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Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (VOTE NOW!)
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    Posts Tagged ‘screenshot’

    We are still here, jaming!

    Posted by (twitter: @AhNinniah)
    Monday, April 28th, 2014 6:52 am

    Here is our progress so far. We came up with the idea of a small horror adventure. We’ve never done something like this before, but we love the genre itself. So wish us good luck and check out our creepy soundtrack:)

    Visit dev diary


    Triumph of the diver – getting close to the finish line

    Posted by (twitter: @teambrookvale)
    Monday, April 28th, 2014 2:38 am



    After an exhausting weekend we have some good news! Everything seems to work fine and after the upcoming testing we’ll submit it. Probably in a few hours. It’s exciting and frightening. Hope it turns out good!

    Screen Shot 2014-04-28 at 7.29.51 pm

    Posted by
    Monday, April 28th, 2014 12:25 am

    Hey and good morning LD people!

    Had a bunch of fun this time, long weekend of coding with a break to play Middle-Earth-Quest, that game takes an age, but we beat Sauron … just… anyway…

    Please check out my game http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=20788

    If you rate or comment I’ll rate you back where I can run the game, gonna take a while to get through all 69 pages – wow!


    Beneath the surface

    Posted by (twitter: @GameDevBenedikt)
    Sunday, April 27th, 2014 8:00 pm

    “Overlord” (or the “Super Subsurface Sun Slayer”?) is pleased.Beneath the surface


    Getting there

    Posted by
    Sunday, April 27th, 2014 6:27 pm

    It’s almost a game.


    Code: 80%
    Graphics: 70%

    Sound: 0%
    Music 0%

    Will need all of tomorrow to get this done but we will succeed.

    Also this is the Wonton Soup we had today, it was really good though the picture doesn’t do it justice.




    Posted by (twitter: @charlottegore)
    Sunday, April 27th, 2014 5:20 pm

    My first Ludum Dare compo entry, complete with many minutes to spare!

    Lessons learnt:

    • Gameplay first, shiny later.
    • This is way better than NaNoWriMo.
    • WebGL is amazing.

    In the end I think the decision to use Three.JS meant I got the look I was going for, but it made it pretty hard to deal with entity management, sound and all the other things not related to 3D graphics. I’d still use it again tomorrow though.

    Here’s a picture of a virus (our protagonist) about to get scoffed by a white blood cell.


    Looking forward to playing and rating as many games as I can now. Congrats to everyone else who’s finished and good luck!

    Opposite Frogger

    Posted by
    Sunday, April 27th, 2014 4:52 pm

    Ryan here: When I told a friend of mine we were doing an iceberg game, he asked, “Like opposite Frogger?” So yeah, kind of like opposite Frogger.


    Turning in a bit early…

    Posted by
    Sunday, April 27th, 2014 2:01 pm

    I wouldn’t so much say that I’m giving up, but I always hate rushing at the end of a game jam.  I don’t know why.  If the game jam ends at 9, I want to be done by 8, 7 even.  This current game specifically, which I’m calling Coffin, is no exception.  I think part of it is that I know that with the remaining time, I’m not going to get what I want, so instead of rushing and frustrating myself with last minute snags, I might as well turn in something early.  I still have a few hours left, which I’ll probably use to focus on audio, but for the most part, I’m rather happy with what I did.  Also, I’m tired.  I think if I LOVED my idea entirely and was super excited to work on it after Ludum Dare, I would probably keep working on it, but I have work tomorrow — more game dev.! — so I think I may turn it what I have a little early.  I bit off more than I could chew — as usual — but I still think I did a substantial amount of work and of all the game jams I’ve ever done, this is probably the closest to my intended idea — to some degree.

    Here’s a screenshot!


    Alright, back to work for a bit!

    Phew… DONE!

    Posted by (twitter: @dManabreak)
    Sunday, April 27th, 2014 11:46 am

    Oh My Oilrig!

    So, my game is done, and here’s the final (and first!) screenshot of it! Although it doesn’t have nearly as much features as I originally planned, I’m quite satisfied with the results. Now to get some well-deserved sleep, can’t wait to get to play your games, people!

    Oh, and here’s the music track, once again. Hope you like it. :)

    Mapping is working

    Posted by (twitter: @piopiojuegos)
    Sunday, April 27th, 2014 9:40 am

    Now I have much more interesting rooms. There are a few glitchs and sometimes you can’t access to all the places.

    Captura de pantalla - 270414 - 18:31:48

    Now, I just need to add the items, starting by the Pirate Chest, and implement the pic-up system and the game will be complete!

    First screenshot

    Posted by (twitter: @piopiojuegos)
    Sunday, April 27th, 2014 3:51 am

    Late. Too late. But there’s the first screen shot. There’s a small submarine somewere…

    Captura de pantalla - 270414 - 12:45:42

    Progress? It’s going DOWN…

    Posted by (twitter: @Phantom_Green)
    Saturday, April 26th, 2014 11:17 pm

    Down LD29 - Bummer Dude - smallerr


    Posted by (twitter: @GameDevBenedikt)
    Saturday, April 26th, 2014 4:44 pm

    eelfroth worked one day only on the shader. Here the result:

    Bildschirmfoto 2014-04-27 um 01.32.52

    (“I made a vertex shader that distorts the frameBuffer to a parable. tedious Array pushing at its best.▤▥▦▧▨▩”)

    fucking memory leaks all over the place; but whatever, we’ll fix them.
    Tomorrow: more gameplay work, adding sound effects and more decoration sprites. Probably also performance optimization.



    End of first day – progress

    Posted by (twitter: @Ananace13)
    Saturday, April 26th, 2014 3:17 pm

    Well, I’ve managed to get the basic controls working. Now I just need to actually make the game mechanics and it’ll be done.


    You can find builds on my build page, both for Windows and Linux (Testing would be appreciated). Source is also available on my Github

    The controls as they stand right now are;
    Arrow keys, Enter, Escape (Intro screen is skippable with Escape)

    Rebindable – Both Keyboard and Joystick (Uses button/stick layout of the 360 controller when telling you what an input is bound to)

    Digging in the game is done by holding the dig key and pointing in a direction with the movement keys, right now you can’t move and dig at the same time.

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