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Ludum Dare 31 — Coming December 5th-8th 2014!

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    Posts Tagged ‘graphics’

    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” Anne Wijning – Programmer

    Jere “Turtana” Jalonen – 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.


    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!

    MINIMALISTIC TURBO Now on Charity Jam!

    Posted by (twitter: @powderblock)
    Tuesday, November 26th, 2013 1:49 pm

    Hey guys! Just finished up an amazing Jam where the point is to link a button in your game to a charity of your choosing. You may have heard of it as we have all been talking about it for a few weeks now here on LD. Anyway, my game is called MINIMALISTIC TURBO and I am very proud of how this turned out. This was my first game with a menu, sounds, actual graphics, and I really am just really glad with how it turned out. I think what I enjoy most is the tight controls, gameplay, and how there are very few bugs, no really, I gave this to my testers and they couldn’t find anything that was actually a bug. A few small tweaks, but no game breaking faults. This is pretty big, if you remember my last LD game, a text adventure that was pretty buggy and more often than not break for testers. I am still pretty proud of the text adventure, it was really big for me at the time and still is pretty complex, anyway, that just shows how much I have grown.
    Something else I added in this game were sounds I haven’t really had any experience with sound in games, I mean, I had played around with some stuff, but this was my first game that really embraced that and did it well.


    I am a little bit unhappy with how my text ended up on the main menu, the taglines at the top are different lengths, and I couldn’t figure out a clean and quick way to center it because I am using outdated OpenGL and GLUT. if I could learn how to do textures soon that would be more than helpful. .-. I tried to get SOIL to work DURING the Jam, and well, that didn’t really work. However; I didn’t try too hard on that. I learned about getting burned out  and sticking on a problem a while ago, in a Mini-LD. (Pro-Tip: When stuck on a problem, find a kludge, make a note, move on, come back to it later.)

    Anyway, all in all, I am really proud I was able to do this, and I hopefully helped the Red Cross along the way.

    Wanna play my game? You can look for it here, or download the game.
    Use the hashtag #MINIMALISITC_TURBO to tweet about my game! Or, follow me on the twittertwaters (@powderblock) for live tweeting late night fun.

    Final ratings

    Posted by (twitter: @CuberToy)
    Tuesday, September 17th, 2013 10:44 am

    So here is my ratings

    CuberToy RatingsI’m very pleased with it, I knew what was my weakness so I’m not surprised. Last (and first) time I entered an LD, the 23rd, I was 26th on Graphics, and even if I really think to have done a better job this time, the competition was really stronger. So congratulation everyone ! I’m ready to do the next one and try do be better.

    Never played it ? Here it is : http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=10985

    Graphics update complete!

    Posted by (twitter: @SirGFM)
    Thursday, September 5th, 2013 5:26 pm

    Focusing on the post-compo is starting to pay off. Except for the HUD, particles and background, every other graphic has been redone. As soon as I finish reworking the graphics, I’ll begin to modify the gameplay. That will be the ‘post-compo version’. I plan to later redo the game itself, adding enemies, waves and bosses (there’s already a new ship, though :)).

    I usually make a black and white sprite and then use an “multiply” layer to color it. This helps me to make sprites quickly (as I don’t have to bother select exact colors every time, only the tone) but makes the sprite somewhat plain and boring. Now I’m using 8 tones with 4 shades each, what made everything better looking (and clearer).

    Take a look at the boss graphics evolution:


    Some Simple Graphics

    Posted by
    Friday, August 23rd, 2013 10:14 pm
    Simple Graphics

    Simple Graphics

    In past Ludum Dares I had a tendency to over complicate my projects with wanting graphics and animation that is more detailed than I can realistically achieve in the allotted time.  Therefore, I am going super simple this time.  In this screen shot there is the player, a collectible, and some walls.  There are still some hazards and enemies for me to make, but with this simple style it shouldn’t take long.

    How I made the graphics on The Sentient Cube

    Posted by (twitter: @https://twitter.com/OmiyaGames)
    Friday, May 24th, 2013 8:56 pm

    [Cross-posted from Omiya Games]

    First, I wanted to congratulate everyone who have participated in this Ludum Dare contest! Great job!

    Although I may have stepped out before the contest ended, I figured I’d talk about how I got the graphics on The Sentient Cube.  It was surprisingly quick and simple, although it required a lot of tweaking to get it right.  In this step-by-step instructions, I explain how I’ve used Unity’s installed scripts to create a stunning toon shading.

    Note: this only works with Unity Pro license.

    Step 1: Import stuff


    In the menu bar, under Assets -> Import Package, you’ll need to import the Image Effects and the Toon Shading.

    Step 2: Camera, Lights, Action


    Create a cube, camera, and directional light for the scene you’re working on.

    Step 3: Toon material


    Create a material under the Project pane, with the shader set to “Toon/Lighted,” and the Toon Ramp set to a 1-dimensional image.  In this case, I created a custom ramp.

    Step 4: Test material


    Drag-and-drop the new material from the Project pane to the cube in the Scene pane.

    Step 5: Camera effects


    Add the “Edge Detect Effect” and the “Contrast Stretch Effect” components in that order to the camera.  The screenshot above was the parameters I’ve used.

    Step 5: Add real-time shadows


    Change the “Shadow Type” under the directional light to “Hard Shadows.”  The screenshot above were the parameters I’ve used.


    Just add a few more elements with their own materials, and Voilà!


    You can download and import the Unity package I’ve created with the same scene above.

    Ever Rated Games by the Pale Moonlight?

    Posted by (twitter: @caranha)
    Friday, December 21st, 2012 9:09 am

    After so much villainy last weekend, I need to redeem myself, by rating games and talking about them here!

    This time, I decided to highlight the 5 most gorgeous games that I’ve played out of the 40 or so that I have rated so far. These games will make your eyes hungry :-) Go play them!

    Without further ado:

    • Memex;

      Cake and Code keep their tradition of producing stunningly beautiful game. A lot of care is taken in the design of the visual and auditive elements of their games, and it shows.

    • The Other Side;

      Vrld’s game consists of three “reverse arcade”: space invaders, pacman and canabalt. He manages to create a consistent and attractive visual identity for the three very different games. I don’t quite agree with his gameplay choices, but there is no denying the graphic quality.

    • Twisted Neighbourhood

      Klakwa built a very different “game”. A tornado simulator, you control a tornado and has to destroy the neighborhood. The movement of the tornado, and of the trees and houses as you get stronger and stronger, is really awe-inspiring.

    • Tyranoforce
      tyranoforce screenshot

      Tyranoforce, by blob, is a reverse shoot them up. The game lacks a lot of “quality-of-life” things, such as music and resetting. But the spritework is phenomenal! It is retro, while having its own personality. And the dinosaur in the controls is awesome.

    • The Hill
      PrtScr capture

      Strkl made, literally, a work of art. Some gameplay was sacrificed to deliver a very touching story, using this wonderful artwork. Although I love the ludus, I think this approach worked very well here. The faces of the sprites are very expressive, and tell the entire story without the need of text.

    Thanks for reading! If you liked these reviews, make sure to read my previous one. Also, feel free to plug your games in the comments!

    Tightened Up the Graphics

    Posted by (twitter: @feyleafgames)
    Sunday, August 26th, 2012 6:23 am

    So, last night I napped, woke up, drew a bunch of stuff, and began working on the GUI for the game. Now I have awoken for a second time, ready to finish the GUI and finally put some gameplay into this game.

    Here’s the checklist so far:

    Things that are done:

    -Map Generator

    -Creature Sprites

    -Creature Data Structures

    Things that need to be done:

    -GUI Interaction (the sprites are there, just no buttons)

    -Creature Commands and AI Commands


    This list doesn’t include all the boring backend stuff that is either done or not done yet. It’s just the highlights.


    Screenshot with the new graphics. I nixed the fish that were placeholders in my last screenshot, at least:


    Posted by
    Saturday, August 25th, 2012 2:52 pm

    I’m spending a little too much time making graphics.  Haven’t done any programming yet.

    Graphics Preview

    Some of the graphics I’ve made

    Graduating from Programmer Art

    Posted by
    Saturday, July 7th, 2012 2:00 pm

    As I discussed in my previous post, my largest perceived weakness going into an event such as Ludum Dare was my graphic-making abilities. This past weekend, I took my first step toward exercising that particular skill. Prior to this weekend, I had never created a sprite in my life (that wasn’t entirely one color). Heck, I never even doodled in my notebook in middle school.

    Where to Start?

    At first, I really didn’t know how I would go about improving myself. Isn’t the designing of sprites just art? Isn’t visual artistic ability just something you’re born with? My brain is so imbalanced to the left hemisphere that I’m constantly falling into traffic. What kind of fool’s errand am I going on here? However, throwing doubt to the wind, I set out to build a sprite.

    The first task I gave myself was to pick a graphics tool. I tried some of the ones list in the Ludum Dare Tools section, but didn’t see anything that struck my fancy. At one point I was on Chapter Two of a PyGTK Tutorial in the hopes to build my own tool. Luckily I shut down that bit of insanity. Eventually, I decided to just work with good ole’ Gimp, which worked better than expected.

    Next, I went scrounging for tutorials. I didn’t think I’d actually find anything worthwhile, but I was badly mistaken. If you’re a programmer looking to get started with Pixel Art, you MUST read Derek Yu’s Pixel Art Tutorial. It breaks things down step-by-step, which is extremely helpful. Don’t be afraid by Derek’s amazing looking image, the ideas transplanted just as easily into my practice images.

    I started very simple: following the tutorial to create a dead-simple picture (a machete). It wasn’t too shabby, but it was also a pretty simple image to begin with. So I decided to go with something a little more advanced to really test myself. I already had some sprites pulled from the NES Game “1942” to use for graphics in a game I’m screwing around with, but maybe I could replace them with some sprites of my own. So, I would use the tutorial’s lessons to create my own sprite of a fighter plane.

    Step One: Draw a Concept

    Some Clip Art I found to use as inspiration

    For me, step one was to get an idea of what I wanted to draw. For Derek, this is Part Three (yeah, I’ve purposefully renumbered the steps to make things confusing for you). First, I googled for a top-down view of a plane, and found something to use as a concept. Next, I tried to draw with pencil and paper a likeness of this plane. I’m not really sure why I decided to do this (after all, I already have some concept art in front of me) but it just felt right. Later I decided that this worked pretty well, as the image I drew was something that I knew I could at the very least draw, which gave me a boost of confidence. It also allowed me to customize the image a bit more to what I wanted. Now to be sure, my drawing abilities are very sub-par (and fortunately for you, I didn’t scan the image I drew), but by studying the original image part by part, I was able to get something decent.

    Step Two: Pixel an Outline

    I created a new 64×64 pixel image in Gimp, and prepared to embarrass myself. Finally, I ended up with the following:

    Some things to note about this:

    • Although you don’t see it in the screenshot above, when working in Gimp I made sure to enable the grids so I had lines separating pixels.
    • There are some jagged lines. While I did heed the tutorial’s warning, I felt that there wasn’t much I could do about some of the jaggedness, particularly near the back of the wings. I hoped that they would come out later in the process.
    • Learning how to use the various Gimp tools to draw/erase/etc in a straight line is pretty helpful. Particularly, it is faster to use this method to draw a line rather than placing every pixel with the pencil tool. Even lines that are drawn at strange angles will give you pixels to start with, and you can just fine tune the resulting line with either the pencil or erase tool
    • Speaking of the erase tool, you’re obviously going to need to set it to “Hard Edge”.
    • One tip is to have a second view open to see what the image looks like in it’s actual size. After you’ve opened your Gimp window and have zoomed in on the image so you can work with the pixels, click “View -> New View”, and Gimp will give you another window that you can set to a different zoom (which is probably best to keep at the default zoom)

    Step Three: Add Color

    The next step was to add color. I bucket-filled the areas. This was actually pretty nice, since I have always been under the impression that if you bucket-fill a sprite it’s going to look terrible, and the only way to get something decent is to color each pixel individually. You’ll also see that I decided to add a propeller blade to the front for no particular reason.

    These are just three colors that I randomly picked. Some day I might actually learn about color theory and all that, but I’ll save that lesson for some other day. Already, I’m pretty darn impressed. I would be happy with this! However, there is more that can be done.

    Step Four: Shading/Lighting

    The next part is what really makes the image “pop”.

    I’m not sure if I got it “right”, but I did get… something. Notes on this step:

    • The basic idea, as explained in the tutorial, is to pretend that there is a source of light, choose the direction it’s coming from, and draw where the shadows should go. Also, lighten where the light hits directly. I sort of changed my mind up half-way through where the light was, so I might be kind of all over the place. Especially on the right side of the tail section. However, it should be pretty clear that the light is above the plane’s vertical axis, and to the left.
    • Here, the dodge/burn tool is your friend. The dodge will lighten, and the burn will darken the pixel you click. Remember to set the tool to “Hard Edge” or else it will affect multiple pixels!
    • Although it might be obvious to some, this wasn’t to me: if you have the default color for the pixel and you dodge (lighten) it, then decide you’d rather keep it at where it was, doing a burn (darken) will NOT get you back to your original color. You’ll need to undo, or just redraw the pixel
    • I reread the tutorial after I was done, and one tip was to do the shadows (darken) first. You’ll end up drawing more shadows this way, which sounds like a good thing. Think about it: with a single point of light, you will have more areas with less light (shadows) than you will being directly hit by the light. I’ll have to keep this in mind next time.

    Step Five: Selective Outlining

    As you can see, the pixels that I drew for the outline back in Step Two have been dulled down to the colors that are surrounding them. This makes the image less “hard” (or using Derek’s words, “less cartoony”).

    • I made use of the “Smudge” tool. As with the other tools, I made sure to set the “Hard Edge” option so that I would be affecting one pixel at a time. The way the “Smudge” tool works is you click and hold your mouse button on one area (i.e., a blueish pixel in the cockpit window ADJACENT to a black “outline” pixel in the cockpit window), and then drag the cursor INTO the black “outline” pixel. You can think of it as smudging your finger across the page, pushing some of the blue onto the black. Really, what this means is that you get some blend between the dark black and the light blue, without needing to manually pick the dark blue color. The cockpit glass is where it’s most noticeable, but I did it for the majority of the outline pixels.
    • Unlike the other tools, the Smudge tool requires a bit more finesse, since you have to “drag” color from the correct source pixel into the correct destination pixel. Obviously, this can be a pretty long process for all of the outline pixels. If I knew that there would be a large group of pixels in a row that would all have the same smudge source color, then I would smudge one of them. After, I would use the Color Picker tool to select the new color that was created, and use the pencil tool to draw that color onto other pixels that would do the same thing. This was especially effective for those long, straight lines of outline pixels.
    • One thing I could have concentrated on more was to do the selective outlining a bit lighter on the very outside edges of the sprite, as suggested. I played around a bit with the smudge settings, but could have gone even further by using the dodge tool to lighten up these pixels even more.

    I Survived!

    It’s by no means worthy of the video game hall of fame, but it’s better than stick figures. Some final thoughts on this entire process:

    • In total, it probably took me a bit over an hour for this one sprite. I imagine I can cut this time down by knowing the keyboard shorcuts for gimp, which I was only partially familiar with. Another was the fact that I did this using the trackpad on my laptop. A mouse on a desktop would probably be faster.
    • While Gimp has great toolage for messing around with a single image, I can imagine creating animated sprites would be difficult. On the one hand, Gimp has nothing built in to animate the sprite as you’re creating it. On the other hand, it would not be too hard to write a program that simply animates the sprite for you that you can stick into one corner of the screen while Gimp is open.

    Comments/criticism welcome!

    Planet Concept #1

    Posted by (twitter: @louroboros)
    Friday, April 27th, 2012 7:44 pm

    (This is a cross-post from my devlog on tumblr.)

    This is a concept image for a procedurally-generated gas-giant-like planet in the game.

    Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.

    Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.

    Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.

    That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.”/>

    This is a concept image for a procedurally-generated gas-giant-like planet in the game. You probably see this dude over on the left right now, too, but I wanted to talk briefly about it.

    Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.

    Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.

    Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.

    That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.

    All posts, images, and comments are owned by their creators.

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