Posts Tagged ‘impactjs’

telecaster – exploration space game

Posted by
Monday, August 25th, 2014 8:39 pm


Telecaster is a game where you click Planets to Telecast to them in your Ship. Once abroad, various local effects occur that affect your mission. The goal is to acquire as many resources as possible in your exploration of all castable planets. 

Written in ImpactJS using an old template (Hence why this is a Jam) 

EDIT: (8-24-14 1:50pm PST) Way more to do, way more planets, better sprites, tons of kind-of-instructive text! 
You take your crew on an epic voyage through the telecaster, embarking on strange new worlds and frequently being sought out by the local wildlife. You are are a voyage to get as many Crystals as possible, they are required by your civilization to survive. If your crew dies, your fuel runs out, or your hull gets destroyed: You and your people lose. Winning is simply a trade off between the long sought out Crystals and the precious (but expendable) lives of your crew. Post screenshots of your high score with a brief bio of your Captain for a chance to be included in the next round of new planets!

And also a reddit link!

Underground feedback

Posted by
Tuesday, May 6th, 2014 3:21 pm

So, for a refreshing change: this time most of the complaints are about audio :)

Most requested feature by commenters was music during the game!

I agree with this, it would have been better :)

So why didn’t I include it? Well, honestly, I don’t think my tunes are that great. I used music generated with jcgMusic and, don’t get me wrong, I think the result is fabulous considering the effort and time I needed to put into it. But I don’t think they are good enough to for backgound music during play; I feared they would get annoying quickly, so I only used them while waiting for game start, and on the congratulations screen after beating the game.

Vanishing audio!

This is really, really annoying! Some player said that audio stopped working after “Game Over”, or, at least, after some time. I also noticed some quircks while testing but, most of the time it worked just fine on Linux Firefox and Chrome.

This is a major problem. I need my games to have working sound effects. I used ImpactJS as a framework, and I was actually warned before the weekend by someone who also had audio troubles with the same framework. In the past I also had some issues with CraftyJS.

Is it possible to have decent HTML5 audio on games? Is the framework the guilty part, or am I using it wrong? If it is, what’s the least problematic solution JS/HTML5 games?

The good news

Judging by the comments, people seem to have fun playing Underground. I especially enjoyed knowing that someone hacked the JS code to get more lives and finish the game! :)

Anyway, here’s a video playthrough just to show it’s not that difficult (well, I do get killed two or three times 😉

Don’t forget to play and rate Underground.

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.


Game finished!

Posted by (twitter: @Myyyvothrr)
Sunday, August 25th, 2013 2:24 pm

My small game for this Ludum Dare ist finished :)

Play it here:


Update 1

Posted by (twitter: @Myyyvothrr)
Sunday, August 25th, 2013 1:03 am

Slow progress yesterday, but the basic gameplay is done :) You are a zombie and you must get to the huge brain. You die if you don’t eat someone every 10 seconds or the guard catches you. Eating a zombie friend gives less time back. If you die you can continue playing as one of the remaining zombies.

Doing sound and music now…


Preparing my desktop…

Posted by (twitter: @gikdew)
Wednesday, August 21st, 2013 10:07 am

So, I have been preparing my desktop with all the shortcuts for fast development. I’ll be using SunVox for making the music, It is my first time and I’ll try to learn tomorrow how to use it…

Pickle and photoshop for the graphics, and Sublime Text 2 for making my html5/javascript game with ImpactJS.


My first LudumDare! #LD27

Posted by (twitter: @gikdew)
Monday, August 12th, 2013 4:56 am

Hi gamedevs! My name is Manuel a.k.a. Gikdew and I’m from Spain.

LudumDare is so close, and I’m so excited, this is my first LD, I’ve tried to participate in the last 2 LD but I always had problems with software, or I don’t know how to program this or that. But now I’m prepared, I’ve been learning programing for a long time now and I think I will be able to finish my first game, including music and art.

I’m using Html5 because after reading a lot, I think is the future of the web and even of mobiles, it has a small learning curve and lots of doccumentation. I will be using ImpactJs, because is fast to develope with, has a Level Editor called weltmeister which is awesome and its community is so helpful.

[stextbox id=”grey”]

I’m always willing to talk about GameDevelopment and that stuff so feel free to contact me…

[stextbox id=”info” mode=”css”]Skype: gikdew[/stextbox]

Post-Mortem of Gods Will Be Watching

Posted by (twitter: @Deconstructeam)
Saturday, May 4th, 2013 9:32 am

This. Is. Amazing.

We didn’t expect this. Gods Will Be Watching was our little minimalistic puzzle game for Ludum Dare 26, and we were happy with it, but, seeing it appearing it all over the internet, and receiving more than 10.000 plays per day was totally unexpected.

We are overwhelmed. Took us several days to recover from the 72 hours effort and being able to face all of the blog posts, tweets, mails, gameplays at youtube… we need to thank so many people!!!!

Here’s a selection of GWBW‘s unbelievable (at least for us) journey on the press:

Gods Will Be Watching Is The Saddest Survival Sim (Rock Paper Shotgun)

A Survival Sim That (Mostly) Takes Place On A Single Screen (Kotaku)

Gods Will Be Watching is a bleak, beautiful free survival sim (


In spanish:

Gods Will Be Watching causa sensación (Hobby Consolas)

La supervivencia minimalista de Gods Will Be Watching (El Píxel Ilustre)

Gods Will Be Watching, un simulador de supervivencia minimalista (


Seeing people playing the game on youtube was something magical:

This mashup video with John Carpenter’s The Thing really moved us :’)

Also the game got featured on Game Jolt!!

Will Gods Be Watching?

We hope so! Since the game got a great acceptance both by press and public, and a lot of people told us they want more, we’d love to expand Sgt Burden’s and his crew universe. A lot of ideas came to us during this week on how to develop the game concept further without losing his essence, and we are thrilled with what we have to offer in the future, so stay tunned!

Twitter: @Deconstructeam !

Gods Will Be Watching

Posted by (twitter: @Deconstructeam)
Monday, April 29th, 2013 6:17 pm

We finished on time!! UNBELIEVABLE!! For the first time on our ludum dare history, here we are, publishing a game 1 hours before the deadline. Also, we are very satisfied with the results, the “Minimalism” condition really helped us to get the project on time. Gods Will Be Watching is a minimalistic survival/adventure game with multiple ways of completing it and failing. We hope you enjoy playing :)

LD26 game finished

Posted by (twitter: @Myyyvothrr)
Sunday, April 28th, 2013 5:05 pm

This is my second finished Ludum Dare game and it went way better than the last one :) Here is the link:


Posted by (twitter: @Myyyvothrr)
Sunday, April 28th, 2013 3:34 am

The basic stuff is done, its playable and finally starts to feel like a game :) Now I’m going to work more on the game rules and add music and sounds.


I’m in

Posted by (twitter: @ngscheurich)
Friday, December 14th, 2012 2:28 pm

Alright, guys—I’m in!

Here’s a quick run-down of some of the tools I’ll probably end up using:

  • Engine: Impact
  • Editor: Sublime Text 2
  • Graphics: Photoshop, Pixen, Wacom tablet, pen & paper
  • Audio: Famitracker, GarageBand, various acoustic instruments

I’m going to attempt to write all of my source code in CoffeeScript, as I’ve been meaning to give it an honest go. I wrote a custom build system for Sublime+Impact+CoffeeScript, which I’m keeping my fingers crossed about. Desk shots/food shots/excitement/wailing to come. Looking forward to it, and good luck, everyone!

Newbie Conviction

Posted by (twitter: @Deconstructeam)
Wednesday, October 31st, 2012 7:15 pm

I would like to introduce you to our October Challenge game: Newbie Conviction.

We’ve been living in a Jam for the last month trying to finish this game on time. Its development began 3 months ago and we rushed ourselves to make it on time when we heard about the October Challenge.

Newbie Conviction is a Post-apocalyptic Steampunk Hacking Simulator in wich you take the role of Newbie, a young hacker that helps the Resistance to fight against a cyborg menace on a distant distopic future. We recognize that the gameplay is very strange, and it can be difficult to learn how to play since discovering the core mechanics intends to be a puzzle itself, but at least, we are happy to come up with something original.

It’s the first time we try to make some money from making games, and being aware that the final result is far away from being professional we opt for a humble way of earning our first dollar: Donations with a reward. We packed up a collection of goods such as a 30 page  Artbook, Original Soundtrack, the Source code, A Cubeecraft of the main character, and more! Donators will access the reward via Sellbox.

We learnt a lot with this project, as being our first medium-big project, with an estimated duration of 2~3 hours. We learnt most of all about the DON’Ts of Game Design and Game Development in general. Also a bout the limitations of browser based games (Too much content for such a small platform, and too bad optimization too :P). We grew a lot as a team, and that’s reward enough for these 3 months of work, but a dollar will make us even happier 😀


-> Play Newbie Conviction <-

(Only for Chrome)

Ages of Irving – Post Mortem

Posted by (twitter: @Deconstructeam)
Tuesday, August 28th, 2012 6:44 am

What an odissey. For the 24th edition of the Ludum Dare, with the given theme Evolution, I decided to try developing a conversational adventure, wich I thought will suppose less work than other type of genres… ERROR. In a more typical game, with its platforms, monsters and other details, one developed the concept and gameplay, It’s “just” (not meaning easy)  about expanding that world, designing new levels and making the game experiencie wider with elements wich had already been well defined. On last LD, with much less experiencie in game gev, I built Deconstructorium and finished lots of hours before the compo time limit. Moreover, counting that most engines come very well prepared for the platforming genre.

Ages of Irving is a Torture/Interrogating Simulator game with a short story at the background. Believing that the conversational genre won’t steal me so much time, I allowed myself the luxury of designing an art and context rich and well defined. In the end, I not simply failed to finish within 48 hours, but submitted my entry on the very last second of the 72 hours Jam mode, and with just the half of the content I planned.

Creating a deep conversation system, with enough possibilites, actions and reactions from a lot of different characters, generates a huge amount of variables. “This will be just a matter of writting”, I said. I present you the “profile” of just one character so you can make and a idea of the volume of the game. Epic fail on me.

I designed 20 characters. 5 for each phase of Irving’s life, which would have guaranteed a richer gameplay and more liberty as for the ratio of killing/confesing targets (In addition to more context for the story). It was planned that solving 2 of 5 cases you could advance in the game. Now, with just 2 o 3 per level you just need one of them.

The music is also missing this time. I don’t know if I’ll ever get to finish a compo with sound 😛

We plan to work on a more polished version, including all the things that were left over and publish it on

You may play this Ludum Dare version here

(On Firefox 14+ tooks a looong time to load, on Chrome runs smoother)

Deconstructorium – Mollecule Crafting

Posted by (twitter: @Deconstructeam)
Saturday, April 21st, 2012 1:43 pm

Hello everyone from Valencia, Spain!

I’ve been working for all the day and i’ve noticed I didn’t made any update at all. So, here I come.

This is my first Ludum Dare, and it started friday with an epic breainstorming full of beer and tequila. Saturday, began with a hell of a hangover but an interesting idea. José Cuervo told me: “Hey, how about a game in wich you are a mad scientinst that owns the ability of reducing himself to an almost atomic level, and travels trough common objetcs and extracts special molecules and then uses them to craft some great gadgets o obtain new powers.”

So that became “Deconstructorium”.

The main room

This is the main room, with the "visitable objects"

When you click on to an object, you travel inside of a metaphoric representaion of the atomic view of the item. We’ll find a basic platformer. If we complete de level we’ll obtain a new molecule of that item type.

Atomic view

"Atomic" view of an item

There are some levels that are plainly impossible to complete if you don’t get some special powers first. I.E. you cannot complete a single Oranges level if you did’nt crafted some coffe molleculles for gaining more speed. In order to get new powers, we should go to the Deconstructorium, room that names the whole game. Here will appear floating the molleculles we gained. Dragging a molleculle on to another, if they are compatible, will trigger a reaction and grant some new powers to the protagonist.


Inside of the Deconstructorium

This is a work in progress, I planned to add seven different types of molecules and the main objective will be to gather all seven in order to… destroy the world? 😛

The game is developed in HTML5 with ImpactJS. You can play a probably buggy version at , I upload frequently my progress so, expect any sudden changes from a visit to anoher. The left door doesn’t works and you would have to refresh the browser if you fall from it 😛

Thank you from reading and excuse me for my poor english. I’m enjoying a lot my first Ludum Dare 😀

I’m in for LD21

Posted by
Sunday, August 14th, 2011 12:26 am

This will be my second fullblown dare, and I really look forward to it.

As I’ve done earlier, I will be writing my entry using JavaScript. I will most likely be using ImpactJS or Three.js for my entry depending on the theme and what game I will be making. I’ve learned from my earlier mistakes, and will not try to learn a new library for this compo. I will also be using Paint.NET for graphics, possibly Blender if I go 3D. For sound I will be using the awesome BFXR. Music will most probably be generated using Wolfram Tunes, simply because I suck at music. If I get to make an explosive game, I will also be using the Explosion Generator. I haven’t used this tool before, but it looks promising.

Good luck to you all !!

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