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

Ludum Dare 26 — April 26-29th, 2013
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About VonZippenstein

Entries

 
Ludum Dare 25
 
Ludum Dare 22
 
Ludum Dare 22 Warmup

VonZippenstein's Trophies

The "Runs Under WINE" Award
Awarded by Raptor85 on January 8, 2012

VonZippenstein's Archive

I’m in it again for LD26

Posted by
Friday, April 26th, 2013 6:16 pm

This will be my third attempt. My previous game ran long and I couldn’t make it within the comp time constraints  Even with the jam’s extra day I failed to add proper game objectives, ending, music, or coordinate the theme but I haven’t given up. Just gotta stay focused and spend less time experimenting with game interface and inconsequential effects. I’m going to be using the same setup as LD25.

*Game Maker Studio  http://www.yoyogames.com/gamemaker/studio

*Labchirp   http://labbed.net/software.php?id=labchirp

*PXTone Collage   http://www.cavestory.org/downloads_musictools.php

Good luck everyone. Can’t wait to see what you come up with.

Home

Posted by
Friday, December 14th, 2012 3:03 pm

I am in it.

Posted by
Thursday, December 13th, 2012 6:10 pm

POST_MORTEM

Posted by
Wednesday, December 21st, 2011 4:08 pm

This was my first Ludum Dare. Really this is my first time ever making a game in such time constraints. Our game is OUTPOST_NULL. It was created by a team of two, Delko and VonZippenstein, for the jam.

http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=7436

What went right: We planned this game around the theme and focused on making it atmospheric. The sound effects came out pretty good and the 3D art looks amazing. The collisions, computer text effect, and the doors are all perfectly functional. The 2D to 3D stage editor turned out great.

What went wrong: We knew that 3D in this time limit was risky but did it anyway. I spent the first two days working on the collisions and the moon surface and star effects, but in the end only used the moon as an ending screen and the collisions didn’t work right with the new 3D models. Really all the work was finished on the last day. The models took 2 days to create and when they were finished is when actually creating the game could begin. I got the models Sunday night, stayed up all night making a map editor, and didn’t sleep until it was submitted 9pm Monday. Due to the time constraints not all of models, stages, and gameplay could been added and there was no time for play testing.

Even with everything we had to cut I still think it turned out pretty decent.

OUTPOST_NULL TIMELAPSE

I can feel it.

Posted by
Friday, December 16th, 2011 2:41 pm

The time is getting closer.

I’m in for the jam.

My setup as of late.

Lua and LÖVE.


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