Posts Tagged ‘github’

What. A. Blast! Here are a few photos from the Ludum Dare / GitHub GDC Party on Tuesday February 28th. If you have some photos to share, please leave a comment below :)

Ludum Dare's Mike Kasprzak at the GitHub GDC Party 2017

Ludum Dare at the GitHub GDC Party 2017

Ludum Dare at the GitHub GDC Party 2017

Ludum Dare at the GitHub GDC Party 2017

GitHub GDC Party 2017

GitHub GDC Party 2017

GitHub GDC Party 2017

GitHub GDC Party 2017

GitHub GDC Party 2017

GitHub GDC Party 2017

GitHub GDC Party

GitHub GDC Party

GitHub GDC Party

GitHub GDC Party

GitHub GDC Party

GitHub GDC Party

Mike Kasprzak and Geoff Howland being interviewed for the Ludum Dare documentary Zone was also there with some great games to play: at the GitHub GDC Party 2017's Leaf Corcoran and friends at the GitHub GDC Party 2017 at the GitHub GDC Party 2017

Multibowl Zone

Multibowl was being played on the big screen <3

Multibowl at  the GitHub GDC Party 2017

Multibowl at  the GitHub GDC Party 2017

Multibowl at the GitHub GDC Party 2017

Multibowl with Bennett Foddy and AP Thomson at the GitHub GDC Party 2017

Multibowl at  the GitHub GDC Party 2017

Retro Zone

The The Museum of Art and Digital Entertainment (“The MADE”) provided some classic console action:

GitHub GDC Party 2017 Retro Zone

GitHub GDC Party 2017 Retro Zone

GitHub GDC Party 2017 Retro Zone

GitHub GDC Party 2017 Retro Zone

Analog Zone

Not all games were digital…

Card Games at the GitHub GDC Party 2017

Board Games at the GitHub GDC Party 2017

GitHub GDC Party

GitHub GDC Party

Kettle-Cat now spews out steam at the top.

Posted by (twitter: @oneseedfruit)
Wednesday, April 22nd, 2015 10:30 pm

Added steam spewing off at the top. Cosmetics only changes. Check out my game, Hot Kitty!

Kettle-Cat now spews out steam at the top.

Kettle-Cat now spews out steam at the top.

It’s today, it’s coming, I’m scared as hell, but going for it!

Posted by (twitter: @go_go_goto)
Friday, April 17th, 2015 4:07 am

Setting up some repos for LD32 and some code I use while studying (mostly tutorial and math stuff) on my github. This stuff is easily found on the web, but I’m sharing my versions/tweaks to stay in a safe zone in case I get to finish my project in time for the compo. Also, it could be useful (not certain) for starters (as I am) and lead to some discussions on improving this stuff. :)

For those who adventure in these repos (mostly “haxe-dump”), they’re pretty unrefined stuff (gotta do some cleanup later) and part of the comments are in portuguese (brazilian). But I made sure they are really basic and easy to understand stuff (so comments are irrelevant, I guess :P).

Gotta sleep a little bit before work and LD, but I’m anxious…>_<…

Also gotta prepare some snacks and drinks…

‘Tis gonna be a long day today, oh boy…=_=

A minimal tool to create text adventures

Posted by (twitter: @johnnyaboh)
Thursday, March 5th, 2015 11:55 am

Yesterday I published the very first version of a minimal tool to create and publish text adventures.
It’s called gist-txt and you can find the source code at

The inspiration for this project came from two pieces of software:

  1. Twine (, an open-source tool for telling interactive, nonlinear stories
  2. (, a simple viewer for code examples hosted on GitHub Gist

Tool’s features are very limited. What it does is basically reading GitHub public gists and handle links to browse between files of the gist (scenes in gist-txt’s vocabulary). The cool part is that you can create your text adventure simply by creating a new gist. This lets you easily share and track updates of your work (gists are git repositories). Another cool part of this tool is that the hosting is as simple as a specially crafted url: just share an URL in the form<your-gist-id> to let people play your game.

I made simple example gist at, this can be shared as a text adventure with the link

I’m going to use it to prototype text adventures, but I’d like to know what do you think about it and I’m looking forward to see what people could achieve with this minimal set of features.

Update 03/16/2015: I posted about tool’s updates and new features as of version 1.6.0.

I’m in and using Sparkiy!

Posted by (twitter: @AleksandarDev)
Friday, December 5th, 2014 10:18 pm

This time I’ll be using my own engine – Sparkiy.

Sparkiy lets you create something new wherever you are. Create new project, write description and take some screenshots. Make your game unique and fun to play and share it with your friends and family. All from comfort of your sofa on your tablet, laptop or whatever device you prefer. Sparkiy features touch friendly code editor and easy to learn scripting language – Lua. Graphics and engine API is simple and clean so that you can get your ideas to life in just a minutes.

I will be developing Sparkiy windows client application in parallel to LD game. You can track my progress over at GitHub where I will commit new changes to application and game code.

Here is the list of tools I’ll be using for both application and game development:






As of add-ons I’ll be using:


The most important thing is – Have fun and create some great games!



I’m in (+Chronolapse problems and entry ratings)

Posted by (twitter: @Zazanxors)
Thursday, December 4th, 2014 4:31 pm

Woah Ludum Dare great fun videogames stream development tools tools workflow timelapse snowman potato etc etc.

Let’s get to the point.

I’ll probably be joining the compo, and will switch to the jam if I need more time. Tools:

  • C# – Language. Obviously superior.
  • Unity3D – Game Engine. Due to the awesome folks over at Unity giving away ~1,000 free codes for a month of Pro, this just gets even better.
  • MonoDevelop – IDE. Unity’s one weakness. I can’t afford the Visual Studio plugin, so I’m stuck with this.
  • Paint.NET – 2D Graphics. Besides the fact that it’s awesome and free, I have the most experience with this.
  • BFXR & Freesound – SFX.
  • BeepBox – Music.
  • Open Broadcasting Software – Streaming [Twitch]

As for a timelapse, I’ll be using Chronolapse, assuming it works. It keeps telling me it doesn’t have write permission, even though I’ve given full permissions to everything for the target folder, and ran Chronolapse as administrator. If anyone has a solution, please comment!

Hoping to do better than last time. Ratings weren’t good, and I procrastinated posting them, so here:

Someone told me my music was good. I still don't believe they were right.

Someone told me my music was good. I still don’t believe they were right.

Learned a ton about Unity platformers though, which led me to fix the super annoying “I’m stuck on this tile wtf” bug and optimize collisions at the same time. It even got me to start a Github project to make Unity assets intended for creating platformer games, which I’ll be using if I create a platformer this time around.

Anyways,  theme dare post wordpress vote potatosalad hope ludum snowman and good luck!

Last minute preparations

Posted by (twitter: @Ananace13)
Monday, December 1st, 2014 1:20 pm

So I realized that I haven’t spent the proper amount of time actually preparing for this LD compo, which means that I’m going to be doing a bit of coding right up until the compo itself starts.

Since I’m doing my entry in C++, like I tend to do, I have to write up all the utility code that I’m going to use during the compo itself. So I’ve set up a GitHub repo where I’m writing up this code, and I’m doing it properly this time. With test cases and the “engine” separate from the game code itself. (Not an engine per-se, more a large bunch of useful snippets and classes)

Though I guess that since I’m planning on doing as much of the game as possible through scripts the whole separation is a moot point.

Either way, you’re welcome to see the code skeleton as it fleshes out to something that can actually be used. Going to tag, branch, and try to keep the game code split from the rest. Maybe the framework will end up as something other people might be able to use after all.

Feel free to watch the progress at and I wouldn’t mind hearing any suggestions you might have for useful things to include into such a framework. And feel free to throw issues at me if you find things that are just plain wrong in the code, constructive criticism is always welcome.


Happy coding to you, and I hope you’re better prepared than me for what’s coming.

Ready…. Steady…

Posted by (twitter: @caranha)
Friday, April 25th, 2014 5:30 pm

One hour for LD to start. The lucky thing about living at GMT+9 is that the start of the compo sits nicely at 10AM. I can wait for the theme announcement, and then take a shower while thinking about what the game should be.

I’m spending the last few minutes preparing my environment: setting up the screenshots for the time lapse, organizing my windows and desktops, and cleaning out my house a little bit.

As usual, my setup is something like this:

  • Programming Language: Java+LibGDX: LibGDX turned 1.0.0, I haven’t played with it since last LD, but as far as I can tell, everything still works in mostly the same way that I’m used to. The wikis have much more information. There is this new build system, Gradle, which I’m still not quite familiar with, but I figured out how to build and package my game.
  • Environment: Kubuntu+Eclipse: I have updated to the latest version of eclipse (Kepler), which seems to hang out and eat the context menu from time to time. That is not so good and I hope it doesn’t happen this weekend.
  • Art and sounds: Badly drawn art on a tablet + Gimp/Inkscape. Sounds will probably be BFXR + Autotracker. Again.
  • Hosting: My source and releases will be posted on this github repository:

Good luck and good times for everyone out there!

What I’ve Learned from not Finishing: A Postmortem

Posted by (twitter: @gamepopper)
Wednesday, December 18th, 2013 4:44 pm

Hey all! I’ve been enjoying a lot of games from this Ludum Dare, and I hope you all have to. I participated myself in the jam, collaborating with another indie game dev known as Code_Assassin. However, through details I’ll explain below, we didn’t finish. While we did submit an entry, it wasn’t a finished game like we hoped, and after a day of thought, we requested the entry to be taken down, and the game removed from Newgrounds.

The idea

Our game originally started off with a premise of finding a mob boss out of a group of people, the levels and the clues would be random each time, but you only had one chance at killing the boss. We agreed on using Flixel as our framework due to its ease of use, my experience from using it in last year’s Ludum Dare and CA’s experience with Actionscript3, and that we could upload it to the web. We got a Git repository set up and we were hyped up and ready to go!


Rocks-n-Blaster github repository

Posted by (twitter: @weldA)
Saturday, December 14th, 2013 11:24 am

By the way:

You can watch my progress at my github repo at


Base code update

Friday, December 13th, 2013 4:04 pm

I’ve written a little base code project I’m going to start with.

It’s fairly simple and is available here.

To recap, it uses libgdx. If I fancy some postprocessing shader stuff, I’ll use the PostProcessor class from here, and if I need to do some pathfinding, I have my own simple A* implementation I wrote which is available right here.


I am in! Second Ludum Dare!

Posted by (twitter: @gamepopper)
Friday, December 13th, 2013 5:11 am

I was the one who made the unusually challenging 10 Second Paper Flight. This will probably be a hectic Ludum Dare for me since I’ll be at a Christmas Party on the Saturday and work on the Monday, but what the hell, I like making games and I can use some of Saturday to plan something interesting.

Anyways, I plan to use the following tools:

  • GitHub (Source Control, my first ever solo project to use source control :O)
  • HaxeFlixel (Game Libraries)
  • Paint.Net (Graphics)
  • Tiled (Possible Level Design)
  • iNudge (Possible music)
  • Bfxr (Sound Effects)

My plans/advice so far for the jam, based on last Ludum Dare:

  • Plan well.
  • Constantly show your progress.
  • Graphics and Music are just as important as the game itself.
  • Know how and where you will distribute your game.
  • Everyone likes Time Lapse vids
  • Follow the 621 (Sleep, Food and Clean Yourself :P)

Everyone have a good Ludum Dare!

Meowfinity and Beyond – Game and post-mortem

Posted by (twitter: @Cryovat)
Monday, August 26th, 2013 2:13 pm
Meowfinity and Beyond - Title

Click for entry page

Hi darers and jammites!

LD27 was my third time to enter Ludum Dare, and my first time to enter the compo. In my insanity, I decided to make a platformer, and by some crazy streak of cosmic luck (and hard prioritization), I was able to finish it on time.

Please give it a go, rate and let me know what you think. I hope you will enjoy it. :-)

Ingame screenshot

The introduction cut-scene of the game

What went well

  • The theme: I originally hated it, but in the end, I think it worked out pretty well.
  • The tools: I’ve used IntelliJ quite extensively for Javascript development before, and used ImpactJS in LD26. The familiarity saved me a lot of time and let me spend most of the compo time in “the zone”.
  • Git: It’s a lifesaver. Don’t do any kind of development without source control!
  • Preparation: I set up a Github repo during friday evening with a pre-configured IntelliJ project, empty game template and “branded” HTML page. This allowed me to dive straight into the project. Compare to LD26 where I spent an hour configuring IntelliJ to run a debug web server with PHP support and getting the level editor working.
  • Pro Motion: Pro Motion is an amazing tool for creating pixel art and tile maps. I couldn’t have pulled off the graphics without it.
  • Impact:  ImpactJS just feels right to me as a game engine, and the bundled level editor and deployment tool is great.
  • Feedback: My friend Irubataru and wonderful people on IRC gave me feedback and motivation to keep going. I couldn’t have done it without you. <3
  • Sleep: I got my full eight hours between Saturday and Sunday.
  • Water: I had one Starbucks coffee. Apart from that, I just drank water.
  • Art: I had a crazy art sprint during the Sunday evening. I can’t believe how much the feel of the game changed. At some point, the characters also became cats.
The game with place-holder art

The game with place-holder art

What didn’t go well

  • The theme: While I ultimately think it benefited the game, I spent a long time agonizing over what to do before getting started. I need to do some off-line work on brainstorming techniques.
  • The controls: Ultimately, the jumping turned out a bit floaty, but I had already come too far with the level work to do anything about it. :-(
  • Timekeeping: All of my self-imposed deadlines slipped. I intended to finish levels by noon on Sunday; finished at six. Intended to have art done by six, finished art at midnight (CET), etc.
  • Music and sound: I just didn’t have time. They had to go.
  • The purrtraits: They don’t mesh too well with the rest of the art style, but I still think they make the game more lively.
  • Community involvement: I was active on IRC throughout the event, but failed to do blog posts, live stream and post real-life pictures. Hopefully next time.
  • OS juggling: I did my primary development on Ubuntu, but had to reboot to Windows for the art parts. The push-reboot-pull routine was cumbersome and highly unnecessary.
  • My mouse: At the day of Ludum Dare, my mouse suddenly picked up a bad habit of registering two clicks unless I held the mouse button down. This was highly annoying.
  • Food: I didn’t eat regularly. Next time I will be setting fixed eating times.
  • Getting up: I got up pretty late (past noon) on both days. I could probably have done more if I’d gotten up when intended.

After spending the evening sleeping, it’s time to check out some of your work. Congratulations to everyone who finished. I’m looking forward to seeing how you tackled the theme. :-)

Go on, click him. You know you want to:

Click to play the game.



Posted by
Saturday, March 23rd, 2013 11:17 am

Hey ludumers!

After watching Martin Jonasson & Petri Purho’s video a while ago, I learned 2 things :

  1. this “juicyness’ thing that these guys talk about actually exists and works
  2. particle systems are indeed fun to program!

Now think about it: adding particles and effects to a game is a really cheap trick you can do to make the game look and feel more lively, reactive and spectacular. Particles don’t really interact with anything existing in the game, they just spawn, live their glittery short life and die. It’s very easy to just plug in particle emitters in a almost finished game, set up some emitters and triggers and watch everything explode/sparkle.

With that in mind, I put together a particle system library in JavaScript that renders awesome particles on an HTML5 canvas. Since I’ve created it for an LD event, I named the library Particle48. I intend to use it in every game I’m going to make for LD and I thought I could share it with whomever is interested. Here’s the project on github and a demo – I wish this to become a collaborative work.

Here’s a screenshot, but bear in mind that screenshots don’t always do justice…


Code on GitHub

Posted by (twitter: @attrition0)
Tuesday, April 24th, 2012 9:14 pm

While more for myself than anything else, I’ve placed my Unity project on GitHub. Maybe somone can make it.

Game: Earth Is Dying!

GitHub: TinyWorld

Till next time!

I am in for the Ludum Dare 23 Jam

Posted by
Tuesday, April 17th, 2012 11:50 am

As a lof of people here, this will also be my first Jam.

I will use:

  • Objective-C (what means that the game will be for Mac OS X or iOS. Is there any restriction of platform?)
  • Cocos2D game engine
  • cfxr (for sound effects)
  • Grafx2, Pixelmator and Pixen (for graphics)
  • Audacity (for music)
  • GitHUB (to share the code)

BTW, I am a Brazilian that live in Hsinchu, Taiwan. I was following the list and didn’t find nobody from Taiwan. If you are from ROC and wanna gather, please leave a comment. :)

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