Posts Tagged ‘game development’

Gravity change – i created 7 levels!

Posted by
Saturday, February 18th, 2017 4:28 am

I have created 7 levels for Gravity change, my game i’m working on for unijam.

Gravity change – working on my game for unijam

Posted by
Friday, February 17th, 2017 10:11 am

I’m working on my game, Gravity change for unijam.
gravity changeThe game has custom gameplay mechanics, such as gravity changing.
The main quest is reach the enemy’s computer and bypass the security.

Python and Game Development

Posted by
Saturday, August 13th, 2016 10:47 am

I’m pretty new to Ludum Dare. I just recently got into game development, but I’ve been programming for years. I’ve been using python 3 with the pygame library for game development. Around the website, I’ve seen a few people using python as well. I’ve heard python isn’t the best for game development, and I’m using it currently because that’s the main language I’ve been coding in. I have a few questions about python and game development:

Is python good for game development? Why or why not?

Are there any tools or libraries you would recommend?

Have you used python for game development in the past, and do you currently?

Right now my impression is that, as python is a high level language, it is slower for memory intensive games. If I continue with game development, I would probably switch to another language. So far I haven’t had any problems with it, because I’ve been programming pretty simplistic 2D games.

Any feedback would be appreciated, thanks in advance.

Spelunk! entered in IndieCade Festival

Posted by (twitter: @@exnihilodev)
Monday, May 4th, 2015 1:48 pm

Everyone at Ex Nihilo Studios is excited with where we have been able to take our initial 72hrs LD32 build in just the past ten days, just in time to enter it into the IndieCade International Games Festival. We have added some of the gameplay that went missing for LD32, a few more features, an enemy, and finally a few sound effects! While still far from realizing our original design, we are pleased with how Spelunk! is shaping up. We have a silent (no audio recording yet) 5 min. gameplay walkthrough up on Youtube and a new build up for download. Take a look and give us your feedback!



Game Progress – StomachAlla

Posted by (twitter: @efonsecabcr)
Sunday, April 19th, 2015 7:35 pm

Here is a quick video of our progress

Development Timelapse

Posted by (twitter: @mnerurkar)
Thursday, December 11th, 2014 5:59 am

Here’s a little timelapse I did of my Ludum Dare 31 progress. It shows you how I built our game The Agency. At least the first two days of it. Unfortunately I forgot to record the third day. Regardless, I think it’s a fun look at game development. I hope you enjoy it.

As for the game: We came up with a pretty interesting twist on the “Entire Game On One Screen” Theme and I’m mostly happy with the result. A few things could have gone better, as always. For example: I think it takes too long until the player reaches the first really interesting point in the game.

Ah, you never stop learning.

Poo Dee Pie – Background Work in Progress

Posted by (twitter: @kintinue)
Saturday, December 6th, 2014 9:08 am


PooDeePie Header

About an hour ago, Steffen shared a picture of the background work. Check it out:

steffen background

What do you think?

More updates will be up soon. Follow #PooDeePie on Twitter to see the most recent updates!



Poo Dee Pie – Early Look

Posted by (twitter: @kintinue)
Friday, December 5th, 2014 9:01 pm

 Poo Die Pie

Hey, everyone! We are getting ramped up and excited.

Here are some very early mock ups and sketches of Poo Dee Pie! Keeping with the entire game on one screen theme, Ben and Steffen have some incredible ideas of the actual game play. Super early images for the idea below:

Poodeepie Early Look!Steffen's Early Sketches

October Challenge. Why not finally finish some thing

Posted by (twitter: @mintarcade)
Saturday, October 4th, 2014 9:23 am

October Challenge is now and I finally decide to finish one of my project that been collecting dust for 2 years now. It’s a racing game with few different game types, customizable cars and few other things. Here is some old video playlist for you too look at to see what I decide to finish this October.

I’ll be broadcasting most ‘interesting’ parts of the project via Twitch – come along or bring some one, join the chat and watch me doing/failing something. If you have questions about this project, please ask, I’ll be happy to answer. No spoilers, thought.

If you are not afraid, you can play demo here:

Project page

Ludum Dare Results!

Posted by
Friday, October 3rd, 2014 9:16 am

Hey guys, I am Nemo one of the game developer within HundredHundred. Recently, well a year a go I decided to start writing up a blog about becoming a better game developer. After submitting my first game for Ludum Dare 30, I was able to learn a lot of positive experience, and I want to share my story and my experiences with you guys, fellow game developers like myself. So if you have time have a read, you never know you might just find it interesting : ]

#SpeccyJam (the ZX Spectrum Game Jam) is back!

Posted by (twitter: @speccyjam)
Thursday, August 7th, 2014 1:05 pm

Hi all,

Just to let you know that the second annual #SpeccyJam is this month, and starts on 29th August 2014

Dev’s have 1 week (29th August – 5th September) to create a ZX Spectrum flavoured game.
It can be for any platform (Browser, HTML5, Flash, Mobile, iOS, Android, PC .. anything), and you can use any game dev tools to create it (doesn’t need to be programmed in machine code and load on a cassette tape or anything like that.)

Just as long as it looks / feels / plays like a ZX Spectrum game, then it is fine!

You must use only the ZX Spectrum colours and resolution, and you can use the “attribute clash” rules if you want to make it look more authentic (but not a strict rule).

For more details about rules and registration (by way of forum), check out

Thanks for reading, and hope to see you there!


Infinite Island

Posted by (twitter: @andyjamesadams)
Sunday, April 27th, 2014 3:27 pm

Bomb, rotation, and map regen demo

I love this game. It is so simple and yet complex. You have to avoid the bad guys and the lava pits. You place bombs and blow away the map beneath you. As you destroy the environment the blocks “Beneath the Surface” rise up to replace the old. You cannot leave the 5×5 grid, but it is ever evolving. I’ve published it on my website HERE. You can also download Mac, Linux, Windows, and the source code at that address. I was aiming for a kind of mix between fez, and minecraft style art, and I think I’ve nailed it. I’m open to all comments and critisms you might have. I’ll save the post mordem for a less busy time on the blog flow. Thanks for playing!

-Submission Link-
-Andrew “JDAMS” Adams

LD28 – Update 1

Posted by (twitter: @@moongateuk)
Saturday, December 14th, 2013 6:21 am

So after a slow start with not many feasible ideas coming forward, I finally  got one from a stalled project of mine. With only 1 go at the level itself  and also only 1 level (Yes, 1 level.) I think this will be a pretty difficult game to finish (For the player that is.)


  • Movement Script.
  • Plans.


  • One large level.
  • Items that limit the player in some way.
  • More to come…

Well that’s my lunchtime blog finished so I’m now going back to making the game.

#SpeccyJam (the ZX Spectrum game jam)

Posted by (twitter: @speccyjam)
Saturday, November 16th, 2013 6:19 pm

Speccy Jam is a regular world wide 1 week game jam, where indie game developers come together to create games with the flavour of the legendary 8-bit personal home computer, the Sinclair ZX Spectrum.

Game developers can work alone or as part of a team, and can use any game engine or dev tools to create their game. It can be developed for ANY device or platform… it doesn’t matter as long as it looks and feels like a Spectrum game!

By the time I have posted this, it is now Day 2 of 7. But it is not too late for you to register to participate.

For the rules and how to register etc, go to

Also follow @speccyjam on Twitter

TIL (The Infinite Line) Complete

Posted by (twitter: @@moongateuk)
Monday, October 21st, 2013 10:03 pm

What can I say, it’s been a bit of a bumpy ride making this game.

First things first this is the final game
And this is the Webpage for it

After finding out about the October challenge I already had an Idea on what I was going to remake my original LD27 game called Grav Nav. Which would have worked but it was pretty difficult to replicate how it worked and I changed focus half way through.I decided to look into maze and dungeon generation to see if I could get any ideas from that but nothing that could be done in the time I had left…

So I looked around at my stalled projects and found one I had called ST W (SingleTrack World) where each stage was generated to a certain length using blocks and decided to Incorperate that.

Inititally the development of TIL was pretty easy to a certain extent with the fact that most coding errors where human error. But the hardest part was the level generation itself when I introduced the difficulties, due to TIL originally being slated for Windows 8 I was pretty worried about the Frame Rate which TIL was running at.

Last night though was really pretty tight. As my self imposed deadline for having TIL up and out there was to be for the 21/10/2013 and that included bits such as testing, building etc. Which I found out that for some reason there were a few errors in building the code for TIL under Window 8. Each time I tried there were errors and I really didn’t have the time to fix them, so I made the last minute decision to switch to building for web. (Which actually turned out better than expected…)

Any way enough from me Have a Play on TIL and have fun. I’m off for a lovely holiday in Scotland.

October Challenge – I’m In.

Posted by (twitter: @@moongateuk)
Sunday, September 29th, 2013 11:49 am

For the October challenge I’m going to be working on my most recent project entitled Nephollow.

The project itself is done using the PSM (Playstation Mobile) SDK, in C# which I’m hoping to have completed by the 23rd of October, maybe even before that.
If all goes well with the PSM version of it I’m thinking of porting it to put on the Windows 8 Store and maybe have it ported to android…

If you want updates on the project itself through out the month, follow my twitter @moongateuk.

Also good luck to everyone doing this. :)

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