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Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (Suggest a Theme)
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    Archive for the ‘LD – Misc’ Category

    Web vs Download – Please Know The Difference.

    Posted by (twitter: @StickyKGames)
    Tuesday, 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.

    Use SFXR and BFXR sound effects in Unity games

    Posted by (twitter: @zeh)
    Sunday, July 13th, 2014 9:33 am

    Are you looking for a simple, easy way to create original sound effects for your Unity games with procedural audio synthesis?

    As a preparation for the next Ludum Dare, I have finished adding all advanced sound synthesis features first introduced by BFXR to usfxr, my own port of the SFXR game audio synthesis engine for Unity. The new version is 1.2 and is available as a zip download on the GitHub usfxr repository (the asset store version will be updated later this week).

    usfxr interface

    usfxr interface

    At first, I wasn’t so sure I’d like to add those features; I have to confess I always saw BFXR as a rogue fork of SFXR, and the fact that parameter strings were incompatible between the two projects always irked me the wrong way. However, after testing BFXR for a while, I came to really like its original features, and saw them as a very positive thing to have.

    The new features are as such (as described by BFXR’s interface):

    • New wave form types
      • Triangle: robust at all frequencies, stand out quite well in most situations, and have a clear, resonant quality
      • Breaker: a little bit more hi-fiwave type; like a smoother, slicker triangle wave
      • Tan: a potentially crazy wave, tends to produce plenty of distortion
      • Whistle: a sine wave with an additional sine wave overlayed at a lower amplitude and 20x the frequency; it can sound buzzy, hollow, resonant, or breathy.
      • Pink noise: random numbers with a filtered frequency spectrum to make it softer than white noise
    • New filters
      • Compression: pushes amplitudes together into a narrower range to make them stand out more; very good for sound effects when you want them to stick out against background music
      • Harmonics: overlays copies of the waveform with copies and multiples of its frequency;g ood for bulking out or otherwise enriching the texture of the sounds
      • Bit Crusher: resamples the audio at a lower frequency, for that extra retro feeling
    • Expanded pitch-jumping abilities; good for arpeggiation effects

    On top of that, this new version is still compatible with the previous version; instead of starting anew and breaking compatibility, usfxr accepts both standard (SFXR/as3sfxr style) parameter strings, as well as BFXR parameter strings. This means old code will still work, but you can also copy & paste effect parameter strings directly between usfxr and BFXR.

    There are a few additional BFXR properties that I will have to add support for in the future, specifically property locking (for mutation). This is not a core part of the synthesis engine, however, so it’s not part of this update.

    New Group Blog, Post Mortem Video and more?!

    Posted by (twitter: @literalgames)
    Monday, July 7th, 2014 1:09 pm

    Last summer, we entered our first Ludum Dare as a group. It was so much fun, we’re already getting hyped up about doing it again – so over the next month and a half, we’re going to be doing a whole load of preparation and somehow putting it out there for you all to see.

    Our stream last time didn’t get above 15 viewers, and this time we’d love for that to be more, so we’ve decided to start drumming up interest now. We’ve started up a blog where you can follow our endeavours (although we’ll be cross posting most of the stuff we do here).  We’ll be posting, practising streaming, reviewing previous LD48 games and maybe even doing a mock 24 hour run, so stay tuned if you’re as excited as we are!

    Links to: BlogStream, and our latest LD entry (LD27)

    For our first update, we’re going to be doing a super in-depth video post mortem with the newest member of our group, which should be up sometime in the coming week!

    Released Miopia – a procedurally generated endless 2D katamari-like game

    Posted by (twitter: @JarcasStudios)
    Thursday, July 3rd, 2014 9:46 am

    A friend and I recently decided to enter the Indie Game Maker Contest and we just submitted our entry earlier this week. Would love for some of you to take a look at it and let us know what you think. We ran out of time to do everything we wanted, but it is in a very playable and fairly polished state. We plan on adding a few more features and then giving it a full release.

    The concept is something I had considered doing for a previous Ludum Dare, but ended up not having the time. It is pretty unique, I think, combining the procedurally generated gameplay of an endless runner with the scaling mechanics of Katamari Damacy. Yes, you can play it forever if you’re good enough. It’s also got a very nice hand-painted art-style.

    On our contest entry page you can find more screenshots, longer gameplay video, and links to either download (Windows EXE) Miopia or play it in your browser (via the Unity plugin).

    Miopia at the Indie Game Maker Contest 2014



    Planvas – Art Experiment

    Posted by
    Wednesday, June 25th, 2014 10:46 pm

    A while back I tried to make a worm game, But created this instead.

    You choose a color (Through spacebar or the 123 keys) and overlap to make more vibrant colors and move around to draw,

    See an example:

    /me sucks at flowers

    I suck at flowers

    So I’d just like to see your thoughts on this “thing”


    Discussion: Removing the Source Code requirement

    Posted by (twitter: @mikekasprzak)
    Saturday, June 7th, 2014 11:13 am

    Well, it looks like it’s time to talk about removing the Source Code requirement from Ludum Dare. For 12 years, one of the key differentiating factors between the Compo and Jam has been the requirement for source code. You were never required to GPL the code, just share it. It still belonged to you. Alas, this generosity is getting abused more and more these days.

    Please help me out by posting other reports of abuse in the comments. I seem to get these every so often, but I’ve neglected to keep a record of them. I will add them to the list above.

    Proposal: Source Code is Optional

    There are definite benefits to everyone sharing source code, so we don’t want to discourage it. But at the same time, the internet sometimes abuses good thing, and the source code has been abused for a few years now. Not to mention, some companies make it difficult to report fraudulent apps, so I would rather err on the side of the community and make it entirely optional. That’s my thinking anyway.

    This ultimately means that the difference between the Compo and the Jam are the following:

    • Compo is Solo, Jam is Solo or Teams
    • Compo is 48 hours, Jam is 72 hours
    • Compo assets must be created in 48 hours, yourself. Jam assets can come from anywhere (pre-existing, Google Image Search, etc). In a way, using 3rd party assets is *like* working in a team, even if you’re solo.

    Share your thoughts in the comments.

    For reference, an older discussion on this topic.

    To make a post compo, or not to make a post compo

    Posted by
    Saturday, May 31st, 2014 4:50 pm

    That is the question.


    I got some good comments on my game but feels I need a bunch of suggestions to help. I also feel I should change my graphics style, I think minimalistic could be better

    Any way go mad! Critisize. I dont care. JUST GOPHER IT

    (Yes I am a fan of puns)

    oranebeast.co.vu – This is just because I opened a blog up! Yay!

    http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=33501 – the game

    Cooldown game: Nyan Cat vs Flappy Bird clones

    Posted by
    Monday, May 19th, 2014 1:18 pm

    While working with WebGL for my Tsunami Cruiser postcompo, I suddenly got this idea for a new game.  I noticed the number of Flappy Bird clones is getting silly, even on Ouya half the new titles are Flappy Bird clones.  Since I have to produce something for 1GAM anyway, I created a game where you have to battle an endless onslaught of Flappy Bird clones with… Nyan Cat!  Just attach a boxing glove to his rainbow tail… yeah right… then you have a great arena shooter, or should I say arena melee game!  It’s only an alpha, so bear with me if there are technical problems.

    >>> Play the Alpha of Nyan Cat vs Flappy Bird clones here <<<

    Sorry, my gif grabber can’t handle subtle colours!


    “Oh My Oilrig!” just went live in Google Play!

    Posted by (twitter: @dManabreak)
    Monday, May 19th, 2014 2:31 am

    As I received a lot of good feedback on my LD29 entry, “Oh My Oilrig!”, I decided to continue working on it. After rewriting the whole code base, I added more features and designed stuff for upcoming updates. Now, the first release version is up in Google Play! If you have an Android device, go grab it and tell me what you like ^_^ –> https://play.google.com/store/apps/details?id=com.manabreak.oilrig


    Thank you so much for everyone who played my entry and gave me awesome feedback, wouldn’t have done it without you guys and gals. :)

    Rating consistency: How I rate games

    Posted by
    Wednesday, May 7th, 2014 5:23 pm

    Hello community!

    This is my 8th participation in a row and, life being life, I had a lot of time on my hands in the past 2 weeks. This means that I was able to have several big sessions of rating. While this allowed my game to be featured in the “most coolness” section of the rating page, I was also confronted with a problem I never faced before: rating consistency.
    Like most of you, when I find a game that I REALLY like I give a lot of stars. Even in categories where the game doesn’t deserve much stars. And yes, the opposite is also true: I will give less stars than you deserve if there is something I really don’t like about your game.
    Those bias are often unconscious, but after a few sessions I found myself questionning my past ratings. Things like “Did that gorgeous game really deserved 5/5 overall?” or “Wait… I gave 4 stars to that other game, and this one is clearly better. But not 5/5 better”
    With the amount of game I had already rated, and considering the amount of games I still intended to rate, I felt that I needed some kind of scoring system if I wanted to be fair with everyone.


    I am NOT telling you how I think you should rate games. I post this for those who feel like their rating is not consistent. Or for those who find themselves giving either 1 or 5 stars in some categories. Or even as a tool to analyse your ratings if you like.


    [N/A] No intention from the author to create a mood (mystery, fear, relaxing…), and nothing special felt on my side
    [1] Expressed intention from the author to create a mood (either in the description or in a text early in the game), but nothing in the game to support that.
    [2] Clear intention from the author to do something, but poorly executed in my opinion (If you want to make a scary game your player must be affraid of the monster, not of the loud and unpleasant sound effect)
    [3] Not very well done, but you tried. I also give a 3 when there is some kind of an ambiance in the game, but I don’t think it was intentionnal
    [4] Well made, but something feels “off”. (don’t have a better way to describe it, depends on the game)
    [5] Anything that passes the previous points

    [N/A] No intention from the author
    [1] You tried to make me laught, but at best it annoyed me (yes, I played a game like that)
    [2] Something in the game made me genuinely smile, but I don’t think it was intentionnal
    [3/4] I smiled/laught in multiple occasions
    [5] I kept playing because I knew it would make me laugh

    [N/A] No sounds AND I don’t think the lack of sound harms the game
    [1] Either a lack of sound that harms the game, or if I muted the game
    [2] Sound effects that are not unpleasant (basically any game that use exclusively bfxr sounds)
    [3] Some music and/or sound effects of good quality or well integrated (ie. appropriate bfxr sounds with a well balanced volume). Basically you get at least 3 if I think the audio was a real concern in your game.
    [4/5] Depends on the game, but the game must have REALLY good music and sounds. Otherwise, it’s a 3

    [N/A] I always rate this category. Even if it is a text based game (in that case I rate based on the clarity of the interface, with bonus points if you have some effects)
    [1] I don’t understand what is happening on the screen. Seriously, some games do just fine with colored squares!
    [2] I understand what is going on
    [3] You took the time to create some assets and/or have some effects here and there
    [4] Good assets OR a nice aesthetic (style, colors…) OR some notably cool effects
    [5] Everything listed in point 4, or REALLY beautiful art.

    [N/A] I always rate this category.
    [1] You did nothing with the theme (Come on… LudumDare is a theme-based jam) OR the link to the theme was explained in the description but I felt it was just bad.
    [2] A take on the theme that is not original (under water, under earth), or the theme is only mentionned at the begining/end of the game
    [3] A not-so-common take on the theme, but used only to set the context of the game.
    [4] The theme is USED in someway in your game
    [5] A fondamental mechanic of the game is built from the theme, or the mechanics of the game all revolve around the theme

    [N/A] I always rate this category.
    [1] I was forcing myself to play the game (Frustrating game: no clear objective, bad controls, bugs…)
    [2] I didn’t feel the need to keep playing after a game over or after a few levels (I kept playing only to get a proper idea of the game)
    [3] I enjoyed it
    [4] I kept playing for a while
    [5] I want to come back to this game later

    [N/A] I always rate this category.
    [1] A tetris/pong/match3/arkanoid clone, or a “classic game” (platformer/shooter/infinite runner) with nothing unique
    [2] Classic game type whith a not-so-common feature that is not well integrated
    [3] Any “abstract” game, or a classic game with a nice twist
    [4] Multiple cool features, or an unusual mix of mechanics, or a clever mechanic (often associated with the theme)
    [5] Unique gameplay

    [N/A] I always rate this category.
    [1] Neither a game nor an interactive experience. I also give 1 when there is just a mechanic with nothing built around it (a guy running around)
    [2] A game I won’t remember
    [3] Well… anything between a 2 and a 4
    [4] Great game overall (often have multiple 5 in other categories) but don’t feel like a “complete” game
    [5] Well… anything better than a 4

    Now, a few random thoughts:

    • Read the description. Sometime you don’t want to read a wall of text (especially if it is a big thesaurus of all the entities in the game), but the description is the only medium for the author to communicate with you.
    • Post a comment. It’s not always easy to post something nice, but for some people comments ARE more important than the actual rating. I suspect I am not the only one to check my page at least once a day. In my case I actually won’t be able to see my ratings for a few month since I won’t have access to internet, so the comments I am getting NOW are what really matters to me.
    • Be constructive. I have seen multiple games with comments that were not far from “nice art, shitty game”. Seriously, wtf!
    • Don’t get your expectations too high : The goal of LudumDare is to make a game and to get feedbacks on it, not to win it


    Questions about jam votes

    Posted by
    Wednesday, April 30th, 2014 2:52 pm

    Hi guys!

    This is my team’s first time participating in a Ludum Dare game jam.  We voted on 20 other games already, as recommended, and we got some comments on our game, but I don’t know how to tell how many votes we have.  Is it possible to see how many votes your own game has?  Or can you only see how many votes a game has after you have voted on it?  I am planning on voting on some more games, but I’m a little concerned that by now some people will have voted on everything or something ridiculous like that, so we will never have a chance of showing up on the front page again (I’m not sure how the default sorting works in that regard).  I think our game turned out well, so I’d like to at least get in the rankings.


    Welp, Guys, It seems that I’m out.

    Posted by (twitter: @http://www.twitter.com/TheJeviny)
    Monday, April 28th, 2014 11:09 am

    Welp, guys, sadly due to non-Ludum-Dare issues that I feel are more important to focus on, I’m having to stop. :(. This doesn’t mean I’m not going to finish the game though! I’m just not going to be able to make it in the time limit.

    But hey, I gave this LD a shot, and you know as they say…
    Failure Before Success…

    Here are a few screenshots of the game: http://imgur.com/a/giKyF#0

    And here’s a big fat one for those of you who don’t like clicking links.

    Anyway, I am going to continue the development of this because it was insanely fun to make, and I do want to finish it, but I’d rather wait until the weather gets better and when my power doesn’t go out every 10 minutes. >_<

    GG Though. Was a nice competition.

    - Jev

    Thought Police – Recap of Day 1

    Posted by
    Sunday, April 27th, 2014 12:06 pm

    Whoops, I got so involved in making cool games (and sleeping) that I didn’t post what we got up to on Saturday! The most important thing is that our game finally has a name – Thought Police. It’s apt, trust me.

    To summarise:

    I planned out the initial stages of the games paths in Twine.

    Because Ren’Py is a text-only engine, it’s difficult to visualise the structure of your story. As such, Twine, the interactive fiction construction software is great to do planning.

    I planned out the first half of the game, and it looked like this:

    twine layout ludum dare GrooveMan

    I find it really difficult to write interactive stories with wildly separate branches. Even though I fully intended to have notably different branches, I still ended up with a ‘core’ to the story. Welp.

    More after the break.


    Base code and fonts for LD29

    Posted by (twitter: @dylanwolf)
    Thursday, April 24th, 2014 12:19 pm

    To avoid having to recreate some basic tk2d fonts and Unity scripts I’ve created during the past two Ludum Dares, I’ve set up a LudumDareResources repo on bitbucket.

    I’ve also put up the barebones .NET application I use to create FNT files that I use with Unity 2D Toolkit under FntGenerator.

    I’m not sure it’s useful to anyone else in its current state, but ideally I’d like to build upon it as I participate in more LDs.

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

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