Penny Arcade mentions Galcon
…The game from our own Philhassey. Way to go, Phil. Enjoy the sales bump.
http://www.penny-arcade.com/
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…The game from our own Philhassey. Way to go, Phil. Enjoy the sales bump.
http://www.penny-arcade.com/

This zip file contains some games, libraries with barebone state and sprites handler etc. . Scattered like some kind of ‘junk’
Remember to not even look at the games’ game logic – I just want to give you the barebone but again, haven’t much time to remove it. Even I don’t use it ( the game logic)
Use pyglet or pygame to use this.
Not sure if I’ll participate in Mini-LD5 yet or not, but just in case, here’s an alpha release of my ‘simplemenu’ library. It could well be the simplest GUI framework you can imagine. It barely deserves the title of GUI, actually. It’s intended to make it easy to add clickable “Start”, “Options”, “Quit” buttons to the title screen of a game. It works for me, but it’s far from finished.
(Also, sorry to release code so close to the start time … won’t do it for a ‘real’ LD … but for a mini-LD … well … better lateish than neverish).
I’ve been working quite a bit on my map editor over the last couple of weeks, so this weekend’s mini-ludum seems like a perfect oppertunity to take it for a proper test drive (assuming that I come up with a design that needs manually created maps that is).
![]()
If anyone else wants to use it you’re more than welcome, it’s designed to be game-agnostic and should suit a wide variety of game styles. Plus I’ll probably be on irc during the compo if you have any problems.
Tags: map editor, tools
I spent the last few weeks coding evöL, a very small game engine in Lua.
It contains all the basic stuff I usually do with SDL, but in a light Lua API, which means super fast game prototyping. At least that’s what I found when I tried Löve, a game engine in Lua based also on SDL, last LD. Problem is that Löve uses hardware accelerated graphics, and on my Eee PC, I get terrible performance.
So I made my personal lib, inspired by Löve, and with a lot less feature. You can get it here.
The SVN version is really more recent and has a lot of new features.
EDIT: I just packaged and uploaded version 1.0 to the Gna project page. It is the latest snapshot of the SVN. Yay for evöL!
It runs on GNU/Linux, but it should run on Mac OS and Windows, since SDL and Lua are both portable. You just have to get your IDE/compiler/whatever to compile and link the lib correctly.
I picked a game to do. It’s been a long time since I made an LD entry. The games I’ve done before are:
– Floateye (this was for an allegro speed game compo though)
– Miracle Bees
– Demonic Farmer GABO
– Something else I forget what?
I started another LD game once before, too. It was based around four ladies at tea-time, and I drew some great graphics. Then I quit making it! Haha…
Okay, it’s time to get started. I will remake the game that sticks in my mind most, the one I think about often, that I reminisce over. I’m not telling what it is, but the remake/cover will be incredible and include the shooting sword from LoZ.
THAT IS ALL.
Tags: LoZ
Soz I decided to do mrfun’s strongai. It’s one of my favorite LudumDare entries, and well, galcon would take too long to make 😉
Wish me luck!
I really enjoyed the simple, satisfying feel of GBGames LD#11 “minimalist” entry. The anxiety-inducing two-tone audio was also great touch. Not wanting to work too hard this weekend, it’s also simple enough that I was sure I could make a cover version without to much stress ….
Here’s a quick screenshot of where I’m up to.
These might turn out to be placeholder graphics (or they might just remain
). So far I have the basic feaures of GBgames original implemented, including the anxiety-inducing audio. I’m also adding a new spin on the idea … the enemies move a little, and can be ‘baited’ to coax them away from the exit.
Tags: minimalist, screenshot
I’m not sure I’ll have anough time to actually make this. Most of the graphics are done, but programming and level design might take too long to actually complete. To make matters worse, I’ve had a cold for a few days so I’m feeling pretty tired. Oh well.
[edit]I forgot the ‘l’ in Mr. Splode’s name. Title now corrected.[/edit]

I’ve been making a cover of Phil Hassey’s “Escape from Anathema Mines” today.
I’ve been wanting to try writing a roguelike for a while, and what better time than during LD?
It is beginning to be playable so hopefully tomorrow I can get enough gameplay in it to call it complete.
Tags: anathema rl, cover, escape from anathema mines, screenshot
If you dare ..
I’ll be resetting the data tomorrow probably .. so just mess around tell me if you find any bugs or whatever 
-Phil
Hello everyone, I never entered Ludum Dare before, but this is my first entry to Mini-LD.
The Juggle Paddle. Loosely based on Tower Construction Kit screenshot

Here’s my entry for mini-LD#5.
It’s a cover of GBGames LD#11 entry, ‘minimalist’; turned evil. I like to think of it as a minimalist survival horror.
You can download maximalist and read more details here.
There is a gameplay video here … but it leaves off the surprise ending, so you still have to play the game :).
The goal is to complete 25 levels an achieve the highest score possible.
Libraries used: Pygame, Rabbyt (including the pygame_font.py font rendering code), my (alpha) simplemenu library.
Tools used: The Gimp, Sfxr (DrPetter saves the day, yet again), Audacity, oggenc
I used a scanner to ‘photograph’ various objects around the house (including myself) to provide source images for further manipulation.
Assests: “Squealer” font by Ray Larabie, A scan of my face, A scan of a carved wooden ‘skull’ box on my desk, some hand drawn sprites (exit and glowstick), me screaming into the microphone.
Rendering fonts using the Rabbyt library is a little ugly unless you are using Pyglet for textures. I was using Pygame, so while I was able to use the pygame_font.py code which comes with Rabbyt to render fonts, it just felt wrong.
Source control (SVN) saved my butt this time. I was happily coding away, when I realized a few revisions ago the game performance had really dropped … constant slowdowns and jitters. I checked out copies of several revisions back and tested them to see at which revision things started to go all sluggish. Then, looking at the svn diffs (using Trac), I could see that it was my implementation of the score rendering code that was the likely culprit. Sure enough, making some sensible changes fixed the slowdowns … silky smooth gameplay again 
I also learned that I perform better when I’m more relaxed … I deliberately choose a very simple game to ‘cover’ so I could focus more on graphics and polish, and I wasn’t even fully committed to completing the game this weekend. Taking a laid back approach really helped (at least it felt better).
… it’s actually a nice test of simple lateral thinking (I failed). I guess I should make ‘electric’ edges or something ….The Maze of Madness is my cover of Hamumu’s Maze of Ludicrosity
Anyway, it’s a “user created content adventure game” of epic proportions. It even includes an exclusive ultra-awesome flash pixel art editor! So you are guaranteed to have a great time!
-Phil
P.S. here’s a picture from within the game (not just the editor):
You can get this amazing 3D game here!
You’re all going to hate me!
[edit]So as not to decieve anyone, I ran out of time so I just quickly made a joke console program.[/edit]
Tags: fina1
This is a remake of Hairy Chestival. It’s about a lawnmower who has to mow the hair off of Burt Reynolds Island. It’s not really done, but, you can run around, grab swords and heart containers, kill pylons, and die. Ahem. One day I’ll finish an entry on time!
I’m going to take and put together the actual quest for this game, since there’s not much to it. Then I’ll upload that version…
Tags: final, hairy chestival, harry's questival, LoZ
I can’t get it to run, I’ve got an old distro, but awesome all the same 
This is a cover of BenW’s Chain reaction:
http://www.ludumdare.com/compo/2007/12/16/finally-finished/
Since I met Ludum Dare only at the last compo, I don’t really have a “favorite entry” yet, so I picked one that seemed nice, and changed the gameplay, added personal things, etc.

Here is the thing: revenge.zip
EDIT: see here about a Windows version
The goal is to blow the tiles marked by the pulsating squares. If there is only one, fine, but later there will be more, and the tiles marked have to be blown at the same time! To do this you take advantage of the chain reactions provoqued by the terrible Invisible Walker!
It just runs around the world, on the outside tiles, clockwise, and starts explosions as it goes.
To bring these explosions to the marked tiles, you can first move yourself, with arrow keys. You can also move some tiles: with X and V you rotate the 8 tiles around you. And with arrow keys while pressing C, you shift whole rows or columns. Beware: rows, columns and “ring around you” have to be full before they can be moved! No holes!
About holes… Just don’t walk in them, or your life counter (right side of the screen) will decrease.
The similar counter on the left is the level counter. Of course, difficulty increases with levels…
Technical sadness:
The game is written in Lua and uses a personal lib that itself uses SDL and co. I included a compiled version of the library, made on Ubuntu. I have no idea if it’s going to work on another Linux machine, or even another Ubuntu, so be sure to read the README if you need to compile it yourself.
I unfortunately have no Windows machine available, nor Mac OS X, so no binaries for those. However, it is supposed to be portable, so if anyone manages to make it work, don’t hesitate to send me your binaries, so I can share them.
More details about the compo later.
For this competition I decided to cover Py Mike’s ‘Pixelman 3’ game which I remember finding quite fun we when I played it for scoring. It’s basically the same game but with less minimal graphics and a few extra fiddles. You should note that I stole erm… copied erm… paid homage to the original levels by including them as levels 5 to 9, but I did write 4 new ones at the beginning so hopefully nobody will consider that cheating. (If you do then delete map5.txt, map6.txt, map7.txt, map8.txt and map9.txt from the maps directory and pretend I didn’t include them)

Requirement : python (2.4) + pygame (1.8 but it should work with 1.7)
Should run on all platforms
http://www.patenall.org.uk/temporary/LudumDare/MiniLD5/Pixelman3D.zip
Edited: Small change to fix an issue that caused it to crash on some versions of pygame
Tags: final
I finished my entry. Random and unedited thoughts follow. 

Quick instructions: You are the “@”, use the nethack keys to move (hjkl and yubn for diagonal movement), t to toggle your light. Run into a wall to dig a tunnel with your pickaxe, make your way to the surface (“<” are the up stairs) collecting valuable gems on the way.
I didn’t get enough balancing in so chances are it’s too easy / hard. I wish I’d added an in game help thing (as it is pressing F1 will just tell go to go rtmf). I feel I did capture some of the original game’s essence (run away from the guards and don’t let your flashlight’s battery run out) so I’m pretty happy as far as that is concerned. Hopefully the learning curve won’t be too hard, which is a risk with roguelikes I think.
Codewise, feel free to look but it’s probably worthless except as an example of how not to make good software. One part I feel could have used more time was the cavern generator, it runs quite slowly (but not enough for me to take time to fix it) and I don’t fix the results for connectedness which is why I included the digging feature. I’m not too happy with that. :S
Anathema RL Python + Pygame
Tags: anathema rl, escape from anathema mines, final, roguelike
I don’t have the right version of python on my linux box (old distro) I really need to upgrade so I can play these games. Anyway, it looks pretty neat 
).Finally, it’s (not) finished! 😀
I never entered the real Ludum Dare (yet), but this is my first entry ever to Mini-LD:
Juggle Paddle
A simple juggling game/sim/playground/whatever, although it’s more a
simulation as there is no ‘game over’ yet. Also, the physics are a bit buggy.
I don’t if this game is accepted as the cover of Tower Construction Kit. The only thing the game has to do with that game’s cover is:
I haven’t much time though – with all the school stuff, tired, getting out of town, etc.
Made within 4 to 8 hours.

Here’s the link for my half-finished entry for this Mini-LD #5
Windows: http://www.filedropper.com/jugglepaddlewin32
Source: http://www.savefile.com/files/1878871
To run the source code, you need Python installed.
Pyglet, Rabbyt and Pymunk are included.
Tags: final
Hey!
I apparently managed to set up cross compilation on my Ubuntu machine, so now comes my mini LD 5 entry, for you Windows users.
Grab it here.
Double click “run.bat” to play the game.
See my previous post for more information about the game.
(Note: this is my first experience with cross compilation and pretty much with Windows binaries in general. I may not have done it right or optimaly, but it seems to work. If anyone comes up with a better way to do it, please let me know.)
Enjoy!
Hey there sports fans,
Ludum Dare #13 is coming soon. December 5th-7th weekend. You know the drill.
You can start suggesting themes now, with voting to start by the end of the month.
http://ludumdare.com/wiki/start
As for the start time, well, we’d like your opinion on that. We know we have a number of regulars in various parts of Europe and the UK, so we’ve been considering pushing up the start time. Post an opinion here.
http://www.ludumdare.com/compo/2008/11/12/ludum-dare-13-start-time-poll/
We’ll be updating the site as usual over the next few days. We’ll send out a note for the final start time once we have it.
See you there,
Mike Kasprzak (PoV)
I wrote a quick postmortem for Anathema RL. Read it here, on the game’s stunning iWeb-made page.
Tags: anathema rl, post-mortem, postmortem
Phew, got it finished 😛
PyGL2D is a simple 2D library for PyGame and PyOpenGL. It’s licensed under the GNU LGPL. See http://pygame.org/project/972/
You can download it here.

My libraries i wish to use on LD#13 and probably even work on durring the competition, they probably aren’t of any use to anyone else but me, but if you find anything usefull, by all means, take it. There is a 2D vector math class, the monkey wrench for game programmers. A simple log writer, which also need work, to add ease of use. And collision detection methods and classes, that detect collisions between concave objects, but it’s buggy, so check code before use.
PS:
Right, the link
Because there seems to be a lot of talk about creating a multiplayer game for LD. Thanks, jolle!
Tags: motivation
I made some important bug fixes to PyGL2D, one of which was a serious memory leakage problem. I also added a couple nice (but minor) features. The doc was updated too.

Hi, I’m Dock, and I’m new to Ludum Dare!
I’m going to enter LD for the first time this weekend, so this week will be spent mentally preparing. I’m fairly new to this sort of thing, and I only completed my first game, Tumbledrop, a couple of months ago. I’m more of an artist than a coder, but I’m working hard to improve my coding skills and something like this seems like it should be a lot of fun no matter what.
I’ll be using Unity for the contest, and I’m hoping to do something in 3D, though beyond that I’m not sure. I’ll find out on saturday once I receive the theme!
Until then, I’ll be sure to read Sol’s LD survival guide, stock up on food, and get some coding practice in.
Hey, here we go!
Theme voting is going to be in 4 parts. One part each day, so keep checking the site.
First day is Physical Objects.
http://www.ludumdare.com/compo/ld13-voting-round-1-physical-objects/
Second day is Concepts.
Third day is Verbs.
On the forth day, the top 5 (more or less) from each round will be combined into the Final Voting.
Have fun!
-Phil
The hub for games designed to destroy you, for delicious cake.
No one is safe. Cake flesh is moist.
EDIT: Online Flash versions available, courtesy of Fydo. Towlr is pleased.
Tags: towlr
This entry was posted on Tuesday, December 2nd, 2008 at 2:47 pm and is filed under LD-Misc. 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.
Heya guys – thinking about joining up again, though I have a busy schedule this weeked, so I’ll have to see what I can do when we get there 
Anyways, I am wondering if my lib, PYGGEL, is eligible to be used?
Here is the link: http://code.google.com/p/pyggel/
I released the first version 5 days ago – but beyond the tests and example program included there were no docs in the release itself.
I added doc-strings to the code 2-3 days ago, but I’m not sure what the deadline was, and there has been no official “doc’d” version released – though the source is freely available from SVN to anyone.
Thanks,
Matt



Tags: ld48_13, motivation
Hi I’m Swergas, a French student in IT, and I’m new to Ludum Dare ! I will try to participate to this weekend’s competition. I’ve previously coded several Flash games and I’m learning to code with the SDL lib in C++. So if I manage to gather enough time this weekend to participate, my submission will be either in C++ or in haXe, I’m not decided yet (I think it will depend on the theme). See you !
I’ll be in on this Ludum Dare like bees on flowers, ah sweet nectar.
I’m riding on the clouds of my notification last week that I’ve been accepted into the Computer Science: Computer Game Design major at UC Santa Cruz for Fall 09 =D Many moons of dreadful calculus and so forth and still some moons to go, before my schedule has courses like: Game AI, Interactive storytelling, 3d graphics and animation, game theory, and many game design studios. It’s going to be awesome. I’ll be on the LD4Ever and probably get some folks into it there.
Here’s to our grande olde arte of gaem maeking and a fun weekend!
Tags: motivation, towlr

Tags: motivation
Just getting an initial test for this journal. Seeing as I’m at a mad dash to try to get my Retro Remakes competition entry done, I don’t know if I’ll be able to put up such a good Ludum Dare entry, but I figure I’ll give it a go.
You can check out my website at http://www.otcsw.com/ if you’re curious about my background.
I decided that for this LD I wanted to do a Timelapse. I wanted a timelapse program that
So I wrote PyCatcher, poking it for half an hour every day for the past week. I got my webcam displaying inline last night, so while it’s not as feature rich as I have planned it does work.
If this sound relevant to ones interests you can grab it here- http://github.com/Fiona/pycatcher/tree/master
This Ludum Dare I’ll be using PyCatcher for timelapse and writing my game in Python/Pygame using my Pygame-Fenix library to aid development.
Tags: fenix, pycatcher, pygame, python, time lapse, timelapse
I’m thinking about entering LD13 depending on what the theme turns out to be. I haven’t done a full LD yet, just 2 mini-LD’s. I wanted to use my standard C library functions for OpenGL, Portaudio, Ogg/Vorbis/Vorbisfile, and my GUI. There isn’t any game logic routines or structures as per the rules. It’s a collection of sound, text file, opengl drawing, and string tools for C.
I wasn’t sure what I have to do or if there is some type of time limit, but anyway here is a link to the library code. It’s mostly a conversion of some old SDL stuff I liked to use. I moved away from SDL lately though and have been using GLFW.
Tags: ANSI C, Detox, library, Ogg, opengl, Portaudio, Vorbis
I’m planning on doing LD13. This will be my second LD, after doing LD11. I used PyGame last time and made that leap gameboyish grasshopper/alien and falling tanks game if anybody remembers. It wasn’t very done. And it still isn’t. This time I’ve had my first programming class in c++ at DePaul here in Chicago and think I’m going to try using SFML (simple fast media layer) and c++.
So to start out the LD13 warmup I took the game we made in my class and made it considerably more interesting while porting it to SFML from the graphics library we were using in class. So here is my asteroids clone, Asterist, which is a continuation of the 2nd program I ever wrote in c++ (the first being “hello world”). It still has a few bugs and issues I want to change but it should run fine most of the time. If anyone can beat 4300 hiscore let me know ;).
http://www.devonscott-tunkin.com/nonweb/Asterist.zip

being that I’m also a UIowa ’06 BFA Painting Grad…Hello everyone. As you can see i’m new here, and i plan to participate in LD13. I’ll use my own game framework, which uses, Opengl, SDL, SDL_mixer, SDL_image etc. You can find the library here. Right now, there is only an old version is available from the sf.net project site but i’ll upload the current version before LD13 starts. Also i want to apologize for the damage you’ll suffer from graphics i’ll make for my game. It will be hard but i’ll do my best :).
They extended the Retro Remakes deadline to next weekend! That means that I am totally obligated to slave away for another week to make an even better game (if my game is even that good at all 😉 ). Anyway, this means that I might not be able to do Ludum Dare 13, and even if I can I’m not going to be able to spend the full time period on it.
I’m waiting to see what the theme is. Go evolution!
The theme for Ludum Dare 13 is…
Roads
Good Luck!
This entry was posted on Friday, December 5th, 2008 at 8:00 pm and is filed under LD13 - Roads. 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.
Yep. I should in this weekend.
Will likely use my Ludum Dare 11 library again. I technically have a newer library, but I’ve not had the chance to clean it up since. But my LD11 library has my data and vector math stuff, so I can happily work with just those.
And Allegro (probably).
This entry was posted on Friday, December 5th, 2008 at 6:29 pm and is filed under LD13 - Roads. 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.
Tags: motivation
This entry was posted on Friday, December 5th, 2008 at 9:12 pm and is filed under LD13 - Roads. 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.
Tags: motivation
This entry was posted on Friday, December 5th, 2008 at 9:40 pm and is filed under LD13 - Roads. 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.
I quickly hacked together a Towlr of my own. You can play it if you have Python and Pygame installed. You can get this game on this page.
Lith is the library that I will be using to develop my compo entry. It is written in C++ and has a Direct3D9 wrapper (that supports drawing triangles and sprites), a class for creating windows and a class for reading/writing files.
It also includes tlib. Another library I wrote that has a string class and various collection classes. Why did I reinvent the STL? I don’t know…
Lith can be downloaded here. There is no documentation for these libraries because I hurriedly cobbled them together over the past two weeks or so.
There is also a basic program skeleton that creates and empty window here.
Here is the library I’ll use in this Ludum Dare, insha-Allah.
http://code.google.com/p/rgm/
Requires Pyglet, and also Pymunk if you want to run the demo.
Sorry for the dependencies as the library is incomplete – It’s originally for my personal use and I’m in hurry.
Windows Version: mazeoftowlr.zip
Linux Version: mazeoftowlr_linux.zip
Source: mazeoftowlr_src.zip
Tags: towlr evil
Well this will be my second full LD. I have learned many lessons from LD12, and will be applying them;
First of all, familiarity.
– I will only use techniques and concepts that I am already familiar with, rather than trying to combine learning and the time pressure, which caused me to explode spectacularly last time when Flex and I didn’t get on well at all. So I have decided this time to opt for PHP and Javascript as my game platform. I have no pre-written libraries though, although if pressed for time I might use a couple of PEAR extensions and JQuery.
Second of all, simplicity.
– I will only make a game that can be feasibly completed within 24 hours, and will then use any time left over to hone and improve it. Last time I tried to make something hugely ambitious and failed miserably with very little time left, and was forced down the route of starting from scratch and cranking out an ass-nasty flash “game” with 2 hours left. This is not full of win.
Third of all, prioritisation.
– Sleep when tired, eat when hungry, drink when thirsty. If something interminable is defying my attempts to resolve it, I will go away and do something else while my brain processes it, rather than wasting 7 hours trying to fix it (yes, AS3 XML handling and Flex SDK debugger I’m looking at you.)
Finally, have fun.
– Last time I didn’t enjoy most of my time on LD because I spent so long stuck on the one problem (loading assets from xml files), which is not fun. By going down the route of PHP and JS (Both really fun languages to mess around with, and flexible enough to have workarounds for most problems), this should hopefully stop me getting helplessly stuck at the bottom of problems.
Good luck to everyone!
I’m finding it hard to find the time to find a game idea.
If you didn’t understand that sentence, just read it as “I’m short on time.” Anyway, I’m hoping to be able to participate with a 24-hour game (sunday only), but we’ll see.
Also, I urge you all to play some Towlr before the contest starts.
Good luck to everyone!
Tags: LD #13 - Roads - 2008
Good luck!
This will be my second time participating in the insanity that is Ludum Dare. I was here for LD11 – Minimalist before. Since people are posting a few thoughts about lessons learned or at least things to be cognizant of during the competition I felt I’d add my own as well:
My personal quest this time will be to leave a LOT more time to actually make the game ‘fun’. I didn’t do very well on pacing last time around and while I was really happy with the art, style and environmental aspects of my ‘game’ it really fell short on play testing time and game play.
As a practical example of what I mean, most of the negative feedback my ‘final’ deadline entry received over the week of voting / rating I had already resolved on my own within hours of the submission deadline. This of course couldn’t be uploaded as the final entry being past the close of competition. Point being, given time to play it (which I honestly hadn’t really had a chance to do very much of) a lot of issues become quite obvious. If I had paced even a few more hours of actual playing time into the competition schedule I believe that my entry would have been a lot more fun to play for others.
That is what I will be keeping in my mind for LD13. Make sure to play your own game or have thought out the game play as early as possible. I don’t want to get bogged down in all the polish of art, style, look and feel and forget that a game should have a game in it and actually be fun to play.
Good luck everyone, I can’t wait to see all the entries!
A little mental preperation. Going to take this competition by storm,… or not. 😀 as long as it’s fun. I’ll keep a tight journal this time, document every crum i take into my mouth (i’m gonna take pictures of my finger nails – yes, i bite those), im gonna document every moment of progress. Make short movies and upload to youtube (time laps isn’t my thing, it wouldn’t be that interesting). This time it’s going to come together. 😀
Hope all lot of you finnish as well. And windows developers, don’t forget about us linux guys. We don’t forget about you. 😀 And a loud “Hell Yeah!!!” for all web-developers, for making porting a thing of the past.
Off to a party, hope i get up around 9 UTC to find out the theme.
I’m not at all sure what dev environment I’ll decide on .. Anything from pygame, to tinypy, to AS3, to PHP, to iPhone.
In all these cases, I’ve got some code, or at least some minimal junk I might cut-n-paste a line from. But nothing of importance. Lets see if I can link to some of it ..
For pygame, I’ve got my pgu and pug projects which I’ve linked to in the past.
For tinypy, well, there is tinypy and the various snippets of code that come with it.
For AS3, I don’t have anything, except for a few crude lines of code to point me in the right direction, so .. probably less than 20 lines of code. Probably stuff I took from Lerc’s entry a few LD’s ago.
For PHP, I just have a database wrapper and whatnot .. but it integrates into my galcon.com stuff, so I can’t actually share ALL of that. But if I make a game that I enter, I will at least share the game code for viewing fun. It’ll be obvious enough that someone could get it up and running on their own PHP site in a few minutes.
For iPhone, I have some horrible ObjC wrapper code. The rest is just using SDL. I probably won’t do an iPhone game though, so no worries.
I’m excited as hell to participate in my first Ludum Dare. I previously participated in the mini LD for “MS Paint is the best level editor ever”. Last time I wrote in python/pygame — I had been intending to set up a dev environment and get some experience with lwjgl, since I use Java at work, and I’m most comfortable with its syntax. I kept putting it off though, so I think I’m gonna work in python/pygame again. Since I have so little experience at this thing, I’m much more interested in trying to make something small that actually works, than having big plans and getting nowhere. It’s likely that my game will end up being more of a toy. Still, it should be a good time :D.
Quick question for any Mac users.
Is there any software that can take a desktop screenshot at regular intervals (once per minute?) and save it to a folder? I would like to do a timelapse, but recording a video file over two days seems a bit too risky.

Bit late maybe, but anyway.. Here’s something I’ll probably use as baselib this time.
Pretty basic stuff, nothing too fancy. Some functions for setting up SDL, Lua, PhysicsFS, and running things at a fixed logic rate with a free video framerate (for interpolation). You call mjau_init first, then mjau_resize, then mjau_loop and handle the rest in the callbacks. Also got a png loader so you don’t have to pull in SDL_image just for that.
I’ve been waiting for this day since the last LD.
For GNU/Linux users, don’t forget there is a handy-dandy Makefile I created on the wiki to make creating timelapse videos a cinch! http://ludumdare.com/wiki/ld13:linuxtimelapsemakefile
Good luck to all involved!
Hello,
Well I was supposed to be working on my compsci final project, but instead:
I’ve created a skeleton project for Allegro 4.2.2 on Microsoft Visual C++ 2008 Express (their free IDE). This project includes a 2d graphics viewport, which can be scrolled/shifted, and a soundbox for your waves. There’s keyboard and mouse handling. There’s a sample background, sprite, and sound which obviously cannot be used in a Ludum Dare entry. These are just to make sure everything works right away.
This project and more info is here: http://sites.google.com/site/roboticarts/Home/allegro-blank-msvc-project
Post a comment if anything doesn’t work or if anything does work.
I did intend to tidy up and upload this a while ago, but never got around to it… It’s something I’m using for another project, but makes a fairly nice framework for quick little C++/D3D-based projects. Such as an LD48 entry…
www.bluescrn.net/ld48_13/ld48.zip
It includes:
– D3D init, window creation/resizing/windowed-fullscreen
– Texture loading
– 2D and 3D polygon blitter classes, using (very simple) shaders. (Easyish to add additional shaders)
– Bitmap font rendering (fonts created by the Angelcode BMFont tool, loaded using TinyXML)
– Basic render-to-texture support, and the beginnings of a postprocessing system – currently a fairly rough bloom effect
– Vector and Matrix maths classes
I know there’s still differing opinions over using ‘base code/custom libs’ like this – but this is all fairly basic stuff, and there’s nothing in here that couldn’t be found in other freely available libraries. Just judge my entry (if I manage to complete one!) accordingly…
I made this a while back which may be of use to some, and I may use it myself depending on what the theme comes out as.
http://screamingduck.fileburst.com/Cruft/FrameBatch.zip
Something for Flash, Takes a bunch of frames and stores them as a jpeg for colour and png for alpha. then breaks the fremes up into seperate BitmapData object on load.
I didn’t do any frame animation in Boomshakalaka, because it seemed to be fairly tricky to get animations into flash. If need them this time then maybe this will help.
ready to rok.
let’s go roads!
When I see all these awesome libraries people have, I feel ashamed I didn’t prepared properly :).
My library basically just creates an OpenGL context via SDL and that’s it.
http://ondrew.googlepages.com/angiine2008.12.05_21.15.20.7z
Usually I try to learn some new technology while working on Ludum Dare game, because the tight deadline makes me much more focused. So I would like to plug (and learn) Lua as a scripting language to my C++ engine. Let’s see how it goes.
Good luck to everyone.
Hi all, looking forward to my first ever attempt at Ludum Dare, should be a learning experience at the very least 
In the interest of upfrontness, and because it seems to be the done thing, have a link to the *extremely* primative base that I plan to use mrpiglet_base.zip. It does very little, just provides a bit of a wrapper around some SDL + SDL_Mixer and OpenGL functionality. Can’t imagine it’ll be of any use to anyone, but use/abuse as you wish anyhow.
Now I think it’s time to try and sleep off the Friday beers, see you all tomorrow for the event itself. Cheers!
Tags: middleware, preparation, warmup
It’s got basic graphics, sound, and lua interface stuff, as well as some handy things like random number generation, file load/save, fonts, matrix math and a few other odds and sodds. But it’s a major hodge-podge!
Notably missing is any kind of physics, but that doesn’t matter… This is just enough (well, plus a bit) to let me write my game in LUA with custom rendering stuff in C++, which is what I want.
Good luck everyone!
Two weeks ago I thought to myself: Ok, this weekend I’ll write a 3D-Game. Well actually I stuck at a certain point and while browsing the internet I found “breaking the tower”! Made during a 48h competiton! Wow! Next one LD,…in two weeks! Yeah I will participate,…I need pressure to be able to do compromises!
Two weeks later I am sitting here in germany just coming home from watching a glorious victory of bayern munich in german football(soccer)league in tv and full of hope for tomorrow.
I’m going to code in Java trying to use the jMonkeyEngine that is using OpenGL. Too bad all I did until now was trying the tutorials and using Milkshape to model a very simple character.
Well, my goal is to finish a work. I am really curious about….
First Steps:
Kill the alarm at 4:55am! Start computer! Start coffee-machine! See the topic! Translate the topic! Shower! ThinkThinkThink….That my plan for the beginning!
This are my workspaces:
Cu in 5,5h, ToM
I’ve decided to enter again. This will be Ludum Dare number 4 for me. This time I’m planning to use BlitzMax and Jake Birkett’s Grey Alien BlitzMax Game Framework. Here is the basic setup code I’ll be using (if you follow the “Start Here” document this should be your result, except I added a try-catch around everything for unhandled exceptions):
SuperStrict
?Win32
Import “../include/fullaccess.cpp”
Import “-ladvapi32”
?
‘Import various Mac OS API calls made in C.
?MacOS
Import “../include/GAGMacLib.m”
?
Include “../include/commoncode.bmx”
Include “../include/commontypes.bmx”
Try
ccCreateMutex(“BasicSetup”)
AppTitle = “BasicSetup”
ScreenWidth = 800
ScreenHeight = 600
Game = New TGame
Game.SetSubPathWrapper(“Grey Alien Games/Basic Setup”)
Game.Init()
Game.DebugDisplayX = 5
Game.DebugDisplayY = 95
Game.SetEscapeSound(“ButtonClick”)
Global images:TImageBank = New TImageBank
images.SetPath(Game.ImagePath)
Global sounds:TSoundBank = New TSoundBank
sounds.SetPath(Game.SoundPath)
‘Instance both types that we created
Global TitleScreen: TTitleScreen = New TTitleScreen
Global GameScreen: TGameScreen= New TGameScreen
Game.GraphicsCreate() ‘Create a graphics context
HideMouse ‘hide the mouse
LoadData() ‘load data using a function we will define
ccFlushAll() ‘flush keys and mouse
Local LoopExit:Int = 0 ‘boolean for exiting the main loop
Game.FixedRateLogic.Init()
Game.NoTimingTicks = 3 ‘only applied if Game.NoTiming=1
Repeat
‘do the logic separately from the drawing
If Game.MainLogicLoop() = -1 Then ShutDown()
‘draw the screen and flip it to show it
Game.ScreenDraw()
Until LoopExit = 1
ShutDown()
Function Shutdown()
Tgame.MakeGoodExit()
ShowMouse() ‘just in case it was hidden.
‘Exit the program
End
End Function
‘Instance both types that we created
Function LoadData()
AutoMidHandle True
ccClsVSync()’Ensure clear screen when loading
LoadSounds()
LoadImages()
TitleScreen.Load() ‘Call load method of TitleScreen
TitleScreen.Start() ‘Call start method of TitleScreen
‘Now loading is complete, let the main loop handle the drawing
Game.CurrentTScreen = TitleScreen
?Win32 ‘Has the app been suspended while loading? If so, deal with it.
If GetForegroundWindow()<>Game.WindowHandle
Game.SuspendedEvent = 1
EndIf
?
End Function
Function LoadSounds()
sounds.Load(“ButtonClick”) ‘load the sound “buttonclick”
End Function
Function LoadImages()
Game.mouse.Load(“pointer”) ‘load mouse pointer image
images.Load(“Paused”) ‘Load “paused” graphic
‘Create Paused sprite
Game.SpritePausedCreate(Images.Find(“Paused”))
End Function
Type TTitleScreen Extends TScreen
Field x#,y#
Method Load()
‘this is a TScreen method
ImageLoad(“title.jpg”,FILTEREDIMAGE)
MidHandleImage(Image)
‘this gets midhandled automatically
HeaderLoad(“logolarge”,screenwidth/2,100)
Menu = TMenu.Create(“ButtonMO”, “ButtonClick”,0,0,10)
‘Add a new Button
‘Allow Space and Enter to trigger it
Menu.AddNew(“playgame”, “playgameMO”).OKButton = 1
Menu.AddNew(“exitgame”,”exitgameMO”)
Menu.Centre() ‘Center the Menu
‘Move the Y position of the menu
Menu.SetY(Menu.Y+50)
End Method
Method Start()
Super.Start() ‘Call Start method of base type TScreen
Game.GameFade.Init(FADE_SPEED,0) ‘fade in
Game.Mouse.On()
Game.FixedRateLogic.Init()
End Method
Method Logic()
‘Call the logic method of the base type
Super.Logic()
‘If the start button is clicked, fade to the next screen
‘and set that next screen to the GameScreen
If Menu.FindButton(“playgame”).Clicked Then
Game.GameFade.Init(FADE_SPEED,1,Game.MusicChannel, True)
Game.DestinationTScreen = GameScreen
EndIf
‘If the exit button is clicked, fade the screen and exit
If Menu.FindButton(“exitgame”).Clicked Then
Game.GameFade.Init(FADE_SPEED,1,Game.MusicChannel, True)
Game.DestinationTScreen = Game.ExitScreen
EndIf
End Method
Method Draw()
SetBlend SOLIDBLEND
‘Image is a field of the base type TScreen
DrawImage(Image,screenwidth/2+x,screenheight/2+y)
SetBlend ALPHABLEND
Header.Draw() ‘Draw the logo that we loaded earlier
Menu.Draw() ‘Draw the Menu
End Method
End Type
Type TGameScreen Extends TScreen
Method Load()
ImageLoad(“bg1.jpg”)
HeaderLoad(“logosmall”,210,35)
End Method
Method Start()
Super.Start()
Game.GameFade.Init(FADE_SPEED,0) ‘initiate fading
Game.Mouse.Off() ‘Turn the mouse off
Game.FixedRateLogic.Init()
End Method
Method Logic()
Super.Logic() ‘handles menu core logic
End Method
Method Draw()
Cls
SetBlend ALPHABLEND
DrawImage(image,0,0)
Header.Draw() ‘Draw the header
SetColor 255,255,255
‘Draw instructional text
ccDrawTextCentre(“Press <esc> to Exit”,560,1)
End Method
Method SetEscDestination() ‘over ride base type method
‘if esc is pressed, go to the TitleScreen
Game.DestinationTScreen = TitleScreen
End Method
End Type
Catch ex:Object
Print “Unhandled exception:”
Print ex.ToString()
End Try
Tags: MrPhil
I’ll probably use haXe and make a little Flash game, just like last time. Here is my base code, which can use graphics and maps from Tile Studio. I added some extra code for basic objects, which I find myself writing every time. Depending on the theme, I might use Physaxe instead. Or maybe I’ll use BlitzMax and make a Windows game.
It looks like I’ll be able to spend most of the weekend doing the LD, yay!
Now it’s time to sleep!
My basecode For LD48_13 is largely the same as the past two competitions. I have updated it a little:
Here is the link to download it.
I didn’t really list my goals in my declararion post a few days ago, so I’ll do it now.
Ok, time to finish work and then I’m off to Thanksgiving, The Sequel, but I’ll check in after 8pm Pacific tonight to see the theme I need to start thinking about. I expect everyone to be in FULL CODE MODE when I get back. 😉
I would so much enjoy joining you all this weekend, but I’m already overbooked. I’m going to do my darnedest to participate next time.
Blame Phil Hassey that I’m here. I was going through my PAX swag, and found a business card with his name on it. With the game he started here. His name brought up faint memories of 48 hour games and sleep depravation.
People probably forgot about me since I’ve only done three 48 hour compos. I did games for construction/destruction/sheep, infection, and growth. I’ll post up my games to the archives once I can find where I left them.
Tags: CagedRat
So the theme is Roads. According to the voting results, it was the only one with a positive number of votes overall, and yet the IRC channel is erupting with people surprised that it was the theme that won out.
What are some ideas?
– Building roads between cities to facilitate commerce.
– Managing traffic congestion.
– Planning/Acting on The Road Ahead for your life.
– Maintaining a small town’s roads.
– Transporting materials along a long road.
– Find your way without a map, searching for a lost road.
– Strategically shut down certain roads to guide a getaway car to the police.
There are plenty of ideas, and I’m sure I’ll come up with more.
Still haven’t made any sort of easy library I could use. My game’ll probably just use SDL and SDL_ttf, and possibly sound with SDL_Mixer if I have any time. I just hope the theme is good.
Too bad this starts so late here… I won’t be able to start tonight. I’ll try to get up early tomorrow though. I am definitely going to at least try to make an entry for LD13.
Tags: motivation
Tags: evolution, motivation

I’m in! I’m going to try my hardest to keep it simple and fun, but the ideas I have already are way off on the complexity scale… but whatever happens i’ll do something. Should be fun!
oh and here’s my basecode:
int main( int argc, char *argv[] ) { return 0; }
HAlp! I’m in ur 48 hour coding project, not really sure what I’m doing. I can has totally awesome project?
I can hardly wait to hear the theme! I hope it’s Collosal Roads. I’m going to try to stay up to hear the theme, though I may have to get off before then. Tomorrow I’ll start work.
Anyway, I think I figured out what basecode is (a little bit of prewritten main code?), and I’ve got mine.
#include <SDL.h>
int main(int argc, char *argv[])
{
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0) {
return 1;
}
atexit(SDL_Quit);
screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE|SDL_DOUBLEBUF);
if(screen == NULL) {
return 1;
}
int done = -1;
while(done < 0) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) done = 0;
}
}
return done;
}
I will be using Ruby and the Gosu Gamedev Library developed by Julian Raschke (who participates here at LD sometimes) for my language and codelibs just like on my LD11 – Minimalist entry. I’ll probably use sfxr for the sound. I may try bazaar for source control (i’m more used to subversion but the syntax is similar enough.) I’ve got Tile Studio for my sprites. I’ve got audacity for any sound work I may need. I think that is about it.
Here is my workspace too. Crummy photo I know. Also, I’ve moved recently and this is the best area I could really cobble together in time for the compo.
It is 04:50AM (19:50PST, hard to be french today) and I am ready for my fisrt LD !
I don’t know what I will make, but I know with what : I will use python and pygame.
Tags: begin
Hello World.
Back for another LD… should be fun! Hopefully focus more on gameplay, and less on a large and complex architecture!
Will know the theme shortly.
Roads.
Bugger.
I was hit by the flu yesterday. So instead of setting up my coding environment and libraries and stuff (as I have a new computer), I was instead busy not doing anything but being in pain.
Then today, it turns out my favorite theme won. Great timing. Fever inspired game design and programming is sure to be a real winner. Might actually work. A bit of a problem that it feels like my brain is some distance away from me, though.
I’m bitching too much? Well, you would too.
At least I won’t have to spend time on food photos.
Well, here’s my desk photo. A little messy but functional. Along with my LD mascot Holly. Believe it or not, this is her 3rd LD contest!
I’ve got mixed feelings about the theme. I’ve got a really good idea I think, but it’s really complicated and again more of a graphicsy idea than a gameplay idea. But I think I might go for it, next week the wife and baby are out of town so i might actually have a chance to make a post-compo version.. I’m going to start sketching out the design and decide if it’s “ambitous” or “impossible”.
Well this is my first LD, roads got me a bit off track, but I managed to come up with an idea for it. Strategy using roads as a basis, hopefully I can get something working later today (12:47 right now). I got a few ideas sketched out, I’ll post pictures later in the morning. To the rest of you, good luck.
=]
Tags: roads
It’s not evolution.
I liked the idea of the police strategically blocking certain roads so that the criminals can’t get away. Road Lockdown is my current name for the project, but it might change. B-)
From this mock-up, you can see the red getaway car of the criminals as well as the squad cars blocking the roads. I think I’ll keep the road images for the final game, and the cars seem to have come out fairly nice, I think.
I think I’ll go to sleep now. Tomorrow morning I have a lot of coding to do.
Yes, Road to Pain. It involves Chuck Norris. You can not go wrong with Chuck Norris, thus I shall win. 😉


Got up at 6am, and learned that the ludumdare theme was ‘Roads’!
Thankfully this was one that I have an idea for!
So, with bleary eyes, I cooked myself breakfast. Omnomnom!
Now I am ready! o_o
Best of luck to everyone!
Tags: food
Hi, so this is my first time participating in LD and I’m looking forward to the whole weekend. Gotta say I was a bit stumped when the theme was finally released, but now I think I got some ideas to toy around with. Of course, I may well be sabotaged by my own carelessness by the time it’s all said and done. First of quite possibly many blunders just occurred after the spending the last two and half hours of coding. Basically instead of:
$ rm *.pyc
I did something more like:
$ rm *.py
on accident (damn you keyboard and your missing of crucial keystrokes!). All I gotta say is thank you Subversion. By the way, for you non-python programmers, I essentially blew away all the source files (about six or so files at this point) instead of the auto-generated bytecode. Talk about no bueno. Fortunately I have a revision not too far back from the state I was currently in, so it’s not too much of a setback, but definitely not cool either way.
In the meantime, I think I’ll quickly re-alias rm so it does something with a little less finality, say, just move things to a .trash folder. Yeah… Then it’ll be back to putting back in the new features I so indiscriminately smote out of existence.
Oh, and just to throw this out, as far as development goes I’m (currently) using Python on Mac OS X with the Pyglet game programming library, which is a simple library that’s got a lot of nice features. Definitely worth checking out as a possible alternative to other libraries like PyGame. I’m hoping that by using Python I can easily bring my game over on a Windows box and run something like py2exe to make for a nice easy install, though I guess we’ll see in a day or so’s time how well that works. 

Roads it is then, fairly happy with that as I’ve got a vaguely plausible idea for it. Time will tell just how plausible I guess. Woke up at 6am this morning, which is officially too damn early, but I couldn’t get back to sleep so I decided to get started instead.
Important Stats
Hot Brown Caffeinated Beverages: 0
Food Consumed: NULL
Time Spent Coding: 1hr
New Lines of code written: 53
Obviously I need to change some of those, and soon! For the moment however have a hour one screenie 

I had two ideas, the first was to make a tycoon game. Good idea, but 48H for make a tycoon game is too short ! It can’t be advanced, so it would not be very playable. So I will make a car-simulator in 2D. In this game, you will might be carefull to the conduit code (french conduit code, because I doesn’t know other code). The first step is to make a car which can forward on a linear and repetitive road. The background (road and grass) has been drawed, now, I will make the most difficult : the car. For this, I will use Inkscape.

I have a game mock-up! You drive a steamroller through a forest and build a lovely new road!
Be amazed by the glory of placeholder art!

Of course I’ve had placeholder art become final art too many times in the past. Lets hope not this time.