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Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (Suggest a Theme)
  • Ludum Dare 30 Begins: in 28 days, 11 hours, 17 minutes, 48 seconds
  • [ Real World Gatherings | Ludum Deals (coming soon) | MiniLD #53 ]


    Posts Tagged ‘Ludum Dare’

    LDML New engine!

    Posted by
    Thursday, June 5th, 2014 5:20 am

    Hey, I built a new game engine: LDML, Try it out! :DDDDDDDDDD

     

    Heaving of the Depths – postmortem, timelapse and stuff

    Posted by
    Thursday, May 15th, 2014 12:31 pm

    13139-shot0

    This LD I had the strange idea of making a j-RPG.
    Thus Heaving of the Depths was born. You can play it here

    13139-shot2

    WHAT WENT RIGHT

    1. It’s pretty! I wanted a very beautiful game and I think that went well. There’s a ton of art in this thing. As usual, I create new assets as needed. I ended up with two large photoshop files: an overworld sea where you navigate the ocean in your pirate ship, and a battle screen, where I made all battle sprites and animations. What this lets me do is keep a consistent color palette and style across the whole project, and essentially replaces the concept art stage that a normal game goes through. I used amazing references like Legend of Zelda Windwaker and Breath of Fire IV.

    big map

    Overworld assets

    2. I learnt tons of stuff! I used cinema4D and my nonexistent 3D skills to make a fast and loose 8-direction ship with minimal effort. I tried my hand at procedural generation: all islands are generated randomly within certain limitations, to keep the level solvable and the sea traversable. I had a stroke of genius at the last moment and created a “miner” entity that swims through the level and places gold coins wherever it goes, at runtime. This was to ensure an interesting curving path through the level, so players would want to explore it.

    3. It’s a complete adventure, my storytelling skills were also, I thought, nonexistent, but the story of Sunny and Cod just flowed through me like I was on fire. It’s got a beginning, middle and end, it’s got obstacles and emotions. I usually end up making a very unfulfilling game. This time I feel I made a difference.

    4. it has a branching storyline. Well, ok, a few tiny branches. Such as when you are defeated by the 3 blacktopuses you get a different message to the one you get if you clear them. Or when Sunny tells you you need the fast sail if you don’t have it, but acknowledges if you’ve already bought it. But that’s still a lot of work. I have a much better grasp of how to implement a dialogue system.

    5. it has a turn-based battle system: implemented from scratch. Boring and barebones, yes. But it gets the job done.

    6. I get to develop it further. I’m dedicating the next 6 months to this game. I started a new devlog here

    13139-shot1
    WHAT WENT WRONG

    1. No sound  I didn’t have the time

    2. Button-mashing battles the battle system is uninteresting. That’s ok, and it’s all I had time for, but if I’m going to make this a full-fledged RPG, I need a good battle system. Feel free to send me ideas. Grandia and Child of Light are obviously lovely choices, where the result of a battle can be spectacularly overturned. Also Persona 3 and Fallout 2 have good battle systems. Since you’re spending half the game in battle, I owe it to myself to fix the button-mashing boringness.

    3. Time management. Well I don’t know, I did a lot for three days. But it’s not as fun as a more complete experience such as the amazing SCUBA BEAR (go check it out NOW). On the other hand, I like to follow through with my ideas for Ludum Dare, instead of making a smaller game just because of time constraints.
    Here’s my Timelapse video:

    And thanks to everyone who commented, everyone who played my game, everyone who made a game for us to play. I love Ludum Dare, I want to never stop making games.

    Until next time,

    love,

    Christina

    Magma OST

    Posted by (twitter: @https://twitter.com/grlmc1)
    Monday, May 5th, 2014 1:55 am

    We’ve heard a lot of positive feedback on the soundtrack to our game Magma (check it out here) and decided to post it here.

    God Hunter!

    Posted by (twitter: @@iJohnF)
    Monday, April 28th, 2014 5:20 pm
    GodHunter-Title

    God Hunter — Minimalist Dungeon Crawling.

    Hey dev community!

    Submitted my first Ludum Dare game today after churning it out wildly for the past 48 hours. Fans of minimalistic rogue-ikes will find this game amusing.

    You’re a God Hunter doing what he does best, going into the darkest depths of a legendary mountain to hunt down Gods and other foul (or funny) creatures. Twerk Lords and Floating Shoes are all fair game. You have one life to get as deep as possible into the mountain.

    It has hundreds of randomly generated events, monsters, and jokes, made for the casual gamer in mind.

    Check it out, you can play it in your browser right now!

    God Hunter: http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=37343

    Thanks and hope you guys enjoy!

    - @iJohnF

    god-hunter-v02

    God Hunter – Gameplay

     

    DEEPER

    Posted by (twitter: @_adamturnbull)
    Monday, April 28th, 2014 9:10 am

    I won’t get any more time to work on it later so here is my solo entry for the Jam. It would be great to know what you all think and let me know if you get to the end :)

    DEEPER:

    http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=36034

    Deeper takes you on a journey into darkness to uncover the truth. Will you find the truth?

    Dark, CHECK! Moody, CHECK! Pretentious, CHECK!

    Made using:
    Unity 4.3
    Playmaker

    Sounds are from –
    http://www.freesound.org/
    http://www.nosoapradio.us/

    (I did this solo but Submitted to the Jam instead of the Compo due to using Playmaker and sound clips.)

    My mobile farm game…

    Posted by
    Saturday, April 26th, 2014 7:52 pm

    Here is a preview screenshot of my “beneath the surface” farm mobile game for the jam! Assets are almost ready, tomorrow will be a programing day!

     

    ludum_farm

     

    Using Construct 2, Photoshop & Cinema 4D.

     

    Beyond the Surface – Day 1

    Posted by (twitter: @MageArtylo)
    Saturday, April 26th, 2014 3:25 pm

    Title

    So…time for a list…

    • Title screen is done
    • Title screen music is done
    • Introduction level tileset is done
    • Basic mechanics mostly done (75%)
    • Both movement types done
    • Web build testing partially done
    • Windows build is fully functional
    • Assets for level 1 imported
    • Instructional story written
    • Story monologue recorded
    • Pointless loading screen (Optional)
    • Timelapse for day 1
    • Twitter
    • Facebook
    • Tumblr

    So, that’s all for today. More work to be done tomorrow.
    If you want to see a 16 minute video made of 3-4 hours of game development, you can check out my timelapse.

     

    New prefabs an Doom-like Healthbar

    Posted by
    Saturday, April 26th, 2014 3:06 pm

    Here is a small update. We have a lot of prefabs and here is our Doom-like healthbar.

    prefabs-dungeondeath1

    Ludum Dare #29

    Posted by (twitter: @@LostKeyGames)
    Friday, April 25th, 2014 6:11 pm

    I’m livestreaming over on youtube. Twitch wasn’t working.

    Engine – Unity

    Art – Blender

    Code – MonoDevelop

    Procrastination – Reddit

    Stream - https://www.youtube.com/watch?v=b4Cx50QN7ew

    Cheers,
    Khelton

    We are entering as a team for the 72 hr compo

    Posted by (twitter: @FCSTUDIOSDOTCA)
    Friday, April 25th, 2014 4:26 pm

    My friend Caffeine Powered and I are entering ludum dare as a team again, this is our second ludum dare compo together and were super duper excite!

    Some of the tools we may use are photoshop, unity3d, 3dsmax, mudbox, audacity, and our brains XD Also all the assets we’ve acquired over the past year.

    wishing you all the best of luck during this compo… but we wanna win so…XD

    peace out homie-G’s (as the cool kids say)

    - Love Mars Bar aka feature creep

    Hey everybody! I’m in again.

    Posted by (twitter: @MageArtylo)
    Friday, April 25th, 2014 12:35 am

    Since I was in the Cyberpunk Jam I wanted to make another game for the MiniLD and the Insanity Jam, but I guess the motivation wasn’t there, so I didn’t participate in both. This time, I’m thinking a different game genre  and platformer as my plan-B. A few of my friends are going to try tho make a game from scratch as I heard from them, but I currently lick the knowledge to do so, so I’ll be sticking to my favorite engine – Multimedia Fusion 2.


    For music, I’ll be making it myself. I’m not a real musician in any way, but I can still make a tune that you will probably enjoy. If you want a sample of my work, I have a upcoming album with a few pre-release tunes already published here.
    For inspiration, I use C418 and KOZILEK.
    For software, I’ll be using FL Studio 11 Producer Edition and Audacity for some extra sounds or dialogue.
    Also, SFXR – for sounds.


    For the artwork, I’ll e sticking to my minimalist style of pixel art. It helps with time and it still looks fairly good. I’ll also try to animate a bit more. Software – Paint.NET, Photoshop CS6.
    PyxelEdit
    - for tiles

     


    Livestream on Hitbox

    Thanks for reading and have a nice jam time!

    Why am I doing this?!

    Posted by
    Thursday, April 24th, 2014 9:11 pm

    I’m mostly writing this as a (super) quick analysis as to why I am doing this 48 Game Jam / Competition.  This will be my first Ludum Dare.  I had heard about it before but had never investigated it closely.  The reason for this investigation now is that for the past 9 months I have been working on a programming book.  This was a long, drawn-out, and boring process; this difficulty was not something I was anticipating.  It made me irritable and actually started making me lose faith in my abilities but more importantly my passion as a game developer.  In conjunction with my current job, it was the perfect formula for stress, resentment, depression, and a bunch of other negative feelings.  The book is done, so why Ludum Dare?  One reason is it’s advertised as a primarily SOLO game jam.  This is an area I think I thrive in actually — no long meetings, no compromising vision (which is different than cutting back on scope), no hurt feelings or politics.  I mostly want to have fun, but I also want to see if I can rejuvenate the passion for making games — not technical text, not concepts, not ideas, but an actually game!  I’ve done the Global Game Jam before, and themes in game jams have always sort of “burned” me; this has been mostly due to the fact that I had gone into game jams with an idea in mind and couldn’t think how to make the theme work with the idea that wasn’t utter bullsh*t.  For this Ludum Dare, I’m trying to go in with no ideas other than the fact that the game will be in Unity3D (or GameMaker is I think that is a better fit).  This isn’t the most exciting post, but I hope to write a few more during the course of Ludum Dare — but not too many as I have to actually focus on a game — and good luck to everyone participating!

    First Ludum Dare participation / #LD29 Wallpaper

    Posted by (twitter: @halfmage)
    Thursday, April 24th, 2014 12:46 am

    Hey there, well Iam very new at the Indie Gamedev scene and very happy about having a weekend full of free time to work on a new game. Iam very excited about my first upcoming Ludum Dare Weekend because its limited on 48hours and I want to know what I can do in this time. For now I thought a bit about the tools I want to use/learn/get better with.

     

    Development : Construct 2

    Graphics: GraphicsGale for PixelArt, Photoshop for screenshots/collage

    Music: SFXR, BFXR, FamiTracker

     

    Good luck and much fun to everyone!

     

    Wanna #LD48 #LD29 Pixelart Wallpaper? 

    post

    Twitter Post:  / Dropbox: 

     

    I Am In!

    Posted by (twitter: @LukeofRamsden)
    Saturday, April 19th, 2014 3:19 pm

    I am definitely doing Ludum Dare, and this will be my second one (apart from MiniLD’s)!

    Here is what I am using:

     

    Language: Java

    IDE: Eclipse

    Libraries: LWJGL, Slick2D

    Graphics: Paint.NET, Aseprite

    Sound: BFXR


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