Posts Tagged ‘audacity’

I’m in

Posted by (twitter: @strong99)
Friday, December 5th, 2014 1:03 pm

It will be the eight time I compete. I’m going to write a live blog like I always did which can be found here.

This time I’ll be using InCourse® GameCreator again. A webbased game engine developed by Islandworks and dubbed ‘the GameCreator’. It’s a webbased game engine with an easy and no-coding editor. I’ll be using the Ludum Dare promo code for more statistics. I’m excited!

OS of choice: Windows 8.1

Game engine of choice: InCourse 3.5 – the Gamecreator

Graphics: Photoshop or Illustrator

Audio: Audicity & Anvil.

Hardware: Wacom cintiq (Pen tablet), Space Explorer (3d Mouse), M5 mouse, dual monitors etc.

I’ll post a “How did I do it” on the end as I did the last times.

Other year’s entries include but are not limited to: World AloneBe the Villain and The Dragon Journey.

Strong99's Ludumdare 22 entry - World alone Strong99's Mini Ludumdare 49 entry Strong99's Ludumdare 28 entry

And a lot more! Visit my live blog during the event!

Good luck fellow Ludum darers!

How did I do it?

Posted by (twitter: @strong99)
Monday, August 25th, 2014 5:56 am

During my seventh Ludum Dare competition the theme was Connected Worlds. I started around 05:30 CEST on Saturday and submitted it around 03:00 on Monday. I worked thirty-six hours on the game, slept ten hours (2 + 8), used three hours for writing down a concept, drew sixteen hours, used around eight hours for creating the game’s logic and six hours for music. The other time was used for play testing, blogging, eating and quick breaks.

Play the game! Rate the game! Read about the game! Original blog post!

Concepting

First things first, before you can start making your game, you need an idea and plan. Thus I started with brainstorming. Writing down related and interesting keywords around the theme “Connected worlds”. I figured most people would go for a space or island settings, which is attractive but I wanted to create something different, more unique. I made some small trips and played with ideas related to abstract, race and relation types of connected world and decided to settle down with something from my favorite theme: Cyber Punk, most notable worlds like Ghost in the Shell.

Brainstorm diagram - spider First map sketch

Prototype

When I finished writing down a small synopsis of my brain twists I started to lay down simple visual world and adding the elements. When I got a small world I proceeded with testing and adjusting the concept bit by bit until I was satisfied.

Drawing

Once I had the prototype of the actual gameplay I could start drawing the game world.

Game level and icons

This included a background, network node icons, guard icons, citizen icons and more. I spread this in several stages, every stage ending up more detailed. I swapped between drawing on the game level and icons and the prologue and epilogue scenes. Which allowed me to take a break on a drawing and look at it again after an half an hour with a “fresh look”.

Gameplay Prototype result

Prologue & Epilogue

The prologue and epilogue were a bit different from the art I had to draw for the actual game. The prologue and epilogue are a timed story without interacting but with moving assets. This took the most time to draw. I planned six scenes with several large moving elements like humans, hands or walls.

 Screen cap epilogue

Music

Audio is one of my worst development skills. I don’t work with audio often or I have a composer making the actual audio. For the simple sounds like button pushes or other quick sounds I used simple tones, combined, altered just to give a small beep. For the actual music I decided I was going to use a combination of audio generators and Audacity. It took me a while before I had the desired sound which didn’t get annoying after the initial 30 seconds.

Audio composer

Submission

To make sure the game was submitted on time (before 03:00) I already submitted it around 02:30 on Monday. That was before I found out the submission deadline was till 04:00. The good thing about hosting it online you can post a link and update it. So around 02:55 I wrapped everything up and ended with a good stretch. I was a bit stiff from hanging above my drawing tablet 😉

So?

Everything done and submitted, I’m happy about my schedule and work. I didn’t really have timing issues but some things did take longer than hoped. The concept seemed easier than it was. And of course the concept took some more fine tuning to make it actually challenging.

Play the game!

Rate the game!

Read about the game!

Original blog post!

Posted by
Monday, April 28th, 2014 12:25 am

Hey and good morning LD people!

Had a bunch of fun this time, long weekend of coding with a break to play Middle-Earth-Quest, that game takes an age, but we beat Sauron … just… anyway…

Please check out my game http://www.ludumdare.com/compo/ludum-dare-29/?action=preview&uid=20788

If you rate or comment I’ll rate you back where I can run the game, gonna take a while to get through all 69 pages – wow!

 

Third Time

Posted by
Friday, December 13th, 2013 4:45 am

Man, that second time was abysmal.  I’m just going to be using SDL, LMMS, Audacity and the GIMP for this one.  Before I was trying to also limp along with an engine that isn’t fully functional and trying to add more functionality as I went.  Next time, though, I’ll try and do 3D again.  As SteamOS is released today, I may try it out and get my entry running on it, if possible.

As usual, Jenkins will be handling the continuous integration and there will be Windows stable builds here, unstable here and Linux stable builds here, unstable here.  The GitHub repository is here, which I’ll have a simple window up and running in before the competition begins, and I’ll be streaming here.

I’ll probably be getting a late start as it begins early in the morning for me.  All design work will most likely be done with a text editor which will also be in the GitHub repository.  Assets will not be stored on there, instead they will be on the FTP site which I’m either going to have the assets download (not very likely, as time is limited) or bundle them with the builds from Jenkins.  During the event, I’ll make log entries as necessary.

 

Here’s what I’ll be using:

Platform

Language: C++

Operating Systems: Linux and Windows

 

Tools

Editor: gVim

Compiler: GCC

Version Control: Git

Image Manipulation: GIMP

Audio: Linux Multimedia Studio

 

Good luck everybody and have fun!

So, yeah, I’m in.

Posted by (twitter: @feyleafgames)
Friday, August 24th, 2012 4:51 pm

 

I didn’t forget, just procrastinated. I want to consider myself a veteran at Ludum Dare, as this will be my 5th entry.

Hooray for Number Five!

Let’s just say I’ve graduated from complete newb to novice, and now am just above novice. I don’t make games professionally (yet), more of a hobbyist developer. It’s something I completely love to do, create little fantasies in code and allow people to see them and interact with them.

Ludum Dare is my way of looking back at previous projects, gauging how my skills have improved, enjoying the ride, and letting the community know that I exist. So anyway, there are tools I have used before, and I’m gonna list them:

  • language: C++ in MSVC 2008 Express
  • library: SFML 1.6
  • audio: SFXR, Audacity, PXTone
  • ear candy: musicforprogramming.net
  • health: good food, smoothies, coffee, some light exercise, and a decent amount of sleep (but seriously not too much)

Everyone, have a blast, and best wishes for your projects.

 

tr-3012 postmortem

Posted by
Tuesday, April 24th, 2012 10:19 am

My entry tr-3012 is primarily a musical instrument, a drum machine with five independent looping triggers identified by robots.

This time around I did a lot better at removing code that wasn’t necessary and dropping ideas I wouldn’t have time for. I had all of these digitized robot voices recorded that my five year old loved but which didn’t really make the game any better.

One thing I regret not having time to implement was an introductory zoom from outer space into the playing grid, to make it look like the robots were isolated and adrift in space. That would have helped fit the theme better.

The tools I used:

Processing
Piccolo2D
Piccolo2D library for Processing
Beads library for Processing
Garage Band
Animoog
Audacity
TAL-Dub-2 audio unit plugin
GIMP

I plan to add a few new features to tr-3012 later, to make it more useful as a musical instrument

– allow user-provided samples
– external MIDI sync, or at least set a tempo in BPM internally
– send MIDI and OSC events in place of/in addition to playing samples

Let’s do this!

Posted by (twitter: @RA_Siewart)
Tuesday, April 17th, 2012 11:56 am

This will be my first game jam, and hopefully also my first non-mod, non-prototype game.

This Week

  1. Warming up, which will essentially be testing out tools and techniques I don’t have enough experience with.
  2. Speeding up my laptop
  3. Some university related stuff
  4. Cooking (healthy) food for 48 hours
  5. Explaining my girlfriend why I’m doing this (and not going out with her)

My Tools

  • Building: Unity
    I’ve been using Unity for 2 years now, and I still like it. Luckily I have a Pro version that I can use, which has some nice new features like pathfinding, an awesome particle system tool and of course dynamic lightning. Not sure if I will use any of those, but it’s good to have.
  • Coding: MonoDevelop
    Unity comes with MonoDevelop, Unity is partly integrated with it, the auto-complete is nice and I’m used to it, so I will be using it to code my C# scripts.
  • Music: LMMS
    Sound, and therefore music, is the only thing I have no experience with, so I will have to practice it a lot before I start. I also have to find some nice VSTs which I can use. I do know something about music so I hope I can produce something worthy.
  • Sound: Audacity
    When I have to do something with sound, which rarely happens, I use Audacity. I will probably be recording sounds with my smartphone and/or laptop microphones, and I know how to remove things like noise with this tool. Also editing and looping sound works pretty nice with this free tool.
  • Graphics:Photoshop
    I love Photoshop, I have been using it from time to time in the past 10 years, I’m far from a pro but I know my way around in it. And, most importantly, it works really awesome with my Wacom.
  • Modelling: Blender
    I usually use 3ds Max for 3D modelling, but I only have a student license for this, so I use Blender as substitute. Since the new interface I no longer really hate it, but I do not have a numpad on my laptop… Anyway, I want to try to make a 2D game, so I won’t use it extensively. Otherwise I will have to fall back to good ol’ 3ds Max.
  • Motivation: Spotify
    I always work with music on. (Unless I’m doing hard mathematics) I usually listen to a few styles, sorted by requirement: For creativity: death metal, progressive metal and prog. rock. For speed: drum ‘n bass, deadmau5 (yes, that’s a genre) and industrial. For inspiration: minimal classical music. And for relaxation: Eddie Vedder, Foo Fighters, Muse, or any of my other favourite bands, that no longer need attention (because I know every single tone).
  • Communication: Twitter – This Blog
    I never tweet, but I would love to give updates and give answers to questions. (Not that I would know why you would do that.) Follow: “@Siewart_”. I will be posting some blog posts as well, because the process of creating a game is awesome, inspirational and informative. (It’s also nice to look back when you are done)
  • Timelapse: Chronolapse
    Everyone seems to do it, so I will do it as well. Also: I love timelapses :).

My hardware:

  • My old HP Elitebook 8530w (Dual-Core 2.8Ghz, 4GB, Quadro FX770M);
  • Samsung Galaxy S2 (Ice Cream Sandvich);
  • Wacom Intuos 3;
  • A random mouse;
  • Hopefully a keyboard

Warm-up
For my warm-up a theme generator gave me a (cliché-ish) theme: Post-Apocalyptic Steam Punk. But I vowed to use it so I will.

Basic idea: A 2D sidescroller where you have to use nuclear waste to mutate plants, animals and NPCs in order to solve puzzles involving steam engines. Don’t know if I have enough time for something like this, but I want to go through the whole process once so I might make one short level, without tutorial. I will post it when it’s done, if it’s done.

One last thing
One last thing: Good luck and above all, have fun, my dear opponents!

I am in for the Ludum Dare 23 Jam

Posted by
Tuesday, April 17th, 2012 11:50 am

As a lof of people here, this will also be my first Jam.

I will use:

  • Objective-C (what means that the game will be for Mac OS X or iOS. Is there any restriction of platform?)
  • Cocos2D game engine
  • cfxr (for sound effects)
  • Grafx2, Pixelmator and Pixen (for graphics)
  • Audacity (for music)
  • GitHUB (to share the code)

BTW, I am a Brazilian that live in Hsinchu, Taiwan. I was following the list and didn’t find nobody from Taiwan. If you are from ROC and wanna gather, please leave a comment. :)

What i’ll be using

Posted by (twitter: @colincapurso)
Monday, December 12th, 2011 6:18 am
  • Language: Javascript / HTML5 Canvas
  • Art: Adobe Illustrator / Adobe Photoshop
  • Audio: If there is audio, i’ll be using sfxr and any modifications to that with Audacity
  • Base Code / Libraries:
    Asset Manager from the Google I/O presentation for pre-loading images.
    My base template
  • Screenshots: I’ll set up to take periodic screenshots, a word of warning though, I can’t guarantee it will be completely SFW 😛

I. Am. In.

Posted by (twitter: @arkeus)
Friday, December 9th, 2011 12:02 am

I’m in for my third Ludum Dare. The last two have been incredibly fun, so I don’t want to miss this one! For LD 20 my entry was Diamond Hollow and for LD21 I made Glissaria. Each time I’ve made sure to create a timelapse, and this one will be no different. However, I also plan to stream my progress live this time right over here. Also, I’ll keep updates on Twitter, so feel free to follow me if that’s your thing. And finally, I have a circle of LD people on g+, so add me there so I can stick you in my ever growing circle!

I’m going to stick to my strengths with pixel art and flash. Going to try to brush up on music this time, so I can at least have something listenable. I might try to find a music generation program simpler than Fruity Loops due to me being musically challenged. More formally, the tools I will be using are:

Programming: AS3 (Flash) via FlashBuilder (Eclipse)
Library: Modified Flixel (extra plugins such as a flixel bitmap font library, etc)
Graphics: Photoshop
Music: FruityLoops (unless I find something better)
Sounds: As3sfxr + Audacity
Other: Fast food, sleep, cats, alcohol

Last time I was overambitious, writing 3 games in 1, most of which I had no experience with. This time I’m going to play the safe route and make a platformer. It’s something I have experience with, is easier to make art for, and will hopefully mean I can create a full game in the alotted time. Let’s just hope the theme lends itself to a platformer. Also, if kittens wins I will cry because I can’t draw a cat to save my life.

One Of Two Partners In Crime

Good luck all. =]

Ready to go!

Posted by
Friday, August 19th, 2011 3:32 pm

Hello everyone! I’m ready to join in! This is my first post to the site!

I’ll be doing a Jam entry with a friend. I’d be doing the code work and he’s likely to help with graphics and sound.

So here’s what I’ll probably be using:

  • Language: Lua (Using LÖVE as a framework)
  • Source Editing: Vim
  • Version Control: Git
  • Graphics: mtPaint (pixel art), MyPaint (Sketches, concept doodles), Gimp (Anything else)
  • Sounds: sfxr (Bleeps and blips), Audacity (Filtering and other stuff)

Hopefully that should all be enough to pull me through. Good luck everyone, see you soon!

I’m in???

Posted by
Friday, August 19th, 2011 10:59 am

So, decided like 5 days ago to work out what tools I’d need and do this….

Didn’t work out what tools I’d need though.

So let’s do this.

Using C++, probably Gosu, if I need art I’ll head to GIMP, if I need music sfxr/Audacity will get looked into.

My goal: Have something that can compile when I’m done. Secondary goals of having it do things and be a game. Actually being fun will get to be a tertiary goal.

I’m in, for a most variable definition of in.

Yoroshiku Onegaishimasu

Girding loins for LD21

Posted by (twitter: @Winterblood_Dev)
Friday, August 12th, 2011 5:02 am

Things to do: clear desk, tidy house, generally sort out anything that might prove distracting! Excited to have Notch rejoin us, and see how the G+ circles pan out.

I’ll be using the shiny latest version of Unity – the new drag-and-drop prefab workflow should really help keep the pace up. Also Paint.NET, Blender, and Audacity.

Must also clear my calender for the next month just in order to *rate* everyone. The magical 100% coolness is becoming really hard to accomplish!

making soundtracks easy

Posted by
Friday, August 20th, 2010 6:37 pm

will use this one :) easy and fast http://tones.wolfram.com/

then will save the midi file and record the sound in the audacity while it plays on media player.

here are some pics of the setup in audacity to allow you to record from the computer audio.

audacity to save audio from the computer audacity to save audio from the computer 2

compo rocks

Posted by
Friday, December 11th, 2009 3:28 pm

athanazio workspace ld16

This is not my first time, and I hope is not the last 😛

Planning to use on this one the current beta version of  my framework that I started on LD15, that was made in Java, meanwhile I add Lua language to the mix, and support for android …  here is the link for this alpha version http://jaga.athanazio.com/2009/12/alpha-version/

for graphics inkscape and gimp

for the audio  SFXR e audacity

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