Ludum Dare 34
Coming December 11th-14th Weekend

October Challenge ends
Make a game – Take it to Market – Earn $1

Posts Tagged ‘blender’

Giga Guy Update

Posted by (twitter: @GaTechGrad)
Tuesday, September 29th, 2015 4:45 pm

Giga Guy was submitted for the Mini LD #62 last Sunday.  You can view the LD entry or download it at GameJolt.  Due to all the plugin and browser controversy, I’m thinking about making my future games download only.  It is better experienced in full screen at higher resolutions anyway, and I really feel like Unity web build really takes away from the experience.  Anyway, the game currently has five robot bosses, and I’m currently working on a sixth which I hope to release soon.

Here is the latest developer commentary video that I made covering the latest updates to the game.  I talk about finally learning Mecanim for playing the animations and normal mapping for the room textures.  Enjoy!

All done and submitted

Posted by (twitter: @keyle)
Sunday, August 23rd, 2015 8:21 pm

I’m really happy with my 3D work this time around.

Congrats to all the people that made it this far. LD is a gruesome mistress that will teach you many things…

I’m going to get some breakfast now…

Monster’s REVENGE! My entry for LD33 compo




The room for the night terrors is taking shape

Posted by
Sunday, August 23rd, 2015 3:39 am

Night terrors room

Because of running out of time, it seems that for me this Ludum Dare is more of an exercise in lightning and shadows than making a complete game. Oh, well, such is life.

The room is a little spartan still and more good hideouts for our monster need to be added, but I’m getting there. Hopefully I will get the first person monster working soon. Then I will add the capability for it to shuffle around the room, tap-tap-tap the window, squeak, and of course hide inside the cabinet and under the bed. The game (or toy as it is) is made with Blender Game Engine.

What are you doing, you monster?

Posted by (twitter: @metacozm)
Saturday, August 22nd, 2015 1:10 pm

My monster is modelled so far. Still needs to be texture painted, rigged, animated, and imported to Unity3D.150822_EatMonster_BlenderScreen

(Don´t worry, it doesn´t need legs.)

Graphics progress

Posted by
Saturday, August 22nd, 2015 1:05 pm

Apart from a few hiccups in the Blender animation pipeline, importing the model to Unity wasn’t a big deal.


Pretty, huh? A little bit of paint and we have ourselves a nice All-Purpose Armored Vehicle™

Graphics first?

Posted by
Saturday, August 22nd, 2015 8:57 am

Once again the theme was one of my least favorites so I just sat down to learn some Blender magic and make 3D models.

It took me quite a few hours to figure out how to do bones, rigging, inverse kinematics and animation, but, despite Blender’s quirks, I managed.


It’s a bit rough at the moment, but IK makes it easy to tweak and create more animations.

Gah! I need to do texturing as well…. Hopefully I’ll have some time to spare for coding too.

Status Report!

Posted by (twitter: @keyle)
Saturday, August 22nd, 2015 2:50 am

Status Report! … The enemies inspired by castle crashers, will be numerous and trying to steal my monsters’ loot!

Stop em!

I am on Twitch, drop by say hi… Live Stream


ld334 ld333 ld36

Status report!

Posted by (twitter: @keyle)
Saturday, August 22nd, 2015 12:39 am

Using UE4 is as usual, a pleasure.

I am on Twitch, drop by say hi… Live Stream


LD33 Wallpaper

Wednesday, August 19th, 2015 12:39 pm

I made the wallpaper in blender. I hope that you like it 😛


BTW : don’t know if the image will appear, I am noob whit wordpress and LD :/

Civil Warriors Developer Commentary

Posted by (twitter: @GaTechGrad)
Tuesday, August 11th, 2015 5:22 pm

Last night, I put together a playthrough and developer commentary video for my Mini LD #61 game Civil Warriors.

I also kept a development log which is posted on my website:

Play on Game Jolt | Play on | Ludum Dare entry

Ridiculous Bird Hunting

Posted by (twitter: @eastes)
Tuesday, April 28th, 2015 10:34 am

Want to hunt some birds?

Here’s my entry to LD32 compo. Am now finally getting around to reviewing some games and posting screenshots of mine. Please let me know what you think!

This is game footage.


This is messing around with camera’s post compo. Yes, the Millennium Falcon is one of the unconventional weapons. No, you can’t fly it. Chewy is flying.

Millennium Falcon Attacking

Made for Toni, because she has a fear of Birds.

YouTube Footage and Trailer

Play and Rate the Game

My first LD / I’m In! Post

Posted by
Tuesday, April 14th, 2015 1:32 pm


so that will be my first Ludum Dare this week-end; I will try my hand at a Compo entry.

I intend to write a JVM game – I am betting on the fact that everyone has played Minecraft and installed a Java runtime by now, right? Right?

IDE: Eclipse.

Graphical toolkit: LWJGL.

Most probably some “programmer-level” 3D assets modeled under Blender. Some GIMP perhaps?

Should there be any music/sound, or LMMS will be used I guess.

But well, mostly, I intend to *ship* something.

Thanks for hosting this event!

No compo. Jam.

Posted by
Sunday, December 7th, 2014 3:37 pm

Looks like time decided to run on it’s own again, leaving me on the porch. I’ve just barely begun working on whatever this “game” is supposed to be. Still got time to submit something for the Jam, so I guess there’s that. At least I’m making glorious progress with art assets.

Not a snowman.

He’s happy.

I think I’m making something.

Posted by
Sunday, December 7th, 2014 4:55 am

Not sure if I’ll submit anything, but I’m fiddling around with retarded physics and it’s rather entertaining. I tried combining animated poses and ragdolls first, but couldn’t get it to work. I think there was a problem with my rig root motions. So now I’m just doing random things with physics and bones to see if I can find anything hilarious and usable.

I’m using Unity and Blender. And whatever I decide to use for audio later on.. The current art assets are just placeholders for prototyping, but they might end up being final since I don’t have that much time this weekend.

Not Gang Beasts.

Purple guy is worthless.

Theme rant: the voted one is just a design concept I would’ve used either way, so in my case there’s just no theme to draw more retarded ideas from. Not a big deal, just voicing my opinion. Hopefully people’s opinions can help LD become even better in the future.

16 hours remain! [Pixelpeople]

Posted by (twitter: @Alex_ADEdge)
Sunday, December 7th, 2014 2:58 am

Ahhh, stress.

Ive got a lot of little features and states to implement if this is going to be a ‘game’. Last night was very frustrating, got stuck on several ‘minor’ programming bugs, or things with Unity I wasnt very familiar with, a few of which took an hour or two to fix. The last issue I managed to fix by am (I was refusing to sleep until it was solved)… then slept for 8 hours instead of the planned 4!

Thankfully the ‘pixelpeople’ (formerly ‘littlepeople’) are nicely implemented now. Ive probably spent waaaay too long on them… But they randomly walk around, occasionally contemplate life, scream and freak out when scary things happen and generally just look depressed. And they’ll soon be ‘utilized’ in the game sadistically properly.

Theres two genders of pixelpeople now too. Unfortunately theres only one set of clothing for each, the way Ive implemented them isnt too great when it comes to flexibility, so its going to have to stay like that unless I suddenly get a bunch of spare time to redesign how theyre clothed before the compo ends! (unlikely)

More screenshots:

*upon creation, the pixelperson contemplates existence*


pixeldudes and dudettes

the two primary states pixelpeople experience

what does that green beam do?

Update #2 – End of Day One!

Posted by (twitter: @charlottegore)
Saturday, December 6th, 2014 5:33 pm

What a day… this Ludum Dare I wanted to use Blender as a level editor for my Three.JS engine to play with:

It worked!

Screen Shot 2014-12-06 at 23.57.51

It’s super, super hacky but I was able to use bones as entity data, where the first bone in a chain had the type and location of an entity, then I used child bones to indicate other parameters. This way I could configure the size of doors, the paths of entities, the size of things etc.

This is the end of the first day for me and I am ecstatic to be able to say I have my game’s level fully designed and playtested. It takes about 10 minutes to beat so that feels about right.

Screen Shot 2014-12-07 at 00.17.13

Tomorrow morning I’ll be doing the sound effects and music first (so easy to overlook), then it’s polish time – as much shiny as I can squeeze in in the time remaining. It’s taken all my willpower not to try to do something about the dreadful graphics today. I added no shaders, no parallax effects, no particles, no textures, no lights. The geometry, other than the collision mesh, is just what Three.JS lets you generate procedurally. I am growing as a person by embracing my inner programmer artist.


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