Ludum Dare 35
The Theme is:
Shapeshift

Judging ends in
Click here to start

PlayRate80Star

Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.
You NEED ratings to get a score at the end. Play and Rate games to help others find your game.
We’ll be announcing Ludum Dare 36’s August date alongside the results.

Archive for the ‘LD – Misc’ Category

Mo’o . . . looks can be deceiving

Monday, April 18th, 2016 9:33 pm

We’re excited to have completed our 5th Ludum Dare Game!

This time for the ‘Shapeshift’ theme we turned to ancient Pacific folklore for inspiration. Our game, Mo’o, is based on fictional Ahua, Son of Kumu, Ali’i Nui, who must find a Human girl/wahine to be his Wife, though just getting a date to tonight’s Luau would be nice. All assets (Models, Music, Sound FX, Textures, Code, Story) made in 72 hours for LD35. We hope you enjoy the adventure.

Mo'o
Here’s our game: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=35354

We’re looking forward to playing lots of awesome LD35 games!

MachiaVillain Ludum Dare

Zimra and I made a ludum dare three years ago with the theme “You are the Villain”. The result was The Villain’s Rules, a game that reached #6 overall and Silver medal on Theme (yay!). We also wrote a post mortem about it. After finishing some important projects, including the game Freaking Meatbags on Steam, we began the production of Machiavillain. Machiavillain is the evolution of The Villain’s Rules, and while we changed some things, it’s still in the same silly spirit.

Basically, the game changed from a linear level with traps to a procedural world where you have to raise your monsters, build your mansion and slay the victims by the villains’ rules. The game was really praised for its mood, the horror clichés and the jokes. We wanted to go further on this funny side and deliciously evil mood while making the game more management / strategy style. We felt it was definitely better mechanics that can be played for longer hours.

Making ludum dare was very important because thanks to that Zimra could work on her first game, I had an interesting project to build after Freaking Meatbags and we’re even doing our first Kickstarter!

Meet the monsters, discover our gameplay systems and come see our mad scientist laboratory on Kickstarter. You can donate with blood or money… just kidding about blood. Or maybe I don’t. Not sure.
https://www.kickstarter.com/projects/335326767/machiavillain-horror-mansion-management-game
PS: we gathered more than 20% of our goal in the first 24H hours ! Thank you everyone :)

Evil Laboratory

Is livestreaming going to be up in time for ludum dare?

Posted by
Wednesday, April 13th, 2016 6:00 pm

not to sure about the livestreaming being up for lundum dare but if you could tell me please email at [email protected] or not sure if you can but if so please comment it.

What Ludum Dare Rating Categories Matter Most?

Posted by
Wednesday, April 13th, 2016 11:23 am

When we reach the end of a Ludum Dare event and evaluate each others’ games, we grade each game with a series of categories: Overall, Fun, Coolness, Graphics, Audio, Theme, Innovation, Humor, and Mood. When the results are announced, the top 100 games in each category are displayed, and of course it is every competitor’s dream to land in at least one of those top-100 lists.

The Overall category holds pride-of-place. Arguably, the winner of the Overall category is the winner of the event. It’s satisfying to do well in the other categories, but until you’re ranked #1 Overall, there is still room for growth in your Ludum Dare performance.

Which brings me to this question: Have you ever wondered which other categories make the biggest difference in how you rank overall? For example, do people who do well Overall also tend to do especially well in Graphics, or Theme, or Innovation? Coolness is a measure of how much you played other peoples’ games; does a great Coolness ranking help you achieve a good Overall ranking? If you want to succeed Overall, does it pay to focus on Fun, or Graphics, or Audio, or Mood?

If you’re anything like me, you’re just itching to know.

And now you can.

 

For the last several Ludum Dare events I’ve analyzed the relationships between category rankings by looking at the scores of the top 100 Compo entries. In each event I’ve analyzed the correlation between how games did in each of the nine categories. What I’ve found is that there are strong correlations, and they’re not necessarily what you would expect.

Take a look at this.

Correlations per Event

Correlations per Event

What you see here is a chart of how well each category did relative to the Overall category in each of the last eleven LD events. The blue line represents Fun, for example. This shows that more than any other category, Fun correlates strongly with Overall. If you do well in Fun, you tend to do well overall; if you do poorly in Fun, you tend to do poorly overall.

(more…)

PUNT: Rebirth is now on Steam Greenlight!

Posted by
Saturday, April 9th, 2016 8:52 pm

PUNT: Rebirth, the project which my team and I have been working on for the past year, is live on Steam Greenlight! Please vote for us and share the page at: http://steamcommunity.com/sharedfiles/filedetails/?id=394046362

Please express your thoughts and feedback in the comments of this post or on the greenlight page.

Thanks!

BoxandRocks

My first non-Game

Posted by
Thursday, March 31st, 2016 9:32 am

Hello all,

 

I am new here and I have a non-game i created this month for an Opera House in France. Yes , you’ve heard..

So I would love to get feedback from you all.

 

Here is the link for the game and instructions:

(it won’t read on Chrome)

http://www.opera-orchestre-montpellier.fr/actualite/jeu-genevieve-de-brabant-0

 

Thank you all

Best

Mahana

Fog of War Script with Example

Posted by
Tuesday, March 22nd, 2016 1:07 pm

For anyone who wants to create a RTS game with some fog of war, I made a script that handles calculating and drawing fog of war.

View post on imgur.com

It tracks seen area, unseen area, unexplored area, and height. The script does not have line of sight implemented but should work identically in most cases.

 

The script is not the most efficient and has some strange issues with pixels being automatically compressed but the script should give an example.

 

You can download the source here:

https://drive.google.com/file/d/0Bz235BbxwbbnekhqYUZ1Tk1saHc/view?usp=sharing

 

You’re free to use or modify the script and use it however you want.

 

 

Don’t Crawl went big?..

Posted by (twitter: @ampersandbear)
Sunday, March 20th, 2016 4:57 am

Hello, everyone! Do you remember Don’t Crawl? It’s been a while since initial LD#33 version (the theme was “You are the Monster”), and, oh well, we’re still developing it. And now… now we’re on Greenlight, isn’t that cool? (:

This is how it all began

This is how it all began

We added a bunch of new monsters and traps, water, waving trees, fans, new levels, reworked the “ghost mode”, added shops and hero upgrades … Uh, sorry for the list, but these are far not all the changes that we have made.

ezgif.com-resize (2)

And that’s how the game’s played now

Huge thanks to the LD crew and local community! To be honset, it’s YOU who enouraged us to continue developing Don’t Crawl.

“Unofficial” Ludum Dare GDC Party 2016 @ GitHub

Posted by (twitter: @mikekasprzak)
Monday, March 7th, 2016 10:11 pm

Hey folks!

As some of you know, I wont be in San Francisco for the Game Developers Conference this year. My biggest regret, especially after last year, is that there wont be a Ludum Dare GDC Party. That was such an amazing evening, the absolute highlight of GDC for me (and I’m told many of you as well). GitHub were amazingly gracious hosts, going all-out to welcome us. I can’t thank them enough.

It was such an amazing night, we started talking about next years party AT THE PARTY! But once I was sure I wasn’t going to be in San Francisco, we agreed it just didn’t feel right hosting a Ludum Dare party.

That said, I’d like to invite you all to attend GitHub’s GDC Party on GDC Tuesday.

Officially this is GitHub’s Party. Unofficially, if we get enough of you there, it’s a Ludum Dare party. :)

And because it’s hilarious, we’re going to try to have me there virtually, piloting GitHub’s Telepresense Robot. If you see “an iPad on wheels” all by itself, feel free to come over and say hello. I’ll be enjoying my own alcoholic beverages, and I’ll be happy to chat until we’re all exhausted, or the batteries run out. 😀

And just to confirm, yes this replaces the Tad’s meetup we were originally going to hold.

Details

From GitHub’s blog: https://github.com/blog/2117-gdc-party-2016

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Final project for my Java class

Posted by (twitter: @RyanSheriff97)
Saturday, March 5th, 2016 3:17 am

Hey Ludum Dare!

It’s been a while, but I haven’t strayed away from coding random little projects! For my java class I made a cool little particle simulator, it’s not done yet but I think it’s pretty cool. It’s made in Processing

2016-02-28 (28) 2016-02-28 (33) 2016-02-28 (34) 2016-02-29 (3) 2016-03-01 (2)

A Youtube video is soon to come

 

Controls:

Left mouse button to add particles

Hold right mouse button to have particles gravitate toward the mouse

W and S add upward and downward gravity respectively

Q and A add friction upward and downward respectively

B turns the blackhole on and off

Spacebar turns the background on and off

Escape to exit the app

 

If you have Java 8 on your computer, download this link

Otherwise, download this hefty file

 

Once downloaded, just extract the zip file, open the folder, and run GodGame.exe

They’re heeere (Post Jam version)

Posted by
Friday, March 4th, 2016 6:22 pm

They are alive.. They are ALIVE!
We continu with some new infos on our post-Jam entry.
We explain special attacks of 5 out of 30 types of Monsters MachiaVillain will offer.

If you like it, don’t forget to take a look at our Kickstarter page.

How we are generating our 2D world (Post Jam version)

Posted by
Saturday, February 27th, 2016 11:30 am

Zimra and I made a ludum dare three years ago with the theme “You are the Villain”. The result was The Villain’s Rules.
We worked on it full time for the past Year and it became MachiaVillain.

We published an article on how we are generating our 2D world in this post-Jam version.

Theses technics are simple enough that they can be used during a Jam, in order to add some randomness to your creation.

Here it is the different stage on how we are building our World :


 

Hi there, we wanted to give some small updates for the jammers here!

Posted by
Friday, February 12th, 2016 11:44 am

MachiaVillain Ludum Dare

Zimra and I made a ludum dare three years ago with the theme “You are the Villain”. The result was The Villain’s Rules, a game that reached #6 overall and Silver medal on Theme (yay!). We also wrote a post mortem about it. After finishing some important projects, including the game Freaking Meatbags on Steam, we began the production of Machiavillain. Machiavillain is the evolution of The Villain’s Rules, and while we changed some things, it’s still in the same silly spirit.

Basically, the game changed from a linear level with traps to a procedural world where you have to raise your monsters, build your mansion and slay the victims by the villains’ rules. The game was really praised for its mood, the horror clichés and the jokes. We wanted to go further on this funny side and deliciously evil mood while making the game more management / strategy style. We felt it was definitely better mechanics that can be played for longer hours.

Making ludum dare was very important because thanks to that Zimra could work on her first game, I had an interesting project to build after Freaking Meatbags and we’re even doing our first Kickstarter!

Meet the monsters, discover our gameplay systems and come see our mad scientist laboratory on Kickstarter. You can donate with blood or money… just kidding about blood. Or maybe I don’t. Not sure.
https://www.kickstarter.com/projects/335326767/machiavillain-horror-mansion-management-game
PS: we gathered more than 20% of our goal in the first 24H hours ! Thank you everyone :)

Evil Laboratory

Runners RELEASE

Posted by (twitter: @StudioChronojam)
Thursday, February 11th, 2016 7:05 pm

After a few months of work I’ve finally released Runners on the Google Play Store, it is my first finished game that I’m actually proud of! It is an endless runner style game with unlockable characters and online leaderboards.

Available now on android: Runners

Extreme Cactus Dodging

Extreme Cactus Dodging

It is my first attempt at including online capability such as leaderboards and I’m really pleased with how it turned out!

If you want to give me any feedback or have a chat about anything game-dev related or otherwise, you can contact me at: [email protected]

A gift for creators, MultiGame for Unity

Posted by (twitter: @whendricso)
Saturday, January 23rd, 2016 5:59 pm

I’ve made something useful, and I want to share it with you :)

MultiGame

Click for the free version!

Unity is powerful, but hard to use for non-programmers. So, a drag-and-drop framework that eliminates the need for coding or visual logic editors, MultiGame is a comprehensive game development framework for Unity.

It’s easy. Want health? Add it. Inventory? Click. Combine objects and components together to control Unity itself directly. Full documentation is built in to the editor! Just click “help” on any MultiGame component, or hover your mouse over field names for a helpful hint. The full version of MultiGame includes over 130 components, and growing every week. Powerful Managed Message functionality lets MultiGame command any script component even if it’s not included with MultiGame! This free evaluation version contains a few dozen of the most useful components in MultiGame. You can even use this in commercial projects, free of charge! But, if you like MultiGame please send feedback!

MultiGame is intuitive. Use it’s robust Interaction system to receive events such as player input, triggers and collisions, broken joints and send Managed Messages using an intuitive and consistent interface.

MultiGame has an ever-expanding feature set and the full version already contains over 150 components including:

-Interaction system
-Robust Message Manager that can send commands to any script
-Motion for transforms and rigidbodies
-General game functionalities and scripts
-Modular AI system
-User created content and construction/destruction systems
-Animation systems
-Combat system including health, damage, projectiles, and melee with combos
-Inventory system
-Save/load preferences
-Save/load entire game to binary
-Multiplayer support with Photon Cloud
-Mecanim state machine behaviors (state machine visual scripting with Mecanim editor)
-Level and prefab generator (beta)

MultiGame is great for adventure, physics, tower defense, RTS, RPG, FPS, MMO, open world, action, racing, arcade, or really any real-time genre or combination of genres you can imagine.

I would appreciate your feedback before I go for the full release so please:

Get the free version now!

Sell Your Creations FREE

Saturday, January 16th, 2016 6:35 pm

Hey everyone!

Mioti Games is still accepting beta testers and early developers to submit their games FREE OF CHARGE The first people to populate the store with games and use the website regularly will be entitled to free development membership for life! That means post as many games as you want with no monthly fee when that system does roll out.

The indie community needs a place to go where the developers get recognition and full profits for their creations, So come sign up and post your games right now! We need people like you who are willing to find tiny bugs in the system and help get them fixed.

For a short time only, all games posted will be promoted on the front page and on twitter and facebook.

-Jake

http://www.miotigames.com

Twitter: https://twitter.com/miotigames
Facebook: https://www.facebook.com/Mioti-Games-523063844518598/

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