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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘Ludum Dare’

LD22 – Timelapse

Posted by (twitter: @pighead10)
Thursday, December 22nd, 2011 5:10 am

Blurry, stupidly sped up, and crazy alt tabbing so you can’t see anything. Enjoy.

 

LD22 Timelapse

 

 

Finished it last night..

Posted by
Monday, December 19th, 2011 7:32 am

Yep! Finished my entry last night.

It’s very short, but I thought it was pretty cool. Good production quality. I spent most of the time on the art and physics, I did it all from scratch.

Written in C++ using SFML2.

http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=6035

Check it out, play it please, let me know what you think :D

Round 2 Theme Voting

Posted by (twitter: @colincapurso)
Monday, December 12th, 2011 6:57 pm

My favourite out of the them would be teleportation, I think that could result in some really fun games.. or really disorientating games

What i’ll be using

Posted by (twitter: @colincapurso)
Monday, December 12th, 2011 6:18 am
  • Language: Javascript / HTML5 Canvas
  • Art: Adobe Illustrator / Adobe Photoshop
  • Audio: If there is audio, i’ll be using sfxr and any modifications to that with Audacity
  • Base Code / Libraries:
    Asset Manager from the Google I/O presentation for pre-loading images.
    My base template
  • Screenshots: I’ll set up to take periodic screenshots, a word of warning though, I can’t guarantee it will be completely SFW :P

Ludum Dare 22 – Nogbog in.

Posted by (twitter: @colincapurso)
Monday, December 12th, 2011 2:49 am

“I’m in” video saved, cat got in the way, all good.

I’ll be using HTML5/Javascript/Canvas. Using Chrome, may have to install Firefox and IE to check compatibility.

Also it just occurred to me that my WordPress name and my handle are not the same.

I am nogbog aka Colin Capurso

Introducing Dormouse Development

Posted by
Monday, December 12th, 2011 2:13 am

Hello World!

This is the first posting from Dormouse Development. We are a team of 6 programmers and artists located in San Diego and are excited to take part in Ludum Dare #22.

From left to right we are: Caryn Cook, Thomas Le, Alex Stiglich, Wilson Saunders, Anthony Garcellano, Jon Ross

 

 

 

I’m in

Posted by
Tuesday, December 6th, 2011 10:16 pm

First Ludum Dare and I’m new to designing games in general work may get in the way but I intend to finish something and submit no matter the quality and polish it in jam
my tools:
Unity
Gimp(maybe)
Paint if necessary(lol…seriously though I dont know gimp yet)
and the free-est best-est audio program I can find

Ludum dare recording problem

Posted by
Tuesday, November 15th, 2011 4:31 pm

I have a question: how do i record 48 hours of me doing my game? What free software can i use? And how can i make a timelapse? Thanks for your help :)

[Smash Shove Solve] Full Walkthrough

Posted by (twitter: @wally2069)
Monday, September 5th, 2011 3:36 pm

[Smash Shove Solve] Full Walkthrough
[Smash Shove Solve] Play and Rate It

This a a full video walkthrough for my Ludum Dare 21 Compo entry named Smash Shove Solve. There were more than a few reasons for doing so but the main ones involve answering some questions and advertising.The game just starts off dumping the player right into the action without explaining anything. There are four characters to control which are selected using the one, two, three, or four keys. Only one creature is active at a time and the others sleep until they are chosen. The critters move around with the arrow keys.

Every stage has sixteen blocks with four of each color. The bricks of the same color need to be arranged in a two by two pattern but can only get moved by creature of the same pigment. This will form grey mega cubes that can get shifted by anyone and need to be organized into one giant square so the exit will appear.

The one thing several players have commented on is finding the level skip cheat. Mapping the next stage code to the space bar was lazy while forgetting to remove it was even worse. There was also a restart option mapped to the R key that probably should have been move obvious position.

Later stages had various rivers that could only be crossed by critters of the same color. Anything else would not be able to pass effectively making them into walls.

Sound effects turned out good for only using one. Music was rushed which did not turn out very well. The volume was manually lowered in the game file aiming for a lite background approach which led to people thinking there was none at all. The few people that did hear it found it to be repetitive or obnoxious.

This was a chance to make something different than all the other games in my portfolio. It seems easy to be creative when stepping into unknown territory. I got to make a whole bunch of mistakes but still think this project turned out fine for having a 48 hour deadline. Look forward to seeing me at Ludum Dare 22.

The Great Escape RPG (TGERPG)

Posted by
Sunday, August 21st, 2011 6:12 pm

This was my first time competing in Ludum Dare, and I spent most of the time trying to learn java. I finally gave up on that briefly, and spent 2 hours making this game. It’s not all that good, and I never got around to putting in any RPG elements other than having variables for strength and dexterity….which were never really used in game, only increased a bit on level up. I tried to make it funny, but to each his own. Hopefully by next time, I will know enough about java to make a game with it. :D

http://www.mediafire.com/?uzi6kx6eza0udp8

Heloo again Ludum

Posted by
Tuesday, April 19th, 2011 2:22 am

If all goes according to plan, I will compete again this time.

I’d really like to use HTML5/canvas on top of node.js and mongodb to do something web based with persistent content and/or multiplayer. So I will be doing a blog post on the subject of using those things together to make games.

However, if the theme doesn’t suit that set-up, or I have a 3D idea that’s feasible in the timeframe I’ll probably default to OpenGL/Java.

Last time I entered, I used .NET with the SlimDX DirectX wrapper. But that alienated too many people who otherwise might have given it a try. I think I’ve learned my lesson that unless my screenshot looks awesome, people are not going to bother with a download. I probably downloaded only 10% of windows games last time, and played nearly all the web ones.

Audeat Autumnus: 21 Days

Posted by (twitter: @thegrieve)
Sunday, October 10th, 2010 4:25 am

Today, after much faffing around I officially kick off my October Challenge game. After a long and heated debate between myself and an empty page in a notebook, I’ve decided to lower my sights considerably. I had intended to make a non-traditional tower defense game, I had two interesting aesthetics for this. One had the working title “In the Loop” and was centred around espionage networks intercepting information to stay relevant. The second was a hacker-orientated TD, where the towers are the various applications deployed in an effort to usurp control of the system.

Upon thinking about it, I realised that even though I have one of these ideas quite well fleshed out in design, to make it fun and interesting will take a hell of a lot of playtesting and iteration. So for this month I’m going to stick to tried and tested mechanics and make a traditional TD. The working title for this is “21 Days” since that is exactly how long I have to finish it and set it free.

My goals today are to get stand in creeps running around a tile-based map with quick and hacky A* directing them. Then get some grid-control and be able to plant towers (that do nothing yet). If I get this game polished up enough in the 21 days I might add a bit of meta-research, between levels you task scientists with researching technology dropped by creeps during the last mission, in order to develop more effective towers to help as the levels and creeps escalate. However, I’m going to focus on having a playable TD first.

Feature creep begone.

I’m developing in Flex/AS3 with Flashpunk. This is counter to my plans, as I had spent the better part of last week messing around in flixel. Flashpunk just seems that much more sensible, I can work far more quickly in it as I find its structure and usage much more intuitive, seems to me it was written more for programmers than flixel is.

Now, if I can resist the urge to play more Civilization I might actually achieve today’s targets….

Changed my mind, going for a Ludum Dare instead

Posted by
Friday, August 20th, 2010 10:40 am

Even though I’ll try to do music if it doesn’t work out I can compensate with gameplay and graphics (not that music isn’t important, I simply don’t know how to do it). I prefer to go for a Ludum Dare anyway.

Also, Double Rainbow Zombies. Vote for it.

Mini LD48!

Posted by
Sunday, May 25th, 2008 5:56 pm

Hey, visit the rules wiki to see what I’ve put down for Mini LD. I’ve got a set of rules (well, a list of ways it’s different from normal rules), and a host sign up page, which I conveniently nabbed the first slot on. Feel free to edit and improve the whole thing. This isn’t my deal, it’s the community’s.

Things still quite unknown include: how judging works, or not if we don’t do that, and what category/tags/whatever the entries and journals need to go into. Will each one have its own category? Maybe a general Mini-LD category? If so, how do we separate the entries for different months? These things need work.


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