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Ludum Dare 26 — April 26-29th, 2013
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Posts Tagged ‘Project’

Progress on minimalistic FPS

Posted by
Saturday, April 27th, 2013 8:04 am

Hi there! Me and my comrades are working on minimalistic first person shooter on this Ludum Dare. I almost implemented base FPS system now. Here is screenshot.

Безымянный

Here comes a new challenger !

Posted by (twitter: @CuberToy)
Friday, April 6th, 2012 12:28 am

Hey, Hi there !

So I’ll try for the first time to make a little game and release it (as it is, good or not… or not). So, what’s better than the 100th Ludum Dare to do so ?!

I’m french and note really qualify to do that but it’s kind of what I like to do since a few years.

My plans are to make a 2D game with Click Team’s Multimedia Fusion 2. I’ll draw, code (sort of, MMF2 style) and maybe even compose (never done this before… I’ll probably tap some button and see how it sounds like). I will also probably make a livecam on twitch or some other service for you to come, see and comment my work. Ask me everything you like and give me some support on these days as I probably won’t sleep.

Engine:Multimedia Fusion 2

Graphics: Paper by FiftyThree (iPad) and Photoshop

Music: Don’t know really… Music Studio on iPad maybe ? BeepBox.co ?

Sound: SFXr probably… and why not record some stuff by myself.

Timelapse: Chronolapse (if I’m doing it)

Live Stream: http://www.twitch.tv/cubertoy

Other Tools: iPad, Pencil, Paper, PostIt, Coffee,Sonic Screwdriver

Sorry for my english, It’s not really that good but, hey, I’m french ! (who cares ?)

Voilà !

 

Next Post > Challenge in a challenge !

[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.


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