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I’m in
I feel like I’m late for a meeting! So anyway, yes, I’m in. This will be my second Ludum Dare. My first attempt started overambitiously and ended underwhelmingly. I learned my lessons though:-
- Do not get gloriously drunk on the Friday. Saturday will hate you for it.
- Do not spend a third of your time writing a library to deal with the loading, sorting and displaying of sprites. You will feel like an idiot.
- Expect and work with these stages of the creative process: 1) Excitement, 2) Bewilderment, 3) Panic, 4) Meltdown, and 5) Grim acceptance of failure.
I’ll be using GLB as the IDE and any or all of the following: Audacity, Inkscape, Photoshop, TexturePacker, Notepad++, FL Studio and OpenMPT. I’ll also be using a small collection of code that I’ve previously released for general use and will be declared prior to starting. Here is the code.
My aim is for the game I produce to be touchscreen friendly and work on multiple desktops and mobile devices.
OK, now entering the first of those phases I mentioned: Excitement!
I’m in
I’m in. Raaaaaaa!
Had a warm up attempt a few weeks ago by creating Wampus’s Basement. Now I’m excited about trying Ludum Dare Compo for real (and alone). Feel its going to be tense but fun. Next time I’m hoping to join a game jam. For now, some details:-
IDE: GLBasic. Simple and adaptable. I’m hoping (not guaranteeing) to make whatever game results from LD as widely compatible with different platforms as I can so this is an ideal tool.
Art: Photoshop and/or Inkscape.
Sound: Sfxr. Might use some CoolEditing for added impact.
Music: If I have the time; SunVox, Open ModPlug Tracker and/or FL Studio. If I don’t have the time then maybe some auto-generated tunes with possibly maybe some polishing.
Other tools I likes: Notepad++, paper notepad, HxD and my collection of calculators.
Wishing you all good luck with your games.



