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Archive for the ‘MiniLD #16’ Category

without a reason – finished

Posted by
Monday, March 1st, 2010 4:14 pm

Sorry I’m late.  Couldn’t make it last weekend, and this weekend was spent between making this and getting caught up in the Canada/USA men’s hockey game.

This is my game

This is my game

Controls are 1234 7890, and it’s a 2 player game.  Things collide with each other when they are of different color and are not blending into the background.  Instructions are in the ReadMe.  This game started off as a game about strategy and ended up more a game about everything being completely unmanageable.  Or maybe it’s just me.  I’m terrible at this game is what I’m trying to say.

This is my first Ludumdare entry, so any constructive criticism is welcome!

Also I maintained an off-site journal about the making of, because I didn’t think of just putting it up on here.  You can read it here:

The Redneck’s Manifesto

Posted by (twitter: @henrythescot)
Sunday, February 28th, 2010 5:00 pm

I’ve decided to make my views on the subject of games as art known.

The text referred to in the title appears after the rant. It is a self-descriptive piece, and very ranty, but I personally think that it’s a perspective that needs to be addressed.


Math is harder than the Tank!

Posted by (twitter: @tomaga95)
Sunday, February 28th, 2010 3:32 pm

Well,…actually I tried to build a nice game with the codebase I created on miniLD. Well,…haha! I started with a tank-training scenario and in that I “just” wanted to build a method that let then tank-“tube” lookAt a certain point. My engine somehow cannot handle this if the tube is child of a node that already has a rotation,…Well,..I failed in this. So I really was killed by math. I tried and thought and thought and tried…a bit too confuse I have to admit…so my weekend-project stuck right at the beginning. But if you want to start the tank-training you can give it a try here:

At the moment the game violates the color-constraint…I will change this at the end. Here a screenshot:


Have a nice week,…

MiniLD 16: Combo Trader

Posted by
Saturday, February 27th, 2010 9:50 pm

Here’s my game. Late on my goal of about two hours ago, but a lot of that time was spent finalizing stuff (embedding fonts, testing on other computers, uploading the right version…) and it’s ready now, I think, to share.


Here’s a link to the webpage to play it.


MiniLD16 First Day: Combo Trader

Posted by
Friday, February 26th, 2010 10:26 pm

I started late, last night at 7pm, and I’m going to work until 7pm Saturday.  So now I’ve had just over 15 hours of possible work time. Of course, I’ve used very little of that–how much I’m not sure.

I have done something at least. My goals will have to be a little scaled back, but I do have a working framework for the majority of the action part of gameplay.

Before I go into what I want this game to be, here’s a link to the current version and a screenshot.


That’s No Moon

Posted by (twitter: @joeld42)
Friday, February 26th, 2010 11:30 am

So here’s a screenshot of my miniLD-16 inspired project. This is mostly just my hexplanet demo with a new tileset drawn from the miniLD palette. I don’t really like the stripey pattern (unexplored land), I need to do something about that.

Hex Moon

Hex Moon

Most of the work here isn’t visible in the screenshot — I ported the hex demo to OpenGL ES, using proper VBO’s and shaders instead of the immediate mode crap it was doing before. This screenshot isn’t running on the iPhone, but it could be. This is running on linux using the PVR SDK in OGLES emulation mode. I’m finding it to be a quite nice SDK, btw, if you’re doing any iPhone graphics stuff and you’re not using it, you’re missing out.

This will probably be my last screenshot of this as a mini-LD entry, and I might not get a chance to work on it much in the next few months as I’m trying to ship a completely different iPhone project but I do hope to get back to this one, I think it will be a lot of fun and worth finishing.

Rise of the Taka-Pum: temporary final version!

Posted by
Thursday, February 25th, 2010 11:30 am

So yay, I finally got the tutorials to work properly. As promised (and I don’t feel late at all…) the game is released!

No AI, so the solo mode is deactivated. The rest should be fine.

Get it on the submission page (Windows and GNU/Linux).

I hope the Windows version works. I crosscompiled from Linux, and although it ran in Wine, it was super slow.

I don’t have new screenshots, except tutorial text, so I’ll put back old ones. Because, heh, a “final” log entry should have screenies…

Here’s the readme:


MiniLD16 Part2 or ‘Let’s add some gameplay!’

Posted by (twitter: @tomaga95)
Wednesday, February 24th, 2010 11:52 pm

This miniLD was like more or less all of the last competitions before. I work and work on writing frameworks for the specific game leaving not enough time to do something cool gameplay with it. So I decided to invest an additional weekend so that I finally can say:”Yes it is some kind of game!” :D So stay tuned and buy some fuel for the upcoming Tank-Missions :D

Ah, as the competition is over, I decided to add one green color to the colormap and I will really think about kicking the input-constraint or just adding additional gamepad-support. Maybe I will use a MiniLD and a Normal-Mode. Similar to the old “Turbo”-Button of my very first PC (8086) where you could lower the speed from 10MhZ to 4.8MhZ . Unbelivable 10 (TEN) MhZ…. seems to be some years ago :D

Here a very first possible new tank…(blender render)

tank (blender-render)

Collision Response

Posted by
Wednesday, February 24th, 2010 2:53 am

It’s neither well coded nor robust, but circle versus circle and circle versus line collision response are now working well enough to continue prototyping. I’m going to put a bit more time into getting the physics working, then I should be ready to begin testing a few puzzle ideas.

Gameplay done!

Posted by
Tuesday, February 23rd, 2010 2:41 pm

I thought I’d finish tonight, but sleeping 4 hours last night really doesn’t help. I’m off to bed, and hopefully I’ll finish tomorrow… For once I’m gonna try to really polish this game. I think it might turn out good.

So I think the gameplay is done. The game is fully playable in versus mode (two players on one keyboard). I have texts and scripts ready for the tutorials (which will probably prove very necessary for a rhythm game), but I still need to plug them in. And I have the intention of thinking about making an AI. Or let’s modestly say a computer opponent, because I’m frankly doubting my abilities to make anything clever enough to make the game interesting against it.

I'm not sure about this title, by the way...

I'm not sure about this title, by the way...

In a post-LD version (as if the deadline wasn’t two days ago already…), I’d like to think about networking. I know it’s not always easy to find someone to play around the same computer. On the other hand it’s a lot more fun…

Anyhoo. I really need to sleep.

Playable Test

Posted by
Monday, February 22nd, 2010 6:31 pm

Well, I doubt I’ll have anything like a game done within the allotted 48 hours, but here’s a playable test:

And here’s a screen shot:


Posted by
Monday, February 22nd, 2010 2:08 pm

I’m having a big gameplay direction crisis. I’m wondering if I’m not making the game too complex, and on the other hand I think making it simpler would make it a lot less interesting.

Plus the “musical ear” aspect. Should I expect players to be able to reproduce reasonably complex rythms, and how many different ones? This is hard :(

Plus I suck at art. Boo hoo.

Note the split screen...

Note the split screen...

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