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Archive for the ‘MiniLD #09’ Category

Run (final, I hope)

Posted by
Saturday, May 30th, 2009 10:35 am

Download (10MB)

I had some problems with Microsoft, so I statically linked everything and now it should work.

The believed problem

Built in less than 48hs… it’s just a relinked version.


Bullet Time

Posted by (twitter: @terrycavanagh)
Tuesday, May 26th, 2009 9:21 pm

Just finished my posthumous MiniLD entry! Next time I’ll try to make my mind up about entering a lot sooner, heh.

Bullet Time Final

You can play it here! The goal is to survive as long as possible.


Posted by (twitter: @joeld42)
Monday, May 25th, 2009 11:23 pm

Well, I only had about 10 hours or so to work on this this weekend. But it’s coming along really nicely:

In fact, rather than release something that’s barely functional but a good idea, I think this has enough potential that I’m going to keep working on it and release it when it’s finished. I know I’m onto something when I can’t bring myself to hit ESC and go back to the code, instead I keep going just one more time around.  Plus it causes hallucinations, which is cool (Not like that — try staring intently at any slowly rotating pattern for 20 minutes and then look away). 

Basically, it’s a multitrack solo jam recorder. You need a guitar (or other instrument) for it to be any use. The innermost loop is the drums, next one out is the bassline, next is the lead, then the outside ring is the rhythm. The whole thing rotates at a specified BPM. The drums don’t change, but each time around it randomly picks a ring for you to play (if it’s the bassline, it drops your recorded input by an octave, fmod is great, it makes stuff like that easy).

And that’s pretty much it. It basically works, but all the options (like bpm and which loop to load) are hard-coded and it needs menu screens and a few more options and stuff before it’s really useful, and I’m hoping to add a “fakebook” style chord mode where you can put in some chords just so you can tell where you are. And the wheel never stops. 

It’ll probably take me a week or two to finish this up, knowing how little free time I have ahead. Anyways, thanks a bunch to destroysound for hosting this, great topic and great idea with the samples. 

MegaSuper:TIMEWARP final

Posted by (twitter: @S0phieH)
Monday, May 25th, 2009 5:34 am

Play in Browser



Download Unity Source files

its a little late but I dont care, laying down those notes was a nightmare and I wanted sleep =p


Posted by
Sunday, May 24th, 2009 8:23 pm

a bit too late… but here it finally is. it’s an experiment i always wanted to make.. – i’ve actually worked on this already before the weekend, but it didn’t came along so well… so, i’ve just decided to finish something small for now (the actual plaything was made during this weekend, so i hope that shouldn’t be much of a problem…).
thanks to destroysound’s soundpack, i’ve started to play around with these wav files, and with less straight rhythms, and it was fun :D. thanks for these loops!
but, hmm, there are still some bugs left… (random sound hangers, and even crashes – please let me know).
but it’s already early morning here. if needed, i’ll try to fix things when possible later…

download is here (win32 )

MiniLD #9 – Verdict: Awesome!

Posted by
Sunday, May 24th, 2009 7:34 pm

The official time is up, but if you haven’t even started yet, now’s the time! It’s a long weekend for those of us in the US, so take as much time as you need on this. I’ve tried a few of the entries and was super impressed; can’t wait to try more. Thanks for playing and I hope you found this as enjoyable as I have!

Bullet Time Preview

Posted by (twitter: @terrycavanagh)
Sunday, May 24th, 2009 5:15 pm

I’m in the same boat as jovac – decided last minute to put something small together. It looks like it’s gonna take longer than I thought – I spent most of my night fixing some broken collision code in my framework… Anyway, should have a late entry to upload sometime tomorrow, with any luck!

Bullet Time

Just Started

Posted by (twitter: @joeld42)
Sunday, May 24th, 2009 4:31 pm

Busy weekend for me. I just got started a about 2 hours ago. But I’m going to have more time to work on it tommorow so even though I won’t exactly line up with the official start time, I’ll see what I can get done in 48 hours.

Here’s what I’ve got so far — it’s not really going to be a game, more of a music-toy. “JamClock” the clock that rocks. Oh yeah.

Wacky Audio Experiment

Posted by (twitter: @draknek)
Sunday, May 24th, 2009 4:28 pm

Each of the moving buttons plays a different sound. They create ripples in time to the music they generate.

More of an interactive screensaver than a game. I didn’t even come close to adding the time travel mechanic I wanted to, and even then there wouldn’t have been any gameplay.


Win32 executable
Linux executable

Needs a fairly decent machine to run sensibly: sorry!

timetris – this is the real tetris :P

Posted by
Sunday, May 24th, 2009 4:23 pm

Tired of a tetris that give you headaches ? tired of a tetris that show fancy pics as background ? tired of question ? play timeTris ! a tetris that clocks are the pieces, and in the hard mode … hummm not sure you can handle …

click here to download.


You Have to Save Everyone but There Isn’t Much Time! Final!

Posted by (twitter: @ExciteMike)
Sunday, May 24th, 2009 2:19 pm

This was my first LD, but it sure won’t be the last.  This was fun as hell.

YHtSEbTIMT screen

You have 10 seconds to save everyone! GO GO GO GO GO!

Play in browser: link

Windows exe:YouHaveToSaveEveryoneButThereIsntMuchTime.exe

Source:YouHaveToSaveEveryoneButThereIsntMuchTime_Source.rar (requires FlashDevelop and FlexSDK)

I wouldn’t call this an entry

Posted by
Sunday, May 24th, 2009 1:18 pm

I mainly felt like goofing around this weekend, so I did. Had a vague idea for a game where you’d fly around in a cave-like world generated from audio data, but I “needed” implicit surface rendering for that, so I set out to experiment with the tech. I wasn’t too surprised to find that I didn’t have any desire to make game code after the rendering was working… I just played with different visual effects instead.

Here’s a collage of notable screenshots produced:

The first raw version ran at an abysmal 1 fps or so at 640×480, but after adding some biliearly filtered variable resolution rendering based on image-space local contrast and threading it to use dual cores, I managed to kick it up to some 20-25 fps for “friendly” scenes (meaning not too much visible edge detail).

Most of the screenshots are from “bruteforce” renders though, showing no optimization artifacts. The optimized version has a mild muddy/compressed look. Putting all of this in a shader would result in much simpler code and greater performance with no visual degradation… I might have to try it some day.

You can download the (messy) source and a few builds here:

I also made a quick tune based on one of the drumloops given: destroyloop.mp3

Overall it was a fun weekend. Sorry for not producing a game…

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