Ludum Dare 36
The Theme is:
Ancient Technology

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1912 Amazing Games!

Archive for the ‘Uncategorized’ Category

Obstruction, a game by Toasted Games!

Posted by (twitter: @ToastedGames)
Thursday, June 23rd, 2016 7:17 pm

Hey all, my name is Ben and I’m a member of a team of three friends that we call Toasted Games! If you haven’t heard about us before, here’s our info. Anyway, the reason I made this post was because I made a huge post on our website about my personal creation, Obstruction! Obstruction is a game about creating courses and maneuvering through them, and sharing those courses with your friends! The game will likely be released this year, and we’d love it if you could check it out. If you’re interested, start by reading the post I just made!


We hope to see you around! ^_^

  • Ben

MusicWeeklies! Come Make Music With Us!

Posted by
Tuesday, June 21st, 2016 8:49 pm

I have done 9 LDs now, and I LOVE the Ludum Dare Community. So I was wondering if you could help me get this out there…

I’m starting something new on Twitter. It’s called: MusicWeeklies. We make music every week. New themes weekly. Want to have 25 Original Pieces of Music by the end of the year? Then come join me! Down the road I will be holding competitions and giving out prizes. If you know anyone that would be interested, tell them to follow @MusicWeeklies on Twitter. Be sure to check out our website for the theme announcement, and other information: Come and join us! ūüėÄ


First post

Posted by
Thursday, June 9th, 2016 4:16 pm

Testing Testing One Two

  • Three

¬†We‚Äôre looking for more feedback on the Unity 5.4 beta, and, as a little incentive and token of our appreciation, we‚Äôre giving away one hundred $100 Asset Store vouchers. If you submit (or have already submitted) a valid Unity 5.4 beta bug report with a solid description and an attached project, you’ll automatically be entered in the sweepstake.

Quote ^

They seem really confident that there software is very stable if there giving out $100 value for a bug.


Terms and Conditions

Pre Calculus 10…

Posted by (twitter: @ToastedGames)
Friday, May 27th, 2016 11:36 am

PreCalculus’ symbols really grind my gears sometimes…

This image shows my course telling me that '||' means parallel lines.


Oh I get it.

if (!place_meeting(obj_collision) || keyboard_check(ord('P')))

means if you’re not meeting collision AND IT’S PARALLEL TO THE ‘P’ KEY ON YOUR KEYBOARD.


Snakeship, a documentary.

Posted by (twitter: @ToastedGames)
Tuesday, May 24th, 2016 8:13 pm

Nah, just kidding! But really, this is a video that we made to show off what we’ve done since yesterday. Hope you like it!

YOUTUBE   |   TWITCH (Streaming GameDev!)   |   WEBSITE   |   TWITTER

Chromaestro on iOS

Posted by (twitter: @AgentParsec)
Friday, April 29th, 2016 2:51 pm

I finally released “Chromaestro” for iOS devices (iPhone/iPad) last week.¬† Those of you who enjoy my music in my Ludum Dare entries, check it out!


Chromaestro Lite (free)

A fun puzzle game, featuring Chromie the cat! Connect Green Gems to score points; the longer the path, the more points you earn. Red Gems will block your path and can create pits, while Blue Gems will restore tiles and give you a bonus. The positions of the gems will create music as you play the game!

Trailer from last year (graphics are very slightly modified, but the gameplay is still the same):

Soulshifter Post-Mortem

Posted by (twitter: @ToastedGames)
Tuesday, April 26th, 2016 11:44 am

(I had to look up what “Post-Mortem” meant because I was so confused at all the blog posts with it in the title. You better be grateful!)

Soulshifter is a game about killing enemies and stealing their forms (sounds morbid, I know). The enemies come in waves out of portals, and you must survive a set amount of waves (based on difficulty) to win. But that’s not all Soulshifter is. Soulshifter is a game about competition, about teamwork, about challenges, and about new experiences.

Me, Erik and Justin worked harder on Soulshifter than on any other game we’ve ever made. I programmed things that I had no clue how to program before we started. Justin made fantastic art in a style he had never tried before we started. Erik learned he was a way better musician than he ever thought he was before we started. We learned that we were a better team than we thought we would be before we started. Soulshifter, and by extension, Ludum Dare did and meant so much more to us than we ever thought it would.

Of course, we didn’t get everything we wanted into the game, but when has anyone ever began a Ludum Dare and finished with everything he wanted originally plus all the things he thought up along the way? We got a game we were happy with in the end, a solid base that could, and will be easily expanded in the future. We got a game that we were proud of, too.

The feedback we’ve gotten has been so wonderful, and everyone ¬†has been so nice. We honestly can’t thank you all enough. Even if you left us a bad score, you will have shown us what we need to improve on next time, and we’re just as grateful to you too. We’ve had so much fun playing other people’s games, also, and it’s just made us feel even stronger that Ludum Dare is a great community of people that we want to meet and compete with every single time it runs.

TL;DR:¬†(What a nasty word, how about this:) To summarize, our time last weekend and the following days after was amazing, we all enjoyed the competition, and all of you, the community. We’re happy with what our game became, and you’ll definitely¬†see us next year. Happy game design,

– Ben, and everyone else at Toasted Games.

Simple UI/GUI App creator [ Random Game Development Question ]

Posted by
Thursday, April 21st, 2016 5:05 pm

Hello :) ! So my game uses a lot of buttons and other UI features. However I’m not such a good artist when I try using a editor the Images sometimes come out too small or to outlined or the words aren’t aligned correctly. ¬†So I’m searching for a program which you can download and create button, banners, icons, logos etc. ¬†All these can be created simply by filping the switches. The closest thing I found to what I was looking for is Kenney Studio. Kenney says he plans to add in the feature but I don’t know how long it will take (¬† Of course their are a few online programs but I have no clue where these people are getting their resources and are ¬†they legal or not. So I continue my search, any suggestion ?

Maze Runner – Play, Rate, Review!

Posted by
Monday, April 18th, 2016 11:58 am

Maze Runner



Check it out! Go on,  do it.


Ignore this

Posted by (twitter: @theMercerBox)
Sunday, April 17th, 2016 9:18 pm



Posted by
Wednesday, April 13th, 2016 7:58 am

I’m not sure about other people, but personally I’m not a big fan of the theme system. ¬†I love having a jumping point, and feeling like I’m having a similar struggle to other people. ¬†However the current implementation of the theme system is a bit limited. ¬†Personally I like the more narrative themes (like “growing” from the last dare) however, other people often suggest themes such as “a city in the sky” or “two button controls.” ¬†I’m all for including these but I think we can make the system a little better for everyone.

What if we had a system where there were three “themes.” ¬†One was a narrative theme (growing) another was a setting (a city in the sky) and another was a limitation (two button). ¬†You could opt in to which of the three you wanted to participate in, and when submitting your ideas for theme you would submit them under one of the three categories. ¬†That way I could always have a narrative theme, and others could have a setting and a limitation.

One problem that I felt from last dare (when we had a narrative theme and a limitation because of a tie), is that some of the community was lost. ¬†Just from the fact that everyone wasn’t doing the same thing, and when looking through the games some people didn’t use the growing theme, and some didn’t use the two button theme. ¬†As a way to counteract this we could have a filter feature on the games list when judging and after the fact so you can see the games that want to be judged on the narrative theme, the limitation, or the setting, or any combination.

I think that this would allow people to have a bit more freedom in choosing a topic for their game, and might preserve the aspect of community that I felt was a little lacking last dare.


If you have suggestions, counter arguments, I’d love to hear them!

Our page for LD35

Posted by (twitter: @ToastedGames)
Tuesday, April 12th, 2016 2:24 pm

Hey participants, it’s Ben here. I wanted to say that I’m super hyped for Ludum Dare, and have set up some things on our website. I have made a page on our website where I’ll be ¬†putting links to all of the posts and info that were gonna be making for this Ludum Dare. This is the page: This won’t be the only place that we upload our info, though. Everything we write will also be put up on this blog, and our personal blog on our website. We only made the webpage for the people who want to see everything¬†we post right away. So basically, no one.

Ah whatever, if I get 1 view on that page, it’ll be worth it. So make my dreams come true and go there, you monster! (Heh, just kidding. But really though, look at it.) It contains important information about stream times (because we’ll be streaming as much as we can), and updates!

That’s all,


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:

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



A tip for Platformer Developers!

Posted by (twitter: @ToastedGames)
Sunday, April 3rd, 2016 3:26 pm

Platformers have been a fairly difficult genre for beginner programmers to design. Most of the problems I’ve encountered come from the physics engine that has to be built. Generally, people don’t know how to program collisions with tiles¬†and end up with players hovering over the ground, falling through the ground, or some other equally annoying glitch. I want to show you how to issues like this, with a script I made. Well, I won’t give you the exact script, because you won’t be using the same program as me, but here’s the basics:

(make 'i' equal 'velocity', if 'i' is greater than 0, repeat this loop until it equals 0, subtracting 1 every time)

//Run the script below for every pixel the player would move.
if there's an object at 'x', 'y'+'i' and it's a platform,
subtract 1 from 'velocity' //Lower how far down to go.
'y' = 'y' + 'velocity' //Go to the new velocity.

Well, that’s all for now. Hope this helps! Bye :)

(This post was a snip from my post on the Toasted Games website. Here’s the full post.)

Need a Musician for Your Game?

Posted by
Saturday, April 2nd, 2016 10:43 pm

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