Posts Tagged ‘declaration’

McFunkypants LD48 Declarations

Posted by (twitter: @McFunkypants)
Friday, April 29th, 2011 1:37 pm

Ludum Dare, here we come! McFunkypants and son are ready to rock and roll. We’ve decided to pick an API and tools depending upon the theme, but at the very least we can say for sure that we will be using one of the following platforms:
A) Molehill (Pure AS3 for Flash11)
B) FlashPunk (Pure AS3 for Flash10)
C) PhoneGap (HTML5 on iOS/Android)

Each has strengths and weaknesses, but these are the only three choices available, mainly because we have already made games using the above. This means we won’t be using Game Maker, Adventure Game Studio, Inform7, Unity3d, C++, Lua or python.

In terms of tools, we are armed with: BSFXR for bleeps and bloops, Photoshop7 for pixel art, 3dsmax 9 for 3d meshes, Cool Edit Pro 2 for mp3 generation and mixing, my home recording studio for voiceovers and guitar goodness, and FlashDevelop for AS3 coding IDE perfection.

Like many people this time, we will probably join the JAM. Why? We like one extra day, like to sleep, like to use clipart, like to use prefab 3d meshes, like to use previous work, like to team up with other people, and generally don’t like to follow the rules.

Good luck and have fun everyone!  If you use twitter, I warmly invite you to follow @McFunkypants!

Yay another LD \o/ (noms and tools)

Posted by (twitter: @codexus)
Friday, April 29th, 2011 11:05 am
yummy!

Noms I bought today for LD20, including noms for the brain on the left ;)

I’ve got all I need for another LD. After the ‘disaster’ of not finishing the last one, I’m super motivated to not let that happen again.

So I’ll be using Unity Pro 3 and code in C#. I’ll make some 3D graphics with Cinema 4D or maybe Modo, ZBrush and Blender. I might additionally use Vue Infinite 9.5 for the skybox or weird stuff like Groboto. For sounds I have SFXR which I actually hope not to use as it’s just too easy instead I might record myself doing funny noises and use Adobe Audition to edit them and make music with Reason 5. Also I will doodle on my Wacom Intuos3 and edit that in Photoshop CS5 and make textures with FilterForge 2.0.

Also for the first time I’ll try to use motion capture recorded with my Kinect.

Also from the previous compo:
Video montage of my previous LD games (not need to update it since I did not finish last time)
My Zelda-esque Desktop (I might post an updated one later if I’m not too lazy)

I’m in.

Posted by
Thursday, April 28th, 2011 9:47 am

I’m looking forward to this LD48.  I have a birthday party to attend Friday night, but otherwise my weekend is open.  It’s been a while since I’ve participated, and I missed out on the montage fun last year, so I decided to do one now.

My history with the LD48:

Good luck everyone.

Ludum Dare XX

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Tuesday, April 26th, 2011 4:28 pm

I am putting on my tights, lacing up my boots and preparing to step into the ring for the twentieth incarnation of the Ludum Dare battle royal.  This compo I’m doing something different. Last week I started playing with FlashDevelop and FlashPunk, and I’d like to see if I can come up with an entry using it.

Goals:

  • Sketchy – I’ve been drawing pictures for my entries on blank paper, scanning them in and colorizing them in Photoshop. I really like the way it looks. If I do it well, it ends up kind of like South Park or other ‘cheap’ looking cartoons.
  • Simple – Don’t overreach with the game idea. Do something easy that can be completed by Sunday morning for polish.
  • Future – I’d love to make something that can be updated or ‘finished’ after the compo is done and stuck on the web. I will try to keep that in mind while coding. The hard part will be deciding between a compo get-it-done-now solution versus a long-term solution.
  • Music – I’ve never done an entry with music. I think it adds a lot to the feel of the game, so I’d like to give myself time to do that, and something more than just dropping in a midi file.
  • Place – I’d like to show up in the final standings somewhere. There is a lot of competition now, compared to two years ago, so this will be hard. Any appearance in the top five of a category will feel like a compo win for me.

Tools:

LD20 Framework and Tool Declarations

Posted by (twitter: @ExciteMike)
Monday, April 25th, 2011 3:04 pm

Getting ready for Ludum Dare!

I’ll be using AS3, like I’ve done for previous Ludum Dares. Unless somehow I get an idea that would be better in 3d, in which case I will go with Unity.

Music: Coding theme song. Level design theme song. Gaps filled by Pandora.com.

Food: It has become part of my Ludum Dare ritual to go nuts buying snacks before LD weekend.

snax

Framework: Stego, the as3 framework that’s been grown out of the reusable parts of previous compos.

IDE: FlashDevelop.

Graphics: I’ll be doing pixelly sprite stuff in a copy of Photoshop CS 1 which as far as you know was obtained completely legitimately. I’d like to start doing more vector-based stuff, but I figure for LD I’d better stick with what I’m used to.

Music: I will probably mess around with GreaseMonkey’s music generator like I did for LD19. I’ve also used Wario Ware DIY and Wolfram Tones in the past and those kind of worked, so if for some reason I’m not liking what I’m getting out of one tool, I’ll switch to another.

Sound Effects: SFXR and/or BFXR.

Timelapse: Keeyai’s Chronolapse. It’s worked great so far.

Sauce Control: Mercurial, pushed to a repo on Bit Bucket.

Twitter: @ExciteMike

Interweb pagesite: http://excitemike.com/ Has my games and stuff.

Plan: At present, I am leaning toward doing something extremely simple, even for an LD game, but then have lots and lots of levels. I’d also love to make something multiplayer, but I don’t think people tend to have friends nearby when they go to play or rate LD games. Hmm, that sounds kind of sad when I say it that way. Point is, while multiplayer is often super fun, fewer people will be able to enjoy my game if it needs two willing people in the same room.

Super desktop and tools

Posted by (twitter: @codexus)
Friday, December 17th, 2010 4:00 pm

I haven’t made a formal declaration post yet, so this is it.

Stuff I might use:

  • Engine: Unity Pro 3.1
  • 3D: Cinema 4D R10 (old but I’m used to it), ZBrush 4.0, (also maybe Modo 501 or Vue 9 Infinite)
  • 2D: Photoshop CS5 Extended, Filter Forge 2.0, Wacom Tablet Intuos 3 (9″x12″)
  • Sound: Reason 5 / Record 1.5, Audition 1.5, SFXR, RolandED PC-300 midi keyboard
  • Misc: Chronolapse, fraps

Also if you have missed it, don’t forget to see my video montage of my previous LD games. 😉

Ludum Dare vs. The Holiday

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Thursday, December 16th, 2010 1:41 pm

I’ll be entering. It will either be just the usual suspects for tools, or I may add Unity. I didn’t get a chance to become as comfortable with Unity over the past few months as I would have liked, but a 48 hour time crunch is a great time to learn new tools, right? 😉

So I should probably finish my shopping list and order everything off Amazon so I don’t have to leave the house this weekend.

Don’t normally do this, but I’m a trendwhore…

Posted by (twitter: @S0phieH)
Thursday, August 19th, 2010 11:03 am

I DECLARE LD18 SHALL BECOME MY BETCH! or something ^__^

Inventory:

  • Unity
  • Blender
  • Paint Tool SAI
  • sfxr
  • MilkyTracker

think thats about it, heres a pic of LD entries past, not counting minis of course:

Isaiah could still win theme voting, I must believe this.

Isaiah could still win theme voting, I must believe this.

this post inspired by Codexus and dock

Let’s make some awesome games!

Posted by (twitter: @codexus)
Thursday, August 19th, 2010 7:32 am

OK, this is my totally unnecessary and needlessly detailed declaration of war!

Leader of the Great Army of One: His Laziness General Codexus

Weapons:

  • Engine: Unity Pro 2.6
  • 3D: Modo 302 / Cinema 4D R10 / ZBrush 4 / Vue 8.5 Infinite
  • 2D: Photoshop CS5 Extended / Filter Forge 2
  • Sound: Reason 4 / Record 1.5 / Audition 1.5 / SFXR
  • PC: i5 750 / 4GB / GeForce 8800 GTS
  • OS: Windows 7 Ultimate x64
  • Misc Gadgets: Wacom Intuos 3 tablet, Roland ED PC-300 midi keyboard, Xbox 360 gamepad
  • Food: probably some chips and pizza

Previous achievements:

i maed gam3z w1th n0 z0mb1es

i maed gam3z w1th n0 z0mb1es

Declaring Framework

Posted by (twitter: @ExciteMike)
Monday, August 16th, 2010 8:31 pm

Framework: Stego, the as3 framework I’ve cobbled together over the course of these events.  I may go with Unity instead if for some reason I feel like going three dee once the theme is decided.

IDE: FlashDevelop. compiling with mxmlc.

Graphics: A copy of Photoshop CS 1 which as far as you know was obtained completely legitimately.

Music: I’ll try WarioWare DIY recorded and edited in GoldWave.  It came out kind of terrible last time I did that, but I’ll try again anyway.

Sound Effects: I bet you can guess this one.

For timelapse: I will be using Keeyai’s Chronolapse.

Will be listening to: Some combination of an exciting Pandora station and my 8bitcollective favorites.

Desk: I’ve moved since the last Ludum Dare!

desk pic

Sauce Control: Mercurial, pushed to Bit Bucket.

Twitter: ExciteMike

Interweb pagesite: http://excitemike.com/

Rules Question: How would people feel about a game connecting to internet radio for music?  I probably won’t do it this time around, but I’m thinking about it for future events.

My custom library for LD18

Posted by (twitter: @DigiJerm)
Sunday, August 15th, 2010 11:51 pm

This will be my second time entering Ludum Dare and again I will be using C++ with a custom library. Although this time my library supports Linux as well as Windows so if all goes well I should be able to make a Linux port :). The library is very minimalist supporting only coloured triangles, textured triangles and sprites for graphics which sounds very limiting, but it was perfectly adequate last time so I will stick with it :).

The library is called Obelisk and can be downloaded from here.

Other software I will be using:

  • Visual Studio 2008 for code
  • Paint.NET for graphics
  • sfxr for sound
  • HydraIRC for IRC

I don’t have any strategies planned for making my entry or even any game ideas. Although I have been thinking that maybe instead of thinking of the game idea at the start, I would code up a bunch of different game elements and then figure out how to combine them into a game later.

You Got To Be In It To Win It – LD48 #18

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Sunday, August 15th, 2010 7:09 pm

The basecode I am using for the Ludum Dare 48 Hour Game Programming Competition #18 is largely the same as the past two three four five six seven competitions. I haven’t made any changes to it since the last compo. It’s Java based and initially came from the Killer Game Programming in Java book that I bought a few years ago. Since then, I’ve added a bit to it that I found I was redoing over and over again.

Download it here.

Goals this time around:

  • Hand-drawn art style. I sketch things out on paper and scan them in to colorize. Bold colors and gradients.
  • KISS – Keep It Simple, Stupid! I’ve had my best luck when I keep my game simple and try not add too much complexity.
  • Make useful additions to the basecode that can be used in later competitions. The screenshot stuff is an example of something I did previously that helps out a lot.
  • 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.

    Tools in use:

    • Java 6 SDK (though last time I included a version for JDK 5)
    • Eclipse IDE
    • Photoshop, maybe some Illustrator
    • DrPetter’s sfxr for sound effects
    • Audacity on my Mac, plus Rockband USB microphone
    • HP OfficeJet 6450 All-In-One for scanning doodles
    • Everlasting Gobstoppers
    • mIRC for chattery
    • Killer Game Programming in Java and the base code I mentioned above.

    Looking forward to the compo!

    Notice of intent

    Posted by (twitter: @tom7)
    Friday, April 23rd, 2010 5:10 pm

    I am Tom 7. I will make a game from scratch for Ludum Dare 17.

    I do declare that I might use my spartan SDLML lib if I program in SML. But I will probably jazz out in Flash, in which case I may reuse some of the basic infrastructure and physics libraries I wrote for you keep dying (src). Both are GPL. All gameplay and content will be new.

    Throwing my hat into the LD17 ring

    Posted by
    Thursday, April 22nd, 2010 10:33 pm

    I normally use LOVE, but  think I’m going to switch it up and use Java, Slick, and TilED.  Should be interesting- I haven’t used Java in 3 years or so.  But I’m hoping to make something that people can just run in their browsers instead of downloading untold megs of LOVEly .dlls.

    I’m glad I checked these things out beforehand with a wee warmup, because TilED QT 0.4.1 doesn’t notice my mouse clicks if the application already has focus! So I’m going to use the eye-burning Java version of TilED.

    If it turns out that this change of coding scenery is killing my productivity, I may fall back on LOVE.  I would in that case also use LUPUS, a lua library which anyone is free to download and use.  (If you do use it, beware the Grid class; it’s not passing all its unit tests and I’m not sure why.)

    Behold the almighty desk!

    Behold the almighty desk!

    Looking forward to this!

    Posted by
    Thursday, April 22nd, 2010 6:23 pm

    Last December was my first Ludum Dare, and it was a blast! So I’m definitely in this time around.

    I’ll probably use the same tools I did last time:

    • FlashDevelop + mxmlc compiler. +flixel if I do a game that benefits from it.
    • Audacity and sfxr
    • Acid Music Studio with some free softsynths
    • Paint.NET or GIMP if I don’t do my graphics in code

    I think I’ll also check out the IRC channel this time, although that may fall by the wayside as it gets down to the wire…

    Declaration of Pretentiousness

    Posted by of LoneStranger Designs (twitter: @lnstrngr)
    Wednesday, April 21st, 2010 11:53 pm

    I hereby officially declare my intent to enter the Ludum Dare 48 Hour Competition #17.

    And the standard goals:

    • Keep the usual art style. I sketch things out on paper and scan them in so I can colorize.  Keeping with bold colors and gradients is probably what I’ll do.
    • KISS – Keep It Simple, Stupid!  Making something too complex is just a recipe for a headache at 1pm on Sunday afternoon.
    • Make useful additions to the basecode that can be used in later competitions.  The screenshot stuff is an example of something I did previously that helps out a lot.
    • 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.

    Same base code as the past six competitions.

    Tools in use:

    • Java 6 SDK (though I typically include a version for JDK 5)
    • Eclipse IDE
    • Photoshop, maybe some Illustrator
    • DrPetter’s sfxr for sound effects
    • Audacity
    • HP OfficeJet 6450 All-In-One for scanning doodles
    • Everlasting Gobstoppers
    • mIRC for chattery
    • Killer Game Programming in Java and the base code I mentioned above.

    As far as themes go, Hunt, Island and Companion sound fun.  Evolution might be good, too, but I’d have to come up with something good. Might have to sketch some ideas out for each of these before Friday, and check the results of the previous rounds to see what else could slip through.  Good Luck!

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