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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
  • Judging Ends: in 13 days, 10 hours, 52 minutes, 23 seconds
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    Posts Tagged ‘lighting’

    My first Ludum Dare complete :D

    Posted by (twitter: @@Parabol83)
    Sunday, April 28th, 2013 9:24 pm

    That was a bit of a challenge. Didn’t get even close to being able to use the full 48hrs due to an AWESOME TOOL CONCERT, followed by EXCESSIVE DRINKING. That said I’m pretty happy with the result.

    Got a timelapse up here : http://www.youtube.com/watch?v=iTzC4s0W4ys

    The game is available here. http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20671

    I tried to do some things I haven’t done before with Multimedia Fusion 2, especially with the lighting model I implemented. It’s not overly technical, but I’m damn happy with the visuals. I wish I had a little more time, then I would have tried my hand at PXTone, since I’m not a musician, it would probably have ended terribly. Need some food/sleep now, and then I wanna get onto voting, just need to work out how that works.


    Holy crap, REAL LIGHTING!

    Posted by (twitter: @Furyhunter)
    Saturday, December 17th, 2011 3:38 pm

    I’m so proud of myself.


    I was so very close to giving up

    Posted by (twitter: @Furyhunter)
    Saturday, December 17th, 2011 10:31 am

    but I have not! I have learned how to use ray casting to calculate the amount to “push” back on an object to ensure they don’t slide straight through it!

    Unfortunately, my implementation doesn’t work at very low frame rates. Moving right along.

    My plan right now is to use jME’s lighting system to add atmosphere to the game levels. The level will have a very dark ambient light added over the whole scene, and then stuff like torches will cast point lights.


    Posted by
    Saturday, August 20th, 2011 9:34 am

    First screenshot. Ignore the tearing, that’s printscreen hating v-sync.

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