About yotam180


Ludum Dare 37
Ludum Dare 36

yotam180's Trophies

Ludum Dare 37 Participant Award
Awarded by yotam180
on December 14, 2016

yotam180's Archive

Looking for a team for LD39!

Posted by
Saturday, July 15th, 2017 5:45 pm

Hey there, Ludum Darers!

I’m a software developer, willing to use Unity3D for the Ludum Dare 39.

This time, I’m willing to work in a team with complete strangers (leaving my comfort zone a.k.a working with my friends and trying to meet new friends here).

So, what crew I need for my ship? Argg!

  1. An artist that can make textures.
  2. Modeler to make models (although I can do that myself, I’d like to have someone more experienced than me)
  3. A sound composer is always good, right? For sound effects and soundtracks. But I actually can do that myself (well – partly. I can make piano, violin & guitar based soundtracks as I play those).
  4. Other programmers are also invited 😀

So let’s set sail towards LD39!

If you want to contact me, I’m available on Discord (@KingSolomon#8565), I can be reached by Email (yotam.salmon@gmail.com) or here in the comments!

Have a great jam!

Work is DONE! Now going to zzz

Posted by
Monday, December 12th, 2016 5:04 pm

Oh, I finally finished my multiplayer Toy Time game! The last three days have been so fun!

Too tired now in order to write a proper “Done” post, so I’m going to sleep and probably will make a better “Post jam feelings & moral”


*Image for attention*


2nd day is over!

Posted by
Sunday, December 11th, 2016 3:23 pm

Well, I don’t know if I can call it “a day”. I worked less than 6 hours on that, since I had school, work and many other thingies to do. So, I’m a bit frustrated by not having a lot of progress since yesterday, but I’m trying to comfort myself by saying “Well, you didn’t have enough time anyways. No matter how things work, your game will suck”.

But, I did manage to get quite a lot things done:

  • I made nickname choosing and randomizing work, now with player names above characters
  • Solved some bugs in the multiplayer system
  • Made Myst boxes and magical defense shields (YAYY! Finally got to that)

Planning on making tomorrow:

  • Improving the Myst boxes and making attack power-ups.
  • Making a UI to show what powerup you currently have
  • Kill log maybe? Or leaderboard?
  • Instructions video (Probably the most important of all!)

A screenshot from the current working game (multiplayer, time, attack, defense):


First version is ready!

Posted by
Saturday, December 10th, 2016 3:38 pm


I finally got my multiplayer system to work, movement synchronization works great, casting spells at other players damages them as expected, I eventually got rid of an icky bug I had, and the game is ready to be played!


It’s kinda boring… The game works perfectly, but the game mechanics are still a bit lame… I still have to add cool stuff, super attacks, defenses, power-ups, special FX, etc. in order to make the game actually interesting.

This time (in contrast to #LD36), I’m trying to stop myself from making an ambitious, storyline based, long game, and to make a simpler yet cool & fun game.

The idea :

the cursed toys from little Anne’s bedroom arise at nights. But, toys have their life-time, and when their inner clock shows that their time is over, they die, and, eventually, are thrown to the garbage bins. But the cursed toys are evil. They have the power to steal more time from others, using spells and curses. At night, you play a toy in Anne’s room, and you fight other toys in order to survive for as long as you can.


I hope this idea will attract players, and that the game actually succeeds, so, wish me good luck!

1st day is over for me, so I’m going to take a shower and go to sleep (to be more productive tomorrow).



Making *some* progress

Posted by
Saturday, December 10th, 2016 7:35 am

I’m doing just fine, still working on the level design and starting the multiplayer system (gonna’ make an online game).

Here’s a cool teddy bear in a children’s room: (A screenshot from my little game)


I’m in!

Posted by
Friday, December 2nd, 2016 7:28 am


I’m gonna be in for my second Ludum Dare! I had a lot of fun last time (creating the game “Gregos’ Journey”), and I’m looking forward to participating and creating another awesome game!

I think this time I’m going to participate for the compo version, but I’m not really sure about that… I guess that I’ll decide later about that.

Tools I’m going to use?

  • Game engine – Unity3D, certainly. If I don’t use Unity, I might go on a plain JS game, just for the challenge.
  • Language – C# or Javascript – not UnityScript, but if I make a plain JS game I might consider using JS 😉
  • Textures? Powerpoint, my hand and a pencil probably (will decide ’bout that later, too)
  • Models – Sketchup (if I make a 3d game)
  • Sounds – audacity and Synthesia, I guess. Maybe my piano also…

Looking for a partner?

I’m the programmer guy of the team. If I participate in the Jam, I might want to work with a sound composer or an artist that can make textuers, but if I go with the compo, well, nope 😛


Good luck to everyone who joins, and looking forward to 09/12!

Post jam thoughts & feelings

Posted by
Wednesday, August 31st, 2016 11:27 am

So… Almost 2 days after the jam has been closed, and before the experiences of this jam fade out of my memory, here I’m writing  the post to share my feelings, thoughts and experiences from the jam.

Firstly, the beginning. We started almost 5 hours after the theme announcement (timezone problems xD). It took us more than a full hour to discuss about the game and reach the point where we all know what we were going to do and how would the game look. We held a Skype conversation together with our great friend @Mistrust (Hope I tagged him correctly) and together we reached the base idea that eventually lead to our game, Gregos’ Journey.

Then, we got straight to work. We started with the basic design, made the laboratory stage and started working on the cave. I must admit that the first day was not really productive.. I had to leave for my brother’s birthday party (which lost me 4 hours) and together with the lost of 5 hours at the beginning, it seems like we have lost almost 10 hours at the first day. What a shame!

The second day was much better. I focused mainly on the game mechanism, while my teammates kept working on designing the next levels (the pyramid, the medieval room and the future level – that will probably be added to the game as a post-jam version). I can be very proud of the second day, as we have assembled all the stages’ and the programming of the game went pretty quickly :)

We lost the morning of the third and last day (math assignment ****). We started working 14 hours before deadline. That day was pretty intense – we barely finished the game. I started the day finishing the programming of the Egyptian level (I was waiting for the assets of the sundial and wall buttons) and during the afternoon, we have finished the medieval levels. In that stage, 2 of the teammates have finished their day and went home, leaving me and another teammate to work ’till deadline). Then, we focused mainly on the sounds and music – we have quickly made some text-to-speech dialogues for the levels, added the soundtracks that @Mistrust sent us and that didn’t leave us with a lot of time – maybe 2-3 hours till deadline.

Tired but satisfied, I quickly compiled my game and uploaded, and that was how “Gregos’ Journey” was born. Hope you like our game!


I posted our entry worried, because it really felt bad – (in my opinion) it was not polished enough and it lacked some critical elements. But in the past two days, we got so many good comments and so much feedback, enough to make me (me!) really satisfied with our game. Thank you all for the support and thanks everyone who made this happen – my teammates, the organizers, and the great community!

I’m looking forward to LD37 (December, right?), and to the next Game Jams that will take place!


Finally, my game is done!

Posted by
Monday, August 29th, 2016 6:10 pm

After a long 70 hours working marathon, “Gregos’ Journey” is finally an *almost* complete game.

I have had a great time working on this game, especially because it was my first Ludum Dare ever. I have participated in Hackathons and Global Game Jams before, but it’s my first time participating in LD. I must admit that the 72 hours is very deluding. Gives you the confidence that you have so much time, and after you spend your 60 first hours doing almost nothing, you realize how tight on time you are. Next LD I’m going to attend to the compo and make a much simpler game (maybe a platformer. Yeah, platformers are cool). Thanks to everyone who helped this LD to happen, and thanks to everyone in this community! Keep the great work up!


Check it out at http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=108140

Almost done (not out of will, but because of time limit)

Posted by
Monday, August 29th, 2016 2:47 pm

I can’t believe I reached that point, when there are less than 6 hours and the gameplay is not done yet. Almost all levels are ready, one is missing, but there are a lot of fixes and polishing to do.

Wish us luck! (we really need it). However, I’m going to upload our creation whether it’s done or not. You’ll have to suffer a bad game, but you’ll survive *wink wink*

We’re making *some* process! Finally!

Posted by
Saturday, August 27th, 2016 4:21 pm

While struggling with designing the levels and programming the game logic at the same time, we are currently stucked in the mud. But watch that. Ta Da! It’s the TIME BALL! I have no idea what it does (or if it will ever do something) but I’m not removing it. It’s so beautiful 😉


We have some process… Some…

Posted by
Saturday, August 27th, 2016 9:22 am

We started 4-5 hours after the official starting time, and it took more than a hour to decide and define our game, but we eventually decided and got to work. Our game starts in a laboratory, which I’m currently working on while the other teammates work on the different levels design.

The current textures are a little stolen (downloaded) and that’s the reason for the “temporary” title on the textures – we are gonna make some new ones later today. Here’s a photo of the lab I’m working on:



Good luck to everyone and to us (we really need it 😛 )

Feeling the hype already?

Posted by
Friday, August 26th, 2016 3:22 pm

Uhuh Ludum Dare 36 is scheduled to start in less than 5 hours, and although I’m not going to start in that time (but only 4 hours later) I’m already totally excited 😀

What are your preferred themes? I like “behind the wall” and “one room” especially, and also “Ancient technology” is not that bad. Do you already have some ideas?

Anyways, good luck to everyone and have a great weekend!

We’re IN! (Hopefully :p)

Posted by
Monday, August 15th, 2016 2:35 pm

I hope I’ll be able to gather my team and take part in #LD36. However, I’m not sure if we will be able to gather together and participate.

As we don’t have anyone that knows powerful designing tools (PS, Blender) we are going to use the most simplistic tools (some python tools I made to work with handmade scanning, PowerPoint and MS Paint :p)

We are going to use Unity 5.3 for programming our game with Mono C# (Definately NOT UnityScript)

Modelling will be done using Sketchup (I hope) and if we really mess up with it, we would get models online and disqualify ourselves from that category (which I hope won’t happen)

Wish us luck!

Yotam, and my folks – Or, Or, Ron, and Talisman (Team Fireman)

[cache: storing page]