LD19 December 17–20, 2010

Mini-LD – The Plan – Closure on an Invasion

I’ve decided on what I’m going to do. The project I have in mind is one of two that I still have code to after my switch to Fedora. (Lots of long-abandoned stuff that I didn’t back up)

There is one thing. This thing, I’ve wanted to make it. I’ve wanted to make it since I played it on my TI calculator in high school. I’ve started, restarted, and started again. I’ve wanted and wanted. Want want want. Er… Sorry.

I am going to pick up my old Alien Breed clone and try to get it working, try to get it presentable. Try to, some day, get it finished. For the Mini-LD, I’ll settle for “working”.

I’m… Debating about starting early. But that wouldn’t be nearly as fun. You know what, I can wait. I’ve got something else to work on to tide me over.

Until then, Flash Breed can wait. I’ll post more details on the 26th.

Finally, closure. Closure closure closure. I’ll have my Alien Breed clone. I’m so, so happy.

Okay, I’m a fan of this Mini-LD theme now. Because I get closure. It’s not going to haunt me anymore. I’m… Getting way too emotional over this. But I get to have that finished and done with.

To ending the guilt, fulfilling a promise, and to making an old dream happen!

— Mr. Dude

Planning a local Ludum Dare 19 Gathering?

Definitely one of the cooler things that have cropped up lately are the gatherings during Ludum Dare events (Cambridge Indies, you guys rock). We definitely want to encourage more of you to do this.

So to help facilitate that, go add yourself to the map.

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

If you see many people near you, it might be worth trying to organize something. This could easily get out of hand, so post a reply ONLY if you see some people near you. Try to include a list of nearby larger cities, so to make searching for your proposed event easier. If you’ve found a few people and are ready to start discussing a venue, start new topic and I’ll link it up here.

Or if anybody has a better way to randomly organize many little gatherings (with almost no effort from me), let me know. :)

This entry was posted on Friday, November 19th, 2010 at 11:39 pm and is filed under LD #19 - Discovery - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Hey Moderators!

I need your help populating the site with information!

We’re trying to obsolete some aspects of the wiki, by centralizing important information here on the site (ludumdare.com/compo/).

To start, I need someone to take over maintenance (and construction, heh), of these pages: The prior competition lists.

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

http://www.ludumdare.com/compo/ludumdare/ (feel free to completely redo this)

If you need some information, the wiki can be found here.

I’d like to eventually put someone else in charge of the MiniLD’s: creating the submission pages, coordinating with hosts, etc. Lets get these pages cleaned up first, and then we’ll talk.

Thanks!

This entry was posted on Saturday, November 20th, 2010 at 12:13 am and is filed under LD #19 - Discovery - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

MIDWEST TRI-STATE LOCAL AREA PRE-LUDUM DARE INDIE DEV MEET UP

Hi there! Long time no post eh?

Still, I am here with an idea. I’ll post the full idea and details later as I get them. But the idea is this.

A couple of weeks ago, I thought of all the indie news I see and hear and I realized something. I have not (or may have not paid attention to see) seen anything from my local area. Granted, I’m in a small little town in the middle of no-where, but still. There has got to be some other indie devs in my area. Right? Right? So, I had this thought.

Why not make a shout out to the depths of the internet of where I reach and see if anybody wants to meet for a cup of coffee or two and a jam session? So, that’s what I’m doing. I want to find out if there’s any, any other indie developers within my local area. Which includes my home state of Illinois, Indiana, and Kentucky. Missourians are welcome too. Even though I live about 2 hours from St. Louis.

While I’m not expecting somebody from 150-200 miles away to get here in Fairfield Illinois, I’m hoping that there’s at least one or two other local developers. I mean, haven’t you ever found yourself wondering if there were other indie developers in your area? Well, I don’t want to wonder anymore. I’m actually hoping to meet at least just one other indie dev. Do any of you live near here and want to meet up? Please let me know!

I’ll post more details later, but, that’s pretty much the idea.

Endeavor: On its way!

Well, I certainly didn’t make the in October deadline, but I’m proud to announce that Endeavor has gotten a primary sponsorship from Newgrounds!

Screen10

This was my first game put up for sponsorship, and it was a great experience. I got some great advice about Flash Game License from this site, including HybridMind’s suggestion to email sponsors directly, linking them to the FGL page. That’s how I got my Newgrounds bid, which was for twice as much as the highest bid before I sent any emails!

Since finalizing the sponsorship, I’ve gotten to work with the Newgrounds API, and have enjoyed integrating 12 medals into the game.

Endeavor will be released December 1st, exactly 2 months from the beginning of the challenge =D

Comments

Marza
20. Nov 2010 · 11:30 UTC
Can’t wait!

Really liked everything from style to gameplay in Summit :]
20. Nov 2010 · 15:18 UTC
Awesome, I really loved this when it was in the TIGSource feedback forum.

Meet up Details

Date: December 10th

Start Time: 12:00 pm (central standard time, that’s where illinois is in right?)

Location:

Jemini Coffee House & Bookstore
112 East Main Street
Fairfield, IL 62837
(618) 842-6333

(if closed, at the local college library)

Requirements:

Yourself, a laptop if you have one (or other mobile device to make games), name tag

Agenda: say hi, talk about indie games, work on ludum dare prototypes, coffee, leave at or slightly before close, maybe a flixel workshop

And if I’m the only one there? Well, I always like coffee so I’ll have a cup or two and program a little bit.

Laters!

(oh, and the google map is wrong, I’m actually just east of leo french park. But there’s the internet  for ya)

Comments

22. Nov 2010 · 02:32 UTC
Ah man I’d love to go, but it’s so far from chicago :(

Game and Graphics Programming

Work, school, and personal studies are keeping me from what I really want to do. See you in about 9 months.

It’s out at last…

Cancer Wars v0.1 – The Movie of the Game

Cancer Wars v0.1

2D Cure-Em-Up – Battle for inner space against slimy green nasties to cure cute patients using Nano Technology circa 2099.

Built using the Unity game engine, free to play online at http://CancerWarsGame.org.

A bit late for the last LD challege, and following the trend of DonationWare with 50% going to charty and 50% going to further development!

I don’t think it will be the next minecraft but fingers crossed…

Please try it and let me know what you think… and remeber to donate to charity!

More about the build process on my blog here

Kind Regards
Al
Arowx.com

Plan B

Will be up when I get it.  At least I tried right? I got a new idea. Gimme some time and I’ll post it.

Ludumdare 19 Noob

I’m trying to get set up on here to take part in Ludum Dare 19 in December. Quite excited to finally take part… Like everyone that posts on here for the first time, I’ve been following them for quite a while and finally decided to just do it.

I’m feeling a bit dumb though because I can’t figure out how to set my profile image on here.

KoryWazHere_ProfileImage?

KoryWazHere_ProfileImage?

I’m also not sure if I’m using the blog correctly, I will in future keep posts relevant to the games I’m actually making. Are there any rules for posting? If so, it would be very helpful if someone could point me to them 😀

Update: Now using http://www.gravatar.com/ for my profile image – thanks pekuja :)

Tags: Indie Profile Image N00b noob

Comments

22. Nov 2010 · 21:53 UTC
Welcome to the fun! Best of luck and have fun!
24. Nov 2010 · 09:55 UTC
Welcome to Ludum Dare!

Enter the… Aurel

Why hello there! … wait…

So, I decided to take a chance in LD#19. I did one of the previous ones (LD#a-number-to-me-currently-unknown – theme: remake), but kinda failed. I wanted to make a Lode Runner remake, kinda newish tilish and stylish, but for some reason … I got bored by making a remake of it :D. Anyway – I hope this time the theme will be something very interesting.

It should be a good side project from my every day (and night) project… Because making an mmo is hard 😀 (MOAR INFO AT MAH DEV_BLOG)

Yah… What can I write here…

Also – I might be doing some exrepiments here, so ingore them.

Tags: introduction, motivation

Comments

24. Nov 2010 · 09:14 UTC
Welcome to the fun!

Revisiting an Old, Old Idea

I’ve decided that my Alien Breed clone isn’t what I want to do.

Instead, I’m going to revisit an idea that I’ve tried, abandoned, tried, abandoned, and such so many times that I ultimately gave up.

I’m not sure that it counts, as I don’t have any of the code or assets left, and will be using a different library anyway (Was using Python/Pygame, will use C++/OGRE), but that’s what I’m doing.

I hope to have at least two characters and some actual fighting happening. Still, no promises. I will prioritize playability over having two characters. (Meaning that the game may consist of one character with two skins)

Here’s hoping!

— Mr. Dude

Back to the Beginning – This Time I’ve Decided

I think I’ve finally got an idea for a Mini-LD game that I’m actually excited about making.

I want to revisit my first LD entry. Which was also my first non-trivial C++ program. And my first top-down run and gun.

I’m going to start over. I’ve long since lost the original sources anyway, and I want to write it properly. I’m going to use SFML instead of SDL. I’m going to cross-compile it myself if I can manage to. I am going to make proper graphics a proper level generator.

I will be submitting my Mini-LD version on the deadline, but I absolutely intend to finish this, even if it takes beyond the time limit.

Here’s hoping, anyway…

— Mr.Dude

Chat

Well, I thought I’d post here as well.

Chat meet-up details coming soonish.

Not quite what I was hoping for. But it’s something.

Mini-LD – For Today, the Day Before it Begins

I’ve decided to interpret the time limit as “Begin on the 26th and work for 48 hours”, so I will start at 3:00PM EST (8:00PM UTC) and will work until that same time on the 28th.

I’ve decided on my game, as well. It was my first LD entry, and my first major C++ program.

Since I’m posting so much, I’m going to be putting breaks in for the time being.

More about the game and my plans after the break.

The game was titled “Byte Vs. GNOME”, and it was a top-down run and gun shooter. It starred a tiny robot fighting gnomes that were gigantic compared to her.

The game featured vector graphics with a weird LCD-ish color scheme, and was rushed in a major way toward the end. The competition version of the game had one enemy, and would segfault when that enemy was destroyed.

This time around, I actually know how to use C++. This time around, I will make actual graphics. This time around, I might actually work on it beyond the Mini-LD.

And this time around, I will not wax romantic about other programming languages to implement it in. I will not (As I seem to do) change ideas half-way through. I will not fail. Or at least, I won’t fail completely.

My goal is to get the thing playable. That’s all I absolutely need.

If I can fit it to the theme of the LD, I may re-use it as my jam game. Not sure just yet. Regardless, I’m really excited to see it again.

I’m currently writing a preliminary design document. This is going to be awesome.

I’ll be writing out my plan for generating my levels, as I’m ultimately going to generate them procedurally. I won’t likely be using it for the Mini-LD version, but I’m going to use it eventually.

That will probably be my next post. I’m mostly trying to amuse myself while I wait.

That said, for tonight I’ve got a little bit of homework and some designs to write out.

Peace out, and here’s hoping.

— Mr. Dude

Mini-LD Intentions

Good morning sports fans!

So I decided since I was sick during the last LD I would make up for it by taking part in the Mini LD, try and do something I haven’t done before, yata yata.

With that in mind, my game is going to be a remake of my first LD entry, Island Construction Malfunction:

http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1865

I’m going to be using FlashPunk, which I have been learning to use a few days ago hehe, so that is my own little personal challenge.

I’m not sure how much of the game I will end up improving, hopefully I can get more levels in or work in the mechanics a bit better, so I guess we will see how it goes! :)

Benn

Bringing Project Spitfire back to life

First of all, I should make it clear that an elderly close relative of mine is in the final stages of cancer, so I’m not sure how much time I’ll be able to spend on this. Also, I’ve been working on Kobo II (a new sound engine, actually) rather than thinking about the MiniLD, and I pretty much decided what to work on while writing this.

First, I was thinking I’d “just” add sound and a level editor to Fixed Rate Pig, which may seem closer to a finished game at first sight – but thinking more carefully about it, it feels like Project Spitfire is practically as close, and more deserving of an update, as it’s practically dead in it’s current state: a windowed mode Win16 hack of a port with no sound.

Thing is, most of the engine code has actually been ported already; the core of the Kobo Deluxe sprite engine is actually a port of the one from Project Spitfire, and the “speaker” sound hack plays the original sounds from the DOS version. I’ll probably use OpenGL for smooth scrolling (it’s a pretty fast scroller, so it’ll look horrible at low frame rates…), and I might rip the map editor from my “smoothscroll” SDL example. Massive code reuse, that is! Hopefully… :-)

Not expecting to do any significant work on the actual game or anything during the weekend; just bringing it back to life, so I can play around with it and see if I get inspired or something. If nothing else, it could make another programming example for people to play around with – and perhaps a way for me to show that I can occasionally write a few lines of working C code. 😉

Incredibly old site with info, screenshots and Win16 download can be found here:
http://olofson.net/spitfire/

Wow… Just realized the original DOS version is 15 years old now. Maybe it’s time to, like, finish it one of these years…? 😀

MiniLD #22 – Code Runner (MLD#15)

PreScriptum: I am NOTIFYING the site administrator – “WordPress 3.0.1 is available!”

As you can see, I’ve decided to enter MiniLD #22 – revisiting an old idea. What is that old idea? I’ve chosen (you Pikachu!) my previous AND unsuccessful entry, to MiniLD #15 – Old game CLONE. It’s the Code Runner.

Something actually surprised me – my old notes with ideas and concept were easy to find thanks to my superior organization skills (yah, sure). It makes the whole thing easier to do, and I know what did I plan to do with these pictures. I present an excerpt of these notes to you: (after the advertisement break)

Theme: Clone
Cloned game: Lode Runner
Clone name: Code Runner

General:
– Two players (co-op and battle)
– Playfield = 21×15 = 21*30 x 15*30 = 630×450 (640 x 480 = display, small space on left and right + small HUD)

Player can:
– walk L and R = L and R arrows
– climb ladders = U and D arrows
– jump from ladders = L and R arrows
– hand-walk bars = L and R arrows
– drop from bars = D arrow
– dig soft terrain = Z (left) and C (right)
– collect an item = X
– use an item = S

Player cannot:
– jump

Player has:
– one inventory slot for item (initially empty, empties over levels)
– unlimited inventory for bombs (initially 0, empties over levels)
– three lifes on beginning – each level = new life

Player’s goal:
– get into the finish
– player must collect all glitches and bugs
– bugs are like glitches, but they must be cornered, otherwise they always run away
– a bug can also be killed by an enclosing soft terrain
– however, it climbs out after 5 seconds

Player’s enemies:
– virusmonk
— a small humanoid always aiming towards player
— when it touches player, he losts a life and level starts from beginning
— when it falls into a hole in soft terrain, it will stay there for 10 seconds
— if the soft terrain closes while a virusmonk is inside, the virusmonk will be killed
— a killed virusmonk will always restart after 2 seconds in one of the start points

– memory dumpers
— a closing and opening pillar, 3 squares high
— if a player is smashed by it, he losts a life and levels starts again
— virusmonks will only pass underneath it when there is no other way
— if a timefield is around, only the lowest square counts

– dangerous terrain
— cannot be destroyed
— will kill a player if he stands on it
— virusmonks will be also killed

Terrains:
– soft
— can be destroyed by player
— if destroyed, it replenishes after 15 seconds

– hard
— cannot be destroyed

Items:
– bomb
— timed – explodes 4 seconds after being set
— has a radius of 3×3 sqaure, bomb being in center
— anything in the radius will be killed, including the player and virusmonks
— digs soft terrain

– big bomb
— same as bomb, but a radius of 5×5 square

– key (red, green, blue)
— opens colored doors

– trojan virus
— when used, plants a trojan horse next to the player (must face the right direction)
— horse will stay alive for 20 seconds
— all virusmonks will be attracted towards the horse
— when a virusmonk touches the horse, it dies
— after the 20 seconds, the horse blows like a regular bomb
— the horse will stay on the platform it was planted on, going only forward
— when it touches end of a platform, it turns around

– time bomb
— when used, around the player will be created a “time field”
— time field is a 3×3 square
— time field will always move so that player is in its center
— the whole playfield’s time will be stopped, except just the time field
— timebomb will last for 30 seconds

Tilesets:
– USB port
-o- background = big “USB ships” arriving and departing slowly
-x- soft terrain = desk contacts
-x- hard terrain = metal
-x- dangerous terrain = none

– Cable
-o- background = cables running quickly through the screen
-o- soft terrain = rubber closed cables
-o- hard terrain = enclosed cables
-o- dangerous terrain = open contact
-o- special = some levels are timed, player can’t fall down and has to survive

– …

That is it. The “…” in the and is actually there, because I planned to make more terrains… Also – the “-o-” and “-x-” near the terrain type means I’ve made the image. However, I am going to redo the graphics… I originally made them pixel…ly and all, to give them a LITTLE bit of retro look… But Now (GET THE REFERENCE?! AHAHAHAHAHA… HAHA… ha… what?) I am thinking of actually making them vector…ish. Right…ish.

Oh yeah and the software I will use for this is going to be Flash+AS3.0 combo. Why?

  1. I am good in AS3.0
  2. I am good in AS3.0
  3. I am good in AS3.0
  4. I like cross-platform stuff, and it can even be running in browser
  5. I like the IDE for coding
  6. I like the IDE for drawing
  7. I am good in AS3.0
  8. I have a dog

There you have it, eight completely logical reasons.

Ok, let’s start. Also, some self-motivation:

1337 TIME

1337 TIME

O yah I am using Mac.

PostScriptum: I hate WordPress’ editor. So buggy.

Tags: motivation, redone, screenshot, start

Comments

26. Nov 2010 · 12:29 UTC
Actually, hon, the current LD is number 22, not 23.
26. Nov 2010 · 13:04 UTC
… lol. Fixed, thanks…

Extending my LD #17 entry

Well, I have a lot of half-finished or unfinished projects, so choosing from them took me a while but I finally decided on my LD #17 entry “A Practical Survival Guide for Robots”: http://www.ludumdare.com/compo/ludum-dare-17/?uid=321.

The plan is to make this game available on the Intel AppUp Store and probably the Mac App Store afterwards. (For free of course, I personally don’t think that anyone would buy this game if it would be a commercial product.)

What is the current status?

Since LD #17 I’ve been working on the game every now and then. So what exactly changed since LD #17?

  • Rewrote the texture loader (The game is now fully working on Intel GMA 950 and similar Intel integrated chipset graphics)
  • Rewrote major parts of the engine (With the might of inline the engine feels now about 2 – 3 times faster than before :) )
  • The robot is now moving much faster (and since I implemented a delta time function in my engine, it’s moving at the same speed on all computers)
  • The game is now resolution independent up to Full-HD (1920×1080 pixels): While the title screen image will be scaled, you just see more of the game world on higher resolutions than 1024×600 pixels.
  • There are now always four islands at the starting point with a few resources to get you started
  • Better alternation of day and night (instead of just getting darker, there is slight red-ish coloring in the evening and yellow-/orange-ish coloring in the morning)

Here is a screenshot of the current status (from last Screenshot Saturday):
A Practical Survival Guide for Robots 101120

What is planned?

  • Originally, game tips and trivia have been displayed in the bottom bar as “Did you know?”. I intend to split that up. Signs in the game world will show game tips and the trivia will be labeled “Fun Facts”. (I already began this task, but I’m not done with that yet.)
  • Chatting with aliens
  • Trading with aliens (New items or boosters for collected scrap)
  • New items: Flashlight (lets you stay awake longer), Compass (shows the way to your spaceship and nearby scrap), bigger reservoir (which can hold more energy and fuel)
  • Energy, fuel and speed boosters
  • Particle effects if you pick up energy, fuel or use boosters
  • Better camera management
  • One more thing that is bothering me that the game takes a while (about 20 – 30 secs) to load on netbooks but I’m not really sure how to fix that.

Mini LD22 – ‘D2 – 1’ (aka weird 1D RPG)

I’m going to be working on this strange game I was working on a few months back called ‘D2 – 1′. It was originally meant to be a side scrolling Beat’em up but I’m going to turn it into an RPG. I got bored while making it and never got back to work on it.

Heres a screen shot.

Screen shot 2010-11-26 at 18.35.54

yeah....

Rather bland, but it’s 1D.

EDIT: Current Version: http://www.mediafire.com/?8348mapozjmbp99 It requires Open Frameworks.

-bear

Comments

TheLolrus
26. Nov 2010 · 21:19 UTC
How is this going to work? ha 😛

Conquer The Planet

A long time ago in a not so far away land called MiniLD#20 I attempted to make a game. It was called Conquer The Planet and it completely failed. This time, hopefully, it won’t. The theme was greed, which I’m still going for, but I’m screwing the “only one of an object rule” because that’ll add a whole ‘nother level of complexity I don’t want to deal with. :)

Here’s the original concept idea if you’re interested: http://www.ludumdare.com/compo/2010/07/16/my-brilliant-idea/
As for the game code, I’m too embarrassed to show anything from that. :(

Wish me luck! (and follow my progress and give me inspiration and motivation and stuff!) 😛

Tags: alien, conquer the planet, earth, MiniLD, MiniLD #22, pygame, python

MiniLD 22 – Eole

Hi,

For my first entry to a Ludum Dare contest (well, miniLD…), I’ll continue a project from a previous LudumDare-like game contest : Eole. It is a 2D time changing platformer that we (me and a friend) made in haXe this summer. We practically finished the engine, but there’s still some things that I plan to do this week-end : add some sounds, the fading of foreground elements when the player pass behind, finish the first set of levels, resolve some bugs… Sadly I wont make any new graphics, so it’ll be a bit square-ish. Oh and I’ll have to translate it in english too.

Website : http://trac.assembla.com/eole

To test the current version (the loading is a bit slow) : 

Title screen for Eole

Title screen for Eole

Hope you’ll like it :)

Edit: I added an english version.

Comments

TheLolrus
26. Nov 2010 · 21:18 UTC
Is it only in French?
Zilbuz
27. Nov 2010 · 04:31 UTC
I translated the texts in english, if you see some mistakes, please tell me.
TheLolrus
27. Nov 2010 · 05:06 UTC
In the beginning it should be and, not or. 😉

MiniLD #22 – GunDuck Force IV

There was a “R-Type contest” last year at a SDL tutorial site (eventually cancelled), and I contemplated writing something. I didn’t do much (a scrolling background and a movable “ship”), though that test app recently helped me test a lot of scrolling-related issues (vertical sync, crt vs. flat displays smoothness, opengl vs. software rendering in the galaxy of GNU/Linux possible configurations, etc.).

scroll

My goal for this week-end is to produce at least one playable and FUN level.

The title is a tribute to a well known side-scrolling shooter from the Genesis/Megadrive era (as for ducks, I’ve been crossing a few of them for the past few months, I can’t explain :p).

Over last week I experimented with fixed logic framerate and independent graphic framerate, as described at http://dev.koonsolo.com/7/dewitters-gameloop/ and in the Fixed Rate Pig demo (olofson: cheers! – and please name your variables better ;)). This is my starting point, written in Pygame. During the week-end I’ll try to focus on the game itself rather than toying with programming concepts.

http://www.beuc.net/ludumdare/minild-22/gunduck-20101126.zip

Being in the European timezone, I’ll start this MiniLD the best way ever: by having some mind-refreshing sleep :)

Mini-LD22: Revisiting Roads to Nowhere

This weekend I’m going to revisit my LD13 entry.

The game received reasonably high ratings in the judging, which surprised me.  I felt the game was very unfinished, but the feedback was quite positive.

The game is playable here:

http://disruption.ca/roads/roads.html

The LD13 details are here:

http://www.ludumdare.com/compo/?category_name=ld13&author_name=erik

Based on the feedback, I plan to work on the following things this weekend:

  • Interface improvements.
  • Better graphics.  More visual feedback for actions.
  • More levels, perhaps with some additional gameplay elements.

I’m doing this Mini LD!

Hello,

LD#17 was a lot of fun for me, I made a working telnet MUD with python. There wasn’t a lot of content, but PvP combat was fun if you were lucky to be online with someone else.

old islands


After the compo, I refactored the code, then started working on converting it to a rouge-like. It’s current state, you can walk around the map, chat, and build walls. Combat might be working, but kind of pointless. Since I gutted some of the old room based map code, you can probably attack anybody in the game despite your location on the ascii map.
IslandsMUD

The old version:

Get the server code here.

My plans for this weekend are to switch from telnet to a custom client using libtcod ( I would use curses but there is no windows version ). I’m also going to switch from the Twisted networking library to Chris McCormick’s PodSix Net, an amazingly lightweight and powerful TCP library written with pure python.

As for the gameplay, I have no definite plans. I would like to get some sort of resource harvesting and crafting system, with a simple hack and slash, level up gameplay.

Comments

Raspadsistema
28. Nov 2010 · 06:46 UTC
Put some propaganda into it when you finish eh? I’d like to try multiplayer with players online.

MiniLD – Grey

OK, this gets tricky.

This is my first LD. I’m doing it as a challenge to myself to take what I’ve learned in Game Maker and try to finish something. I’ve got a collaboration going that I’m putting on a backburner, this will be my first foray (with Game Maker) on my own.

So I don’t have a playable old project to share.

The only unfinished project I’ve got other than the one that’s still in active development was a game I was working on a couple years ago in Adventure Game Studio. It was a small project to teach myself the engine. A simple adventure game called Grey about a black & white man in a black & white world. All the puzzles centered on having to navigate around what you could and couldn’t see depending on whether the background was black or white. I abandoned it when I gave up on learning AGS, and the laptop with the last version of it has since died and been sold for parts.

So I’m going to attempt a re-imagining, using the core idea. We’ll see what I come up with in Game Maker. Best of luck to everyone else!

Comments

27. Nov 2010 · 19:46 UTC
Good luck and have fun! Remember, keep it simple so you can finish on time. I like the concept – can’t wait to see it! =D

Mini-LD Plan – Protean Arrow – Bending the Rules

Byte Vs. Gnomes has been getting less and less interesting as I’ve thought about it.

I’ve decided to bend the rules a bit. My game is titled “Protean Arrow” and it is “derived” from an old project. The old project was a half-page design document for a scrolling shmup featuring a space ship that could transform into three different modes via a Macross-style transformation mechanism.

Protean Arrow will be an arena shmup about a nanotech-based fighter craft that can shift between three forms. It will take place over a series of areas with procedurally created terrain, each with a boss. For this weekend, I will just be putting together one level.

I will be developing in ActionScript 3 using FlashPunk. I will make my graphics in Inkscape, sounds in as3sfxr, and probably no music for this weekend. (Eventually in LMMS, but for now I’ll leave that alone)

More about it after the break.

The protagonist is a space fighter pilot named Juliet Arrow whose squadron crash-landed on the planet Sapphire. Sapphire is inhabited by a handful of “races” of nanotechnology-based life forms. Arrow was the only one of the pilots in her squadron to survive the crash. Her wingmates’ bodies were completely destroyed when their ships’ power sources melted down. Arrow’s ship’s canopy broke off during re-entry and she was not caught in the explosion from her ship. As she lost consciousness, her body was absorbed by the resource collection system of the city of Deck, a city on the front of a war between the Sabre and Digger races. When Arrow came to, she found herself to have become a Sabre fighter craft, and thus her adventure began…

The core of the game is the three forms available to the player. The first, the “Gunner” mode, gives the player a charge-fire gun that can charge up over a few levels of power (Much like Megaman’s gun). The second, the “Blaster” mode, gives the player the ability to launch missiles that deal splash damage. The third mode, the “Splitter” mode, gives the player machine guns that, while not hit-scan, have projectiles that move very quickly.

I have a system in mind for how explosive, energy, and kinetic (Bullet) weapons will interact with energy shields and solid armor, but I’m still working that system out.

Missions will vary in objectives. Some will simply require you to kill several waves of baddies. Others will require you to destroy an important baddie structure. Still others will require you to defend a good guy structure. In the latter two cases (With the structures), the structure in question will make an effort to defend itself by building up a defence system over the course of the level.

Baddies, when killed, will be absorbed and processed into “Material” that the player can use to buy upgrades at the end of each level. The player will be able to increase their attack power, shield and armor strength, shield and armor regeneration, and some attributes specific to each weapon.

In missions with structures, the structures will get some resources as well. (Good guy structures will get the same amount as the player, baddie structures will get about half) Structures can use their resources to build various defence structures such as gun turrets, walls, and drone fighter “hangars” that deploy small fighter craft that help you. They will also be able to spend resources to repair themselves more quickly than they normally regenerate. These actions will all be controlled by AI, so the player can focus on fighting without managing a defence structure at the same time. Plus, I hate it when you need to defend something that doesn’t make any effort to defend itself.

Aside from all of that, I’ve got lots of ideas in my head, and I’m going to try to get to work on it.

Comments

27. Nov 2010 · 06:23 UTC
Huh, change already?
27. Nov 2010 · 15:18 UTC
Each level is an open area that the player can roam around in freely. This is what is known as an “arena” shmup. They’re quite common among flash games nowadays.

Continuing LD #18

mini_ld22_00

I will be continuing work on my LD #18 attempt.  I did not upload it to the site at the time, since it was not really a game at the time — no winning or losing.  It may be possible for me to create some levels and turn this into a little platforming adventure.

Here is the timelapse from the LD #18 weekend.

Tags: LD #18 - Enemies as Weapons - 2010, MiniLD #22

Comments

27. Nov 2010 · 01:33 UTC
Yes! Glad your choosing this project, it had a lot of promise!
TheLolrus
27. Nov 2010 · 05:01 UTC
Wonderful graphics. 😀
27. Nov 2010 · 07:45 UTC
this looks very promising.

Looking forward to play this game.
27. Nov 2010 · 19:44 UTC
Looks awesome!
27. Nov 2010 · 21:10 UTC
Sorry to disappoint, but it doesn’t look like I’d be able to do much with this. Between distractions and the code being a buggy mess I haven’t accomplished much. The only way I can really make progress on this is to rewrite the enemy behavior code, but I’m not sure how I might rewrite it to be less complicated. Because the enemies are weapons, and since their interactions with each other and the player are complex, their state changes sometimes result in undesirable or unpredictable results. I’m going to be away for most of tomorrow, so I’m not sure if I’ll have the time to finish this.
TheLolrus
27. Nov 2010 · 22:24 UTC
:( Aww man. Maybe you could finish it next weekend? I’d rather play it late than never.

!reply

Somethings wrong… I can’t reply to any post, I mean it looks like everything is ok but then I don’t see my reply.

Anyone else had the same problem? Well I guess you won’t be able to reply to this post then 😛

Comments

27. Nov 2010 · 11:11 UTC
You mean like THIS reply?
27. Nov 2010 · 15:20 UTC
I think I can reply to you. Just a sec.
Raspadsistema
28. Nov 2010 · 06:41 UTC
Well I gues I’ll just try to post a reply then… Here it goes.

So it turns out I’m actually doing this!

So I’ll be making a sequel/remake in 3D of my first Ludum Dare game ‘Ramuh-Shmoo‘ (here’s a link to the playable version on my site if you like)

rst02it’s super ugly but the key things are almost all working, so I can get to prettying it and then making some actual levels (yeah, those are my priorities, screw you practical people, you’re no fun! :P )

Much like 3 years ago, the biggest challenge was figuring out how to make the cables, but this time I wanted the cables to be 3D, have collision, and be grabable and fixable at either, both or neither ends, which I got working for the first time ever :D

anyway, I think this should be fun, to compare how I take a similar project with one weekend 3 years apart :)

0

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Getting somewhere

Firing

Firing

With the built-in screenshot feature, I can get rid of tearing in my pictures at last :)

Duckie can die, but not giant fly – working on fixing that injustice now.

Comments

27. Nov 2010 · 19:47 UTC
Lookin’ good!

Mini-LD 22 – End of the 27th – Pessimism About Time

I’m probably not going to finish on time. I’m simply not going to be able to. I’ve spent too much of today dicking around playing games and my family’s having a party tomorrow. So, I’m unlikely to finish the Mini-LD.

I’m really sad about that. I’m wishing that I’d managed my time better. *sigh*

I’ll do what I can with it tomorrow, and I’ll try to have something to submit. I’m really sorry, folks. I really am.

I’m thinking that I can hold myself to Protean Arrow after the Mini-LD. I think it really has potential, and I’m really looking forward to pursuing it. That would make this the first LD-ish event where I have picked an idea toward the beginning (Mind you that I “officially” began yesterday afternoon, making Protean Arrow the idea I began working with) and stuck with that idea. A curse has been lifted! Right, anyways…

With that, I’m going to call it a day, and come back in force (as best I can) tomorrow. I’ll have an eye to the future.

Peace

— Mr. Dude

Crystal Cave Miner

I’m not really doing the mini-LD, but I am working on a new version of one of my LD games, Cave Miner from LD 15 (Caverns). I’ve already spent several weeks working on it and here is what it looks like now:

ss1

Most notably, I’ve added a lighting/shadow system. I also changed the gold into crystals and added some statistics at the top. It also has some sounds now (using sfxr).

There is still a lot to do: power ups, enemies, level exit, health system, light battery system, doors, keys, switches, teleport, elevators, more decoration and probably something with little bombs and destroyable blocks. And then of course a lot more levels, music, a title screen, menus, high scores, etc.

Comments

28. Nov 2010 · 01:47 UTC
Looks fantastic!
TheLolrus
28. Nov 2010 · 02:18 UTC
This is the game I’ll be looking forward too… Good luck! :)

Progress. Yummy.

Ok, I’ve gotten things done! Feels good. 😀

The character now moves correctly and can shoot laser beams. (Thanks to HyrdroKirby in #pygame and cafesofie in #ludumdare)
I’ve also given the clouds a thicker border to make them look *nicer*
Here’s what it looks like:

Laser beams!

Laser beams!

Too bad it only gets a terrible 16-26FPS. :(
I’ll have to optimize it somehow. The code is extremely rubbish at the moment.
Next up: citizens and tanks.

Tags: alien, conquer the planet, earth, MiniLD, MiniLD #22, pygame, python

Comments

Beuc
28. Nov 2010 · 06:18 UTC
Yay, another pygamer :)
TheLolrus
28. Nov 2010 · 16:07 UTC
Yay ^.^

Im ready

I havent been on this site in a while and for some reason i thought to check whats goin on here at the ludum dare and it turns out i checked at the right time, i will be in this ludum dare compo. I will finish a game for sure in game maker pro. also i will attempt creating a flash game with the flash punk library.

Tags: 19, dare, for, im, in, ludum, sure, the

Let’s do this

All right, I’ve been lurking in the shadows for long enuf, it’s time to reveal myself. I’ve wanted to do an LD for a while now, but work/commitments/laziness/what-have-you have all conspired to keep me out. No longer! I have informed the world to leave me alone for this all important weekend in 19 days and some change (i live in japan so it actually starts around noon for me, but that’s neither here nor there…) and will be sequestering myself in what the family refers to as the Gundam Room. Half of my workspace has a half-complete VF-25 kit on it (diversifying…) but that should be cleared off in time. Dunno if i’m going to do the time-lapse thing yet; seems like a fun idea tho’. I’ve been goofing around with AS3 and Flixel lately so i think that’ll be my framework, and I might use Box2D if i have a good enuf handle on it by then. We’ll see.
Since this’ll be my first attempt at this particular feat of masochism, I’ve decided to get my feet wet with this weekends MiniLD. I don’t have any previous LD games to dust off, so I’m going to “finish” a game that only made it into the planning stages. Yay!
I’m going to use my idea for the Mini that had your worst fear as a theme, plus the colab with a non-designer. Before my son was born, i used to read him Mo Willems’ book, Don’t Let The Pigeon Drive The Bus. Awesome book btw. So there’s the colab, with my boy. The fear comes in that now if i see a pigeon near a bus, i make sure that the swine doesn’t get anywhere near the driver’s seat.

I’m starting kinda late, so who knows if this’ll get done, but from what I’ve seen that’s all part of the experience. So far, i have a whole swarm of pigeons flying in the general direction of the bus.
The idea is, the pigeons try to get to the bus to drive it away, you try and stop them by whacking them with the mouse. You can also periodically distract them by throwing a hot dog on the screen, since according to Mo, pigeons love hot dogs. Fortunately, since pigeons aren’t particularly intelligent creatures, my AI requirements won’t be too taxing. Planning!

Comments

TheLolrus
28. Nov 2010 · 05:34 UTC
Pigeons <3 hotdogs

mini-ld half way report!

Good morning! Hope it isn’t too cold for you all to get some LD action!

So here’s my progress report:

Remade the game using flashpunk! All levels are playable, so 90% of today’s work will be cosmetic, adding more levels and prettying things up :)

I’m pretty happy with my progress so far, as even if I stop now I will have done what I set out to do, and anything more for me is a bonus.

You can see the current progress here:

http://benn-gaming.co.uk/minild.html

Benn

Comments

TheLolrus
28. Nov 2010 · 16:05 UTC
Very fun so far actually! :)

Project Spitfire status

Well, I haven’t been able to spend all that many hours on it, and yesterday, I just couldn’t focus if my life depended on it! No idea what that was about… So, I’m still basically nowhere.

At this point, I’m not really expecting much, but nevertheless, I’ll spend the few remaining hours on it, and see if I can get something together. If nothing else, writing some code and actually taking a few steps in the right direction might take the edge of the intense frustration I’m feeling right now.

Code: RUNNER!

Um… So I guess I am one of the few people here who actually HAVE something fully playable 😀

Anyway – I’ve changed the title from Code Runner (running on code) to Code: Runner (yeah, you’re the runner). Such a big CHANGE isn’t it?

Screenshots + TODO after the BREAK.

As you might know, it is a Clone of lODE RUNNER (hence Code: Runner) – and it is currently working… quite well actually. Just a few things I don’t yet have:

  • ladders (DONE NOW)
  • special items (such as glue bucket or jack hammer in LD:TLE)
  • sounds
  • music
  • LOT of puzzling levels

Implementing the ladders should be quite easy.

The special items is something I would rather do in the ending, because they are not SO necessary.

Sounds… sfxr? mic?

Music. Yeah. I should find something free for Mac to compose music in… Something like FL Studio for PC. Any ideas?

LOT of puzzling levels. I am not sure about the “puzzling” part… Or the “LOT of” part… But making just “levels” is easy now – change a few numbers for tiles, make signs… Done.

Surprisingly I’ve got good graphics. Also, it seems I STILL have a lot of time – it is just 09:00 in LD timezone, and as I understood it will therefore end in 15 hours. Kekeke.

Title screen

Title screen

Level 1 - HOW TO MOVE

Level 1 - HOW TO MOVE

Blimey

Blimey

Dominator of the RED M.O.N.K.s

Dominator of the RED M.O.N.K.s

Edit #1: Ladders are implemented, just need to animate the player shooting and climbing in the ladder.

Tags: 2D, as3, progress, screenshot, sfxr

Mini-LD 22 – Kind of Throwing in the Towel, but Not Quite

This time around, I’ve run out of time. My folks are holding a late Thanksgiving party today. (They were out on vacation on Thanksgiving proper)

My family are very noisy people, and I’m unlikely to be able to get much done today. I certainly won’t be able to finish.

Tomorrow, I have my C++ class which comes with about 3 hours of bus time and a 3 hour class.

I’m throwing in the towel. I will pick up work on Protean Arrow this coming Tuesday. If submissions are still up, I’ll submit something. Either way,  I’ll be putting the occasional “release” up on SwfCabin until I’ve got it finished. (Once it’s finished, I’ll put it up on Kongregate)

I had to take a break for family reasons which took me most of the day, but maybe I can still do something tonight :)

I had to take a couple hours to figure out windows deployment, basically: do not use windows 7 (py2exe doesn’t seem to work there), and be aware that pygame doesn’t run in a KVM virtual machine (while C SDL does!).

So I’m building in a wxp vm, testing in a woe7 pm. Result: the sounds is much slower / less chunks at the same time under windows, ruining my rapid-gun-fire effect. woe is win…

Anyway, I have RAILGUN!

Rail Gun !

Rail Gun !

with a sound effect that I’m proud of (sfxr tuning).

Now I have to make an actual level… fast!

Just a little bit more

Okay, so now I need just the music and… LOTS of puzzling levels.

Gotta love sfxr and his child, as3sfxr. 😀

Also – the ladders:

This !!! is !!! LADDER!!!!! *kicks*

This !!! is !!! LADDER!!!!! *kicks*

By the way, there IS gonna be a time lapse, although not a complete one… That annoying software I use to record it crashed trice, so I’ve lost more than an hour (a PRECIOUS hour) of memo… making of … video.

Tags: as3, screenshot, sfxr, timelapse

To Prove I’ve Done *Something*

I’ve decided that I need to prove that I’m not just spewing hot air, I’ve got a screenshot of my… Ship on a screen that moves around and points to the mouse cursor…

Here:

This took about three or four hours, but that's all.. I.. spent... &amp;%$#.

This took about three or four hours, but that's all.. I.. spent... &%$#.

Comments

28. Nov 2010 · 19:35 UTC
Heh, you don’t use your time the best way possible, do you? 😀
30. Nov 2010 · 10:10 UTC
How did you make it look at the mouse?

DONE

Okay, submitted.

Play it HERE if you want.

It includes only 4 levels and no music… I also wanted to add much more. But then again – 48 hours is the limit.

Tags: final

Comments

28. Nov 2010 · 21:00 UTC
Wow! Fantastic Loderunner style, with really great drawings for the sprites. I’m impressed! Sometimes it takes a couple seconds to die when a MONK falls on top of me. Absolutely wicked – keep up the great work!
29. Nov 2010 · 10:49 UTC
Thanks! I might finish this outside the contest.

Oops

Missing sending gone wild!

Missile sending gone wild!

Done! sorta…

Well, time management didn’t go as well expected. What can I say?

Anyway, I didn’t have enough time to finish the tank and robot system. My code is poorly designed, but oh well. What I did finish though is citizens moving around and an energy meter. (you can only shoot for a certain amount of time) Oh, and a score system. :)

Hey, at least I did better than last time.

Conquer The Planet

Conquer The World

http://www.ludumdare.com/compo/minild-22/?action=preview&uid=2287 – My entry :)

Tags: final

Project Spitfire results

Well, as it turned out, I didn’t get anywhere near 48 hours; more like 8… Even so, I now have a slightly updated retro sound fx engine (PC speaker emulator, originally), and the OpenGL based graphics engine can load and render tiles, maps and sprites. Not quite what I intended (a playable game), but still OK considering that I’m messing with old C code and only got a fraction of the time I planned for.

I’ll probably spend a few more hours on it now, getting the game logic in too, before I go back to working on Kobo II.

Still not quite sure where to go with Project Spitfire from then on. Stick with the 320×240 256 color retro style graphics, or upgrade to current standards? Or maybe make it even more retro…? Or something completely different, way out there? Keep the fast scrolling (60 pixels/second in the original 320×232), or step down to a more traditional scrolling speed? (This has massive impact on level design and attack waves, obviously – which is why I’m leaning towards the fast scrolling, rather than doing what “everybody else” has been doing for a few decades now.) More of the current 8-bit era fixed attack waves, or add smarter enemies?

Well, a few more hours, and I can start to actually try things out and see where I want to take it – which was the whole point of picking this up in the first place! So, although Real Life(TM) got in the way again, making the deadline impossible to meet, I still got another project off the ground, and in the process, I cleaned up some old code that might show up in other projects later. For example, the graphics engine uses some code from Kobo Deluxe and the OpenGL binding from Kobo II, and might replace the messy code (and glSDL) in Kobo Deluxe later on.

Thanks for the motivation and inspiration!

David

My own personal December Challenge

For various reasons I don’t want to get into, I wasn’t able to take part in the October Challenge, nor the previous mini-LD, but I finally have the time, motivation and inspiration, so I’m joining the party only two months late.

My target platform is XBLIG; for the purposes of the challenge, if I have successfully submitted a title that works like I want it to by the end of the month, I’ll consider it a win, since I don’t really know how long the review process takes and there’s probably a monthly or quarterly lag between first sale and first pocketable dollar.

As for the game itself? No idea yet.

Endeavor is out!

Hey everyone!

I’d just like to share that my October Challenge entry, endeavor, is finally out!
Play it here!

EndeavorIconFinal

See you all for LD19!

-Zillix

Comments

01. Dec 2010 · 16:54 UTC
Absolutely in-freaking-credible.

Such a lush, huge world, great atmosphere, perfect controls.

Keep up the amazing work.
bear
01. Dec 2010 · 17:52 UTC
I think McFunkypants put it quite well.
01. Dec 2010 · 18:01 UTC
Good one. I felt kinda bad after choosing the wrong path… AND slaying my people.
01. Dec 2010 · 23:57 UTC
I actually found it a little dull. I really hate to say it, but I didn’t think it was very fun. :(
Zillix
02. Dec 2010 · 04:57 UTC
I’m happy you guys liked it!

LD #19 Event.

I didn’t have anything better to do so I created a LD #19 Event on Facebook. Anybody who uses Facebook: Feel free to join it.

Link: Facebook Group

LD19 Unity Resource Request

I’m planning to use Unity for LD19 and was wondering if people had resources they’d recommend or share such as code, urls, blog posts etc. I’m especially interested in 2D tips and tricks.

Thanks,
MrPhil

PS I made a post on /r/gamedev too: What Unity Resources Would You Recommend for Ludum Dare 19 (Dec 17-20)

Tags: basecode, resources, sourcecode, unity, unity3d

Comments

02. Dec 2010 · 13:24 UTC
Hola, I’m using Unity for about 4 month and I can say that it is so unbelievable good documented.

There a bunch of sampleprojects, tutorials, etc
03. Dec 2010 · 14:46 UTC
Somehow my last post ist still waiting for moderation!? For sure cause of the bunch of Links the spam-detector was alarmed…

LD19 preparation

Hi all !

for my first LD event, I will try to make a game using html5 + canvas (and maybe SVG with the use of raphaelJs library).

Having a flash + haXe background, I think this is a good opportunity to test the technology and see whether things can happen.

Anyway, as I don’t want to spend my whole week-end building a library, I will prepare a few helpers to get things started early so I can focus on the game code itself.

See you all !

Whitetigle

Comments

02. Dec 2010 · 14:10 UTC
Welcome to the fun!
whitetigle
03. Dec 2010 · 06:33 UTC
Ok !

If I manage to create something beforehand, I’ll release everything before the competition (even though, it may lack quality… ).
Folis
06. Dec 2010 · 16:19 UTC
So MrDude’s text in short version:
whitetigle
07. Dec 2010 · 08:31 UTC
All clear !

Thanks :)

I’m IN!

Looking forward to LD#19, expect to see my entry!
Tossing up between FlashPunk and GameMaker, and FP is winning. I’m also taking part in the FlashPunk community compo, so wish me luck!

Brandonman is returning!

Just thought I’d let you guys know, the guy who made the “epic” cave maze for the cave theme earlier this year is back! I really haven’t coded since then, so I’ll be rusty, but it’s my incentive to start again. Can’t wait 😀

iQueens for iPhone

Granted, this took a while, and the respective challenges are also over already, we still wanted to share this with you: We submitted a game to the app store, and after 10 long days of wait it has passed Apple criteria. YAY!

So we present you: iQueens for iPhone!

It’s a puzzle game based on chess figures. There are three modes to choose from. A puzzle of the first mode is shown here:

mzl.nuilwjqb.320x480-75

In this (very simple) tutorial level you have to place 2 Queens on the board so that every single field is attacked. In later levels of this mode fields get more complex and you will have a different set of figures.

The second mode is commonly known as the 8 queens puzzle, where you don’t try to control the board, but try to set figures so that they do NOT attack each other. This mode will be included in the first update which we already submitted, but have to wait for (again) due to Apple’s policies.

The third mode is known as the Knight’s Tour. Will be included at the start of the next year.

So if you want to give it a try, it’s being offered for 99cents in the app store. Have fun!

Alright, LD19

Whoo, this will be my second LD I’m entering in, since my first one was LD18. I just hope the theme will be better haha. I will probably use C++ with Allegro, or maybe GLUT.

See you all there, now when does the voting for a theme start :) ?

LD#18 game now available for iDevices: Explosive Love

Explosive Love

Explosive Love

I’ve been working on my Ludum Dare 18 game Robots <3 Monster which is now called Explosive Love and was released for ipod/iphone yesterday! You can see a trailer here: http://www.youtube.com/watch?v=y464HJvnk5s&feature=player_embedded and view the appstore page here: http://itunes.apple.com/dk/app/explosive-love/id405025826?mt=8#

However, some people have reported crashed and I’d really want to know which devices/firmwares that have a problem so that I can release a fix. If you want to help, but can’t afford 0.99$ I do have some promocodes.

The Itunes description:

As an attractive monster, you suddenly find yourself surrounded by robots, all madly in love with you. Sadly the feeling is not mutual. Avoid the clingy robots by predicting their movements and luring them into fatal collisions. Collect points and survive as the difficulty ramps up, all to beat the highscore!

An addictive action arcade game filled with love and explosions.

Comments

05. Dec 2010 · 01:06 UTC
Nicely done!
timgarbos
05. Dec 2010 · 09:32 UTC
Thanks for featuring the game 😀
05. Dec 2010 · 17:31 UTC
Great work! Game runs without crashes for me. There are a few stutters sometime. It took a while for me to stop avoiding the circle power-up/levels. Sometimes, the hearts are on top of the baddies and I can’t see them.

Hello, getting ready for The Jam!

Hey Ludum Dare! A couple of friends and I are preparing to make a game for #19 after being inspired by Notch’s Metagun from the last compo. We’ll be using Java and probably either plain AWT or SWT to code it. We’ve been friends for several years, and have always done programming stuff as a hobby.

I just want to ask, does anyone have any tips as far as project management goes? This is our first attempt at a Ludum Dare compo, and we only have one head particularly familiar with game design.

Comments

Dslayer27
05. Dec 2010 · 16:52 UTC
If you’re entering the competition, you must work solo(unless you mean each of you and your friends will have their own individual submissions), you can have teams if you enter the jam though.
Dslayer27
05. Dec 2010 · 16:54 UTC
lol oh my bad, didn’t read the title of your post, sorry ’bout that

It’s been a long time

Ahh, Ludum Dare, I’ve missed you so.

Back in 2004 when my online handle was Spectro and I had little to do with my time except sleep through class and design games, I threw my hat into Ludum Dare #4 (Infection) with a zombie game called The Lobby. My usual development process took 7+ months, so the idea of making a game in 48 hours was ludicrous to me, but I had a ton of fun doing it, and strangely enough came out of it with what’s still one of my favorite games. I’ve been pulled away from game design over the past few years by the usual chaos surrounding graduating from college, but now that things have settled down and my weekends are free, why not dive back in with another Ludum Dare?

The only game-oriented programming language I knew in 2004 was Fenix, which was never very good to begin with and is now dead. My old Fenix games don’t even run on newer computers anymore, so that option’s definitely out. I’ve decided to throw my lot in with Pygame, because I’m already in the process of learning Python for my day job, and because I love the Python design philosophy — no boilerplate! I’m not sure yet if it’s a good idea to be committing to a 48-hour game when I still have only the barest familiarity with the language I’ll be using, but it’s happening.

Looking forward to the 17th.

LD19, here I come.. hopefully!

After abysmally failing LD18 – by falling asleep and not waking up for quite a while – I’m going to make a bit more of an effort to do LD19!

I didn’t get much done at all for LD18.. a very simple little Entity/Component System which worked pretty nice, and some chain physics to link object together. Then I fell asleep. That’s what I get for jumping into LD to do something from scratch, not long after a milestone, and without much time to catch up on sleep. Let’s not do that again.

This time, I’ll be taking part in the Jam, as I’m not using my own engine, and they’re not particularly wanting the source given out. Fair enough, if I can produce a crap game in 48hrs like the previous LDs I’ve taken part in, surely a not-quite-so-crap game can be produced in 72hrs with an engine that’s not utterly mental! I do have to do some work on it though as it’s geared up for 3D games rather than 2D games; so I need to add support in for that. I also want to wire up bullet instead of the propriety physics engine that’s there. So, it’s not like I’m coming in with a fully complete engine for LDing, there’s still some work to do – just I can’t give out the source, and I get an extra day due to Jammin’ it ( where most of the engine fixing will be done in the extra day, anyway ) .. other than that, I’ll be following standard LD competition rules; so game logic code written in the time frame, all assets from scratch, and working solo.

Should be fun!
Course if things go south, my back up plan is to “from scratch it” again.. but we’ll see.

Comments

07. Dec 2010 · 15:48 UTC
You DO realize that stuff called “decompilers” [duh .com pile ARRs] exists, rite? 😀
07. Dec 2010 · 17:09 UTC
Yea, but a decompiled C executable’s a bit less useful than C source 😉

Ludum Dare #19 – Now With Added METAL

I’m absolutely in for LD19. Count me, my netbook, and Professor Feynman in on this.

I’ll be in the jam, and I’ll be fighting to make something happen. And I’ll try not to change ideas half-way through. That’s what’s been killing me, and I’ve started to really grasp that.

My plan is to make a shmup, but that may change. I’m either using Panda3D or FlashPunk, depending on whether I can get Panda to work.

To prepare, I’m taking it nice and easy on game dev. I’ve got a shmup in the works, but I’m taking it easy on that.

Peace

— Mr. Dude

LD 19. You know what I’m gonna write…

So yeah, I’m in again. :]

Hopefully I’ll do better this time than in August…

Tools going to be used:

Game Maker (still a bit too uncomfortable with Python)
Paint.NET for the graphics.
sfxr for SFX.
And if I have time something cheap and fast for the music.

Soo..

That’s all, for now.

Ludum Dare 19

I’ll try and enter the contest. I should have plenty of time, but things may change over the next two weeks. Here’s what I plan to use:

  • Unity 3
  • Mono Develop
  • Blender
  • Paint.Net
  • sfxr

Can’t wait for the compo!

LD19: Perfect Timing!

At my school, finals week is the 13th through the 16th. The LD starts the 17th. This time I have no excuse to miss it: I have no homework, my schedule’s clear–and I can’t even study (normally always possible).

Even if the theme is something I really, really hate, I’m going to participate. This is going to be a great weekend.

As a side note, I’m semi-planning on doing this with an entity system. This really depends on the game I decide to make.

Looking at the world map, I think it’s pretty obvious I won’t be able to meet with anyone. But I will take this space to say that the map should be made bigger! WAY bigger, if possible. Maybe just a resizable popup?

Ludum Dare 19: Look what the cat dragged in ..

Hi, people of Ludum Dare, I’m in, too. Never done this before but I’m already 100% excited about this and I expect this number to rise even higher!

I’m a javascript guy, so all I’ll be using is native browser stuff ..

Grafics will be made with Gimp and whatever sound and music I’m able of  will come out of DrPetter’s tool collection.

I may be using very new technologies and I’m not sure that whatever is crawling out of my editor that weekend will be supported by all browsers … But I’m not expecting any IE6s here, or should I? 😉

Are this specs ok? Or should I define the browsers that I will be developing for? I tried but I didn’t find any entries that were completly written without any 3rd party browser plugins before.

Greets
barigorokarl

Edit:
Ok, I just decided that I’ll use one library – I just don’t want to mess around with events and dom-crawling, because then I won’t get anywhere 😉

Comments

07. Dec 2010 · 15:51 UTC
Make an “emergency” site that will show just when an IE user approaches.
08. Dec 2010 · 01:40 UTC
I don’t think anyone here uses IE. At the very least, IE is a minority here. (And a persecuted one, for good reason)

I’ll try to enter although I don’t know if I’ll be able to finish a game in such a short amount of time.

I’ll be using a Lua-based game engine:
http://2dengine.com/

LD19: Rolpege’s in

Hellooo!

I’m in for the LudumDare #19! Here’s what I’m going to use:

  • Flex Builder 4
  • FlashPunk
  • GIMP for Graphics
  • sfxr for sound

Comments

31eee384
07. Dec 2010 · 13:18 UTC
Good luck!
07. Dec 2010 · 17:01 UTC
Aww, where’s the flixel love? :)
AClockWorkLemon
07. Dec 2010 · 18:47 UTC
Yay, good to see you here Rolpege 😀

LD number just-one-above-eighteen…

…HERE I COME. So original.

Following my success in MLD#22 (yah), I shall be going for LD#19. The time is (as for many) just right – end of the year, no stuff to do…

Also, let’s keep up this random tradition of saying what tools shall who-ever use, shall I?

  • CODE – AS3.0 – Flash CS5
  • GRAPHICS – Vector – Flash CS5
  • GRAPHICS – Bitmap (maybe) – Photoshop CS5
  • SOUND – … digital? – sfxr / as3sfxr / MICROPHONE (yeah, I am a beatboxe… oh whatever)
  • MUSIC – ambient – Logic Studio 9 (if I will have enough time for that)
  • IDEAS – neural – mHEADmod3.599 (meannetSim)
  • NOTES – verbal – Text Edit 9.5321.12348g (MOST RECENT)
  • COMMUNICATIONS – cut – EVERYWHERE
  • COMPUTER – good – iMac
  • okay, i will stop

Timelapse is coming, but I wonder if I will continue using that lame Gawker… It crashed trice the last time, so I lost like an hour or more of material… I HAVE iShowU but I can not find any way to make it record time lapsing… Ideas?

Tags: 2D, as3, gosu, intro, sfxr, timelapse, tools

Comments

Mirroar
07. Dec 2010 · 16:43 UTC
Actually, since you’re on a mac, you could just do something more or less simple for a timelapse –

Create a shell script with content similar to the following:
07. Dec 2010 · 17:00 UTC
Hey cool did not know about the “screencapture” feature… I wonder if I could pipe this to a video muxxer or something… Thanks anyway.

Hopefully joining

Hello everybody, hopefully first-time participant here. Not that I have too much to do during the time of LD #19, but I’m not sure whether my family wants me to spend that time with them.

Either way, on joining I am most likely to develop using Java with lwjgl. I already experimented with it enough to feel confident with putting out something – I should be able to at least set up an applet for everybody to play in their browser.

Alongside that I’ll probably also use a small private library I put together by now. It’s mostly just a Texture Loader and some User Interface code, but according to the rules I have to release the source-code before-hand, right? What would be a good place and time to that? A blog post, comments, …?

Other than that, the only thing I’m slightly worried about is implementing sound, which I haven’t tried to do yet. And of course not having enough time during the competition.

I’m very much looking forward to the event and wish everybody best of luck and oodles of fun!

Imma readddy ta roll!!!

Cant we just skip 10 days to get to ludum dare!

LD19: What I’m using.

So everyone is posting posting the tools they are going to use, so I thought I might as well join the bandwagon.

>> Code – Xcode

>> Library – OpenFrameworks+Box2D

>> Sprites – Pixen

>> Other art like things – GIMP

>> SoundFX – CFXR

>> Music – Garageband

>> Computer – Macbook Pro 15″

I’m most likely going to “borrow” my sisters laptop to compile a windows version, just got to install Code:Blocks and OF.

Comments

jonbro
12. Dec 2010 · 13:12 UTC
Cool another openframeworks person. I am going to try to get my toolchain compiling on windows before I start. Hopefully it won’t be too much of a pain. Good luck to you.

What I’ve Been Up To – Little Ninja

I’ve been working on a game lately that I’d like to share. I’ve only been at it for a couple of days (And only partial days at that) but I’ve got a demo to show for it.

I’m not really warming up for LD19, but preparing for it comes to mind.

The game is titled “Little Ninja” and it is about a ninja fighting other ninjas to Save The Princess.

I have attempted to make this exact game several times now, but have tended to lose interest quickly. That being said, I think I might actually do it this time.

You can play a demo here. You can run around, jump, wall-jump (She’s a ninja, she gets to wall-jump), and slash with your sword (Which just plays the animation at the moment…)

Left and right arrow keys for running, Z to jump, X to run faster, and C to slash with your sword.

Any critique is welcome, just please be gentle. It’s my first platformer in quite a while…

Peace

— Mr. Dude

(Edit: It’s been made clear to me that the wall-jump physics are really lousy. Redoing the thing in FlashPunk, I’ll post a demo of that when it’s ready)

Ludum Dare #19 – My Tools, My Plan

Yeah, everyone is posting their tools. I’ll do that, too.

Here’s my loadout:

  • Language – ActionScript 3 (Flex)
  • Libraries -FlashPunk
  • Graphics – Inkscape
  • Sound – sfxr
  • Music – That’s a little too ambitious for 72h
  • Tools – Tiled (Level Editor), level-munger.py (Munges Tiled levels into AS3)

I plan to make a platformer. Working on Little Ninja, I’ve been finding that I really enjoy working on platformers. I’m not sure exactly what about, though.

We can all hope for a post-jam version on Kongregate. (Complete with badges!)

Peace

— Mr. Dude

(Edit: Y’know, maybe FlashPunk. The heck with Flixel)

Further Plans for Ludum Dare #19

I’ve decided that I will probably try to make a (Rather limited) open world game for LD19. I think that concentrating my efforts into one game world will allow me to make a better game than I could trying to make six or seven worlds. Plus, I like designing open worlds.

I’m thinking about the same structure for Little Ninja, but that’ll be more complex.

I’m definitely using FlashPunk for this. Flixel has been, well, imprecise. In fact, the current version of Little Ninja (Which uses Flixel) feels really sloppy, and wrangling Flixel’s physics is a nightmare compared to writing my own physics with FlashPunk.

So that being said, I’m really looking forward to this. Hopefully it’ll at least be fun. :)

Peace

— Mr. Dude

LD19 – Have plans suddenly gone all modern?

Hi you dudes and/or dudettes!

As a newcomer to LD, I’m gonna NOT jump on the bandwagon and state my plans… mostly ’cause my plan is having no plan! … wait, snap, now I stated my plan, didn’t I?

Oh well, since you already know that much, I guess I can reveal that I’m highly likely to use one of them snazzy computers!

Anyhoo, looking forward to the jam and all the lulz that will most definitely be had! ^_^

Third time’s the charm

After LD15 and LD17, LD19 is gonna be my 3rd participation to the great LD event (although not on purpose, the pattern seems to emerge).

Also, for the first time, I’m gonna roll with a fully open-source setup (Ubuntu YAY!) on my netbook.

Tools:

  • AS3 Flash via Flixel
  • GIMP + Inkscape
  • sfxr + Musagi (if I manage to get it working)

I tend to focus on building original and complicated systems, not having time to finish the content and tune the overall gameplay experience. So there go three small private pledges for LD19:

  • select just 1 iteresting gameplay mechanic (forget the complex system)
  • prepare mockups, scrutinize the rules BEFORE coding anything
  • make use of the sandbox gameplay or procedurally generated content (you won’t have time nor energy to handcraft levels at the later stages of development)

See you all there!

Comments

08. Dec 2010 · 21:07 UTC
If you plan on using as3sfxr to play the sounds (rather than making them .mp3s), I would strongly suggest getting that to work before the compo begins. It’s not terribly difficult, but best to save yourself some time now.
09. Dec 2010 · 11:12 UTC
So far I’ve been using embedded .mp3s, but as3sfxr API seems like a nice idea, I’ll have a look at it beforehand.

Thanks for a tip!

Tools for poodles

I’ve dabbled with quite a few tools but now that I’m going to make a game for LD19 I can’t decide on which ones to use.

Also, should my game be 2D or 3D?

If it’s 3D I will probably use Photoshop, Unity, Sculptris and Blender (I’m more comfortable using Maya or Max but I don’t have a license for either so would be opting for the free/legal rout … I do have Photoshop though so will be opting for that over GIMP, although I do like gimp I’m just not as comfortable with it as Photoshop).

If anyone has a legit copy of Maya they want to part with for a very small amount of cash or free please drop me a line – Even a very old version would be great =)

If it’s 2D I am still unsure, I’ve used GameMaker quite a lot and would rather move on to something else for a bit. Also, I’d like to run the game in a browser without loads of hassle. So, I’m thinking Flash with FlashPunk, Flex and FlashDevelop (also photoshop again). Does that sound like a good setup? I’m downloading them now to try out and see if that will work for me. I probably won’t worry about audio for now but might add it after the compo if I like the game.

What’s the best tool for capturing a time-lapse?

Thanks all 😀

Comments

08. Dec 2010 · 16:45 UTC
I’d recommend sticking to 2D, every time I try 3D it’s a huge time sink. That said, I’ll probably go with 3D because I just can’t resist and I never learn.
08. Dec 2010 · 20:17 UTC
If you’re already comfortable with 3D modeling and Unity, but aren’t really comfortable with 2D libraries and tools, I might suggest you do 3D. In general though, doing 2D would be easier, but of course a tool like Unity will help you a lot. You could also make a 2D game in Unity, which might be the best of both worlds in some ways.
KoryWazHere
09. Dec 2010 · 09:13 UTC
Awesome feedback guys,

Name my LD#19 entry (yes, right now!)

So, as some of you may know already, I create and post a new game every week on my website, based on titles provided by people who donate to my site. Last Ludum Dare, I suspended my name/donation thing. But this time, my donation queue is currently empty and non-suspended, which means that the top donation before Sunday Dec. 12th, 11:59pm determines the title of my Ludum Dare game. (And anyone who gets outbid still gets their title used for subsequent games!)

This is going to be exciting and/or terrifying.

Guarantee?

I’ve only just recently heard of Ludum Dare and don’t quite get it. How do you guarantee that people won’t produce assets beforehand? I just don’t quite get it. Is it because there’s no prize people just assume the honor system and don’t cheat? That’s cool if so…

Comments

09. Dec 2010 · 03:05 UTC
It’s an honor system, but also you don’t know the theme until the contest starts. That makes it hard to produce valuable assets in advance.
Jerm
09. Dec 2010 · 03:36 UTC
The goal is to have fun and spend as much time in IRC as possible. In that sense, there’s no real way to cheat. (except by idling I guess :))
09. Dec 2010 · 03:41 UTC
We have the Jam for people that want to create things before hand (and with more time). Since there are no prizes, if you extensively cheat and win, what have you accomplished? Ultimately, the event is about motivating people to sit down and make something — very much a be part of the community, encourage each-other arrangement. Who wants the guilt of knowing you’re the dude that cheated?
dmennenoh
09. Dec 2010 · 10:25 UTC
OK, I didn’t realize the theme was released when the contest starts. That makes more sense . IRC eh, been a while since I used IRC… always had fun on there.

Maybe I will enter

I wasn’t planning on entering this time, but I was recently made unemployed. I have been talking with another company about getting a new job so if that interferes with LD then I probably won’t enter, otherwise I will definitely enter.

Anyway, if I do enter I might go in the Jam and make a prototype for a game idea I had recently (an RTS, but in space!) or maybe something involving hats. Regardless, I will be using C++ with the same custom library that I used for LD18. I might make some modifications to it to add some more stuff like collision detection that I had to write during LD18 and make sound work on Linux.

Tools I will be using:

  • HydraIRC for IRC.
  • C++ compiler from Visual Studio 2008 (text editor for code and makefiles for compiling)
  • Paint.NET for graphics. I will make better graphics than last time, I promise! I was really disappointed with how bad the graphics were, and some comments indicated that they actually affected the gameplay, so I will do better this time.
  • Blender if I do any 3D stuff, although I haven’t done 3D in LD before.
  • sfxr and maybe Audacity for sound.

Intention to Enter

I will be participating in Ludum Dare 19.

I’ve been making electronic computer games for the last several events, and I think it’s high time for a switch to a new platform: the difference engine.

Comments

shockedfrog
09. Dec 2010 · 16:58 UTC
I’ve been kinda thinking about a cyberpunk/steampunk hybrid game titled ‘Hack The Babbage’. I have absolutely no idea about any aspect of the game other than the title.

Intention to Jam

I plan on participating.

I’ll be using FlashPunk, most likely, possibly using Gimp for graphical assets, as3sfxr for sfx, and Garageband for music.

Comments

09. Dec 2010 · 08:51 UTC
Good luck!
dmennenoh
09. Dec 2010 · 10:30 UTC
I’ve never heard of FlashPunk… going to go check it out now.
AClockWorkLemon
09. Dec 2010 · 11:46 UTC
Good luck PigMess!
dmennenoh
10. Dec 2010 · 01:27 UTC
Seems nice, indeed. There have been some sweet games done with it… Thanks.

Declaring Some Personal Codebase

I’ve had enough trouble getting the collision response working for Little Ninja that I’ve decided that I will be recycling its collision code if the theme permits.

I spent all of yesterday getting it working, discovered some weird artifacts of the method I was using, and am starting fresh today.

Needless to say, I’m re-using that. I’m entering the jam, but I thought I’d share anyway.

Peace

— Mr. Dude

Tools and libraries

Next weekend, I’m excited to join my first Ludum Dare!  I’ve seen LD before, but had not noticed its schedule line up with mine.  In Amsterdam, the school where I host design workshops ends for the holiday that Friday, and so when the 48-hour competition kicks off (at local Amsterdam time of 03:00 AM!) I’ll be sound asleep.  But by morning I’m looking forward to it!

In the rules, I read that it is okay to import a game library and publicly available base code is okay.  I don’t know what the theme is yet, but if it sparks an concept suitable for pixel graphics in Flash, then I’ll try Flixel 2.35  (http://www.flixel.org).   I have some experience drawing in Flash CS 4, so if animation becomes interesting, I am hoping to cache a SWF to a spritesheet, using the FlxMovieClip class proposed by Achmad Aulia Noorhakim.   Discussion and example at:   http://flixel.org/forums/index.php?topic=2425.0

Tools I expect to use:  Flixel with MovieClips, Flash CS4, sfxr, Audacity, DAME (level editor with Flixel exporter).

So I was just wondering…

When exactly does the theme voting start?

Comments

10. Dec 2010 · 01:30 UTC
Sunday
KoryWazHere
10. Dec 2010 · 08:43 UTC
Thanks for asking this Dslayer27, I was wondering =)

Anyone up for hardcore?

Who wants to join hardcore club?

*Only old, non-OO languages:
Assembly
C
pascal
fortran
BASIC (non-visual of course)
etc

*No libraries except:
standard libraries
OS libraries (windows.h, POSIX, etc)
Very old and classic libraries (such as conio.h)

*All content must be created after theme announced. No basecode or resources.

who is up for challenge?

Comments

10. Dec 2010 · 05:39 UTC
That is totally insane! Loved it :-)

I was planning on making something accessible for people to play, like in Flash or even raw JS, but this is a nice idea… Anyone know any Flash/JS/Browser-based Java emulator of some old hardware, like an MSX or Sinclair? Something that ran BASIC with a graphics mode would be great :-)
Orkahm52
10. Dec 2010 · 06:14 UTC
Anyone who can make a decent game in Assembly has my respect. In 48 hours, too? Insane
bear
10. Dec 2010 · 15:23 UTC
If I had a 6809 Assembler for the Vectrex, I would so do this. But I haven’t found one I could run. I do have an app for my iPod which can code in ‘BASIC’, but the problem is releasing it.
SirNuke
10. Dec 2010 · 20:13 UTC
Oh man, if I do the next LD I’m totally in. Bring on the ASCII art and the rogue-likes.
Billy Wenge-Murphy
11. Dec 2010 · 23:54 UTC
Not this time, but I’d love to do something in BASIC again for the nostalgia. Maybe next time or the following one I’ll do that, or even assembly. I originally learned ASM to speed up BASIC, so it’d have to be something fun, like some sort of retro console ASM (6502, z80, ARM, 65816). No more x86, thanks.
13. Dec 2010 · 19:45 UTC
Anyone who does a “hardcore” game will get massive respect and admiration.
21. Dec 2010 · 04:16 UTC
I’m interested in a hardcore division. For the last couple I’ve been flirting with an idea along these lines that’s pretty extreme, but I feel like the contest culture is more about design and content (nothing wrong with that — I love it too) than about the spirit of the hack.
BadgerPriest
21. Dec 2010 · 06:10 UTC
Would Lisp be classified as a hardcore language? It’s certainly old, and most dialects of it are not OO. I remember making a text-based adventure game in it some years back…
madk
21. Dec 2010 · 10:48 UTC
What about a game in an esoteric language? That could be fun.

3D?

Sooo, I’m now thinking my entry for LD19 will be 3D. I spent some time yesterday watching tutorials on blender 2.5 and wow they’ve made some great improvements on the interface since the last time I used it. It still seems far from perfect but I have to applaud their efforts. I’m looking forward to having a play. It’s great to see that the 3D view is finally the default =)

I need to spend some time with that and run through the Unity tutorials again before the date so I’m not feeling too rusty. With work and all it will be a tight fit but I’m looking forward to the challenge =)

I’m also looking forward to voting on themes this Sunday! My current favourites are Architecture and Loneliness or any other theme that gives me an excuse to just build a level and not worry too much about the game mechanics ;P

If we end up doing something like procedural I’ll have to fall back to Game Maker since I would have no idea how to do that sort of thing in Unity. Maybe for LD20 ;P

As it’s Friday I hope you all have a nice weekend!

Update: Another couple tutorial videos in and I am now completely sold on Blender 2.5 – huge improvements. I am so pleased =D

Comments

10. Dec 2010 · 23:16 UTC
Blender 2.5 is definitely better, but unless something has changed unity can’t read the 2.5 .blend files directly so you may need to export to a different format first – definitely want to check it works before starting. 2.49b works fine but isn’t as nice to use.

Y’know jus’ remindin’

So first of all I have definitely lost count of the people participatin’ for sure… Too many. On to the next point.

I wanted to remind you that there still is the Ludum Dare Event on Facebook so feel free to join.

If errybody reads this, I can have an rough overview ’bout the people who participate :]

– Folis

Maybe some jamming?

Hey there!

If anyone ever noticed my last post about Cynophobia for the MiniLD#21, I have to disappoint and say I never got to finish it. Never got around to do any actual gameplay besides a moving player with dogs watching him, but on the bright side I learned a few new tricks in GML (using Game Maker).

With an exam the 17th and a family christmas-get-together the 18th, I don’t think I will manage to participate this time neither, but maybe I’ll get something done for the jam. Really want to show (mostly myself, but also) everybody that I can do this! Will still be using Game Maker, besides that, I don’t really have any big plans… But I don’t like planning, it’s a lot more fun jumping into something hoping that you’ll find out how this swimming thing works somewhere along the way :)

Gotta become a little more active in the IRC too… Heading there NAO!

Entering LD19 (possibly) (maybe)

New to Ludum Dare in general, but I’ve heard of it and seems like a nice way to kill some time.

Tools:

~Flashpunk (with AS3, Flex4, and FlashDevelop)
~Photoshop
~SFXR
~Blender (possibly/maybe?)

Joining the Jam btw, not the Comp.  No way I can make anything near decent in two days.

So uh, glad to meet everyone and such.  Looking forward to this.

Let’s go for the second time!

After I successfully completed a game last summer in LD18, I’ll try again next week. I’ll go with Java again, as I’ve failed to learn some Flixel as I initially wanted… Here is a list of things I’ll use:

  • JDK 1.6, no external libraries or codebase at all
  • Eclipse as code editor, debugger, etc.
  • SFXR, just like everyone, for sound
  • Musagi, maybe, if I feel brave enough to try music.
  • Chronolapse for a timelapse
  • MSPaint and Paint .NET for graphics
  • Probably Super Meat Boy and/or Touhou. Not the best games as anti-stress, but whatever…

I think I didn’t forget anything. As I said, like last time, I won’t be using any libraries at all, everything done from scratch. I might copy-paste some code from my last entry at some point, more specifically the Sound class. If someone’s interested, the link from the beggining has a link to the source, so you can search in it.

I will update on the game here and on my personal blog (in Spanish, sorry!). I will also upload a full timelapse to YouTube, like last time, probably with some music in it.

Comments

11. Dec 2010 · 00:30 UTC
Touhou on Lunatic for stress control FTW!

Meat isn’t good green.

Hey guys, Ima participate in the upcoming Ludum Dare 19. This will be my 3rd attempt, and hopefully my 2nd succesfull one. Heare are some tools I’ll be using:

-Flash Develop – for writing code

-Flashpunk library – for covering up my sucky programming skills

-Musagi – for making bleepy thingies for the backround

-Paint.net – for making art thingies

I think that’s everything. But other than that, I’m looking foward to creating and playing some awesome games! Good luck to all!

I’m in

I’m in (most likely). Although I registered to the mailing list a while ago, I’m about to participate for the first time in Ludum Dare this weekend.

I’ve been doing some game compos in the past:

  • The retroremakes.com competitions (in 2003 and 2004 I think): Blockman3D (a remake of a game called Block Man by Soleau Software) and Pipetris (a combination of Pipe mania and Tetris). These were made in DarkBasic. I’m not sure about the exact years any more, as the competition’s pages aren’t online any more. Six or seven years seems to be too long for the memory of the Internet…
  • The global game jam in 2009 and 2010: Burn them out (done in Python + pygame) and Vikings & Bankers (done in Unity3d).

If anyone would try any of the previous compo games I worked on I would suggest trying Vikings & Bankers. It contains some interesting puzzles, and I had a great time working on this. Especially the creation of the music and sound effects was a great experience; this was done with only a microphone and Audacity.

During weekdays I’m quite busy with PreviewLabs, a company specialized in rapid game prototyping. Rapid prototyping is actually not that different from making games successfully in 48h.

I feel like going for ‘The Competition’, but I may participate in ‘The Jam’ in case I can gather some people nearby.

Seven days…

In exactly seven days, if my clock isn’t too skewed, I will be participating in either the Compo, or in the Jam with a friend, or even in both if I like the theme enough (yeah, two games in 48h+24h, that should be fun :-))

I’ll probably use a few of the following tools:

See you guys soon!

Little Suggestions

Hi everybody,

We have less than a week left until Ludum Dare 19 begins. We are often asked how you can help us, so I thought I’d try something this time. I’m going to post a TODO list.

First, what Phil and I need to do:

- Upgrade WordPress (/compo, /planet)
- Prune themes list
- Do Theme Voting

Next, I thought I’d make a list of things others could do for us. If appropriate, feel free to just do them and let us know. No need to ask for approval.

- Update Ludum Dare and MiniLD pages (only moderators have access)
- Create a YouTube Playlist of LD Timelapse videos (if you’re interested in keeping it up to date too, that would be even better)
- Keynote (we have a candidate, just waiting to hear if he’s committed to it)

If you have any suggestions of little things we, or especially others could do, please let us know in the comments. I’ll update the list as things get done, and add any good suggestions. The simpler the task, the better chance it’ll get finished. Thanks!

This entry was posted on Saturday, December 11th, 2010 at 4:09 am and is filed under LD #19 - Discovery - 2010. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Entering LD 19

This is going to be my first Ludum Dare, and i am very excited. I have made a few games before, but never for a competition.

The tools i plan to use are:

  • Engine: Unity 3D
  • Programming language: C#
  • Code editor: MonoDevelop
  • 3D: Maya
  • 2D: Photoshop
  • Sound: SFXR & Audacity

I’m in

This will be my second entry into LD. I’m ready for a weekend of long hours, hard work, and mass panic!

Also, I have some relatives visiting during the weekend, which should add an extra dimension of challenge to the competition (how do you entertain guests whilst working efficiently? 😛 )

Tools/etc:

  • HGE (2D C++ engine)
  • Lua (probably, if it becomes necessary)
  • Audiere (simple audio library)

I also have a very basic framework, downloadable HERE-> Code

I’mm in probably

Yeah I guess I’m excited to do the first LD. Preemptively, does anyone know how you submit works? Obviously you wouldn’t just put them in your post but I’m not really sure and I don’t really want to be stressed to figure out in the last three hours of the LD or something like that.

Comments

11. Dec 2010 · 15:21 UTC
Submissions have a form that will be available once the compo starts. The form is actually pretty simple. There’ll be a link to it on the front page.

I’ll be participating

Last time I faffed about and as such ended up finishing my game with no time left for polishing, this time I hope to be able to finish with time to shape up bits I’m not happy with. I’ll be making my game with the following tools:

  • Love 2D Lua game framework
  • Paint.net for graphics
  • sfxr/audacity and a microphone for audio stuff, maybe FL studio or musagi as well.
  • Sublime text as a text editor

Good luck to you all!