Archive for the ‘LD Test’ Category

Tesselate is complete

Posted by
Sunday, April 17th, 2016 6:29 am

After two failed attempts I decided to go with shifting shapes rather than shapeshifting, but it ended up better than I expected!


If you feel like it, you can play it here.

I’m in!

Posted by
Friday, April 15th, 2016 5:21 pm

This is my first Ludum Dare. I will be using:

Unity (C#) and Visual Studio


I’m gonna try to find software to create sound soon

I’m in apparently?

Thursday, April 14th, 2016 10:12 am

Hello… strangers…

Wait, no. Hello world.

Yes. That’s the topically appropriate and clever greeting I need.

I have little idea what I’m getting myself into. I’ve been fiddling around with gamedev for about a year now. I’ve been working on a game with some other people for about half that time. But I’ve never really…. made a game yet. Maybe I will now? Here? This?

Also I’m not very good at communicating.

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)


Thank you all



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 :)


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!

Super MLG Christmas Game Jam!

Posted by
Wednesday, December 23rd, 2015 11:58 pm

Looking for a holiday game jam to participate in? Look no further than the SUPER MLG CHRISTMAS GAME JAM! It’s a Christmas themed jam on GameJolt that runs until the 27th of December. The winners will be featured on my YouTube channel. This jam should be loads of fun and I hope to see some of you folks there!

~Keep it indie~



Posted by
Sunday, December 13th, 2015 4:01 pm

I’ve officially run out patience. Here’s the first build of my game, Droplet.

It uses both themes – you’re a growing droplet of liquid AND you can only use A and D to move.

blob 2015-12-13 20-59-39-55

blob 2015-12-13 20-59-41-14

A bit of pixel art…

Posted by
Friday, September 4th, 2015 7:17 pm

I assembled (almost) all the graphics I’ve made …in one day… for Almost Heroic!

…first time I rushed like that! What an experience! <3

Overview of all the graphics assets from Almost Heroic

Everything from scratch. :)

Thanks a lot for playing, commented and noted our game! You ARE SO GREAT! <3

We always return the favor!

Have you tested it? :)

PokEscape: A stealth game where you have to eat your cover

Posted by (twitter: @tuism)
Monday, August 24th, 2015 1:12 pm

This was my fourth Ludum Dare, and I daresay the one I’ve been most comfortable in ūüėÄ

I got to sleep¬†(before and during),¬†I got to slack off a bit,¬†I have many¬†chopped features,¬†I have sound! And an “ending”! It’s been a pretty good weekend.

As always, thanks to everyone involved in making LD the best of its kind! ūüėÄ

Play PokEscape before I spoiler anything for myself

But if you don’t mind spoilers (it’s not Game Of Thrones), read on!


So, the joke is:

You’re the (Poke) Monster.

The hook is:

A stealth survival game where you have to eat your cover to survive.

You’re a newborn Magicrap. You want to eventually evolve into a Gyradeuce. But before that, you have to eat, and live, and not get caught by those bastard kids with funny caps.


You hide in tall¬†grass! But if they hear you they’ll investigate!


If you don’t eat you’ll starve, if the kids see you they’ll catch you:


Sure, you can of course get away despite the hardships.


But you’ll wanna risk your skin to collect money to send home to your Magicrap kin. After all, animals are fiercely loyal.


What I learnt making this?

Game design is hard. (I can do better)

Naming games is hard. (I can do better, PokEscape wasn’t even my idea)

Level design is FUCKING HARD. (I can do better. Maybe)

Give PokEscape a play!

You guys rock! ūüėÄ

I have an extremely important question

Posted by
Sunday, August 23rd, 2015 8:04 pm

When do we actually get to vote and how do we do it?

Bird vs. Zombies #indiesvsgamers

Posted by
Monday, July 20th, 2015 4:39 pm

Last week a bird pooped on my friend’s head. That day five people stared at their smartphones in the metro. One was only holding it tight like Gollum would hold the ring.
Add the jam theme “Arcade” and 72 hours of madness to get this:

Bird vs. Zombies

At its core it is a Side-Scroller, but your “Ammo” is basically bird poop. If hit, the “Zombies” will throw their smartphone at you. And will be free!

I have no fancy intros, you get 100% fun for your entertainment dollar. I am happy that I was able to create a progression of 5 levels which each have a new experience. To beat the high-score you have to finish all 5 Levels. The more “Zombies” you “free” the better your score but also the harder it gets.

I am very proud of my first game jam entry ever. Game Jam Survival Guide saved me the worst nightmares.

Bird vs. Zombies

I used Unity 5.1 with nothing more than VS and the GameJoltAPI package (which is great but not stable at the current state! Beware of some quirks). I was very happy that most of the logic was done with a single smart “Spawner” behavior that could spawn randomly or with constant delay – in order or randomly from a pool of prefabs. This was used for spawning Smartphones, poop, the street, the actors, drone beams, powerups and the background.

The AI for the various parts comes from individual behaviors on the gameobjects.

For the bird I used a super neat State pattern from Game Programming Patterns. Highly recommended book! This made it easy to create hit state behaviour or the finishing landing.

I love the little details: Like the “bombs” and smartphones explode on impact with the ground, you can poop the smartphone mid-air, or the smartphones also kill the drones …

Hope you enjoy it as much as I did.

Timelapse Making of (spot the Unity crashes :) )

Rude Koalas and a First Time Dare

Posted by
Monday, April 13th, 2015 11:06 am

Never participated in Ludum Dare before, but I thought it would be a good challenge. I’m planning on abusing a visual novel engine (probably Belle) in a different way, ¬†and drawing the graphics myself with Gimp (or then I’ll get someone else to do it). ¬†I haven’t looked into making music yet, but Tonematrix/Audiotool seemed kinda easy to use. I’ll have to test it out, though I don’t think¬†my game will be that focused on music, so if schedule gets tight, I might use something royalty free.

I’m not yet sure if I’ll participate alone. I do have a few friends who thought they might give it a shot, too. :) I’d like to make updates or stream the process somehow.

I made this simple test last night to figure out the engine, nothing special. Beware: the koala is quite rude. There are still things I need to figure out (like some audio stop problems), but other than that¬†I’m quite ready. :)

Warmup game: Getting Warmer

Posted by (twitter: @crowbeak)
Sunday, April 12th, 2015 7:29 am

I need to go to bed now T^T but I got a proper start screen up with chirpy bird sounds and a button that plays a sound file to make sure I connected the button to Doing A Thing correctly.

Getting Warmer

If you want to try what I have so far (dunno why you would, but hey, mouth sound?), there’s a Windows build you can download.

Where’d the Time Go?

Posted by (twitter: @timbeaudet)
Monday, March 16th, 2015 2:19 pm


Ludum Dare 31 was an awesome event for me, the Precise Shot compo entry came out great!  Not only did the game come out great, by running the RescueTime application, I was able to breakdown how much time went into development.  The reports clearly show what went well and what could be done better for Ludum Dare 32 and beyond.

  • Sleeping was the single most time consuming activity: 15 hours 29 minutes.
  • Most comfortable with programming, and it shows taking more than 50% development time.
    • Future events I should aim to spread this time on content creation, arts and sounds.
  • Six hours of development efforts on the second day didn‚Äôt make it into the final game.
  • 76 minutes spent on twitter, composing 41 tweets.
  • The final hour was spent on the art, sounds and counting effects for the results screen.

Check out the results in more detail below: (click the image to make it larger)


I do work at RescueTime but I know there will be people interested in the data above, and maybe some will be interested in using RescueTime to learn about their own productivity and habits.  You can sign up for an account at: or ask any questions you may have about it.

More post-mortem details about Precise Shot can be found here.

My first Libgdx Android Game

Posted by (twitter: @@Sabiux)
Thursday, November 13th, 2014 8:05 pm
Hey guys, I’ve just released my first Android Game called Animal Puzzle.This simple puzzle game is primarily aimed at children under four (4) years old. The goal is to entertain the children while learning to recognize the names and sounds of some animals. It is a very simple game and try to avoid frustration by providing a puzzle that is not too difficult.

I would love to hear some feedback from you guys on what you think about the game.

LD29 Warmup Weekend Game!

Posted by
Sunday, April 20th, 2014 7:42 pm

Made in 3/4 hours

SKYWARS, A war in the sky

For the warmup weekend I decided to test a tank sprite, A new random engine and a new particle system.

Simply shoot the parachuting soldiers,

Left Right – Rotate

Space – Shoot

Clicking “GG” – Restart

Everything else explained in the readme


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