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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Posts Tagged ‘Ludumdare’


    Posted by (twitter: @RobertWiggin)
    Saturday, August 23rd, 2014 11:45 am

    I’m making tons of progress in my game!

    What do you think, do you recognize this painting?

    Now I need to finish the dialogues and polish some puzzles!


    Interaction Completed!

    Posted by (twitter: @RobertWiggin)
    Saturday, August 23rd, 2014 9:59 am

    Hell yeah!

    Better late than never(I was lacking of inspiration)

    I’ve finished the interaction system with the environment.

    Here’s a little shrimp of my game :D

    I hope that I can get the game done at time, since this is my first Jam.


    In for Ludumdare 30!

    Posted by (twitter: @strong99)
    Wednesday, August 20th, 2014 2:05 am

    This will be my fourth year of Ludum Dare and the seventh time I compete. I’m going to write a live blog like I always did which can be found here.

    This time I have to put a bit more effort in music rather than graphics ;) I learned my lesson.

    This time I’ll be using InCourse® GameCreator again. A webbased game engine developed by Islandworks and dubbed ‘the GameCreator’. It’s a webbased game engine with an easy and no-coding editor. I’ll be using the Ludum Dare promo code for more statistics. I’m excited!

    OS of choice: Windows 8.1

    Game engine of choice: InCourse 3.2 – the Gamecreator

    Graphics: Photoshop or Illustrator

    Audio: Audicity & Anvil.

    Hardware: Wacom cintiq (Pen tablet), Space Explorer (3d Mouse), M5 mouse, dual monitors etc.

    I’ll post a “How did I do it” on the end as I did the last times.

    Other year’s entries include but are not limited to: World AloneBe the Villain and The Dragon Journey.

    Strong99's Ludumdare 22 entry - World alone Strong99's Ludumdare 25 entry

    Strong99's Mini Ludumdare 49 entry Strong99's Ludumdare 28 entry

    And a lot more! Visit my live blog during the event!


    Good luck fellow Ludum darers!

    4th Time – I’m In!

    Posted by (twitter: @@moongateuk)
    Tuesday, August 19th, 2014 6:12 am

    This will be my forth time entering Ludum Dare and the first time that I’ll be live streaming the entire time.

    Weapons of Choice:

    Game Engine – Unity3d.

    Graphics – Photoshop, GIMP and Inkscape.

    Music and SFX – FLStudio and FakeMusicGenerator.com.

    Promgramming Language – C#.


    So what I’m hoping for is a theme that will push my limits.


    Copycats and protecting against them

    Posted by (twitter: @strong99)
    Monday, June 16th, 2014 12:39 am

    It hurts to see that most lovely game ideas and even complete games get ripped, copied and being sold. It makes it impossible for those who had the idea to improve it beyond “good”. So what would be the good kind of “protection” against this?

    It’s never impossible to copy or even recreate if they want to. (re-engineering get’s easier by the day). The thing is, you shouldn’t rely on the product you create. You should rely on your ideas. Rely on the experience you design instead of the product itself. Keep developing, keep ahead of your competition and copycats. Everything gets copied from books, movies, games up to houses. Did you know they remodelled Paris and Venice in the USA and even bigger in China? It’s a small sized mini-Paris city. Things get already copied before they’re a day old. Don’t rely on your product, rely on your innovative ideas. Create your space, your slice of the world where people can sign up and enjoy your ideas (a brand so to say) instead of a single product at a time. That’s what Ludum Dare could be, beyond the compo, it’s own brand where people come to enjoy the fresh ideas of the community.

    Image from http://www.dailymail.co.uk/news/article-2384036/Inside-Chinas-mini-Paris-Town-built-look-just-like-French-capital-complete-Eiffel-Tower-Champs-Elys-es.html

    Image source, daily motion, copy of Paris.

    That said, always keep an eye out for copycats. If you can take them down from stores, go ahead, but don’t rely solely on your product that is always copyable.

    I regularly compete in the Ludum Dare competition and develop games for companies. I like using these kinds of competitions to get in touch with creative minds and recruit them. If they stop competing it would be a great loss. I designed the online tool GameCreator to easily create and share games or interactive presentations to wherever and whoever you want. It doesn’t contain code in the old sense of the word. But the idea behind it is to easily mock up, extend, improve and share your ideas. Instead of developing a few weeks, mock it in a day, share, improve and share again. Since it’s an online cloud service it’s also a bit harder to directly copy it from the web to an appstore without ripping almost the entire service and its build in protection. Instead they could set up a link and embed in an app’s browser. Which you would always notice in the tool’s analytics. But the game’s source code would always be shareable for the competition.

    Feel free to contact me through twitter, linkedin or otherwise.

    Troubling times – How did I do it?

    Posted by (twitter: @strong99)
    Monday, May 12th, 2014 7:51 am

    It’s a couple of weeks after the contest, a few days before the results will be released. It feels about right to add a how-did-I-do-it? post.

    Like last time I kept an extensive log on the subject and my progress. I used these tools:

    Using my 3d mouse the 3d explorer and a wacom cintiq drawing board as main hardware input.

    I started off with the writing down the concept on paper (or word for that matter). The game ended up as a point and click adventure through an underwater base which is near total destruction. I thought up an emotional story about a young girl, trapped beneath the surface of the ocean. As she’s the only person, deep underneath the surface, she feels trapped and alone as she tries to flee her confinement.

    Writing down the concept on (digital) paper

    After finishing those I went on to create every scene in a story board. I drew my storyboard directly inside the GameCreators editor as it allowed me  to quickly prototype it.

    Sketching and prototyping

    After I decided the prototype was correct I continued to improve the logic and update the graphics.

    The three stages I used to improve the scenery.


    What went wrong?

    Nothing really went bad, but I did end up with an issue related to the audio. I couldn’t match the mood with the audio, so I had to leave it out. Other thing is I probably used too much time on the scenery. I first thought to draw it all out in 2d. But after I finished all the mockup scenes I decided 3d modelling would allow me to easier set the mood I wanted.

    What went right?

    After I decided to go full 3d I only needed a few hours to work out the scenes in 3d. It looked good and was easy to import and fit inside the editor replacing the old art.

    The thing that really succeeded with my chosen game type was the ease to create storyboards in the game editor I used and transform it to the final game.


    To read more visit my LD29 blog.

    To play the game visit the LD29 entry


    Frack You, Weekend update

    Posted by
    Sunday, May 4th, 2014 8:53 pm

    I managed to get some time to add some upgrades to the game this weekend.

    The difficulty was slightly balanced by adding a drill, to which the pipes need to be connected.



    A level map was added.

    Also after level 10 you unlock the police station which reduces the unrest by 25% with every policeman you buy.


    Future updates will include

    * Politician support which freezes all unrest for 30 seconds (unlockable from level 20).
    * Small Bonus levels in between the planets that unlock equipment upgrades, better drills, less poluting pipes, wildcard pipes.

    * Sound

    * Small graphic changes.

    Please be sure to rate and also any feedback is greatly appreciated.


    Thank you,


    The Dragon Journey statistics

    Posted by (twitter: @strong99)
    Saturday, December 21st, 2013 3:18 pm

    I haven’t finished a proper post-mortem yet. I want it to add some more than I did last years. But I did collect the first wave of user statistics for my ‎Ludumdare‬ game. The previous times I ran out of bandwidth and this time I used my companies servers with a higher bandwidth.

    Seeing the large amount of visitors revisiting the blog I must admit being very proud!

    The ‎LD28‬ weekend was during the 14th and 15th of December and the game’s release for public on the 16th. Read a more detailed explanation here: http://bit.ly/1gNTgiT

    Quick update before bed

    Posted by (twitter: @strong99)
    Saturday, December 14th, 2013 5:13 pm

    I almost completely scrapped all the features and ended up with a very simplistic setup which I still should be able to complete before the deadline! I’m not used to 2D games :) Done too many 3D I think. Time for some sleep!

    More on bit.ly/1bUxTdH

    Ludumdare 28

    Posted by (twitter: @strong99)
    Wednesday, December 11th, 2013 4:44 am

    This will be my third year of Ludum Dare and I’m going to keep a live blog which can be found here.

    This year I’ll be using InCourse® GameCreator. It’s  a webbased game engine developed by Islandworks and dubbed ‘GameCreator’. It’s made in HTML5 and such, it will be quite different from my previous entries which were made in C++ and the 3d graphics engine Irrlicht. It’s going to be a challenge to make a game using only 2d art :)

    OS of choice: Windows 8

    Game engine of choice: InCourse 2.0 – Gamecreator

    Graphics: Photoshop/Illustrator

    Audio: Audicity & Anvil.


    I’ll post a “How did I do it” on the end as I did the last times.

    Other year’s entries were: World Alone and Be the Villain.

    Worldalone - the lost bedroom The deathray

    Have a great Ludum Dare everyone!

    BitmapCaching engine for upcoming ludum dare

    Posted by (twitter: @jacklehamster)
    Thursday, November 28th, 2013 6:54 am

    Hey it’s Jack again,

    So for he upcoming ludum dare, it is my understanding that we can use game engines that were produced before the 48h period. Since I’m planning to use mine, I wanted to release the code. It’s now on an open source license, and you can shoot me an email if you want some help on how to use it.


    The engine simply consists of saving Flash vector drawings into a bitmap at runtime, and reuse it later. It’s a common trick for boosting performance in Flash, and I’ve been using it lately.

    “You are, A Shadow” Updates

    Posted by
    Sunday, April 28th, 2013 7:29 pm

    Continuing from http://www.ludumdare.com/compo/2013/04/26/had-to-meditate-but-got-an-awesome-idea/

    The game is called “You, are a Shadow” and will use this post for updates :)

    All time in IST zone:

    April 29th, 2013

    0753 hrs – LOL I just noticed that there was an hour of submission time too.. didn’t know that. Submitted before that. :)
    I dont feel like booting up my machine again and adding that missing credits line… too tired, eyes shutting down and I know once I start editing something..  meticulous me is going to find more stuff to fix.. and the finally compression and host again on my server… dah No can do; sorry :D

    0714 hrs – Trying to pull myself up from all the exhaustion.. and randomly look at some entries from other Indie devs posting on IRC.
    I also remember that my over stressed brain forgot to add one last source of sound credits… Jamendo.com .. my bad.
    Don’t think its a good idea to now edit the compo entry.. it’d probably make it invalid.. so I’m just mentioning here for good karma. :)

    Also pic of my desk now, trying to clean up :D

    The 5 energy drinks and food (not visible in pic.. burp) that kept me going :D

    The 5 energy drinks and food (not visible in pic.. burp) that kept me going :D

    0707 hrs –  Damn :)  23 minutes left and I just made it in time.. Submitted the entry.  Yippie Yahoooooo!!! :D
    Here it is folks - http://www.ludumdare.com/compo/ludum-dare-26/?action=rate&uid=21211

    Meanwhile, updating log since last timestamp…  I banged my head on a spiky wall to get the music right .. and its still not there to my taste.. a lot of sounds I couldn’t get them right.. so had to use “Coin” sound effect :( ..   But hey! atleast it is complete.
    I took a ton of time to find the right music that can set the mood and go well with the graphics.

    Also decided to add a credits page at the last moment (not for self appreciation, but to credit the sound sources) .. oh well.. added my name too. :D

    Hoping you guys have fun playing my game :D

    Btw, facebook page is here for the Likes ;)  - https://www.facebook.com/YouAreAShadow

    Hugs to everyone who participated.
    0306 hrs – About 3+ hrs left.. I made a list of all sounds I need… it looks like I need about 16 tracks YIKES!
    Streaming Live again - http://www.twitch.tv/toonheartgames .. watch me pull my hair creating game sounds. Will I be able to do it?

    0204 hrs – Sorry guys, long pending update.
    In the last couple of hours I fixed fonts issues,
    a ton of math on ‘probabilities’,
    reworking some backend calculation and level difficulties,
    designed more graphic sprites,
    added a tutorial :),
    added the final score screens and that’s about it on the game. :)
    I also took a little rest in between.

    So, what’s pending?  Sounds and music .. YIKES! .. I’m so noob at that… and just ~5hrs left for the compo to end… I gotta hurry.
    Also, I am not sure if I will find time to do some animations :(
    Let’s race for it.

    Meanwhile, yet another teaser for you :) .. I hope I am keeping you guys interested :D

    Life of a shadow?

    Life of a shadow?

    April 28th, 2013

    1418 hrs – Title screen is done. Back to graphics. A game logo is done :)

    Having trouble with CSS stylings using custom fonts.. Trying to fix it.  Meanwhile, here’s another teaser to keep you interested :D

    half cut logo to keep it suspense :)

    half cut logo to keep it suspense :)

    1218 hrs – Finished coding 13 levels… some seriously difficult decisions for the gamers to make in the game. I’d advise not playing the game in front of your girlfriend or boyfriend. Disclaimer: I am not responsible for any break-ups that might happen :)


    0513 hrs – Taking a small nap. Unable to hold my head up. Will resume coding level generation after the nap.

    0453 hrs – Decision algo has been moved from paper to Code. Here’s another sneak peek of how ‘You, are a shadow’ will play with your brain. :D

    You, are a shadow.. with a  ton of troubles :)

    You, are a shadow.. with a ton of troubles :)


    0319 hrs – Finished scribbling level brainfuck mapping for 13 Levels… that’s right.. 13 levels :)
    Now to put them in code :D
    Damn in last 41 hrs, I slept for 3.25 hrs. Too tired to work on #LD48 … AND then someone reminds me of my superenergy music playlist .Hell Yeah!
    Listening 2 music tracks of Naruto, DragonBallZ, TheSocialNetwork, Rocky, TopGun, @battlefield3_ & supercharging myself.
    My #LD48 is still ON


    0230 hrs – Put in graphics in the game. Wrote some nice effects. Took care of player movements and collisions.
    Currently scribbling level challenges on paper.
    Meanwhile, 3 energy drinks, 2 dark chocolates and 1 paya gulped down.

    April 27th, 2013

    2237 hrs – Almost all the graphics is done.. except tiny bits I guess.. which I will do later. Honestly, tired of drawing now.. since last 12hrs.
    Let’s start off on the code now. Will fill in missing stuff later.

    More teaser

    Some sprites of the game :)

    Some sprites of the game :)


    1858 hrs – Major part of the art is done.. except a couple of characters and items. :)  Taking a small break as of now.. wrists paining.
    Here’s another teaser for you guys ;)

    Ooo la la :P What was the theme again? Minimalism ;)

    Ooo la la :P
    What was the theme again?
    Minimalism ;)

    1140 hrs –  Planned rough layout of game graphics on paper. Now live again at http://www.twitch.tv/toonheartgames doing game art on inkscape.

    1020 hrs  - Rough gameplay mechanics done on paper. Now to start art. Ok looks like I need my first energy drink of the day.

    0910 hrs - I name the game “You’re a Shadow” :)

    0900 hrs - Huaaaaaaaaa….. Just hit a super cool kick ass idea for the theme

    0840 hrs - ok now, time to get serious. Lights off.. shirt off.. Seiza posture meditation.

    0830 hrs - 1 hr gone. No solid ideas yet … arghh.

    0800 hrs - Right of the bat @ludumdare 26 theme is making me cry :P Who Dafaq voted for that theme :P

    0708 hrs - Just woke up, brush in mouth.. thought I woke up 40mins late for #LD48 Sigh :( W00T, @ludumdare website says 20 mins to start! Yippie! :)

    I’m In!

    Posted by
    Friday, December 14th, 2012 6:58 pm

    My friend and I are going to be doing this with Multimedia Fusion 2. This is his first ham and my second. No pygame for me this time but hopefully a better game than MiniCity

    Roof Jumper!

    Posted by (twitter: @@ZakChaos)
    Wednesday, June 20th, 2012 12:03 am

    Click here to Download Roof Jumper!

    Thanks again Olav for the awesome dare minild!

    As every Jam i’ve done, and often heard said: I didn’t get to finish it as much as I had wanted, but I learned alot.

    Spent 6-8 hours over the course of two days, puttin things here and there, had a blast with designing something as simple as possible, with self imposed dares.

    I DARED to :

    -Compose a simple platformer where you only run and jump

    -Use a very minmal pallete of 4-5 colors.

    -used only 2 different platform objects.

    -implement a secret cheat code. (“SREBMUN”)

    -disregard deadlines, and make the game a day late, and
    release it two days late.

    -Collaborate with good friend @KhyleDean

    -Use Music I didn’t make myself for a change.

    Had a Blast with it, and learned lots of new stuff, and more importantly, got an idea of what I need to learn, and what I want to learn.
    Thanks again for runnin the comp,and thanks for all the people participating,
    always lookin to the next one.

    All posts, images, and comments are owned by their creators.

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