Posts Tagged ‘first’
Hey guys, the name’s Mace. This year will be my first entrance into Ludum Dare. I’ve always dreamed of doing it but never actually go the time. But you know what, this year I’m doing it. I’ve spent days watching streams. I’ve contacted people on my Skype saying “get ready for this, cause it’s going to be an experience you don’t want to miss out on.” So yeah, I’m ready. I have my excessive amount of energy drinks, crisps, cigarettes(bad habbit) and a motivation sat ready for this. When that theme’s announced I’m going to show people it’s my time to shine. I don’t expect to make anything that’ll win any important place, but I just want to have a game out there. For people to see I can do it from start to finish.
Language – Java
IDE – Eclispse
Engine & Library – Slick2D & LWJGL
Art – Paint.net
Music/Sounds – Logic & sfxr
- Thanks, Mace.
I’ve just entering Ludum Dare for the first time.
The main reason ? It’s because I’ve past 10 years creating a game engine to be able to get people pleasure, and go commercial to be able to live from it, and is now publicly available at coffee3d.net. I’ll surely do indiegogo and things, but… I need to test the whole thing in real product time, which is the goal of this. Sure it hasn’t the awesome features, but I need it to get “large fix list” and, mostly, inducement.
Thats why I enter into this awesome Game Dev Compo, to create a game based on cubes!
I am not a man of much words, so I’ll just start with my Ludum Dare results:
That’s how I did. In my first Ludum Dare ever, the 26th. Pretty nice, huh?
First, I’d like to thank everybody who rated my game, so:
Thank you, karsyf, nintendoeats, danielcmessias, gizmo, Jesper Oskarsson, Jellycakes, SuperlevelSebastian, myachin, Felix20, qdowngames, sekaru, FREEZX, Xanjos, acro, HelkeGames and hgouveia. You guys gave me nice feedback!
Let’s get back to the table. I was really lucky to see my entry on the 359th place(Jam, Overall). “Theme” also was one of the two things I was aiming for. The other one was “Fun”. And that worked! Sure, graphics were also important to me, but nevermind . The next thing is “Innovation”. Well, that didn’t worked. But I expected this. I made a Fruit Ninja clone. Yeah right, the game everybody played at least once, but this was important for the “Humor”, I guess. “Audio” has never been my strength. It is my weakness, but luckily, we got SFXR and the Randomize button. What an awesome tool!
So, actually thats it. My first Ludum Dare entry, wich was definetly not my last, was really fun to make. I got much feedback, wich made me happy, and I made (some) people (hopefully) happy by giving them my game.
My goal for the Ludum Dare was (sure, make a high ranking, but more important) making people happy. Maybe so happy, they download my game, play it, enjoy it and show it their friends. That would be one of the most awesome things for me. (That, and have someone to write something about my game somewhere on the internet.) And, sure, getting more experience in coding, blah blah blah .
Thank you all really much. Hope you had as much fun as I had and, see you next time!
Also, congrats to the winners “timtipgames” and “claw”! I love your games!
I’ve been wanting to Ludum Dare for a while, but I can’t code for beans. Seriously. The last time a bean asked me to write a function, I just froze up. Mostly because my beans were talking to me. So instead, I’m going to “compete” in the Game Jam alongside a code-savvy teammate or two, but will otherwise be following the rules for the solo Compo.
We’ll be dual-screen streaming over here, as soon as the theme is announced: http://www.gamefetch.tv/?ch1=hitchh1k3r&ch2=solifuge
Hybrid Compo-Jam Rules are as follows:
1) You can work alone or on a team.
2) All game code and content must be created within the 48 hours (72 if we blow it).
3) Games must be based on the theme.
4) All publicly available libraries and middleware are allowed.
5) All content creation, and development tools are allowed.
6) Source code must be included.
As for the project specs:
IDE: Eclipse (with Saros plugin)
Libraries: LWJGL and Slick-Util
Sound: FruityLoops, bfxr, audacity
Graphics: GraphicsGale, maybe PaintToolSAI
Food: Leftover Chicken Penne Rosa (from scratch; I cook better than I code)
Beverage: Excessive ammounts of Chai Tea.
I’m in! First ludum dare and first attempt at completing a game ever! Wow, that sounds scary. Hopefully this will be a learning experience even if I miserably fail in delivering my game.
Since a lot of people have been listing their tools for the job, I guess I’ll do the same.
- Genre: Point and click adventure
I had been planning to make a free point and click adventure for a while now, so I thought that making a ludum dare entry may be some good training wheels before throwing myself into my “dream project”. The fun thing about this genre is that it can fit any theme pretty easily.
- Language: Python
- Engine: Ren’py
I’ve rarely seen Ren’py being used in ludum dares and never for anything other than visual novels, and that’s a serious pity. Yes, it is an engine for visual novels, something that actually made me ignore the engine for a long time (stupid, stupid!). But the reality is its scripting language is so fast to use and flexible you can do some rather complex stuff with it.
Okay, it’s pretty limited: for example, only 2D (no 3D models), and is not ideal for stuff that requires real time input, like a platformer (using plain pygame is better for that). But if you want to make something story driven that requires user input once in a while (a point and click game, for example), its scripting language is pretty powerful. It’s a pity everyone uses it mostly for visual novels and dating sims cause there is a lot of stuff that could be done with it. I’ve done a prototype of a first person point and click game in a matter of minutes, no joke.
Fast prototyping, fast debugging and on the fly script reloading means an immense amount of time saved that can be used to add more mechanics or make better art and music. Since I know that I will be using (wasting) most of my time to come up with an interesting idea, time efficiency is a critical factor. Plus, it’s multiplat AND free.
- Editor: Notepad++
- Graphics: Paint.NET, GIMP, probably some handdrawn or rotoscoped stuff.
- Audio: REAPER combined with the free and excellent sounding Synth1
Good luck to everyone and good work!
So i decided to join the MiniLD with my friends. Due to technical difficulties 10+ hours where lost in development :S. But we will get through it!
I started making my first 3D game in Unity about 3 months ago and it is now (partially) complete. I created the models in Maya, the textures in Photoshop, and I recorded the in-game music on my.It was fun to make. It’s called RedGreenBlue and it’s about shooting ghosts with the right coloured pills (not bullets; ghosts react badly towards pills).
I am 15 years old and I stared learning programming a few years ago (I really enjoy it). The game will be available soon as a free download.
Here is video of what it looks like: https://www.youtube.com/watch?v=ls2ySVIe6sI
My first Android game in my live! Thanks Ludume Dare for this!
You can download game on game page HERE
So, I’ll be trying my utterly incapable hand at LD this time around. I’ve a beginner coder, with pretty damn limited game making experience, so it’s going to be something of a trial by fire. The kind where you crash and burn into a big fiery failure. Still, I’m hoping to produce something vaguely playable, and maybe even fun! Who knows. You’ve got to start somewhere, and I figure the LD framework will force me to at least finish something. Or I can just end up crying in my bed, who knows.
So, the obligatory introduction post!
Oh, and of course…my battlestation!
Yes, I have a cactus, and it is dying.
Well, I have seen the last few competitions pass. This time I think I will give it a go
Oh guys ! I’m thrill with joy and excitement when I see all the comments on my game page.
As I said in previous posts, It’s my first game and I really appreciate all your review and suggestion. Know that I fell in love with Dusty in the past days while I was giving him life. So I’ve decided to put him on a longer journey.
For the LD version of the game, I use Multimedia Fusion 2. Even if I have little experiences with the software, it show some limits to do what I really wanted to do (like an online version, add particles effect and some tweeks on the gameplay). But figuring that out don’t make a programmer of me, so let’s try another Drag’n'drop gamemaker software. Two choices Game Maker or Construct 2… Construct 2 it is !
Simply because I want to, since the LD ends. And some of you seems to appreciate the game, enough to wish it was longer, and so do I. Let’s make it happen!
Know that it could take some times since I have no experiences with Construct 2. Plus, I only have the trial version (since I can’t afford the pro one yet, one day maybe, would be cool if I notice I like it a lot). I’ve began setting up the basics but there is still some “meh” point (but I’ll sort it out). Construct 2 seems to have strong bases and export to html5 (wich is great for online game, but not so on potecting my sprite… do I need to protect them ?).
First screenshot !
Thanks again for everything. Such a blast, I think it’s the first time I ever feel that way.
If you haven’t played the LD version, here it is : Dusty’s Adventure
Thanks !!! Ten thousand times ! Thank you !
EDIT : Bonus, the Timelapse of the past week end
EDIT 2 : POST MORTEM
Almost forgot that part. So…
Good part :
- Release somthing (it wasn’t so sure during the last 5 hours).
- Did some animation, and I’m really proud of the Spider.
- Did a character and a narrative line to go with it.
- Sounds and Music came out not so bad after all.
Bad part :
- Too much time pass on making the animations and arts, forgot to think about levels. My game is really short, it’s not even a game.
- Almost eat and drink nothing during this time.
- MMF2 is really frustrating in his conception.
Bottom line, I draw, animate, make stuff since… well… forever. But this Ludum Dare was not just a competition but a real challenge. Just because even if Ido a lot, I never show anything. With the LD, I had to release it and it was a first. Most of all, it’s one of the first time that I’m proud of something. Maybe that gives a bad image of me, but, I’m just proud of it even with the bugs and shortness of it.
Okay, it’s been a while since Ludlum dare and I thought I may as well do one of these as I have some time on my hands.
So here is what I think of my game :
I thought graphics were the strongest part of the game as they were the parts I spent most time perfecting (to my style). It may be really common to have that style of tiles or whatever but I really wanted to have a go at creating a low-res game and I thought they were okay at the end.
If I had more time though, I would of spent even more time on the graphics. I would of probably made the tiles 16×16 so I could add more detail in and maybe add more effects.
The gameplay was bearable in my mind, it wasn’t too complex(well I don’t think so), and I didn’t try and make it really hard for the player either. But I have a long way to go with gameplay ideas, as this is my first ever game, so it won’t be great.
I had this idea in mind a few hours into the competition and just sort of went with it, and I hope people liked it as I did. But I do think over time, I will understand more about game design and level design so they will get better in the future.
The sounds in the game were pretty much rushed because I wanted them in the game, but didn’t have enough time to perfect them. This also goes with the music, if I done it again I would of spent maybe an hour longer on this to make sure it suited the mood.
I thought I had this under control, as I knew LOVE2D would work on Mac, Windows and Linux. But for some reason when I was compiling some windows users were having trouble playing. As far as I could tell from researching the problems it was to do with old integrated graphics and some could be probably fixed by updating the drivers. But oh well, maybe next time I’ll properly test an engine before I do another 48hour competition.
Mainly, I think the game went well because as I said it is my first game and to me any good comment makes it worthwhile. I did it to try and help me learn LOVE2D better and it did! The idea of Ludum Dare is very effective and helped me more in them 2 days more than my whole time with the engine.
So that’s what I think of my game,and maybe if you haven’t checked it out yourself you can do a quick play now?
This is my first Ludum Dare attempt ever. Before I didn’t have the time, courage, or I straight-up forgot. Anyways, account is made here and I’m in the process of making a neat little game for the theme. I hope to do well and get something out in time!
Hello folks, I will be participating in this MiniLD! But since making dialogue in Game Maker is kind of tough, I’ll probably just have a story in my game, The Struggle for Humanity. In this game that I’m working on with qwezc, you are of an ancient alien race that has to introduce new technology and ideas to the early humans. I’ve never really done something like this before, so I’m excited to see how this turns out!
Here’s an early screenshot:
- Sounds like a great idea! Pity I only knew of its existence since last night. At T-14 hours until the theme announcement - I walked into the Ludum Dare world, and was instantly impressed/excited/interested. I came across this whole thing from Notch’s twitter feed, and remembered seeing his amazing entry into Ludum Dare 18 earlier in the year (except at that time I had no idea what it was, and was too busy to really look into it)
The community vibe is great, I spent last night looking around the site, getting more and more pumped about the contest about to unfold and made certain I would keep tabs on its progress to see how it all worked, in preparation of Ludum dare 20 next April (which I planned to be my first attempt) But here I am now, about to get into this current contest. Pretty exciting to be able to go up against some major game designers.
- As soon as the theme went up and as soon as I got some time off work to check it, I was hooked. It took me a matter of minutes to work out the game I wanted to make, and once you get that little spark going theres nothing you can do to stop it. I mean its hour 38, Ive just had a super busy day, tomorrow will possibly be busier, but I really want to get something done for this, even with terrible time constraints. Im sure Im not the only one only just getting started.
Who am I?
-My internet name is AD-Edge, my real name is Alex Delderfield. Im from Australia, Im 21, Im studying Computer Graphics and Programming at University. (That covers just about everything)
Ive been writing/drawing stories since before I can remember, making 2D/3D animations in the past few years, and in particular focusing a lot on games. My tools of choice so far have been opensource and Im strongly a part of the Blender community as Blender is my primary tool.
-Well the first thing I thought of when the theme was announced was the Space Shuttle Discovery.
Thats what the game will be based apon and I saw someone post saying that they hoped someone would do a game like this (I havent seen anyone else with this idea yet, lots of space stuff, but not space shuttles exactly)
In the game you are in control of Discovery, from T-2:00 mins on the launchpad, it will be your mission to get Discovery into the air and in particular, if your lucky and somewhat skilled with a tendency not to explode – space. There will be a mission to do once you get into space, one which involves a discovery of some sort (double discovery!!). I would like to do a landing part to the game as well when you return to earth, but Im trying to keep this thing short (I dont even know if Ill get up to getting this thing off the ground – haha D:)
If I have time I might attempt a landing part (but I really dont think Ill get that far). But theres always time after the contest to add these things.
What will I use for my game?
-Firstly (and obviously) – Blender.
For my first Ludum Dare I had a gut feeling to do something purely from code, some oldschool retro 2D platformer. But jumping into this one headlong I feel like I should stick to something Im fast with and have had plenty of experience with. So the Blender game engine (BGE) will be my engine of choice, a very much under-appreciated game engine in my opinion. Its not exactly UDK, not at all, but in the right hands some pretty cool stuff can be created. And lets face it, making games in BGE can be extremely fast (perfect!)
-I will also use Python for the scripting (thats what BGE uses)
-Gimp for all 2D texture needs.
-Audacity and maybe pysound for sfx control.
Anyway, next post Ill have a space shuttle to show, maybe more (lets hope)
Id love to hear comments, or other questions etc! Looking forward to getting to know this community better, and of course seeing some awesome games!
*Edit* Wow, post turned out longer than I thought, hope this isnt too long… :/
Like a few other here, this’ll be my first LD. I’ll be using Construct for the creation of the binary if my concept ends up being 2D. For 3D, I have a variety of technologies I’d like to explore.
The first is Dage. I’ve been playing around with it for a few days now, and even though the odds of me getting to make a 3D adventure game are hard, I’d certainly embrace the chance to use my recent experience.
I’m also not above Unity, if the trial is viable.
No matter what I use to assemble the game, though, I’ll be using Blender, Photoshop, and Notepad++ for the majority of modeling, texturing/art, and writing, respectively. I know that I’m a bad egg and should use GIMP–but, hey, I like Photoshop’s interface better. If I wind up with Dage, I’ll also have to use Max in my pipeline, another evil, commercial program.
As far as my experience in other areas, I’ve tried a few compos, followed more than a few, but never made a real entry. I’m determined to sneak one into this LD. I’m pretty experienced with Construct, Blender, and Photoshop, and I’m just learning other techs like Unity and Dage. I grasp programming concepts pretty well (Event Sheets in Construct come almost naturally to me), but I fail pretty hard at actual programming (even XNA is beyond me). I like it that way. I like that in this modern day and age, there’s a bunch of technologies (Construct, MMF, AGS, Wintermute) that allow you to script an entire game without programming it. I like that many things are set up for you, and I like WYSIWYG. There’s nothing wrong with WYSIWYG in my book–if you can create something totally awesome, it doesn’t matter by what means.
Anyway, that’s me. Sorry for being wordy. I can’t wait to participate, honestly. I’m sure I’ll be dreading my decision in about 144 hours.
Good morning! Well I guess this is a pretty late start even for us GMT’ers…
“Advancing Wall of Doom”?!
Last night when “Yo Dawg” was in the top 5, I started planning for the worst case scenario and actually came up with a pretty good idea for it – some kind of Warioware mini-game affair where our protagonist must race against the clock to make a game with a “Yo Dawg” theme and halfway through realises that he can make a game about making a game about making a game about…
But anyway, I sort of have an idea for the Advancing Wall theme. I’m about to start scribbling on paper and flesh out the design.
So, here are my weapons of choice this time around:
- Python 2.6 – such an awesome language
- PyGame – really does take the “C++” out of game development
- pythonutils – a library I have lying around with some basic utility classes
- Eclipse IDE with PyDev plugin – people tell me to learn Emacs but having written Java for so long I just can’t part with my IDE
- Graphics Gale – best thing I know of for creating animated sprites
- GIMP – for any CG artwork I might need
- GoldWave – for editing sound effects
- Cakewalk Sonar – if I actually get time to rustle up some music for this one
- SFXR – Dr Petter’s incredible sound generator tool – like MsPaint for sound effects
- Pen, paper, food, maybe even sleep!