Posts Tagged ‘html’

Na-na-na-na-na-na-na-na SHAPEMAN!!!!

Posted by
Friday, April 29th, 2016 7:05 am

Inspired by bullet hell games, sandbox games, and pac-man, we introduce to you: SHAPEMAN!  This is our first time collaborating on a software project and the first time submitting a LD Jam.  I think we came up with a fun and challenging game. We have some regrets, but I think we learned a lot for LD#36!

Shapes attack you if you are a different shape…

You can eat similar shapes, but they run away if you…

Beat the stage by eating enough shapes before you are attacked too many times!

Try it out here!
WARNING: There is an audio bug in the original submission, so you may want to reduce the volume.  Bug is fixed if you download from Github.

Let us know what you think!  Comments and github issues are welcomed!

We’re in!

Posted by (twitter: @thecodingcouple)
Friday, April 15th, 2016 6:47 pm

I am participating Ludum Dare 35 with my husband!

We will be tweeting our progress on Twitter:  @thecodingcouple!


We plan using JavaScript with the Phaser game library.



Thoughts on Each Final Theme …and I’m in!

Posted by (twitter: @deathraygames)
Wednesday, April 13th, 2016 11:22 pm

I went through each theme and wrote up a game idea or a reason why I don’t like the theme:

7 green, 5 yellow, 8 red. I’m excited that there are quite a few good themes on the list!

In case it wasn’t obvious: I’m in. It will be my 11th consecutive Ludum Dare. I guess that makes me a veteran?

I’ll be working with my usual toolset:

  • JavaScript, HTML, CSS, all written in a Sublime editor and tested in Chrome.
  • For artwork I’ll be trying to do it all in Pickle (I loved Pickle 1, so I recently bought Pickle 2; I’ve seen a lot of bugs in it so far, but it’s too late to switch editors now).
  • Libraries: probably just my open source RocketBoots set of game-building tools, with jQuery, and possibly another OSS js library if I get experimental.
  • Sound/Music: Maybe bfxr for a few sounds, but it’s probably better off if I don’t attempt music and leave it quiet.

I’m also going to try to take on the additional challenge of limiting myself to 64 pixels x 64 pixels for the low rez game jam. I’m also excited to try out this color palette that I’ve admired for a while. We’ll see how it goes…

Good luck to everyone!

Presenting DIV Games Studio for LD #35

Posted by (twitter: @TheMikeDX)
Wednesday, March 16th, 2016 4:31 pm

Back in 2000, DIV Games Studio was released in the UK as a complete all in one package for creating games (including a graphical editor) and delighted many users who went on to have successful programming careers, including MDickie who currently has literally MILLIONS of downloads on the android app stores.

DIV was put to rest in 2005 due to being DOS only, but after 10 years sleep, it is now back and ready to compete with the modern world.

A group of us at DIV ARENA are planning to enter LD #35 using DIV Games studio, and exporting our entries to all the modern systems we can (including windows, linux, android, javascript/html, open pandora, gcw and others).

you may even be surprised with what we achieve!

Looking forward to it. See you there :)



I’m (halfway) in again!

Posted by (twitter: @deathraygames)
Wednesday, December 9th, 2015 11:44 pm

I’m in for my 10th Ludum Dare! (Does that make me a veteran yet?)

Unfortunately, like last time, I don’t have a full 48 hours free this weekend, so I’m going to keep it fairly simple. My plan is to work within my existing core of skills: JavaScript, HTML, CSS. I’ll probably make use of my RocketBoots framework to handle some simple things, like random numbers, game loops, and menu UI; and I could borrow snippets from my other open-source games.




Software I’m going to use:

  • Pickle 1 for artwork (might finally purchase Pickle 2 for a xmas gift for myself)
  • Bfxr for sounds (maybe Bosca Ceoil for music, but I doubt I’ll have time for music)
  • Sublime Text 3 + Chrome for my basic development environment

More details on my Tumblr and Twitter.


I’m (half-way) in for LD33

Posted by (twitter: @deathraygames)
Friday, August 21st, 2015 11:26 am

I’m in for Ludum Dare 33. …but will likely be busy for a good deal of the weekend, so I’ll be doing the insane, self-imposed limited 24-hour compo!

Same deal as last time (“I’m in” post from LD32): I’ll be using the open web stack — HTML5 & JavaScript — and will use some of…

  • Software:
    Chrome, Notepad++ or maybe Sublime3, Pickle, Photoshop, Bfxr, Bosca Ceoil
  • js Libraries:
    jQuery, Underscore, RocketBoots JS game framework, Minor bits of code copied from previous games (all open source)

html5, css3, javascript, rocketboots.js

Because I don’t have time to do anything too daring I’m going to stick with my plan from last time, and will likely make some kind of incremental/idle/clicker-type game since they are fairly easy to program, and get good scores for fun.

Follow me on Tumblr or Twitter — almost all my posts are about Ludum Dare!

Duck Attack

Posted by (twitter: @ehtd)
Saturday, April 25th, 2015 11:13 am

Control your ducks and save the world!




basecode update

Posted by (twitter: @sbbls)
Friday, August 22nd, 2014 1:53 pm


I continued working on my basecode, so here it is, just to follow the rules.
(new stuff: loader thingy, assets, tweens).

And as always, good luck to YOU.


The Longest Way Down – Postmortem

Posted by (twitter: @fullmontis)
Monday, April 28th, 2014 11:36 am

Okay, so another Ludum Dare went by, and all we have left is a small, dense game in which we’ve poured all of our willpower.

The Longest Way Down is UP! Yay for the oximoron!

the longest way down

It’s time to go back in time and analyze the ups and downs and hopefully learn something useful.

This was the first time that I actually submitted the game before the deadline instead of struggling with last minute problems during the submit hour. It  either means that I’m starting to get the hang of how it works, or that I just don’t care anymore and whatever.

Let’s have an in detail look, shall we?



This one was big. Of all the four Ludum Dares I’ve been in, this was the first one where I picked an idea and sticked with it until the end. In the other compos I used to pick an idea, waste half a day on it, understand that I could not do it in time and start again from scratch with a brand new idea. This was inefficient to say the least.

I managed this time to ignore the costant nag of myself thinking about other ideas. “Hmmm, this isn’t going anywhere. That other idea I had looked interesting, maybe I can try that instead.” Nope, guess what, the other ideas I had were just as time consuming and without an end like all the others. It is the idea of procrastination that is too sexy to resist. Still I managed to keep my instincts under control. End result: there is actually a game done in my LD portfolio! Cool beans. Take that, procrastination!

Keeping it simple

This time around I started playing around with and idea, and managed to keep it snack sized. This was the key that let me finish the game in time. Yes, because adventure games are not as strightfoward as they look, especially without dedicated tools.

Still, even though the idea was small enough, the game still made me sweat for the finishing line. I had to cut down a lot of ideas I had during these two days. and the end result is ermetic to say the least. If this game was a room, it would have the bare essentials to survive. But hey, it’s a game, you can play it and you can finish it, so I’m happy with that.

Unfortunately, it comes with a price. I had to cut out sound completely to make it in time, and in part it is my fault (see below).

Sticking to what I know

This time around I decided not to jump into another language in which I’m completely virgin with (which I did for all three last Ludum Dares) and stick with something I was comfortable with. I did a few months of programming in Javascript and HTML so I was moving in familiar territory.

This was a decisive move. Instead of moving along with a language that got in the was most of the time, I could breeze throught the programming part with (almost) an arm on the back. I just love programming in javascript for some reason, I know it’s got its fair burden of birth defects but it does its job very well.  And also, designing the structure of a level with HTML+CSS is very straightfoward and fun.

I have to admit that the biggest part was played by the fact that point and click games are (relatively) simple to program.

Another big thing was using an ambient that I’ve forged into my back mind in the course of the last few months: Emacs. Amazing IDE and a joy to work with (when you get the hang of it). It is the first LD that I did with Emacs and I’m very glad I did. Fast, lightweight and extremely powerful. It fits perfetly in my workflow and has been a wonderful toon in this weekend.


I started drawing in Inkscape on a whim. I thought about making some mockups and them improve them in GIMP, but then the results I got were so quick and so good that I ended up using it for everything. I am really grateful for that. I got a very good approximation of what I wanted for a fraction of the time.

I’m starting to really love vectorial graphics. Probably because it’s the diametral opposite of pixel graphics, which I can barely stand (and before someone jumps on me, let’s clarify, I do not mean pixel art, i mean those blocky Lego-style graphics where a pixel is the size of your nail and you have a hard time understanding what the hell is going on). I’m definately not one of those atari 2600 aficionados which love this kind of style. To me, the less the pixels are visible, the better.

I’m definitely going to use inkscape in the future for other projects (probably with some improvements).

Going the safe way

For once I did something that I considered a waste of time at the time but knew that was the better thing to do: I decided to play it safe. I’ve been fucked over in the past by trying to getting the pc to do some work I should do.

For Spark, it was tiling. This time around, it was hotspot programming (i.e. the clicky areas). Looks like I had to do them by hand. Took a long time, but looking back I’m glad I didn’t create some weird script that would have been just a waste of precious hours in the end. I saved time and in exchange the game gained some health.

What’s good for the game, is good for you!

This took me longer than I'm willing to admit

This took me longer than I’m willing to admit


Lack of Automation

While I managed to complete The Longest Journey Down in the required 48 hours, there was a lot of stuff I had to cut out to do it. For example, there is no sound in the game, which for me is a big blow. I’m a graphics guy first and a sound guy second, so not having any sound to impregnate the atmosphere like I wanted sucks more than a little.

The reason for this is that I decided to make the game in HTML. This has some great advantages under a lot of aspects: complete control over page structure and code efficiency, familiar language which I know very well, familiar workflow. The problem is, if you want real control of what happens over the page (and maintain your mental sanity in case something goes wrong), you have to pick up your sleeves and type. I don’t trust programs with GUIs since most of the time the barf they spit out is unworkable.

Unfortunately, this can be very slow. The workflow consisted in this:

  1. Create a mockup of the scene in Inkscape and export it
  2. Boot up Paint.NET and find out where each interactive element was positioned
  3. Hard code the coordinates into the source

This was a very reliable process and going back I would do the same, but I think that doing this for a game even twice the size it can be extremely time consuming. I really wished that Inkscape had a JSON exporter of sorts to save some time. I even thought of making a converter from XML to JSON so that the process could be automated more. That of course was just stupid since the time I would have saved would have been a lot less than the time I would have spent creating the game.

So in the end I was between a rock and a hard place. Not much to do other than grinding those numbers into the source. I wish I had some way to automate the process, I would have been able to insert a lot more content in the game.


During Ludum Dares, time is tight. And somehow I still managed to waste more than a handful of hours on Reddit. Why I did that is beyond me. I’m not so bitter about this since I knew that the game would be done in time anyway, but I’m still disappointed in my lack of discipline.

the longest way down


Shit Happens

Sometimes, things happen that you just can’t foresee, and you get stumped. Happens all the time, for every project.

This time around, a weird bug popped out during the later development stages. To give some context, I was programming the part where you have to change scenes in the game. What should have happened is: you flush the current hotspots and load the next scene. Done, simple and easy.

Not quite. For some reason, the browser was flushing only part of the hotspots, and was just refusing to flush the other ones. I had no clue to why this happened, and had me stuck for more than 40 minutes. I was looping through the current active hotspots divs and using removeChild to get rid of them.

But Chrome didn’t like it. I was oblivious to why this was happening. For some reason Stackoverflow wasn’t of much help either. I was starting to get nervous, I had to finish the art, the textboxes and put everything together and this bug was preventing everything from getting done.

The loop worked like this: I call getElementsByClassName and collect the divs that I want to remove (they have all the same ‘active’ class). I loop though them using length. Through some rapid debugging I discovered that the length of the array I got was changing every iteration, although I didn’t change it.

What. The Fuck.

Then, after much more imprecations, it hit me. I was naively thinking that the “array” I got from getElementsByClassName was, in fact, an array. It looks like instead it is a pointer to another array with the list of the ACTUAL elements in the document with that class. This meant that every time I removed a div, the array changed. But I was still looping on the original array size, so it was basically telling me “the fuck” and stopped removing them when it started getting ‘undefined’ elements (which were in fact out of range).

This is one of the occasions where Javascript’s ass implementation and weak typing fucked me over. NOw that I know It, I understand that I was quite stupid, but back then it was a pure WTF moment. Oh well, at least I learned something new.

Okay, I guess this covers everything that happened during this weekend. Be sure to check out The Longest Way Down (shit title by the way, wish I picked something hipsterish like “Down” or something like that). I like it and I think you may enjoy it. For sure I did while creating it.

My Second LD!

Posted by
Thursday, April 24th, 2014 6:11 am

In this LD I’m planning to use:

  • Language: HTML/Javascript
  • Engine: CreateJS
  • Editor: SublimeText 3 <3
  • Graphics: Inkscape and Gimp
  • Audio: Audacity, bfxr, an old mic, voice and guitar

I will also use a library I’m developing for CreateJS, called Creatine. It is a baby yet but there is some useful features such as scene, transitions, and layout manager. I’m sharing Creatine here:

Earth is dead

Posted by
Sunday, December 15th, 2013 7:12 pm

Tower defense meets asteroids. With your unarmed tug, you must franticly position defense satellites to protect the only planet you love from a storm of asteroids.



HTML5, play it in your browser here:

Centroid — an HTML puzzle-ish game

Posted by
Sunday, April 28th, 2013 6:40 pm

Just finished my web game, Centroid! It’s sort of a puzzle game; the objective is to find the center of mass of objects on the screen. I am not sure if it’s too easy or not. ;P

Screen shot 2013-04-28 at 6.14.50 PM

You can try it out here:

This was my second time participating in LD48. The minimalist theme was helpful since I didn’t have too much time to work over the weekend.

I look forward to playing all the great games I keep seeing posted! 😀

I’m in!

Posted by (twitter: @Bloodyaugust)
Thursday, April 25th, 2013 3:14 pm

This is… LD #7 for me, I think. I’ll likely be doing it with Jonnopon and a co-worker whom I managed to convert to the cause, but we’ll see.

Syntactic Sugar Studio (my studio) has been pretty busy with a major commission, so this weekend may end up being too busy for us. Again, we’ll see, but we’re planning on doing our best!



  • WebStorm
  • Notepad++
  • NodeJS
  • Paint.NET
  • FL Studio 10
  • Bfxr



  • JavaScript
  • SASS
  • XML
  • JSON

That’s right, HTML5 devs up in here! Good luck to you all!


Motherload clone, anyone? ;D

Motherload clone, anyone? ;D

First Dare in js/HTML

Posted by (twitter: @deathraygames)
Tuesday, December 4th, 2012 5:46 pm

I’m excited to be planning my first game competition! I’ve set aside the weekend and my girlfriend may be keeping me fed and productive.

Since my skills are only in web development, I’ll be making the game in Javascript and HTML5. I am contemplating using a framework such as backbone, and I know there are other game-specific frameworks out there, but i think i will probably end up just coding it all with plain javascript and jQuery.

Is there a way to search games from past competitions to see only those that are web-based and mobile friendly? I’d like to look around for inspiration.

I can’t wait to see what the theme is…

‘The Voynich Experiment’ is done!

Posted by (twitter: @AlakajamBang)
Sunday, August 26th, 2012 6:21 pm

Tired, but quite satisfied! I managed to do most of what I planned for this 2nd and last day. My only regret is that I might have taken too much time on nitpicking stuff instead of producing more contents/levels, but it could have been worse.

Congrats to everyone, I’ve seen quite a lot of promising games during this week-end! Now it’s 3am here, so time to sleep. See you soon!

‘The Voynich Experiment’ entry page

Let’s have fun !

Posted by (twitter: @clemkeirua)
Friday, April 20th, 2012 2:25 pm

Hey !

Like others before me, this article is, without surprise, be an introduction to the fact that I’ll also take part in LD23. This is my first Ludum Dare, so I’ll do my best.

My goal is to finish something, and this is definitely not something that you can be sure of in advance. Especially since I’m gonna code my game in HTML5/Javascript, the latter being almost new to me. As like most people, I have never had to write more than a few lines in this language. I’m sure I’ll learn a lot this weekend, which is also a very good motivation to me.

I’m not afraid of the technical challenge, as during the warmup period I’ve writen a small bootstrapping library. It will hopefully allow me to focus on the game creation rather than on the technical details. I say “hopefully” as this small library is my first attempt at writing some JS, I did not have time to put eveything I wanted in it, it has not been tested the way I wanted, and I’m also still not used to the syntax of the language. Anyway, it should be of a great help. That’s by far not the best piece of software I’ve writen, but if you feel like using it, it is avalaible on Github. It features:
– A game structure
– A ressource cache for images -> loading screen
– Small management of effects (example is shown with fade-in/fade-out)
– Sprite animations (really really basic)
– Easy keyboard management
– Viewport. Well, sort of
– Easy drawing/writing with the screen class
– A Timer class for dealing with time management

This will be the first time I’m gonna use the library for a real application so it’ll probably evolve during the weekend.

As for my other tools:
– Notepad++/Chrome. I love this notepad, and Chrome’s debugger for javascript is quite nice.
– Git. Source control is really useful, even on small project. It can really be a lifesaver if you break something by “accident” and can’t get back to something that worked by yourself. If you don’t know how to use such kind of tools, that’s a great opportunity to do that, you won’t regret it.
– Paint.Net: There is no enough time for me to do some good job with tools like Gimp or Inkscape, so let’s focus on what I know. It won’t be pretty, but art has never been a strength for me.
– sfxr: That’s the same for music. Let’s hope it’s gonna make something good, I have no idea how to do something better (and, I’ll most likely won’t have enough time to learn). I tried Bfxr and I prefer the results with this one.
– Chronolapse: If the video is not too boring, I might publish a timelapse of my work.
– Winamp and some junk food.

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