Ludum Dare 32
An Unconventional Weapon

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Archive for the ‘MiniLD’ Category

LD32 – I’m in! (Fo rizzle dis time)

Saturday, April 4th, 2015 10:05 am

Really hyped for my first full LD! I have a couple friends I am teaming up with to make it a bit easier, so hopefully we can get something great out!

My tools:
Language: C#
Engine: Unity (Probably 2d, but not sure yet)
Graphics: Adobe Photoshop (me) and Adobe Fireworks (Kris)
Sounds: BFXR for sound effects, FL Studio for any music

My team:
Ty (that’s me!) – Lead Developer, Programmer
Kris – Sound Designer and Artist
Jin – Programmer

Of course these guys might do other things, I am just listing their main parts in the project!

Also, I feel like I need to give some closure relating to MiniLD 58. I was so close to finishing the game, until I ran into a couple of bugs. I didn’t have enough time to fix them, thanks to me entering into the SkillsUSA Georgia Computer Programming competition (First place baby!). I decided that the game didn’t work well enough for me to submit. It happens, and now I have a better idea of what to expect for LD32!




Posted by (twitter: @jeromBD)
Wednesday, April 1st, 2015 6:38 am

After some failed attempts since this Autumn, I’m back to work on game jams!

I have started this last week, and done a game for the MiniLD#58, ZPONGX. I used Construct 2 to emulate the ZX Spectrum look again for this Pong clone. Made it mostly in 1 day. Even if there are some collision bugs (and the Color Clash didn’t work as I expected so I had to canceled it), I’m pretty happy with this small thing.

Zpongx screenshot Zpongx titlescreen screenshot

Now, since this weekend I have another tool on my dev/design belt… I discovered this (French) mini handheld console, the Gamebuino (site) based on Arduino hardware.

Imagine a GameBoy Advance downsized to credit card dimensions, with a Nokia 3310 screen (84*48px, black or white)… Sounds perfect to me lol… More seriously it looks like a nice modern DIY project with a retrogaming touch. The language is easy to learn, and I made already 2 games in few days! Since emulators exist, people can still playtest games made for this console on their computers (or Android portable): they are currently shooters, puzzle/platformers, multiplayer games, etc. I think it should be OK to do small mini-games, like the ones I used to do for Ludum Dare or other game jams with a limited time.

Gamebuino parts


Posted by (twitter: @diegomac)
Monday, March 30th, 2015 3:36 pm

basebrawl-gameplayYou can check it out here!


This is my first #minild and the first time that I really participate in a Ludum Dare event. There was other two times that I’ve joined in, but I wasn’t able to pass through prototype stage because of time constraints. I’ve never could be more than 5 hours developing during the 48 hours time span, because of ‘life stuff‘. This 7 days #minild allowed me to really get into development, start to finish, including making decent graphics and polish.

So, the idea was to make an action pong, one that you really have to time your reaction, besides positioning the paddle, to be able to rebound the ball with some kind of attack. This and a baseball resting on my desk resulted in BaseBrawl!

I’ll try to do a mini devlog/post-mortem/whatever here:

First of all, prototype! HaxeFlixel was just awesome for that.  I started to develop the game on 23. 24 at night I’ve already got the final prototype (keys: A / Z / arrow keys), while learning more about HaxeFlixel’s API.

And I’ve managed to implement most of my designs which I highlight:

  • Swinging the bat up or down, controlling the ball motion;
  • The closer the ball to your character, stronger the strike. In game there are 3 levels of strenght, but through code I could decrease/increase that with ease, by changing a number;
  • Some basic but powerfull AI. Again, changing a number, I could set when the Computer would start reacting based on the percentage that the ball has traveled throught field. E.G.: if I set it to 50, AI would react when the ball reached the middle of the road. That as awesome for difficulty tweaking.
  • The cars and manholes were all tweakable too, setting some time range values to them randomly appear between them.

Some of them I was not able to do it, because I really wanted to focus on art + polish and feel that the game was finished. They are:

  • Variable ball angle rebound depending where the ball was hit relative to character Y position. That would add more deepness to gameplay strategy;
  • Gamepad support;
  • Porting and testing to other platforms (although HaxeFlixel is PERFECT for this, I preferred to worry more about polish than porting, because, in theory, everyone can play the Flash version)

So, prototype was ready, time for some basic art! I started with the baseball CEO players and I think they came out very good. It was like my second time doing pixel art and my first animating them. I’ve struggled to do a 4-frame walk animation, but they were bad. Really bad, like they were always moving the same leg back and forth. Then I went for the buildings (weird perspective, but I think they work), road, ball, cars and finally manholes. I used 2 days for that. It was very challenging (and some times frustrating) but I really like them.

Friday came, last day to jam, time to polish! I rushed a lot and then I got:

  • Sounds with bfxr, music with autotracker. The stronger the hit, more intense the sound of it.
  • Lots of screenshake + screenflashes (out of the box with HaxeFlixel!). These were awesome to give more feedback to the player. Stronger the hit, stronger the screenshake. The strongest strike flashes the screen. When someone scores screen flashes with the respective color;
  • HUD with the scoreboard;
  • Ball Trail and Hit Particles;
  • Win / Lose Conditions;
  • Two-Player mode;
  • Menu + Game Logo + Tweens! (Tweens are awesome, and again, out of the box with HaxeFlixel);

And that was it! I had lots of fun, it was my first #miniLD, #1GAM, complete game, start to finish, art and polish, and it really motivated me to do lots of others.

I’ll see you at LD#32. Yeah, I’m in. ;)

Pixel Pong Postmortem

Posted by
Monday, March 30th, 2015 12:17 pm

I would like to discuss with you what my approach was for creating this game.
First of here is the entry page:
Google Play Store download link:
And a preview video:

So I was aware that there was a Mini LD this week but it was only until Tuesday that I decided to enter.
And the only reason I entered was because an idea for a game came to me.
The tools I used:

  • Game Engine – jMonkeyEngine
  • Texture editing – GIMP
  • Sounds FX – bfxr
  • Sound editing – Audacity

At first everything went very well.
I had some problems with performance when I converted the game to run on android and the reason for this was the amount of individual objects passed to the graphics card.
The first moment I batched those spike objects I had an instant increase in FPS.
Other than that, this game took me about 6 hours of work.

Testing Oktapong

Posted by
Monday, March 30th, 2015 11:25 am

Testing Oktapong during lunch break:

Gamepad support worked well on Firefox.
Sometimes we just had to flip the pad or even the keyboard.

This MiniLD was fun. Learned a lot. Will write a post mortem later.


Attack of the Martians from Outer Space

Posted by
Monday, March 30th, 2015 11:16 am

The game for my first MiniLD is done. I had much fun making it, so thank you again for the great theme! I don’t know if I would have found the motivation to make a game without it. My game needs still some work, but it’s playable. So if someone would like to protect Earth from the Martian attack force, here you have the chance.

Attack of the Martians from Outer Space


I hope I find the motivation for LD32 too.

Japong! Game design breakdown

Posted by (twitter: @r_nodes)
Monday, March 30th, 2015 8:55 am


Interested how we went from a initial bouncy PONG style idea …



… to a Shaolin monk kicking a jar?



Read our game design breakdown post here.


Like what you see?

Here’s our entry.

MiniLD58 Pong Island Submitted

Posted by (twitter: @bennywage)
Monday, March 30th, 2015 6:09 am

I managed to submit my game last night. Annoyingly I’ve been crazy busy this week, so hardly got as much time as I wanted to work on it. Still quite happy with what I did get done though. And it was my first LD entry, so I think it was a great warm up to LD32!

So, what did I learn?

  • You can get a pretty nice style going with primitive shapes and a few textures.
  • You can completely transform the feeling of a game by changing camera angle.
  • It’s possible to get surprisingly close to a release worthy (mobile app maybe) game in a matter of days.
  • I need to be more creative with game names.
  • Consuming copious amounts of coffee seems intrinsically linked to creativity.  (Ok, ok, we all knew this one already)


Here’s the link to play:

And the link to the entry page:

And here’s a link to my Twitter, because why not :)


Definitely going to be developing this game further. It’s been a pleasure, bring on LD32

Viva la Ludum

Submitted my MiniLD58 entry!


About a year ago I’d been toying with the idea of a rotational pong game that played like Super Hexagon & Bit Trip Beat mashed together; I called it Super SHIELD.


For the jam I thought, hey, why not resurrect the idea and reboot it for Unity 5? I’m a much better coder than I was a year ago – so refactoring and rebooting wasn’t a huge deal.

Here is the game! Play it, share it, and let me know your thoughts!



Twitter: @emotiontheory


My MINILD58 entry is finished.

Posted by
Monday, March 30th, 2015 1:59 am

Hello everyone! It is not my first time here in Ludum Dare. However, it is my first time to make and submit an entry that I am truly proud of, because I set myself that it is already complete. I failed so many times before. I lost the chance to submit because of my negative energy. I haven’t gotten enough courage that I have today. So yeah, hopefully. You can visit the game that I’ve made and play with it. It is only for Windows. So please bear with me!

If you want, you can do feedback on my game. So that, I can see what are things to be learn and I have to work on.

Sizzle is done!

Sunday, March 29th, 2015 10:07 pm

My MiniLD58 entry Sizzle is done! …more or less…there are a few things I would have liked to tweak, but it’s all come together ok in the end. Congrats and great work to everyone that joined in too! :)

One & Done :)

Posted by (twitter: @farfromsleep)
Sunday, March 29th, 2015 7:53 pm

Update: If anyone had trouble with local multiplayer, this has been fixed in the current version :)

Okay, I didn’t get quite everything I wanted in there, but it still ended up in decent shape. Here’s my entry for MiniLD58, OneShot.

Even with the extra days I still ended up a little pressed for time towards the end, but a very late one last night help carry the day. I’m too frazzled to say much beyond that at the moment, but I’m looking forward to checking out everyone’s stuff once I catch a breath. As ever, it was a blast and I look forward to the next time.

LD link with Web & Native Windows versions.


Posted by (twitter: @GaTechGrad)
Sunday, March 29th, 2015 7:30 pm

I used this MiniLD as an opportunity to learn Unreal Engine 4, and I was able to create a simple Breakout clone. It’s nothing fancy, but I was proud of the music that I composed in GarageBand and the voice work that I edited in Audacity.

Unreal Engine First Impressions

My MiniLD #58 Entry

Posted by
Sunday, March 29th, 2015 7:25 pm

Neon PONG Screenshot

I didn’t do anything too special on mine, it’s pretty much just a PONG clone. This was my first Ludum Dare and I had a lot of fun! I can’t wait for the main Ludum Dare coming up!

Play the game here


Go to the main entry post


MuMoPo – a multi mode pongish two player game

Posted by (twitter: @fischspiele)
Sunday, March 29th, 2015 3:01 pm

My first mini Ludum Dare entry and also the first game with this great and unique game engine (Godot Engine).

It’s a two player game, so take someone beside you and have fun!

Thank’s to my sons for help me out testing the game. :-)


Using music to control ball movements

Posted by (twitter: @lamogui42)
Sunday, March 29th, 2015 2:09 pm

Saturday the 22, I started to code the pong with the main idea that the music should control the ball. By typing “ping pong music” on youtube I directly found the Armin Van Buuren music “Ping-Pong”, it seems appropriate for calibrate the game.

For copyright reasons I could not provide the music with the game. I asked DJs on soundcloud if I could provide their free remix of the track with my game. As the main melody remains the same, the algorithm is strong enough to make it work (I made few changes to make it good with the remix). You can also try your music but nothing is guaranteed, the game could be very slow due to the lack of notes.

Won a game is little bit challenging: because you don’t have many opportunities to score a point. You need to take risks for that. The game is calibrated that you should be able to catch all balls.

The results are encouraging but not perfect. Unfortunately I do not have time to continue, because I have some things to do in real life. You can try it here.

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