Posts Tagged ‘flashdevelop’

We’re in!

Posted by (twitter: @cakencode)
Wednesday, August 20th, 2014 9:56 pm
Tools: Photoshop, Illustrator
Tools: Flash AS3, FlashDevelop

Count me in!

Posted by (twitter: @CaffeineViking)
Monday, April 21st, 2014 1:58 am

I have participated in 3 past Ludum Dares and a bunch of other game jams too, so this is by no means my first game jam. Here are a couple of tips for first timers and pros alike:

  • If you live in Europe (or anywhere else where LD starts late), don’t stay awake until 3AM to wait for the theme. Sleep instead! Thinking up a game is a lot easier when you have slept well and eaten a good breakfast!
  • This has been said many times, and I repeat, “Use the tools you know best, not something new”, under the time pressure of LD the last thing you want is getting stuck on reading docs or tutorials. Learning new engines, languages should be done so a couple of weeks before the start of the game jam.
  • Don’t scrap a game you have been working on for half of LD, one of the major things you should learn from a game jam is how to finish things. Instead, try to fix it! Make note of the things you don’t like and try thinking of solutions. For example, in a previous LD I had problems with getting the collision to work on a special enemy, he would clip through buildings. The solution (dumb, but people liked it!) was to add a “jumping” sound when he did so, that way you now have a unique and fun enemy and nobody knows it was actually a bug from the start! (You can play the game here:

Here is my arsenal for this Ludum Dare:

I wish all of you good luck! But above all, make sure you have fun!

– @CaffeineViking

Progress on my first Ludum Dare game!

Posted by
Saturday, December 14th, 2013 9:35 am

I decided to make a LD48 game too! It’s about trying to dock a spaceship into a fuel station with realistic Box2D physics for extra QWOP-iness. You have one tiny fuel tank and limited electric charge. The realistic physics make it hard to simply move and dock, but you still need to dock to the station before you run out of electric charge or fuel.

The fuel station and fuel/charge gauges aren’t implemented yet, but you can fly the spacecraft with WASD.

Here’s a screenshot:


Here is a playable demo: link

I used Blender3D for the graphics, Box2D for the physics, and Flixel as a game engine.

Happy coding everyone!






We are in!

Posted by (twitter: @OIIOIIOI)
Friday, December 14th, 2012 3:44 am

Gagabu banner
This time I will be participating in the Jam for the fourth time, not with Carduus as usual, but with a bunch of old friends :)

Blog, livestream and stuff

We will use this blog to post our detailed progress, and we will post here as well for important updates as we go along.
For those interested, we will have a livestream running, with multiple cams, screens and all that silly stuff 😉

Here is what we will most likely be using…

To make code:

The wonderful Haxe language, the excellent FlashDevelop IDE and GitHub. Grmpf and I will handle this part.

To make art:

A Wacom Intuos 2 A3 tablet and some kind of image editor, or maybe paper, ink, watercolor and a scanner 😉 noc. will be the guy behind all this.

To make music:

A bunch of Android devices and a Guitar Hero drum set as MIDI controllers, and possibly real instruments as well. Capt. CAPSLOCK will manage this part…

Good luck everyone! :)

We can’t wait to get started! Have fun and good luck to everyone! 😀

Game Console Story (Day 2 – First Half-Day)

Posted by (twitter: @Eldaryze)
Sunday, August 26th, 2012 5:47 am

3/4 of the time limit has passed, but I think to be on time.
My game progresses gradually, here the current state of progress :


I just have to finish the code then i’ll can compose a music and enhance the graphics.

Game Console Story (Day 1 – Second Half-Day)

Posted by (twitter: @Eldaryze)
Saturday, August 25th, 2012 6:03 pm

So, what’s new after another half-day ?

– I made all the graphic assets. Here are some icons :

– I’ve done a mock-up (This is not the  newest, I designed the latest version on paper) :

– And a few lines of code. :)

Game Console Story (Day 1 – First Half-Day)

Posted by (twitter: @Eldaryze)
Saturday, August 25th, 2012 6:57 am

Here is the progress of my game : Game Console Story.
As this name implies, the game will talk about the evolution of the game consoles.
It is a “grow game” : you start with the Atari 2600 then you do grow this console using technological advances on it. The goal is to achieve the best console ever.

I made the organization chart, a bit of code and 2 little assets :


No Motivation

Saturday, December 17th, 2011 2:32 am

So.. I have zero motivation… I’m ill… But I have a idea 😀

Maybe if I start I get some motivation. Not sure about that…

What I will be using:

  • haXe
  • FlashDevelop
  • Paint.NET
  • Something for music (Or just no music for now)

Im in

Posted by
Friday, December 16th, 2011 4:00 pm

I sadly did not manage to finish the last Ludum Dare so this time I hope I do.

I will be using Flash Develop with Flashpunk.

I will also be using Photo Impact 10 for art and SFXR for sound.

I’m in for Ludum Dare #22

Posted by (twitter: @alexlarioza)
Thursday, December 15th, 2011 1:00 pm

This will be my fourth Ludum Dare! Just as always I’m looking forward to a weekend of no sleep and lot’s fun. ;]

Weapons of Choice

Language: Flash ActionScript3

IDE: FlashDevelop

EngineFlashPunk (with some personal changes)

Additional Library: Polygonal Data Structures

Additional Software: Chronolapse

Workspace: ASUS i3 4gb laptop with Hanspree 22″ LCD monitor for an extended desktop

(Yes, that is a paper Creeper)

Yeah, I finished

Tuesday, September 20th, 2011 1:30 pm

Lucky I had enough time to finish this game. Didn’t had enough time to add what I wanted to add but it is a working game :)

There are already some nice games :) I hope you like mine too.
Now I go to bed. Good night.



Daring Do! Mini-Postmortem

Posted by (twitter: @frosty)
Thursday, August 25th, 2011 5:51 am

So LD21 was my first ever Dare and some things went okay and some didn’t. I definitely learnt a lot from it, and I’m keen to keep making games and work on my entry. I thought I’d do a brief little writeup.

Blatant self-promotion link:

The game

Daring Do! title screen

The Daring Do! title screen

I’m pretty pleased with the game I produced: “Daring Do!”. It’s a sidescrolling running platformer where you play an intrepid archeologist. Each level is short and follows the same formula: grab the glowing golden idol and get the heck out of the temple before the whole thing caves in or you get crushed by the giant boulder coming after you. Avoid pits and arrows along the way. I wanted to keep levels short so it kept you wanting to play; that just one more level feeling. I’d like to add an ‘infinite mode’ in a future update, though. I’m also planning to add many, many more of the normal-style levels, as well as a lot more trap types: crumbly blocks, falling debris that you have to dodge, spike traps,and perhaps even some bad guys and collectables. I would’ve liked to get more of these in during the compo, but just ran out of time. Also, more work is needed on sound and sprites.

Daring Do! gameplay

Daring Do! gameplay - pick up the glowy idol and prepare to run!

The Bad

The main thing that went wrong was that I didn’t spend enough time on day one thinking up a concrete idea. I got a rough topic in my head of a Breakout bat escaping from a game of Breakout, and rushed off and started making it. I built a simple little Breakout clone really quickly, and then spent a fair amount of the rest of the day trying to script together some kind of in-game cut scene explaining your escape. At this point, I realised I’d spent far too long on an ‘intro’ without having any idea at all about what the core gameplay would be after your escape. I became somewhat disillusioned with the idea and stopped working.

My first game idea, a breakout clone where you actually break out.

My first game idea, a breakout clone where you actually break out.

I woke up late on the Sunday with the intention of giving up, but I felt that I’d be very disappointed in myself if I did so. I chatted with a friend about what to do (thanks @triard!), and a new idea was born, that which turned into Daring Do! This one I felt I could run with: a simple gameplay mechanic that can be easily extended by the addition of more traps, levels, etc.

Daring Do! gameplay

Daring Do! gameplay - outrun the boulder, avoid the arrows, jump the pits!

The Good

I’ve only recently gotten into Flash development, but I absolutely love working with FlashDevelop. I use a Mac as my main machine, so I had to run FD in a Windows virtual machine which was pretty slow – this infuriated me on numerous occasions as I sat there wanting to code but having to wait for my computer to catch up with me. For future LDs, I’ll have to run Windows natively somewhere, as the VM was almost unworkable. I wish there was a Mac version of FlashDevelop.

Flixel is also brilliant, although I was kind of learning as I went along so got a bit hung up on things that should’ve been easy but I didn’t know how to do yet. I’d like to spend some time with FlashPunk, too, to see how they compare. Writing my game in Flash made it super easy to test, to send to friends for comments, and to upload for other LD48ers to play.

As for my other tools, I used DAME for map editing, which worked pretty well, bfxr (fantastic tool!) for sound effects (although I somehow forgot to give my main character footsteps!) and had a brief attempt at creating some terrible music with FamiTracker.

Next time

I’d certainly be up for taking part on Ludum Dare again – the feeling of satisfaction having built something in such a short space of time is brilliant, and I love the community feel of the event. I’m so glad I didn’t give up after day 1! Next time, I’d spend longer ensuring I had a great gameplay idea before starting. Gameplay, gameplay, gameplay, that’s what it’s all about. In fact, I’d probably recommend trying to spend some time during the final round of voting thinking up some ideas for each of the top-voted themes from previous rounds, just in case they come up. Having a solid idea from the start would allow me a full two days to make my game – next time, I’d plan for day 1 on the engine and gameplay, and day 2 on content and tweaks. As I had to cram all of that into one day this time round, the content was a little light.

At the moment, I’m really enjoying looking through everybody else’s entries. There are some truly, truly brilliant games in there – not are they fun to play, but it’s nice to be able to find out how things were implemented. It’s a great way to learn.

I’d really appreciate it if you’d take the time to check out my game and rate it and / or leave a comment.

Finaly something that works :D

Sunday, August 21st, 2011 2:18 am

After a good night started again with MoveOut and now I can finaly move my tiles :) but still only one per launch 😛 So there are only a few things left before I can play the game. Need to make the finish work, and save when I place a tile. After that it is a game :) and than its time for level design and adding more features.

MoveOut – part 2

Saturday, August 20th, 2011 10:37 am

I still like my new idea, thats a good point :) player is able to move now and cant has already collison detection and a smooth animation :) levels are loaded nice and can get block coordinates using my mouse. Will need that to move the blocks.

Version 0.1.00:







Restart. MoveOut

Saturday, August 20th, 2011 9:06 am

I stoped working on my first game for LD21 when I came with a new much better idea. This game you need to escape to the exit by moving walls away.

  • Make graphics [DONE]
  • Load levels [WORK-IN-PROGRESS]
  • Move player
  • Move parts

Run RUN RUUN development (part 4)

Saturday, August 20th, 2011 5:26 am

Its 2pm over here, already 7 hours of working on my game (time goes fast). Added functionality to some items, can now open doors with keys and telport me too other teleports. Added some “sepcial”effects too :)

Changed version from 0.0.* to 0.1.*. And still streaming incl webcam recording my hands.

Oh and tried to compile linux kernel while is was working on the game but that failed :( (not related to this :P)

Version 0.0.001:
Version 0.0.002:
Version 0.0.003:
Version 0.0.004:
Version 0.1.000 (Current):


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