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Ludum Dare 24 — Coming August 2012

Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary
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Posted by (twitter: @vblinden)
May 20th, 2012 11:24 am

We are done with our entry of the Mini Ludum Dare number 34, below are some final screenshots:

This was our first entry ever in a Ludum Dare event, but I think we did a reasonable job. You can download the game here, have fun!

You can watch the progress at newborderstudio.com

Please let us know what you think of our game (made in 48 hours).

Almost finished!

Posted by (twitter: @davidllanos22)
May 20th, 2012 9:55 am

TODO: level design, score points and instructions! I’m so happy! :D

 

 

And I also need to find a proper name >.< Any suggestions?

Isolated Assault 2 Soundtrack Now On Soundcloud!

Posted by
May 20th, 2012 9:03 am

You can now listen to the songs you heard in the demo on soundcloud!

SOUNDTRACK HERE

I’ll be uploading more later (not that this does not include all songs in the demo) However, some songs you hear now will be in the next version of the demo! (Yay for spoilers!)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Get The Demo Here: http://www.ludumdare.com/compo/2012/05/17/isolated-assault-2/

Isolated Assault 2 is a new indie Adventure/FPS game that originated in a video game competition called Ludum Dare. Every so often, a demo will be released so you can keep up with the latest version. Check back on LudumDare.com to see the latest news!

8×8 – minimalistic game

Posted by
May 20th, 2012 8:14 am

Here is my entry to Mini Ludum Dare #34.

It basically is a minimalistic RPG.

The games had to be in a special size, I choosed 8x8x8.

‘Your game is only 8×8′, you may think now. But:
- the game uses 8 colors
- the game has 8 8bit sounds (including a chiptune)
- the game has a 8×4 pixel sized font

Instructions:
As more as you go right, as harder the game will get. Your goal is it to defeat the evil red dot – boss.
Collect powerups to increase your stats (attack,speed,jump,hp).

Hint: click on the picture to visit the entry page
Hint2: the source is licensed as CC0!

Resolve : playing around with resolutions

Posted by (twitter: @dlan_fr)
May 20th, 2012 6:37 am

Since it’s a miniLD, I decided to go with my own interpretation of the rules :) So I made a simple plateformer where you have to switch between 2 different viewport size (640 * 64 and 64 * 640), The game in itself is contained into a 640*640 box.

here’s the 2 different views of the game :
640 * 64

64*640

here’s the actual version, only two level available for now, I will use the remaining time to add some more tortuous levels.
Web version
(cursor keys to move / jump, space to change viewport size)

MiniLD34 – SpaceX launch failed… again

Posted by (twitter: @38leinaD)
May 20th, 2012 6:34 am

Cutscene at the beginning of the game

I go inspired by the (actually failed) SpaceX launch on Saturday and wanted to make the game around a rocket-flight. The art was quiet quick to do, but then I got stuck regarding the goal of the game. Steering the rocket seemed not very interesting. Especially, because rotating the rocket slightly on a resolution of 18*64 lead to obvious aliasing problems. So, the only obvious possibility to me was making it about shifting the rocket left to right. Not very interesting… In the light of no obvious ideas for a good game-goal, I decided to drop out.

Good look and see you next time.

LED WARS

Posted by
May 20th, 2012 6:05 am

Hi all, it’s time to jump back in LD! What a better way than warm up with a miniLD?

Menu

Menu

Here you can find my entry. It should run on any pc, let me know if you have trouble. You can change gfx and sound [look in the dat directory]

Rule: aspect aaand i choose 16×16! A led style game.

Tool: vim, java, svn, gimp, cfxr and a little engine i made in the last week

Time: 10 hours for the game, 7 days for the engine

 

Hope you like it and good miniLD to everyone!

Sneaky Trio – glorious placeholder art in 1024×128

Posted by (twitter: @jarnik)
May 20th, 2012 5:13 am

I’ve decided for 1024×128, also teaming up with a skilled graphic artist. Here’s what we’ve got so far: (it’s FLASH, try it in your browser)

You are in charge of three different thief characters, each having a different field of expertise (camouflage, lockpicking, explosives).

Your goal is to traverse 4 levels without getting caught by guards, get a hold of (yet undefined) artifact and then backtrack through all the levels to the beginning.

Controls: LEFT / RIGHT – walk, UP / DOWN – switch character

The game is now feature complete, just waiting for more graphic assets to come in.

 

I’m in, but misread the rules…

Posted by
May 20th, 2012 3:19 am

Okay, so I might have read “8×64″ instead of “18X64″ and now the challenge is even bigger than it would have been.

I’m not really far yet, and I don’t think the end result will have more than 8 hours in it, but I’ll try to finish something.

MiniLD Progress

Posted by
May 20th, 2012 12:25 am

Make a game with these resolutions is proving quite challenging and i have gotten now were and there is only a couple of hours left

I Threw the Red, nearing completion

Posted by (twitter: @Ythmevge)
May 19th, 2012 10:59 pm

I’m just about finished with my Mini Ludum Dare 34 entry. I just need to create a page to display the high score information, that is already being submitted to my database.

 

This time around I decided I should just create a generic highscore table and script that I can use for multiple games. Before (for Untitled, Alone in Space.., and Through the Blue Sea) I stored all of the possible variables, and had php render the score. That way I could change the scoring system later and the scores would reflect the new method. I still plan to do this for larger games like Untitled that have multiple variables to store, but I don’t see the need to store two variables separate for small Game Jam games.

 

This new page just stores a score variable, that is figured out by the software beforehand. Along with a name to go with the score. I can also set up multiple games (and/or levels) Each game has a different max amount set with it (helps to weed out spam, and at least create the feeling that the high scores are real)

 

You can play the newest version of I Threw the Red here. You score is submitted to the database (but no display yet) Also new since the last blog post is the sound effect, music,  scoring, and there are five new endless level with ends.

Mini LD rocks!

Posted by (twitter: @@ZakChaos)
May 19th, 2012 9:39 pm

 

So it began, As an added challenge I decided to use a program i’d never used before, learning construct2 has been very simple, and i’ve had no problem adapting their tutorial into the concept i have, so far.

 

I have the very beginnings down, but am getting tired, Heres how it looks so far:

 

Thanks for putting on this mini jam, ive had a blast building, learning and socializing!

 

- @ZakChaos

Mini34 – 64×18!

Posted by
May 19th, 2012 8:46 pm

So, after doing a 3d game in Unity for the last Ludum Dare, and feeling a bit dirty about being all high level, I wanted to scale it down a bit, and do a simpler low level game, in either C++ or C# – And then this mini game along, with it’s tiny screen resolutions (And silly huge ones!) – Perfect!

So, I decided to make a 64×18 game, after just drawing out various boxes and seeing how much detail actually fits in them, then drawing out some rooms, then just kinda slapping gameplay onto the images basically :D Using SFML via C#

Here’s some incredibly unexciting screenshots!


It’s slowly coming together, other than it having no major objective or gameplay in place or planned so far!

And yet again, I am getting no sleep :D

Mini LD #34 – PixelBlip

Posted by (twitter: @IamJacic)
May 19th, 2012 6:06 pm

I decided to go with 128×128 because it’s a square. Even on all sides. Handy.

PixelBlip is a little like Bit.Trip Core, except you can move around.

I only have a couple hours total to work on this. Hopefully I’ll finish! :D

Guns Rule

Posted by
May 19th, 2012 12:30 pm

It’s on! I’ve decided to make a protoype of a game idea I had, so please be detailed in your feedback!

It’s a game about guns. There’ll be tons of attributes and combinations, and lots of monsters to shoot them at.  It’ll have fun sci-fi laser effects too; although I decided to leave out the Lightening attack type.Basically you have fun trying to find the optimal (or the weirdest!) gun. The monsters will have the same guns you can have, too!! Although i MAY give them limitless ammo.

It’s going to be called Guns Rule.

Will put up a screenshot when I have something to show; I’m just about to dive into coding.

Cheers! :)

UPDATE: It’s working! I still have to hook up being the HUD and improve the monsters and add bosses (and polish), but I’ve got the engine in place!

UPDATE 2:

It’s looking cooler now…

 

 

 

 

UPDATE: Finally figured out how to get it to let me put up screenshots!! Yay! (It’ll look better when it’s done.)

 

 

Posted by (twitter: @davidllanos22)
May 19th, 2012 12:14 pm

I’ve switched the resolution to 128×128! Also added some graphics! The objective: Kill all the zombies using traps or whatever you find! :D

 

Box

Posted by (twitter: @nodlag)
May 19th, 2012 10:20 am

Web

Hello, this is my game for Mini Ludum Dare 34. This is my first “MiniLD”. I really like the idea of mini/strange resolutions.

Instructions

Move: Arrows

Change gravity: Z

Start: click on box.

Music: http://www.newgrounds.com/audio/listen/54469

I Heard You Like Android… and stealing post titles!

Posted by
May 19th, 2012 9:49 am

I’m doing a circle resolution. I have an idea for my game: you can change the gravity for yourself, but for other objects it remains the same. I even made up an intro:

*school, physics lesson*

- Username, how much is gravity force?

- I don’t know.

- Why don’t you know?

- I don’t want. Gravity is unimportant.

Play the demo! Drag the level, get the ball (either one :D ) to the yellow circle. Red is no-drag zone.

The placeholder name is “Problem, Newton?” Maybe I’ll leave it as it is.

And I’m going to port it to Android! You will have to tilt the device to alter the gravity direction.

P.S. I just started, so I’ll end a bit later.

Progress – or is it?

Posted by
May 19th, 2012 8:02 am

I’m still not really sure if I’m going to participate in MiniLD#34. The 18×64 64×18 resolution feels very tempting (and proves to be quite a challenge) – so far I couldn’t resist and had to try something, and this is what I came up with:

(it’s scaled x2, but the general idea is that it would have to run in said 64×18 resolution, no cheating here)

The mechanics is something I was thinking of for some time now because I’ve never done anything like that before. So, if I’m going to enter, this is going to be an experiment on my part and I’m quite sure this won’t be finished by tomorrow, as I’m pretty tired right now. If you didn’t guess yet, working title is “Micro Beat’em Up”. ;)

I’m probably going to work on this a little bit more after the weekend, but don’t know if this will take me anywhere. I wonder if the submissions will still be open after Sunday.

More MiniLD progress

Posted by (twitter: @orangepascal)
May 19th, 2012 6:45 am

I wasn’t sure if I was joining for this MiniLD, cause the resolutions aren’t that interesting for anybody who has worked on mobile platforms (where resolutions have been 128×128 for a long time).  My LD48 entry was, as most of the games I create normally, running in 240×160.

I decided to go for a 64×18 resolution, and also take “unimportant” as the actual theme of the game. I can say now, that 64×18 is a true challenge to work in, but I’m enjoying it ;)  Not a lot of room for graphics, so making it look good is interesting and really puts the MINI back into minimalistic !

This is a screenshot of the current running code (html5) Still a lot of stuff to add and do, so better get back to it!


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