Ludum Dare 34
Coming December 11th-14th Weekend

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

Posts Tagged ‘blender’

Some early progress

Posted by (twitter: @Alex_ADEdge)
Saturday, December 6th, 2014 3:35 am

First progress post for LD31 -things are coming along ok (albeit a bit slowly). Hoping once I get some character control underway by later tonight, I’ll start gaining momentum and a bit more motivation. All going well, I might get the core mechanics done in the first 24 hours.

Some screenshots!

‘littleman’ will be one of the playable characters, he’s the first version, there should be a bunch of different types with any luck (including ‘littlewomen’ as well) These guys go about their business, but should be expecting to be rudely interrupted. They also wont ever exist in the ‘computer console room’ in those screenshots. Those are for a different area of the game entirely, and also the main focus for the theme – but for now its just a testing zone :)

In the past hour or two Ive gotten some initial animations done, in the next hour or so I should be getting into the process of setting up character controls in Unity


simple walkcycle for littleman

*falls down*

whats going on here!?

Pre-LD31 Post

Posted by (twitter: @Alex_ADEdge)
Friday, December 5th, 2014 6:04 am

Gearing up for Ludum Dare this weekend.

All going well, it will be my first LD since 2012 (I attempted one last December but didnt finish anything worth submitting)


I’ll be using Unity this time round, since its a much more popular/trusted game engine for posting games online with (rather than the Blender Game Engine – which Ive used for most past LDs). Im feeling like making something space-ish (like usual), or perhaps something a bit out there, like a ‘fake’ isometric in a 3D game setting.  Chaos, Deep Space, Isolation and ‘You Are Not Supposed To Be Here’ are all themes that got my vote in the final round. Any of those would be great!


Software for this round:

GameEngine: Unity [C#]

Programming: Sublime Text 2

3D/Animation/Modelling/Rigging/Texturing: Blender


Sound: Audacity

Music: ?? (probably going to opt-out)


Also heres a quick turntable of a robot box-thing I worked on in the week leading up to now, in order to get more used to the workflow between Blender and Unity (especially when it comes to importing animated objects).

The legs fold up into the box itself, in a rough animation thats not quite good enough to show off yet (this wont be used at all for the LD ofc, its just something LD-related I whipped up to get back into the swing of things)

cube bot (not deployed)

cube-bot deployed [unity test]

See you guys at the starting line! (Aka what I like to call 0-hour)

Fart sounds were by my mouth, not my bottom

Posted by (twitter: @eastes)
Monday, August 25th, 2014 1:58 am


Tap to Flap


  • I only had 24 hours so I went sleepless. Too excited to sleep.
  • The physics of the bird was the hardest to tweak. It still needs a lot of work
  • Procedurally generated world.
  • Fart poo noises was done by my mouth, not my bottom.
  • Music was done with garage band

Playable here

Yipieee! Its done <3 "World Connector Club"

Posted by
Sunday, August 24th, 2014 6:04 pm

that was really hard work… but i finished it. Im so happy now <3

this time I focused more on the presentation, so the actual gameplay is not very complex.

its also very short… you can play through it in 2 minutes. but if you want more score you must play longer.

its a bit arcade like..

The World Connector Club is waiting for you 😉

and again the game is a bit strange…XD


Just starting now. Wish me luck!

Posted by (twitter: @eastes)
Saturday, August 23rd, 2014 4:46 pm

I’m entering the compo and I’m just starting now.

I’m going to do a bird simulator where you connect worlds with poo.

Using blender and unity 3d.

Wish me luck!


Are you hyped? ARE YOU HYPED!!!!1!?

Posted by (twitter: @_udo)
Friday, August 22nd, 2014 2:29 am

I’m hyped.

Also, it looks like my cat will be monitoring my progress very closely:
2014-08-22 11.05.20

After trying out some new software yesterday, I’d like to offer the following public service announcement to all people composing their game music with GarageBand like I have been: migrate to Logic Pro X, right now. The “old” GarageBand (v6 I believe) was pretty good, then the new and castrated rewrite came out which made me very unhappy. Logic Pro is better than both of them, not only as far as being more powerful (duh) but it has excellent usability to boot.

Aaaand I’ve been dicking around with Blender for the first time. Feature-wise it looks kinda okay, but I couldn’t overcome my hatred for its UI… this time. I’ll try again soon, maybe when I’m in a better mood 😉 The thing about Blender so far is it’s not an absolute nightmare like, say, Gimp – but it still feels pretty unintuitive. So I’ll be sticking with Cinema 4D for this LD, again.

Ludum Dare #29

Posted by (twitter: @@LostKeyGames)
Friday, April 25th, 2014 6:11 pm

I’m livestreaming over on youtube. Twitch wasn’t working.

Engine – Unity

Art – Blender

Code – MonoDevelop

Procrastination – Reddit

Stream –


I’m ready to lose my Ludum Dare V plates

Posted by (twitter: @eastes)
Tuesday, April 22nd, 2014 4:51 am

I’m ready for #29. It’s my first time.

Tools: Blender, Unity, GarageBand (iPad, as I’m a PC), Photoshop

Since I’m weak at art, I’ve been experimenting with a low poly art style for the last few days. Here’s what I came up with.

Low poly artwork done in blender

Low poly art style test done in blender


Dropout time! (&a guide for plot-heavy designers)

Posted by
Monday, December 16th, 2013 4:57 pm

Yay! That was so much fun, though. Unlike LD25 with the team, I felt so little stress I thought I was dreaming!

NOT MY ENTRY. NOT MY ENTRY. NOT MY ENTRY. Lifted from because it was (1) relevant and (2) Ludum Dare related. ^_^


I don’t currently intend to become the best game jam dev evar, hehe, I just had fun making something, even if I didn’t get all the way with it in the time limit, I will always have the ability to return to it and flesh it out. I love LD because of what people end up doing with the always loved-and-hated theme both during and after! :)

Postmortem and top-down, plot/world-focused game design heuristic (for those of us who ain’t so good at starting bottom-up from a gameplay mechanic) after the jump:


After a restart and about an hour of work…

Posted by (twitter: @dManabreak)
Saturday, December 14th, 2013 8:20 am

So, here’s the result after an hour or so. I restarted everything, because the original idea didn’t really work out as intended. Now, it’s going to be a chess with a twist! Of the last hour, I spent most of my time modeling and texturing the tokens. Now, it’s time for the game logic… And, if you want to see me struggle through this, check out my stream at :)

End of Day 1

Posted by (twitter: @MarcCook_)
Saturday, August 24th, 2013 2:43 pm

So after loads of errors with Maratis 3D including crashing every other build and textures not working on a build i decided to switch to Unity and take it more casually than I was intending. The idea is still the same; explorable environment with a story told in 10 second snippets in an abandoned lab. Im also trying to take a clean art direction with 64×64 textures to give it a crisp look.
Heres hoping day 2 goes better than today.

Small room in need of texturing.

Small room in need of texturing.

First Ludum Dare

Posted by (twitter: @MarcCook_)
Saturday, August 24th, 2013 3:09 am

Ive decided to give LD a go even though im an artist with basically zero programming skills. Bearing that in mind my ‘Game’ is going to be more of an interactive environment/art peice and the 10 second theme will be used as a method of telling the story via 10 second long audio clips(most likely).
Im using Maratis 3D and I currently have the player moving around. Now on to modelling the first environment.

Strat Souls: WIP 12

Posted by (twitter: @AnomalusUndrdog)
Monday, July 29th, 2013 3:54 am


This land is peaceful, its inhabitants kind.

IceBreaker – PostMortem

Posted by (twitter: @pentaphobe)
Tuesday, April 30th, 2013 1:14 pm


IceBreaker is a minimalist free-pause RTS-ish thing (probably better described as an FTL-like, though bearing little similarity) set in a Cyberspace similar to the one portrayed in William Gibson’s Neuromancer (a book which changed my adolescent life and is at least partially responsible for my getting into programming).

I didn’t get much (okay, any) journal-writing done during the weekend, though there’s a vague run-down of events in the project’s github page.

So consider this (rather large) postmortem post-hoc overcompensation. (and apologies in advance for the spam)

Blender was extremely helpful for rapidly producing the future-retro look

Blender was extremely helpful for rapidly producing the future-retro look very quickly, even the sprites were tiny renderings with wireframes

You can’t quite tell, but it’s a stripped-down RTS:

  • no resources or buildings (instead you have gestation periods for replication)
  • since you can’t build unit factories, you instead have to replicate (and be vulnerable), but if you’re standing still you will heal
  • there /are/ classes, but they are restricted to *strength* (hit amount) and *vitality* (health)
  • it’s meant to be broken down into very short levels, generally with you collecting/destroying something which is being protected.


  • Four litres of coffee consumed
  • A whole forest of tobacco
  • 3,617 lines of code
    • That’s 60 A4 pages if printed out
    • According to Wolfram Alpha that’s:
      • about 17.8 metres ( 58 ft ) tall
      • 6.6 storeys high
      • and about half the diameter of the Hindenberg
    • Very sore wrists (hush, you!)
  • somewhere between 3 and 6 hours of sleep

Screen shot 2013-05-01 at 5.18.22 AM

What went wrong

  1. strong underlying system
    • unlike my last two LudumDare attempts, I knew what I wanted to do very quickly, I wrote about three pages of ideas and then stopped when I realised I’d already made my mind up to do the first one.
      However I didn’t flesh out the details as much as usual and so started building the basic framework while pondering, knowing I could change the details later on.  This resulted in a lot of code ( ~60ft worth! ) that, whilst extremely useful was probably not necessary to get the basics of the game done.
      I remain convinced that it was doable within the alotted time period (the post compo version is only an extra 4 hours work, with the last 3 mostly being unnecesary tweaking)
  2. not enough testing of environment
    • I did more preparation than previously, but I wasted time on a few things which could have been sorted out before the compo:
      • setting up the live stream stole about 1-2 hours, admittedly I was feeling a bit braindead/overwhelmed/uninspired so this was a better utilisation of time than say, nothing.  But this should have “Just Worked”
      • Final builds (I’ll get to that)
  3. using an unfamiliar framework and language (again)
    • In my first LD, I used AS3/FlashPunk which I’d picked up a couple of hours before the compo.  In the second, I used Java/LibGDX and didn’t complete – whilst I had familiarity with Java I was very very new to LibGDX and as a result spent wayy too much time googling.  This time was a fair bit better (Haxe is quite similar to Java/AS3) but I still had little to now experience with either it, or HaxePunk
    • HaxePunk is quite nice, but unfortunately not quite “there” yet for me, I wrote a disproportionately large amount of patches to the library in order to get basic features to work normally.  This stole quite a bit of time, but it was far too late in the project to change ships.  I look forward to using it more though.
  4. refactoring at the halfway point
    • despite having most of the system quite well designed in my head, I had to stop and write a vast swathe of code on day 2, partially to undo the odd choices of my sleep-deprived self the night before
  5. sleep (braindead 6+6 hours)
    • I should have done it sooner, and more.  I’m quite good without sleep, but I ran rampant on the code-base when I  started getting exhausted.  Much time was spent rectifying this spaghetti.  I’m not sure how long I actually slept (somewhere between 4 and 6 hours), but I easily lost 12 hours to silly choices and then the bleary-headedness upon waking.

      an early screenshot complete with pointless UI and ugly tiles

      an early screenshot complete with pointless UI and ugly tiles

  6. didn’t demonstrate theme clearly enough (despite following it)
    • I had basic gameplay down very early in the project this time, but the sleep-spaghetti resulted in about 10-12 hours of programming which left me (effectively) where I started
  7. planning
    • I actually planned quite well in a lot of ways, but some very fundamental (and rudimentary) aspects were overlooked initially, resulting in much confusion and wasted time
  8. submission process panic!
    • I tested my environment this time to avoid this exact thing.  However I discovered (at submission time) that whilst my project ran perfectly in the Flash standalone player, it would silently fail completely in-browser.  It turns out all I had to do was add “-web” to the build command, but it took me far too long to discover this!
  9. no end-game detection or automatic level progression
    • despite “shipping” with a few levels, the submission process issues resulted in my missing the 20 minutes that I needed to finalise this important factor of a “short-level based game” and the gameplay suffers for it.

What went right

  1. strong underlying system
    1. Yes, it’s a dirty trick having this in both sections.  But I maintain that the approach was a good one, early efforts resulted in the tutorial system being a mere 45 minutes to implement, and most new features were added extremely quickly
    2. I used JSON for most of the configuration of the game, allowing rapid prototyping of enemy AI, character attributes, menus and the tutorial system)
  2. using Haxe and SublimeText 2
    1. This was a pretty awesome combination, I look forward to being able to justify the $70 license for SublimeText2 (this was my first real experience with it, and it was wonderful).  I have been using (shudder) Eclipse for a while despite my lack of appreciation for IDEs in general so it was nice to have a “real” development environment again.  However I’ve gotten rather dependent on Eclipse’s easy mass-refactoring, and you can really tell (names of things changed through the course of the project and thus there are some things named Agents which are actually Actors and so forth)
  3. the game idea
    1. I think this concept is pretty sound, and I enjoyed playtesting it.  Definitely building some more levels and a little more “Juice” and thrusting it in the face of anyone who walks by
  4. music and art
    1. There were a few times when my brain completely went on strike, so it was good to change gears and work in Blender or Renoise to build some of the feel, having these elements in game was also fantastic for morale.
    2. The music was made in about 5-15 minutes for each of the two tracks
    3. Art was quite quick too, despite a few false starts
  5. tutorial system
    1. I’m really happy with the tutorial system, which could also double as a mission introduction system.  It hooks into game events and each dialog of the tutorial can have a number of events required before it appears, or disappears making it very easy to make a clear (and importantly, responsive) tutorial.
Tutorial system

The in-game tutorial system is quite smart, if a little overenthusiastic

Last words

Thanks to everyone for an awesome experience yet again!

Project source (github) | Project page | Live stream (twitch)

I strongly encourage you to try out the Jam/Post-compo version after you’ve rated, as it’ll be a lot more clear what I was trying to achieve

IceBreaker mini pre-sleep post-mortem

Posted by (twitter: @pentaphobe)
Sunday, April 28th, 2013 10:29 pm
when I was a kid this sort of image was like crack.  it's so laughable now.  stupid kid.

when I was a kid this sort of image was like crack. it’s so laughable now. stupid kid.

--- I - C - E ---- B - R - E - A - K - E - R --- 

(When I get up I’ll do a post-sleep post-pre-mortem-post-mortem, some of this will just be taking some of the prolix and manic text out of my submission page – yay sleep dep!)

That was a lot of fun! (but it’s not over yet..)  I somehow wrote just shy of 3,000 lines of code in 48hrs.  It’s almost certainly 90% ugly horribleness, and I’m not a fan of LOC as a metric of productivity – but it still feels pretty cool.  (If I printed it all out it would take about 46 A4 pages).

Unfortunately, quantity of code does not equal a finished game.  About halfway in (after some sleep) I lost a lot of time to vascilating between confusion at the code I’d added before passing out (that guy was craaaazy) and feeling generally dumb.  But eventually I got it nailed down and was grateful to discover that, whilst I had lost track of what I was doing – the more responsibly-minded part of me had sent me down a tunnel with no wrong turns.  Not to say I didn’t bump my head a few times, slip over in miscellany or mistaken inanimate objects for long-lost lovers..

 What went wrong / right

that one’s for the morrow I think, sorry – they’re my favourite part too.


Tools Used


It may not be much right now, but I think after I’ve checked the rules I may enter the Jam so I can see it closer to a working game.

I’ll be uploading post-compo editions to the entry’s page as I go (in about 8 hours or so)



(this is just copied over from the submission page to reduce clutter, tl;dr: rambling…)

circa T+05 mins
began writing submission
circa T+20 mins
I’m having a few unanticipated issues with publishing; the .swf
seems to work fine in the standalone Flash player, but not
even remotely in a browser.
I’ve got 20 minutes or so of submission hour to work it out, but
here’s the swf for the time being (same link under “Windows” unfortunately)
circa T+56 mins
Okay, got it to publish. Seems to have odd framerate issues.
Will use my last 3 mins to see if I can suss it out.

SpotWalker Process: First 3 hours

Posted by
Friday, April 26th, 2013 10:44 pm

Update on LD48 so far. The theme is Minimalism. I’ve given it the name SpotWalker. It was a random name and the only reason why I did this is because i created spots on textures. Anyway, so far I’ve done a page of notes with a quick sketch, created some minimal 3d assets in Blender (my 3d assets are usually minimal anyway), textured (again minimal), and exported these off as .obj. I now plan to import these into Unity and create a level. I think I’ll do something first person.

Check it out on GITHUB!

Here’s screenshots of process so far:


Notes taken from Wikipedia. Quick minimal sketch of my cousin playing games


Models in blender. More poly count with further back


Wireframe of assets


UV map texture painting in GIMP. Similar idea with all texutres


Textures applied to the models. Minimal!

ld481 ld48-bak2 ld48-bomv-2 ld48-shape2 ld48-top2 ld48-6


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