Posts Tagged ‘LD #26’

User generated content

Posted by (twitter: @AtraxMedia)
Monday, May 13th, 2013 1:33 pm

It’s awesome seeing user creating clever level for your game. After I loaded the post-compo version of my game on Newgrounds with the level editor included, some people created very cool levels, examples here:
userlevelsLess is More? – LD26 page

Android port!

Posted by (twitter: @TijmenTio)
Friday, May 10th, 2013 5:58 pm

Schermafbeelding 2013-05-11 om 02.24.59

I have made a port for Android devices of my entry: My Mini Castle!

However, I did have to change the controls (obviously) and I balanced the game a bit more so it’s basically not the same game as the original entry.. But it might still be fun to try out :)

And I am happy to tell you that I’m the continuing development aiming for the app store and google play store! ūüėÄ

Link: Android

2013-05-10 20.38.40


(playing on a tablet)

Note:¬†I haven’t actually tested the latest version so it may contain errors/bugs…

Less is More? – Walkthrough video

Posted by (twitter: @AtraxMedia)
Friday, May 3rd, 2013 8:47 am

Reading some of the comments on Less is More? it seems that some levels can be difficult, so I made I walkthrough video.

My entry:

Type|FACE Post Mortem

Posted by
Thursday, May 2nd, 2013 11:46 am
Type|FACE was our first LD Jam, and it went really well. We’ll certainly be back for another go at it! This team had never worked together before, and so naturally we’re very proud of what we managed to create.
Most¬†importantly, we’re going to continue to work on Type|FACE and turn it into a fully featured game. This is by far the greatest gift that the LD¬†competition¬†has given us.
    • We didn’t waste any time moaning about the theme, even though we all knew it wasn’t what we were hoping for. We took the theme as a¬†challenge¬†and tried our best to match our¬†skill sets to what we thought would be a fun game.
    • We agreed upon a deadline for a game idea. This prevented us from wasting too much time throwing around crazy ideas, leaving not enough time to implement them. We quickly formulated a few ideas, and took a vote. From there, we did a good job planning out what we needed from just a handful of game sketches and quick chats.
  • Once we had a plan, we kept a very close eye on our priorities as the project progressed. We did things in the right order, and built up the game in logical chunks.
    • No feature creep! We were ruthless on feature creep. Did the game¬†need¬†a particular feature to be a game? If it didn’t, it was quickly culled.
  • Our music guy was excellent – with only the smallest amount of direction we got a perfect track in a small amount of time. Easily the single biggest ‘bang for buck’ in the project.
  • We worked hard to get a playable build up and running as soon as possible. The game was fully playable on the morning of day 2.
  • While we did work hard, we were also careful not to get too stressed. We ate properly, took breaks and had a proper sleep pattern. We knew we’d be more¬†productive¬†this way.
    • Unexpected sickness! Our lead coder was hit with a serious¬†migraine¬†on the final day. This meant we had to cut some features that we considered essential. Naturally this was very¬†disappointing, but we’re still proud of what we¬†achieved¬†in the time. The only way to mitigate this is for other¬†members¬†of the team to become more multi-skilled – leading to our next point.
  • The original intention was that our designer, Chris, would be able to pick up some of the slack coding¬†simpler¬†ancillary features in the game. However, due to the nature of the game, Chris wasn’t really able to do much code wise in this project. Hopefully in a more ‘traditional’ game, and with more experience, we¬†hope¬†this will balance out in time.
    • All of the team were in the same flat in Sweden, except for Chris who is UK based. While Skype, Google Drive and Subversion make it pretty easy to work this way, there are limits. The most obvious example being the limited interaction between Chris and Anton, the artist on the project. If they had been in the same room, ideas could have been¬†conveyed¬†much faster, and it would have given them both more to do during down time, while waiting for critical features to be implemented. Next time, we will make sure to all work from the same location.
    • Not enough blogging! After finishing the game and looking back over what we had done – we realised we had documented nearly none of the creation. While this didn’t directly effect the game, it’s a real shame we don’t have more to look back upon during the creation of the game. Next time, we’ll make sure to make much more frequent updates, take¬†pictures¬†and¬†generally¬†contribute¬†to the community at large.
  • Not everyone in the project had Visual Studio, meaning one of the coders would have to copy out builds¬†every¬†now and then for testing. The project was small, and this wasn’t a massive hardship. However next time it would be worth the time automating the process to¬†maximize¬†time spent actually developing the game.

Until next time!


Ludum Dare 48 #26: End of My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Monday, April 29th, 2013 7:15 pm

Ludum Dare END



And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.

  1. My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
  2. I did not add sound. This had to be cut in order to meet the 72 hour deadline.
  3. I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
  4. I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
  5. I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.

This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2’s or 3’s, and maybe get some insight from comments.

Have you considered playing Lunar Rain?

Posted by (twitter: @leafthief)
Monday, April 29th, 2013 12:49 pm


Lunar Rain is a short Graphic Adventure set on the surface of the moon. Unfortunately the game is only available for Windows. It was made for the Compo in 48 hours with Adventure Game Studio. 

The player controls Rain, who has come to HPE Lunar Facility #26 in search for answers to many questions. Surrounded by a great vacuum her only companion is an AI. It helps her get through the days under a black sky, and the nights under thousand silent eyes.
Two months into her endeavor a call from Earth…

I would appreciate if you took the time to play and comment on it, it’s really short. I would especially be interested in whether Rain and the setting¬†are something you’d like to see more of. I’m excited for the character and the setting but since my time is limited I’d like to find out whether people would play it.


Be sure to check the game’s page in the next few days as I am trying to put together a timelapse as well as a gameplay video.



Posted by (twitter: @The_Green_Tie)
Sunday, April 28th, 2013 7:20 pm





After being crying for being on another state and not being able to join the fun…





…I (somehow) managed to arrive five hours before the Compo ended and I managed to finish a very, very small game about 20 seconds before the countdown ended.



I almost had a heart attack.


Now, Perspective.

I don’t want to say much, just the description I gave it:

This is a game about perception. 
How can we perceive objects and figures no matter how minimal the resolution is.

Hello There!

There’s not much to explain, just go and play it, play it, play it.

Don’t Fart!

Posted by (twitter: @Galvesmash)
Sunday, April 28th, 2013 4:44 pm

This is my first LD entry, ¬†hope you all enjoy! ūüėÄ
Fill bugs but I put all my love in this game! xD

You must to find a toilet to take a shit, don’t fart until that!
Can you find all the missing potatoes? (You can have the second end if you found then all)
Good Luck!


A and D to move, Space to jump.

LD 26 Entry РDont Fart

SS dont fart

Half Way There !

Posted by (twitter: @EdoMiyamoto)
Saturday, April 27th, 2013 6:02 pm

ld26_edocentrique_wipNearly half way there ! Still need a lot of polishing and all the extra stuff like MENUS and CREDIIIITTSSS and MUUUSIIC yeah like a lot of stuff. You know what i mean. Time to sleep, see you tomorrow !


We’re making a list, and checking it twice

Posted by (twitter: @MakeAGame)
Saturday, April 27th, 2013 12:18 pm


While we’re waiting for our first playable, the artists are doing some window shopping and the designers are making up problems for the programmers, like pathfinding.



if(Simplicity == Minimalism)

Posted by (twitter: @xtremeprime)
Saturday, April 27th, 2013 9:04 am

I’ve went for something more simple. c:

This is the “The Coin Gatherer” and so far I’ve been making nice progress. It’s a simple coin gathering game (pretty obvious). Began coding at 6 AM (GMT) and had a few breaks during this time (total reaches 1-2 hours)

Let’s hope this turns out to be as I expect it :3

The Coin Gatherer

Those are moving platforms, by the way. Deadly ones. o:

Title Screen





It’s happening!

Posted by
Saturday, April 27th, 2013 3:29 am



We have an idea! Jam entry here so we’ve got a bit more time ūüėČ

Night 0 – First Playable Demo?

Posted by (twitter: @Dahold)
Saturday, April 27th, 2013 2:46 am

Before we pass out for the evening, here’s a FIRST PLAYABLE DEMO for our first ever attempt at Ludum Dare:

(Requires Java)

Yes, the demo looks nothing like the mockup. Yes it is just a Main Menu with dynamically-sized buttons that blink and beep, and a terrible looping honk-song made in about a minute.

But we’re building the entire engine from scratch here, and it’s pretty wee-hoursy. For now, it is time to snooze. MORE PROGRESS ON THE MORROW!

Brekkie plus game ideas

Posted by (twitter: @Catmoo)
Saturday, April 27th, 2013 2:09 am

So I’ve decided on my idea, like many others from the looks of it I wasn’t too inspired with “Minimalist” but I’ve decided to try something that I would feel fits the theme, meaning it’s very simple but I’ll try and make it as varied and big as I can :) Images to come later.

For now, check out the breakfast I had a few hours ago :)

Who can say no to crumpets with peanut butter! Well people that don’t like crumpets or peanut butter I suppose :)


Sadly I did have a little detour off the game as I stupidly spilt some boiling water on my thumbs…of all places my flipping thumbs :(

My Progress so far

Posted by (twitter: @saint11)
Saturday, April 27th, 2013 1:15 am

I’ve decided to make a game that combines Alex Kidd boss fights (a Rock Paper Scissors thing with mind reading involved) and Samurai Kirby (a who-press-the-button-first thing). Two ninjas are dueling, and only one will stay alive!

Here’s a couple of screenshots of what I got so far:


We think we’re onto something here…

Posted by (twitter: @MakeAGame)
Friday, April 26th, 2013 11:05 pm


And we got a name for our game!
Let me just take note of it…

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