Ludum Dare 33
Coming August 21st-24th!

About KilledByAPixel


Ludum Dare 31
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Ludum Dare 26 Warmup
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Ludum Dare 21
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KilledByAPixel's Archive

NI… I mean IN!

Posted by
Tuesday, April 14th, 2015 8:53 pm

I’m in for my 7th Ludum Dare. Let’s do this!

Previous Entries

  • Scan Lines (LD31) – A platformer where the world is being rebuilt one scan line at a time.
  • (R, G, B) (LD26) – A minimalist adventure game with cool lighting effects.
  • Dark World (LD25) – A platforming game from the enemy’s point of view.
  • Spacescape (LD21) – Escape the space station before it destructs, with hand drawn art and vocal sounds.
  • Light The Way (LD20) – Guide the creatures to safety with your light, featuring a cool lighting effect and simple art.
  • Protractor (LD18) – A katamari shoot-em-up, featuring a dynamic ship construction system and abstract visuals.

My Tools

48 Hour Game Dev Panel

A few months ago I hosted a panel all about 48 hour game development with some other Ludum Dareists…

Monster Mart – Education Game Jam Entry

Posted by
Saturday, March 14th, 2015 4:11 pm

I just wrapped up my entry for the Austin Educational Game Jam. I thought you guys might dig it. This was a week long game jam and I worked with one other person who did most of the art.

In my game you play a cashier in a grocery store for monsters. You will need to scan items, bag them efficiently, count the customer money, and give them their change. It starts easy but difficulty ramps up quickly. I will be showing it at the expo tomorrow at the Palmer Events Center in Austin Texas.

Download Link:

MAGFest 13 Panel – “How to Make a Game in 48 Hours”

Posted by
Sunday, February 15th, 2015 10:52 am

We did a panel about game jams at MAGFest and the video just went up today!  There were some super talented and experienced panelists and we covered a lot of ground. There was a lot of audience interaction and interest. We talked about all aspects of the 48 game jam, from sleep schedules to art styles.

MAGFest was really fun too! I recommend checking it out. They put up nearly all the panels and a lot of the music on The MAGFest YouTube Page.

Here are links to our panelist’s Ludum Dare pages and dev blogs…

Link to the slides because they are kind of hard to see in the video.

MAGFest Panel – How to make a game in 48 hours

Posted by
Wednesday, January 7th, 2015 8:44 pm

I’m going to be hosting a panel at MAGFest called “How to make a game in 48 hours” and could use a few more people to be on the panel. We will be talking about developers experience, advice, and the impact of rapid prototyping competitions on the gaming community. Mostly I’m looking for people who have extensive game jam experience, are already going to MAGFest, and will be available to be on the panel at 8:30 Friday night. Please contact me if you are interested.

Also please enjoy this graph I just made showing the incredible growth rate of Ludum Dare…


Perfect looping GIFs of my game

Posted by
Tuesday, December 16th, 2014 8:48 pm

Postmortem for my Ludum Dare 31 Compo Entry

Posted by
Tuesday, December 9th, 2014 10:50 pm

This was my 6th time entering Ludum Dare. I wrote up a postmortem of my experience if it is of any use to anyone. Congrats to all who participated!

Read the Postmortem

Play/Rate my entry “Scan Lines”

GIF of my game, Scan Lines

Posted by
Monday, December 8th, 2014 7:04 pm

Play / Rate – Scan Lines

I’m working on a postmortem.

Scan Lines

Posted by
Sunday, December 7th, 2014 10:49 pm

I made a game. I wanted to explore the concept of having a scan line constantly pass over the screen while the camera stays stationary. I didn’t have much time for this one and spent about half the weekend implementing the core mechanic. I think it’s an interesting concept and it was fun to make. I would like to spend more time on the level design some time and try out the many ideas I had to cut. My entry only takes a few minutes and has many incremental saves, but it does get somewhat difficult.

This video shows my entire entry so if you are judging please play it first!

Click here to play and rate Scan Lines!


Do it live!

Posted by
Friday, April 25th, 2014 11:21 am

Hey, I’m back for my 6th Ludum Dare. My primary goal this time is to keep things as simple as possible and focus on polish. Good luck to all who compete!

Previous Entries

  • (R, G, B) (LD26) – A minimalist adventure game with cool lighting effects.
  • Dark World (LD25) – A platforming game from the enemy’s point of view.
  • Spacescape (LD21) – Escape the space station before it destructs, with hand drawn art and vocal sounds.
  • Light The Way (LD20) – Guide the creatures to safety with your light, featuring a cool lighting effect and simple art.
  • Protractor (LD18) – A katamari shoot-em-up, featuring a dynamic ship construction system and abstract visuals.

My Tools

And here’s a little video of the current project I’ve been working on…

I’m in!

Posted by
Sunday, August 11th, 2013 12:24 pm

I’m back for my 6th Ludum Dare. My open source game engine has recently been beefed up with some nice new features like copy/paste, undo/redo, and group selection in the editor. I also implemented a nice text decal system which is featured in the GIF below. These new features should make level design much easier so I’m excited to give them a test run. Good luck everyone!

Previous Entries

  • (R,G,B) (LD26) – Minimalist platforming adventure with physics based controls. Featuring a cool post processing lighting effect.
  • Dark World (LD25) – A platforming game from the enemy’s point of view. Features dynamic lighting.
  • Spacescape (LD21) – Escape the space station before it destructs, featuring hand drawn art and vocal sounds.
  • Light The Way (LD20) – Guide the creatures to safety with your light, featuring a cool lighting effect and simple art.
  • Protractor (LD18) – A katamari shoot-em-up, featuring a dynamic ship construction system and abstract visuals.

My Tools

Ludum Dare on Reddit

Posted by
Tuesday, May 21st, 2013 7:42 am

Ludum Dare results should be front page on reddit, let’s make it happen!

My top 5 games out of 100 I judged

Posted by
Thursday, May 16th, 2013 2:52 pm

I finished playing through through 100 games, some were pretty good. I think this theme sparked a lot of creativity because I saw so many interesting ideas it would be hard to go over them all. Here are my top 5 in no particular order..

Reach the Moon – Nanolotl


XYZ – ataxkt


Minimalismism – tayl1r


Dehumanizer – UltimateWalrus


(Follow the) Line – Chman


(R,G,B) – Postmortem

Posted by
Thursday, May 2nd, 2013 2:16 pm

This was my 5th Ludum Dare, I was well prepared with a beefed up Frank Engine, my open sourced game engine that I’ve used for previous Dares. During the warm-up weekend I added some nice tile sheet support so I was planning to make a pixel art game to test out that tech. I ended up throwing that idea out the window to go with a cleaner un-textured look. I was able to use a debug display for the lighting system to create the unique visual aesthetic. Looking back I would have done a few things differently but overall I’m satisfied with the final result. Here’s a link to my entry for anyone interested in checking it out.


Friday – Core game concept and visuals

After hearing the theme was “Minimalism” I sat down and brainstormed for about an hour, making a list of as many game ideas as possible. I decided that simplifying the controls was of key importance to capture the theme. I settled on a platforming game with a twist of physics. The complexity comes in with the spin and bounce mechanics which are more physical then normal platforming gameplay. A few years ago I made a rough prototype called Pill Bug and I thought this was a good chance to start fresh and revisit that concept in a new way.

I searched online for visual inspiration from minimalist artists and I saw that use of pure color values and geometric shapes were a common theme and I wanted to explore that style. I’ve always been a fan of Mondrian in particular. I got to thinking about his use of primary colors and how in computers the color space works a bit different from what painters work with in the way colors combine. For example in computer images red and green mixed together make yellow! Cyan and magenta are secondary colors instead of orange and purple. With a game concept and an idea for the graphics I scribbled this rough sketch down on paper before I set to work…


Typically I don’t do any programming on Friday night but this time I actually made a good portion of my game. I focused on the getting core gameplay controls and visual look right. By late Friday night I had a game that looked and felt kind of similar to the final version just with much less stuff, no level design, and rougher controls. Here’s a screenshot I took very late Friday night…


Saturday – Game objects and effects

On Saturday morning I came up with the idea to start the game by zooming out from a lcd display of RGB pixels. I have used zoom sequences before with my game engine and had an idea about how to quickly program the lcd effect. Basically I’m just rendering a quad in front of the camera with a lcd texture wrapped many times while zooming out from close up, then fading off that texture at a certain point.

During Saturday I focused on building up a pallet of objects and effects while continuing to polish the gameplay. I’ve always loved the magnetic tracks in Metroid games that you stick to as a ball but I’ve never implemented anything like that before so I thought that would be a fun gameplay element to play with. I wasted some time adding stuff that ended up being cut, like water that you could float in for example.

Midway through the day I began working on the level design and made about 25 percent of the level. By the evening I was confident enough on my progress to invest some time adding visual touches to really show off the lighting system. The way light passes through the semi-transparent doors was a cool effect that I tried to accentuate by making them physically open up rather then just fading off so you can see the shadow move. It was raining really hard here that evening which inspired me to code up a rain system. It simulates each rain particle by piggybacking on my weapons system, each rain droplet is a bullet fired from above the player. This is probably way overkill but it looks awesome and it was easy to do.


Sunday – Level design, sound and music

For the first time in a Dare I decided to music more of a priority. I have been playing around with some iPad apps recording into Audacity to make simple songs quickly. I ended up using Figure by Propellerhead which is kind of like a stripped down version of Reason. I set it to the longest possible loop and played around for half an hour until I had decent drums, bass and lead tracks going with a few different variations. After I was satisfied that I had the proper elements I recorded the song live by play around with levels and effects and changing up the beat. This seemed to work much faster for me then actually composing the whole song with an editor. I wish that I had better control afterwards for editing the song, I made a few cuts but there’s not much you can do to a live recording. In a way though it was good because it forced me to move on to other stuff rather then continue tweaking the music.

I used BXFR for sound effects. My strategy is to use the random sound for pretty much everything to get more unique effects. I just hit random about 100 times, pick out anything I can use and play around with the settings a bit. I already had the gameplay implemented so I knew what sounds were needed. For the rolling loop I generated a sine wave in Audacity and added vibrato at a resonant frequency. I tied the volume and frequency of the roll sound to the player’s angular speed. Some players complained that the sound was annoying so I have since re-tweaked the levels but it’s easy to miss that when rapid prototyping.

Most of Sunday was spent building a level using all the stuff I had made on Saturday. I found that I had a bit too much stuff and ended up not using or only barely using some of the features I implemented. The level design also went slower then I had expected and took most of the day even though I already had nearly all the design elements. Also I realized that for future projects I must add something to my engine that makes it easier to copy and paste large areas of the map. Without being able to move stuff around easily I get locked into my choices about how the level is laid out. My brother helped by play testing an early version of my game and I made a lot of changes based on his feedback.

I noticed that the rain felt somewhat fake without sound effects or clouds and lighting so I took about an hour to hook that up. There wasn’t time to add new sounds so I re-used explosion sound effects played at higher pitches for rain drops and lower pitches for thunder. Towards the end I ran into some repository issues that cost me some time, and I also got pulled into fixing some really annoying bugs that I couldn’t afford to ignore. Minutes before the deadline I throw in a really quick ending to give the player some sense of accomplishment.


What I learned

I think this was my most successful Ludum Dare and my process worked well. Based on the feedback I’m getting players seem to enjoy it. Here are some of the key things I took away from the experience.

  • Don’t hold on to tightly to any ideas you had going in
  • Keep it simple, you only need a few elements to make a game
  • Get at least one other person to play test your game before you submit
  • Core gameplay and controls are the most important thing
  • Good level design always takes longer then you would expect
  • Put save points before anywhere the player can die
  • Recording a live set is a good way to make music quickly without it sounding repetitive, I recommend Figure for iPad
  • It’s easy to miss annoying sounds in your game when you’ve used to hearing them
  • It’s ok to put in hacks to fix engine bugs but keep notes so you remember to properly fix them later


Building a Better GIF

Posted by
Wednesday, May 1st, 2013 2:51 pm

I’ve recently become interested in creating animated GIF screenshots of my games. I was having a few issues with both file size and image artifacts. Here’s what I learned about how to make better animated gifs for when you want to put in a little more effort to make it look as good as possible.

  • Even if the camera normally moves it should be locked in a stationary position for the GIF, this will greatly reduce file size.
  • Record the video using FRAPS with frame rate set to 60 or 30 and set to Lock framerate while recording.
  • Open the video in VirtualDub.
  • Select Video / Frame Rate  and in the box for Convert to fps enter “30” if you had recorded it at 60.
  • Instead of exporting it for Virtual Dub as a GIF, export as an image sequence.
  • In Gimp use File / Open as Layers then select all the images.
  • Scale the image to the desired size.
  • Select Filters / Animation / Optimize (for GIF)
  • Export as a GIF and set the delay between frames to 33.

Here is the same video exported from virtual dub as an animated gif versus the more complicated method. As you can see there is much less flickering and banding issues in the second image for about an extra 50% increase in file size.

Exported as a GIF

Using the improved method


Posted by
Monday, April 29th, 2013 11:16 am

I made an animated gif of my entry…

(R,G,B) gameplay video

Posted by
Sunday, April 28th, 2013 9:23 pm

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