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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 2 days, 12 hours, 27 minutes, 48 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 2 days, 12 hours, 27 minutes, 49 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]


    Ludum Dare 29 Theme Voting Begins!

    Posted by (twitter: @ludumdare)
    April 19th, 2014 7:04 am

    Theme Voting has begun! Tune in every day this week for a new round of themes. *

    [ ROUND 1 | ROUND 2 | ROUND 3 ]

    [ ROUND 4 | FINAL ROUND ]

    Thanks again to Sorceress for helping out.

    * Links above in Bold are still open. If you haven’t cast a vote yet, click the link to do it. End times for each round vary, and many cross over.

    * If you get an error message about needing to log in to vote, and you are already logged in, then try refreshing your browser (CTRL+F5 in Firefox/IE), or in Chrome F12 then Right Click on Refresh and select “Empty Cache and Hard Reload”).

    Ludum Deals for LD29 [8]

    Posted by (twitter: @mikekasprzak)
    April 9th, 2014 11:30 am | 10 love | 12 Comments »

    Real World Ludum Dare 29 Gatherings [24]

    Posted by (twitter: @mikekasprzak)
    February 17th, 2014 11:38 am | 22 love | 47 Comments »

    We’re In!

    Posted by
    April 23rd, 2014 5:22 am

    We are in for the Ludum dare game jam,we love jam,its very tasty.

    Tools we’re using:

    1)Flashpunk (uses Flashdevelop)

    2)a) Our own voices(b) Milkytracker.

    3) Paint.net

    We are more then excited to be a part of this Jam,unless its blueberry,We hate blue barries,all blue and stuff.

     

     

    I’m in!

    Posted by (twitter: @@Olkerud92)
    April 23rd, 2014 5:15 am

    First timer here!

    I’m not sure I will get a fully functional game done due to a busy weekend but it’s worth a try!

    Tools I will be using:

    Language: C++

    Libraries: SFML 2.1

    SFX: Bfxr

    IDE: Code::Blocks

    Art: Photoshop CS6

    Good luck everyone!

    I’m in!

    Posted by (twitter: @vilyah)
    April 23rd, 2014 4:45 am

    I’m in for the compo. There’s been some great themes so far & I’m getting pretty excited about it.

    I’d like to use Unity this time around now that they have 2D support, but I’m still very much a Unity beginner. If I can’t get up to speed with it in time I’ll be falling back to writing plain ol’ JavaScript, using my basecode library (https://github.com/vilya/LudumEngine).

    Good luck everyone!

    My 4th Ludum Dare

    Posted by (twitter: @NasarethMekuri)
    April 23rd, 2014 4:09 am

    Yay 4 times in a row!!

    Last time I entered the jam instead of the compo,  because I decided to use Unity, which was very new to me at the time. This time I’m going for the compo as I prefer to make stuff myself, plus you learn more from it :-)

    I will either be using Unity or XNA, depending on what type of game I’ll end up making. Currently I’m in the mood for a 2D game, and I haven’t really tried the 2D part of Unity yet.

    I will be using Audacity for sounds, and if I end up doing 3D stuff in Unity I might (If it is allowed) use the UFPS asset.

    Good luck to you all :-)

    Sharing the Löve

    Posted by
    April 23rd, 2014 3:24 am

    For me, one of the things that eat up an unnecessary amount of time during each LD is reinventing the wheel of all sorts of functionality. Things such as camera behaviour, tweening, timers, etc. I make games using the LÖVE framework, since I love Lua and the framework itself is great. However, it won’t give you all the same tools as Unity for example.

    This is why I’ve been working on building my own framework on top of LÖVE to drive my LD entries, dubbed Conclavus (github). It integrates a lot of useful tools from the LÖVE community (such as a gui library, easy particle creation tools, file hotswapping and a browser debug interface), while adding a whole range of other game-agnostic functionality. It should fit within the LD compo rules, which is why I’m making this post. My framework can be forked by anyone who wants to mess around with it, though mind it has been mostly untested. I’ll probably spend some time during LD debugging my framework :P

    Here’s what I’ll be using:

    Posted by (twitter: @jezzamonn)
    April 23rd, 2014 3:08 am

    Whee! This’ll be my 6th Ludum Dare!

    My goal this time is to not to sacrifice a concept in favour of art or other features. I say that because last LD48 I spent a little too much time on that, and not enough time on my concept.

    What I’ll be using

    • Code:
      • FlashDevelop
      • ActionScript 3.0
      • NO game engines ;)
      • Libraries: gskinner’s Rndm library, as3sxfr, and some simple colour utility libraries, ColourUtil.as and Colour.as
    • Music/SFX:
      • Pixel’s ptCollage
      • Melody Assistant
      • Audacity
      • as3sfxr
    • Graphics:
      • GIMP
      • Flash Pro CS6

    Projectile physics for dummies [WARNING: MATH!]

    Posted by
    April 23rd, 2014 2:02 am

    I can still clearly remember, how many problem I had with making smooth-moving bodies  in my games back in the day, but I’ve improved a lot since, so I feel I have to share this knowledge.

    The amazing fact that only midschool math needs for this stuff, so you are goddamn lucky, if you didn’t play Fruit Ninja or 2048 constantly during math classes. :P

    #1 the basic knowledge

    Calculating the motion of any bodies needs to be able to calculate its positions in space. A coordinate-system is perfect for this, and you already get one all the time when you have a proper window on-screen. (my only experiences about it are Java and LÖVE2D, but I’m pretty sure it’s also true for every similar programming languages & environments)

    In most cases, the (0,0) point on this is the upper left corner of that window.

    #2 straight moving

    So you have a window, and a body with some (x,y) coordinates. The texture that marks the body is displayed at (x,y) on the screen.

    If you wanna move this body left, you have to substract a number (whatever you want) from X. To move right, you have to ADD a number  to X. Doing the same with Y makes the body move up (in case of substraction) or down (in case of addition).

    It’s also the initial point of WASD moving in case of player characters: you have to give these commands to certain keys – giving special tasks for key-pressing actions vary on programming  languages & environments.

    #3 straight moving, in any angles

    Yeah, that’s fine yet, but if you want to move on a way that changes both X and Y, then you have to call the angles!

    There’s a cool stuff that helps us called trigonometry. To use its rules, we need a triangle: the first one is (x,y), the second one is a random point that lies on that line your body will also lie while moving; the third one is that makes a right triangle from these points.

    Let’s be more precise: make a body that follow the mouse cursor. Then you get (x,y) – the body – and (mouseX, mouseY) – the mouse. Two points CLEARLY defines a line; it’s gonna be the track of your body. To make it move, you have to know the slope of this line.

    And THIS is where you need a triangle – the third point is (mouseX, y), and this with the line I mentioned forms a right triangle. And well, the slope of the line equals to the tangent of the angle at the body!

    But hey, we have formulas to calculate it by division! It’s gonna be the Y distance between mouse and the body / the X distance between mouse and body. Okay, it’s a tangent value, but in the 21 century, you can easily calculate a tangent value back into degrees.

    After that, moving the body on its track is not that hard – even understanding is kind of easy, but I suck at English, so I definitely wouldn’t try to explain it: add cos(slope) to body’s “x”, and also add sin(slope) to body’s “y” – I mention again, that the result of the division is NOT the slope itself, only its tangent. Theoretically, you can calculate sin and cos from tan without exchanging back into degrees, but I haven’t experimented with that.

    TLDR; TO MOVE A BODY ALONGSIDE OF A CERTAIN LINE:

    a) GET THE SLOPE
    A number in degrees/radian (I guess it matters only in LOVE2D) that has the next tangent: (mouseY – y) /( mouseX – x), assuming that all of them are positive numbers.

    b) IN ANY STEPS IN WHICH YOU WANT TO MOVE THE BODY AWAY:

    add the cosine of slope to “x” (body’s x coordinate)
    add the sine of slope to “y” (body’s x coordinate)

    #4 wind, gravity, and other vectors

    I quickly realised that even without serious knowledge of linear algebra, you can simply use vectors. They are used in physics to show the amount and the direction of forces. They have 3 properties: an “x”, an “y”, and a “length”. x and y shows, where it pushes stuffs away, while length (which is calculated from x and y) shows, how strong it does that. in fact, I didn’t use it, because direction was more important for me.

    Yeah, right, that’s fine, but how to use them? Well, it depends on that what do you want? In case of linear moving, without acceleration, just simply add VectorX to BodyX and also add VectorY to BodyX.

    Example use: wind (though in my test I used acceleration for this, just for fun… :P), where WindVector has an y=0, and some x, that you have to add to or substract from BodyX. You already know the difference.

    In case of acceleration, you have to store the increasing…ehm…”speed”. Well, yes, you actually store the speed.

    Example use: gravity, where GravityVector has and x=0, and some y, and in every frame you have to do the next:

    GravityAmount = GravityAmount + GravityVectorY
    BodyY = BodyY + Gravity ( + sin(slope) of course)

    In this case, there are two forces on your body: one that makes it move algonside a certain line, and one that does it in a straight down direction. The result is a parabola track and a mathematically (I guess?) precise implementation of vertical or oblique projection.

    #5 endnote

    I may be wrong in many aspects; one thing is sure: this method works amazingly well for me. I even hope that I used the right words; sadly I’m not familiar with “mathematical English”. Also, thanks for reading and have a successfull Ludum-ing!

    - Katamori

    I’m in (my second LD48)! Time to get weird?

    Posted by (twitter: @LTP_ATS)
    April 23rd, 2014 1:32 am

    Excited and slightly nervous for my second LD48. My last game went pretty well (click here to read the post-mortem, complete with game and soundtrack links) and I learned a lot about scope and time management. I had so much fun on it I’m working on a spinoff, and plan on having a full release within the next couple years once I do some more prototyping!

    Since the last Ludum Dare I’ve released several more games. LD hooked me on game jams so much I went on a bit of a “game jam binge,” participating in as many game jams as I could. I’ve made about six games since LD #28 (plus two more games for an Infectious Diseases class I was taking), many were with my partner Kristin Magann of RainbowSexyFish.

    Anyway I will be reading over my post-mortem like crazy before starting this time so I won’t repeat any previous mistakes (we’ll see how that goes). Can’t wait for the theme, many of them are looking pretty interesting!

    I will be using:

    ~ Stencyl most likely, but mayyybe Unity if the theme inspires something I know I can program (I just started using Unity recently, still learning the ropes). If I use Stencyl I may end up using some personal code libraries depending on the type of game I make.

    ~ Photoshop 5 for art

    ~ Guitar Pro 5 and VOPM for sound and music, possibly free domain stuff from Freesound or self-recorded sound effects. Audacity for any additional tweaks.

    ~ Pencil and paper for fleshing out concepts!

    Good luck everyone and happy jamming!

    I’m in!

    Posted by (twitter: @twistedshield)
    April 23rd, 2014 1:31 am

    Managed to free up the weekend for this. It will be my first LD, so I’m pretty excited.
    I don’t have any fancy libraries to share, I’m just going to jump into Unity, hack something together, and hopefully have something fun at the end of it!

    Some advice, please

    Posted by
    April 23rd, 2014 12:41 am

    IS it ok if I use an opensource lib that I am coding myself (http://vogon101.github.io/VogonGame/)

    Thanks

    Vogon101

    http://www.twitch.tv/vogon101

    PSA: If the theme is ‘Break the Rules’, it does not mean you can break the rules.

    Posted by
    April 23rd, 2014 12:06 am

    I don’t know why people even voted for that.

    What’s your coding soundtrack? (again!)

    Posted by
    April 22nd, 2014 11:22 pm

    I originally posted this same question almost three years ago and got a lof of nice responses.

    I’ve got some favourite albums kicking around for myself this time:

    • Crystal Castles – Crystal Castles III
    • Bag Raiders – Bag Raiders
    • Birdy Nam Nam – Defiant Order
    • Power Glove – Blood Dragon OST
    • Vangelis – Blade Runner

    With the possibility of the odd nursery rhyme if I’m trying to get my new son to sleep!

    What’s your soundtrack this time around? Has it changed from previous years? Are there personal favourites that never leave the queue?

    In for the first time. Using the Phaser framework.

    Posted by (twitter: @codevinsky)
    April 22nd, 2014 11:14 pm

    I’ve only been doing game dev for a few months, but I’ve been writing JavaScript for years.

    I’ll be using photonstorm’s fantastic Phaser framework.

     

    If anyone else is using Phaser or interested in using it, I’ve written a pretty great generator that uses browserify to manage dependencies and a prefab and game state subgenerator

     

    I’ve also written a fairly extensive tutorial series for the phaser framework that people suggested I post here: http://codevinsky.ghost.io/phaser-2-0-tutorial-flappy-bird-part-1/

    The generator is detailed in the above blog post. I hope it helps someone make a badass game this weekend.

     

    I intend to create all of my artwork using the canvas as I’m not at all proficient with any form of art creation software.

    Outkast & Eminem Headline Austin City Limits Festival

    Posted by
    April 22nd, 2014 10:11 pm

    Outkast & Eminem Headline Austin City Limits Festival Watch Captain America The Winter Soldier Online Captain America 2 The Winter Soldier 2014


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