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Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (Suggest a Theme)
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    About Tim Bumpus (twitter: @theBumpus)

    Sixteen-year-old Christian trying to be a storyteller and a game developer. I'm here to make my dreams become reality.

    The artist formerly known as Puzzlem00n.


    Ludum Dare 27
    MiniLD 43
    Ludum Dare 26
    Ludum Dare 25
    Ludum Dare 24
    Ludum Dare 24 Warmup
    Ludum Dare 23

    Tim Bumpus's Trophies

    The Cone of Shame
    Awarded by Tim Bumpus
    on May 6, 2014
    Good Samaritan
    Awarded by johnfn
    on August 29, 2012
    The "Thanks for your Great Advice" Award
    Awarded by iandioch
    on August 24, 2012

    Tim Bumpus's Archive

    I didn’t make a game.

    Posted by (twitter: @theBumpus)
    Monday, April 28th, 2014 2:52 pm

    That is all.

    EDIT: https://twitter.com/theBumpus/status/461258594101760001

    Final Round Picks

    Posted by (twitter: @theBumpus)
    Thursday, April 24th, 2014 4:22 pm

    I see a lot of people post these, and I never do. So why not, right?

    Screenshot 2014-04-24 19.18.18

    I really need to get more time to prep more for this event. As it stands, I’ll barely have any time even tomorrow. =p Don’t worry, I’ll figure it out.

    Into the Inferno

    Posted by (twitter: @theBumpus)
    Friday, April 18th, 2014 7:00 pm

    I’m IN, part two! In Part One, I began the I’m In posts (FIRST!), established my persona and idiosyncrasies, shamelessly plugged my domain name, and asserted the dawning of a new era! Sixth LD here we come!

    My Tools:

    • CODE: Lua + LÖVE in Notepad++. My basecode can be found here, a collection of community libraries. It’s got lots of cool stuff in it that brings me up to par of Flixel users, but it’s not quite ready to use yet. I’m still working on getting it together. EDIT(4/20): It’s pretty much ready to use now. =) Still haven’t added Spriter support, but I’ll get to it.
    • GRAPHICS: Paint.net, possibly Photoshop. BIG NEWS: I’m going to use Spriter, if I can get it to work. And BIGGER NEWS, my pen tablet! EDIT: I’ll probably try using AutoTileGen.
    • SOUND: Aria Maestosa for music. (S/B)FXR for sfx, and my laptop’s mic. Audacity, for everything.
    • DESIGN: Pen, paper, the font of eternal inspiration (internet), and Tiled for tiles. Yes, I do still hate Tiled.
    • STREAM: Open Broadcaster Software and my twitch.

    My Goals:

    1. Make something weird. I hate making games that are the same as tons of other games, but when I try to do something irregular, my thoughts turn to making something “cool.” Making something cool, though, is not the right way to think about it. It just leads me to try to be better than everyone else, and takes me away from making something FUN, which should be the goal. Making something “weird” seems to be the better way to think about it.
    2. Make it juicy. I got reminded of that big juiciness presentation on grapefrukt’s site, so I figured, why not follow some of its advice? And even more importantly, the advice of this.
    3. Explore my design space. You know, insert as much coolness as I can within the constraints of my idea. I mean, there’s only 48 hours, but what I’m trying to say is that I’m going to try stuff. New Cool Weird stuff.
    4. Minimize combat. The fact that 90% of the games in the world involve combat is lame and restricts the art, man. We can do so much more, and I intend to. (Other things that restrict the art, man include realism, goals, standardized controllers, and F2P.)
    5. Tell a story. I feel like my best talents are in the realm of storytelling, and yet, my entries never tell stories. (Okay, one did, but said story was admittedly terrible.) I’m going to try to have a stronger focus on characters and writing this time.
    6. Save time for aesthetic. Graphics and music are important parts of the game that I often leave for the end. I’ll shuffle my normal schedule around to get them done earlier, I think.

    I will ignore all the goals above as required.

    So, I’m thinking tomorrow or Sunday (probably Sunday), I’ll start streaming some warmup action. I’ll probably code myself an intro and maybe a small game. I’ll keep you guys updated! UPDATE (4/20): Maybe tomorrow.

    P.S. Good luck to everyone, especially the newbies! I like to say that without them, the Ludum Dare wouldn’t be the Ludum Dare. Which is why I just did.

    Let the “I’m In” Posts Floweth Forth

    Posted by (twitter: @theBumpus)
    Wednesday, April 9th, 2014 12:24 pm

    Last LD, a lot of people were having trouble with getting motivated, including myself. I attributed this at the time to a strange lack of the usual pre-event hype. To prevent the same thing happening again, I have decided that the “I’m In” postings should commence as soon as possible. So here’s mine!

    Hello, everyone! I feel like I’m meeting an old friend again already– not only because it’s been so long since I’ve had Twitter to talk about games with, but because it’s been even longer since I’ve had only Ludum Dare and no Twitter. Those were the days. I’ve been on hiatus from Twitter for a while, you see, and it’s been nice, but I do miss the spontaneous conversation.

    Allow me to introduce myself, just because I can. I’m Tim, formerly Puzzlem00n until I recently decided that screen names are annoying, I’m 15, and I make games!~on occasion! Coincidentally, a couple days ago marked the two-year anniversary of the day I first joined this site and revealed myself to the internet. I’ve done five Ludums since then, and it would have been six, too, if it weren’t for that meddling motivation loss. I’ll get away with it this time!

    Upon getting to know me, you’ll find that my general personality traits include: arbitrary loss of willpower, strange mixings of optimism and cynicism, no desire to understand low-level code concepts, ranting self-deprecatingly about life problems, switching interests from games to writing/animation/comics, not actually liking to play games, giving unneeded advice (OR SO YOU’LL SAY), and making lists. Other than all that, I’m told I’m pretty rad!

    So what have I been doing lately, I’ll pretend your asking? Well, I’m trying to put together my personal website AND find a way to update it with content five or six days a week! See the extremely early WIP timbump.us, the greatest domain name ever conceived (world record pending).

    The point is, I’m going to be doing this. And I mean I really am going to do this. And if I’m lucky, this is going to be the beginning of a new age of Tim.

    Of course, that’s what I said back on New Years’… =)

    (My toolset will be revealed semi-dramatically in my next post.)


    Posted by (twitter: @theBumpus)
    Sunday, December 22nd, 2013 3:13 pm

    This post is mainly so there isn’t a huge gap in the chronology my LD page. Most people have already figured out that I didn’t do it, but this should clear things up for posterity.

    Why didn’t I do it? I have no idea. Seriously. Lots of people were reporting a lack of motivation this time around, whether it be because of the holidays, lack of the usual hype, or bad vibes spreading through the internet like a plague. Most of us just pushed through it, but not me. I have no will to get past motivational walls.

    Ludum Dare was the one thing I’d never failed. The one commitment I’d never broken. Sure, I had to do the jam a couple times, but I made something. I always pushed through and made something. But this time I caved before I even got out of bed in the morning.

    The life I want for myself can’t be sustained by sitting back whenever I “don’t feel like it.” But I haven’t overcome the problem just yet.

    But did I learn anything this LD? One thing. From sitting back and watching, I learned I’ve been approaching the competition from the wrong angle. It shouldn’t be about coming up with the coolest interpretation of the theme or the best mechanic. It should be about making a game that’s fun. Because if it doesn’t have that, then what does it?


    Posted by (twitter: @theBumpus)
    Friday, December 13th, 2013 5:01 pm

    Man, I’m cutting this post close. Well, hello world, Tim here for his 6th LD! I can’t wait to get this started, it’s been a good while since I’ve worked on a new game. My tools:

    • CODE: Coding Lua with LÖVE in Notepad++, as always. I’ll be starting off with my collection of community libraries, which I really need to make sure is up to date before this thing starts.
    • GRAPHICS: Paint.net, or Photoshop if things get crazy. I’ll likely try to use my pen tablet. I wanted to try out Spriter for this one, and I still might, but learning it could waste a lot of my time.
    • SOUND: Aria Maestosa for music, or Musagi, if things get even crazier. iNudge or Otomata, when if I run out of time. (S/B)FXR and my laptop’s built-in mic for sound effects. Audacity for tying up loose ends.
    • DESIGN: A notepad, a writing utensil, the web for research, and Tiled for tiles. I still hate Tiled.
    • STREAM: Open Broadcaster Software. And my Twitch, obviously.

    My goals for this Ludum (which I recommend everyone write down):

    1. Make something in a SUBgenre I haven’t. I’m cutting off the “no platformer” restriction this time, just because I’m starting to miss making them. But I still haven’t made an action platformer. Or a (good) puzzle platformer. Or a metroidvania. Or a combination of all three… But let’s try to avoid the whole “get crazy” thing.
    2. Make the game worth playing. My games have certainly been getting better, but so far I haven’t made anything you’d expect to get press attention. Could that change this time?
    3. Make the graphics look good. Again. I thought I did pretty well with this goal last time, but let’s face it, it still wasn’t all that great. And the graphics rating was worse than the last one (which was only a bunch of rectangles!).
    4. Make a game with no killing? I’m not really sure about this one. I mean, I support the message behind McFunkyPants’s #NOKILL challenge, but none of my games have had any killing in the first place. Can’t I make one with combat just once?
    5. Try NOT to give up in the middle! It’s not like I’ve ever done this before. It’s just I’m secretly not in that good a mood right now, so I’m afraid it could happen.

    You can follow my progress this weekend on Twitter or on my live stream.

    As usual, good luck to everyone, especially the newbies! Without you guys, Ludum Dare wouldn’t be growing nearly as big as it is.

    X-TREEEME Post-Mortem

    Posted by (twitter: @theBumpus)
    Monday, August 26th, 2013 8:24 pm

    So, for this 27th LD compo, I made a game called X-TREEEME Pin the Tail on the Donkey. XPtTotD for short. And all in all, I think I–

    Tailed It!

    For the first time in one of my LD entries, this game had *drumroll* good graphics! No, really!


    My tileset, as proof.

    So yeah, I’m pretty proud of that. Let’s go over how it all went down:

    Friday night, I spent the hours trying to come up with an idea. I chatted for a long time with my friend, and we came up with this: a game where you have to go from checkpoint to checkpoint in 10 seconds. I went to bed satisfied with the concept, but I couldn’t fall asleep. While I’d love to play that game, I decided against being the one to make it when I came up with something much better on the brink of sleep. When the subconscious works best, as you know! It can be summed up below:

    My game's instructions.

    I have no memory of what thoughts led me to come up with that, but I really do love the idea.

    Saturday, I woke up and got on the Team AllHailNoah IRC and started my livestream. The IRC was our private alternative to the overpopulous Ludum Dare IRC, and we had fun on it. My live stream was never visited by too many people at one time, but the people who watched were helpful (especially Aran Koning) and we listened to music from Spongebob. My standard (set by last time) is now three enemy/obstacles per game, and since these ones didn’t need any path finding, it was much faster than last time. I ended the day trying and failing to make tile graphics.

    Sunday, I picked back up on the graphics and finished them all up. I then did the level design. I’m pretty bad at level design, so it took way longer than I wish it had, but it got done. I had to cut any pretense of story out of the game, but I had time to work in the instructions graphic you see above instead. I also got to work with a gui library this time, so adding buttons was a breeze! In the end, the biggest disaster was how little time I had for music at the end, compounded by a crash in Aria Maestosa the first time around. Luckily, no one has complained about it so far, so I guess somehow it’s not that annoying.

    To be honest, I haven’t even beat all the levels in the game myself. But I know they CAN be beaten. :)

    What Went Right:

    • Graphics!
    • Concept!
    • GUI!

    What Went Wrong:

    • It’s a bit difficult.
    • I didn’t get to put in any story.
    • The music.

    In the end, I’m sure this will get a higher score than all my other games in all categories (except maybe mood and audio). Once again, I had a great time. See you at LD28!

    Progress Report #1

    Posted by (twitter: @theBumpus)
    Saturday, August 24th, 2013 2:32 pm

    Okay, first off, I want to explain that I did in fact do a warm up game. I made a bad Pong clone in 2 hours and 45 just before the competition stated. So ha!

    Early LD27 Screenie.

    Yeah, not much yet. I don’t like to do the graphics until after the game mechanics are done.

    Now, here’s my game idea so far. You see the level for ten seconds. You can scroll around it, but the player won’t move. You can move, however, once the ten seconds are up, and the map disappears.  You’ll have to walk the map from ten seconds of memorization, while avoiding buzzsaws and mines until you reach the exit.


    If I pull it off, it should be pretty fun. For updates, see:


    Twitch Stream

    I’m In It To…

    Posted by (twitter: @theBumpus)
    Wednesday, August 14th, 2013 7:34 pm

    …Well, be in it I guess.

    This’ll be my 5th LD (I remember when I used to look up to people who said that! Yes!) and I’m excited to see how it turns out. As I’ve said, last LD felt like the first time I actually got this event right, and I’ll bet I can again. And since it’s summer, I have time to be active in the community. Hopefully those two things add up to make LD27 one to remember.

    Let us take a peak in to my trusty toolbox, shall we?

    • CODE: As always, Lua and LÖVE with Notepad++, and my collection of community libraries that I should probably polish up before the compo. (Yeah, it’s a lot, but it’s far less can Flixel can do, am I right?)
    • GRAPHICS: If the need arises, Photoshop, but more likely Paint.net. I might try to use my pen tablet again. (I was too dumb to realize the last time to draw in a higher resolution and then scale it down.)
    • SOUND: Musagi or Aria Maestosa for music, depending on what fits. If there’s no time, iNudge or Otomata. (S/B)FXR for sound effects and Audacity for anything else.
    • DESIGN: A notepad for putting sketches and notes on, a pencil to put said sketches and notes on, the entire internet for theme research, and Tiled. For tiles. I’ve really been getting sick of it, actually, it’s missing a lot of tools I’d like, but I don’t want to have to code map loading for something else.
    • STREAM: Open Broadcaster Software. Livestreaming was nice last time, even if there was usually only one person watching at a time. It gave me a reason to talk to myself and think clearer. Maybe you’d like to stop by?

    And, because it helps, My Ludum Goals:

    1. Make a warm-up game. Hopefully on the traditional pre-compo weekend. I want to make sure I get well in to the groove of this before it begins.
    2. Make something in a genre I haven’t. Eventually, I hope to move past thinking in genres, but I’m still an amateur, taking it slow. And platformers and whatever # was bore me now.
    3. Stay active in the community. Make a good amount of posts and comments like in the days before I had twitter.
    4. Rate 100 games. No, really this time. Seriously. Probably.
    5. Make a game with a good story. More a hope than a goal, but that’s really all I want in my games now.
    6. NEW: Make the graphics look good. I can make such better art then I have in the past, I know it. I just need to stop telling myself I can’t before giving it a real try.

    Hopefully being more active means making lots of encouraging comments to the new guys. Remember, first timers, you simply being here means that Ludum Dare is growing, drawing in more and more people to make games. Don’t feel for a second like you don’t belong here. Good luck, get her done. =)

    My Team’s MiniLD Entry

    Posted by (twitter: @theBumpus)
    Monday, July 1st, 2013 10:44 am

    Hey, everybody, I just wanted to post something to celebrate the fact that after many failed MiniLD’s, I finally completed one. So huzzah!

    I wasn’t planning on making a game over the weekend at all, but me and Michcioperz were talking to Finnbar Thursday when we confirmed that he hadn’t actually made a game yet, despite posting regularly on Idea Squish. Then I remembered that 22Jams was happening the 29th-30th, with the challenge to make a game with someone on your team who hasn’t. It was too perfect to pass up. But of course, 22Jams’ lack of any real theme was a bit too broad for our brainstorming, so we borrowed the themes “Music” and “Dreams” to end up participating in two jams at once.

    I’m pretty proud of what came out. Finnbar came up with the whole idea in an odd music-drunk trance on IRC. (He later edited around what he said in that chat to make up the story.) I coded all the visual stuff and gameplay changes while he coded/composed the music. Michi just did whatever he felt like. :)

    It would be great if you could check out the game and leave a comment. The whole thing only lasts about three and a half minutes. We had a great time, and thanks to johnfn for great themes!

    Out The Other Side

    Posted by (twitter: @theBumpus)
    Monday, April 29th, 2013 11:40 am

    It’s an odd thing that this turned the best game I’ve made so far, and yet this time, I was able to do it in 48 hours.

    I feel like, somehow, I finally got the Ludum Dare right.

    In Ludum Dare 23, I got through it in 48 hours, but the game that came out was terrible in every way possible.

    In Ludum Dare 24, I disregarded all the advice you’re supposed to take during this competition, including my own, because I was obsessed with getting my way too over-complicated idea done. I ended up doing the Jam.

    In Ludum Dare 25, I barely focused on doing the work at all, and had to do the Jam again just because I spent too much time on Saturday watching TV.

    In Ludum Dare 26, something felt different. I was just tired of not getting anything done that I was actually proud of. So I shut myself in my room for the weekend, followed the tips for a succesful LD, and actually got something done that was good.

    You can just look at the top of my LD page to see it. Compared to all those other game screenshots, something about this one just feels better.


    Tell me, which of these most draws your eye? If it isn’t #, you might want to get your eyes checked.


    In short, I feel like a completely different person. And not just because of the new profile picture. (Although it’s pretty sweet, if I do say so myself.)

    In fact, this game is the the first one that makes me want to do a post-compo version. So I likely will.

    So, come play my game, #. Welcome to a new Puzzlem00n. Better yet, a new Tim.


    Progress Checkpoint: Mechanics Complete!

    Posted by (twitter: @theBumpus)
    Sunday, April 28th, 2013 11:31 am

    Alright, so, my game’s mechanics are finally complete! Now all that’s left is level design and art/sound touch ups.


    “Egad man!” you cry. “What does it mean? What are those rectangles doing? I need the answers!”

    Fear not. If you have Love2D installed, you may try my two level demo showcasing the mechanics.

    So, yeah, level design. I can do this. Watch it live: http://www.twitch.tv/puzzlem00n


    Okay, Thoughts On The Theme

    Posted by (twitter: @theBumpus)
    Saturday, April 27th, 2013 6:06 am

    I’ve decided that I, along with many others apparently, am going to make a game based off the De Stijl art movement/Mondrian. I’ll admit, I knew nothing about them before the LD started, but I like how it looks.

    (the three graces)

    Theo van Doesburg, Neo-Plasticism: Composition VII (the three graces). 1917.

    See? That looks all too game worthy.

    The concept is a maze game, where you, as a white square, go through, collecting all the three colors (only the primary colors exist in De Stijl!) and switching between them to help you pass through gates/ get by enemies. It’s not too original a premise, but I’ve learned that original premises = death in this compo. Unless you’re the winner. Perhaps that’s a bit backwards…

    Well, good luck getting through day 1, everybody. We’ll certainly need it.

    Declaration of Libraries

    Posted by (twitter: @theBumpus)
    Thursday, April 25th, 2013 4:07 pm
    When in the Course of human events it becomes necessary for one people to dissolve the political bands which have connected them with another and to assume among the powers of the earth, the separate and equal station to which the Laws of Nature and of Nature’s God entitle them, a decent respect to the opinions of mankind requires…

    Woops, wrong declaration.

    All corny jokes aside, it has come the time for me to make public my cobbling of libraries, which can be found here on Github: https://github.com/Puzzlem00n/BaseLibraries

    Credits go to Kikito, Kadoba, litearc, Nikolai Resokav, Inny, thelinx, and YellowAfterLife for many of the libraries and ideas for what I coded myself.

    A few interesting decisions I made this time:

    • I’ve decided to make the game run with a pseudo-fixed framerate. Love2D normally runs with variable framerates and delta time, but I’m really sick of all the glitches that gets me, so I figured it couldn’t hurt sticking it to 30fps.
    • I’ve finally written in my own code for tile collision. Don’t get me wrong, bump.lua is awesome and it’s still in there in case I want it for entity collision, but when I get weird tile collision glitches, it’s hard to fix when it’s not my own code. Besides, mine is much, much simpler, and works just as well.

    Well, my fourth event approaches. Good luck to all, especially you, new guys! Without you, Ludum Dare wouldn’t be growing so fast and strong.


    EDIT: A new credit goes out to Taehl, because I just had to add Tserial. :)

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

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