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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 16 hours, 45 minutes, 24 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 16 hours, 45 minutes, 25 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]

    Archive for the ‘MiniLD’ Category

    Double Dusk done

    Posted by (twitter: @jeromBD)
    Monday, April 21st, 2014 4:42 am

    Spent too much time to polish the graphics effects. Wrote just few paragraphs. Construct 2 has some great virtues (it’s simple to use, it has some nice easy-too-use WebGL effects) but it can be tricky: the WebGL effects can be buggy (it works fine on the layers, not everytime on the sprites themselves, and it may not works with Safari), the way the events/actions work is not obvious sometimes.

    Anyway, I manage to do a simple text adventure engine, with a nice title screen, but that’s all, it’s barely a game^^ It’s time to start something else!



    Assasseed’s Crin Featured on Vsauce!

    Posted by (twitter: @theupgradezone)
    Sunday, April 20th, 2014 10:28 am

    Oddly Shaped Pixels’s game Assasseed’s Crin was featured on the popular youtube channel Vsauce!

    Congrats to Oddly Shaped Pixels!

    See the video here

    Go to 3:27 to see it :)

    Check out his game here!

    Val Viridian

    Posted by
    Saturday, April 19th, 2014 4:57 pm

    Last month, I planned on releasing a game in the Mini LD. The plan was to turn VVVVVV into a “platformer with attitude” from the mid 90′s. I figured that would be a unique take on the theme; it was still a super retro take on a modern game, but aesthetically I figured it would stand out from the rest of the games that would be submitted.

    Unfortunately, I wasn’t able to finish in time for the actual competition; that being said, I didn’t want to give up on the game! So, here it is, albeit three weeks late.


    Updated GBSenku, my first & last miniLD entry

    Posted by (twitter: @pixelartm)
    Friday, April 18th, 2014 3:25 pm

    I updated GBSenku, my first & last miniLD entry:

    • Added sounds.
    • Fixed last level bug. You can win now :D
    • Improved peg selection.
    • Added two new levels (Arrow & Pyramid).

    Play it on itch.io


    View Ludum Dare entry

    I’m very happy, because the game has been featured on freeindiegam.es and bontegames.com and has almost 2k views.

    Vertigo – my MiniLD 50 entry updated!

    Posted by
    Wednesday, April 16th, 2014 7:45 am

    MiniLD 50 was a blast, and I had a lot of fun demaking the PSVita’s Gravity Rush. But the version of Vertigo I submitted by the MiniLD deadline was really unpolished. So, since I had some spare time this week, I updated it!
    No promises of actual good quality, but Vertigo now includes:
    -A non-placeholder character sprite!
    -Nearly 15 seconds of music!
    -Some sounds and a cheesy pixel effect!
    -Better level design and collision!

    Collect enough gems to increase your power and escape the level! 80-something should be enough, but there are over 130 gems scattered across a very wide map.
    You can give it a try here. Let me know what you think!

    Time to play some games! :)

    Posted by
    Tuesday, April 8th, 2014 11:14 am


    as I see, the MiniLD has ended, so I guell I’ll take a minute or two and check out some of the games tonight!

    There is quite a lot of them, many games looking really cool… ;)


    Broken Cards

    Horror Card Game

    PS: Feel free to check out my game, too. Any comment is welcome, just shoot…! :)

    Last 24h for AutoTileGen crowdfunding

    Posted by (twitter: @JaviCepa)
    Tuesday, April 8th, 2014 12:23 am


    AutoTileGen is now less than 24h from ending its crowdfunding.  Im posting here because I made this with game jams in mind and wanted to give you all a reminder.
    If you don’t know the tool yet, check this out:


    I know a lot of the contributors came from the wonderful LD community and I want to thank them all.
    Also, special thanks to @legacycrono for posting it into the tools section.

    Go grab your copy before #LD48!

    GBSenku – my 4 colors miniLD entry

    Posted by (twitter: @pixelartm)
    Monday, April 7th, 2014 10:31 am

    I made a little #puzzlescript game for the miniLD 50:

    Play GBSenku

    It’s a peg solitaite game for the gameboy :)


    Looking for help with game :)

    Posted by (twitter: @JammyJames123)
    Monday, April 7th, 2014 1:29 am

    Hey guys, Currently I’m looking for help with a game I plan on making. I will be making the game in Game Maker Studio. I need some people to help. The work is voluntary, so their is no pay although it would be pretty cool if you could help me with the game. Idea for the game: The game is a 2D version of a game called DayZ which some of you may have heard of.

    I need: An Artist(Someone to make the game textures and whatnot).
    A sound guy(Someone to make the sounds for the game).
    A programmer(Although not totally required, this would help).
    Also last but not least someone with knowledge of shaders(This will help make the game look more fancy) :D

    I feel that this game would be good if I can get some people to help me with it. -James P.S. Comment below if you would like to take part in the project ;)



    Er Aran – recreated just in time for MiniLD

    Posted by (twitter: @shellyalon)
    Monday, April 7th, 2014 1:18 am

    With much luck I was able to submit my Entry yesterday.

    http://www.ludumdare.com/compo/minild-50/?action=preview&uid=26454 Here is the link

    Under the roof of an old library I found what I believe to be the oldest game of the extinct mankind.
    Er Aran – one of the many names which were given to this lost game over the centuries.
    I recreated it, and although it is probably not how it looked more than five millenia ago, it is as close as it gets.


    Animal Decrossing! Submitted just in time!

    Posted by
    Sunday, April 6th, 2014 9:40 pm

    Here’s a screenshot to wet your appetite!

    Screen Shot 2014-04-06 at 11.09.29 PM


    And the link to my submission page!


    “Two Options…” post-compo: [insert long title here]

    Posted by (twitter: @SirGFM)
    Sunday, April 6th, 2014 6:37 pm

    It’s been a while since LD#28 and I finally finished the post-compo version of my game. I’ve been planning to write here about it, but I wanted to do so after writing a postmortem… Well, since I don’t see myself writing it any time soon, here it is:

    Click to play

    Click to play

    If you remember this game, it was called “Two options…”. Quite a literal name, given the “story” in the game. But for this version, I’ve modified way too many things to call it the same way. Before, the game was about wanting to save both people at the end of the dungeon, though you could only save on (bad use of the theme, naming and idea overall…. =X).

    Now, it’s a game about exploring a dungeon and finding the one treasure you want. You could try to get another treasure, but you’ll only be able to bring back one! (not quite the use of the theme, but much better than the previous one). Other then that, I also fixed many bugs: the graphics don’t turn into a ladder frame randomly, you stand atop ladders, spikes kill only from above, and many others I can’t remember anymore.

    But most of all modifications, while this game had as few as 9 (or 10… I don’t remember really well) levels, this new version has 35 new levels! It’s something I’m really proud, since I’ve never made anything so big. Also, since many people said the game was hard (and a friend said the game could be harder)… I tried up the difficulty… quite a lot. XD There’s a death counter, which at first had only two digits… after testing with other people (and myself), I’ve changed to four digits (though no one needed more than three, so far). I tried to make it get harder slowly, though…

    ... and making this image helped motivating me to create more. XD

    There are this many levels, now…

    One thing that annoyed me a lot was the music. It was, as the ones from my entries since LD#26, way to generic… it didn’t feel right to me. Now the game has 9 (short) tracks and it sounds much better overall. There’s still room for improvement (like the intro and the second song), but I’m quite happy with how it sounds now.

    I ended writing a sort of postmortem thing… cool! Thanks if you’ve read this far and, if you haven’t yet, way not give it a try? :)

    (and if you did play it, feedback is always welcomed! I’m planning to expand it… sometime…)

    MiniLD 50 – MiniLands

    Posted by
    Sunday, April 6th, 2014 2:47 pm

    Hey guys, had to pause development for a while because of school, but the submission deadline was extended (woohoo) so I could finish it off today.

    I found demaking to be a really inspiring theme. Having so many ideas you’re not sure what to go with is always a nice problem to have! I went with Borderlands in the end. If you have a moment, please give it a go, or maybe watch the video instead/as well? :D


    MiniLD 50: Demaking Gravity Rush

    Posted by
    Sunday, April 6th, 2014 8:05 am

    I can’t believe I missed the MiniLD 50 announcement earlier! Demakes is such an exciting theme to work with. I would have loved to have jumped on the bandwagon weeks ago.

    Luckily, it looks like submissions will be open for another day or so, so I decided to polish my collision detection and platformer skills and demake Gravity Rush, one of the PlayStation Vita’s most unique games.

    I’ve decided the best way to go about this demake is to strip out everything except the gem collecting aspect. Collect enough gems and you’ll have the power to escape the map by flying (or rather, “falling”) upwards through a narrow vertical shaft. I got all of the gravity mechanics and collision detection in place this evening. The player can float in place, fall in any of four directions, and walk and jump normally on walls and ceilings, so long as the power bar isn’t depleted.

    The art is placeholder-y right now, but here’s a gif of it in action, with the player’s sprite pointing the direction gravity is currently directed:

    I work tomorrow, so I won’t have too much time before the deadline, but I have some of the world designed on paper, and if I can implement that, then I’ll try and make a nicer player sprite.

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