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Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 9 days, 18 hours, 36 minutes, 17 seconds
  • October Ends: in 10 days, 18 hours, 48 minutes, 17 seconds
  • Ludum Dare 31 begins: in 45 days, 19 hours, 36 minutes, 17 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]

    Posts Tagged ‘love2d’

    Cosmic Conqueror – Post Mortem

    Posted by
    Thursday, September 4th, 2014 4:10 pm

    Cosmic Conqueror: A Radical Imperialistic Space Adventure



    Play Here!


    Cosmic Conqueror is a space exploration game we did for the jam and worked pretty much until the last minute on. We’re happy how it came out and we enjoy the concept so much that we’re actually gonna keep working on the game past Ludum Dare, we’ve already added a bunch of features! (But I’ll touch back on that later)

    How It Started: The game started with a base concept, explore planets, kill the aliens, get followers and make money. We didn’t really have an endgame goal for the game and we probably should have, instead the goal was just to collect as much money as you possibly could, which ended up pretty alright. We had a difficult time coming up with ideas for a game initially, we shied away from two world puzzle concepts and deep personal type games. We just wanted something simple and engaging, so what’s better then cosmic dominance? We discussed our planetary concept ideas and quickly got to work, we started within the first hour or so of the jam.


    Ending Rush: At the end we finished up bridge building to connect the planets (which makes you more money) which was a bit of a challenge. We had to get the bridges connecting properly and menus in within about 6 hours and everything was coming to a sudden end, it was late at night, we hadn’t slept the night before, and we knew we had to iron these things out before we could release, so we got to work. Gage worked on getting the bridges to connect properly while I finished up some miscellaneous graphics. Finally the bridges were done with about an hour left, and us tired ready to submit dudes still had to make a menu; so we just quickly slapped together a somewhat buggy menu and it was good to go! Our submission was complete, and we were pretty excited about it!


    POST LD: We released a post LD submission on the page a day later fixing some bugs with menus and bridges and it helped out quite a bit, we felt pretty good about it at that point. We’re still working on it now, fixing bugs, adding cool new things and expanding it quite a bit to make it into a real game! It’s a really neat project and we are very excited about it. Isn’t space just totally cool?

    And, if you have any interest in what’s gonna happen to the game, you can follow us on twitter.
    Programming: @MunkeeBacon
    Art: @KeatonRMoody

    Drift – my first compo entry!

    Posted by
    Sunday, August 24th, 2014 6:42 pm


    Having participated in the game jam  for the last two Ludum  Dares, I decided this time that I’d go all-out on the compo.  I even made my own font from my handwriting for the text!  (…my handwriting’s terrible.   sorry!)

    It’s been a fun 48 hours.  You can find my entry – Drift – here.  Let me know what you think!  I’ll be back in just a bit to start rating games :-)


    First Ludum dare entry, have some progress

    Posted by
    Friday, August 22nd, 2014 10:45 pm

    Ok so ive started on my game and i think ill head to bed now to get into the meat of it tomorrow, its unlike anything ive seen on here so far and as such i dont want to give away to much, but here have a sprite :D this is the main character, a scientist, who apparently looks better in game


    Using Lua + Love2D? I wrote a small module that let’s you easily create Twitter share links!

    Posted by (twitter: @y2bd)
    Friday, August 22nd, 2014 5:18 pm

    Lot of high score games let you share your successes to Twitter and stuff, so why should LD games be any different?

    Here’s the module. Just download the file as “twitterer.lua” and require it into your game.

    Here’s how you use it (after the break): (more…)

    I’m In!!! (what an original title…)

    Posted by
    Wednesday, August 20th, 2014 8:10 pm

    Hey everyone, this will be my second time wasting my whole weekend to drink insane amount of sodas and to get no sleep. I will try to finish a game this time, and to focus more on art since my last try was awful.

    I will be using the CryEngine 3, the Havok engine physics, Logic Pro X for music and AutoDesk Maya for 3D modeling.

    Just kidding…

    I will be using LÖVE (love2d), Gimp and a bunch of custom libraries I made.

    Good Luck everyone!!!


    Im in (LD30)

    Posted by
    Wednesday, August 6th, 2014 12:21 pm

    as i said, im in :D first time so well see how it goes.


    Language: Lua w/ love2d

    Editor: Notepad++

    Sfx: jfxr and sfxr

    Music: abundant-music(procedural music generator)

    Graphics/Sprites: paint.net

    Goals: Learning and challenging myself

    Animation: paint.net

    Libraries: Personal tile collision library and console code

    Current Project: Box Fight!



    Posted by
    Saturday, August 2nd, 2014 7:45 pm


    Box Fight! is an upcoming game that will continue to grow over the years and is currently in…

    Hey guys, great game over here that is looking for a community to help it thrive, taking fan ideas maybe implementing a doctor who class soon? hmm idk anyways there are links to submit ideas for classes on the home page of the wiki maybe one of you would like to make a difference in the game? credit is given for those who give ideas. Doctor who class could teleport to a random x & y maybe?, supernatural class could be only class with a shotgun, or maybe a sherlock class that has sherlocky abilities lol you guys get the idea.

    This is the game i will be publishing for the october challenge that ludum put out btw guys :D

    Hola Hombres!

    Posted by
    Friday, April 25th, 2014 5:37 pm

    It seems i need to declare my weapons before they can go through customs so here they are:

    Anim8: https://github.com/kikito/anim8
    An Sprite-sheet Animation Library for Love2D

    Sound Manager: https://github.com/bartbes/love-misc-libs/tree/master/Soundmanager
    A music manager for Love2D

    Flux: https://github.com/rxi/flux
    A tweening library for Love2D

    And finally Lume: https://github.com/rxi/lume
    Game library to make game development easier, in Love2D

    Is that too many Libraries?

    Sophie’s World – post mortem

    Posted by (twitter: @crank_gaming)
    Monday, December 23rd, 2013 9:45 am

    Sophie the cloud


    Sophie’s World

    So, it was my first time joining the Ludum Dare game jam at all. You can’t imagine how many times my husband has told me about it (or probably you can, given the fact that you yourself might as well do this all the time ;) ). For him, it was the 3rd LD – not to mention all the other game jams he has joined so far. So you can imagine that I was quite excited that I was about to join him this time!

    Having never done any serious digital drawing at all, I have wanted to try the Inkpad app on the iPad for a long time now. The LD seemed like a great opportunity to check it out and learn a view things about vector graphics. So that’s how the adventure started.

    The idea
    We decided to make a game for children without any violence. At first, our idea was to create a couple of fast touch mini-games with cute graphics.

    Along the way
    At the beginning, I just started doodling until I came up with a cloud – Sophie was born! We then thought about what game we wanted to create around Sophie.
    While I went on drawing, my husband put together the game framework. He chose LÖVE because his experience with LÖVE did help him a lot in previous gamejams. Besides, he started to implement all needed LÖVE functions in the Sony PSM SDK in C#, because originally we thought of this game as a touch game.

    FredWhat went great
    The best moment was when my husband made cloud Sophie rain for the first time! Now I know why he enjoys creating games so much – it’s so great when your game and characters come to life! I’ll definitely do this again.

    What went wrong
    Soon we realized there won’t be enough time to create more than one mini-game, so we had to change the game concept a bit so that it would fit to the theme. We then decided that “You Get Only One RAINDROP” from Sophie every day.
    It also would have been great to have the game as a touch game, because for me it seems that it’s much more intuitive for children.
    We also could have worked more on the sound effects and the clickable items, but again, we ran out of time at the end.

    You can play our game here.

    Sounds – bxfr
    Music – keyboard
    Graphics – Inkpad
    Engine – LÖVE and Sony PSM SDK

    You can watch a video of the game played on the PS Vita:

    Sophie’s World … on Playstation Vita

    Posted by (twitter: @crank_gaming)
    Tuesday, December 17th, 2013 1:01 pm

    Well ok … only on my Vita :).

    But you can play the game on Win/Mac/Linux and Chrome:

    Watch the Playstation Vita video:

    Perception is done!

    Posted by (twitter: @y2bd)
    Sunday, December 15th, 2013 7:44 pm
    a gif of my game

    (it’s not looping, don’t worry)

    My game (the one with the weird lighting) is finally done! You can download it for Windows here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31403.

    My head hurts too much right now to write a post-mortem (plus it’s probably too soon anyway), so have a gif instead. And congrats to everyone who’s participated in this LD, we’ve finally gotten to the end!

    Ghosts RULE

    Posted by (twitter: @moonscript)
    Sunday, December 15th, 2013 1:18 am

    Finally got my idea down

    Posted by (twitter: @y2bd)
    Saturday, December 14th, 2013 10:06 pm

    a preview of the lighting

    I think I finally have what I want to do down (although it seems a bit late for that, eh?). Originally I was planning to do a platformer of sorts, but after wonking out some platformer code I realized that my idea didn’t really work in that form. Now I’m doing a top-down perspective. At the least the code is a lot easier, ahaha.

    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!



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