Posts Tagged ‘inkscape’

Snow Need To Rush!

Posted by (twitter: @snoutup)
Sunday, December 7th, 2014 6:35 pm

It’s 3AM and I’m closing my little solo gamedev workshop. There were ups and there were downs and I probably would’ve been better off without a gamejam this weekend, but alas – what’s done it’s done and that “it” is a mini circular runner called “Snow Need To Rush“.




Here it is in action:

May cause dizziness, so sorry for that… I noticed that being an issue, but it was already too late. Hopefully mobile version will work better!

Good night and good luck finishing your entries!


Day 1

Saturday, August 23rd, 2014 4:49 pm

Day one is over, I’ve been able to do quite a lot, even tough i’m a bit sick. So I’m going to bed a bit early today and hopefully I feel better tomorrow. Even if that is not the case, I think I can finish the game in time.

You can seem my progress at this link: (my internet is not too fast, sorry for that)

Stuff used to create this:

  • Inkscape
  • Sublime Text
  • Polymer (Yes, this one
  • Some sort of web animation polyfill (
  • Browsers (Chrome 36 (best result) and Firefox Nightly)



Posted by (twitter: @fullmontis)
Thursday, August 21st, 2014 12:14 pm

Just a quick note: with my immense joy, I will be partecipating in LD30!

This is my 5th consecutive ludum dare and I’m starting to really enjoy it. Hopefully I’ll be able to learn a lot like I usually do and have heaps of fun!

Some quick list of the tools I’ll be using:

  • Language/Framework: JS/HTML5, for prototyping goodness and instat portability
  • Graphics: the insuperable Inkscape for vector and Paint.NET for raster
  • Sound and music: bxfr for sfx, REAPER or milkytracker for music (IF I’ve got the time for it)
  • IDE: emacs because it’s just awesome
  • Drink of choice: water because being sleepy makes me creative
  • Hours of sleep: not as much as my body needs, not as little as the game requires

Sooo, yeah. Here we are. Good luck to everyone, and have fun!

Things are looking good

Posted by (twitter: @fullmontis)
Sunday, April 27th, 2014 5:06 am

The longest way down

Welcome Sophie at LudumDare!

Posted by (twitter: @crank_gaming)
Saturday, December 14th, 2013 8:42 am

Hi everyone! Say Hello to Sophie, the little cloud we created using Inkscape on the iPad. I’m quite excited, it’s my first time to join the Ludum Dare game jam after my husband told me soo many times about it. So he does all the coding while I’m trying to do my best with the graphics. We’ll keep you posted!



I’m in for this whole weekend!

Posted by (twitter: @shanadeshana)
Friday, December 13th, 2013 6:38 pm

I’m in! 😀

This time I’ll be using:

Code: Phaser game engine

Graphics: Inkscape

I didn’t have a lot of time to familiarize with Phaser, but it’s a really easy engine to work with.

Good luck everyone!

Compo done, congratulations to all!

Posted by (twitter: @espenb)
Sunday, August 25th, 2013 6:47 pm

Just submitted the compo barely in time!  Did not have a full weekend, but managed to whip together a short 2D game in Unity (used for the first time). Vector graphics using Inkscape was a saviour, I will never master the art of the pixel… It could have used more levels, gfx and music but don’t we all?

I am extremely impressed by many of the reports, in-progress screenshots and posts during the compo! How many of you manage awesome art, music, programming AND great game design is beyond me :-)


Please take a look at my game when you have had the time to sleep 😉

I’m In!

Posted by (twitter: @TheRealTimmah)
Friday, August 23rd, 2013 3:17 am

Even though the university semester is in full swing and there is probably millions of other things I should be doing, I am going to make a game for Ludum Dare 27!

I will be looking to compete in the jam since I won’t have much time to work on the first day of LD and I am really just aiming to have something complete by the end of it.

I will be using:

  • Unity3D – but look for more of a 2D game
  • GIMP/Inkscape – whichever is needed for the occasion
  • BFXR
  • OBS – for streaming my progress on my channel which is

I look forward to seeing what everyone comes up with and if I find time in the week following LD27 I will probably try and stream me playing some of the games people come up with!

Good luck everyone!

Checking in for LD!

Posted by (twitter: @caranha)
Wednesday, August 21st, 2013 7:59 am

Argh, life got in the way, and just now I had time to write an “I’m in” post. I’ve been participating since LD24, and this time it won’t be different. The timezone for LD is just perfect for me: The compo starts 10:00AM my time on Saturday (Tokyo) and goes until 10:00AM Monday – Already took the day off work that day ;-).

The only snag will be a school event that will take 3-4 hours Saturday afternoon. I will try to use that time to do some game designing.

Anyway, tool call:

Coding: Java+libGDX, the goal is to make a game playable on android and the desktop. I might drop android or add html5 depending on the theme and the design. Using Eclipse+ADT as my IDE.

Graphics: Gimp + Inkscape + my handy WACOM tablet. If the game design calls for it I might use a cool android-based random sprite generator that I found these days.

Sounds: BFXR + possibly a voice synthesizer.

Music: Probably I’m just going to go with Autotracker , even though I can now recognize an autotracker-bu generated song by smell 😛 If I have the time and inclination I might try to compose something using the dozens upon dozens of trackers that I have tested over the months, but every time I’ve tried to do so it ended in utter disaster :-(

Here is my base code (right now it is just some empty classes for handling state changing and asset loading). Good Luck and have fun everyone!

My really first Ludum Dare

Posted by (twitter: @shanadeshana)
Tuesday, April 23rd, 2013 9:28 pm

Hi guys! This will be my first real Ludum Dare, because I couldn’t participate in the previous one.

These are my tools:

Code: Game Maker Studio with the HTML5 module

I’m still polishing my javascript abilities so I’ll use Game Maker to be able to focus a lot more in the design and gameplay of the game

Art: Inkscape or Adobe Illustrator

I’m NOT good with pixel art but I can make some decent simple art with vectors. FAKE it till you make it! :)

Music: If I have time I’ll make some sounds and music with Reaper, if not, I’ll use some from opengameart.


I love you all! :)

Frozen Fractal is in again!

Posted by (twitter: @frozenfractal)
Wednesday, December 12th, 2012 12:37 pm

It will be hard to top the success of I Am A Ninja (LD22, 50th place) and Cytosine (LD24, 31st place), but I’m going to try my best.

Like my last two games, this one will also be HTML5. I’m not yet sure whether it’ll be canvas2d or WebGL, but I’m leaning towards the simplicity of canvas2d.

My previous two entries were written in raw JavaScript, but this time I’ll be using CoffeeScript instead. It’s just a more pleasant language to work with, and less verbose so quicker to type.

For preparation, I’ve written a tiny Ruby webserver using Sinatra, which uses a Rakefile to automatically compile my assets:

  • CoffeeScript is compiled into JavaScript.
  • SCSS is compiled into CSS, using Compass for its CSS3 mixins (which automatically add vendor prefixes like -webkit- and -moz-).
  • Inkscape SVG files are exported to PNG files.

This makes for the quickest development cycle: just save the file, and refresh the page.

I have three rough game concepts. Here’s to hoping one of them can be bent to fit the theme.

Good luck everyone!

new Graphics();

Saturday, August 25th, 2012 2:23 pm

So I started al over again, I’m no longer using haXe and GIMP. I’m am now using Inkscape and HTML5. The new game will look a bit like Osmos but will be different in the gameplay. In the game you are going to evolve a cell into a bigger and stronger cell. To do that you need to find 3 cells that are the same but different than the big cell, if you absorb just 2 cells the cells will be gone and will not come back.

Some new graphics I made:

A glass (quality is not so good in PNG)

Compiled, Compiled, Compiled and Submited

Sunday, April 22nd, 2012 5:42 pm

Wow, NME works great 😀 thanks all people working on NME/haXe.

So I have submited my game and it is working on:

Not tested but compiled:

Not able to compile but probably working (Thanks Apple)

  • iOS
  • OSX


What went well:

haXe + NME, the cross platform compiler + its graphical friend. I never thought I would be able to deliver so much version of my game without having to change anything in the code (except for a -1 to 999999 for the HTML5 version). During this two days I was compiling to random targets and if something didn’t work on a version I didn’t have to check a very long script. And a few times it saved me from code that wasn’t correct. On some platforms it did work, but on one platform it got some problems so I knew something wasn’t right.

Inkscape, I didn’t know that I could draw planets so nice. I impressed myself this weekend 😀 (thanks LD).


What went wrong:

I think the game has still some memory leaks. But I’m not able to fix that in time, IF i’m even able to fix it. It is possible that it is a bug in NME. And second, my code is a mess. Long time no scripting didn’t make it better.

But I really like the product I have made this weekend.


If someone one a mac knows how to use haXe + NME. Could you please download the source ( and compile it for iOS/OSX?


My entry:


Good morning.

Friday, April 20th, 2012 11:32 pm

Hello LDI just wake up and I do have an idea. I will use:

  • haXe
  • The GIMP
  • Inkscape
  • ?

I have to work today’ so I will miss 6 hours, but I think it should be enough time to finish the game.



Change of plans… Will try to get better on the art side.

Posted by (twitter: @SplitPainter)
Friday, December 16th, 2011 4:04 pm

I posted earlier that was in for the Competition. Actually I want to change my plans a little: I’ll be part of this LD as an opportunity to improve my drawing and modeling skills.

I’m a full time game developer, and by developer I mean ONLY developer. I totally suck on the art side; I have the technical knowledge on Photoshop, Inkscape and Blender, but it stops there. When it comes down to creating something, oh please… run away.

I’m tired of only doing crap art. For that reason, I’ll stick on this LD and try to draw and/or model something minimally good for once.

And if there is still time by then, I may bake a game.

Looking forward to LD#22

Posted by
Saturday, December 3rd, 2011 10:54 pm

Looking forward to LD#22. Day job release date of Dec 2nd was missed and moved to Dec 19th, so it will be fun to have more than one thing to stress about that weekend.


Personal FOSS libraries (Piccolo2D,, various Processing libraries)

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