Ludum Dare 31
December 5th-8th, 2014

I’m in

Posted by (twitter: @managore)
14 hours ago | November 20th, 2014 9:56 pm

This will be my fourth Ludum Dare in a row.

As usual, I’ll be using

  • Gamemaker: Studio
  • Jfxr
  • FL Studio
  • A never ending supply of sugar

In other news, I’ve finished the commercial version of The Sun and Moon! I’ll try to write a post mortem about the process and my experiences with it soon.

I’m SOOO In and SOOOO excited…and probably SOOOO underprepared!

Posted by
14 hours ago | November 20th, 2014 9:38 pm

This is going to be my first ludum dare!  I was hoping to use this as a launch pad to fufill my dream of my own game!!!!!  And who knows…maybe I make the next groundbreaking game…and buddy up with Notch…*shrugs* you never know!


Anywho, this is my plan so far?


Langauge: Java (is this a bad idea?)

Audio: Probably audacity…gotta go do some research on this guy

Graphics: Gimp


Good luck to everyone out there!!!!!

I’m In

Posted by
16 hours ago | November 20th, 2014 7:47 pm

This will be my first Ludum Dare.

Programming: C++ (code::blocks) and SFML

Graphics: GIMP

Audio: Audacity, MuseScore and/or BoscaCeoil

I’m considering streaming my game’s creation but I’m inexperienced with streaming software.

How to prepare during the #LDJam

Posted by (twitter: @strong99)
16 hours ago | November 20th, 2014 7:31 pm

You joined the jam, waited on the theme to be announced and it’s time for you to start. But what now? The theme is outside your interest or the only thing you think off is a large MMO or RPG. How do you start?


For starters, write down everything that comes to mind. From subjects related to the theme to mechanics. It’s called brainstorming, a good creativity technique to focus your mind. That’s exactly how I start my day off. Brainstorming with a cup of tea. But that’s not really how I start the Dare. I always plan my time beforehand. Using my older schedules from previous dares:

Time Task Description
00:00 – 05:00 Sleep The dare starts at 03:00 CEST
05:00 – 05:30 Breakfast and brainstorming A spiders web with words
05:30 – 06:00 High Concept A two page written concept
06:00 – 07:00 Sketches / Storyboards Storyline
07:00 – 08:00 Placeholders Quick placeholder art
08:00 – 11:00 Level design Designing levels & improving the story
11:00 – 17:00 Gameplay & building the levels
17:00 – 18:00 Creating art / replacing placeholders Quick art
18:00 – 19:00 Dinner Do something completely different
19:00 – 23:00 Creating art / replacing placeholders More fine-tuned art
23:00 – 00:00 Creating Audio
00:00 – 08:00 Sleep You need your sleep!
08:00 – 11:00 Fine tuning levels Gameplay and level design
11:00 – 18:00 Creating art / replacing placeholders Animations
18:00 – 19:00 Dinner Do something completely different
19:00 – 22:00 Creating Audio The hardest thing for me
22:00 – 00:00 Finishing touches Last improvements
00:00 – 01:00 Submit game Two hours before the deadline,

A simple schedule like this keeps you on track. And if you need more time for the art, you know you should downscale and/or continue to the next phase. Some start up goodies:

High concept

A high concept is a short summary of only two pages about your game’s concept. It includes the story, features, gameplay, moodboards, etc. It gives you a peace of mind later on.


A good thing to make are sketches, but even better is if these sketches are sequential. A storyboard shows what the story is and how events occure. They give you an early warning about odd game parts.


It may sound odd to create art you’re going to replace when you have so little time. But the fact is, you change a lot about your art in later stages. So why use up your time on detailed art when you can create quick and dirty placeholders? Do you need trees? Just draw a stick and circle.

What part of my preparations do you like to learn about? Our do you have improvements? Share it with us!

Follow my blog, our my special LD31 blog for more. I wish you the best of luck!

I’m in!

Posted by (twitter: @TheDalePhillips)
18 hours ago | November 20th, 2014 5:57 pm

This will be my second Ludum Dare, my first I made a space hacking game which I’m still working on!

I am using the following:

Language: Java
IDE: Eclipse
Graphics: Photoshop
Sound: Jfxr and Audacity
Map Software: Tiled (if needed)
Time Lapse: Chronolapse

Last Ludum Dare I streamed all my progress over at Twitch and will be doing the same for this LD.

Good luck everyone!

Yeah, probably!

Posted by (twitter: @DaVince21)
18 hours ago | November 20th, 2014 5:32 pm

December 5-8? Sure! It’ll be my second time joining an LD.

And it’ll be my first time trying to use Haxepunk/OpenFL to make a game. It’ll be good practice. Haxepunk looks super useful for making cross-platform games.

I’m almost certainly in (Jam)

Posted by
19 hours ago | November 20th, 2014 4:17 pm

I’ll be using python 2.7 with pygame (other modules to be disclosed on post date) and paint/paint dot net graphics.


Posted by
21 hours ago | November 20th, 2014 2:40 pm

So. I haven’t done LD for quite some time. It IS bad. And that’s why I’m gonna prepare for Ludum Dare #31.

My current plans (to which I’m not going to strictly stick yet – I’m still considering them) are:
– Try to not limit myself to using TGF2 or MMF2 for development for few reasons. I haven’t touched those programs for a long while and their exporters aren’t perfect (I don’t really look forward to watching over the compatibility…).
– Try doing a browser game. Be it an applet, HTML5 game or anything else that runs in a browser. This should get lazy people’s attention. If I’m doing this, then I’m going probably to use HTML5 with JavaScript, without any third-party libraries.
– Try doing a game with randomly generated content. And while I love level development, I feel like randomly generated maps would give a game a better lifetime. And be more fun as well, probably.
– Try doing some actual streaming. While this didn’t work in the past, I was able to stream something few days ago without any problems. That means no excuses this time!
– I have no idea what to do with timelapsing. While the idea sounds fun, and shows the development process in a short video, it’s still something I wasn’t able to figure out (and I’m not exactly looking forward to it). I’m probably going to give up on this. The streams will be archived, so there’s still that alternative to watch.
– I’m probably still going to use the other stuff I always used for game development, such as paint.NET and sfxr/bfxr. If I’m doing a HTML5 game, I’m going to use Notepad++ as editor.

Those two weeks are going to pass quickly, so these won’t change too much probably… There’s nothing else to do than to wait for the actual compo then, I guess? :D

I’m Most Likely In

Posted by
21 hours ago | November 20th, 2014 2:33 pm

I may or may not have the entire time to work, but I am going to try my hardest to make a project in C++ (as I’m trying to learn it).

I might use Visual studio, but if anyone knows of a better C++ game programming software that is free, please tell me!

Connected We Run Post LD30

Posted by (twitter: @Ythmevge)
22 hours ago | November 20th, 2014 1:13 pm

My entry for Ludum Dare 30 was Connected We Run an endless platformer game.

connected werun_1


The post LD30 version of the game is available on Gamejolt

Connected We Run on Gamejolt


Major Changes as I remember them:

-Inverted the players

-Vastly improved platform generation (Now the jumps are possible most of the time)

-Implemented difficulties at various levels. difficulties decide how fast the platforms start at, increase speed at, and the generation speed of new platforms.

-Use of the Gamejolt API for Highscore tables, and achievements.



A large part of doing a post compo version of this game was to test out Gamejolt, and decide if it was something I wanted to use for Ludum Dare. It is, it will make the Highscore table much simpler, because as so many people pointed out on my compo version, the Highscore table on my website is not secured against out of range scores. Achievements are also something I would like to have in my Ludum Dare games,  and Gamejolt makes achievements easy to implement.

I am in… If I make Garage48 GameDev + LD31 work :)

Posted by
1 day ago | November 20th, 2014 10:59 am

Last year in December I participated as part of
And sadly was traveling on both April and August LDs
Am planing to participate in LD31 for a while, buuut.

Garage48 GameDev
Recently found out that Garage48 comes to Riga, and not with usual “Build a startup in 48 hours” but a GameDev one
It works like that, you come, pitch game idea and gather a team to make a game over next 48 hours from ~100 people come from business, development and design backgrounds.
Super fun, almost as fun as LD(but I like LD more) but makes it easier to gather teams and is very well organized.

Problem is, it starts Friday 6PM locally, while LD starts something like Saturday 4AM which 8 hours later…

So far idea is to go to Garage48 and pitch about LudumDare trying to gather a team to participate in both, then go to sleep, wake up 6AM and start brainstorming game for Garage48 and LudumDAre theme.

What I plan to use
Like last year plan to use something that outputs HTML games + packaging them as mobile apps is a bonus
Here is a nice website found recently that has same game with sources made on many of JavaScript game frameworks/engines.
Do plan to do it with WebGL as canvass is limited to just sprites drawing.

JavaScript + WebGL
WebStorm as IDE
Photoshop for graphics
Was thinking to use one of Autotrackers but this post contains lot of other cool apps I am playing with right now :)

And that’s about it.
Is anyone else combining LudumDare with some other GameDev event, gathering?

Offensive Defense is out now!

Posted by
1 day ago | November 20th, 2014 9:03 am

Remember my october challenge?

Well, my game is out now! You can try it, and if you like it, you can buy it! If you don’t, you don’t! :D
I’ll be posting how it was to create my first commercial game sometime later.
I’m also looking forward to LD 31!
And, as always, I’d like your opinion!

Give it a go here!

Here’s a mediocré trailer:

[cache: using cached page]