Actually, I’m a lot in. So far I don’t know what theme I *am* hoping for, however I know which one I’m *not* hoping for – “Bieber 4Evar <3″. PLEASE NO ANYTHING BUT THAT!
So if not html5 I’ll probably be using java again either with no libraries or possibly OpenGL if I’m doing some complicated thing.
- Sublime text 2.
- FL Studio 11.
- Some other stuff I’ve forgotten?
So, my second LD resulted in my first entry. Not bad.
What went right
Personally, I liked the theme. I’m always one to take it more as a game mechanic, so this one was pretty clear while offering a fair number of choices.
I had the game done after the first day. This gave me the second 24 hours to polish, draw, compose and add new features. I spent several hours obsessively tweaking numbers until I could win about 50% of the time, which seemed fair.
What went wrong
After tweaking for hours the girlfriend and I cooked dinner, watched a movie, and killed a bottle of wine. That in itself is not wrong, not at all. I thoroughly recommend it. However, it sort of put the idea of “The game’s done, I could add some graphics and music but would I be really happy with them and there’s another bottle of wine in the fridge oh stuff it let’s just relax” into my head. I need to be more committed. ^__^
Also, despite basing my entry on the engine code for my previous attempt, there was still a fair chunk of tech to write. I mean, if I knew I was going to do a shooter no matter what the theme, I should have written a weapon class ready, right?
I picked a stupid size for the screen (1280×720). Next time, I check it on my laptop before submitting.
Lastly, the browser variance got me. I developed in Chrome, one of the more forgiving browsers, but when my first comment was “It freezes in Safari 6 on a Mac” I thought I’d better check it out. Horrifyingly it ran in NO other browsers (except Opera, which uses the same V8 JS engine as Chrome). Hurriedly researching and fixing a combination of transform, keyboard and audio problems got it running reasonably in all browsers except Safari, in which it still runs at 3-4 FPS instead of the 60 FPS of everything else. Post-compo (and therefore not in the entry version) I’ve played around with different methods but nothing has helped Safari. I also don’t have a Mac, so I’m limited to version 5.1.7 (the latest version on Windows) which doesn’t implement requestAnimationFrame, which is the recommended fix for buffered frames – although that’s not the whole problem. >__<
Aaand see you all in four months.
Hi darers and jammites!
LD27 was my third time to enter Ludum Dare, and my first time to enter the compo. In my insanity, I decided to make a platformer, and by some crazy streak of cosmic luck (and hard prioritization), I was able to finish it on time.
Please give it a go, rate and let me know what you think. I hope you will enjoy it.
What went well
- The theme: I originally hated it, but in the end, I think it worked out pretty well.
- Git: It’s a lifesaver. Don’t do any kind of development without source control!
- Preparation: I set up a Github repo during friday evening with a pre-configured IntelliJ project, empty game template and “branded” HTML page. This allowed me to dive straight into the project. Compare to LD26 where I spent an hour configuring IntelliJ to run a debug web server with PHP support and getting the level editor working.
- Pro Motion: Pro Motion is an amazing tool for creating pixel art and tile maps. I couldn’t have pulled off the graphics without it.
- Impact: ImpactJS just feels right to me as a game engine, and the bundled level editor and deployment tool is great.
- Feedback: My friend Irubataru and wonderful people on IRC gave me feedback and motivation to keep going. I couldn’t have done it without you. <3
- Sleep: I got my full eight hours between Saturday and Sunday.
- Water: I had one Starbucks coffee. Apart from that, I just drank water.
- Art: I had a crazy art sprint during the Sunday evening. I can’t believe how much the feel of the game changed. At some point, the characters also became cats.
What didn’t go well
- The theme: While I ultimately think it benefited the game, I spent a long time agonizing over what to do before getting started. I need to do some off-line work on brainstorming techniques.
- The controls: Ultimately, the jumping turned out a bit floaty, but I had already come too far with the level work to do anything about it.
- Timekeeping: All of my self-imposed deadlines slipped. I intended to finish levels by noon on Sunday; finished at six. Intended to have art done by six, finished art at midnight (CET), etc.
- Music and sound: I just didn’t have time. They had to go.
- The purrtraits: They don’t mesh too well with the rest of the art style, but I still think they make the game more lively.
- Community involvement: I was active on IRC throughout the event, but failed to do blog posts, live stream and post real-life pictures. Hopefully next time.
- OS juggling: I did my primary development on Ubuntu, but had to reboot to Windows for the art parts. The push-reboot-pull routine was cumbersome and highly unnecessary.
- My mouse: At the day of Ludum Dare, my mouse suddenly picked up a bad habit of registering two clicks unless I held the mouse button down. This was highly annoying.
- Food: I didn’t eat regularly. Next time I will be setting fixed eating times.
- Getting up: I got up pretty late (past noon) on both days. I could probably have done more if I’d gotten up when intended.
After spending the evening sleeping, it’s time to check out some of your work. Congratulations to everyone who finished. I’m looking forward to seeing how you tackled the theme.
Go on, click him. You know you want to:
The game is based on the “10-second barrier“, which is “a term used in track and field athletics, which refers to the physical and psychological barrier of completing 100 metres sprint in under ten seconds.”.
In this case you have to run 100 meters in exactly 10 seconds. And you are an alien!
And here’s the dev timelapse: The Barrier – Ludum Dare 27
This is how my Ludum Dare always goes:
- Hey! There is a new LD coming!
- I’m in!, hell yeah, I love it!
- I should get my tooling and language selected and ready…
- Using a game engine/tool/library feels like cheating, I should write my own!!
- Dammit, one day before the competition and I’m 50% done with my own framework!
- Yes! My framework is done, do I still have time for a game? No, it is 2015 by now.
But … it is entertaining, educational and most importantly: FUN!
Here is a random kitten (have to practice drawing too):
QUESTION: Can anybody recommend a good pixel-based drawing tool? I’ve seen Pyxel and Pickle, any other suggestions?
Hi gamedevs! My name is Manuel a.k.a. Gikdew and I’m from Spain.
LudumDare is so close, and I’m so excited, this is my first LD, I’ve tried to participate in the last 2 LD but I always had problems with software, or I don’t know how to program this or that. But now I’m prepared, I’ve been learning programing for a long time now and I think I will be able to finish my first game, including music and art.
I’m using Html5 because after reading a lot, I think is the future of the web and even of mobiles, it has a small learning curve and lots of doccumentation. I will be using ImpactJs, because is fast to develope with, has a Level Editor called weltmeister which is awesome and its community is so helpful.
I’m always willing to talk about GameDevelopment and that stuff so feel free to contact me…
Well, progress has definitely been slow on my end. The hardest part of this is to find a game that I can make in this limited amount of time with my limited amount of knowledge. In short, I’m a noob in this type of challenge, especially since this is my first miniLD.
To keep me from being deterred, I press on. For the sake of scope, I decided to do a sort of real time tactics instead of a traditional real time strategy. This should fit the challenge enough to complete a competitive entry, and I should be able to finish as well. So far, the idea for my game revolves around a French trapper who must trap animal s to upgrade his gear. It will have to have the process of building in the game to truly have the element of a real time tactics game. I thought about the name Frontier: Quebec for the name of the entry. I think I’ll stick with this name for now.
I have coded most of my scripts for the Unity engine for the sake of the game, but most of it is on paper at the moment. Hopefully I’ll have time to type it (hilarious, right?). Anywho, the only other thing that I have been doing is listening to “Farewell to Nova Scotia” by Gordon Bok to get me in the mood for the game development that I have later.
I’ll update later, and good luck to my fellow developers.
Hey, Ludum Community, Rob Productions here. For a while I’ve been working on a third person action game, just to test out if I could do anything different then my usual first person stuff, and I started to see potential in this. The “test game” was actually coming along very well, introducing many new challenges and concepts that really pushed my programming skills to advance. I started looking at my previous works and at my current project, and at other games around the web, and I realized… this project is professional enough to be released! Like, for actual money!
I’ve been doing a lot of research and planning on getting this game released, and I think I know how to start. Details on the release and the game itself are still super-secret, but here’s a hint on the name and concept of the game:
Let’s see if you can figure this one out!
Also, if there’s anyone out there with any experience releasing a game, I’d really appreciate some tips on getting my game publicity and hype during the preorder and pre-release stages! What’s the best way to promote a game and make people want to buy it?
Thanks and Happy Gaming, Ludum Dare! P.S. I’ll be sure to release some free stuff for those of you low on funds
Not sure if it’s going to be something.
I did not prepare at all compared to the previous contests.
I’ll copy one of the following repositories as basecode:
Obviously I will throw away the existing games and only use the technology utils part of the code.
If I feel like it I might use SFML and C++ without any basecode except from my eternally unstable monster of a serialization library.
Set sail for fail!
I’ll be attempting to use LibCanvas this time around. Unfortunately, the documentation and some examples are still only available in Russian – but the engine looks too slick not to try. Hopefully I’ll have something working by Sunday night!
This is… LD #7 for me, I think. I’ll likely be doing it with Jonnopon and a co-worker whom I managed to convert to the cause, but we’ll see.
Syntactic Sugar Studio (my studio) has been pretty busy with a major commission, so this weekend may end up being too busy for us. Again, we’ll see, but we’re planning on doing our best!
- FL Studio 10
That’s right, HTML5 devs up in here! Good luck to you all!
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!
Today I deliberately used Internet Explorer…
What I wouldn’t do for browser compatibility…
Looks like Internet Explorer is finally following the trends, my html5 “tech demo” worked perfectly on IE9, including the audio (although there’s probably some delay between audio.play() and the sound actually playing, but all the browsers have this lag).
It’s cool to see that HTML5 is increasingly more cross-browser compatible.
It’s simple as that: I can open on (almost) any browser, and it works.
The only problem is that you need to have .ogg and .mp3 files to make audio work on all browsers.
Well, the performance in IE was, obviously, worst although it is playable:
- Chrome 21 : 68-70 fps – works perfectly
- Firefox 20 ( I also teste on FF 12 and 19) : 58-62 fps – works perfectly
- Safari 6.0.3: 52-62 fps – works perfectly
Now I only need to test on Opera…
After watching Martin Jonasson & Petri Purho’s video a while ago, I learned 2 things :
- this “juicyness’ thing that these guys talk about actually exists and works
- particle systems are indeed fun to program!
Now think about it: adding particles and effects to a game is a really cheap trick you can do to make the game look and feel more lively, reactive and spectacular. Particles don’t really interact with anything existing in the game, they just spawn, live their glittery short life and die. It’s very easy to just plug in particle emitters in a almost finished game, set up some emitters and triggers and watch everything explode/sparkle.
Here’s a screenshot, but bear in mind that screenshots don’t always do justice…
A new Udacity course has just begun, which may be of interest to (future) HTML5 game programmers.
(Or Watch the short intro video: https://www.youtube.com/watch?feature=player_embedded&v=F3JeV756B7w )
The course has only just begun so there is not much content yet, just Unit 0 and Unit 1.
Free to sign up and participate.
There are other courses too, ranging from beginners to advanced (python mostly, and even non-computery courses like physics, statistics, algebra)
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
Ok, I guess I am in.. after few hours of laziness I managed to come up with something like an idea and some simple tile map for one of the stages..
tech: html5 + createjs + sublime text 2 + paint.net(giving me some hard time with some of the plugins) + maybe dame for level editing + some tool for sounds(will decide later)