Entries

 Shwift : The Maratron Ludum Dare 35 CELL - Φ Ludum Dare 34 SpoodyLudum Dare 33 Colosse DutyLudum Dare 31 AlienScapeLudum Dare 30 Louis and the LouseLudum Dare 29 Flappy Pong Simulator 1962MiniLD 50

Ludum Dare Timeline

Monday, May 9th, 2016 4:41 am

Below you can see the LD35 node of our Ludum Dare Timeline Map.

So what is it that we call a Ludum Dare Timeline ? It’s a graph representing some of the data from all past event we could gather.

Basically :

Nodes are participants or LD events

Links represent someone’s participation in a Ludum Dare.

-An algorithm called Forced Altlas 2 give the graph it’s structured base on how are nodes linked between them.

This is a picture of the full map. You can check the full interactive Ludum Dare Timeline for yourself if you’d like and if you have any questions, let us know in the comments ! =)

And if you’ve too much spare time, we would also appreciate any kind of feedback on our LD35 entry : Shwift : The Maratron.

Ludum Dare TimeLine : you’re in it !

Tuesday, May 3rd, 2016 11:52 am

Have you ever wondered what would a map of Ludum Dare looks like ? A map where you could see with a glance each participant and to which LD they’ve participated ? Well we did, and so we made our own.

The first step was to scrap every Ludum Dare event data that was available on the website. We then turned all that data into a graph. A node can be a LD or a participant and each participant is linked to the LD he attended. Thanks to the Force Atlas 2 algorithm and Gephi, we were able to organize the graph. Every node tend to repel the others. Except if they have links between then. And that’s how we produced the following graph.

Each white node is a Ludum Dare. The other nodes are participant and their color depends on how many Ludum Dare they’ve attended to. The first image of the post was a subset of this graph, only participant of this Ludum Dare were displayed. If you’re interested in the full graph, you can check it out there :

And if you like, you can also enjoy our LD35 entry : Shwift : The Maratron and leave us a comment, be it good or bad, we appreciate any feedback ! Here’s a gif of the game, it’s multiplayer, versus or coop, for two to four players so grab some friends !

View post on imgur.com

We’re definitely in !

Thursday, April 14th, 2016 3:31 am

The same team that brought you Cell-Phi is back this time again !

We’ll use unity and some other tools.

See you on the other side 😉

Holy moly, our game is finally over! (at least the first version of it)

Monday, December 14th, 2015 7:38 pm

Hello everyone!

After this looong week-end, strugeling between developpement and homework, we’re proud to present you…CELL-φ!

We have chosen the “Grow” theme, to developp a turn-based, local-multiplayer game (solo mode and online version will maybe be done one day)!

You are a cell, filled up with energy! The goal is to survive and to destroy the other cells. (NO THIS IS NOT AGAR.IO)

You can divide a cell by clicking on it, and then choosing a destination. Be careful, each division divides by two the energy of your cell!

==>

You lose one energy stack per turn (which means after all players played) so always watch your stacks!

You can also specialise your cells! There are 3 specialisations:

– Energy cell: you produce energy to fill up your direct neighbors and to maintain your non-direct neighbors alive (they won’t regenerate)

– Attack cell: an attack cell will decrease nearby ennemy-cells by one each turn! You can also use an active power to turn your attack cell and any specialised ennemy cell into base cells. If the target cell is already a base cell, then it becomes yours.

– Defense cell: defense cells cannot be affected by attack cells. Although, if an attack cell uses it’s active power on a defense cell, the attack cell is destroyed while the defense cell is turned into a base cell.

Note that a specialised cell cannot be divided!

At least you can also convert an ennemy cell by surrounding it on more than 50% of it sides!

Have fun (or at least try to) ((works better with friends)) !

And here is what we’ll try to achieve if we decide to continue this game!! Along with an online multiplayer mode and an A.I for solo mode!

Cheers and thank you guys!

TheMagicalUnicornTeam

Spoody’s web Contest

Wednesday, August 26th, 2015 4:08 am

Now that we’ve finished our game and made a version that kinda optimize the lag physics we’re curious to see what type of web you can create. So drop a gif or a picture in the comment !

Play Spoody

View post on imgur.com

We’re in and so is Spoody !

Sunday, August 23rd, 2015 2:53 pm

My friend and I are in and making good progress on Spoody.

You see, Spoody is an ugly spider. But Spoody has a tender heart. This is why Spoody is eating every mosquitoes before they bite the kid sleeping in the room.

Post Jam version of nixter

Monday, July 27th, 2015 10:32 am

A bunch of friend and I participated in the Indie Vs Gamers jam.

Now that the voting is over we were able to upload a post jam version and would love to get feedback from the ludum dare community.

Play Nixter

For once we chose to build around a simple concept but focus on the player feedback and on the polish. It was not easy to coordinate the work of 5 people who had not worked together before but we made it. We are open to any kind of criticism so don’t hold back ;D

Colosse Duty PostMortem

Saturday, December 13th, 2014 8:52 am

After 72h of hard work here comes the post-mortem of Colosse Duty, well at least mine. My teammates probably feel the same but this is from my point of view.

First Day:

The beginning of the first day was harsh. Trouble setting up our graphist computer and other stuff made us lose more than 2 hours. We performed a little brainstorm an decided to go for an action platformer where the character can switch size depending of his hp. The game would take place in a antique tower in the desert. While my friends worked on the graphics and music I struggled to implement the basics of the hero moves and attacks. I had not used Unity in more than 3 month and my code was messy. So when Stardust joined me on the programming I decided to refactor everything. This helped solve the bugs we had. Meanwhile the monster were being implemented. At the end of this day we had a few nice graphics, a cool music and the beginning of the game engine.

Second Day :

After quite a short night, the second day began. Tyrannas was working on the design of the monsters and on their animation. Stardust focused on finishing the scripts for the monsters and creating an AI for them. For my part I implemented a lot of things : lighting, particles, health-bar for the hero, implementing the sounds… At this point the graphics and the music were awesome, the game engine was almost done but the gameplay lacked something. As the game design is the only artistic contribution I can make, I was quite disappointed to have such an average gameplay. And then, as the clock rang midnight, oh my god ! I had the insight I was waiting for since the beginning of the ludum. I would sleep later. I had to implement that last minute mechanics. Stones that would control the camera.

Third Day :

The third day was a tricky one since we had a few classes at the university but still needed to work on the game. Hopefully we managed to do both successfully. Tyrannas and Stardust were working on animating the monsters and the character. For my part I was finishing to code the new mechanic and started to work on a bit of polishing. The mistake was to leave the level design for the end. But a few last minutes bugs kept us working on until the last hour.

Conclusion :

As always when it’s Ludum Dare, this three days were awesome. Doing it with two friends was thrice the awesomeness. I’m quite happy about the game but I still regret not having spent more time on the level design and not pushing the last day mechanic further. But what can I say, if I had had the idea on the first day, things would have been quite different.

Anyway if you want to play our super moody game, with a gampelay not as good as it could be, go ahead and don’t hesitate to leave a comment, every criticism is welcome :

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=30088

Thank you everybody for making this Ludum Dare so awesome !

Yay, one more character

Sunday, December 7th, 2014 3:53 am

Hi again guys! Just woke up from a really short night but we are still fit for developping!

I am curently working on another concept art for a new MOB, do you love it? Our little toad already loves you!

Here, have some ingame screenshot with this, still a lot of work but it’s starting to be something

Good luck to all of you!

Good night folks!

Saturday, December 6th, 2014 7:28 pm

Hey guys it’s going pretty well, can’t wait to share it with you in now 1 day and 23 hours!

As you can see my fellow artist is doing pretty good. The programming is not going so easily but we stil hope to make something amazing !

Bye! <3

First picture of our entry

Saturday, December 6th, 2014 4:33 pm

Hey guys, say hello to the first render of our little Golem :), good night  luck to all of you!

Third member for our third time !

Thursday, December 4th, 2014 9:28 am

First time I was alone, then we were two and now we are three !

Looks like our team is complete this time, featuring a musician and programmer, a graphist and myself as designer and programmer.

For my part I’ll use Unity 3D as main software and I’m really looking forward to see what the new ui system is capable of !

See you on the other side ;D

Last minute self promotion !

Monday, September 15th, 2014 11:42 am

Countdown is running and time is flying so I’ll just take advantage of the 6 last hours to make some advertising for Alienscape.

If you’ve always wanted to play a platformer while working on you spatial geometry skills, this game is for you.

You have two 2d views to reconstruct the 3d environment and escape from the aliens that captured you !

Will you be bold enough ? Let’s try this out : http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=30088 !

Most of the gameplay is done !

Saturday, August 23rd, 2014 12:14 pm

So after one day working on the gameplay, most of it is now finished ! Yay \o/

To anyone wondering what it is I’ll just leave some picture of the unity editor and the actual game screen.

What you can see inside the editor !

And what you can see in game.

Hopefully my teammate will come back tommorrow and help me make some music and graphics !

Count me in !

Friday, August 22nd, 2014 12:53 pm

Better late than never ! I had hoped to jam with a friend but he will not have much time. It will be my second ludum dare and hopefully it will be even better than the first time.

As many of us I’ll be using Unity.

Aseprite for the graphics. And my teammate is in charge of the music and sounds.

Good luck to everyone and enjoy your week end !

First Post Mortem ! (Louis and the Louse)

Thursday, May 1st, 2014 11:34 am

Post Mortem of “Louis and the Louse”

My first step in the gamedev field was last december. As I was learning how to use SFML I wasn’t experienced enough to join ld28. But then I also learned Unity and I was able to make it in miniLD50. One month later I was participating in LD29 and this is my post mortem.

First of all I would like to say that I managed to finish a game before the 48h deadline and that made me proud =D.

Saturday

I dedicated the entire Saturday morning to game design. Beneath the surface was one of my favorite theme. I already had an idea but I didn’t want to rush things out.

At 2pm the game design was done and I had a basic menu and a first level working.

I knew graphics would take me a lot of time and wouldn’t serve any purpose if the game was broken.

This is why I dedicated the Saturday to coding the game mechanics. Hopefully I knew my way around unity and was able to realise that 48h would not be enough to implement all the things I wanted. Sacrificing the less important features I managed to finish the mechanics and add some little content before meeting with friends. Because yes, when it’s your friend’s birthday you can hardly decline the invitation and spend the evening coding.

Sunday

Most of the Sunday was spent drawing and doing the end of the game. And 30min before the deadline mark “Louis and the Louse” was online, my game was ready to live its own life.

You can see down there the evolution of the graphics between Saturday and Sunday.

What I would change if I could

• Managing my time better : even if I could finish my game I think focusing more on LD would have allowed me to make a longer game.
• Music : Unfortunately I did not had the time to compose music.  But some sounds would have been great.
• User friendliness : I did not spend enough time on a really user friendly interface and people were confused when they first played the game. Even though I made a “tutorial”. So that’s definitely something I’ll try to improve next time.

My last word

Finishing some thing that’s yours and getting good feed-back about it is the best feeling ! Thank you ludum dare for making this possible !

Play “Louis and the Louse” !

Any criticism is welcome !

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