Posts Tagged ‘inkscape’
Hi everyone! Say Hello to Sophie, the little cloud we created using Inkscape on the iPad. I’m quite excited, it’s my first time to join the Ludum Dare game jam after my husband told me soo many times about it. So he does all the coding while I’m trying to do my best with the graphics. We’ll keep you posted!
This time I’ll be using:
Code: Phaser game engine
I didn’t have a lot of time to familiarize with Phaser, but it’s a really easy engine to work with.
Good luck everyone!
Just submitted the compo barely in time! Did not have a full weekend, but managed to whip together a short 2D game in Unity (used for the first time). Vector graphics using Inkscape was a saviour, I will never master the art of the pixel… It could have used more levels, gfx and music but don’t we all?
I am extremely impressed by many of the reports, in-progress screenshots and posts during the compo! How many of you manage awesome art, music, programming AND great game design is beyond me
Please take a look at my game when you have had the time to sleep
Even though the university semester is in full swing and there is probably millions of other things I should be doing, I am going to make a game for Ludum Dare 27!
I will be looking to compete in the jam since I won’t have much time to work on the first day of LD and I am really just aiming to have something complete by the end of it.
I will be using:
- Unity3D – but look for more of a 2D game
- GIMP/Inkscape – whichever is needed for the occasion
- OBS – for streaming my progress on my Twitch.tv channel which is http://www.twitch.tv/timmahh91
I look forward to seeing what everyone comes up with and if I find time in the week following LD27 I will probably try and stream me playing some of the games people come up with!
Good luck everyone!
Argh, life got in the way, and just now I had time to write an “I’m in” post. I’ve been participating since LD24, and this time it won’t be different. The timezone for LD is just perfect for me: The compo starts 10:00AM my time on Saturday (Tokyo) and goes until 10:00AM Monday – Already took the day off work that day ;-).
The only snag will be a school event that will take 3-4 hours Saturday afternoon. I will try to use that time to do some game designing.
Anyway, tool call:
Graphics: Gimp + Inkscape + my handy WACOM tablet. If the game design calls for it I might use a cool android-based random sprite generator that I found these days.
Sounds: BFXR + possibly a voice synthesizer.
Music: Probably I’m just going to go with Autotracker , even though I can now recognize an autotracker-bu generated song by smell If I have the time and inclination I might try to compose something using the dozens upon dozens of trackers that I have tested over the months, but every time I’ve tried to do so it ended in utter disaster
Here is my base code (right now it is just some empty classes for handling state changing and asset loading). Good Luck and have fun everyone!
Hi guys! This will be my first real Ludum Dare, because I couldn’t participate in the previous one.
These are my tools:
Code: Game Maker Studio with the HTML5 module
Art: Inkscape or Adobe Illustrator
I’m NOT good with pixel art but I can make some decent simple art with vectors. FAKE it till you make it!
Music: If I have time I’ll make some sounds and music with Reaper, if not, I’ll use some from opengameart.
I love you all!
Like my last two games, this one will also be HTML5. I’m not yet sure whether it’ll be canvas2d or WebGL, but I’m leaning towards the simplicity of canvas2d.
- SCSS is compiled into CSS, using Compass for its CSS3 mixins (which automatically add vendor prefixes like -webkit- and -moz-).
- Inkscape SVG files are exported to PNG files.
This makes for the quickest development cycle: just save the file, and refresh the page.
I have three rough game concepts. Here’s to hoping one of them can be bent to fit the theme.
Good luck everyone!
So I started al over again, I’m no longer using haXe and GIMP. I’m am now using Inkscape and HTML5. The new game will look a bit like Osmos but will be different in the gameplay. In the game you are going to evolve a cell into a bigger and stronger cell. To do that you need to find 3 cells that are the same but different than the big cell, if you absorb just 2 cells the cells will be gone and will not come back.
Some new graphics I made:
Wow, NME works great thanks all people working on NME/haXe.
So I have submited my game and it is working on:
- Android (http://games.corne.info/LD/LD23/release/dist/astronautics-android.apk)
- Linux (http://games.corne.info/LD/LD23/release/dist/astronautics-linux-x86.tar.gz)
- Windows (http://games.corne.info/LD/LD23/release/dist/astronautics-windows.zip)
- HTML5 (http://games.corne.info/LD/LD23/release/)
- Flash (but the stars on the background) (http://games.corne.info/LD/LD23/release/dist/astronautics-flash.swf)
Not tested but compiled:
Not able to compile but probably working (Thanks Apple)
What went well:
haXe + NME, the cross platform compiler + its graphical friend. I never thought I would be able to deliver so much version of my game without having to change anything in the code (except for a -1 to 999999 for the HTML5 version). During this two days I was compiling to random targets and if something didn’t work on a version I didn’t have to check a very long script. And a few times it saved me from code that wasn’t correct. On some platforms it did work, but on one platform it got some problems so I knew something wasn’t right.
Inkscape, I didn’t know that I could draw planets so nice. I impressed myself this weekend (thanks LD).
What went wrong:
I think the game has still some memory leaks. But I’m not able to fix that in time, IF i’m even able to fix it. It is possible that it is a bug in NME. And second, my code is a mess. Long time no scripting didn’t make it better.
But I really like the product I have made this weekend.
If someone one a mac knows how to use haXe + NME. Could you please download the source (http://games.corne.info/LD/LD23/release/dist/astronautics-source.tar.gz) and compile it for iOS/OSX?
My entry: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4506
I posted earlier that was in for the Competition. Actually I want to change my plans a little: I’ll be part of this LD as an opportunity to improve my drawing and modeling skills.
I’m a full time game developer, and by developer I mean ONLY developer. I totally suck on the art side; I have the technical knowledge on Photoshop, Inkscape and Blender, but it stops there. When it comes down to creating something, oh please… run away.
I’m tired of only doing crap art. For that reason, I’ll stick on this LD and try to draw and/or model something minimally good for once.
And if there is still time by then, I may bake a game.
Hullo, I’m Scio. Nice to meet you :bows:.
This is actually my third Ludum Dare, but so far I have been totally asocial and never even introduced myself, let alone post the games, of which there was only one that was even remotely playable. Don’t ask.
But motivated by the trivial coincidence of this being LD #21 and being 21 years old myself, I have finally braved an intro. I am quite proud of that.
Let’s see if I can make a game too; shouldn’t be too hard. No pressure…
I will be working with the following tools, depending on how far I manage to go of course:
- The ever lovely LÖVE, if making a desktop game. This’ll mean lua.
- Inkscape, GIMP, and Mypaint for graphics.
- Blender for CGI: I won’t be making a 3D game.
- Sfxr (yay) for sound effects, and possibly Neil if daring to make music.
- My snazzy, Compiz-y desktop running Ubuntu Lucid Lynx.
- Certain other non-computational implements.
I will, almost certainly, not be able to make the competition deadlines, so I’ll focus on Jam instead. And I will try to come up with something fitting the winning theme, but if I can’t…I’ll just choose another one I like and roll with it >.>
As for participation: I will silently stalk the IRC, and try to visit the Hangouts if my connection holds. I don’t have enough bandwidth (or courage) to livestream my work, but I will set up gLapse which was thoughtfully made for this very occasion!
Furthermore, I promise not to get too nervous and go into zen-procrastination-mode like I usually do during rushes.
[Also: Did I go overboard with the tags?]
Looking forward to LD#21, though (as usual) I won’t have much time to spend this weekend, am going up north to the lake.
I was hoping Looping would win for the theme, now I’m leaning toward Immortality.
It’s that time again! Emotions will run high, tempers will flare, and games will be made!
I will enter. This is something that I need.
So… what use?
Well, I’m thinking about Panda3D. Will probably do a shmup, but I’m not sure. I do know that I’ll be in the jam.
So, that being said…
Life is meaningless without passion. Without passion, there is no reason to continue. I have my passion, and I hope that you all find yours this weekend. Let’s see some fire out there, some magic, some love. That’s what this is about.
Peace, love, and a sense of purpose,
— Mr. Dude
Since tenacity is an important quality, I am back for another round of LD.
The tools I’ll be using:
QT4 library : lets see if it has everything that game development needs. I know how to use 2D drawing methods and openGL, I’m not sure about the sound support.
QTCreator : the official QT IDE, so far has served me well. This is the main reason I am going with QT, although I could use any other c++ lib in it. I love it.
Gimp,Inkscape : graphic tools of choice.
Blender : I might decide to go 3D with this game, haven’t decided yet. Might use blender, maybe just for 2D renders.
LMMS : linux multimedia studio, will be using it for music composing. Any other sound recording will probably be done by some generic sound recorder tool.
Now I have to prepare my timelapse script, last time I took way to many screen shots, ended up with a few hours of footage. Also need to do some shopping and prepare my work environment before the compo. Can’t wait.
This is not my first time, and I hope is not the last
Planning to use on this one the current beta version of my framework that I started on LD15, that was made in Java, meanwhile I add Lua language to the mix, and support for android … here is the link for this alpha version http://jaga.athanazio.com/2009/12/alpha-version/