Posts Tagged ‘LD38’

What’s behind the Wall?

Posted by
Sunday, May 7th, 2017 1:56 pm

And why wouldn’t they let you go out? Play Until Tomorrow to find out!

Demo, Timelapse and postmortem of my game

Posted by (twitter: @doppelgunner)
Saturday, May 6th, 2017 9:00 pm

POST MORTEM [link to postmortem – my blog]


Until Tomorrow

Posted by
Tuesday, April 25th, 2017 10:00 pm

Syrian Makes Syrian Game! More After 11!

Posted by (twitter: @@_AlexanderClay)
Tuesday, April 25th, 2017 7:13 am
I’m Alex Clay (Not my real name), I made a game about Syria! It’s a semi-biographical!

I’d love to hear your thoughts on it because I want to expand it! Any feedback is greatly appreciated!

Ludum Page

My Name Is Bunny - web game about Syria


My LD 38 Entry!!! Tiny Game

Posted by
Tuesday, April 25th, 2017 7:12 am

First time entry!

Protolife (Jam)

Tuesday, April 25th, 2017 1:19 am


Volcanic Giraffe Protolife

Volcanic Giraffe LD38 Protolife

Remember, this is not a tower defense game… this is something more.

Will be glad to hear your feedback and see you on Friday (Judgment Day :) )

Development of Small Board

Posted by
Monday, April 24th, 2017 10:20 am

When I first read the theme “Small World” at the theme voting, I thought in making a circular world again (just like my last LD game). However, everybody is gonna do that! So, after a 2-hours brainstorming, the 2 first hours of the competition, I came back with the game idea.

I love the aesthetics of Besieged. All levels show a small village or a small campsite merged into a white-ish background, creating a very cool mix of white emptiness and green alive. With this mixture, you have the feeling that the whole world is just that small portion of green you are seeing. I love that, and I would like to try something alike.


After deciding the aesthetics, I had the feeling that a board game would fit well in this style, where the tiles kind of merge to the background. With a board game in mind, I decided the base rules, which are based on Zombicide: multiple missions, swarm of enemies, climax during the gameplay, varying missions, etc.

All set. A board game inspired by Zombicide and Besieged.

And as usual, even before the theme voting phase, I decided that this game would have something technical that I haven’t developed before. LD#30 was behavior trees, LD#31 was flocking algorithm, LD#32 was circular world and complex behavior trees, and, finally, for this LD#38 I wanted to give more time to animations – not the animation like in sprite sheets, but the animation effects like moving a piece, spawning an enemy, changing scenes, etc…

What went right?

  1. Although the game is not very good, I could finish it, and that was the biggest achievement this time. Sure, other Ludum Dares I worked as hard as this one, but this time the schedule was very, very tight – 3 hours to end the competition I was considering giving up because it missed so many things – but I could complete the base project scope that I have decided at the beginning.
  2. There were, impressively, very few bugs during the development, even the A star algorithm I could code in minutes without any problem. Most bugs I could fix in the last hour.
  3. I could do some cool animations and developed a nice animation scheduling (see below for more details). The animations are not perfect, but they were fun to implement, in special the enemy spawn and enemy movement are very cool!

What went bad?

  1. Very, very tight schedule so that I could barely finish the base of the game. Everything went as I expected, but who wants to barely finish something?
  2. Unbalanced and not fun, again. This is the problem I find in most of my games. I dedicate so much time on the mechanics (usually a bit complex) and the visual that I don’t the time to make it good. I should probably focus that on the next game.
  3. The game provides a few visual feedbacks only, but the player don’t have much idea of what is happening within the combat, or the player can’t even track the pawn actions properly.
  4. No music or sound, but that has always been my Achilles heel.
  5. I implemented a great customization system in which I can add new pawns, enemies, tiles, maps, or event different goals very easily to the game, but I only had time to create one map. If a jam game have lots of customization and lack of content, the customization was just wast of time.
  6. Developing a board game is really hard. I expected it to be complex and take a lot of time to code the game rules, but it is really hard to change and tweak how the rules work and interact during the development. If I will ever implement a board game for a Ludum Dare again, I will keep the rules very very very very simple.

Technical details

Some details of implementation:

The board game logic is completely independent from the visual and the user interaction, which made things really easy later. When the user select an action, the game (visual) asks the board (logic) for more information and render things. When the user perform an action, the game sends it to the board, the board perform and compute everything internally and returns a list of events that occurred internally. For instance, if the user attacks an enemy, the board returns the events pawn attack, enemy defense, enemy damaged, enemy killed, etc…

This messaging system is really great for board games, in special because I wanted to animate all actions, one by one, sequentially. Each message have a different payload, which is used to update the visual object properly. You may see the messages while playing the game if the developer tools is open.

Animations are trick to do. The problem with animations is that you must wait it to finish in order to continuing the operation of the game, thus, making its operation asynchronous. However, as any asynchronous system, other things are happening while the animations are working, such as the user clicking and moving the mouse everywhere (which causes a bug on buttons, don’t know how to solve that yet). To create this system, I added a job function attached to the scene, which can create multiple jobs and run that in parallel.

The job functions receives the duration of the job, the delay to start it, an update function which will perform the animation, and a complete function which is called when the job finished. Moreover, the programmer may stop every job at any time.

At last, I just want to recommend the Affinity Designer, it is a wonderful software for vector drawing, and it save a lot of time with the automatic exporting. I used it together with the Texture Packer and a small script to make the sprite sheet. It was really efficient: I save the document; the Affinity Designer export everything to a specific folder; then I just click export sprite sheet on Texture Packer (I only have to add new sprites if I create new ones); and run the script (I have a console ready to execute it), and done.




Protein Upgrades

Monday, April 24th, 2017 8:22 am

So many nice games around!

Meanwhile, we have some protein upgrades:

VolcanicGiraffe LD38 Protein

And full gameplay footage with a kinda atmospheric soundtrack:

Game is almost finished, so see you soon guys :)

Some progress

Sunday, April 23rd, 2017 6:17 am

Here is some screenshots from our game called “NT-virus”. It is a game where you try to defend your computer from different types of viruses. We have made pretty good progress and we believe that we can finish this game before the Jam deadline.

– FinGames



Time to rest… Progress

Posted by (twitter: @mattlawrdev)
Sunday, April 23rd, 2017 4:13 am

My entry is just a pretty simple platformer, first time I’ve tried something like it. I’ll be mostly polishing tomorrow. The first day has been productive 😀


Goodnight to any similar timezone devs… Good luck on your games!

Terrartisan (end of day 1)

Posted by (twitter: @ladybenko)
Saturday, April 22nd, 2017 4:48 pm

Finished for the day! The game will be a puzzle day based on terraforming little planets. I’m well behind of schedule, but I’m heading to sleep nevertheless.


Let’s see what I can come up with tomorrow…

I’m in

Posted by
Saturday, April 22nd, 2017 4:23 am

It my first Ludum Dare experience

wish me luck!

Running solo for the 48 hours creating all the art, audio and code myself.

I am a full time 3D Graphic Artist for a games studio in Australia but recently in the last two months I have picked up teaching myself C# and Java for Unity.

The lead up for the game Jam has given me a goal to learn code fast in my spare hours , just in time for Ludum Dare 38

Art Software available:


3Ds Max


Substance Painter

Substance Designer

Photoshop CC

Procreate (Ipad Pro)

Game Engine: Unity 5

Language: C#

Editor: Visual Studio 2015

Music: GarageBand


DDRKirby(ISQ) and friends are IN for LD38!

Posted by (twitter: @ddrkirbyisq)
Friday, April 21st, 2017 5:29 pm

Cross-posting this to the old site as well…


Hey there everybody! DDRKirby(ISQ) here…I’m proud to announce (rather last-minute) that we’ll be IN for LD38!

**Happy 15th anniversary LD!** This will actually be my 15th time entering Ludum Dare — a happy coincidence. :)

We’re shaking things up a little this time around and besides my partner-in-crime Kat we have two newbies who will be joining us in the **Jam** division, one on programming and one on art! Hopefully we’ll be able to come up with something interesting and enjoyable between the four of us :)

Tools and frameworks to be used:

– Unity as an engine, targeting WebGL. Unfortunately seamless audio looping on WebGL has still not been fixed, so music loops will always have a slight hiccup. I tried delving into the matter myself to no avail but it’s a pretty deep rabbit hole.
– Tiled and Tiled2Unity if we need tilemaps
– FL Studio for music
– LabChirp for additional sfx generation
– Photoshop and/or Illustrator for the artists to churn out art. Or Aseprite if we need to do pixeling
– GIMP for any additional image processing I need to do

I’ll also be using parts of my [Harmonic Unity]( framework (don’t try to use it, it’s heavily undocumented and incomplete) where applicable.

My personal goals for LD this time around:

– Work well with everyone on the team :)
– Stay happy and healthy, and cook good food!
– Make something simple, that we can expand on if we have time.

Hope everyone is getting hyped for the compo! Make sure to take care of yourself, get some rest, rev up your game engines, and stock up on supplies!

I’m in!

Posted by
Friday, April 21st, 2017 3:36 pm

This Ludum dare I’ll be using:

-Unity (C#)
-Pyxel edit
-And lots of coffee!

Good luck everyone!

Actually prepared this time

Posted by
Thursday, April 20th, 2017 5:31 pm

So I’m traveling again during Ludum Dare and will have limited time to participate but I’m hoping to put something together.  I figured since I have limited time I would actually get my workflow set up and get ready to go before the event so I didn’t spend an hour getting things ready like I normally do.  I figured I’d put together what I’m doing in case it would help anyone else out.  Also, if anyone has any suggestions I’d love to hear them.  I always like seeing how everyone else sets up their workflows, so here’s mine.

The tools:


Language: Javascript

Platform: Browser (HTML5)

IDE: Atom (Ok, it’s not an IDE, and only a text editor, but still)

Graphics: GraphicsGale

Music: LMMS and Atom are new to me, so I spent some time figuring out an easy way to develop, iterate, and test.  Here’s how I’ve got things set up:

Atom Setup:

I created a bunch of Atom snippets for some of the commonly used statements that I always forget the format of.  Not having an IDE means no code completion so this is extra important.

Atom snippets for some commonly used statements

Atom snippets for some commonly used statements

Now I can just type p + the command I want and it Atom builds the statement for me and I just have to fill in the variables.  I’m sure this will save me a bunch of time looking up syntax.


Phaser setup:

I created a basic template for Phaser games that I copied into a fresh directory.  I created a couple of states (Preload, Menu, and Play) so I didn’t forget any of them.  I also made sure to have the Phaser examples and Spriter project available for quick reference so I can look stuff up without leaving my editor and going to the web.

Atom Setup


I also learned that Python has a simple web server built into it, so I created a quick script to navigate to my LD38 directory and start the web server.  This is much simpler than setting up a local Apache instance or pushing to the web for testing.

web service start

A quick jump over to the browser and navigating to localhost:8000 and I’m good to go.  BrowserTest

Source Control and Repository setup:

This time I set up my Github repo in advance and created the remote connection in advance so I’m not Googling how to do it during the submission hour like I normally am.  If you want the boilerplate code it is up there now: Github repo


I also took the time to set up a spot on my website for my in process or finished game.  I use Joomla to publish to the rest of the site but that takes time.  This is quick and dirty with a simple index.html.  I also set up FileZilla to connect automatically so now I can one-click publish.

So that’s it.  Pretty simple but should stay out of my way and just work.  If anyone has any suggestions let me know!

I’m In Again

Posted by
Thursday, April 20th, 2017 5:08 pm

Looks like I’m in for my second go for Ludum Dare!

Hopefully, I’ll make something over the weekend, if I can!

I might use Java or C++ for this one.

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