Home | Rules and Guide | Sign In/Create Account | Write a Post | Reddit | #LD48 | #ludumdare on irc.afternet.org (Info)

Ludum Dare 31 — Coming December 5th-8th 2014! — Join the Mailing List!
  • October Ends: in 29 days, 21 hours, 51 minutes, 5 seconds
  • Ludum Dare 31 begins: in 64 days, 22 hours, 39 minutes, 5 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!) | October Challenge 2014!


    Posts Tagged ‘DAME’

    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)

     

     

    I’m in!

    Posted by (twitter: @Cirrial)
    Tuesday, December 11th, 2012 9:24 pm

    Hi! I’ve entered a few Ludum Dares before (none this year due to illness and deadlines, ugh) and this time last year I made Blue Moon, one of my most well received games in general.

    I’m going to use the following tools, and aiming for the compo. But it is the end of the year, when burnout is high and holidays creep ever closer, so perhaps I might go for the jam this time.

    • Flixel
    • IntelliJ IDE
    • DAME for level editing if I really, really have to
    • SAI for illustrations
    • PyxelEdit/Photoshop, the former I don’t know as well and the latter I do
    • Sunvox for music
    • BFXR for sound

    That covers everything, I think! See you then!

    MiniLD #36 – progress

    Posted by (twitter: @spacedeveloper)
    Wednesday, July 11th, 2012 2:27 pm

    Actually, I wasn’t going to participate this time due to a lack of time. But relaxed rules made me to change my mind. I designed mechanics for the game from scratch and then added water (which became lava this time) and particles system from my previous miniLD game.

    I use 4 contrast colors in the game – orange-blue and black-white.

    So I’m coding in AS3 using FlashPunk and Dame. Music taken from some vintage keygen. I’m going to spend the rest two days on leveldesign and polishing. I will also try to add a couple of gameplay elements if I will have time for that.

    So here’s quick mechanics demo with tonns of bugs of course.

     

     

    Daring Do! Mini-Postmortem

    Posted by (twitter: @frosty)
    Thursday, August 25th, 2011 5:51 am

    So LD21 was my first ever Dare and some things went okay and some didn’t. I definitely learnt a lot from it, and I’m keen to keep making games and work on my entry. I thought I’d do a brief little writeup.

    Blatant self-promotion link: http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=5119

    The game

    Daring Do! title screen

    The Daring Do! title screen

    I’m pretty pleased with the game I produced: “Daring Do!”. It’s a sidescrolling running platformer where you play an intrepid archeologist. Each level is short and follows the same formula: grab the glowing golden idol and get the heck out of the temple before the whole thing caves in or you get crushed by the giant boulder coming after you. Avoid pits and arrows along the way. I wanted to keep levels short so it kept you wanting to play; that just one more level feeling. I’d like to add an ‘infinite mode’ in a future update, though. I’m also planning to add many, many more of the normal-style levels, as well as a lot more trap types: crumbly blocks, falling debris that you have to dodge, spike traps,and perhaps even some bad guys and collectables. I would’ve liked to get more of these in during the compo, but just ran out of time. Also, more work is needed on sound and sprites.

    Daring Do! gameplay

    Daring Do! gameplay - pick up the glowy idol and prepare to run!

    The Bad

    The main thing that went wrong was that I didn’t spend enough time on day one thinking up a concrete idea. I got a rough topic in my head of a Breakout bat escaping from a game of Breakout, and rushed off and started making it. I built a simple little Breakout clone really quickly, and then spent a fair amount of the rest of the day trying to script together some kind of in-game cut scene explaining your escape. At this point, I realised I’d spent far too long on an ‘intro’ without having any idea at all about what the core gameplay would be after your escape. I became somewhat disillusioned with the idea and stopped working.

    My first game idea, a breakout clone where you actually break out.

    My first game idea, a breakout clone where you actually break out.

    I woke up late on the Sunday with the intention of giving up, but I felt that I’d be very disappointed in myself if I did so. I chatted with a friend about what to do (thanks @triard!), and a new idea was born, that which turned into Daring Do! This one I felt I could run with: a simple gameplay mechanic that can be easily extended by the addition of more traps, levels, etc.

    Daring Do! gameplay

    Daring Do! gameplay - outrun the boulder, avoid the arrows, jump the pits!

    The Good

    I’ve only recently gotten into Flash development, but I absolutely love working with FlashDevelop. I use a Mac as my main machine, so I had to run FD in a Windows virtual machine which was pretty slow – this infuriated me on numerous occasions as I sat there wanting to code but having to wait for my computer to catch up with me. For future LDs, I’ll have to run Windows natively somewhere, as the VM was almost unworkable. I wish there was a Mac version of FlashDevelop.

    Flixel is also brilliant, although I was kind of learning as I went along so got a bit hung up on things that should’ve been easy but I didn’t know how to do yet. I’d like to spend some time with FlashPunk, too, to see how they compare. Writing my game in Flash made it super easy to test, to send to friends for comments, and to upload for other LD48ers to play.

    As for my other tools, I used DAME for map editing, which worked pretty well, bfxr (fantastic tool!) for sound effects (although I somehow forgot to give my main character footsteps!) and had a brief attempt at creating some terrible music with FamiTracker.

    Next time

    I’d certainly be up for taking part on Ludum Dare again – the feeling of satisfaction having built something in such a short space of time is brilliant, and I love the community feel of the event. I’m so glad I didn’t give up after day 1! Next time, I’d spend longer ensuring I had a great gameplay idea before starting. Gameplay, gameplay, gameplay, that’s what it’s all about. In fact, I’d probably recommend trying to spend some time during the final round of voting thinking up some ideas for each of the top-voted themes from previous rounds, just in case they come up. Having a solid idea from the start would allow me a full two days to make my game – next time, I’d plan for day 1 on the engine and gameplay, and day 2 on content and tweaks. As I had to cram all of that into one day this time round, the content was a little light.

    At the moment, I’m really enjoying looking through everybody else’s entries. There are some truly, truly brilliant games in there – not are they fun to play, but it’s nice to be able to find out how things were implemented. It’s a great way to learn.

    I’d really appreciate it if you’d take the time to check out my game and rate it and / or leave a comment.


    All posts, images, and comments are owned by their creators.

    [cache: storing page]