

    yep, took this upcoming monday off

    that works so much better for me after being up for 48 hours

    I will be using processing this time, unless I really get stuck then I may have to jump back to love

    and the usual assortment of tools (gimp sfxr)

    and OMG is wordpress slooooooow on my work computer (more like my work computer is a chunk of )

    see you all this weekend!

    Tags: entry

    Comments

    bluescrn
    18. Aug 2010 · 18:32 UTC
    Yep, a long weekend is always a good plan when you’re doing an LD48!

    Now I am ready (Foodum Dare)

    foooooooood

    Now I don’t have to go outside again for a while.  Which is good because it is really stinking hot out there.

    Tags: food, foodphoto

    Comments

    18. Aug 2010 · 17:46 UTC
    Whats Ya Lunch? 😉
    hdon
    18. Aug 2010 · 17:56 UTC
    Can we get a close up of that soda? It looks like Mountain Dew but the label art is very unfamiliar!
    18. Aug 2010 · 18:09 UTC
    I like how this foodumdare screenshots always make me imagine that normally you guys don’t have ANY food around your homes until this competition. 😀
    Cooshinator
    18. Aug 2010 · 18:23 UTC
    Now that is ALOT of water!

    sfxr get!

    Download, compile, and run sfxr with a simple command!

    curl http://www.drpetter.se/files/sfxr-sdl-1.1.tar.gz | tar xz && make -C sfxr-sdl-1.1 && cd sfxr-sdl-1.1 && ./sfxr

    Requires SDL

    Comments

    melior
    18. Aug 2010 · 17:53 UTC
    Psh,
    Fiona
    19. Aug 2010 · 02:18 UTC
    I’m not sure we should be using yaourt anymore. It was pretty much dead and unmaintained last time I looked.
    stqn
    18. Aug 2010 · 20:52 UTC
    Thanks! :)

    I use Arch but the AUR is a pain (I haven’t gotten around to installing an AUR helper yet…)
    Osgeld
    19. Aug 2010 · 00:46 UTC
    I messed around with this on Ubuntu 10.04 LTS for quite a while, and no go

    How many hours do you typically spend on an entry?

    This will be my first LD, and I’m curious how many cumulative hours out of the 48 that people typically spend actively working on their game.  Sorry if this has been discussed to death, but I wasn’t hitting on the right search terms to dig up any discussion on it.

    Comments

    pants12
    18. Aug 2010 · 17:54 UTC
    about 24 hours MAX on it 😀
    18. Aug 2010 · 18:08 UTC
    I usually spend 36 of the 48 hours working. I work while I eat. I try to sleep 5 hours per night. That leaves 2 other hours for walking around or breaks or maybe tasting what I’m eating. I then spend the next few days/week recovering from the horrific marathon pace. I love it.
    Cooshinator
    18. Aug 2010 · 18:09 UTC
    Last time for me it went really well, so I only spent about 7-8 hours.
    Diet Chugg
    18. Aug 2010 · 18:15 UTC
    4 hours first time.

    6 hours the next.

    8 hours the last time.

    maybe 10 hours I will get.

    (assuming the pattern continues…)
    18. Aug 2010 · 18:15 UTC
    Usually I spend about 25-30 hours or so but this time I’m going to try and push myself to the point of insanity.
    18. Aug 2010 · 18:50 UTC
    yeah with Ludum Dare.. Insanity–It’s the only way to fly!
    Osgeld
    18. Aug 2010 · 18:30 UTC
    depends, first time I entered maybe 30 hours, last time I was working right up till the deadline and produced utter crap
    18. Aug 2010 · 18:58 UTC
    Did a solid 36 hours last time, more because I was seriously ambitous about game size rather than I’d planned to spend that long. Not sure it’s particularly advisable behaviour, though I guess I did do pretty well.
    18. Aug 2010 · 18:59 UTC
    Hum… First time, I think about 44 hours or so…

    Now I usually work 24, and I tend to quit after 8 or so if the game is just not working from a fun point-of-view… :)
    18. Aug 2010 · 20:00 UTC
    For me: 3hrs Fri, 7hrs Sat, 5hrs Sun, total 15 hours.

    Sleep is good. As is going outside and getting some fresh air.
    18. Aug 2010 · 20:08 UTC
    25-30, I’ve done 35 once I think but that’s really the limit. I’ve also done playable little games in 7 hours total twice.
    Sos
    18. Aug 2010 · 21:38 UTC
    Oh man, I do 6-8 usually, sometimes I go this much even for a month challenge.
    moltanem2000
    18. Aug 2010 · 22:16 UTC
    hmm, probably somewhere between 20 to 30 hours. Most likely the low Twenties actually
    19. Aug 2010 · 03:43 UTC
    There are so many people on LD now, you’re not going to hit a topic that nobody is interested in replying to. I’ve been very conservative in past LDs. I always take a full sleep and even go out of the house for hours at a time. I probably start coding about 12-14 hours in. I’d estimate I use around 17 hours of programming.

    This LD game will be made at a….

    LAN party.

    I was just checking our local forums and got the message that we have a LAN party this weekend. From Friday 4 PM till Sunday somewhere in the night. Just in the time of LD. But that won’t stop me. I will try to make a game between the breaks, and I think that my friends will have good ideas to add.

    Or maybe there won’t be any time to make something. If that happens I will make something for the jam.

    I will be using the standard: Linux (Ubuntu) -> emacs -> c++ (with SDL and OpenGL). And I will totally record this weekend with chronolapse, which will turn out as 80% off the time playing games, but still timelapses are always fun. I just remembered while typing, I will probably use Windows and Visual Studio because I won’t have the time to switch to Linux while playing games. It won’t look that cool, but its’t ok.

    Good luck to everyone.

    Comments

    hdon
    18. Aug 2010 · 18:26 UTC
    Ah, here’s why:
    18. Aug 2010 · 19:08 UTC
    It works on Linux with Wine 😀

    What’s the theme?

    I am so going to be entering again. This will be my 3rd time. (which is the charm right?) Last Ludum Dare I came in the top 15 for music. This time my goal is to be in the top ten. :)

    So what do you hope gets voted for? I would like to see toys personally.

    Comments

    18. Aug 2010 · 18:17 UTC
    I want to see Cyberspace win, myself.
    hdon
    18. Aug 2010 · 18:23 UTC
    I wanted claustrophobia or isolation. Here are the forerunners from rounds 1 and 2:
    wonderwhy-er
    18. Aug 2010 · 18:35 UTC
    Yeah, interesting what will be in a final list. From previous experience theme performance in preliminary voting does not effect much it’s final position. I guess people facing filtered list make different decisions :)

    Declaring my Codebase

    I’ve decided that I’d like to declare my codebase beforehand even though I’m entering the jam and not the compo.

    First of all, I’m using a Rect class that I made for another project. It just implements collision detection and (very simple) collision response as well as a bunch of handy properties. I made it to use with Panda3D, but it works fine with any system where positive Y points up. (Or in the case of 3D, whichever axis you intend to use as the Y axis for the Rects)

    I’ve put it on Pastebin as public domain, and anyone who would like a copy can pick it up here.

    Also, I’m going to use a dirt-simple agent class that implements movement and has a collision box attached to it. It’s really simple, and I don’t want to code it yet again.

    I will also be recycling a bunch of terrain classes that can place themselves on grids, can be placed in (single-tier) groups, and can construct collision boxes for themselves and place those on their global coordinates. I might possibly recycle some game world structure as well, which would be a base game world and very simple room structures.

    I will not be reusing any old artwork, though, or any sounds. Just some boilerplate.

    Anyone who wants to get the code that I’m using can find it in the Subversion repository for the project. (You can find a link on the game’s project page here)

    (Don’t mind the project name / UNIX name mismatch, I’m renaming it but Sourceforge’s UNIX name changing is temporarily off-line for some backend work)

    Comments

    GreaseMonkey
    18. Aug 2010 · 20:12 UTC
    Ooh, Python 😀

    Awesome Idea!

    I just had an epic idea. For music, what if I did rockin’ chiptunes from Mugasi, mixed with my own personal drumming? This combination will be so awesome that you will taste the double rainbow! So that adds Audacity to my programs list. Whoo I’m pumped for Ludum Dare!

    Comments

    18. Aug 2010 · 18:47 UTC
    That would be double-awesome.

    First Time

    Looking forward to the start.
    Going to use irrlicht 1.4 (with my own game frame work.)

    c++ (dev studio 2005)

    fragmotion

    gimp

    sunvox

    Gonna be fun!

    Comments

    pants12
    18. Aug 2010 · 19:02 UTC
    cool i wish you luck!

    Bring on the PAIN!

    Hey all,

    I’ve known of this compo for a while, but only just recently decided that I want to take part!

    Bearing in mind the fastest game I’ve made took a month, I’m curious to see how much can be done within a weekend.

    I’ll be programming in C++, using HGE + Audiere. Wish me luck!

    -Adam

    Comments

    pants12
    18. Aug 2010 · 19:11 UTC
    good luck 😀
    Felipe Budinich
    18. Aug 2010 · 19:16 UTC
    Good luck mate!
    Scramasax
    18. Aug 2010 · 20:14 UTC
    Luck