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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
  • Compo (Solo+Scratch+Src) Ends: in 1 day, 13 hours, 34 minutes, 4 seconds
  • Jam (Solo and Teams+Relaxed) Ends: in 2 days, 13 hours, 34 minutes, 4 seconds
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    Posts Tagged ‘bfxr’

    Here Comes A New Challenger!

    Posted by (twitter: @michaeldpadilla)
    Friday, August 22nd, 2014 1:26 am

    I’m in for the solo jam this weekend… Bit of a bummer my friend won’t be around to participate but LD happens thrice a year :)

    I’ll be making use of:

    • Language: C#
    • Engine: Unity 4.6 beta
    • IDE: Visual Studio
    • Graphics: Photoshop, PyxelEdit, Wacom Tablet (just purchased!) :D
    • Music: Cakewalk and VSTs
    • Sound FX: Assets and USFXR
    • VC: BitBucket

    I’m going to play around with the new Unity GUI features beforehand to get a bit more familiar. In the 30 minutes I’ve played with it, it already seems a massive improvement and I see awesome potential.

    Also, if you plan on using sfxr / bfxr - and you use Unity… take a look at USFXR, a Unity port of AS3Sfxr, if you’d like to create random sounds in the editor and play mutated variations at runtime. Get it here: https://github.com/zeh/usfxr (credit to @Zeh)

    I will participate!

    Posted by (twitter: @Zazanxors)
    Thursday, August 21st, 2014 8:01 pm

    I will avoid using the words “I’m in” for the title!

    Anyways, this will be my second Ludum Dare (third if you count Mini Ludum Dare #53)  and I’m going to be going down a different road this time. Instead of simple HTML5 I’m going to be using Unity3D for the engine with C# as my choice of language. For text editing, I’ll just stick with the version of MonoDevelop that comes with Unity.

    Finally, I’ll be using BFXR for sounds and Audacity for sound editing, and I’ll simply hope for a miracle when it comes to music.

    Good luck, and have fun!

    I’m in #9

    Posted by
    Wednesday, August 20th, 2014 12:18 pm

    For the last two Ludum Dares, the themes have been really uninspiring and I was feeling overworked and tired before the compos. Not completing them I realized that change was needed. So we decided to take a vacation and then come back and completely change what we were using to create games in for the last 3 years. As much as I’m worried about Unity’s domination over the market in the future, I gave in to its overpowered awesomeness. I don’t regret it.

    My History with Ludum Dare
    LD 22: Didn’t complete a game but turned it in anyways.
    LD 23: Hard to track down bug killed the game 8-hours before the end of the jam.
    LD 24: Did as much as LD 22.
    LD 25: Finally finished a game first time. Both in the LD and ever.
    LD 26: Finished second game ever and by myself in the 2-day time squeeze.
    LD 27: Was really sick the whole compo. Didn’t finish (because I slept too much), but made the most complex game mechanics I’ve ever made.
    LD 28/29: Cancelled both for reasons of being uninspired (believe me, 4 hours into LD29 we went, “crap, this game is terrible”)…

    The goal set forth for this Ludum Dare is to create something “simple” since I’ve only been using Unity for a handful of weeks…or in general to just create something which hasn’t happened for 2 LDs. It will happen, there’s high energy this time around (and pizza!).

    What we’re using!
    Engine: Unity (2D)
    Programming Language(s): C# / JS(Unity)
    Editor(s): Visual Studio 2010, Notepad++, Sublime Text
    Graphic: Graphics Gale, Photoshop
    Sound Effects and Music: bfxr, Soundation, FL Studio, or public domain music/sounds
    Library/Framework: Unity 2D, Toolkit2D

    I’m in Eighth Time

    Posted by (twitter: @feyleafgames)
    Thursday, April 17th, 2014 4:25 am

    Hello! I’ll be grinding out another game in this coming compo.

    As usual, using the 48-hour rules. This time, I’ll be switching up tools, to something I am only barely familiar with: Stencyl! Artwork will be made using GIMP, sounds will be made if bfxr, music in Pixel’s PXTone. I will be listening to Chillstep, drinking smoothies, maybe streaming(?), and loving every bit of this Ludum Dare!

    I wanna make this a memorable LD weekend, so I made it a 4-day weekend from my full-time job. It also starts on the day that I age one year on paper. Super excited and as always I can’t wait to see what all of you come up with, wishing you ALL the best in creative flow and motivation!

    I am in! Second Ludum Dare!

    Posted by (twitter: @gamepopper)
    Friday, December 13th, 2013 5:11 am

    I was the one who made the unusually challenging 10 Second Paper Flight. This will probably be a hectic Ludum Dare for me since I’ll be at a Christmas Party on the Saturday and work on the Monday, but what the hell, I like making games and I can use some of Saturday to plan something interesting.

    Anyways, I plan to use the following tools:

    • GitHub (Source Control, my first ever solo project to use source control :O)
    • HaxeFlixel (Game Libraries)
    • Paint.Net (Graphics)
    • Tiled (Possible Level Design)
    • iNudge (Possible music)
    • Bfxr (Sound Effects)

    My plans/advice so far for the jam, based on last Ludum Dare:

    • Plan well.
    • Constantly show your progress.
    • Graphics and Music are just as important as the game itself.
    • Know how and where you will distribute your game.
    • Everyone likes Time Lapse vids
    • Follow the 621 (Sleep, Food and Clean Yourself :P)

    Everyone have a good Ludum Dare!

    Seventh I’m In

    Posted by
    Wednesday, December 11th, 2013 1:03 am

    So here comes another Ludum Dare for my team and I; and you know what? We’re in.

    My History with Ludum Dare
    LD 22: Didn’t complete a game but turned it in anyways.
    LD 23: Hard to track down bug killed the game 8-hours before the end of the jam.
    LD 24: Did as much as LD 22.
    LD 25: Finally finished a game first time. Both in the LD and ever.
    LD 26: Finished second game ever and by myself in the 2-day time squeeze.
    LD 27: Was really sick the whole compo. Didn’t finish (because I slept too much), but made the most complex game mechanics I’ve ever made.

    On this seventh edition of the Ludum Dare, I look forward to not being sick and having a chance to really give some of the new stuff, I made since the last Ludum Dare, a good test run. My goal this time around, opposed to my output of the last Ludum Dare, is the limit the mechanics and their complexity. See what can produced under a constrained system. So here’s to hoping I make something neat! *cross fingers*

    What I’m using!
    Programming Language(s): Monkey
    Editor(s): JungleIDE, Notepad++
    Graphic: Graphics Gale, Photoshop
    Sound Effects and Music: bfxr, Soundation, FL Studio, or public domain music/sounds
    Library/Framework: XAddon (my lib/framework), FontMachine, Monkey-JSON

    Breakdown Countdown – LD#27 – Complete and Submitted!

    Posted by
    Sunday, August 25th, 2013 6:35 pm

    And that’s a wrap!  Congrats everybody who participated!

    I’m SUPER-DUPER excited because this is my first ever TOTALLY complete LD entry ever!  I managed to implement, I believe 100% of the features I planned!  I improved the art and sound a bit at the last second, all my controls work, and I’m not aware of any bugs! (I’m sure someone’ll find something…)  Even if I get the lowest rating in the history of LD, I’ll consider this to be a huge success!

    I’ve got my code up, but haven’t squished it down into an executable for y’all yet.  I’ll try to do that tomorrow!

    I look forward to playing and rating tons of games in the coming weeks, especially since many of them will be short enough for me to test them in slow moments at work.

    …Speaking of which, it’s time for me to get some sleep.

    Oh right, have a link to my entry!

    SHAZAM!!!

    Our first Ludum Dare Jam

    Posted by (twitter: @sithdown)
    Saturday, August 24th, 2013 9:15 pm

    Good news, everyone!

    It turns out @Numa1988 and I (@Sithdown) have partnered in our very first LD48 Jam. He is gracing us with these marvelous, espressive characters, while I struggle to bring them to lif-err, DEATH.

    try(If you wanna smile/laugh click the image to view the GIF in its full size)

    Death, you say? Oh of course, let us explain. After some brainfarting we settled with one of Numa’s best ideas: You face an inminent death, so you have to act quickly to avoid that nefarious end: Interact with the objects and characters in scene to save your life. Just clicks and drags, as I wanted the game to be playable on any tablet and we don’t have time to use complex control schemes. Drag things, tap things. Yowzah! You win. Except when you lose.

    We had some difficulties on our late start (secondary computer won’t start) but we kinda sorted those down (thanks Compaq ARMADA M300, you saved our day!). As for the technical part, I decided to use canvasengine (which I didn’t use before, and yeah, I know how much learning to use the framework with so little time was a bad idea BUT who cares, we are here for the fun). It’s an easy to use framework, really -really- easy, but I found its documentation unsatisfying. Time was a precious thing for us so I just resorted to ugly fixes, hardcoded behaviours, and lots of crazy things I’m not embarrassed enough to admit.

    Where were we, the fun I recall? Oh, we had plenty. Some Coke and BBQ pizzas went down our throats; we listened to 8-bit music and some Megadrive classics OSTs, and oh for all the gods did you see those drawings? Hilarious. I’ve been staring at them almost as much as fiddling with the oh-so-messy-code. It’s been an hour since Numa went home and I’m supposedly cleaning the code a bit so we can continue tomorrow, but well, here I am slacking off and calling it a day. This is how the *game* looks and plays as of now:

    woah

    (I keep laughing like an idiot when the poor guy goes badass, thanks for your art Numa)

    We will add more characters and objects tomorrow, with some simple mechanics. Also, sounds/music. We thought of bfxr and some voiceover, but have NO IDEA on what to do with the music. Maybe no music is the best music we can achieve :P

    There were some undeveloped, ditched ideas, as a run from Marathon to Athens in 10(ten!) seconds preformed by a superhuman at several times the speed of sound. (That’s why there are a lot of ruins in there). There were more crazy ones involving japanese grammar puzzles, but… oh, I suppose we can’t do everything -for now-.

    Ah yes, *we* are @Numa1988 and @Sithdown, two Spanish guys seeking for adventure. If you see us on twitter say hi!

     

    So that’s all for now, I’ve been looking through the compo and there are quite many interesting projects! I’ll sure give them a go when finished :)

    I’m In!

    Posted by (twitter: @TheRealTimmah)
    Friday, August 23rd, 2013 3:17 am

    Even though the university semester is in full swing and there is probably millions of other things I should be doing, I am going to make a game for Ludum Dare 27!

    I will be looking to compete in the jam since I won’t have much time to work on the first day of LD and I am really just aiming to have something complete by the end of it.

    I will be using:

    • Unity3D – but look for more of a 2D game
    • GIMP/Inkscape – whichever is needed for the occasion
    • BFXR
    • OBS – for streaming my progress on my Twitch.tv channel which is http://www.twitch.tv/timmahh91

    I look forward to seeing what everyone comes up with and if I find time in the week following LD27 I will probably try and stream me playing some of the games people come up with!

    Good luck everyone!

    Checking in for LD!

    Posted by (twitter: @caranha)
    Wednesday, August 21st, 2013 7:59 am

    Argh, life got in the way, and just now I had time to write an “I’m in” post. I’ve been participating since LD24, and this time it won’t be different. The timezone for LD is just perfect for me: The compo starts 10:00AM my time on Saturday (Tokyo) and goes until 10:00AM Monday – Already took the day off work that day ;-).

    The only snag will be a school event that will take 3-4 hours Saturday afternoon. I will try to use that time to do some game designing.

    Anyway, tool call:

    Coding: Java+libGDX, the goal is to make a game playable on android and the desktop. I might drop android or add html5 depending on the theme and the design. Using Eclipse+ADT as my IDE.

    Graphics: Gimp + Inkscape + my handy WACOM tablet. If the game design calls for it I might use a cool android-based random sprite generator that I found these days.

    Sounds: BFXR + possibly a voice synthesizer.

    Music: Probably I’m just going to go with Autotracker , even though I can now recognize an autotracker-bu generated song by smell :-P If I have the time and inclination I might try to compose something using the dozens upon dozens of trackers that I have tested over the months, but every time I’ve tried to do so it ended in utter disaster :-(

    Here is my base code (right now it is just some empty classes for handling state changing and asset loading). Good Luck and have fun everyone!

    Sixth Time and I’m In

    Posted by
    Tuesday, August 13th, 2013 5:32 am

    Well, I’m going for the LD again. This will be my sixth time in, 2nd time alone.

    Here’s my LD history…
    LD 22: Didn’t complete a game but turned it in anyways.
    LD 23: Bug killed the game 8-hours before the end of the jam. I just couldn’t get it out.
    LD 24: Did as much as LD 22.
    LD 25: Finally finished a game first time. Both in the LD and ever.
    LD 26: Finished second game ever and by myself in the 2-day time squeeze.

    I hope to make something even better than LD25 when I had my team and 3-days this next time around. I wanna try and make something more enjoyable than I made in the past 2 Ludum Dares. While they weren’t bad, they weren’t great either, so I want to top them. Here’s me hoping. *cross fingers*

    Programming Languages: Monkey
    Editor: JungleIDE, Notepad++
    Graphics: Graphics Gale, Photoshop
    Sound Effects and Music: bfxr, Soundation, FL Studio, or public domain music/sounds
    Library/Framework: XAddon (my lib/framework), FontMachine, Monkey-JSON

    IceBreaker mini pre-sleep post-mortem

    Posted by (twitter: @pentaphobe)
    Sunday, April 28th, 2013 10:29 pm
    when I was a kid this sort of image was like crack.  it's so laughable now.  stupid kid.

    when I was a kid this sort of image was like crack. it’s so laughable now. stupid kid.

    ------------------------------------------ 
    --- I - C - E ---- B - R - E - A - K - E - R --- 
    ------------------------------------------------

    (When I get up I’ll do a post-sleep post-pre-mortem-post-mortem, some of this will just be taking some of the prolix and manic text out of my submission page – yay sleep dep!)

    That was a lot of fun! (but it’s not over yet..)  I somehow wrote just shy of 3,000 lines of code in 48hrs.  It’s almost certainly 90% ugly horribleness, and I’m not a fan of LOC as a metric of productivity – but it still feels pretty cool.  (If I printed it all out it would take about 46 A4 pages).

    Unfortunately, quantity of code does not equal a finished game.  About halfway in (after some sleep) I lost a lot of time to vascilating between confusion at the code I’d added before passing out (that guy was craaaazy) and feeling generally dumb.  But eventually I got it nailed down and was grateful to discover that, whilst I had lost track of what I was doing – the more responsibly-minded part of me had sent me down a tunnel with no wrong turns.  Not to say I didn’t bump my head a few times, slip over in miscellany or mistaken inanimate objects for long-lost lovers..

     What went wrong / right

    that one’s for the morrow I think, sorry – they’re my favourite part too.

     

    Tools Used

     

    It may not be much right now, but I think after I’ve checked the rules I may enter the Jam so I can see it closer to a working game.

    I’ll be uploading post-compo editions to the entry’s page as I go (in about 8 hours or so)

     

    NOTES

    (this is just copied over from the submission page to reduce clutter, tl;dr: rambling…)

    circa T+05 mins
    began writing submission
    circa T+20 mins
    I’m having a few unanticipated issues with publishing; the .swf
    seems to work fine in the standalone Flash player, but not
    even remotely in a browser.
    I’ve got 20 minutes or so of submission hour to work it out, but
    here’s the swf for the time being (same link under “Windows” unfortunately)
    circa T+56 mins
    Okay, got it to publish. Seems to have odd framerate issues.
    Will use my last 3 mins to see if I can suss it out.

    My first Ludum Dare complete :D

    Posted by (twitter: @@Parabol83)
    Sunday, April 28th, 2013 9:24 pm

    That was a bit of a challenge. Didn’t get even close to being able to use the full 48hrs due to an AWESOME TOOL CONCERT, followed by EXCESSIVE DRINKING. That said I’m pretty happy with the result.

    Got a timelapse up here : http://www.youtube.com/watch?v=iTzC4s0W4ys

    The game is available here. http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20671

    I tried to do some things I haven’t done before with Multimedia Fusion 2, especially with the lighting model I implemented. It’s not overly technical, but I’m damn happy with the visuals. I wish I had a little more time, then I would have tried my hand at PXTone, since I’m not a musician, it would probably have ended terribly. Need some food/sleep now, and then I wanna get onto voting, just need to work out how that works.

    Screen

    I’m In!

    Posted by (twitter: @Cirrial)
    Thursday, April 25th, 2013 8:45 am

    When I first entered Ludum Dare, it was April of 2011. 2011 was a good year for making games for me. Throwbots, Aphelion Incident and Blue Moon were my creations for 2011, and I still feel that for all their flaws they are still reasonably solid entries.

    2012 was not so good. This time last year I came down ill. In August I was busy with preparations for an academic conference. In December? In December, my only excuse was absolutely hating the theme. (If “You Are Your Enemy” wins I will go mad. MAD)

    Let’s hope things go better this time around!

    potato

    IDE: IntelliJ

    Library: Flixel

    Map/Level Editor: DAME

    Image Editor: Photoshop/GraphicsGale/Paint Tool SAI

    Sound Generator: BFXR

    Music Editor: SunVox

    Timelapse: Chronolapse

    Streaming: Open Broadcaster Software

    (disclaimer: some of these tools might not end up being used at all)

     

     


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