I’m iiiiiin …
… Tools: Phaser, PyxelEdit, Tiled, Inkscape, BoscaCeoil or PICO8.
Happy jamming, good luck to all of you and take care for yourself!
… Tools: Phaser, PyxelEdit, Tiled, Inkscape, BoscaCeoil or PICO8.
Happy jamming, good luck to all of you and take care for yourself!
Looking forward to #LudumDare 38.
Will be making another Pixel Art Arcade Game of some fashion in Java.
Poisons of choice.
Some #Pixels …
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Have fun ladies and gentlemen. See you in the soup.
I only have done this once but i want to participate again so if work dosn’t suck to much on saturday(ill be loosing 8 hours from that) ill try.
using Unity and paintnet mostly
Looks like I’m in for my second go for Ludum Dare!
Hopefully, I’ll make something over the weekend, if I can!
I might use Java or C++ for this one.
Tags: LD38
Looking forward. It will be my second LD, first in which I’ll use tools that I have known before.
I’m using OpenFL, Paint.Net, pizza and imagination.
Well in gonna make this short and sweet for the 3rd LD in a row we have a discord going feel free to join for the many conveniences discords holds. To all the IRC chatters feel free to stop by and check it out with many members already and a few big names we have fun and enjoy showing progress updates fast a simple.
Here is the invite link.
Tags: LD Discord
So I’m traveling again during Ludum Dare and will have limited time to participate but I’m hoping to put something together. I figured since I have limited time I would actually get my workflow set up and get ready to go before the event so I didn’t spend an hour getting things ready like I normally do. I figured I’d put together what I’m doing in case it would help anyone else out. Also, if anyone has any suggestions I’d love to hear them. I always like seeing how everyone else sets up their workflows, so here’s mine.
The tools:
Engine: Phaser.io
Language: Javascript
Platform: Browser (HTML5)
IDE: Atom (Ok, it’s not an IDE, and only a text editor, but still)
Graphics: GraphicsGale
Music: LMMS
Phaser.io and Atom are new to me, so I spent some time figuring out an easy way to develop, iterate, and test. Here’s how I’ve got things set up:
Atom Setup:
I created a bunch of Atom snippets for some of the commonly used statements that I always forget the format of. Not having an IDE means no code completion so this is extra important.

Atom snippets for some commonly used statements
Now I can just type p + the command I want and it Atom builds the statement for me and I just have to fill in the variables. I’m sure this will save me a bunch of time looking up syntax.

Phaser setup:
I created a basic template for Phaser games that I copied into a fresh directory. I created a couple of states (Preload, Menu, and Play) so I didn’t forget any of them. I also made sure to have the Phaser examples and Spriter project available for quick reference so I can look stuff up without leaving my editor and going to the web.

Testing:
I also learned that Python has a simple web server built into it, so I created a quick script to navigate to my LD38 directory and start the web server. This is much simpler than setting up a local Apache instance or pushing to the web for testing.

A quick jump over to the browser and navigating to localhost:8000 and I’m good to go. 
Source Control and Repository setup:
This time I set up my Github repo in advance and created the remote connection in advance so I’m not Googling how to do it during the submission hour like I normally am. If you want the boilerplate code it is up there now: Github repo
Deploying:
I also took the time to set up a spot on my website for my in process or finished game. I use Joomla to publish to the rest of the site but that takes time. This is quick and dirty with a simple index.html. I also set up FileZilla to connect automatically so now I can one-click publish. http://codingadventure.net/games/LD38/
So that’s it. Pretty simple but should stay out of my way and just work. If anyone has any suggestions let me know!
This will be my third LD entry. Last time I made an ARG, the time before that I made a 3D stealth game, and this time I think I will make a retro 2D platformer (Maybe a metroidvania? We’ll see), and I will be using Phaser as my engine.
Tools:
Engine: Phaser (on top of javascript and Pixi)
Editor: Atom
Map editor: Tiled
Graphics: GIMP, Paint, maybe AseSprite
Audio: Ableton
I forked a really awesome starter project on Github. It has live browser reloading and uses ES2017 features like the new Javascript class syntax. I’ve added some classes to for player control and map loading, so I don’t have to waste any time when I kick off.
This is my repo, where I have my starter code checked in. Happy jamming, everyone!
I’ve tried this before and failed miserably. This time is different. This time instead of losing motivation and quitting halfway through, I’m determined to finish. No more doubting myself. I’m just gonna take my idea and run with it. I’m excited!
Engine: Three.js
Language: Javascript
Platform: WebGL in browser
IDE: Sublime Text 2
Graphics: Tayasui Sketches, possibly Blender
Music: Ableton Live (Intro), maybe Pink Trombone for sound effects and Audacity to edit them
For my base code I just have have a very short snippet that puts some pixels on the screen with Three.js, reads the keyboard and plays some sound.
(isn’t it weird how people refer to it sometimes as “the Dare” even though the origin of the name is Latin, where Dare is a verb? Saying “I’m doing the Dare” means “I’m doing the to give.”)
ANYWAY, nerd stuff and etymology aside, I made a wallpaper. It’s 2880 x 1800, cause that’s my screen size, so uh… you can resize it if you want, I’m too lazy….
╮( ̄ω ̄;)╭
Image Link (Google Drive Download)

Gotta celebrate LD’s 15th birthday!
My hat is in the ring for my fifth Ludum Dare. My planned toolset has one important change since my last entry. As usual, I will be using Unity 3D, probably blender for 3D models and Audacity for sound editing. cgMusic is out, though, (since it no longer runs), and abundant-music.com is in, seeing how it did wonders with last year’s music in “Werepenguin’s Escape”.
Last year I hit a milestone, posting in the top 100 for a category for the first time (#66 in Humor). Of course, I hope to do even better this year. Maybe a top 25? It’s going to be hard to top those hilarious ragdoll physics in “Werepenguin’s Escape”, though. Since humor keeps being such a strong category for me, I’m just going to continue to roll with it. Maybe I have a future as a comedy writer.
Good luck, everyone. Once again, I look forward to playing some terrific games after the submission deadline.
Team assembled, tools: phaser, aseprite and devleague/ggk-phaser-webpack-starter-kit for now. Good luck.
Yup.
Im in, not entirely sure what all I will be using yet. Either Unity or Game Maker
This will be my 9th Ludum Dare, and 3 years since my first!
I’m trying a new strategy this time around. Instead of waiting for the theme to decide on the game I am going to build, I am going in with an idea and will use the theme to influence either the thematic elements or the mechanics. I figure this will eliminate the considerable time I waste trying to come up with an idea… we’ll see.
I’ll be using MonoGame, C#, VS2017 along with a branch of my my own framework/engine here https://github.com/srakowski/coldsteel, per the rules feel free to use it too :p.
Audio will be sfxr (or a variant), Audacity, Bosca Ceoil, and maybe I’ll try some of the tools listed in the last mini jam.
Graphics will mostly be Gimp, Paint.NET, Paint, and Inkscape, but I picked up Pyxel Edit and Spriter in a Humble Bundle so I may employ those as well.
I’m also anticipating doing some live streaming on YouTube here https://www.youtube.com/channel/UCwRuD5EmUMu-JAi_AW5jJLw
Good luck to everyone this weekend!
Just posting to make sure that I exist, like the FAQ says. This is my first time though, if anybody’s reading this and has any advice for someone almost completely new for this I’d love some help 😛
Let us all become better devs, and have fun in the process!
Engine: Game Maker Studio
Graphics: GIMP, GraphicsGale
Audio: LMMS
Get ready to get creative, less than 24 hours to go!
I’ll be coding like a fiend this weekend on a roguelike! I’m going to use it as a practice run for another roguelike idea I have in mind, and as an excuse to work on my roguelike library, Club Sandwich.
Tools: