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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo Begins: in 8 days, 6 hours, 30 minutes, 41 seconds
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    Archive for the ‘MiniLD’ Category

    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.

    “Super Daddyload” Main Menu

    Posted by
    Saturday, April 5th, 2014 11:34 pm

    Currently working on a Super Motherload DEMAKE and here is a yet-to-be finalized version of the main menu!

    Daddyload Menu

    Have also been working on art assets and the core programming. Movement & Gravity has been created as well as a broken “mining system”.

    ALPHA is NOW

    Posted by (twitter: @Tacomann13)
    Saturday, April 5th, 2014 10:53 pm


    The ALPHA for NIKRA is finished!

    The first step, DONE. It is no longer an idea. IT. IS. REAL.


    Hatchet and Crank – Finally Done!

    Posted by (twitter: @theupgradezone)
    Saturday, April 5th, 2014 12:32 pm

    The Ratchet and Clank demake is finally finished :)

    You are Hatchet. The last of your kind. Robots want you to be the dead last of your kind. Survive as long as you can! Where’s Crank? He’s hitching a ride on your back. He does nothing except watch. Like the lazy robot he is.

    Go take a look at the entry :)





    Tank Capture Pro

    Posted by
    Friday, April 4th, 2014 9:22 am

    An update of what I’ve been doing since last Ludum Dare.

    I moved to Victoria, B.C.  and now am much closer to the ‘dev scene’, which is cool.  This week I got my computer back and started poking around at HTML 5 Web API stuff.


    My First HTML 5 Game

    It uses the Web Socket interface for networking and Web GL via Three.js for graphics.   For networking I made a very simple system that transmits JSON messages over the network;  Just a quick, dirty solution that covers a lot of bases with little overhead.  I can always optimize it later.   For graphics I made a sort of height-map/voxel based geometry generator.  It took a lot of tries to get rid of geometry and texture seaming problems, but once I did it really started to look quite beautiful.

    Another perk is that levels are super easy to draw and import into the game.

    I learned a lot of things from how to manipulate geometry, load meshes, preload textures, texture arrays, creating geometry, how shaders work, optimizing the GPU pipeline, and of coarse how to implement the Web Socket protocol.

    What really blows my mind is how easy it is to put HTML over-top of GPU-rendered canvas.  Good job web browsers.  Good job. This HTML 5 Web Api  thing is really coming along after all these years.

    What is done so far.

    • Preloader for models, textures, text files, json files, and sound files.
    • Networking / communication
    • Nice smooth collision detection
    • Geometry from level data generator (voxel generator)
    • Geometry art.
    • Tank models
    • Title screen and server/client flow.

    tcp2What is left.

    • Dead reckoning.
    • Anti-cheat system.
    • Chat & admin features.
    • Shooting & exploding.
    • Capture the flag
    • Sign up
    • Track stats

    What inspired this?

    I’ve been playing Tag-pro  and it reminded me of fun e-sport experiences from days past such as BZFlag, ARC, Subspace, and Uniball to name a few.   There’s a simplicity to these games that is zen-like.  You don’t program the tactics, you program the basic mechanics and the tactics and team play that emerge are always quite brilliant and in-depth.

    This game is a lot like BZ Flag with some elements from tag-pro and ARC in there.

    Making a pro-gamer game.

    I’ve never been into the pro-gaming scene, so I thought I’d try to meet the challenge of making a game that can really satisfy the needs of a pro action gamer.

    Simplicity is key.   There are so many demands beyond simple mechanics in pro games like stats and records; ranked tournaments; administration; forums; clans/guilds; and events.

    How can I help

    #1 Beta testing: If you would like to help me do some beta testing, find me on #LudumDare on Afternet.org

    #2 If you have any other tips, hints, strategies or suggestion you think I might find useful, please reply to this post.



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