Posts Tagged ‘color’

White Room now has WebGL version

Posted by (twitter: @MementoGames)
Sunday, December 18th, 2016 2:53 pm

Hey there!

We got a WebGL version working! Woo!


It’s kinda laggy, but if you’re feeling kinda lazy to download it’s the only option.

Give us some feedback! We love to read them!

Keep rocking and rating!

White Room

Posted by (twitter: @MementoGames)
Tuesday, December 13th, 2016 7:56 pm

Hey there!

We made a simple game where you have to match the color of the walls with the color of the ball.

Really simple, huh? Well, until Sunday, it was simple and it looked like this:


And then we changed the game to be a FPS and now it look like this:


It’s our first FPS, so how about some feedback?


Hi everyone!

This is my first time at Ludum Dare, well, my first time in any Gam Jam Competition. After a lot of thinking, coffee and headache, finally here is my game. It’s simples and need to be improved in many aspects, but I hope it be enjoyable. Initially, I would submit it at Compo and even thought about give up, but after all I’m so happy to have finished it! 😀


Shape Invasion

Thanks to everyone who read and/or played and rate my game!! 😀

Garage Noise Attack

Posted by
Sunday, April 19th, 2015 8:03 pm

Now the web version (Unity player – Chrome dont work)


Posted by
Sunday, April 19th, 2015 4:34 pm


Hellow every one! we finish the game Garage Noise Attack! we hope you enjoy.

Crystal Planet – post mortem

Saturday, August 30th, 2014 5:46 am

Crystal Planet



You have to send special signal to make connection to another planet.
Signal is a result of adding multiple lasers with different colors (RGB).
Lasers beam are created from generators(flying balls).
You can apply specific color to generator using crystals and your laser.

Your task is to prepare your SIGNAL similar to TARGET signal.

To change target, press [space].


I started with idea of making 3d “laser and mirrors” type of game. Where you would have mirrors with different colours, and your beam react different on each one. I even succeed but find it very difficult to control beam direction. After fighting 1 day to make it enjoyable I dropped it. Finally I ended up with concept of split colour to R G B code and make objective to generate given colour (RGB code) to connect to another planet.


After last LD where I fight a lot with creating graphic by my own, I decided that next (this) LD I will start in jam. Possibility to use already created assets so I could spend few hours on creating effects, or level design and then focus on gameplay was good decision.


First time I used electric guitar for sounds effect and I’m very happy of it. I planned to spend more time on recording audio, but because of loosing time on first idea that I dropped I could use only audio that I recorded for tests. Anyway final result is ok, and I’m sure I will make something better next time!


I’m thinking about possibility to run over planet, explore new crystals and then prepare special signals. Then each signal could create something, or make special attack for different targets.

Do not hesitate to try!


Posted by (twitter: @IMakeIndieGames)
Sunday, April 28th, 2013 10:19 pm

Introducing “a.void”, a Jam game created by five Microsoft software developers.

Title Image


It is a musical spatial memory game. Collect colored orbs to collect points while avoiding the obstacles that align with the music.

Title Image


Choose your movements carefully, as the obstacles appear at your previous positions.

Play it here (Unity Web Player)

Ludum Dare page

My Game Submitted

Posted by (twitter: @DimensionalEye)
Sunday, April 28th, 2013 8:55 pm

I originally intended to submit my game as a compo entry. However, I missed the deadline due to a critical bug fix in the game I needed at the time. Therefore, I am submitting this as a jam entry. My game is called “Color Quest”. Here is the screenshot:

I spent over a day trying to come up with a good game concept that fits with minimalism. I realized that it is very difficult to have a solid game concept in a very short time without having a team. I eventually came up with a simple color changing idea when I played with Unity for few minutes. You can change colors of your cube by simply bumping onto the color cubes with arrow keys.

Here is the link to my entry page:

CraftyJS – TweenColor

Posted by
Saturday, April 27th, 2013 9:44 am

So when using CraftyJS’s tweens, it doesn’t tween colors.

Tween::tween only works on numeric attributes.

color is stored as a string

So I’ve spent the past 3 hours figuring that out and how to fix colors.

Find my TweenColor component on github.

Small caveat: you must set colors completely through the new ::rgb method, you can call .rgb(r,g,b) or .rgb({r:r, g:g, b:b}).

.tweenColor is .tweenColor({r:r,g:g,b:b}, frames)

Maybe this helps someone. :)

A Theft of Colours

Posted by (twitter: @gritfish)
Sunday, July 15th, 2012 5:57 am
A Theft of Colours

For a game that was all about contrast – I gave myself the challenge of working to a high-contrast, 16 colour palette, arrows, and one other button.

I started out with really quite over-the-top expectations for this mini LD. I’d planned out a game with 10 levels, with cutscenes in between telling a story. But in the end I only really got started on Thursday/Friday, and only had a working level by this afternoon. So this is the stripped down, gameplay only version of the game I’d planned to make.

There’s something about the old EGA palette that just takes me back to playing Alleycat/Commander Keen (I can’t even look at that blue/purple combination without drifting off), and I made it a little hard/tricky to try and get that feeling of nostalgia to shine through in the gameplay as well as the graphics.

Matt (@brainfed) provided music, and although he initially struggled with getting the ‘french’ sound, I think he came up with a great ‘sneaking’ theme, and two other tracks that I’ll work into the game when I finish the rest as I originally intended it. Josh (@joshuatreee) helped out too, providing in-between frames for the walk cycles, and the Eiffel tower painting. Both were great collaborators to bounce ideas off, and we might go into LD24 as a team.

This is my third Ludum Dare game, and in each one I’ve hit a massive memory management stumbling block on the last afternoon. This time, entire levels failed to unload properly, which resulted in the game running faster for some reason. Eventually I fixed it, but on the way created one of the funnier bugs I’ve caused making games – A second player would spawn in, standing on the head of the first one. You could then knock this unresponsive doppelganger flying into the oncoming guards. Matt and I both enjoyed playing around with it, so I make work that mechanic into something else down the line.

Play the game here. We’d all love some feedback, and I’m really keen to hear if any colourblind people are able to play the game and if they have any problems with the colour mechanic.

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