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Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 7 days, 17 hours, 19 minutes, 41 seconds
  • October Ends: in 8 days, 17 hours, 31 minutes, 41 seconds
  • Ludum Dare 31 begins: in 43 days, 18 hours, 19 minutes, 41 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]

    Tips for Java games!

    Posted by
    October 8th, 2014 4:33 pm

    The first tip is to set your window to adjust to the operating systems’ default GUI text, buttons etc. the way to do this is on the line below.





    The second tip is to make a fullscreen window. If you are unaware of how to do so, check below


    GraphicsDevice vc;

    GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();

    vc = env.getDefaultScreenDevice();




    The third and final tip: Have a gameUtils package. It’s really annoying to rewrite code, so just write it once and access it from a gameUtils package if you don’t already!

    Dream of me

    Posted by (twitter: @bytegrove)
    October 8th, 2014 3:58 pm

    Starting to get some creepy graphics into the game! Still lots to add though.

    Opinions on Polycode

    Posted by
    October 8th, 2014 2:19 am

    Recently, I have discovered Polycode (http://polycode.org/) and so far,  it seems like it will suit me perfectly especially because it uses C++. But I would like to know;  has anybody used it before and if so what are your thoughts on it ?

    Thanks! :D

    October Challenge, a romans game

    Posted by (twitter: @juaxix)
    October 7th, 2014 1:07 pm

    So, I decided to create a game with romans :) and an amphitheatre, dummies to train, swords, shields, yeah :)


    I’ve used Google Play services as multiplayer platform, but it is hard to make it work cause I need to test a lot, so ,right now I’m making the basic, run around the amphitheatre, confrontate the dummies, and so on.

    You can see it on twitch.tv too.

    Octobah challenge!

    Posted by
    October 7th, 2014 12:41 pm

    I am doing the October Challenge this year,

    But I’m donating the first dollar I’ll earn to Mike Kasprzak!

    He deserves it. He made these series of events possible, and I want to thank him and make it possible for other people to particpiate Ludum Dare in the future!
    Thanks to everyone who made LD possible!
    Besides that, some people like Mike need some Netflix!
    I probably donate a little more so he gets a full dollar instead of just 70 cents.

    I need to earn of course something. I think my game will be free, and it’ll be optional to pay for it, pay if you like it. I hope this system works and I can give him a piece of Netflix.

    October Challange end of 1st week

    Posted by (twitter: @cp_kayelgee)
    October 7th, 2014 12:19 pm

    October_challange - week 1

    The first week is coming to a close. Let’s see what I’ve got done already.

    Since the beginning of October Challange I’ve been only working on the UI. I made a mockup how the UI could look on mobile. Which looks like this: Read the rest of this entry »

    Picking artists on Fiverr

    Posted by (twitter: @mbabuskov)
    October 7th, 2014 6:39 am

    I’m still learning how to draw well, and I’ll make all the artifacts images. But for units, I need some good artists to make nice pictures. I searched the fiverr.com and found some really good ones. Here are some pictures I commisioned for my Gods of Sparta game. I linked each artist’s fiverr profile in case you need something like this.

    Most artists on Fiverr are only good with a particular style, so make sure you look at their portfolio before ordering. For example, an artist from South Africa with username seatongrey has a great style that would fit Underworld units in Gods of Sparta. But I wouldn’t use him for Human faction. He made the Dragon above, and here’s the Hades:

    For Human units, I hired glass84 and johannan. Here’s Achilles from glass84:

    The turnaround is usually a couple of days. You can see the average in the artist’s profile. Now, be prepared that some artists might be busy and won’t get back to you quickly (or ever). If that happens, just cancel the gig and hire another one.

    Be prepared that some designs might fail. For Olympus units I had to combine different artists. flannery is good with horses, so I got Pegasus and Unicorn:

    Medusa was a tough nut. I hired four different artists and in the end had to use one who is really expesive. But he’s a pro: deansanchez:

    I had to edit each of the images a little bit. The dragon was completely ok, but it had a big belly, so I had to crop the image to focus on the head and fire. I had to change or add the background to Achilles, Unicorn and Medusa. I also increased the contrast, added a drop shadow or glow where needed, etc. The only picture I did not touch at all is Hades. So, don’t expect to get a perfect image served on a silver platter. Remember that Fiverr is meant to be the cheapest service while still having a decent quality.

    I’m pretty satisfied the way all this turned out. Still, I think that for my next project I will learn how to draw myself.

    October Challenge: Pix 1.5

    Posted by (twitter: @ItsHolofire)
    October 6th, 2014 6:34 pm

    About a year and a half ago, during Ludum Dare #26, I created a game called Pix. Pix was a 2D puzzle game that involved getting the blue square to the green exit. It was for the theme ‘Minimalism’ which I think I incorporated pretty well. It reach #100 overall, and higher and a couple of other categories. Click here to view its submission.


    Level 27 of the original Pix. Minimalistic style.

    I have decided to come back to the original idea and redevelop and expand the game, while keeping the same gameplay mechanics. Ladies and Gentlemen, I present to you…Pix 1.5.


    Title screen of Pix 1.5.

    I have been working on this for about a week now and I have made a considerable amount of progress. All the menus and game systems are in place. About 80-90% of the images/graphics have been made and implemented. I do, however, have a few more weeks of development to go through due to me wanting to polish the butt off of this game.

    I am currently working on a level editor which will provide simple and easy to use tools to create interesting and unique stages. I am also working on creating new tile mechanics. There are currently 3 new tiles that were not included in the original Pix, and the teleport system has been re-worked to allow much more flexibility. I also plan on adding a much more complex system to the level editor known as ‘flagging’. This will allow a level designer to assign custom properties to tiles and make them behave in a unique and customized way. The teleporters will be using this flagging system as an example.

    Below are a few in-progress screenshots of Pix 1.5 (Click them for full size). Everything is still subject to change. I plan to release Pix 1.5 between 24th of October on itch.io for FREE!! Donations will be appreciated though. More details will be released closer to the time.


    First level Pix 1.5 acting as a movement tutorial.


    More complex level displaying multiple different tile types.


    Example of the new ‘Zone View’ allowing players to view entirety of larger levels.

    Thanks for reading!

    Introducing my first October Challenge game ever!

    Posted by (twitter: @OtroraGames)
    October 6th, 2014 1:05 pm


    Hello friends, recently I was scrolling my twitter feed like any other day until I saw something that caught my attention. October Challenge! You may say I have been living in a cave the last few years, but I must say I had not heard about this before. As soon as I read it I knew I would enter. Ludum Dare has given me moments of unparalleled learning and the opportunity to experiment and create new ideas for games. I have no doubt that this will be one more.

    My game for October Challenge will be one that I have been cooking for over a month. A quite simple idea: what happens if you take an auto-runner, a classic story and a character that is cute even when he dies? And he will die a lot, at least until you master the game enough to make it reach its destination. The game has 78 levels planned, divided into 4 worlds. Each with their own obstacles and traps. It will be initially available for PC, Mac and Linux via itch.io. Now you know how this works, you try the game and if you like it, you pay what you want and what you can.

    Right now I’m working on the rest of the levels and on a port for Android and IOS that will be free for those who purchase the first version.

    For now I leave you with some screenshots and I hope to share more information with you as soon as possible.

    Happy gaming!

    Nevado Adventures  Nevado Adventures Levels







    October Challenge 2014

    Posted by
    October 6th, 2014 12:49 pm


    This Might be late but I am going to participate in the October Challenge.  I started working on this game in

    another game jam.  The idea was to be a local multiplayer dungeon crawler.   I never fully finished in for the

    jam.  The idea I felt was great and I just really couldn’t wait to work on it.  So I have be working on if for awhile

    now.  But this is a great excuse to set a real date and not get lost.  So here is the first screenshot of my work.  This

    is the skeleton archer enemy.  He is still very much a work in progress but I think he looks good so far.  From the

    top he looks right for the game.  I am looking forwards to seeing how his final model turns out and looks in a final

    game.  I am also waiting to see some of the other games that come from this challenge.


    3D building jams

    Posted by (twitter: @CorentinDonal)
    October 6th, 2014 11:51 am


    I was wondering if there was any “game jam” style competition but only about 3D modeling and constructing around the web?

    A bit like a demoscene but limited in time, not ressources.

    Or like a break dance battle, showing off 3D skills and tricks on a short time.

    Creating stunning environments and stuff and push it to the limit, use procedural or modular approaches!

    October Challenge

    Posted by
    October 6th, 2014 10:54 am

    Have a couple things that I can approach for this years October challnge

    Been starting on a top down game, with some minor random map generation, somewhat like a rogue like, but more like an RPG with rogue elements. Going to build it with Phaser to give that engine more of a try.

    Another thing is I could work on my LD29 game a bit more: http://projects.agmprojects.com/searchforhope. It’s something I would like to work on more, but i’ve held that off a bit as I’ve been working towards WebGL support in MelonJS.

    Not sure which I’ll do yet, but new projects are always fun. Been a while since i’ve started one :)

    Pre-made GameEngines:

    Posted by
    October 6th, 2014 10:49 am

    Helloo everyone:

    I have been designing a game engine for around a year and have recently decided to restart it, i am thinking about doing December’s Ludum Dare, If i use a GameEngine i have built, how does it all work, because i know source code doesnt have to be uploaded anymore, but… as i am using something i have built myself unlike for example unity, is that aloud?


    thanks in advance

    Day 4: Using ImageMagick to automatically scale images for different Android screen resolutions

    Posted by (twitter: @mbabuskov)
    October 6th, 2014 4:37 am

    Battlefield is the screen players will see all the time. At first I thought about building it from tiles, but I changed my mind. It’s going to be fullscreen graphics, in all it’s HD glory. I found some free wood, sand and stone textures and played with them in Gimp for almost two days now. Here’s the end result:

    Looks kind of lame on this thumbnail size, but I assure you it’s much better on an Android device. The shaded part is the background used to fill the space on wider devices. It isn’t really shaded in the actual file.

    I created this screen at 2134×2733 pixels, so that it covers all possible Android devices. Now, I need to scale it to sizes appropriate for 800, 1024, 1280, 1536 and 1920 screens. To avoid doing this manually, I created a simple script that calls the imagemagick tool to do the scaling. Here’s the script:

    convert images/2560/$1 -resize 31.25% images/800/$1
    convert images/2560/$1 -resize 37.5%  -gravity center -crop 1024x1024+0+0 +repage images/1024/$1
    convert images/2560/$1 -resize 50%    images/1280/$1
    convert images/2560/$1 -resize 60%    images/1536/$1
    convert images/2560/$1 -resize 75%    -gravity center -crop 2048x2048+0+0 +repage images/1920/$1

    You need to create directories named 800, 1024, 1280, 1536 and 1920. You should create all images in directory named 2560 and then just run the script to create the others:

    ./generate.sh background.png

    If you don’t like the default blurry edges, you can use -adaptive-resize instead of just -resize. The difference is similar to using Cubic vs Lanczos algorithm when scaling in Gimp.

    For more detailed explanation and code that packs the images into texture atlas, continue reading this post on my blog:


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