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Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (Suggest a Theme)
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    Posts Tagged ‘love2d’

    Hola Hombres!

    Posted by
    Friday, April 25th, 2014 5:37 pm

    It seems i need to declare my weapons before they can go through customs so here they are:

    Anim8: https://github.com/kikito/anim8
    An Sprite-sheet Animation Library for Love2D

    Sound Manager: https://github.com/bartbes/love-misc-libs/tree/master/Soundmanager
    A music manager for Love2D

    Flux: https://github.com/rxi/flux
    A tweening library for Love2D

    And finally Lume: https://github.com/rxi/lume
    Game library to make game development easier, in Love2D

    Is that too many Libraries?

    Sophie’s World – post mortem

    Posted by (twitter: @crank_gaming)
    Monday, December 23rd, 2013 9:45 am

    Sophie the cloud

     

    Sophie’s World

    So, it was my first time joining the Ludum Dare game jam at all. You can’t imagine how many times my husband has told me about it (or probably you can, given the fact that you yourself might as well do this all the time ;) ). For him, it was the 3rd LD – not to mention all the other game jams he has joined so far. So you can imagine that I was quite excited that I was about to join him this time!

    Having never done any serious digital drawing at all, I have wanted to try the Inkpad app on the iPad for a long time now. The LD seemed like a great opportunity to check it out and learn a view things about vector graphics. So that’s how the adventure started.

    The idea
    We decided to make a game for children without any violence. At first, our idea was to create a couple of fast touch mini-games with cute graphics.

    Along the way
    At the beginning, I just started doodling until I came up with a cloud – Sophie was born! We then thought about what game we wanted to create around Sophie.
    While I went on drawing, my husband put together the game framework. He chose LÖVE because his experience with LÖVE did help him a lot in previous gamejams. Besides, he started to implement all needed LÖVE functions in the Sony PSM SDK in C#, because originally we thought of this game as a touch game.

    FredWhat went great
    The best moment was when my husband made cloud Sophie rain for the first time! Now I know why he enjoys creating games so much – it’s so great when your game and characters come to life! I’ll definitely do this again.

    What went wrong
    Soon we realized there won’t be enough time to create more than one mini-game, so we had to change the game concept a bit so that it would fit to the theme. We then decided that “You Get Only One RAINDROP” from Sophie every day.
    It also would have been great to have the game as a touch game, because for me it seems that it’s much more intuitive for children.
    We also could have worked more on the sound effects and the clickable items, but again, we ran out of time at the end.

    You can play our game here.

    Tools
    Sounds – bxfr
    Music – keyboard
    Graphics – Inkpad
    Engine – LÖVE and Sony PSM SDK

    You can watch a video of the game played on the PS Vita:

    Sophie’s World … on Playstation Vita

    Posted by (twitter: @crank_gaming)
    Tuesday, December 17th, 2013 1:01 pm

    Well ok … only on my Vita :).

    But you can play the game on Win/Mac/Linux and Chrome:
    http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=10298

    Watch the Playstation Vita video:

    Perception is done!

    Posted by (twitter: @y2bd)
    Sunday, December 15th, 2013 7:44 pm
    a gif of my game

    (it’s not looping, don’t worry)

    My game (the one with the weird lighting) is finally done! You can download it for Windows here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31403.

    My head hurts too much right now to write a post-mortem (plus it’s probably too soon anyway), so have a gif instead. And congrats to everyone who’s participated in this LD, we’ve finally gotten to the end!

    Ghosts RULE

    Posted by (twitter: @moonscript)
    Sunday, December 15th, 2013 1:18 am

    Finally got my idea down

    Posted by (twitter: @y2bd)
    Saturday, December 14th, 2013 10:06 pm

    a preview of the lighting

    I think I finally have what I want to do down (although it seems a bit late for that, eh?). Originally I was planning to do a platformer of sorts, but after wonking out some platformer code I realized that my idea didn’t really work in that form. Now I’m doing a top-down perspective. At the least the code is a lot easier, ahaha.

    Welcome Sophie at LudumDare!

    Posted by (twitter: @crank_gaming)
    Saturday, December 14th, 2013 8:42 am

    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!

    Owncloud

     

    Good morning Germany

    Posted by (twitter: @crank_gaming)
    Saturday, December 14th, 2013 3:05 am

    I’m currently fiddling with my LÖVE API port to Sony PSM Vita while i’m thinking about a game idea.

    Now let’s start this LD.

    Love2D_PSM_2

    Playing around with vectors…

    Posted by (twitter: @y2bd)
    Friday, December 13th, 2013 11:32 pm

    Having to relearn a bit of math, I wish paid more attention in linear algebra!

    Going from this (click for GIF):

    intersect

    …to this:

    light2

    At the moment it uses a relatively quick line-intersection algorithm which performs pretty well with two polygons, but I’ll have to see how it scales up with some more of them, heh.

    In in in!

    Posted by (twitter: @fullmontis)
    Monday, December 9th, 2013 2:40 am

    Of course, I couldn’t pass this opportunity. Ludum Dare is here again and my hands are itchy for some sloppy programming! This is my 3rd time in the compo and it’s getting better each time! Hopefully this time around I’ll be able to get some decent sleep inbetween some maniacal programming sessions.

    I did a warmup game to see if my brain is still working. It seems so, because I was able to complete it in less than 5 hours. If you are a fan of mysteries it is up your league, check it out here: The Box.

    Let’s see the tools that I will be using this time around:

    • Engine: No idea, it really depends on the theme that will be chosen and my inspiration on saturday. It’s a fight between Ren’Py, Game Maker studio and love2d. I’m even thinking about making something with HTML5, but it really depends if I have time to study something this week.
    • Graphics: My hand :D I just suck at drawing with a mouse. And Paint.NET probably.
    • Sounds/Music: bfxr for generating sounds, REAPER and the awesome synth1 for making music.
    • Editor: Vim

    Ok, that’s all for now. See you!

    10 Seconds to escape – Post Mortem

    Posted by (twitter: @FireZenk)
    Thursday, September 12th, 2013 1:38 am

    Well, it was time to encourage me to do the Post mortem of my first participation in the Ludum Dare 10 Seconds to escape

    For my first time, I must say it was quite an adventure.
    I didn’t participate in the voting of the topic, and I registered just in time to start the competition…

    The creative process:

    When I get no time to think about the topic of the game, just improvised. I thought of a simple game could be developed in the 48 hours of the Compo.
    Finally I devised a puzzle game / challenge against time, based on the theme “10 seconds”.

    Tools:

    I had to create the game the with what I already had:
    - Pixelmator to tailor the graphics.
    - Sublime Text 2 to schedule the game.
    - Internet for the rest.

    Language and Engine:

    Perhaps one of the most delicate parts when the challenge to create a game in such a short time.
    As a beginner in this field, if I was wrong in this, I could not finish the game on time.

    Perhaps one of the most delicate parts when the challenge to create a game in such a short time.
    As a beginner in this field, if I was wrong in this, I could not finish the game on time.
    After considering several engines with corresponding languages ​​and although at first I thought Java + Ligbdx, I dismissed this election in favor of Löve2D + LUA.

    But why? Simply because Löve2D is less corseted than Libgdx and much faster to develop given in part by the LUA language. So with Löve2D I get faster a playable prototype and then I left over time to refine it.

    —-

    With everything ready to put me to develop, this is what was right and what was wrong…

    The right

    - From my idea for the game and thanks to a simple template I created for Löve2D games a while ago, could speed up the process and get a playable prototype in the first 24 hours.

    - The engine choice was undoubtedly the best, because I could focus on what really matters and relegate the workflow to the engine.

    - Internet is a large base of assets and certainly showed his potential quickly.

    - In the process of creating the game I enjoyed as a child :)

    - By achieving the prototype early, I can focus on making improvements, create menus and add music and even create new levels, making the game bigger and more fun.

    The wrong

    - Being my first time, I had no clear some rules and my Compo became Jam because the assets I used belong to third…

    - I’ve not previously studied in sufficient depth the Engine led me to do some silly mistakes.

    —-

    Overall, my first participation was satisfactory and I’ll participating in further calls.
    I had fun and learned a lot. I also tasted great games from other people and I had so much fun and discovered an amazing concepts become into reality.

    Thanks for this Ludum Dare!

    Boyfriend Simulator: Feed My Boyfriend

    Posted by (twitter: @moonscript)
    Wednesday, August 28th, 2013 11:54 am

    Oops, posting this really late but…

    PROUDLY PRESENTING “Boyfriend Simulator: Feed My Boyfriend”

    wow this looks fun!

    Boyfriends everywhere are very hungry and it’s your job to feed them. Take to the mall to go shopping for delicious treats that you’ll launch into the boyfriends mouth with a baseball bat. Don’t feed him the wrong thing or he’ll barf all over the place. Enjoy some rockin’ 10 second tunes and and and incredible array of upgrades! And for all of you saying the boyfriend is a stupid ugly loaf.. well watch it because he’s modeled after yours truly!

    Click here to play and rate Boyfriend Simulator: Feed My Boyfriend

    10 Seconds To Escape: (Levels preview)

    Posted by (twitter: @FireZenk)
    Monday, August 26th, 2013 3:42 pm

    Today I was doing the level loader and creating a few levels…

    After everything was ready to update my entry I have encountered an error creating the executable file and not know if I can fix it in time.
    I leave a video so you can see how the game:

    http://www.youtube.com/watch?v=YloPubWfw-c

    And the link to my Jam entry: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27429

    Spark – Postmortem

    Posted by (twitter: @fullmontis)
    Monday, August 26th, 2013 3:51 am

    So, LD#27 is finally over. There is something peculiar about it this time: Spark is  in the compo! My first completed LD48!

    After my insuccess in April, getting this achievement really made me happy, despite the game itself being only a pale shade of what I wanted it to be. Still, no matter the things gone wrong, it was a great learning experience and I learned a lot, which is probably the greatest achievement. But let’s see what were the ups and downs of these two days.

    The Good

    1. LOVE2D
      I’ve been in love with love2d since the first time I discovered it. Because of it, I learned Lua and how amazing of a language it is. Still, I always used it in non time constrained environements: doing a Ludum Dare with it was a breeze, mainly because I got used to the environement, but also because of the amazing semplicity of the modules. I have this idea that a framework should be as transparent as possible so that it doesn’t get in the way of the developer: Love2d achieves that. I never had to stop more than five minutes in the excellent wiki to find out what I needed to do. This to me is like a liberation of a curse: passing hours on poorly documented and overly complicated APIs really kill the creative ideas one may have in a moment. My wet dream would be a love2dJIT, that would be the shit. But only time can tell.
    2. Picking an idea I liked
      I wasted somewhere around 12 hours with brainstorming and another aborted game idea before starting working on Spark. This is a huge down, meaning a quarter of the limited time I had was spent on basically nothing that would be in the final game. This is a wrong thing to do (and will never do it again for the future compos), but it helped me find an idea I really enjoyed. While Spark didn’t come out as I wanted, I really enjoyed working on it and implementing it (The Call, my LD26 jam entry, in comparison, felt more like a chore). I knew from the start it was an overambitious idea and I would never be able to complete it all, but my motivation was so strong I got a lot more done in two days than I would have in a project I didn’t like. So those 12 hours didn’t really feel like a waste but more like an investment: they saved me from working a day and an half on a project I would have hated working on.
    3. Submitting the game
      I was ashamed with how little I was able to put into Spark in the time given. I implemented stuff I never used, I created graphics I didn’t have the time to put in, the final product misses a lot of stuff and doesn’t even remotely resemble how I wanted it to be. But still, the game is in the compo! Great fucking feeling. I was in for a quarter of an hair, but was still able to put something up and online. The last three hours were the worst: I still had to create the levels and implement a lot of stuff and started to think it wasn’t worth all the sleep loss and the hard work since it hardly was the game I wanted after all. I stopped for a few minutes to think, then I realized that I was in the compo to make an amazing game but to finish a game. So I pushed through it. It was hard, but Spark finally got “done” (with quotes so big you could sleep in them). Now that I have something playable, I have even more motivation to complete the game because I see so much stuff I was unable to implement that would make the game so much better. I’ll start working on a post compo version soon.
    4. Theme
      This time around, the theme was actually a theme. LD26′s Minimalism was hardly a theme (more of a style), which frustrated me to no end. I could hardly put something together because of that. This time around, I really liked the theme. I loved it so much I had a lot of ideas that I could be working on in the future, which I had to discard for the compo because they are way too big to fit in 48 hours. It was quite prolific. Even too much, which brings us to the negatives of these two days.
    5. Moonscript
      Moonscript is a language created by leafo that compiles to Lua. It basically gives Lua a python-like style. While I know of a lot of programmers who hate forced indents with a passion, I personally feel they make the code immensely easier to read and write. No more ugly, verbose do..end cycles, just press enter+tab and you are good to go. It also forces your code to look good which is hardly a bad thing. Putting the simplicity and speed of coding of Moonscript on top of the beautiful simplicity of Love2d is like supercharging your game making potential. It literally flows under your fingers. My only pet peeve with it is that the debugging errors given but love2d refer to the .lua files because.moon files are compiled to lua. This means that I have to refer from time to time to the compiled .lua file for debugging instead of the .moon file I’m working on, which kinda breaks the flow for me. But still, Moonscript+love2d is a bomb of a combination.

    The Bad

    1.  Overambitious idea
      In the beginning, Spark was a huge idea. I had in mind to put forking paths, complex level design, and a story. None of these got into the final game, by far. Mainly it was because of me being stupid and wasting time, but even for the best programmer it would have been a challenge to put together what I wanted in 48 hours. I remember clearly thinking “I’ll never do this” when I started working on Spark. Buy, was I right. Still, I really liked the idea (see point 2 above) so it wasn’t a complete idiotic choice: it’s not like the idea will self desctruct when I submit the entry. But still, I should have probably toned it down quite a bit.
    2. Tiles
      Oh boy. Tiles. Never really used them. And it shows. I wasted around 4 hours making a tiling system that creates levels from images and carefully drawing the tileset, only to discover that I would have to hand draw every level, every angle, every border. I would never be able to do that. It took me around 20 minutes to make one room! I was so heartbroken when I had to draw blocky levels that hurt my eyes only to watch. Also, since the pitfall and the wall tiles were too similar and difficult to determinate which was which, I had to basically throw in a barf-looking pitfall tile in the last half hour to make the game playable. It hurts to watch what it could have been and how it is instead.

      Spark's original tileset

      Spark’s original tileset

      The original pitfalls

      The original pitfalls

      Instead you got THAT

      Instead you got THAT

      The hell is this?

      The hell is this?

      MY EYES! IT BURNS!

      MY EYES! IT BURNS!

      So… Yeah. I’m not proud of how it looks. But hey, that’s a mistake I’ve learned from.

    3. Horrible code structure
      In my last few projects I got used to an entity component system I’m developing for Lua. While at first it is pretty weird to work with, once you get the hang of it it flows easily and is very clean to mantain and use (even though there are some weird bugs that pop out once in a while). I could have used it for the game but for this ludum dare I wanted to try something from “inspiration”. The result is a mess of a code. I already have problems changing it because of how horrible it is. It is my fault for being lazy and breaking encapsulation too much, which in the end makes mantaining code an abomination. I should be more careful next time around. I’m already thinking about rewriting the engine to make it more human (right now it looks like a deformed monster struggling to breathe).
      The way I implemented stuff was also weird. I had a lot of problems creating a switch that would change the level, which was quite embarassing thinking of it (but still, I have the excuse of sleep deprivation, so shut up>:( ), so I created this weird solution where there is a switch that changes level from one to another, which greatly limits future implementations since it is limited to one switch per room and can only change THAT room. This really hurt level design since there was hardly anything I could do with it, and the time to implement new mechanics simply wasn’t there. I want revenge and I’ll probably reimplement the mechanic in the post compo version.

    So, this looks like that’s it. It was a pretty stressful weekend, but Ludum dare is about that. It makes you understand how difficult actually finishing a game is, it takes away your sleep and it makes you ashamed of what you make, but it is still an amazing experience.

    Now, for the best part: actually playing the games! I’m so excited. Happy voting!

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