Posts Tagged ‘ld24’

[0-EVO] a brief post mortem

Posted by
Wednesday, August 29th, 2012 4:32 am

Last week end was my first participation to the ludum dare. I’ve been considering to participate for a few years now but I had never had the ‘nerve’ to take the last step. So here am I, and honestly I had a very good time! Let’s immediately skip to…

What went right :

– fortunately, I had already participated in game jams so I avoided the common mistake of seeing too big (though barely I must admit)
– I’ve made my mind on what the game would be 9 hours after the start of the competition (including 7 hours of sleep ^^) and honestly it could have been worse. Though some mechanics evolved during my implementation, I managed to stick to the original idea.
– I’ve used VERY FAMILIAR tools. I’ve been working with Flash for years now and I mainly used a small open source blitting library I’ve create with my partner at Alkemi several years ago. I know the thing inside out unlike larger frameworks like Flixel or Flash Punk. I’ve almost tried to make the game with Unity with which I’m very familiar too, but I’m REALLY glad I didn’t in the end. I love this tool but it’s definitely not as fast to use as Flash and it wasn’t required for my idea…
– I’ve managed to keep my tablet out of the way! I knew if I started to draw things with a tablet I would spend too much time on graphics and not enough on development so I kind of forced myself to do it 100% with simple vector graphics (and a WHOLE LOT of filters). I’m kind of proud that the whole game weighs less than 30Ko without sounds and less than 80 with them ^^
– The actual level design occured only 10 hours before the end of the competition but it went relatively well. Even if it did not turned out always as I expected, it gave something with some potential if not enormous interest.
– I’ve managed to keep the pressure off and work I’d say… 20-24hours during the week-end with wide variations in concentration and involvement and a few starcraft2 games in between ūüėČ

What went wrong :

– I just didn’t like the theme… I prefer less open themes, less generic. Personnal taste that’s all, but it kind of bothered me for the whole first day.
– I ended up doing a ‘microbiological’ game like the project I’ve been working on at alkemi for the last year and a half. That’s my entire fault but I had no other idea than that (well no feasible idea at least). I kind of turned it into something interesting for me by tring to explore an art direction I had discarded for our game…
– I ended up doing if not a shooter, a shooting game which is what I have the most experience with. I would have liked to try something a bit more different than my usual, tread on new paths even if it meant to risk failure. I’ll try harder next time!
– Game mechanics didn’t turned out exactly as I planned. Well that’s almost always the case, whether you have written them down or not (personnaly I don’t believe in game design documents, I believe in experimentation and prototyping). Still, I like when things turned out as I imagined them and I still clearly need experience to run an accurate simulation in my head ^^
– I’ve done a few sound fxs with SFXR (an excellent tool I’ve discovered this week end…) but I could have, should have added a lot more ambiant sounds. I just didn’t have the juice left to do so…
– I’ve missed most of the SC2 MLG live streaming

I’ll definitely try this again!

Silver Spire Timelapse

Posted by
Tuesday, August 28th, 2012 1:40 pm

It’s only the second half of the competition, because the first half didn’t record.

My entry.


Tuesday, August 28th, 2012 1:39 pm

What a fantastic 3 days!!! Thank you LD! Congrats to everyone who entered, we make the community awesome.

I’m too dead to do a post-mortem right now, but it’s coming :)

Until then, here’s the 3-day timelapse of the art development for our game, Arcane Dungeons ( aka Evil Lord vs Angel for the salvation or perdition of a hero’s soul)

Watch it on Youtube

I edited out almost half the boring time inside Fruity loops, because I was just humming music to myself and that never makes for compelling viewing.



Ludum Dare #24 Post Mortem

Posted by
Tuesday, August 28th, 2012 1:35 pm

So one Ludum Dare later, and now the world has “Disgruntled¬†Paddles VERSUS Evolution“.

I’m not quite sure yet whether that’s a good or bad thing.

More or less it’s a pong game that evolves based on active (none of that behind the¬†scenes¬†passive evolution or¬†adaption¬†here) into¬†different¬†play styles.

This is the first game I’ve completed since the 5th grade (it has been in layman’s terms a veeeeeeeery long while), I’m glad to finally not feel guilty when I tell people I make games… (“Awesome! so can you show me anything you’ve done?”¬† “…um well, I can show you about 13 unfinished projects, 25 if you count¬†unutilized¬†sign¬†documents.”)


  • The Design / Scope: I took the time to think about what I was doing, I got up saw the theme and started¬†spit-balling. My initial idea was to do pretty much what I ended up doing except that instead of evolving PONG / Breakout clone I was going for evolving jRPG clone, but threw it out almost¬†immediately¬†due to excess of scope. I spent an hour drawing blanks after that, but¬†eventually¬†I¬†realized¬†I could maintain the unique aspects of my initial idea and maintain a smaller scope simply by switching to a simpler Genre, the “first genre ever” came pretty quickly, then I¬†realized¬†I could go crazy non-liner by adding breakout (and for a short period of fantasy space invaders) elements (which is something that didn’t exist in the original jRPG idea). What really helped me with all of this was how modular everything was, excising elements from the design (as I did with plot mutations,¬†visual¬†mutations and a space invaders evolutionary path) didn’t effect the¬†integrity¬†of any other element, just the game¬†variety.
  • Slick / Java: I come from a background of trying to¬†handle¬†very “abstracted”¬†visual¬†programs, Game Maker, Stencyl, and RPG maker which I could never quite get a hold of given the amount of “workarounds” needed to implement certain features or genres I desired, Java more or less gave me complete control. Slick was just great to work with, simple and¬†intuitive¬†and with a wealth of¬†tutorials, I went in knowing nothing about the framework and by day 2 I felt I had enough¬†knowledge¬†to tackle any (2d) project I desired.
  • Food: I had some leftover pasta, which I ate each day for lunch. I used a store¬†boughttomato¬†based sauce which I spiced up with some ripe¬†freshly¬†cut tomatoes, olive oil, “chunky” sea salt, and¬†parmesan. For dinner I’d eat¬†either¬†a combination of veggies and meat balls or low fat¬†yogurt¬†and something bread based.¬†Throughout¬†the whole jam I felt satisfied, full, and¬†digestively¬†undisturbed.


  • Planning code structures: Not really something I won’t repeat next time, but I spent about an hour planning my code structure day one, but as it turns out this is a big no-no when you’re walking into a framework / library system you’r unfamiliar with. I’d have¬†probably¬†made the same mistakes had I not planned out, but having to dump all the code work on the first day and lose that hour¬†probably¬†wasn’t good.
  • Slick: As I said slick was awesome, but -turns out- new technology is not your friend during a game jam. As I mentioned I made a drastic mistake on my first day in regards to how I understood slick’s structure, and I ended up having to dump most of the coding I had done that day. Not to mention I had never ever exported a project out of Eclipse, which was troubling once I figured out whatever I exported didn’t work. I still don’t know the reason why, but a series of (probably¬†redundant) workarounds later I finally got ¬†working, and three hours almost ended up going down the drain. All in all the lost time ended up costing me balance testing, AI, and Sound.
  • No Testers Lined up: Sure I ended up barely making the¬†deadline, I’m not¬†referring¬†to basic bug testing, but even afterwards I had no way of knowing whether the mac or¬†Linux¬†versions were working at all which as it turned out weren’t, I think I’ve got it fixed, but I have no way of knowing¬†until¬†someone with¬†Linux¬†or OSX comes forward with a confirmation. Having some testers lined up from day one could’ve cleared this up earlier.
  • No Kittens: Seriously guys. This one is on you.

So, thar you have it. My first java game, my first game Jam. To many more! Hopefully I’ll get time this weekend to fix some annoying glitches, balance and speed things up where needed, add sound and post a post-LD version for y’all to enjoy. Till then: Toodles! (I’ll be playing other entries now. Forever.)

-Sam (you can find Disgruntled Paddles VERSUS Evolution over -> here)

Revolvolution Postmortem

Posted by (twitter: @iandioch)
Tuesday, August 28th, 2012 1:05 pm

So, I made a game called Revolvolution for this Ludum Dare. (Unfortunately I’ve now learned that ReVOLVOlution was the name of a marketing campaign by Volvo, so a google search shows nothing D:)

Revolvolution Menu Screen

24 was my first proper Ludum, and I’m very happy with how my game turned out. You can play it right over here. Feel free to drop a comment, I’m definitely doing a post-compo version and I’d like to know what I need to fix.

So, back to the topic at hand, Revolvolution postmortem. Here we go!

The Positives ūüėÄ

  • I made a game in less than 48 hours, and people seemed to like it.
  • Some people (Two that I’ve heard, Ditto and Bluefoxgs) even liked it enough to bother finishing it. That’s a good 10 minutes work, at a guess. I’m surprised they gave it 1 minute, never mind 10.
  • The art style of the game. Kind of old-school, so fairly pixel-y, it didn’t take long to do and turned out great. I tried to keep it fairly persistent throughout the game, and don’t think I did too badly! The carpet in levels 1 and 2, what many people seemed to like, was the very first asset made (it might have even been made before the code) and is modelled on the one in my grandmother’s sitting room. Keeping it in the family ūüėÄ
  • I enjoyed myself! Definitely going to try and do the next LD.
  • I had a fairly unique take on the theme, imho , after vowing not to do an inevitable petri-dish shooty-thing, or some variant.
  • The game is fine for both QWERTY and AZERTY, and anyone else can use the arrow keys. It’s suitable for leftys who use their mouse backwards too, because both the left and right mouse buttons work. It’s also okay for colourblind people, but you might not get to admire the lovely carpet in the background.

The Negatives D:

  • Really big thing: the Processing version that I’ve been using for the past few months (2.0a6, in the hopes of getting Processing for Android working) decided to stop working the day before the LD. ¬†So I went and downloaded the newest build, 2.0a8. I gave it a quick run-through, it all seemed fine and dandy, and off I went to bed. I had a heart attack the next day when I tried to export though: the newest alpha doesn’t yet support exporting to applet. So no web version, or JAR, or webstart. Just native applications. (It’s okay, I’ve fixed my problems!). But that panic wasn’t great. Felt I should’ve been better prepared.
  • No music, or sounds. The way you add that in Processing is through the Minim library. But I’ve had troubles with Minim in the past, so I decided to leave that as an extra thing to add if I had time at the end. I had Autotracker create a few tunes, listened to them, but hadn’t time for anything more. (Hope I’ll have sounds in the post-compo version).
  • The FOV. I had a gradient pasted over the playfield centred on the player. Although some people (including me!) liked it, it had a bit of an impact on the framerate (made it up to 10fps slower in some cases) and some felt it was too limiting. I agree now that was a bit restrictive, so I’m rethinking it for the next time.
  • Uploading. Mediafire denied all but the Linux version of the game. Twice. Then Dropbox uploaded an early build of the Windows version fine, but took too long doing the others later on, so I had to give up and try somewhere else. After some quick searching I found, which seemed to do fine. But the Mac version is on Mediafire, because why not. I wouldn’t have had to negotiate all of this if my program had been a Jar, as I’ve never had a problem with StaticVoidGames‘ uploading…
  • I didn’t have time to make any posts or interact with the community during the compo D:

So, that’s my story.

Revolvolution Game Page

Play Revolvolution on StaticVoidGames

I want to be a Dragon PostMortem: Thoughts the day after

Posted by
Tuesday, August 28th, 2012 11:33 am

So after a sleepless night we managed to package the game and enter the LudumDare Jam. All in all we are satisfied with what we put together, though looking back we could have prepared more with getting to know our tools better. XNA is a relatively painless way of creating games, although limited to Windows and Xbox.

We came up with the premise pretty quickly, cutting a few ideas early (creature breeder with arena battles, procedurally generated Metroidvania) due to scope and style. We decided on evolving the character itself. By collecting items in the world the mechanics for controlling the character would change, and the way you interacted with the environment would change with it. One example of this would be how at first you could only breathe in water, and later only air. A lot of this we ultimately didn’t have time to implement.

Due to time constraints the final dragon form was cut from the game, as well as several intermidiate forms (e.g. fins for better swimming, another pair of limbs for wall jumping and running). One of the key issues we had was time management. We had a lot of ideas, yet didn’t take into account how much time would be eaten up by learning things on the fly and tracking annoying issues. Also putting effort into things finally cut from the final build can be a little frustrating. Case in point the running cycle for the planned second final form:

Running cycle for a wingless dragon

So what lessons did we learn?

  • Manage your time! Complete critical tasks first, leaving polish for the last day.
  • Cut features aggressively and early. This helps with the first as you are concentrating on things that are going into the final build.
  • Take the time before hand to practice the different aspects and pipelines of your chosen framework.

Most of these are very familiar to us from reading others postmortems from previous dares, but I guess some things you have to experience to actually know them. Now we have a much better picture of how much work can be done in 3 days, which should help manage the process in future compos.

Take a look at the finished game and let us know what parts we did well and what we could have improved.

Cow (Game about evolution of the game) LD24 Jam ( postmortem)

Posted by (twitter: @LemonKolbas)
Tuesday, August 28th, 2012 8:08 am

Hi Guys!

My name is Dima. I’m developer from Lemon Tree team.
We are from Omsk (Russia).
We developed our game in one office with another 12 teams. (
It was very very cool and fun!

In our team were 4 people:
Dima and Sasha – developers
Sasha – artist
Roma – game designer without prior experience (Cow game is his first game)

Usually we develop games for iOS with using cocos2d (Objective C) but we decided to take part in Ludum Dare and create game for Web (With using Java script, Cocos2d js, Box2d js).
It was our first project with using Java Script and Html5.
Also it was our first Ludum Dare (We were going to take part in the next Ludum Dare in December)
During first 2 hours we were thinking about theme and decided what should we do next.
Next artists started to draw art while Sasha and I tried to bind keyboard with our game code. We spent about 5-6 hours on this problem. We have found problem in cocos2d key dispatcher.

During first day we created first text based part, level editor and base mechanic for levels 2-4.
During second day we added levels, animations, intro and fixed some bugs.
Our Mistakes:
– Unknown language.
– Unknown framework.
– Before, we never developed the game for browsers.
Our right decisions:
– We had a solid team with experience in game projects.
– We were in one place and work together.
– We all realy love games!

Our result – Cow


Thank you!

All rested, washed, playing games and adding source

Posted by (twitter: @pentaphobe)
Tuesday, August 28th, 2012 1:46 am

Congrats everyone on making a seriously fun selection of games – I’m hoping some of them will run okay under Wine so I can get to more of them, otherwise one of my windows-yielding friends may discover me in their office at 4am giggling at the screen.

Had a crack at syncing my local repository to github.  A few scary moments, but it seems to be there and working Рthough in my local repo I tend to store everything, so I had to delete a lot of pointless binary files before uploading Рwhich may or may not have trashed some of the more recent changes Рbut everything looks to be fine. You can grab it HERE

Not much in the way of comments or organisation as I was only partially conscious for the last few hours of hot-seat coding.¬† But I’ll go in there over the next couple of days and clean it up when I’m giving my gaming fingers a rest from the remaining 1300-ish games I’ve yet to try!


oh ps. there’s also a Mac build now on the game page

Postmortem: EVO – X

Posted by (twitter: @SirGFM)
Monday, August 27th, 2012 8:38 pm

First of all, for all who played my game, thank you. And for those who also commented… you are the best! Really, thanks a lot! I’ll make something great from this game, I promise!

If you still haven’t, why not give it a try?

boss battle

The boss I’m afraid no one will see… >_<

After one day of resting (and some 20 games played xD) I’m felling like writing a post-mortem about my LD entry: EVO – X.

I must say that this was by far my best compo so far (also, my third one). In the first one, I slacked off a lot… The result was a really buggy “game”.

Then, for my second one, I tossed my original project away and started a new one with less than 10 hours to end compo. Needless to say, the game was far from complete (and the hurry to finish it made me forget to include the theme… xD).

This time was diferent! I pretty much spent all my weekend working on my game. I’m really happy with some of the results, but I know that if I had manage my time better I would have made a better game…

What went right:

  • Idea: This time I was able to come up with a fun idea from the start of the compo. It was also an idea I was pleased with.
  • Graphics: I was amazed with what I could do! I’ve been drawing a lot of sprites in pixel-art lately, but none with animation. Also, one day before the compo I tried to make some tiles… which came in hand when I had to do a dirty and a grass tilemap.
  • Audio: Somehow, I was able to compose all 3 songs in less than 2 hours. The menu and stage ones were really quickly done… The boss battle song took a lot longer, comparatively…

What went wrong:

  • Gameplay: Ok, I had a nice initial idea, now I should make it into a great game! Only I didn’t… more like, I couldn’t… During the development, lots of design decisions made sense for me, but now I see (was shown, actually) that it wasn’t that way… One example?¬† Well… turns out throwing the player into a hole filled with enemies (innocently, so he can get enough exp to evolve… lol) without even letting him understand how battle works wasn’t such a great idea… xD
  • Scope: Or “knowing what to cut out before it’s to late and you doesn’t have something half complete”. That sums it up. xD
  • Graphics: What I did is nice… but there is so much that must be added… There’s no “contour” for the tilemap, the player doesn’t change form as it evolve, there’s no background, I forgot the goddamn particles, some of the character’s animation are weird (I swear that there is a “jump” frame… )… >_<
  • Compiler: I made the following declaration:
    [stextbox id=”grey”]¬†¬† private var mobs:FlxGroup;[/stextbox]
    and then, used it this way:
    [stextbox id=”grey”]¬†¬† (mobs as FlxGroup).add(baddies);[/stextbox]
    Why did I have to cast something to it’s own class? And if I didn’t do that, an error would be raised by the compiler. @_@
  • Audio: Though I liked the songs, I only noticed earlier today that I forgot completely about sfx (and I was going to use sfxr, so it wans’t going to be hard)…
  • Checkpoints: I know that the game is quite frickin’ hard, but I had implemented some nice checkpoints, where you would respawn with all your stats saved from when you passed it and full life… But the flash kept crashing for no aparent reason whenever I tried to use it… It went as far as to make a variable that I assigned null (which was of FlxSprite type) store a FlxPoint… HOW IS THAT EVEN POSSIBLE?? O_O I really need to fix some stuff…

So, yeah… it isn’t a complete game, nor is it good… but I’ve been improving! I’ll make something great, eventually!!

Thanks for reading. =D

It is done Bear Selection (Web Game)!

Posted by
Monday, August 27th, 2012 5:01 pm

See it here at:

With an hour to go, I have uploaded my¬†competition¬†entry. I’ll inform you all about what went well and what went bad tomorrow. As well as testing out some other games.
P.S. The worst thing was learning object orientation for the first time, I probably did more on the 3rd day than the first two!

Blood bear wants your soul…


Anyway goodnight, hope you enjoy my game!

Doing videos of games in LD24

Monday, August 27th, 2012 11:34 am

Well, I failed at Ludum Dare this time around. Unfortunately priorities like work and DOTA2 took over. Whoops.

Anyway, I still want to experience everything you all have made. Being the fool I am I’ve decided to film my saddening attempts at playing your games.

If anyone here is interested, I’m uploading each video to YouTube here.


Ludum Dare 24, Final Day: A little bit of victory, a little of defeat #3

Posted by (twitter: @Haite)
Monday, August 27th, 2012 11:26 am

Submitted game SS

Wasn’t this time that I achieve the ideal that I’m looking for, but I’m glad with what I did.

Now is time to rate the others’ awesome games and study more to the next LD!

Game >

Full report can be read here >

Poggle Island Postmortem

Posted by (twitter: @Rose_Abernathy)
Monday, August 27th, 2012 10:29 am

This is Poggle Island! The purpose of the game is to breed a target creature. Doing that means eliminating creatures you don’t want from the gene pool, either by making the climate inhabitable for them or sniping them with lightning bolts. Play and rate it here!


  • I made a very polished game in 48 hours! On Saturday night, I had the gameplay down but was worried that the game wasn’t very fun. Should I try to make some big gameplay changes or stick with what I had? With just 12 hours left, I decided to keep the gameplay but focus on polish. I think that was a better idea than starting some whole new game features that might not be done in time.
  • At the last minute, I added the pile of bones when a Poggle dies. I think that was a great thing to add, because it emphasizes the humorous aspect of killing off groups of small, cute animals.


  • The theme. I couldn’t really think of any very interesting ideas. On the other hand, then one I did use follows the theme very closely. (Less fit organisms die due to environmental changes.)
  • Not playtesting! I always think that I need graphics in order to test the game, so I spend hours on the graphics before I even know if the game is fun. In the future I have to use placeholder graphics and nail down fun gameplay before I get started on the art.
  • If I had just a tiny bit more time, I would have tweaked when Poggles mate so that it was a bit more consistent and¬†manageable…

Unexpected benefit: Reminiscing about some great old computer games, like Fripples and Mixed Genetics. :)

Super Evolver Boy: Turbo SD Timelapse

Posted by
Monday, August 27th, 2012 6:26 am

So after finally catching up on sleep I compiled my timelapse this morning. The first 2 hours or so are missing because I forgot to start recording on the first night.

You can check out the game here:

Snakey’s Cravings Final Update

Posted by
Monday, August 27th, 2012 4:20 am


How’s it going everyone! This is my first time entering Ludum Dare!

I have had so much fun programming hardcore(staying up until 4am) for the past couple of days!

Now that I have finished programming this game, I feel like a programming genius!

Thank you all for being there with me through this hard grind!


Special thanks to the Snakey Team: Ryan, Jason, and Zach for tons of support crunching this game!


For my past blog post and updates, please navigate to these links:


Snakey LD Update 1

Snakey LD Update 2


How the heck did I learn all this in less than a year?

No longer pissed

Sunday, August 26th, 2012 10:21 pm

PoV rocked my entry since I did finish it before the deadline — Also I created an executable version for windows (sorry mac and linux guys you’ll have to use the love file)

I don’t even care if it’s voted pretty darn badly — it’s just the fact that I participated.¬† Trying not to be so anti-social.

So thanks to PoV and i’ll be playing and rating everyone’s entries soon!

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