Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #LD48 | #ludumdare on irc.afternet.org (Info)

Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (Suggest a Theme)
  • Ludum Dare 30 Begins: in 25 days, 12 hours, 37 minutes, 20 seconds
  • [ Real World Gatherings | Ludum Deals (coming soon) | MiniLD #53 ]


    Real World Ludum Dare 30 Gatherings [9]

    Posted by (twitter: @mikekasprzak)
    July 21st, 2014 11:47 am

    While Ludum Dare is typically an online event (make a game from the comfort of your home), many real world events happen around Ludum Dare. Here’s the list:

    If you want your event on the list, post a comment letting me know where your event is. Be sure to include a link to further details (either here on the blog, or elsewhere).

    MiniLD – The 53rd Edition

    Posted by (twitter: @F0lis)
    July 6th, 2014 2:40 pm | 39 love | 58 Comments »

    Finally did my LD28 timelapse video

    Posted by
    July 27th, 2014 3:31 pm

    Hi guys! I know this is really late, but with the next LD coming up, I wanted to get my backlog of chores done. I put finally edited and uploaded the timelapse video of my development during LD28. Hope you guys enjoy it, see you in less than a month!

     

     

    Website: http://www.custardgames.com/
    Facebook: https://www.facebook.com/CustardGames
    Twitter: https://www.twitter.com/locknic

    IRS WARS “post campo version” TONS Of Bug Fixes!

    Posted by
    July 27th, 2014 1:29 am

    Many people had trouble extracting and playing my game (i think putting jar files into rar files is what confused them :-) So i made a post-campo version. to get right in here is a cross platform jar file (this time i used the fat jar file creator to combine all 2 jars into one!) and for you windows imperialists (like me!) here is a windows exclusive version :-)

    here is a list of bug fixes and new stuff:

    1. The “quit” button now works
    2. Game now correctly resets after death, fixing the “life after death” glitch.
    3. epic death animation for the x-wing star fighters
    4. even more epiccer death animation for you
    5. once that animation is over the most epicly written  quote is displayed (i wont spoil it for you)
    6. My game engine now supports text and alpha channels so… better graphics!

    To counter all the peaple not knowing how to play my game i wrote a step-by-step (actually its not :-) guide for you (or is it?)

     

    1. press “play to play”
    2. most importantly, the sensitivity is pretty high, to turn tap the key very *gently*. like this: d :)
    3. press mouse to shoot
    4. killing them will gain you money, which is displayed in the right hand corner.
    5. press menu and a menu will slide up.
    6. press upgrade in the menu that just appeared to enter upgrade mode.
    7. if a location has a “x” over it, clicking that location will sell the tile at that location
    8. if a location has an “check” over it clicking on thaqt location will buy the selected tile and place it in the clicked location.
    9. near the top is a list of tiles you can buy (just by guns, and only guns) press one to select one. (selected one is displayed in top right corner)
    10. thats about it! thanks for your paciants ile update this if i remember more stuff :-)

    thanks,

    German Kuznetsov

     

    Mr Sunshin aka sunrain – SummerGameJam

    Posted by
    July 26th, 2014 8:03 pm

    sunshinz

    Mr Sunshin aka sunrain was created over the weekend for the SummerGameJam.

    I’m pleased to say that all art assets used were created during the jam. Scripts were reused, but reworked.

    Game Development Process

    The process began with a felt sketch on white paper. A sunshine, or should I say – Mr Sunshine (later corrected to Mr Sunshin). Some character sketches were also produced but these were not used as reference. A felt drawing that Dolly drew was used for reference when modeling the player character  in Blender. Mr Sunshin was also modeled – with a range of shapes and tips.  Export models into Unity3d. Create scenes with models – add scripts and lighting.

    Go back and produced digital paintings in GIMP, using the 3d scenes  as inspiration. This painting was added to the game.

    After sleep and food – modeling in Blender took place again. This time it was to create some storm clouds and lightning. These were created and added to the game.

    At this point I cleaned everything up, made sure it was working alright.

    I had started to add a admission half way into the game – same idea as the title screen where you have to click (or even better – collide) to move onto the next level.

    The game is very quick – each scene lasts 5 seconds, but that’s all you really need to experience. The camera can’t move, there is limited interaction anyway (only clicking to move characters).

    I hope you enjoy the game.

     

    ssr

     

    snapshot24

    Play now free

    Downloadable Linux native build, and unity web player for Windows/OSX.

    game jolt (ads)

    itch.io (no ads, donate!)

    Google Play 

    Thanks,
    BroBeur

    Mighty Retro Zero

    Posted by (twitter: @DavitMasia)
    July 26th, 2014 12:37 pm

    This will be my next game, called “Mighty Retro Zero” (provisional name).

    As you can see the player looks like a minimalistic and pixelated Megaman, and after the Keiji Inafune clone called “Mighty No. 9” well i decide put this name that can be changed in the future.

     

    Here the last video featuring the Arkanoid based level:

     

    Links to follow the project
    ———————————————————————-

    TigSource Devlog: http://forums.tigsource.com/index.php?topic=42252
    Gamejolt Page:
    http://gamejolt.com/games/platformer/mighty-retro-zero/29923/

    Tumblr: http://dev.kronbits.com/
    Instagram: http://instagram.com/matriax
    Facebook: https://www.facebook.com/kronbits
    Twitter(Official): https://twitter.com/Kronbits
    Twitter(Personal): https://twitter.com/DavitMasia

    Under Ytan – kind of update.

    Posted by (twitter: @dittomat)
    July 25th, 2014 4:43 pm

    Remember that game about walking on water? No? Well.. okay..

    It just so happens I made a flashy itch.io site for the post-compo version of the game(We’re talking Under Ytan here for anyone not keeping up, you know, that I made for LD29), and I just kind of wanted to tell you guys it exists. Ludum Dare is pretty much the reason I still make games, it made me actually finish something, over and over again! Awesome feeling! So as kind of a loveletter to Ludum I want to tell you that you can find both Under Ytan and a game I made earlier this year(Outside of LD, believe it or not) on my itch.io page!

    Image5

    The game is call “hets” and is of the 2D platformer, hectic, randomized, powerup collecting, monster shooting kind. It also is in pretty edgy gritty pixel style, a style I’m kinda pleased with if I can say so myself!

    hets sceeeny

     

    I like games where things are fast. Very fast. I also like games that are sort of unforgiving, and doesn’t hold your hand really, but still lets you practice until you are good enough to beat the crap out of it! I think I managed to make hets one of those games.

    Why not give it a try, both hets and Under Ytan are free to download and play! (But I mean, if you’re thinking to yourself “Hey, that Ditto guy is probably starving and struggling to pay rent… Maybe he’d like a dollar!” you caaaan kind of give me a dollar for the effort… if you want to!)

    Links:
    Download hets here! 
    Download Under Ytan here!

    Hope you like the games!
    Love
    Ditto

     

     

    Yamanu 1.1 – Video

    Posted by
    July 25th, 2014 1:33 pm

    Hey guys!

    I have a video demonstrating how to use the newest features of Yamanu version 1.0!

    Video

    Thanks for the support everyone! I already have some downloads for everything uploaded! Again, if there are problems you find, let me know and I will fix them!

    - Gandalf1209

    Love2d Tile Based collisions :D, and Console Lib

    Posted by
    July 25th, 2014 9:18 am

    my own personal collision library used for tile collisions, it uses rectangular hitboxes and returns a value when colliding.

    iterates through a table named tiles to find when each side of an obj is colliding with a tile.

     

    Also includes a library for a console, this is to be used in ludum dare 30 with the tile collisions

     

    they are on my github(https://github.com/AgentEnder/Personal_Libraries)

    Howdy

    Posted by
    July 25th, 2014 9:18 am

    Hello! I have just joined Ludum Dare and I am a proficient programmer in python and pygame, although I know a very small amount in C and C++. I would like to work with someone on a jam sometime.  I am always open to suggestions, and I will most likely make development updates and postmortems for most of my games.

    There we go Summer Game Jam 2014!

    Posted by (twitter: @galman33)
    July 25th, 2014 3:00 am

    Grab a theme and start working on your amazing game of the summer :D

    JAM

    During this last weekend of July (25th-27th), just before we enter cozy August, the stars are aligned to celebrate the summer by making games!

    Join people around the world on the game jam of the summer! The Summer Jam™! Celebrating the summer in the best way ever, making games and meeting new friends :D

    Check out the Summer Jam website

    Stay tuned using the #SummerGameJam hastag!

    MiniLD 53 – A Cruel World’s Post-Mortem

    Posted by (twitter: @TheOccasionalK)
    July 24th, 2014 3:49 pm

    So the Mini Ludum Dare #53 was my first ever LD, and all I can say is that it was fantastic! Great people, game development, and an excuse to geek out and rapidly destroy my health over the period of 48 hours. I entered the jam as a solo participant (because I don’t have any game developer friends in real life) and spent the weekend in the solitude of my study. It was an experience that definitely opened my eyes to quite a few things.

     

    The Game

    A Cruel World was my attempt to express my artistic side a bit. I don’t have time to do art anymore, and even though I’m terrible at digital art (I’m more comfortable with a good ol’ pencil and paper) it was a great learning experience for me. Although the atmosphere may have been a little wishy-washy, it was meant to be a depressing exploration game covering the topics of corruption and greed, self-image issues, deforestation, animal cruelty, and over-reliance on religion. This was my take on ‘The Future Is Now’ theme – because these are problems that we face today, that will only worsen as time goes by.

    The atmosphere I aimed for was heavy, with anthropomorphic character designs that matched each NPCs character (such as the wolf being the greedy salesman, and the sheep being the religious figure). I would have loved to have had more time to build a more complete world and to iron out many of the bugs, but alas it didn’t work out this way.

    The first level of the game, where a poor man tells the player about the world.

    The first level of the game, where a poor man tells the player about the world.

     

    The Development Process

    With only 48 hours to complete the game, I used my own libGDX-based framework (with already implemented input, render, debugging, and audio controller classes). From here, it was a simple matter of creating the world-space, drawing the art, coding the logic, and slapping in some audio for good measure. I started with a notebook and pencil for all my designs (all concepts, artwork, algorithms, and level layouts) and subsequently implemented my designs as I went.

    Although I have developed a few small games, I have explored quite a lot of new territory this time around. For instance, I have never written a free-roaming game with separate levels, so this was an interesting endeavor to implement dedicated classes, each with their own self-contained logic, for each world-space. An inventory system (although extremely basic) was another thing that I had never touched on.

    The fact that I had an extremely tight schedule and clear deadline definitely helped me set aside my uncertainty and simply slap together code to make it all work. I tend to be overly pedantic when it comes to programming, always considering optimal memory/CPU usage, neatness, code commenting, and so on. There is no time for this in LD however, and this really helped me overcome my care and simply MAKE THINGS WORK (albeit only adopting this strategy nearly half-way through the compo).

    Exerts from my MLD#53 design book.

    Exerts from my MLD#53 design book.

    What I Took Away

    All in all, I was quite happy with the result. It may be slightly buggy, and perhaps I could have been clearer about where to go and what to do, but then again it is an exploration game. I would have changed a few things if I could however, but as I said I had run out of time.

    First things first, I realize now that programming is my absolute favorite part of the game development process. The labyrinth of flowing code is an intoxicating mind-game to me – a way to lose myself in complicated algorithms and hierarchical visibility. I loved the art side of things as well, but I found it became somewhat tedious (and anyone who has played my game may see how the quality of art declines the further you get.) This may have been the problem of hand-drawn art taking so damn long to make, and this coupled with the deadline put me off. Who knows?

    Secondly, I learned that an exploration game is not the best approach to compo with such a short deadline. It has almost zero replay-ability, the slightest bugs come out glaring like a car’s headlights in the dead of night and utterly ruin the experience, and you simply do not have enough time to create an expansive and interesting world that will offer a lengthily play-through.

    On the game front, I definitely would have approached some problems differently. I relied too heavily on boolean control variables for inter-class communication, which could have been replaced by a much more, much simpler system if I simply based actions on player position, instead of an activation button while the player stands at a specific position. It’s a minor thing, but this simply change would have saved me an hour or two of debugging which could have been used far more productively. Good knowledge for next time then.

     

    All in all however (as I said), I am pleased with what I accomplished. The purpose of these jams is to extend your knowledge and experience, and this is exactly what I managed to do. I explored new territory with A Cruel World, and enjoyed every sleep-deprived second of it. I’ll definitely be more confident, prepared, and efficient at the next Ludum Dare. I will also take what I have learnt in the mere 48 hours of development and funnel it into my current Android game - a project I hope to complete soon and release on the Play Store.

    To end off this post, I have uploaded the time-lapse video of the development process for anyone who likes to stare at low-framerate, illegible windows:

     

    Just another note: I haven’t had the chance to play through any other games as of yet. I’ve been out of town, and operating only by smartphone for the last couple of days. Last night I returned, and I’m off again tomorrow morning. Perhaps next week I will have a gap in order to melt my mind with some of your guy’s lovely creativity. Until then, have good one!

     

     

    Yamanu Game Engine – 1.1

    Posted by
    July 24th, 2014 2:52 pm

    Hey there!

    The response to 1.0 was great, I really appreciate it! Now, we have Yamanu 1.1! This one mainly added some profiling and utilities. My favorite of which would be the processor information. You can get the processor vendor, and speed very easily with Yamanu!

    Download

    Source

    Documentation

    Basic Application (Made with Yamanu)

    Thanks guys! There will be a video out soon explaining the basic app, and how YGEApplication works! Sorry the website’s down. It’s a free website. If I get enough support, I might pay for hosting and a domain, so you guys can have a place to go for all of this instead of me putting it in a post on Ludum Dare. Anyways, have fun!

    EDIT: Nothing has been tested on Mac yet, so if anyone that has a Mac wants to play around with Yamanu, go ahead! Email me here to tell me if there’s anything wrong.

    - Gandalf1209

    Posted by
    July 24th, 2014 9:15 am

    Ion v1.2.0a is released! In this version the following things were added: lasers and laser blocks, boundary blocks, window size setting, coin and level counters and more!

    GamePlay Video!

    get it now! <- link

    Dream Ticket Timelapse (miniLD#53)

    Posted by (twitter: @TheBrenor)
    July 24th, 2014 3:59 am

    This ludum dare was our first attempt at making a game in Unity, and also we thought why not try making a timelapse with screen capture + a webcam, sometimes we enjoy watching those ourself.

    So here it is:

    You can play a game for your self from the miniLD page:
    http://www.ludumdare.com/compo/minild-53/?action=preview&uid=25969

    For some pic’s and updates on other games we develop you can follow
    https://twitter.com/TheBrenor

    Web vs Download – Please Know The Difference.

    Posted by (twitter: @StickyKGames)
    July 22nd, 2014 7:38 pm

    Many submissions in the Mini LD #53 have links labeled as web, that are not web at all. This is quite annoying, as I like to know upfront if I’m going to have to actually download something, extract it, blah blah blah. There is a proper way of labeling your links, as I describe below. Doing this properly will help keep people in the community from being annoyed by a “web” game that prompts to download an exe file.

    • Web – Can be played in the browser. For instance, you build your game in flash, html5 or unity webplayer, and the game is hosted on kongregate, newgrounds, your own site, google drive, etc. (I’m trying to be all inclusive, not stating any one of these is better than the other). These games will be played directly in the browser, without you downloading anything that you must do outside of the browser.
    • Download – This cannot be played in your browser. A file must be downloaded, extracted, dependencies possibly installed, etc. The game is run outside of the browser and is a bit of a headache. With a lot of games, this takes more time than playing in the web, as the file must be extracted and so on. Examples below.
      • Windows – This is anything that is an exe, or a zip or other archive that contains an exe meant to run only on Windows. If this describes your game, please don’t label it as a “Web” link. You can label it as “Windows” or something similar.
      • Mac/OSX – This is a game built for Mac/OSX that is played only on Mac/OSX. This is not played in the browser. If this describes your game, please don’t label it as a “Web” link. You can label it as “Mac” or something similar.
      • Jar – This is an executable jar file. This can run on any platform, as java is that versatile. Jar files can be run in the browser, but it’s still necessary to build the web page to do so. If you link ends with .jar, this is not a web build, so please don’t label it as a “Web” link. You can label it as “Java” or something similar.

    I’m not trying to yell at anyone here, but some people haven’t learned the difference. It may seem trivial to some, but it is only common courtesy to let people know up front what to expect. If I click on your web link (because your game seemed so exciting I forgot to look to see where the link actually went before I clicked) and it didn’t take me to a page on the internet that allows me to play it in my browser without downloading anything manually (and extracting, and so on), I will not play your game. It’s nothing personal, it’s just that if you can’t tell the difference, your game is likely to suck and be a waste of my time extracting it, installing dependencies, running in compatibility mode, turning my monitor on it’s side, setting up a house of cards, painting a masterpiece, etc. just to get it to work.

    HOWEVER, if you let me know up front by labeling your links correctly that all of that stuff is involved, if your game seems worth it based on the good and complete description that you wrote, I WILL do it.

     

    Edit: If you weren’t planning to build your game for web, please consider doing so. Not everyone in the community is computer savvy enough to download a game and install dependencies, people like artists, people like my artist / wife. If it’s not a web game, my wife won’t play it unless it has a very compelling description that’s very appealing to her, in which case she bugs me until I cave in and download it and make sure it will run for her. Also, it’s possible to unintentionally include malicious code in a downloadable game, where security settings in most of the web players won’t allow such a thing. I’m sure it’s not hard to write your game in .NET and make a mistake (Because you haven’t slept in 30+ hours) that deletes the a user’s “some other folder” instead of just the save file your game makes like you intended. Not saying that this awesome community would do it, but someone could do something like that on purpose, especially someone that’s not part of the community and is just looking for some way to get their kicks. I’m sure most of us are playing these games on the same computer we develop on, the computer that is our livelihood, and just don’t want to take that risk.

     

    Edit 2: Please read the note from artist/wife for a better written explanation, as she is much better with words than I am.


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

    [cache: using cached page]