Ludum Dare 36
The Theme is:
Ancient Technology

LD36 has ended!
Well done to everyone who took part.
1912 Amazing Games!

Posts Tagged ‘graphics’

Sunday Dinner Progress

Posted by (twitter: @gamepopper)
Sunday, April 17th, 2016 12:15 pm

A quick progress update as I cook dinner:

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  • Graphics! I’m using Piskel and Photoshop. I think there’s a bit of an late-70s arcade feel.
  • Added a third bullet, the white bullet cannot be absorbed by either colour phase so it should be avoided at all costs.
  • Few more bullet behaviours added in for difficulty.
  • Save data added, game will save the longest time for each difficulty.

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Now the name on this title screen isn’t the final name, I’ve been struggling to come up with a good name so I’ve been asking around. I’ve now got four names I like and I’m letting the twitter folk choose the best one, so if you want to pick a name vote now before time runs out!

Further Cat Tidying

Posted by (twitter: @mahalis)
Saturday, April 16th, 2016 11:54 pm

Lots of progress—there’s more logic around where you can place the cats, some of the graphics are in (though wow do they look bad with GIF compression), and they now spawn endlessly in the tube until you run out of places to put ‘em. Onward!


End of Day 1 – Game play mechanics and Animations

Saturday, April 16th, 2016 12:10 pm

So this is the end of day 1, I have done my core game mechanics, but most of today were spent on art, animations and graphics. Since the game is going to be a platformer, I have also done movement and jump components for the player entity.


I’ll be sleeping in an hour (mid night today, but technically tomorrow) after composing some music on beepbox, which I’ll implement in the game tomorrow after waking up at 6:30 AM. I plan to submit the game by tomorrow night, and not waiting till the submission hour.

Swarm Hunter Post-Jam Progress – Graphics, Part 2

Posted by
Wednesday, December 30th, 2015 7:46 pm

Implemented a mesh generation script for the flower stem. Have a look:


It’s much smoother than the capsule hack I rigged up in the jam. Better performance is a nice bonus.

I won’t be releasing anything before I’ve finished the gameplay improvements as well. That shouldn’t take too long.

Meanwhile, try learning to fly.

Swarm Hunter Post-Jam Progress – Graphics, Part 1

Posted by
Wednesday, December 23rd, 2015 6:51 pm

Started working on the post-jam version yesterday. Wrapped up the first task today, have a look.

I won’t be releasing anything before I’ve finished the gameplay improvements as well.

Meanwhile, try learning to fly.

Shaders, tentacles, and sinking!

Posted by (twitter: @mahalis)
Saturday, August 22nd, 2015 10:36 pm

Made the happy discovery that LÖVE supports pixel shaders now; used that to make the character’s tentacles more tentacley and to make a simple sinking effect for the boats.

tentacles and sinking

Texturing done!

Posted by
Saturday, August 22nd, 2015 6:07 pm

It took me a full day (- 6h give or take) to make an animated, low poly mecha. This is why I’m not a graphics artist.

You can see the 32×32 texture in the top left corner. I didn’t even use all of that yet.

Tomorrow’s for gameplay then. Gotta keep it simple, but taken that I have no ambitious design this time, it ought to happen.

Now for some well earned sleep.

Graphics progress

Posted by
Saturday, August 22nd, 2015 1:05 pm

Apart from a few hiccups in the Blender animation pipeline, importing the model to Unity wasn’t a big deal.


Pretty, huh? A little bit of paint and we’ll have ourselves a nice All-Purpose-Armored-Vehicle™

Graphics first?

Posted by
Saturday, August 22nd, 2015 8:57 am

Once again the theme was one of my least favorites so I just sat down to learn some Blender magic and make 3D models.

It took me quite a few hours to figure out how to do bones, rigging, inverse kinematics and animation, but, despite Blender’s quirks, I managed.


It’s a bit rough at the moment, but IK makes it easy to tweak and create more animations.

Gah! I need to do texturing as well…. Hopefully I’ll have some time to spare for coding too.

Elem3nts post mortem

Posted by (twitter: @_Pix3M_)
Tuesday, April 21st, 2015 7:33 pm

My blood and tears, my pixellated blood and tears….

So yes, I participated in this thing, and I made a thing. Things happened. Very things. I am proud.

The good:

I accomplished my goal of making a game which has significantly heavier emphasis on my background art. I required a simple-to-code game which allows me a significantly larger time budget for art.

Map for Elem3nts

Click this image to see it more properly presented, thanks!


I pulled off a similar game jam from over two years ago in the same time, but with multiple tower modes, a functioning upgrade shop, a functioning tutorial, multiple waves, including one boss.

You can see the earlier game jam which I just the graphics for. Being from two years ago, it was clear that while I felt I was a hot-shot at pixel art, I was significantly faster. My drawing fundamentals were much stronger and I could accomplish even more amazing things in significantly less time.

An accomplishment of years gone by.

You can see this game here 

The bad:

I’m probably one of the many people who pre-plan their games before the game jam starts. I originally wanted to make a sequel to another past game jam, recycling old code and making a rogue-like hack n’ slash.

My only real dissappointment was the lack of content where I am using a game that would benefit from having alike at least five more waves for players to go through. Programming also took longer than I thought, though this could easily be myself underestimating the scope of something as simple as what I have. However, programming was actually roughly half the time I spent. The other half was on graphics.

Oh yeah, some art assets were either rushed or unfinished. If people don’t notice, I could instead consider that a job well done, when I am able to make half-finished or rushed assets which people cannot tell was rushed.

Animated sprite of the annoying adventurer

The annoying adventurer, the boss of my game.

The interesting:

Of course, being a pixel artist, I put heavy emphasis on graphics to highlight my strengths and downplay my weaknesses. I purposefully go for games that are more art-heavy and lighter on programming. Drag n’ drop programming ensues (lol, I write GML instead of drag and dropping actions, but yeah)

See this rabbit? It seems pretty clear that my major influences are Japanese-style RPG’s from the 16-bit era

Original monster design. Do not steal.

Cutting corners with palette swaps is also something I love doing, but of course. I also make superficial changes so it’s not a true palette swap too :)

Rabbit sprites

Demure, angry, insane, happy.

Bunny sprites

Faces for when they get hit hard are also fun to do.

I also have worked my ass off into learning how to draw trees. I was high on THC when I made a realization of the sheer magnitude and the sheer magnificense of copy and paste as nature does with plants. This tree is basically everything I know about a tree’s anatomy, more or less. If you look closely enough, you will also notice that I copy and pasted the leaves in several areas to save time spent on drawing this tree.

Let me tell you a story

I put my name on it so devs reconsider if they decide to “borrow” my tree for their projects. *maniacal laughter*

I’ve in general also made massive improvements on my use of color, after getting feedback that I have not been pushing my shading contrast hard enough. I’m proud of where I got after what was basically an overnight improvement when I had to completely rewrite the way I saw color. All in the name of improving on your craft.

Pillar sprite

That contrast, yo.

All in all,

I worked, improved, and I accomploshed. I basically made the game at a quality I wanted to make. As for the sequel to the past game jam that I wanted to make but had to do a TD as an alternative option, maybe I can work on that in my free time rather than waiting for a game jam.

Work harder, expand my visual library, hone my artistic fundamentals, I am totally looking for the next Ludum Dare.

Dont feed the wildlife.

Posted by (twitter: @_Pix3M_)
Saturday, April 18th, 2015 11:16 pm





I made a thing and I really wanted to share.

Happy daring!

Progress is love, progress is life

Posted by (twitter: @_Pix3M_)
Saturday, April 18th, 2015 1:56 am

Six (???) hours into the dare, spending a lot of effort into graphics. Here’s what I have thus far..

This is how you do graphics.

This is how you do graphics.

This is how you don't do graphics.

This is how you don’t do graphics.

Last-minute telekinesis beam

Posted by (twitter: @mahalis)
Sunday, December 7th, 2014 7:08 pm

The line-thing Wanda’s swinging from was a black line most of the way through this, which looked okay but was kind of boring. Took the last half-hour or so to make it a cool funky purple wave thing instead.

Anyway: ’tis done! The entry page is here.

Telekinesis is purple.

Border Patroller (Working title)

Posted by (twitter: @De_Yuang)
Sunday, August 24th, 2014 8:56 am

The game:

Den of Thieves is jammin’ for the Ludum Dare #30! The game, currently called border patroler, is about protecting the world from the northern alien invaders. You shoot them. You shoot them all. Make sure to pick up powerups such as Homing missles and the Jimmy Hendrix Experience, or you’ll lose for sure!

The game currently has 2 enemies and 7 different powerups, but we might still add more. WIP/ final game will be up near the end of the jam.

The team:

“De Yuang” – Programmer

Turtana – 3D modeller


Unity Indie





Concept – done!

Posted by (twitter: @dManabreak)
Friday, April 25th, 2014 10:53 pm

I woke up an hour after the compo started, and spent the first hour thinking of possible interpretations of the theme. I ended up with an oilrig game – won’t tell more than that yet. ^_^

Here’s some work-in-progress of the oil rig:

WIP oilrig

… and let’s not forget nutrition, people! A pear-apple-banana smoothie!

Smoothie time!

About that level design thing

Posted by (twitter: @mmacielm)
Saturday, December 14th, 2013 3:17 pm

So instead of doing something playable, I just went with more graphics and “finished” the main menu, the vertical lobby and the horizontal lobby. Since it’s an open area but you only walk in one axis, the “indoor” parts will be more narrow.


main menu, with a button to choose to walk up/down and a button to walk left/right. title and credits button later


left/right path


up/down path

Probably changing the crystal in the menu with something similar to a flower, since the “bridges” endend up looking like petals.


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