Archive for the ‘Uncategorized’ Category
Come on in, although I can’t promise many people.
Mods of Ludum Dare, feel free to contact me if you want to have an owner status or make it official.
I would like to show you some new screenshots from my current project called “Artificial Mind”!
Make sure to share your opinions and ideas!
Let’s face it, most of us listen to music while making games. Plug.dj allows you to listen to music as a community. Anyone else up for an official Ludum Dare plug.dj room that would be similar to the IRC, but with music instead of chat? I think this would be neat during the competitions themselves, and for random times.
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:
So I’d just like to see your thoughts on this “thing”
Show your mum! Show your Grandad! Show your cactus!
Hey all! I wrote a game framework for the creation of 2D games. It’s written on top of LWJGL for OpenGL bindings (meaning it’s super fast!). Here’s a link the GitHub repository, if anyone is interested in helping me out, or you want to try it out. Here’s a quick example of a platformer I scratched up in 20 – 30 minutes, it uses modern OpenGL for rendering – but in this gif it may be laggy, since, well, it is a gif.
During a past compo, the LD#22 if I remember well, I tested and rated a game that I really liked.
I would like to find that game back, but I didn’t found it by browsing, so I was thinking to see my past rated games.
Is there any way to do that?
Team Quadratics is proud to present the first demo of our newest project, A Family Affair, a game about an ongoing Mob War in a small city. Designed for the Stemfuse Spring Got Game Competition, A Family Affair strives to combine the tactical thought of a turn based strategy game with the quick reflexes and skill required for an action platformer. Although this initial release is somewhat unpolished, especially in regards to the AI, we are planning on continuing development over the Summer to improve the game. In the mean time, we’d love to hear your thoughts on the game so far. Also, we’d really appreciate it if you could take a quick moment to vote for A Family Affair in the competition. Every vote counts, and we’d really appreciate your support.
[blatant self promotion warning]
An idea that came up for me during a few ludumdares combining a tile matching puzzlegame with anagram solving. I never did end up using the idea during ludumdare itself, but I did make the game, which is currently available for free so I thought I might share while I’m still in a good mood before the current LD results are announced and I go into depression/hibernation/the liquor cabinet:
GemWords is currently free for Windoze/OSX/Android from http://voxel.itch.io/gemwords
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.
I just released Tiny Thor for iOS. The game I started at Ludum Dare 28.
NIKRA is having a MASSIVE makeover, and I would love it if you read about it here:
When I discovered the theme I first thought about a game with a people living on ice. But a monster was living beneath the surface and regullary killed some of them. You goal was to investigate and find the monster … but a least I decided that it was too complex for a week end and at the end of the first day I changed the game (below screenshot of this first idea).
So I kept the iceberg but it became a frenetic survival game. I worked a lot on sound and lighting to get a great atmosphere even if the design was minimalist. I took a lot of time to get the feeling on/under the surface. About the code the AI of the monsters isn’t very evolved but combined to the stress of sinking iceberg I thought it was enough. I added a scoring, a system to randomly add some iceberg and it was already the end!
- lost too much time on the first scenario, no music this time, controls not enough polished, wanted to try Open GL
+ sound & lighting quite good, quite productive (I worked about 15h on it)
Coming soon : I’m working on a small update!