Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #ludumdare on irc.afternet.org (Info)

Thanks for making Ludum Dare 26 AWESOME! See you in August!

Ludum Dare 26 — April 26-29th, 2013
[ Results: Top 100 Compo, Jam | Top 25 Categories | View My Entry ]
[ View All 2346 Games (Compo Only, Jam Only) | Warmup ]

[ 10 Sec Video Compilation (x3) | 260 Game Video Compilation | IndieCade Deal | Ludum Deals (Unity Deal Ends Soon!) ]


Lack of Motivation?

Posted by
June 18th, 2013 9:41 pm

Hey, I have been making “games” (if you could call them that) for a few years now, and I almost feel like I don’t want to anymore. I started out simple, scratch, Unity, etc. Last year I decided I was ready for a bit more of a challenge, moved to Unity, I made some really cool stuff. Then I tried some stuff like C++, Python, Java, ACTUAL ways to make games. It has not been easy. I wonder sometimes if this whole, game, thing, is for me I don’t know if anyone feels the same, but I am in this weird place where I don’t want to make games, but I don’t know what else to do. I don’t really like making games anymore, that much. I really like film, and photography. but I don’t think I could ever turn that into something. I am only 14, so I have so much time to figure stuff out. I am very worried I am wasting a gift I was given. Like, if I don’t act soon, someone will snatch it from me. I am just looking for some advice from the wisdom of my elders. Thanks.

I made a meaningful game

Posted by
June 18th, 2013 7:43 pm

I decided that the app store needs more meaningful games.

This is why I decided to create Enjayed: a game about the multiverse.

It’s a puzzle game that looks like it’s just about moving boxes, but it’s not.

It was inspired by Corrypt.

Here is the iTunes link.

 

I finished* a project!

Posted by
June 18th, 2013 6:10 pm

There’s something slightly sad about the fact that that’s a rare enough occurrence with me that it merits its own post here (especially in the midst of about a billion successful LD entries by others), but the truth is, without Ludum Dare, I probably never would have had the idea for this in the first place, much less actually attempted to act on it, so a big thank you goes to the community at large.

As for the project itself, it’s this thing:

EDIT: The game itself can be downloaded from here (Win32-only, but is known to play nice with WINE).

*(To be fair, it does need a second round of polishing.)

New Action Game to have Climbing! (And another hint)

Posted by (twitter: @RobProductions)
June 18th, 2013 12:44 pm

This game, as always, started with the typical “fly up a wall” climbing system. This worked fine, but I knew I wanted to allow the player to reach higher places. I started doing some research and it turned out the best method for a climbing system was triggers — invisible “hot spots” that detect when the player is inside them. From that I was able to detect when a player was near a climbable object, and then disable the entire movement controller and hand over movement to special custom-made climbing controller. The details from there get a bit complicated, but so far this character is the most complex I’ve ever done in a game, with (right now) 5 layers of collision boxes, 3 state controllers, over 20 animation matrices, and more than 60 basic animations. I’ll do a more detailed write up (and maybe a video) about development once the game is announced. :)

And finally, here’s another hint on the title and theme of the game, to keep you on your toes:

Hint2

Remember you can follow me on twitter @RobProductions : https://twitter.com/RobProductions

You’ll be sure to here more development news soon!

Happy Gaming, Ludum Dare <3

Artist(s) Wanted!

Posted by
June 18th, 2013 12:33 pm

Hi my name is Skylar. Me and my friends are developing a game for the Ouya. The game is an arcade RTS where you command a sqaud of 5 Mechs through multiple campaigns each with their own objectives and story, told through a series of  levels. I am programming the game, Jeff is the writer, and a few other people will be helping build levels. I estimate that I’ll be done coding in 2 weeks and the game itself will be completed in about a month.

But after a few weeks of development I finally realized that there are only place holder graphics. oops…

So I am looking for a decent graphics artist. Someone who can make good 64×64 tile sheets.

The style I want to see is “Vibrant Colours” but “kind of gritty”.

 

Email me at Skyllartor@gmail.com if you’re interested.

Thank you!

PackSciences now entering in the Jam Competition

Posted by
June 18th, 2013 10:25 am

I’m proud to announce that I’ll submit a game on Ludum Dare.

Maybe, I’ll try to make a game on LD#27 but that’s not sure.

3 conditions are needed for me to do this :

  • First, only if Game Maker Studio is allowed. In fact, I’m not THAT good at coding; so I’ll use Game Maker Studio
  • And, the theme must be inspirating. If I don’t like the theme, I’ll do some bullshit.
  • Finally, I need time to make this game.

Hope you’ll like it.

My no entry for LD26, still too slow to coding, next time!

Posted by (twitter: @DavitMasia)
June 18th, 2013 9:42 am

I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S

At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.

 

Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:

No Time To Stop

 

To see the game in movement:

 

Some info about the game:

Resolution: 960×640
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2

 

For complete info you can check the official website or if you want to follow the development check the Tigsource Devlog .

And a few days ago the game was uploaded on Greenlight ;)

 

And well I hope code more fast for the next compo or at least enter some fun-playable!.

Gods Will Be Watching Remake

Posted by (twitter: @Deconstructeam)
June 17th, 2013 5:00 am

Gods Will Be Watching - Rest room

We are making a big game. Our first big game. Our last entry, Gods Will Be Watching, had an unexpected success on Ludum Dare and beyond, harvesting good words from press and players around the world, we are truly amazed. We lived from game jam to game jam during a year, and now we feel ready to face our first commercial project, finally we feel that our work worths money.

Gods Will Be Watching - Shaman

We don’t want just to make the game bigger, but deeper. The remake won’t be just about surviving on a hostile planet, but to overcome several difficult situations that will expand both the storyline and universe of sergeant Burden and his crew, and will offer new moral dilemmas in order to stay alive.

Moreover, we want to improve the AI of the characters. This is one thing that was left over from the original one since we ran out of time during the Ludum Dare, but we intended to change the attitude of the crew members depending on the events, deaths, and state of the full team. Some sort of “empathy system” where one action not only affects its target, but its neighbours. For example: If you kick one person on the floor, the friends morale drops down. (Yes, you will be able to kick people on the floor)

Gods Will Be Watching - Guards

We also plan to improve the feedback that the game offers to the player. We learnt a lot from watching gameplays on youtube, so thank you to all of you who took the time to play and upload it, you really helped to polish the new game design!

Also, since finishing the original minigame wasn’t compelling enough, we plan to add rewarding cinematics for those who complete each puzzle, which can vary depending on the ratio of success of the player (eating your friends won’t be as rewarding as keeping everyone alive!)

Gods Will Be Watching - Space

We hope you like this project as much as we are enjoying its development! You can follow us on twitter, facebook and tumblr for supporting us, see more screenshots and concepts and keep up to date of our progress. Thank you!

As an extra, here you are a glimpse to the work in progress of our musician, Fingerspit :)

Android Games – We made some!

Posted by
June 17th, 2013 4:34 am

With the up-rise of smartphones, a humongous market for game development has opened up.

The team here at Ion Programming has decided to catch up with the times and move into the area of Android game development.

So far we have made two basic games which are worth a look.

 

Space Dodger

Dodge the asteroids and space junk as you pilot your rocket through the vast expanse of space, earning points and leveling up as you go.

Space dodger can be found here.

 

975840_449904398439515_740990637_n

 

How Do I Simply?

This perplexing puzzle game will have you busy for hours. The aim is to change all of the tiles to red. Sound easy? You sure? I don’t think so.

How Do I Simply? can be found here.

983340_449904408439514_1195744818_n

Transmission System Operator 2013

Posted by
June 16th, 2013 9:01 pm

I thought it might be fun operating electric power grids, so I made it a game.

There’s a demonstration video here: https://www.youtube.com/watch?v=D1D7k9OCFn0

You can download the game (it’s totally free of course) here:

http://www.mediafire.com/download/xvbkrbabp3si1v8/Transmission_System_Operator_2013_-_Alpha.zip

It’s still in alpha. I’d be happy to get some feedback. And bug reports :D .

Here’s an in-game screenshot:

java 2013-06-16 23-55-19-41

 

I’ve heard great things about LD and I am definitely gonna participate in the next one.

MidSummer Jam Week! Starts soon! You should join! :D

Posted by (twitter: @_dmitrix)
June 16th, 2013 12:06 pm

MidSummer Jam Week is a week long game jam hosted by F0lis. It starts really soon, as in less than 5 hours… but it lasts until next Sunday. Join if you can, it’ll be fun. :D

 

MidSummer Jam Week!



EDIT: Oh, and join us in IRC! #MSJW @ AfterNET

Intergalactic Bar Billiards v1.1

Posted by (twitter: @paulsinnett)
June 16th, 2013 8:24 am

In response to feedback I’ve made the following tweaks to my game:

  • the cue guideline is no longer locked while aiming
  • the cue guideline now has a chevron pattern to show direction
  • you must click a button to spot the next planet after each shot (this prevents a player from finding the perfect spot and sticking there.)

You can play the updated version here: http://scratch.mit.edu/projects/10575019/

Title Screen

Game Screen

The original entry is here: http://www.ludumdare.com/compo/minild-42/?action=preview&uid=11312

S.W.A.G., a student game

Posted by
June 16th, 2013 5:11 am

Hi everyone.

I’m working with a bunch of friends (including LD fellahs Pereubu & Toki) on this game called S.W.A.G.
It’s a retro FPS about the 90′s, street crediblity and rap music.

Here’s our prototype, have some screenshots as well (and a trailer at the bottom of this post) :

  

 

The game is developed for the french student contest Hits Playtime. It ends tonight, and the projects that gathered the most facebook likes on their page will be selected for the finale.
The point is, we need some right now. Yup, I’m definitely posting it here because we are desperate for likes. So if you feel like it, any like or share would be appreciated ! :3

 

TL;DR : a cool game, for a french contest, in need of facebook likes to be selected for the finale tomorrow.

Thx & lov’y'all !

ASCII Warriors

Posted by (twitter: @DrJarajski)
June 15th, 2013 2:51 pm

[ ASCII Warriors demo page ]

Making a Javascript framework for ASCII games!
There’s not much to it yet, but you can yoink it here on Github!

Finally got my Arduino!

Posted by
June 14th, 2013 8:26 pm

Hey guys check out my setup video showing me off and my brand new arduino! Can’t wait for the infinite possibility!

Sorry its so short, I went insane trying to embed it.

Bridge Crosser Released!

Posted by (twitter: @ElementalZealGs)
June 14th, 2013 1:34 pm

Our entry to Ludum Dare 26, Bridge Crosser, has been turned into a larger project due to popular request.

 

Bridge Crosser Promo

 

The game now boasts over 15 levels, with new environments, better optimizations, and new features.

The game trailer can be seen here: Bridge Crosser – Release Trailer

 

Bridge Crosser - Tornado

Promotional art for the full release of Bridge Crosser!

The game can be bought from our site here: elementalzeal.com/ourGames.php

Dream island artwork

Posted by
June 13th, 2013 1:18 pm

If anyone did enjoy our game, dream island, you’re gonna love this

 

dreamIsland

 

You can find the game HERE

How (not) to fail a game release

Posted by
June 13th, 2013 12:21 pm

A few weeks ago, I officially published a game on Clay.io , a site specially for html5 games. Here:  http://spinturret.clay.io/ .A nice thing about Clay.io, other than the useful api, is that they can host your game even before you publish it to their game collection, so you can check if everything is okay.

How I messed up, is that just before publishing, I mimimized the script, and changed the generic api script for one with only the features I used. And there is where I made a mistake.

Instead of doing   clay.gamekey=”spinturret” , I kept the clay.gamekey=”YOURGAMEKEYHERE” .

Because of that, the api didn’t work, so I couldn’t keep track of how much people played, and they couldn’t submit their scores to the leaderboard :(  .

The built-in leaderboard was I feature I really liked with clay.io, and it suited my simplistic game alot. It was supposed to be an important feature, so people would try to beat each other’s score.

Anyways, Clay.io does some promoting for the newest games, features them in their newsmail and stuff. If my game would have not been broken, I would have probably had some users interested for longer. Moral: always wait 24 hours after your last change (be it minimizing) before publishing your game. If you want absolutely someone to play it, you could go ask your Facebook friends, or maybe not.

Then, to my next point: my promotional image.

People judge by the cover, so yeah. What it looked like when I published it:

Promotional1

It seems pretty amateur, right? It’s just a screenshot.

But now:

But now I worked on it a bit and updated it, it looks like this:

Promotional4

 

Much better, right, much more professional. If I had this image when I had released the game, I would have probably gotten more players.This time, it’s not a screenshot, but an image entirely recreated in Gimp and Inkscape.

(Now that I compare both side to side, I think that I should at a speck of orange to the bottom one. I’ll maybe do that.)

Moral: screenshots and promotion art are really important, since it would influence how much people would get to your game in the first place. So you should have them nice and beautiful when you publish a game.

Anyway, in shameless self promotion I declare: go play my game at http://spinturret.clay.io/ !

New 3rd Person Action Game to be Released! (maybe)

Posted by (twitter: @RobProductions)
June 13th, 2013 9:23 am

Hey, Ludum Community, Rob Productions here. For a while I’ve been working on a third person action game, just to test out if I could do anything different then my usual first person stuff, and I started to see potential in this. The “test game” was actually coming along very well, introducing many new challenges and concepts that really pushed my programming skills to advance. I started looking at my previous works and at my current project, and at other games around the web, and I realized… this project is professional enough to be released! Like, for actual money!

I’ve been doing a lot of research and planning on getting this game released, and I think I know how to start. Details on the release and the game itself are still super-secret, but here’s a hint on the name and concept of the game:

Hint1

Let’s see if you can figure this one out! :P

Also, if there’s anyone out there with any experience releasing a game, I’d really appreciate some tips on getting my game publicity and hype during the preorder and pre-release stages! What’s the best way to promote a game and make people want to buy it?

Thanks and Happy Gaming, Ludum Dare! P.S. I’ll be sure to release some free stuff for those of you low on funds :P

Minimal game in x86 assembly

Posted by (twitter: @MegaBrutal)
June 12th, 2013 7:32 pm

I took part in Ludum Dare #26 with a minimal DOS game written in x86 assembly. Though I couldn’t finish the game within 48 hours, I got some really nice feedback, also I saw some more potential in the game, which eventually inspired me to finish it after the compo. :)

The game is now (somewhat) playable. It has a HUD which shows your health, how many treasures you collected, and how many monsters you killed. Also, the field is randomly generated, and if you leave the screen, you get a new field (as if you left the previous one). Also, whenever you kill a monster (or you get killed by one), a random name is selected from a list of races – some of these races are shout-outs to various indie games I love – I suggest all the referenced games for everyone to check out. ;)

Some added awesomeness to this game (which I’m really proud of) is that it’s OS-independent: though it runs natively under DOS, it doesn’t actually require DOS to run. To prove this, you can actually write the binary image into the boot sector of a floppy (and possibly other bootable storage media) and then you can directly boot your PC with it. The binary is exactly 3 sectors long, and it contains a boot code which loads the rest of the game if it’s booted by BIOS. Since the game only depends on ROM-BIOS calls those are available in all IBM-compatible PCs since the 80s, the game will run without a traditional operating system – in other words, technically the game will function as your operating system. ;) (Though I can’t prove it, theoretically this code should run even on the earliest IBM PC model, as well as on today’s PCs. Though I’m not entirely sure that all BIOS functions I used were available since the very beginning.)

Originally I intended to include a readme.txt file for the program, but I found the source code itself is quite self-documenting. So just read the source code and you will find all information you need. (I advocate the “code is design“ philosophy anyway. :P )

We must admit, this game is rather a computer science experiment than an actual game. It’s not very fun, I must admit. :D

You may get the updated game here:

ASM source
ZIP package (contains the source code and the compiled .COM file)

Basically, I had two motives to make this game. One is nostalgia. I remember having fun times reading one of Peter Norton‘s books on assembly programming when I was 13 or 14 (that was like 10 years ago) while others were learning how to get girlfriends. Then during high school’s carefree times I started to work on a hobby operating system I called ShitOS, which would have been entirely implemented in assembly – I was very far from finishing it when I gave it up ’cause I had to realize I don’t have enough free time to work on it. The other reason I made this game is that I think assembly is totally awesome! First, it even looks awesome, I’d totally decorate my walls with it! Second, it does great to the programmer’s soul. To master assembly, you need to understand how the computer works on a deep level, which is a de facto requirement for all good programmers.

Anyway, possible that I’ll develop this game further whenever I get this assembly-fever again. ;)


All posts, images, and comments are owned by their creators.

[cache: using cached page]