Posts Tagged ‘declaration’

I’m in (the Rift)

Posted by (twitter: @codexus)
Friday, August 22nd, 2014 12:29 pm

After two failed LDs in a row, I’m back with a vengeance!

This time I’m making a game for the Oculus Rift DK2. (Don’t worry I’ll think of something for those who don’t have one)

Oh and I will be streaming!

Category: 72h Jam (solo mode)
Tools: Unity 3d, Modo, ZBrush, Blender, Oculus Rift DK2, etc, etc

woohoo DK2!

My battle station

My previous games (it’s nice when I fail LDs that I don’t have to update those… sort of)

Click for youtube video of all my games

Click for youtube video of all my games


Team Luminous is in!

Posted by
Thursday, August 21st, 2014 7:24 pm

We, Team Luminous, are officially taking part of LD jam!


We are from the small Baltic(not to be confused with Balkan) country Estonia and for Ludum Dare we are gathering to a small town in the middle of the country, Paide, where one of the team members lives.

We are likely to be the biggest, if not the only, team to represent Estonia.

What we use(and who we are):

The Platform:

  •  HTML5+CSS3+JS – Gotta be modern.
  •   Because why not. It’s JQuery.
  • Git  for deploy
  • And a custom build solution using Ant and Closure compiler that isn’t quite ready but it might get ready by the start.
  •  Three.JS – Hardcore mode! Phaser is for the weak.
  • Ammo.js – Physics simulation is compulsory
  • (If we decide to fall back to 2D – Pixi.js and PhysicsJS)
  • GameAnalytics – gotta stalk our users, after all.
  • To implement the Analytics: node-uuid, CryptoJS
  • Windows Azurevirtual machine
  •  for code storage

Team members:


Here I go again…

Posted by (twitter: @codexus)
Friday, April 25th, 2014 11:44 am

Hi guys,

I’m in! yay!

OK last time did not end very well for various reasons (including a bad cold during the weekend) so I hope this time I will submit an entry.

I will most likely go for the jam category but who knows I might finish early and enter the compo (right, that’s not very likely).

I use Unity 3D, Modo 801 (brand new version not even installed yet!), ZBrush, Blender, Photoshop, Substance Designer and Painter, Reason, Sonar X3, lots of VSTs, Band-in-a-Box… ok I’ll stop here, I know I own too much software I just can’t resist. Gotta buy them all.

Also I really want to make a game for the Oculus Rift this time. I know not many people have one but we are allowed to make ports of our games after the deadline so I could release it first for the Rift then have a version for regular boring screens.

Anyway I have updated my youtube video with all my previous games:

Good luck! Have fun!

PS: I hope the theme won’t suck!

I’m in! Full Jam Mode Edition!

Posted by (twitter: @codexus)
Wednesday, December 4th, 2013 2:00 pm

Hey guys! It’s me again! 😀

So I’ve been wondering what to do for this LD since I’ve been feeling like I have been stagnating a bit and redoing some of the same things over and over again while my games don’t get more popular.

I thought about trying to go like all 2D and pixels and all that retro shit that’s popular with the kids and I’ll be rich and famous and everything…

But NO! I won’t sell out, somebody has to stand for 3d graphics and draw a line. Pixels this far and no further!

So I’ll do the exact opposite. I have been entering my games in the Jam category but I still made my games mostly according to the stricter compo rules. But this time I won’t do that. I’ll use all the resources available to avoid reinventing the wheel and basically try to see how far I can go in 3 days without any restrictions.

I suspect some people won’t like it and I’ll probably get some bad votes due to that. However, I will fully document what I use so that you’ll be able to judge fairly.

Anyway, here’s my traditional previous entries picture and…



I’m probably going to hate the theme but…

Posted by (twitter: @codexus)
Friday, August 23rd, 2013 2:43 pm

that’s not a reason for not participating!

So the usual, Unity, ZBrush, Modo, Blender, Photoshop plus a bunch of stuff I might use (or not).

I’m going for the compo this time, so I’ll have to be more focused right from the start instead of wasting the first day as usual…

So many games

So many games

Double Penetration: Two Is Better Than One

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Thursday, April 25th, 2013 11:24 pm

I’m in again for Ludum Dare 26, after a successful entry (translate: submitted) in December’s You Are The Villain jam. This time I’m bringing in reinforcements. I am really looking forward to working with my friend Kilnik to collaborate on a Jam entry. He will likely do most of the art and probably level design, should we do a game that requires that. While I would love to give Unity another go (he’s using it for another project), I need a more relaxed atmosphere to properly get my bearings with it. Instead, we’ll continue to use the same tools that I have been using for the past couple years and Flash as the engine.

  • AS3/Flex+FlashPunk+FlashDevelop
  • Photoshop
  • BFXR
  • Audacity
  • pencil, paper, eraser, ruler, iPad
  • Scanner
  • mIRC
  • Google+ Hangout

Using Google+ Hangout is new. I think it will be a good tool for collaboration since we are a few hundred miles apart. It allows video conferencing and screen sharing.

As is usual for the April and August competitions, it falls on the same weekend as a baseball game that I am scheduled to attend. I will lose likely eight hours, but will definitely be thinking of the project and how to move forward with it.

Moar gamez!

Posted by (twitter: @codexus)
Tuesday, April 9th, 2013 10:29 am

Woohoo, it’s finally time for another LD!

I have just noticed that nearly all my software still has files from the previous LD in the most recent files menu :/ Time to finally do some gamedev again!

I’ll be using:

  • Unity 3D 4.1 Pro (coding in C#)
  • Modo 701, ZBrush 4R5, Blender 2.66, Photoshop CS6, Substance Designer 3.5, Vue 11 Infinite (maybe)
  • Reason 6.5, Reaper whatever-is-latest, Garritan Instant Orchestra, Shreddage, Band-in-a-Box 2013, Adobe Audition CS6 (and SFXR if I run out of time for proper sound effects)


And here are all the games I managed to make during a LD:

Moar gamez!

Moar gamez!

Ludum Dare XXV will not be aLone.

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Wednesday, December 12th, 2012 5:11 pm

I am declaring my intent to participate in Ludum Dare XXV. Last time out was one of my more successful entries, even if I only got what I would consider a passing score. This time I plan on taking it further. Here are my tools:

  • AS3/Flex+FlashPunk+FlashDevelop
  • Photoshop
  • SFXR
  • Audacity
  • pencil, paper, eraser, ruler, iPad
  • Scanner
  • mIRC

My usual set of guidelines:

  • KISS – Keep It Simple, Stupid! Making something too complex is just a recipe for a headache at 1pm on Sunday afternoon.
  • Finish most of the work by Saturday night so I can spend Sunday polishing.
  • Don’t run into dumb problems that eat up eight hours.
  • Doodle/Pixel art style. I usually sketch something and then do some post-scanning modifications. I’m not a great artist, so sometimes I’ll just draw half of the object and mirror it to keep it symmetric. I now have an iPad, so I will probably experiment by drawing on it with a stylus.

Unleash the geeks

Posted by (twitter: @codexus)
Saturday, August 18th, 2012 4:22 am


“Mr. President, terrorists have seized control of the interwebs.”

“Oh noes! What do they want, Jack?”

“Games! Thousands of games! We have 48 hours to deliver them or they’ll destroy all the lolcats of the internet.”

“But that would cause a mass panic and we can’t possibly make that many games in such a short time frame.”

“There is a way, Mr President. I need you to authorize me to unleash the geeks. ”

“My God, the world is never going to be the same after that. But do it, Jack. We have no other choice.”


Hey, I’m Codexus. I’ve made a few LD games before. And I will once again try to push the limits by not sleeping too much and avoid watching too many TV series for 48 hours so that I can make a game.

Code: Unity, MonoDevelop, C#

3D Gfx: Modo, ZBrush, Blender

2D and textures: Photoshop, Filter Forge, Substance, Painter, nDo

Music and Sound: Reason, Reaper, Audition, SFXR

Misc: Vue for a nice skybox maybe (?)


So I think I’m IN!

Posted by (twitter: @mitchellvette)
Wednesday, April 18th, 2012 8:47 am

This will be my first attempt to…finish…anything really! But I love the crunch so we’ll see how it goes.


I’m going to be using Unity Game Engine, Photoshop and Blender for visuals, and Pro Tools and Audacity for the audio. I don’t plan on using any existing code, just drawing from what little knowledge I have and leaning strongly on the Google crutch.

I will also likely use a very basic sprite/texture animation script, which I will probably modify. You can find it here:

I will try to make most of the sounds but I will inevitably end up using and perhaps

I’m going to do my best to update with video (using Camstudio & Windows Movie Maker), as well as art concepts, etc as I go.


Anyway, cheers and good luck to all the other #LD23 entrants!


ps. Does anyone know how to change the profile pic for WP? I can’t seem to figure that one out…

Desk video

Posted by (twitter: @codexus)
Friday, December 16th, 2011 9:38 am

Because desk photos are so last century.

My weapons:
Engine: Unity 3.4.2 Pro
Language: C#
2D: Photoshop CS5 Extended, Filter Forge 3, Painter 12
3D: ZBrush 4R2, Topogun 2 beta, Modo 501, Blender 2.61, Vue Infinite 10
Sound: Reason 6, Audition 1.5, SFXR

Strategy for this LD:

Ooops, do I need one?

I hope to make a game with better gameplay than last time. So I’ll try to get that working early. Also I really want to have some sounds and “music”. I might switch to doing the jam if I can’t get something good enough in the 48h. Also particles. I often neglect particle effects and they can really bring life to an otherwise empty 3d world.

Good luck everyone!

Ludum Dare 21 – Flip a coin, I’m in for now.

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Friday, August 19th, 2011 6:21 pm

Unfortunately, I am on-call this weekend, so I may end up working on resolving a customer issue rather than coding a game. I also have a baseball commitment tomorrow afternoon/evening, so even with no calls I will end up with less time than I probably need to finish. Having said that, I’m going to give it a shot.

My tools of choice this time around are FlashDevelop, Flex 4.5, Photoshop, Audacity, Pen & Paper.

No preference on theme. Just gonna roll with it.

I’m In!

Posted by (twitter: @frimkron)
Friday, August 19th, 2011 3:50 pm

I’m totally in and ready to rock hard this time.

I will be using:

I will attempt to abide by the following self-imposed rules:

  1. Get all my tools and libraries ready to avoid wasting time on setting things up ready to code
  2. Have some game ideas in my head before the theme is announced. Have one last look at the theme list and come up with an idea for each
  3. Keep it astonishlingly dizzyingly simple to the point where I scoff at my own game idea because it could be thrown together by a visually-impaired amoeba in a timescale measured in planck time
  4. Put absolutely no effort into graphics until the game is working. So throw together placeholder graphics that look like scribbles at best
  5. Spend zero time making the code “nice”. If the code isn’t repulsive to look at, I’m doing it wrong. It should be the most hacked together piece of crap I’ve ever written. If it runs, it’s good enough.
  6. Have the game playable by the end of day 1. So the core gameplay should be in place, and ideally the levels done too (depending on what time of game it is. The concept of “levels” may be more complex than I’m aiming for here)
  7. Don’t get hung up on bugs if they’re not total show-stoppers – they can be squashed in the cleanup phase
  8. Spend day 2 polishing the thing to a shine, including sounds and music!

I have a feeling this is going to be the greatest Ludum Dare E V E R.

Best of luck, everybody!

Last minute entry

Posted by (twitter: @DigiJerm)
Friday, August 19th, 2011 4:00 am

I wasn’t planning to enter this time, but decided to anyway at the last minute, so I’m not very well prepared. I have to work on Monday so it will only be a 24-hour contest for me. This time I will be using D instead of C++. I’ll still be using my custom library (Obelisk) which I’ve mostly ported (except I haven’t done a Linux version, so my game won’t have a Linux port this time :()


I’m ni!

Posted by (twitter: @codexus)
Tuesday, August 16th, 2011 11:26 pm

Nothing will prevent me from completing a game this weekend!

Engine: Unity 3D Pro (coding in C#)
Graphics pipeline: Modo 501, ZBrush 4.0, Blender 2.59, Photoshop CS5 Extended
Sound: Reason 5, Audition 1.5

declaration of in-ness / dgl

Posted by
Friday, April 29th, 2011 2:57 pm

Yup, I’m in!

Anyway, I was hoping to get some basecode ready for the compo for once, but it’s still missing some critical stuff (like sound, lack of bugs, etc), and while I could post what I’ve got so far and then work more on that during the compo, I don’t see that ending well for either the basecode or any eventual game. So.. I’ll just go from scratch, or maybe try Flash again or something.

Well, almost. I do have one little thing I’ve been fiddling with lately: dgl! Calling it “basecode” is a bit of a stretch though, it’s really just a dynamic OpenGL loader and extension detector. Similar to GLEE and the like, except it’s smaller (less than 40k compiled), only covers the GL parts (no GLX/WGL/etc, you pass it a function pointer to use for resolving symbols, works great with SDL), and also it loads everything dynamically, not just extension functions (this actually makes cross-compiling from Linux to Windows much easier). Oh, and it’s a work in progress (most things work though), and I’ve given it a zlib-like license. If this sounds interesting, you can get it here: dgl-wip-ld20.tar.gz. (Not sure if I’ll actually use OpenGL for the compo yet, but I’m posting this just in case.)

And now, I’m off to replace my slightly broken Linux install with Ubuntu 11.04, new Unity interface and all. What could possibly go wrong? This is surely an excellent idea at this point in time.

[edit: turns out it wasn’t. in my defense though, i really did need to fix my linux install. oh well, better luck next time..]

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