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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 1 day, 1 hour, 0 minutes, 29 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 1 day, 1 hour, 0 minutes, 30 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]


    Posts Tagged ‘blender’

    I’m ready to lose my Ludum Dare V plates

    Posted by (twitter: @eastes)
    Tuesday, April 22nd, 2014 4:51 am

    I’m ready for #29. It’s my first time.

    Tools: Blender, Unity, GarageBand (iPad, as I’m a PC), Photoshop

    Since I’m weak at art, I’ve been experimenting with a low poly art style for the last few days. Here’s what I came up with.

    Low poly artwork done in blender

    Low poly art style test done in blender

     

    Dropout time! (&a guide for plot-heavy designers)

    Posted by
    Monday, December 16th, 2013 4:57 pm

    Yay! That was so much fun, though. Unlike LD25 with the team, I felt so little stress I thought I was dreaming!

    NOT MY ENTRY. NOT MY ENTRY. NOT MY ENTRY. Lifted from http://www.ludumdare.com/compo/2011/08/22/post-ld-still-dreaming/ because it was (1) relevant and (2) Ludum Dare related. ^_^

     

    I don’t currently intend to become the best game jam dev evar, hehe, I just had fun making something, even if I didn’t get all the way with it in the time limit, I will always have the ability to return to it and flesh it out. I love LD because of what people end up doing with the always loved-and-hated theme both during and after! :)

    Postmortem and top-down, plot/world-focused game design heuristic (for those of us who ain’t so good at starting bottom-up from a gameplay mechanic) after the jump:

    (more…)

    After a restart and about an hour of work…

    Posted by
    Saturday, December 14th, 2013 8:20 am

    So, here’s the result after an hour or so. I restarted everything, because the original idea didn’t really work out as intended. Now, it’s going to be a chess with a twist! Of the last hour, I spent most of my time modeling and texturing the tokens. Now, it’s time for the game logic… And, if you want to see me struggle through this, check out my stream at http://www.twitch.tv/manabreak_ld :)

    End of Day 1

    Posted by (twitter: @MarcCook_)
    Saturday, August 24th, 2013 2:43 pm

    So after loads of errors with Maratis 3D including crashing every other build and textures not working on a build i decided to switch to Unity and take it more casually than I was intending. The idea is still the same; explorable environment with a story told in 10 second snippets in an abandoned lab. Im also trying to take a clean art direction with 64×64 textures to give it a crisp look.
    Heres hoping day 2 goes better than today.

    Small room in need of texturing.

    Small room in need of texturing.

    First Ludum Dare

    Posted by (twitter: @MarcCook_)
    Saturday, August 24th, 2013 3:09 am

    Ive decided to give LD a go even though im an artist with basically zero programming skills. Bearing that in mind my ‘Game’ is going to be more of an interactive environment/art peice and the 10 second theme will be used as a method of telling the story via 10 second long audio clips(most likely).
    Im using Maratis 3D and I currently have the player moving around. Now on to modelling the first environment.

    Strat Souls: WIP 12

    Posted by (twitter: @AnomalusUndrdog)
    Monday, July 29th, 2013 3:54 am

    OH HO, LOOK WHAT I HAVE OVER HERE

    This land is peaceful, its inhabitants kind.

    IceBreaker – PostMortem

    Posted by (twitter: @pentaphobe)
    Tuesday, April 30th, 2013 1:14 pm

    Intro

    IceBreaker is a minimalist free-pause RTS-ish thing (probably better described as an FTL-like, though bearing little similarity) set in a Cyberspace similar to the one portrayed in William Gibson’s Neuromancer (a book which changed my adolescent life and is at least partially responsible for my getting into programming).

    I didn’t get much (okay, any) journal-writing done during the weekend, though there’s a vague run-down of events in the project’s github page.

    So consider this (rather large) postmortem post-hoc overcompensation. (and apologies in advance for the spam)

    Blender was extremely helpful for rapidly producing the future-retro look

    Blender was extremely helpful for rapidly producing the future-retro look very quickly, even the sprites were tiny renderings with wireframes

    You can’t quite tell, but it’s a stripped-down RTS:

    • no resources or buildings (instead you have gestation periods for replication)
    • since you can’t build unit factories, you instead have to replicate (and be vulnerable), but if you’re standing still you will heal
    • there /are/ classes, but they are restricted to *strength* (hit amount) and *vitality* (health)
    • it’s meant to be broken down into very short levels, generally with you collecting/destroying something which is being protected.

    Statistics

    • Four litres of coffee consumed
    • A whole forest of tobacco
    • 3,617 lines of code
      • That’s 60 A4 pages if printed out
      • According to Wolfram Alpha that’s:
        • about 17.8 metres ( 58 ft ) tall
        • 6.6 storeys high
        • and about half the diameter of the Hindenberg
      • Very sore wrists (hush, you!)
    • somewhere between 3 and 6 hours of sleep

    Screen shot 2013-05-01 at 5.18.22 AM

    What went wrong

    1. strong underlying system
      • unlike my last two LudumDare attempts, I knew what I wanted to do very quickly, I wrote about three pages of ideas and then stopped when I realised I’d already made my mind up to do the first one.
        However I didn’t flesh out the details as much as usual and so started building the basic framework while pondering, knowing I could change the details later on.  This resulted in a lot of code ( ~60ft worth! ) that, whilst extremely useful was probably not necessary to get the basics of the game done.
        I remain convinced that it was doable within the alotted time period (the post compo version is only an extra 4 hours work, with the last 3 mostly being unnecesary tweaking)
    2. not enough testing of environment
      • I did more preparation than previously, but I wasted time on a few things which could have been sorted out before the compo:
        • setting up the live stream stole about 1-2 hours, admittedly I was feeling a bit braindead/overwhelmed/uninspired so this was a better utilisation of time than say, nothing.  But this should have “Just Worked”
        • Final builds (I’ll get to that)
    3. using an unfamiliar framework and language (again)
      • In my first LD, I used AS3/FlashPunk which I’d picked up a couple of hours before the compo.  In the second, I used Java/LibGDX and didn’t complete – whilst I had familiarity with Java I was very very new to LibGDX and as a result spent wayy too much time googling.  This time was a fair bit better (Haxe is quite similar to Java/AS3) but I still had little to now experience with either it, or HaxePunk
      • HaxePunk is quite nice, but unfortunately not quite “there” yet for me, I wrote a disproportionately large amount of patches to the library in order to get basic features to work normally.  This stole quite a bit of time, but it was far too late in the project to change ships.  I look forward to using it more though.
    4. refactoring at the halfway point
      • despite having most of the system quite well designed in my head, I had to stop and write a vast swathe of code on day 2, partially to undo the odd choices of my sleep-deprived self the night before
    5. sleep (braindead 6+6 hours)
      • I should have done it sooner, and more.  I’m quite good without sleep, but I ran rampant on the code-base when I  started getting exhausted.  Much time was spent rectifying this spaghetti.  I’m not sure how long I actually slept (somewhere between 4 and 6 hours), but I easily lost 12 hours to silly choices and then the bleary-headedness upon waking.

        an early screenshot complete with pointless UI and ugly tiles

        an early screenshot complete with pointless UI and ugly tiles

    6. didn’t demonstrate theme clearly enough (despite following it)
      • I had basic gameplay down very early in the project this time, but the sleep-spaghetti resulted in about 10-12 hours of programming which left me (effectively) where I started
    7. planning
      • I actually planned quite well in a lot of ways, but some very fundamental (and rudimentary) aspects were overlooked initially, resulting in much confusion and wasted time
    8. submission process panic!
      • I tested my environment this time to avoid this exact thing.  However I discovered (at submission time) that whilst my project ran perfectly in the Flash standalone player, it would silently fail completely in-browser.  It turns out all I had to do was add “-web” to the build command, but it took me far too long to discover this!
    9. no end-game detection or automatic level progression
      • despite “shipping” with a few levels, the submission process issues resulted in my missing the 20 minutes that I needed to finalise this important factor of a “short-level based game” and the gameplay suffers for it.

    What went right

    1. strong underlying system
      1. Yes, it’s a dirty trick having this in both sections.  But I maintain that the approach was a good one, early efforts resulted in the tutorial system being a mere 45 minutes to implement, and most new features were added extremely quickly
      2. I used JSON for most of the configuration of the game, allowing rapid prototyping of enemy AI, character attributes, menus and the tutorial system)
    2. using Haxe and SublimeText 2
      1. This was a pretty awesome combination, I look forward to being able to justify the $70 license for SublimeText2 (this was my first real experience with it, and it was wonderful).  I have been using (shudder) Eclipse for a while despite my lack of appreciation for IDEs in general so it was nice to have a “real” development environment again.  However I’ve gotten rather dependent on Eclipse’s easy mass-refactoring, and you can really tell (names of things changed through the course of the project and thus there are some things named Agents which are actually Actors and so forth)
    3. the game idea
      1. I think this concept is pretty sound, and I enjoyed playtesting it.  Definitely building some more levels and a little more “Juice” and thrusting it in the face of anyone who walks by
    4. music and art
      1. There were a few times when my brain completely went on strike, so it was good to change gears and work in Blender or Renoise to build some of the feel, having these elements in game was also fantastic for morale.
      2. The music was made in about 5-15 minutes for each of the two tracks
      3. Art was quite quick too, despite a few false starts
    5. tutorial system
      1. I’m really happy with the tutorial system, which could also double as a mission introduction system.  It hooks into game events and each dialog of the tutorial can have a number of events required before it appears, or disappears making it very easy to make a clear (and importantly, responsive) tutorial.
    Tutorial system

    The in-game tutorial system is quite smart, if a little overenthusiastic

    Last words

    Thanks to everyone for an awesome experience yet again!

    Project source (github) | Project page | Live stream (twitch)

    I strongly encourage you to try out the Jam/Post-compo version after you’ve rated, as it’ll be a lot more clear what I was trying to achieve

    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.

    SpotWalker Process: First 3 hours

    Posted by
    Friday, April 26th, 2013 10:44 pm

    Update on LD48 so far. The theme is Minimalism. I’ve given it the name SpotWalker. It was a random name and the only reason why I did this is because i created spots on textures. Anyway, so far I’ve done a page of notes with a quick sketch, created some minimal 3d assets in Blender (my 3d assets are usually minimal anyway), textured (again minimal), and exported these off as .obj. I now plan to import these into Unity and create a level. I think I’ll do something first person.

    Check it out on GITHUB!

    Here’s screenshots of process so far:

    DSC_7459

    Notes taken from Wikipedia. Quick minimal sketch of my cousin playing games

    ld48-2

    Models in blender. More poly count with further back

    ld48-3

    Wireframe of assets

    ld48-4

    UV map texture painting in GIMP. Similar idea with all texutres

    ld48-5

    Textures applied to the models. Minimal!

    ld481 ld48-bak2 ld48-bomv-2 ld48-shape2 ld48-top2 ld48-6

     

    Wilbefast timelapse (ld25)

    Posted by (twitter: @wilbefast)
    Thursday, February 7th, 2013 1:32 pm

    I finally got around to posting my Ludum Dare 25 time-lapse, accompanied with some idle musings and some epic open (GPL3) music :)

    Check it out!

    http://youtu.be/90V72BQvPOo

    (more…)

    Is it worth work with BGE (Blender Game Engine)?

    Posted by (twitter: @Haite)
    Monday, December 17th, 2012 11:28 am

    Because there are many doubts about BGE, Blender Game Engine, I decided to make a “review” about. Please understand that I just made one game with it, and made it without directly working with python, so it may be a lot better using it.

    So, “Is it worth work with BGE?” to answer this question, first we have to understand how programming in Blender works. Blender has a system called Logic Bricks and their functionality is simple.

    We have the sensors, that say what will trigger the action. The Controllers that are the condition that will say if the action will happen, and the Actuators that are the action itself. Beginning, middle and end, looks pretty straight forward doesn’t? And well, they are indeed very simple to understand, so I can say that anyone, knowing or not how program, can use Logic Bricks, being maybe, the simpler to “program” 3D engine currently available.

    But this simplicity comes with a price. One of the biggest problems with Logic Bricks is that they are too simplistic. Because they are design with the logic “beginning, middle, end”, you can’t continue the logic after the end without make some tricks, making your logic much larger and complex.

    Another problem is that you can’t use native variables, like object position, nor manipulate them directly, having to use python or tricks for that, making simple common tasks like make an property equal to another, overly complex.

    One good thing that I have to mention is how smooth everything looks. The graphics are nice, the movements are fluid, everything looks and feels good. Because Blender is free, maybe be a cheaper option if you want project shadows in your game. Also, Blender have a truly awesome shader editor, enabling pure artists to make their own shaders.

    A big issue when you finished your game is how you going to distribute, because, even with Blender Player, the people who will play your game will still have to have Blender installed. * There are alternatives to this, even making a functional web-player, but they are still being develop.

    So, the main question is, it is worth making a game with BGE? And my answer is: it depends. First, I must say that is very simple to represent what you thinking with it, making a great prototype tool, but going beyond and make something that is suppose to work in some way is hard. Therefore, what I recommend is, watch a tutorial, try it out, with some hours you will already get it how to make a game with it, and if you don’t liked it, just wait a little more, there are many developers working and improving it, it will be better someday.

     

    *I have been informed of people who got Blender Games to work even without Blender installed, but also, I have been informed of people that couldn’t play the game until they installed the newest version of Blender. I had searched for an answer but nothing definitive. Maybe it work with just python installed, if I find something more about, I will update this.

    Finished my first Ludum Dare

    Posted by (twitter: @BlueShiftApps)
    Sunday, December 16th, 2012 3:09 pm

    2 days of hard work, a lot of fun, and a lot of time spent staring at a screen.

    The game is called carnage and you play as a demon with a hatred for humanity.

    The game is far from perfect, but I’m quite proud of myself for what I achieved in just 2 days. I didn’t know I had it in me.

    Screencap5

    Play it here

    Blender Engine at the first day

    Posted by (twitter: @Haite)
    Saturday, December 15th, 2012 7:48 pm

     

    In the end I decided give a try to the Blender Game Engine instead of Unity3D and sadly, I regret a little.

    I’m learning a lot, but I miss a lot programing in unity than use blender logic bricks, they are usable, but still are very primitive.

    But Blender have nice things, like, everything seens so smooth and make shaders with it is wonderful.

    SS1

     

    Im (most likely) in!

    Posted by (twitter: @Alex_ADEdge)
    Friday, December 14th, 2012 3:30 pm

    This will be my 4th LD (excluding miniLDs)

    Hoping for a theme like ‘End of the world’ or ‘Outer space’, something which could be scifi.

    But we will see! No point getting too attached to a particular theme, I’ve made that mistake before.

     

    Game Engine: BGE
    Language: Python
    Graphics: Blender/Gimp
    Audio/SFX: Audacity
    Music: ???

     

    Also, big night. Hung over and on about 3 hours of restless sleep right now. Got just less than 4 hours for a powernap O_o

     


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