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    Posts Tagged ‘game jam’

    Depth Beneath – How deep does it go?

    Posted by
    Tuesday, April 29th, 2014 1:43 pm

    There’s a hatch they said. They never said why, they never said who. Just an ominous hatch, perhaps a pit lies below. Bottomless? You bet. Danger? Of course. Will you survive? Probably not. Is it worth it? Only the brave can know. Enter the Depth Beneath.

    Hello all, armmimic and chenstopher here. This is our first Ludumdare both together and individually. Actually, to be truthful, this is the first game armmimic ever finished. We had a lot of fun figuring out what we were going for and how the endgame will look like. We were completely unprepared (aside from snacks) and armmimic had no idea how to use Unity. Three days and a combined total of 29 hours of sleep, (chenstopher slept half the amount armmimic did), we had a game. We hope you enjoy, the guns are super fun to use and the action keeps on coming. If you can, please let us know how far deep you went in the Depth Beneath!

     

     

    chenstopher: Handled a lot of the code and all of the art.

    armmimic: Handled the code and most of the sound.

    Time to judge! I’ve found some really awesome games

    Posted by (twitter: @Hyde_WS)
    Tuesday, December 17th, 2013 6:52 pm

    It’s the first time I participate on a real Ludum Dare, last year I entered the charity mini jam but nothing else, so it’s the first time for me judging and I’m REALLY ENJOYING IT :D I’ve found some amazing entries so far like that you should check out:

    ♣Channel by BradleySmith: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=14944

    ♣The Last Rock by Ozeotropo: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=19200

    ♣Process Journey by Lissar: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=27179

    ♣Just One More Turn by Ithildin: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15664

    ♣Out by SuperPokeunicorn: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=9858

     

    I’m having an awesome time judging so leave the link to your entry on a comment and I’ll rate and comment your game ;) Rate mine HERE! 

    Thanks ^^ 

    black blu brown yellow

    An Experimental game about Decisions and Life! SHE *Post Mortem*

    Posted by (twitter: @Hyde_WS)
    Monday, December 16th, 2013 3:33 pm

     

    ♠Play It Here ;D ♣

     

    ♠Rate and View Jam Entry \o/♣

    ———————————————————————————————————————————————————–

    After a few hours of doubting whether if I would participate or not (I had a huge Christmas party on Sunday and HELL NOTHING would stop me from going XD)  I decided that I would give it a try to my own 24 hours game jam, so I began creating some magic! XD

    IconYou Only Got One…What Should I do with That ¿? 

    You only got one? One bullet, one life, one minute…there are many ways to understand this concept and I wanted to have a take on it in a kind of  different way. I started to think in which occasions we really only got one and after some minutes of forcing a bit of hardcore mental processing, I thought of Decisions! Either they’re large or simple, once you have chosen and performed it you can’t go back. Even the smaller decisions in life like choosing to wake up when the alarm rings or having five minutes more of sleep, can make the difference in the way our future develops. Having this on mind I began with the concept behind She, a game in which every decision counts.

    Building a 20′s Silent Film themed entry

    My tools: Game Maker Studio, Photoshop, Adobe Illustrator and Audition CS6.

    I got the inspiration for the aesthetics :)  from the old silent films from the last century, I loved the style of the dialogue cards and the influence of art nouveau in every aspect of them. Of course since I had only one day for everything I combined it with a simple vectorized cute style. The final result grew on me and I love how it all came along! ^^

    I spent the first 6 hours designing the characters, drawing and painting along with the backgrounds, scenery special effects..etc. My heart was racing and a shoot of adrenaline fuelled me during the whole process XD I even dropped a cup of hot cocoa over my keyboard and damn how I regret that now :( Whatever….When it comes to programming it was pretty simple I must admit that the part I liked the most was designing the enemy waves for chapter 2. If you’ve already played the game you must have noticed that the second part contains most of the action and fun. The literary aspect was really important since it was the core of the whole game. I spent about half ‘n hour writing the suicide letter. I took a look at many sad suicide letters from real life for inspiration, that was a really intense and aerie experience that in a strange way I enjoyed. I wanted the card to be as realistic as possible.

    For the audio and music I opted for the always successful 8bit! In my entries I always do every single asset from scratch with exception of the music. Other than a few I created, most of the tracks and effects come from my royalty free library. That’s why I don’t participate in the real deal! I hope one day I can produce my own SFXs. The main theme is an 8bited version of Music For The Funeral of Queen Mary  and obviously I got the inspiration from one of my favourite movies…A Clockwork Orange!

    Wyvern Cinema

     

    #LD48 Conclusion…

    I really enjoyed this Ludum Dare, I learnt a lot and achieved all my goals. I’m really happy with my entry it came along exactly how I had imagined it, and I think that’s part of what makes Ludum Dare an unique experience…..no sleeping and extreme efforts are worthy when you finally upload your game, see the comments and a sudden rush of self-confidence and feeling of success fills you from head to toes! :D

    Please play my game and replay to see all the endings and drive trough the different roads, snooze and don’t snooze, it’s interesting how the decisions affect the result and difficulty of the game. Enjoy and thanks!! :D 

    1

     

    A Story of Hearbreak

    Posted by
    Friday, November 29th, 2013 1:34 pm

    As mentioned in my previous journal entry, I will be remaking my first game, Heartbreak. It’s a bit of a strange tale, however, since Heartbreak wasn’t originally “made” by me at all, at least in the sense of programming. It was my baby design-wise and in the limited capacity of “art,” but I relied on another programmer to do all the actual creation. Still, I think that it will count fine for the sake of this mini-Dare. It’s either that, or Ping.

    The game was originally made for the 2013 Game Jam (the same one that produced Surgeon Simulator 2013). It was my first time ever attempting to make a game, and I was nervous of the possibility of having no ideas. There were about 200 students packed into a lecture hall (which very much surprised me, as our university isn’t particularly large) when we were all given the theme for the Game Jam: the sound of a beating heart. We broke off into 15-20 person groups and went into separate classrooms to brainstorm.

    This was my first experience with brainstorming, and I loved it. There were dozens of great ideas thrown around, my contribution being an idea for a point and click adventure game set inside a dystopian, film-noir crumbling city that was located in someone’s body, with a large, pulsating heart looming in the background. It was supposed to be a story about survival and dealing with impeding death, etc. Not a very good idea for a 3-day game jam.

    Then, someone in our brainstorming group suggested a game consisting of a number of arcade-style mini-games. Although I cannot guess why, for some reason Heartbreak–a mix-up of the classic arcade game Breakout where the player controls the blocks instead of a ball, with the blocks arranged in a circle around a beating heart that serves as the player’s life counter–sprung immediately to mind. I abandoned the over-complicated concept of a point-and-click adventure game and clung to this new concept.

    When we returned to the lecture hall and game creators began separating to work on individual games, I found myself almost working alone, since my concept of an arcade game about moving colorful blocks around a heart sprite didn’t quite grab attention in the same way that some of the other concepts did, but I managed to hook a couple people who claimed to be experienced with programming in GameMaker. With that, we all broke up again into different classrooms to begin constructing the games we’d gone with. My group was, by far, the smallest, with most groups having 6 to 10 people on a team, and I with just 3.

    The two programmers set to work surfing the Internet and half-heartedly (forgive the pun) looking up tutorials while I fiddled with some sprite art and designed the game in my head. That’s how most of the first evening was spent–simply thinking while I worked. By the next day, after a short sleep and a lot of fitful half-awakedness, the game, simple as it was, was fully-formed in my mind.

    The only remaining problem was that the two programmers claimed that the concept couldn’t be done in GameMaker (something I intend to prove wrong during this mini-LD), and so our little team was stalled for a few hours until a very nice and quite talented Unity3D programmer stepped in to join our group and get us on the right track. Said programmer made the game in Unity entirely on his own, with me hovering over his shoulder like a fussy mother, directing every aspect of the game’s design.

    To cut an already too-long story short, our little four-person team (the two GM programmers were delegated to sound work, which meant searching Newgrounds for some music tracks and finding a few arcade-like sound effects) ended up winning “best designed game” for the Game Jam at our university, as well as “most popular” among all those students at our university who participated. A humble honor that was all thanks to the nice programmer who stepped in to make the game for me. It fired off a brand new interest in game development that I’d not really had before, and I’m still waiting to see exactly how far it will take me.

    #SpeccyJam produced 22 games

    Posted by (twitter: @speccyjam)
    Thursday, November 28th, 2013 2:51 pm

    Hi all, just an update about #speccyjam; Many more games were started but in the end 22 games were submitted

    The developers and myself would love for you to go and play the games, and also share them / Like them / Tweet them / and comment on them (each game has its own Facebook comment section)

    You can check them out here:
    http://www.speccyjam.com/games

    Game Jam in Kassel next weekend

    Posted by (twitter: @RatKingsLair)
    Friday, November 22nd, 2013 2:14 am

    Spielsalon Kassel

    Heya!

    Are you near or in Kassel, Germany, at the weekend from 29th November to 1st December? There’s a local game jam going on, in the context of the Spielsalon 2013 (a festival about author games, i.e. games by individual people, often artists). This means you can also attend talks and workshops before the jam!

    As usual the game jam itself will be about making a game in 48 hours. It will take place in a bar.

    • no fee for attendance
    • a place to sleep will be provided by folks from Kassel (couchsurfing)
    • the theme will be given at the beginning, but you can choose your own tools of course
    • make friends in teams

    More information (in German) is here. Use this form to enter (20 participants max)!

    #SpeccyJam (the ZX Spectrum game jam)

    Posted by (twitter: @speccyjam)
    Saturday, November 16th, 2013 6:19 pm

    Speccy Jam is a regular world wide 1 week game jam, where indie game developers come together to create games with the flavour of the legendary 8-bit personal home computer, the Sinclair ZX Spectrum.

    Game developers can work alone or as part of a team, and can use any game engine or dev tools to create their game. It can be developed for ANY device or platform… it doesn’t matter as long as it looks and feels like a Spectrum game!

    By the time I have posted this, it is now Day 2 of 7. But it is not too late for you to register to participate.

    For the rules and how to register etc, go to http://www.speccyjam.com

    Also follow @speccyjam on Twitter

    Boston Game Jam: Purple Monkey Dishwasher

    Posted by
    Wednesday, October 23rd, 2013 1:54 pm

    Do you live in the greater Boston area? Are you a game developer? Do you love two day game jams based on a randomly selected theme? Of course you do! So come on down to the Boston Game Jam: Purple Monkey Dishwasher on November 9th and 10th in Boston’s gorgeous Fort Point at the offices of Cantina. We’ll be doing a two day gathering for people to make a game and meet other creative game makers in the area. Free food and beverages will be supplied, and lots of other perks too, like chairs, and ambient lighting and esoteric art pieces on the walls. You can’t beat that kind of value in a free event!

    Register for the event at the EventBrite page here: Register

    We’re taking theme submissions from registrants via our Wufoo form here: Theme Submission

    Any questions can be directed to boston-game-jam@cantina.co (not .com). Hope to see you there!

    5th Hack-a-Jam Is Tomorrow!

    Posted by
    Thursday, April 18th, 2013 7:38 pm

    Starting April 19, the 5th Hack-a-Jam Game Development Competition will begin!

    This competition is held every 2-4 months, and this is the approximate 1-year birthday. Because of this, I am offering a prize to the winning entry. This prize is free advertising (one month), on both of my main websites, which have decent traffic.

    What is the Hack-a-Jam?

    The Hack-a-Jam is a game development event/competition where you must create a game within a set amount of time. The time given in each competition varies, as it could take two days, four days, or even just 30 minutes. Different from other game jam events, the Hack-a-Jam uses a multiple-award system, meaning there is no “Overall Best Game”. This allows for us to give awards to the best games, and not make a decision between two games which are equally amazing. The theme will be a suggestion voted on from the community through many different voting sessions. Another thing you could do to win certain categories is make things such as dev logs, timelapses, etc. You can them post them or links to them in the Posting section of the Forums.

    What are some possible winning categories?

    Most Psychedelic Visuals
    Most Deaf People After Hearing The Game
    Most extra items (dev logs, etc.)
    Most Rage-free
    Most rage-induced
    Most Suggestive Content Without Crossing The Line
    Shortest Game
    Best themed
    Most Things On Screen Without Lag or Crash

    What are the rules?

    Since we are a laid back community, you could probably get away with most of these rules (except major ones, like turning in your entry a whole 24 hours late…). Here are what I would like the community to follow, however:

    1. All game content must be created within the set time. Note: You can use other music, placeholder graphics, etc. as long as you are allowed to!
    2. Your game is not required to follow the theme, but would greatly improve your chances of winning. Unless almost every other game is not following the theme, it is almost guaranteed that your game won’t win anything.
    3. You must work alone, and you must create everything included in the game.
    4. All game creation tools are permitted, such as Unity, GameMaker, Photoshop, Flash, Paint, etc.
    5. All external game extensions/DLLs are permitted. If you want to make it multiplayer (if you are using GameMaker), go ahead and use 39dll.

    You can visit our website at http://www.hack-a-jam.com/. From there, you will want to head over to the Posting section, and sign up for an account (you can use Google, Facebook, etc.). Good luck to everyone!

    Hack-a-Jam Game Competition in ONE WEEK!

    Posted by
    Friday, April 12th, 2013 4:19 pm

    Starting April 19, the 5th Hack-a-Jam Game Development Competition will begin!

    This competition is held every 2-4 months, and this is the approximate 1-year birthday. Because of this, I am offering a prize to the winning entry. This prize is free advertising (one month), on both of my main websites, which have decent traffic.

    What is the Hack-a-Jam?

    The Hack-a-Jam is a game development event/competition where you must create a game within a set amount of time. The time given in each competition varies, as it could take two days, four days, or even just 30 minutes. Different from other game jam events, the Hack-a-Jam uses a multiple-award system, meaning there is no “Overall Best Game”. This allows for us to give awards to the best games, and not make a decision between two games which are equally amazing. The theme will be a suggestion voted on from the community through many different voting sessions. Another thing you could do to win certain categories is make things such as dev logs, timelapses, etc. You can them post them or links to them in the Posting section of the Forums.

    What are some possible winning categories?

    Most Psychedelic Visuals
    Most Deaf People After Hearing The Game
    Most extra items (dev logs, etc.)
    Most Rage-free
    Most rage-induced
    Most Suggestive Content Without Crossing The Line
    Shortest Game
    Best themed
    Most Things On Screen Without Lag or Crash

    What are the rules?

    Since we are a laid back community, you could probably get away with most of these rules (except major ones, like turning in your entry a whole 24 hours late…). Here are what I would like the community to follow, however:

    1. All game content must be created within the set time. Note: You can use other music, placeholder graphics, etc. as long as you are allowed to!
    2. Your game is not required to follow the theme, but would greatly improve your chances of winning. Unless almost every other game is not following the theme, it is almost guaranteed that your game won’t win anything.
    3. You must work alone, and you must create everything included in the game.
    4. All game creation tools are permitted, such as Unity, GameMaker, Photoshop, Flash, Paint, etc.
    5. All external game extensions/DLLs are permitted. If you want to make it multiplayer (if you are using GameMaker), go ahead and use 39dll.

    You can visit our website at http://www.hack-a-jam.com/. From there, you will want to head over to the Posting section, and sign up for an account (you can use Google, Facebook, etc.). Good luck to everyone!

    MiniLD 40 Ratings Finishes :D

    Posted by
    Monday, March 11th, 2013 7:17 pm

    Woohoo! Being my first jam, I was immediately hooked to the whole gamejam concept. In any case, it was super fun to be involved in this, and I am very happy to have tied for 3rd in coolness. Very enjoyable (and tiring) experience. Will (and am) do it again! Check out my game Sinistar B :D

    thumbnail

    The Hack-a-Jam is in 7 Days!

    Posted by
    Friday, November 30th, 2012 3:41 pm

    After a long 4 months, the Hack-a-Jam is back, and starting in one week!

    To join, you must create an account in the Posting section of the website, and then start posting! Note: All posts have been deleted since the last Hack-a-Jam, so that is why only I have posts there.

    The Hack-a-Jam is a regular game development competition/jam where you must create a game within a set amount of time. However, it is not like any other gaming competition/jam. In the Hack-a-Jam, there is an infinite amount of winning categories, and no overall winner. While winners still must have superb games to win, there are no set winning categories, and there will always be multiple winners. Also, the theme will be voted on by the community, after they are submitted in the forums (Posting section) under the topic Theme Posting, in the Rules and Announcements forum.

    To prove how unique the winning categories are, these are previous winning categories and other possible categories:

    Most Psychedelic Visuals
    Most Deaf People After Hearing The Game
    Most Angry Bongos Involved
    Most Rage-free
    Most rage-induced
    Most Suggestive Content Without Crossing The Line
    Shortest Functional Game
    Most Random and/or Annoying Sound When Picking Things Up
    Most Things On Screen Without Lag or Crash

    Like most game development competitions, there are rules, however, the rules here are more laid back and simple:

    1. All game content must be created within the set time. Note: You can use other music, placeholder graphics, etc. as long as you are allowed to!
    2. Your game is not required to follow the theme, but would greatly improve your chances of winning. Unless almost every other game is not following the theme, it is almost guaranteed that your game won’t win anything.
    3. You must work alone, and you must create everything included in the game.
    4. All game creation tools are permitted, such as GameMaker, Photoshop, Flash, Paint, etc.
    5. All game extensions/DLLs are permitted. If you want to make it multiplayer (if you are using GameMaker), go ahead and use 39dll.

    What do the winners get?

    The winners will have the opportunity to post a message on the Hack-a-Jam website itself, whether it be something random and funny, like “I LOVE banana chicken pancakes”, or an advertisement such as “Play my new game TODAY!”. The winners will also get badges to show off to their friends and the gaming community.

    The official 4th Hack-a-Jam starts in one week, so ready up for a double game jam week (if you are joining to Ludum Dare too)!

    Charity Game

    Posted by (twitter: @solokix)
    Friday, November 23rd, 2012 6:49 pm

    So iv’e decided to make a charity game and upload it to Staticvoidgames. I’m basically going to make a never ending mario running mash-up game. I think ill use the original sprites off the nes to keep with the theme as well.Well time to get coding

     

    kix

    The First 5 Hours

    Posted by (twitter: @cakencode)
    Friday, April 20th, 2012 11:45 pm

    Progress! After about an hour of brainstorming, and an hour of Cake going to a company happy hour (Sorry Zeik!), here is a screen of our first 5 hours of progress.

    So far this is Cake’s screen. Lots of Illustrator-ing going on. It took her a good 20-30 minutes to art direct the mood and theme for the game, but so far she’s got character design completed, a few obstacles, and the background. Before the end of the night is over (+ a large cup of coffee) she plans on having most of the world created and brainstorm a few level ideas with Zeik. But the main goal for now is to have most assets created and dive in to the main screen.

    Zeik is trying to keep up with the art, since Cake is “pumping out more art than [he] can keep up with”. Despite that, the game is somewhat playable. Still trying to integrate a flux capacitor (har). No, but seriously, we have some game mechanics to hammer out. That’s the goal for tonight….sort of? He’s just trying to do work.

    Our current work station and dinner. Not pictured is the giant Starbucks cup that Cake is gulping like water with blearly eyes and the moleskin she relies on like a life-jacket. Ya, we both really enjoy hot wings.

    So that’s our progress so far! We’ve set pretty good goals for ourselves for tonight and tomorrow. Neither of us really plan on sleeping before 3am.

    Ludum Jamming To: Edward Sharpe & The Magnetic Zeros – Up From Below, possibly going to switch to Cake’s fabulously 80′s mix.


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