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

    You only get one COLOUR – Postmortem

    Posted by (twitter: @soy_yuma)
    Wednesday, December 18th, 2013 4:04 pm

    You Only Get One Colour is a minimalistic puzzle-platformer that tells you one story. The story of a boy who’s born with the inability to see more than one colour at a time. If you hadn’t played it yet (shame on you) you can find it following this link:

    PLAY: You Only Get One COLOUR

    You Only Get One COLOUR!

    The tools

    I ended up creating the game using AS3/FlashPunk/FlashDevelop as my programming language/game engine/programming IDE.

    I used Gimp for the graphics, Sunvox for the music, and Audacity for the sound effects (yep, all SFXs are made with my voice).

    The source code and assets were commited to a GitHub repository and I used Trello for a small scrum planning.

    What went right?

    I think I’ve improved since my last (and first) solo Ludum Dare in some aspects. For starters I’ve slept 4/8/8 hours between Friday, Saturday and Sunday. That may sound like a waste of time and definitely something to talk about in what went wrong, but it’s not. Sleeping is important for two reasons:

    1. If you’re tired you think BAD.
    2. If you go to sleep thinking in a problem, you may catch a creativity spark that lights the path to success.

    I had my idea while I was trying to get some sleep in the whole excitement of Ludum Dare. This is something I heard seasoned LDers advise, but could believe it. Now I know it’s something good.

    I performed very well at planning. Although I got a bit distracted (see next section) I had a plan from the very beginning to finish the game on time. I kept a list of things to do with priorities using Trello. Sure, I spent some time creating the tasks and sorting them from higher to lower priority, but the thing paid off. I got stuck some times, but the plan persisted and pointed me always in the right direction.

    Player asset: before and after

    Player asset: Initial/final design

    Finally, I think I made a good workflow. I’ve heard the word workflow many time, but it was just recently that I understood what it actually meant. For me, workflow is the process between someone creating an asset (music piece or texture) and your game using it. You want to make that process as fast and agile as possible. You don’t want to manually add all your textures into a texture map. You don’t want to manually encode your WAV files into MP3s or OGGs. You don’t want to manually pack all the files required to publish the game.

    Since a while back, I keep creating my texture maps using ImageMagick. I even wrote a post about it. I also use Bash in Windows to make some scripts for the encoding of the audio assets from WAV to its appropriate format (usually OGG). That allows me focusing on creating the assets, not preparing them for production. Ah! And the levels are created using GIMP. I can visualise the level while creating it. This helped me minimise the level errors (although the difficulty still sucks).

    What went wrong?

    The game suffers from some terrible diseases. The most important one I think it’s that I didn’t think of the audience, especially when I was playtesting. I was unaware of how a good player I was becoming, so I kept making levels that were a challenge to me. I was so worried about making levels too easy that I didn’t realise I was loosing my audience. I was making a game for me. That’s fine if that’s what you want, but it wasn’t what I wanted. I wanted people to enjoy the game. Instead I can almost certainly say that no one, besides me, has seen the end of the game (:<)

    Next time I NEED time to polish level design.

    Another thing that I did wrong was distractions. It’s not that I was doing other things apart from Ludum Dare, but I was spending time in the wrong tasks. I tried to learn how to use tile maps in FlashPunk and I ended up creating my own lite version of tile maps from scratch… Not recommended if you’re participating in a tight schedule competition. I also spent lots of time doing things that ended up in the trash bin. For example, those special brushes that were a pain to create and code.

    Next time I NEED to focus on the game and avoid risky routes.

    Levels are authored with GIMP

    Levels are authored with GIMP

    Finally, I think besides good intentions one needs skill to do something cool. I’m terrible at graphics and audio. I’m a poor artists. That’s something that I can improve practising. I can train doing graphic and audio challenges before the competition gets started. After all, you must train all you can before Ludum Dare!

    Conclusions (tl;dr)

    Things to keep doing:

    1. Sleep well! You need your brain at 100%.
    2. Prioritise and focus on the most important task. Keep track of things to do and update that list often.
    3. Optimise your workflow so everything is made automagickally.

    Things to do next time:

    1. Think of your audience and drive your decisions based on them!
    2. Avoid risks focusing on your plan.
    3. Train all year your skills. You don’t want to spend time thinking how to make a 1px brush with Gimp.

    As with all advices, take mine with caution. I don’t know the ultimate truth about competitions and I’m ALWAYS learning. I do hope that you enjoyed the reading and the game :-)

    Bonus track: You can see my pain in this (time+face)lapse!

    Definitely In!

    Posted by (twitter: @ryroper)
    Friday, December 13th, 2013 9:53 am

    I missed the last couple of Ludum Dares due to bad timing, my last was LD24, but I missed it and this one will most likely work out time wise!

    I will most likely be using the Unity engine this time, with NGUI and 2d toolkit. SFXR for sound and either pickle or Pixel Art editor on my tablet for graphics.

    All of the themes look really interesting and I look forward to using any of them I think.

    Good luck everyone!

    first LD yadda yadda

    Posted by (twitter: @mmacielm)
    Friday, December 13th, 2013 8:26 am

    My first Ludum Dare! I only discovered the date last monday, so I’m actually quite behind in preparation, but w/e. Hope one year in college making small games for grades help me to do something good in just 48hs.

    I’ll be using GameMaker, even though I’m better coding with C++, and probably sfxr,  Audacity and abundant-music.com. For graphics, well, it’s a mistery ~~

    Have fun, everyone! :D

    Unsolicited Advice from a Ludum Dare Veteran

    Posted by
    Thursday, December 12th, 2013 10:31 pm

    I’ve done several Ludum Dares in the past, and the one thing that I’d recommend to anyone is to always remember, you’re doing this for fun.

    • If something comes along that sounds more fun, or is more important, go do it.
    • Take breaks. Go on a walk. Get away from the computer. Draw inspiration from the world, or let your subconscious tackle a tough problem while you enjoy yourself.
    • Don’t get stuck. Use a tool like Stutter to force yourself to bounce from art to programming to design to playtesting. (Yes, this is a shameless plug.)
    • Sleep (or, at the very least, powernap). A tired developer is a sub-optimal developer. Four hours of peak development is worth much more than 16 hours of mediocre development.
    • Eat. Food is fuel, and fuel, like sleep, is required to perform at peak.
    • If you want to dominate your Ludum Dare (or appear to), don’t learn your tools while you work. Decide upon your arsenal now, and learn as much as you can about them.
    • Revision control is your best friend. Commit early, commit often. If you’re doing it right, you’ll be committing way more than you think you need to, and this is good. Reverting fifteen minutes worth of bug code is better than spending another fifteen debugging. (Don’t forget to master revision control before the compo!)
    • Submit your shit. Does your game crash? Submit it. Does your game suck? Submit it. Is your game so awful it’s embarrassing? Submit it! Once you’ve submitted it, realize you’ve completed a Ludum Dare, how awesome that is, how many people wish they were you, how attractive you are, and how much better you’ll do next time!
    • Have fun. Have I mentioned that you’re doing this for kicks? If you’re stressed, worried, bored, upset, or tired, you’re doing a bad games make job. Have fun, goddamnit.

    Final Round Thoughts

    Posted by (twitter: @heyiolo)
    Thursday, December 12th, 2013 2:35 am

    As a first timer I have found the first four rounds of themes to be really interesting; many of the suggested themes had my creative mind working overtime, even some of those that didn’t reach the final round.

    I’m really glad that ‘silly’ themes like Bieber 4Evar and downvote me did not make it to the final list. Common sense prevails!

    Of the final round, I’m really hopeful for You Only Get One as I have a fun little concept in mind, but I’d be very happy with Night and Day. Death is Useful could be good too. If none of those come first? That’s okay too!

    Having found out about the excellent sfxr and Abundant Music tools, I’ll definitely be making use of those this weekend.

    To anyone using the new 2D tools in unity:

    Posted by (twitter: @mactinite)
    Wednesday, December 11th, 2013 10:41 am

    So while messing around with the new tools and digging around in the forums at the Unity website I found something I know I’ll be able to use in this coming Dare and if not perhaps in another project. It’s a 2D character controller akin to the 3D one found in the standard assets. I’m sure if any of you have spent the time to scrape the surface of the Unity forums on the 2D topic have found this already, but I figure it can’t hurt to post it here!


    And if you guys are curious I found it in this thread:


    So a big thanks to Prime31 studios for sharing this great tool with the unity community. I figure it would only be a disservice to not share it here.

    Here’s their website:


    I want to make it really clear that Prime31 studios get’s all the credit they deserve for this great tool under the Attribution-NonCommercial-ShareAlike 3.0 Unported license.

    If you’re curious here’s the simple explanation page for it and the more thorough license page. (both of these can be found at the bottom of the the Github page btw)

    simple explanation: http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_US

    actual license: http://creativecommons.org/licenses/by-nc-sa/3.0/legalcode

    So good luck to everyone this weekend, and once again a thanks to Prime31 Studios.

    I am in for Ludum Dare 28.

    Posted by (twitter: @deathraygames)
    Monday, December 9th, 2013 8:14 pm

    It has been a year since my first Ludum Dare, and I’ve been able to compete in every once since.

    • LD 25 – Diabolical Genius – a game featuring an evil genius bent on world domination. Gameplay was fairly boring, involving just selecting an option and watching a progress meter. Fun was my lowest score, Theme was the highest.
    • LD 26 – Tundra King – a non-violent, and somewhat non-sensical, side-scroller where you convince other critters to be your friend through jibber-jabber. It was too easy, with no real decision points. Fun and Theme were my lowest scores; Graphics and Humor were the highest.
    • LD 27 – Picto-Tel - a multi-player game of ‘telephone’ and sketching. It was very unlike most games here, which gave it a higher Innovation score, but may have left it lacking in other ways. Theme was also a highly scored category, while Fun and Humor were low.

    icon_eyeFor LD 28 I have the weekend set aside, and I think I will focus on some personal goals:

    • Fun! – especially in having something memorable and having high replay value
    • Theme! – I love trying to fit the game to the theme
    • Animation – none of my previous games have offered much animation, so I’ll try to add some more movement and animation
    • Learn a new library – either three.js, backbone.js, or learn more about about raphael

    I will be using…

    Languages: JavaScript, HTML5, CSS3, PHP?

    Libraries: jQuery, Raphael, Backbone?, Three.js?, Mustache.js?

    Graphics Tools: Photoshop, Pickle

    Sound Tools: Bfxr, Garage Band

    Dev Tools: Notepad++, Chrome, FireFTP, HostGator

    For more info on this Ludum Dare follow my tumblr with the LD28 tag - http://deathraygames.tumblr.com/tagged/LD28 - or my twitter - https://twitter.com/deathraygames

    Good luck to everyone!

    Into the fray

    Posted by (twitter: @Ananace13)
    Saturday, December 7th, 2013 2:48 pm

    Well, I’m going to be here for LD28 too. Not even sickness shall be rid of me this time…

    Still going for the proven C++/SFML combo, maybe going to use Kunlaboro (My entity system) for this time too, might also decide to try a more scripted game instead of pure C++.
    Either way;
    Visual Studio 2010 as my IDE
    GIMP and Blender as content creation
    Sound and music are not really a priority, since I sort of suck at making them but they’ll be procedurally generated if they’re there

    SFML will be used, straight from Git and still warm.
    There’s also a strong possibility for Kunlaboro and Angelscript, but we’ll see about those.

    I’ll also be streaming this one, like I’ve done with the last couple, and I’ll try to have a timelapse done too.

    I wrote a timelapse screen capture script for the mac

    Posted by
    Friday, August 23rd, 2013 5:29 pm

    It requires python and ffmpeg. It’s not very fully featured yet, but it might be useful to someone.

    Check it out on github:


    Unity class for resizable GUI

    Posted by (twitter: @krides)
    Friday, August 23rd, 2013 3:54 pm

    Hi guys. I’m going to be using my class that I wrote earlier for user interface during this Ludum Dare, so I’m sharing it here for those who want a quick solution for fully responsive GUI with Unity without using any external plugins and stuff. The original post is here: http://blog.sergeymohov.com/fully-responsive-user-interface-with-unity-gui/. You’ll find the API there.

    Get the GUISizer class here: http://goo.gl/wgdFX6. You can also download an example project here: http://goo.gl/5F5PIY. Or, if you prefer, the same thing as a UnityPackage that you can import into your own project: http://goo.gl/GKczDm.  The source code is also added to the bottom of this post in case the links die. If you use C#, then feel free to put GUISizer.cs anywhere you want in your project. However, if UnityScript is your cup of tea, then it has to go into your Plugins folder. Otherwise you won’t be able to access its methods and structures.

    Pastebin: http://pastebin.com/MDazhK6L

    Hello, world!

    Posted by
    Friday, August 23rd, 2013 3:01 pm

    Hi all! I’ve known about Ludum Dare for quite some time now, but this is my first chance to actually participate in one.


    I know it’s kind of late to do this, but I’m announcing my entry into Ludum Dare 27.  I will unfortunately not have much time to work on my game due to some real life events, so I don’t anticipate having a very polished project ready by the end of the compo, but I’ll try anyways.


    My setup:


    Game Engine: Game Maker: Studio Professional Edition

    Sprites: Built-in GM sprite editor, perhaps photoshop if I need it

    Music/Sound effects: Composed in Anvil Studio as .mid files, then converted to something more up-to-date such as .mp3 or .wav


    Thanks for reading! I wish you all the best of luck!

    Ready to LD!!

    Posted by (twitter: @http://twitter.com/ijneb11)
    Friday, August 23rd, 2013 2:07 pm

    Hi LD people!!


    First LD for me here!  Hope I’ll have inspiration :)

    I think I’ll go for a 2D game.

    I’ll use :

    • Unity with uni2D
    • Inkscape
    • sfxr (if I have time for sounds)


    Good luck to you all and the most important: have fun :)


    trace(“basecode and tools”)

    Posted by (twitter: @ZappedCow)
    Thursday, August 22nd, 2013 11:53 am

    var basecode = "http://www.zappedcow.com/ld27/ld27_basecode.zip";
    var tools = {"HaxePunk", "FlashDevelop", "Aseprite", "Bfxr", "Beepbox", "Audacity", "Fruity Loops"};

    function foo()


    trace("Oh yeah!");

    Checking in for LD!

    Posted by (twitter: @caranha)
    Wednesday, August 21st, 2013 7:59 am

    Argh, life got in the way, and just now I had time to write an “I’m in” post. I’ve been participating since LD24, and this time it won’t be different. The timezone for LD is just perfect for me: The compo starts 10:00AM my time on Saturday (Tokyo) and goes until 10:00AM Monday – Already took the day off work that day ;-).

    The only snag will be a school event that will take 3-4 hours Saturday afternoon. I will try to use that time to do some game designing.

    Anyway, tool call:

    Coding: Java+libGDX, the goal is to make a game playable on android and the desktop. I might drop android or add html5 depending on the theme and the design. Using Eclipse+ADT as my IDE.

    Graphics: Gimp + Inkscape + my handy WACOM tablet. If the game design calls for it I might use a cool android-based random sprite generator that I found these days.

    Sounds: BFXR + possibly a voice synthesizer.

    Music: Probably I’m just going to go with Autotracker , even though I can now recognize an autotracker-bu generated song by smell :-P If I have the time and inclination I might try to compose something using the dozens upon dozens of trackers that I have tested over the months, but every time I’ve tried to do so it ended in utter disaster :-(

    Here is my base code (right now it is just some empty classes for handling state changing and asset loading). Good Luck and have fun everyone!

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

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