Ludum Dare 33
Coming August 21st-24th!

Ludum Dare 32 Results
See the winners!

MiniLD #60: Let’s Celebrate Ludum Dare!

17 days ago | June 16th, 2015 11:29 pm

ludumlogo

MiniLD #60: June 27-29. Theme: Any past Ludum Dare theme!

Past Ludum Dare themes · Past MiniLD themes

Ludum Dare has been around a long time—13+ years! (That’s over three quarters of my life! Not that I’ve known about it all that time, but still.) And soon, thanks to PoV, we’re going to be saying goodbye to this old, clunky website that has served us through so many of them. That, along with MiniLD #60 being a nice round milestoney number, made this seem like the perfect time to look back on our long history and celebrate what Ludum Dare has meant to all of us.

Of course, if you’re new to LD, that shouldn’t stop you from participating. The rules here are simple enough: pick out a theme from any past Ludum Dare event. Whichever one you like! Lists of past themes are linked above. Then, over the last weekend of June, pretend you’re taking part in that past Ludum Dare. I think it would be fun if you stuck to the strict Ludum Dare rules if you pick a full LD’s theme, but hey, I’m not watching.

This presents some interesting opportunities for you. Did a theme give you a great idea during an LD once, but for some reason or another you were unable to participate? Now’s your chance! Did you intend to enter a certain LD, but fail to finish your entry in time? Now you can redeem yourself!

But wait, there’s more!

Challenge Theme: What has Ludum Dare meant to you?

This one’s for the people who’ve been around a little while. I can at least speak for myself when I say that Ludum Dare has really meant something to a lot of people over the years. Why not share with the community what it’s meant to you?

So, if you’d like, create a game that expresses what Ludum Dare has meant to you. It can be something big or small—there’s no right or wrong answer here. Alternatively, you can write a post about it, or even make something in one of those weird non-game mediums! Make anything you want—a thank you note, a story worth sharing, or even some sort of mega post-mortem. We’d love to hear it!

In addition, I’d like to ask a small favor of you. As most of us are aware, PoV has been working full time on the new LD website despite not receiving even half the donations he needs to support himself. If, in your games and posts, you could please link to Mike’s donation page, I would appreciate it. EDIT: Mike says he doesn’t feel right about “getting money for work by others,” so we’ve had this paragraph removed er, strikethroughed. He’s very humble. =)

 

[ Submit/Edit | View All ]

 

Make sure to write what theme(s) you picked in your entry’s description! I look forward to seeing what you’ve come up with.

Results for Ludum Dare 32

Posted by (twitter: @ludumdare)
54 days ago | May 11th, 2015 9:42 pm | 72 love | 35 Comments »

What’s next for Ludum Dare? (May 2015)

Posted by (twitter: @mikekasprzak)
54 days ago | May 11th, 2015 9:31 pm | 87 love | 18 Comments »

Burlap Plays: Zineth + Game Jam news

Posted by (twitter: @burlapjack)
4 hours ago | July 4th, 2015 4:57 pm

Posted by
2 days ago | July 2nd, 2015 12:05 pm

I failed.

Yep, after hours of coding and even more hours of creating juice, I did not finish my project. I did not create a game in 72 hours.

I did, however, create a game in 120 hours. For rushed programming in Notepad, I’m quite proud of it.

It’s amazing how much this competition taught me. For the past year, I’ve started several games, but not a single one of them is finished.

I realize now that I never finish games because I focus too much on juice and small details. It’s the same reason that I did not finish this game in time. I spent the first half of the competition working on sound and images (most of which I did not even use) when I should have been working on the core mechanics of the game. Looking back, I realized what a terrible mistake that was.

I now plan on participating in July’s MiniLD; however, this time I will be creating my game’s mechanics before making juice.

See you all next month.
~SomeLad

From Ludum Dare to App Store

Posted by (twitter: @LexGear)
2 days ago | July 2nd, 2015 4:19 am

Wow, it’s so cool that my first published game came from the Ludum Dare. Thanks so much guys. Not just for the fun, but also for making me a better developer. If you want to see my Ludum Dare 31 game. Check it out on the iOS App Store! BBQ DAD
iPhone5_001

Burlap Plays ZonoBlast

Posted by (twitter: @burlapjack)
2 days ago | July 1st, 2015 10:57 pm

Dungeon of Ricochet – Post Mortem & Lighting

Posted by (twitter: @TajamSoft)
3 days ago | July 1st, 2015 3:20 pm

Welp, this is a post-mortem for dungeon of ricochet, also, i will explain the lighting!

If you haven’t played the game, here is a link.

 

Here is the Timelapse:

The planning phase:

I started by brainstorming the game, not really that it worked, i ended up changing the idea while designing the art…

It went from a combat RPG to a dungeon crawler, i think the idea is way better, as procedural generation is always fun, and I had been planning to make a dungeon crawler, so it was fun to make!

The prototype phase:

It went really good, i managed to get a prototype with most features working by the first day, i just got into the work, and tried to keep away from the “Idea fairy”! That worked nicely, and i managed to not went from a dungeon crawler to a platformer game! (Like what happened to me on the last LD… BitGun was really meant to be a dungeon crawler…)

The development phase:

With the prototype as the base I started to implement features like better graphics, proper AI, and most important, the level generation. I  tried to make a ‘Binding of Isaac’ like dungeon exploring game, not a game like the good old ‘Rogue’, as i found generating dungeons a bit to hard.

The generation is simply done by placing props around the room.

I also made the music, this time using orchestral instruments instead of 8 bit waves.

 

The Final Phase:

The hardest part of game development, refining the game. I ended up adding new gameplay features in this phase, ‘the shadow’, basically a re-textured ogre that moves a bit faster, and the kitten, which, if you have played the game, you know it attracts ogres and ‘shadows’. It was easy to implement both the kitten and the shadow, but I should have done it during the development phase, as i had to rewrite some AI.

 

The publishing phase:

The most boring phase of game development, making screenshots, builds, testing on different computers, and uploading. The game is on Flash, compatibility is not a problem, so building was fast, and easy.

I uploaded the game to GameJolt, and later to itch.io, and found that for some reason GameJolt refuses to work in firefox, so i had to install Chrome, not a big problem, but it was 2 am, and I was really tired…

Everything went quite well, no issues uploading, or similar, just the Chrome thing.

 

The “marketing” phase:

I don’t think one really “markets” a LD game, i just made some posts on twitter, not much.

Future:

I doubt i will continue developing the game “seriously”, juts maybe an update to fix some bugs, or add some features.

 

Conclusion:

It was very fun to develop this game, and to learn a new Framework!

Remember, don’t be scared to try a new engine/framework/language, just give it a try!

 

Welp, that was it…  Now the lighting thingy

Lighting:

Lighting is one of the biggest features of this game, it really adds to the gameplay to not be able to see what’s coming!

I have been asked a lot of times how I did it, it’s quite simple actually!

Flixel has an awesome thing called “sprite stamping”, that does what its name says, “stamps” a sprite on top of another, making all the pixels from the “stamp” sprite attach to the target sprite, at the coordinates you want.

So what you have to do to achieve the lighting effect, is to first create a ‘darkness’ sprite, just a huge black sprite that covers the entire screen, and add it to the scene on top of everything. I recommend setting that sprite’s blend mode to Multiply, it seems it’s the best for lighting.

Then, you would create some light sprites, using a white (circular) texture, and stamp them over the darkness sprite every frame, just after the darkness sprite is rebuilt (Using <sprite>.makeGraphic(), if you are on flixel), to make sure the lights don’t persist. Also, make sure that just before you stamp the lights you set their alpha to something opaque, and then after the stamping set them back to 0.0 alpha, else they may look bad.

Example (HaxeFlixel):  (Untested, should work)

 

var darkness:FlxSprite;

var light:FlxSprite;

public function override create():Void

{

darkness = new FlxSprite(0, 0);

darkness.makeGraphic(FlxG.width, FlxG.height, 0xff000000);

darkness.blend = BlendMode.Multiply;

light = new FlxSprite(15, 25);

light.loadGraphic(“assets/images/light.png”);

light.blend = BlendMode.Screen;

add(darkness);

add(light);

}

public function override update():Void

{

darkness.makeGraphic(FlxG.width, FlxG.height, 0xff000000);  //Clear the darkness sprite

light.alpha = 1.0;                                                                                      //Make sure the light is visible!

darkness.stamp(light, light.x, light.y);                                             //Attach the light to the darkness sprite

light.alpha = 0.0;                                                                                   //Make the light invisible again

super.update();                                                                                

}

NOTE: That code is not on a FlxSprite, is on the State, if you want to add lights at real time just add them to a group and cycle through them!

This concept could be applied to any engine/framework.

Cheers!

 

 

 

 

Descent Into Planar Space – MiniLD #60

Posted by
3 days ago | July 1st, 2015 3:54 am

promotion picture for the game: descent into planar spaceAttempt of making a promotional poster for my mini ld #60 game: Descent Into Planar Space.

Please leave a comment, if you like the game! And be sure to test the other games aswell.

Bartender Game – MiniLD #60

Posted by (twitter: @GaTechGrad)
4 days ago | June 30th, 2015 6:17 pm

I created a bartender simulator for the MiniLD #60.  I’ll say the theme is “Exploration” (Ludum Dare #16) since I don’t drink alcohol and know little about mixed drinks.

The idea for the game came to me while watching Bar Rescue.  I never recalled anyone ever making a game about mixing drinks.  It really is a science, with all the different drink components and measurements for each drink, which I thought would work great for a game.

The customers arrive at the bar in waves, and you must make the drink that they request before their “happiness” meter runs out.  Right now it’s just a number above their head.  The idea is that if you will get bigger tips for making the drinks quickly and correctly (to be implemented).  If you are slow, the customer will leave angry and leave a complaint, which will be reflected in you “Yalp” rating at the end of the game.

I created the customer models using Make Human and I created the bottle model in Blender.  I used the Playmaker addon for Unity3D for most of the game logic, however I did write a few scripts for handling more complex logic.

I would like to develop this game further by letting the player buy things for their bar using the money earned from tips.  I would also like to add many more drinks and more models for the bottles with different texture mappings.

Bartender Game entry

Free Game Jam Menu Template in Unity 5

Posted by
4 days ago | June 30th, 2015 2:53 pm

After my participation in LD32 (my first!) I experienced the pain of having limited time to work on making some cool mechanics, art and audio, only to realize at the last minute that I didn’t have time for basic functionality like a menu, pause screen and music and sound options.  Since I would like to be able to use these things myself in the next jam I decided to make a template package that’s publicly available for everyone to use, and since in between making jam games I work at Unity as part of the online content team (we make the tutorials for the Unity learn site)  we decided to publish it as an Official Unity Thing™.

See below for a download link and a list of functionality built in. The package has a read me file inside with setup instructions and I’ve done a live training for our live training series which walks through setup and also how the scripts work.

gameJamTemplate

You can download it from the Unity Asset Store here, for free

Functionality:

Main Menu
-Placeholder title image and title text
-Start Button
– Options Button
– Quit Button
– Fade to black (or any color assigned to FadeImage) when transitioning out of main menu to main scene

Options Panel
-Music Volume
-Sound Effects Volume
-Back Button

Pause Panel
-Music Volume
-Sound Effects Volume
– Resume Button
– Quit Button

Music
– Change or loop music clips when starting game
-Music pre-routed to Audio Mixer, connected to UI

Other functionality:

-Can be used either with single scene or multi-scene games.

Grumpy Cat’s Adventures now finished !

Posted by
4 days ago | June 30th, 2015 5:40 am

Fuuuuu ! After a long week-end, we finally finished our entry for the Mini LD 60 ! It’s a small thing where you play as Grumpy Cat and you need to slice every kittens in the map without getting… err… loved by the kittens. Anyway !

Go check it out ! : http://ludumdare.com/compo/minild-60/?action=preview&uid=54390

 

We really enjoyed making this, so… Thanks =D !

MiniLD #60 : Ultramom is here !

Posted by
5 days ago | June 29th, 2015 9:19 pm
Ultramom

Ultramom and her baby

Ultramom is a puzzle-platformer in which you play a mother with superpowers trying to defend her baby. The theme for this game is “10 seconds” from LD #27. I started with the “Guardian” theme from LD #1 but changed when it was time to make levels.

There are currently 3 levels you can play as well as a tutorial.

This is my second game jam ever  – my previous one was about a year ago ! – and so far both have been really fun. This one was especially instructive since I made this game using Unity, which I only started using about two weeks ago. I used my own engine for all the previous games I’ve made and I have to say, using a professional engine like Unity feels a lot better. I’m looking forward to using it some more.

Anyway, I hope you enjoy it ! If you decide to try it, please leave a comment if you have anything to say about the game, whether it’s positive or negative. Anything is appreciated ! Good luck, and have fun.

MiniLD: Dungeon Of Ricochet

Posted by (twitter: @burlapjack)
5 days ago | June 29th, 2015 8:01 pm

Check out this miniLD #60 entry by @TajamSoft

Inept Island : Mini LD 60 entry

Posted by
5 days ago | June 29th, 2015 12:40 pm

I’ve just finished my entry for Mini LD 6O! Play it here! Inept Island

 

I chose the theme Island, from LD 17.

About me
Hello guys. My name is Tanner Daniels, 16, and Dubstep Producer. I’ve tinkered with game development the past 4 years of my life, and its actually where I found my love for music. I originally only made music for my games, but the priorities switched. I’ve participated in five Ludum Dares before, but have only participated in one other Mini-LD.

About the game
INEPT ISLAND is a fast paced reflex based game where you are required to jump from faulty grounds to more faulty ground. In this game, you play as a vacationer on a inept island. You must use lightning fast reflexes to avoid falling into the sinking parts of the island. Do not fall beneath the water line! Collect coconuts to buy items, hats, and upgrades!
This game features a multi-itemed shop, which you buy stuff with from the coconuts you collect. I worked hard to make this operational shop and monetary system in less than 48 hours. I feel pride in the way the islands terrain works, I find it very unique and innovative.
Since I am a dubstep producer, I would like to capitalize on the two songs I created for this game. They are both addictive complex songs that I love, and I hope you do too.

What this game features
-A fully functional shop and monetary system
-Amazing audio
-unique and innovative gameplay
-Awesome perks and power ups!!!
-A guy in a bathing suit
-Ice-cream!
These are just some of the many awesome features of this game

Summary
I had fun making this game, and I hope you have fun playing it. (Note, I’m pretty bad at art, but I hope my audio makes up for it (:. )

 

Inept island pic1

 

Inept Island pic 2

Finishing my first game!

Posted by
5 days ago | June 29th, 2015 11:25 am

Years ago by boyfriend show me Ludlum Dare and I really like it. But I never made a game because I thought I wasn’t capable…

I have been learning Unity 3D all by my self and creating some courage to make a game.
Now here I am finishing my fist game with Galvesmash for this MiniLD #60.

We still have much to do but its becoming playable.  Tomorrow I’ll post my entry.

It’s a turn-based game with RPG elements (Skills). We picked the An Unconventional Weapon theme because ou use your hair to attack!

Here’s some of the work. We are programmers, not artists!

Some progress.

Skills

Looking for 3D artist

Posted by
5 days ago | June 29th, 2015 11:25 am

It’s a somewhat small project which we aim to release on iOS and Android. We were gonna go for a very simplistic artstyle (lowpoly, solid colors and such).

We are 2 people. I am the programmer. I’ve got a bit over a year of experience with Unity and C#.
The other guy is a sound designer with lots of experience.

If anyone is interested please write me: [email protected]

I give up…

Posted by
5 days ago | June 29th, 2015 3:22 am

Hey.So it seems I can’t make a game of my choice is this mini LD…
So the are two choices for me:

1.Give up…

photo_2015-06-29_12-47-32

2.CHANGE THE DAMN THEME AND MAKE A GAME IN A DAY!

photo_2015-06-29_12-51-47

Started late, finished in about 12 hours

Posted by
5 days ago | June 29th, 2015 1:23 am

I was pretty late to start, but with all the hype managed to come up with
an idea and complete my game today in just about 12 hours. It was really a fun experience
just as the full Ludum Dare compo was, and I can’t wait for the next one.

Everything was written in LWJGL/Java/Slick2D, and a friend of mine helped make
some nice sprites for the enemies.

image

Now it’s time to have some more fun playing everyone else’s games!

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