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

    My last minute game: One Duck

    Posted by (twitter: @NostraDam0n)
    Monday, December 16th, 2013 6:59 pm

    I’m finally done with my entry for this Ludum Dare. The initial idea was completely different, but too ambitious for the short timespan I had. That’s why I made a BRDS (Bouncing Rubber Duck Simulator).

    Please give it a try!

    https://googledrive.com/host/0Bxa1t8Yjpxj3bzNZNzZRdHE5bHc/WEB.html

     

    duck_screen1

    duck_screen2

    Angrycrow Presents : Water Closet PostMortem.

    Posted by (twitter: @https://twitter.com/NixBradley)
    Tuesday, August 27th, 2013 6:57 pm

    So .. I cannot begin to explain how great an experience this Ludum Dare was for me. I’ll be rating games all week. Also fixing ‘typos’ in one fell swoop probably by the end of the week. I learned about the importance of planning and scope. Plus just how tiring a couple days of focusing on a single project is. I cut corners where I could but spent the most time working on the engine of my game. It was more than worth it.

    I didn’t have time to update during the competition but you can check out the devlog here :

    http://sotgdc.blogspot.com/2013/08/ludumdare-27-48-hour-entry-development.html

    Enclosed is a true story of how Ludum Dare 27 changed my life.  I hope everyone had such a positive experience as I did.

    If you haven’t tried WaterCloset then follow the link to the entry here. I should have a linux build up before too long.

    http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5288

    Thanks for the good times LD Community! I’ll be back again. ( they always come back )

    - Ben ‘Angrycrow’ Nix-Bradley

    Finished!

    Posted by (twitter: @@tman_BOSS)
    Monday, August 26th, 2013 6:37 pm

     

     

     

    Maze of Torment

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Finally finished my entry for the Jam, Maze of Torment. It’s a game where darkness falls every ten seconds as you try to escape hell. I went through many different game ideas before finally settling on this one, I thought i wasn’t going to finish. I’m really glad I did this compo and I’m excited to play all your great looking entries! Play my entry here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=3824

    I’m ready this time

    Posted by
    Wednesday, August 21st, 2013 8:02 pm

    Hey guys, the name’s Mace. This year will be my first entrance into Ludum Dare. I’ve always dreamed of doing it but never actually go the time. But you know what, this year I’m doing it. I’ve spent days watching streams. I’ve contacted people on my Skype saying “get ready for this, cause it’s going to be an experience you don’t want to miss out on.” So yeah, I’m ready. I have my excessive amount of energy drinks, crisps, cigarettes(bad habbit) and a motivation sat ready for this. When that theme’s announced I’m going to show people it’s my time to shine. I don’t expect to make anything that’ll win any important place, but I just want to have a game out there. For people to see I can do it from start to finish.

    Tools -

    Language – Java
    IDE – Eclispse
    Engine & Library – Slick2D & LWJGL
    Art – Paint.net
    Music/Sounds – Logic & sfxr

     

    - Thanks, Mace.

    Going to Start Streaming Again~

    Posted by
    Saturday, August 17th, 2013 12:02 pm

    First, I’ll be doing code. Then, once that frustrates me, I’ll be making the sprite sheets for these cool beasts:

    bravery

    The art style is supposed to mimic mosaics. Yep. That’s the excuse for now. Click here to view the stream~!

    Warmup Weekend Update

    Posted by
    Friday, August 16th, 2013 7:54 pm

    Going to stop the stream for a bit! Here’s the progress so far:
    hades
    bravery

    Mostly concepts! It takes place in Hades. If you want to know when I’m streaming next, follow my twitter @sarydactl ~ .

    Warmup Weekend Starts~

    Posted by
    Friday, August 16th, 2013 5:57 pm

    This will be my second Ludum Dare, and my first building from the ground up! I only just became comfortable with java, so this will be my first time using it for a game – v- ; . Graphics will be from SAI, Photoshop, Tiled, and Pyxel Edit (a maybe for those last two). No idea how to do sound effects yet, we’ll see if I know by next weekend! Language is, of course, Java. I’ll probably be peeking over at my cheat sheet for the basics during warm up weekend.

    I’m starting the stream with some painting, to help with ideas -v – ; . You can catch me on http://www.twitch.tv/redstone_dust !

    Lode Storm – For this 7 Day RTS

    Posted by
    Thursday, July 25th, 2013 11:53 am

    An extreme amount of effort, mental stress, sleep loss, and caffeine have been put into my entry so far.

    Code name ‘Lode Storm’, it is a tough effort to recapture the magic of the classic RTS games mainly C&C.

    I am the sole developer, doing the programming and all the graphics too,  and it is implemented in C++ and SDL.

    Most exciting is the AI which uses some pretty gnarly algorithms, and is capable of some really nice stuff already.

    Plenty left to do however…

    lodestorm

    More info will be posted up soon on my blog :

    the8bitpimp.wordpress.com

    I’m in for the first time

    Posted by
    Wednesday, April 24th, 2013 5:28 pm

    My first Ludum Dare, and if I succeed, it’ll be my first game.

     

    Engine: Unity3D (using the Web Player)

    Language: C#

    IDE: Microsoft Visual C# 2010 Express

    Sound: BFXR

    Music: LMMS (if I have time)

    Art: Microsoft Paint and maybe GIMP for transparency (or for when MS Paint annoys me too much)

    Misc.: I will also be using some personal code that I’ve built up over the months of never finishing a game.  This includes miscellaneous functions in my ‘Toolkit’, and my ‘Environment Editor’, which is a simple, dirty 2D level editor I’m whipping up before Ludum Dare starts.

     

    I think it’s OK to plug my stuff now:

    My new blog (pretty much brand new)

    My Google+ if you want to talk or become pals

    Destroy Earth or perish

    Posted by (twitter: @strong99)
    Monday, December 17th, 2012 12:49 pm

    My concept was created in half an hour in which I was reminded about all those bad guys always trying to destroy the Earth but always lose the game and end up in jail or something. Not this time, this time you’re the villain is the idea and a game without winning is not fun. So, this time, you, the villain, will blow up the Earth starting with the two cities on your TODO list.

    I planned to create a second “how did I do it” but I couldn’t find any useful new facts since the previous.

    The deathray Control rooom

    Obviously the heroes try to interrupt your evil plans but you found a way to lock them in the dockingbay where they try to cut the door. This gives you the time to go destroying the Earth. Sadly your station is not fit for such powerful ray and it starts to collapse.

    Command your drones to repair the station as you try to blast Earth back to the medieval.

    The deathray

    Tools used: Visual studio 2012 (code/c++), Irrlicht (3d), IrrKlang (Audio), Photoshop (2d), Illustrator (2d), Anvil (Audio), Audacity (Audio)

    Download and vote for the game

    2 Thirds October Challenge

    Posted by (twitter: @colincapurso)
    Tuesday, October 16th, 2012 11:44 pm

    2 Thirds October Challenge

    At the time of writing this, we are 2/3 of the way through October.

    I started developing my game on October 1st and I would say I’m am actually about 2/3 of the way to completing the game.

    This is a sort of log of what I went through to get to this stage.

    Week 1

    Idea

    Not much time was spent thinking of an idea. I was determined this time to make a game that I myself want to play even if it was an existing game. With that in mind, I chose the game mechanic (drop7 by Zynga, originally from area/code) and thought about what I’d like it to have to be more appealing to me.

    • More colour
    • More character
    • More particles
    • Adventure Mode

    The first 3 are just visual things, but they make a difference to the feel of the game and as a graphic designer/illustrator it’s kind of important to me.

    Adventure mode: I’ve yet to implement this as I’ve had many many ideas on how to do it. I know how I want the player to feel. I want them to want to progress, to want to beat levels and explore the world I’ll make for the game.

    Platform

    It’s definitely a mobile game. I intend it to be played in short bursts, 5 minutes here or there. Options:

    • iOS (iPhone, iPad, iPod Touch)
    • Android (Phones, Tablets)
    • Windows Phone

    These were the 3 platforms I was thinking of. I’d love to do a windows phone, but not owning one means testing is just can’t happen.

    That leaves iOS and Android. Now, I have a couple of really old iOS devices to play with but developing for iOS will cost me $99. That is $99 I don’t have. So, we’re down to Android, a mere $25.

    So I’m developing for Android. That will require me to know Java. Which I don’t know well.

    There are a few other options for developing for Android, the 2 I looked at were

    • Phone Gap
    • Unity

    I don’t know Unity and I don’t want to spend too much time learning something new when I only have 1 month to complete my game.

    From what I understand about PhoneGap, it throws HTML5/JS into a webkit browser on your phone as if it were it’s own app.

    Well, I’m very familiar with javascript, so I’ll give PhoneGap a go. (Spoiler: it doesn’t work out)

    Time to get started.

    Coding went pretty smooth for my first prototype. I had much of the game working by the end of the week.

    The code itself was a huge mess. I was just learning about MVC architecture and attempted to implement it as I went  along. BAD MOVE. The code just got worse and worse and became unworkable.

    Week 2

    Rebuild!

    My code was a mess. At this stage in my life as a game developer, I’ve gotten accustomed to re-writing all my code from scratch and that’s exactly what I did.

    I re-coded the whole thing in about a day. It went amazingly well. I changed the grid model from something overcomplicated (list of tile entities) to something super simple (jagged array with integers) and wow was that the best thing I ever did. Coding from here on out was a breeze.

    By the end of the week, the game was working and had the added benefit of being able to change the grid size on the fly. I played around with 4-10 grid sizes. Funny thing, 7 grid spaces was the magic number in terms of fun and difficulty.

    I tested the game on various browsers and touch device browsers. Turns out Safari is a dick and doesn’t support “.bind()” which a significant part of my event system. That was a pain to sort out, but I ended up adding some code so that it would work on browsers that don’t support it.

    Weird thing, the game worked super fast on my old iPad 1 (Safari) but slow on my Nexus S (Chrome). Craziness.

    Time to test out Phone Gap. I copied my files over into Eclipse. Tested it. It didn’t work. Crap.

    Turns out, requestAnimationFrame won’t work. That’s an easy fix, I switched over to my teeny setTimeout loop.

    (function loop(){ setTimeout(function(){update(), draw(), loop()}, 1000/FPS)})();

    It is my prototyping game loop. If I have to write something from scratch really quickly, I use this.

    Back to the Phone Gap test. It works!

    I started working on the graphics, which took no more than an hour or so. (It is my speciality after all).

    Coded my new view class and test it.

    It works!

    but…

    slowly.

    Well.. that sucked.

    I implemented all the performance improving hacks I could think of (FYI working in canvas no CSS3).

    • ~~ Double Not. Rounded out all my draws coords (canvas hates decimal numbers)
    • Pre-rendering. All my sprites were resized and pre-rendered into their own canvases.
    • Non-full screen clearRects. I only re-drew things on the screen that changed.
    • Layered Canvas and draws on their own layers. Turns out this actually made things slower despite there being significantly less re-draws.
    • Frame skipping. Well.. this really had the same effect, everything was just as choppy as before.

    Well, clearly javascript was just not going to cut it.

    Now, this isn’t to say PhoneGap is terrible for games (it is), I had right from the very beginning a particle system that I was unwilling to part with. It added some 100+ particles on the screen every time something happened and is the sole reason for laggy perfomance.

    oh and I want my game to run at 60 FPS. None of this flimsy 30 FPS.

    Week 3

    Hey that’s this week!

    I decided to re-write the whole thing over in Java.

    I knew that the hardest part of this would be getting the thing up and running because really, to me, regardless of the language, all games are the same thing.

    • Game Loop
    • Game Logic
    • Game Rendering

    The things that were different were;

    • Game Loop Code. Involves pausing threads and what not.
    • Event system. Turns out you can’t pass a method reference as an argument. There are work arounds and I ended up passing anonymous functions but I wasn’t happy with it and ended up scrapping my whole event system. I didn’t actually need, it was more a proof of concept.

    As for the game logic, it just so happens I write my Javascript like I write my C#/Java. So it was mostly just copying and pasting with some type declarations.

    I’ve just finished writing much of the code for rendering/drawing.

    It works! and fast! and that’s just in the emulator, on my crappy old phone it’s super awesome.

    So that’s where I’m at right now.

    Things on my to do list:

    • Particle system
    • Title Screen
    • Score Keeping/Submission
    • Implementing ads for free version
    • Adventure Mode
    • Hats

    I expect to have the game ready for submission some time next week. Initial version won’t have adventure mode. It’s not a vital part of the game, just a bit of variety/fun.

    So yep, this has been my process for making one of the simplest of simple game development over-complicated.

    There should be screenshots of the progress.

    Oh and the name of my game will be Panda7.

    I am in!

    Posted by
    Tuesday, August 14th, 2012 10:27 pm

    I am in, I’ll be using Stencyl, Sfxr for sound effects, blah blah blah, may get caught up in real life, etc.

    ni m’I I’m in

    Posted by (twitter: @tinyworlds)
    Wednesday, April 18th, 2012 10:28 am

    Programs and tools I will use on my Adventure:

    Framework: Stencyl -> sounds noobish, but the drag&drop scripting helps me to concentrate on the main issues
    Concept: good old paper (about 1/2 year)
    Music: Autotracker – random music is awesome!
    Sounds: as3sfxr – randomness again
    Textures: GIMP and maybe RunningBrushes – my favorite part!
    Other: chronolapse for the timelapse ; LibreOffice to fix my language mistakes

    This is my first ‘big’ Ludum Dare I do enter. I already entered 3 game making contests before (2 Mini-LD’s) and won 2 of them (not both Mini-LD’s). I’m planning on creating a working plan this time to make it less chaotic.

    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

     

     


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