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Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (Suggest a Theme)
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  • [ Real World Gatherings | Ludum Deals (coming soon) | MiniLD #53 ]


    Posts Tagged ‘download’

    Web vs Download – Please Know The Difference.

    Posted by (twitter: @StickyKGames)
    Tuesday, July 22nd, 2014 7:38 pm

    Many submissions in the Mini LD #53 have links labeled as web, that are not web at all. This is quite annoying, as I like to know upfront if I’m going to have to actually download something, extract it, blah blah blah. There is a proper way of labeling your links, as I describe below. Doing this properly will help keep people in the community from being annoyed by a “web” game that prompts to download an exe file.

    • Web – Can be played in the browser. For instance, you build your game in flash, html5 or unity webplayer, and the game is hosted on kongregate, newgrounds, your own site, google drive, etc. (I’m trying to be all inclusive, not stating any one of these is better than the other). These games will be played directly in the browser, without you downloading anything that you must do outside of the browser.
    • Download – This cannot be played in your browser. A file must be downloaded, extracted, dependencies possibly installed, etc. The game is run outside of the browser and is a bit of a headache. With a lot of games, this takes more time than playing in the web, as the file must be extracted and so on. Examples below.
      • Windows – This is anything that is an exe, or a zip or other archive that contains an exe meant to run only on Windows. If this describes your game, please don’t label it as a “Web” link. You can label it as “Windows” or something similar.
      • Mac/OSX – This is a game built for Mac/OSX that is played only on Mac/OSX. This is not played in the browser. If this describes your game, please don’t label it as a “Web” link. You can label it as “Mac” or something similar.
      • Jar – This is an executable jar file. This can run on any platform, as java is that versatile. Jar files can be run in the browser, but it’s still necessary to build the web page to do so. If you link ends with .jar, this is not a web build, so please don’t label it as a “Web” link. You can label it as “Java” or something similar.

    I’m not trying to yell at anyone here, but some people haven’t learned the difference. It may seem trivial to some, but it is only common courtesy to let people know up front what to expect. If I click on your web link (because your game seemed so exciting I forgot to look to see where the link actually went before I clicked) and it didn’t take me to a page on the internet that allows me to play it in my browser without downloading anything manually (and extracting, and so on), I will not play your game. It’s nothing personal, it’s just that if you can’t tell the difference, your game is likely to suck and be a waste of my time extracting it, installing dependencies, running in compatibility mode, turning my monitor on it’s side, setting up a house of cards, painting a masterpiece, etc. just to get it to work.

    HOWEVER, if you let me know up front by labeling your links correctly that all of that stuff is involved, if your game seems worth it based on the good and complete description that you wrote, I WILL do it.

     

    Edit: If you weren’t planning to build your game for web, please consider doing so. Not everyone in the community is computer savvy enough to download a game and install dependencies, people like artists, people like my artist / wife. If it’s not a web game, my wife won’t play it unless it has a very compelling description that’s very appealing to her, in which case she bugs me until I cave in and download it and make sure it will run for her. Also, it’s possible to unintentionally include malicious code in a downloadable game, where security settings in most of the web players won’t allow such a thing. I’m sure it’s not hard to write your game in .NET and make a mistake (Because you haven’t slept in 30+ hours) that deletes the a user’s “some other folder” instead of just the save file your game makes like you intended. Not saying that this awesome community would do it, but someone could do something like that on purpose, especially someone that’s not part of the community and is just looking for some way to get their kicks. I’m sure most of us are playing these games on the same computer we develop on, the computer that is our livelihood, and just don’t want to take that risk.

     

    Edit 2: Please read the note from artist/wife for a better written explanation, as she is much better with words than I am.

    Earth Defender is DONE!

    Posted by
    Sunday, April 28th, 2013 10:42 am

    Finally after about 30 hours of programming and a lot of coffees (and potato ^.^ ), Earth Defender is done!
    Check it out!

    For more news and download  Click here!

    screen4

    SpotWalker 0.1 Build

    Posted by
    Saturday, April 27th, 2013 7:43 am

    Update on the game.

    I’ve imported the assets that I created in Blender into Unity and created a basic, minimal scene. Added a first person camera. Some 3d assets rotate on mouse movement. Sound was added. I created this sound by tapped on my computer, then another layer of clapped, and another of slapping my face. I’m not a music person, but at least I’ve created some sound for the game.

    Here’s some screenshots:

    ld48-11

    Overall of the scene in Unity

    ld48-7

    The ‘title scene’ in game

    ld48-10

    Pathway in game

     

    You can play this build in web browser here.

    Windows users are also able to download the zipped version of the exe here.

    This is early stages and I plan on working on it further tomorrow. At least its something.

    Ludum Dare OST Volume One

    Posted by (twitter: @Phantom_Green)
    Sunday, January 13th, 2013 7:28 pm

    LD OST Vol One Cover Art Smaller
    I just compiled all of the songs from my various Ludum Dare entries into a single soundtrack. You can download it for free HERE !

    Kollum: Day 2 progress report / mult-platform downloads

    Posted by (twitter: @ananasblau)
    Sunday, December 16th, 2012 4:10 am

    Progress is great, missing parts are: some pathfinding for the invading Hero, some stats on him, a win/loose condition, sounds and if I got time for it: A proper intro scene.

    Here’s the annotated screenshot and I got a first build for ya to download: https://www.dropbox.com/sh/jnmvjpqtu6m01eu/SasCaG41gA?m (windows, mac, and löve2d)

    16.12.12 11:57-Vollbild

    Finally some gameplay

    Posted by (twitter: @sirGustav)
    Saturday, April 21st, 2012 8:41 am

    8-9 hours in I finally got some gameplay, you can jump around with separate air and ground friction. here’s a preview gameplay: windows download and mac+linux, requires löve2d 0.7.2 (0.8 doesn’t work).

    Next up is more (actual) food, some jumping/falling animations for the player and evil spikes (thumtacks) that you can die on.

    Current progress

    Bisca biscuits with some milk

    I Finished!

    Posted by (twitter: @frimkron)
    Monday, August 22nd, 2011 2:25 am

    I got my entry submitted at about 2am BST, which makes a change from the 2-minutes-before that I usually end up doing. So here’s my entry, VOLCANOWNED!:


    DOWNLOAD

    I was pretty happy with how it turned out. It’s a very simple game but I think I did a decent job with the graphics. Next time I’ll leave that little bit extra time to record some proper sounds and music.

    I’m going to put my timelapse together later and write a full post-mortem soon. And oh man I can’t wait to start playing all the other entries – I swear they just get better and better every time!

    Demo!

    Posted by (twitter: @@tman_BOSS)
    Thursday, June 16th, 2011 8:14 am

    We got a little farther, it’s still far from finished but here’s a little demo. It’s sort of a simulation strategy.

    You can download the demo here: http://shard123games.weebly.com/ludum-dare.html

    Jam Time — Here’s what I have.

    Posted by
    Sunday, August 22nd, 2010 8:35 pm

    I didn’t really have a playable game at the time of the deadline, but I thought I’d share my game’s current status.

    DOWNLOAD CURRENT PLAYABLE DEMO (Windows executable)

    Enemies following and some musical instruments.

    Enemies following and some musical instruments.

    Rescue the Stranded!

    Posted by
    Sunday, April 25th, 2010 7:12 pm

    Entry Page

    Oh man, here it is! No achievements, sadly.

    Finally, something resembling a game!

    Posted by (twitter: @AtkinsSJ)
    Sunday, August 30th, 2009 3:09 pm

    Firstly, annoyingly this is the third time i@ve typed this because Chrome went crazy. Oh, well.

    Got about 5:20 left, and finally I have something that can be played, lost, and you get a score!
    Also, I fixed it so that the level is now infinite and randomly generated.

    screeny5

    I’ve finally fixed the dodgy collision-checking too: Moving things can now collide, rather than only moving and unmoving.

    Thanks to DrPetter’s excellent SFXR, I also have some sounds! Yays! Not entirely sure they go with the graphics, but oh well – better than nothing.

    So… I’m going to upload a taster! This may well be the final thing if I don’t add anything else.

    Controls:
    A/D or left/right to move, W or up to jump.
    Click to fire.

    The story / instructions (possibly more entertaining than the real thing)

    You, archaeologist Ted Stuart (because archaeologists are always action heroes, for some reason) have wandered aimlessly into a cave that has laid undisturbed for millennia. Well, or so you think. It’s actually been disturbed rather frequently by all the dinosaurs living down there.

    Living dinosaurs would make your job a waste of time, and so to preserve the livelihood of archaeologists everywhere, you seek to destroy them all! However, your puny gun is no match for their unusually tough skin! Your only hope is that you can shoot down loose rocks from the ceiling to bonk the dinosaurs on the head with. Only then can you remain safely employed in these harsh economic times.

    Download current version (may be final, depends if I think of anything to add)  Please download and test! :D


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