Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Posts Tagged ‘ludum’

Introducing Conga Master

Posted by (twitter: @@BubsyPoochies)
Tuesday, December 15th, 2015 8:12 am

Hi all!

We’ve been working hard on our game Conga Master for the Ludum Dare 34 jam so we didn’t have time to post anything. But here it is!

Conga Master

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66146

This is our game. All graphics and programming were made during the Ludum Dare, and much more! Because we did several prototypes trying different controls. Moving your feet with two buttons, one for each leg, choosing your direction using an oscillating arrow and a button to run, etc. We took our time but we believe the end result feels super nice. What do you think?

1

We wanted to add different kinds of people affecting the gameplay. Say you got lots of geeks in your conga, then cool people would hesitate longer before joining. Eventually we decided on the pig idea which everybody seems to like :).

Please play the game and tell us what you think! We can’t stop playing to listen once and again to the music while dancing all around!

 

 

 

Growing Skyward LD#34

Posted by
Monday, December 14th, 2015 5:19 pm

SS4

SolitoGif2

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=41949

 After 48 hours I’ve completed my second Ludum Dare project, and my first Compo submission. I had a few ideas for this theme, and didn’t even intend on making the one I did, but I’m very glad I did. The game was made in Unity 5 and I created the assets it Maya.

Here are some of my thoughts about my entry:

Gameplay and Aesthetics
Just in case it has to be spelled out, Solito signifies “Little Sun”. In Solito you play as plant growing upwards. In order to continue growing you need to collect Solitos. If you fall over or run out of Solitos you will shrivel and fall apart. The art style is all super low poly because I absolutely love low poly. I’d never really gotten the chance to make a low poly game, so I wanted to jump on that. I’m really quite pleased with the overall aesthetic. With the addition of tilt shift, deliberate shadow placement, background environment, and blue fog, the game feels more atmospheric. I’m glad to have been able to incorporate a bunch of little background items. I think there are still some gameplay mechanics to tweak to ensure that a good player can continue to improve rather than hit the same ceiling every time.

I got a lot of inspiration for the background visual and style from Battlefield Heroes (RIP) and other low poly scenes I’ve come across.

Development Issues
I ran into a few development issues along the way, most of them having to deal with Unity. Here’s what they were and how I overcame them.

1) Skewed Segments: Plant segments were becoming exceedingly skewed (One hundred times wider than tall) after about 30 additions or after the stalk fell past a certain level. This is a known issue with Unity and has to do with non-uniform scaling. There were likely other small issues that compounded to create this defect. To resolve it I had to use my actual model asset instead of Unity primitives (this was alright as I was almost finished with prototyping). In addition I reworked the way physics had an effect on the game.

SS2

2) Snowball Falling: The point of the game is to climb higher without tipping over. With Unity’s default physics engine, however, the player would have experienced a snowball effect. If you noticed you were falling over you’d naturally start building on the opposite side to counterbalance. However, since you could only build so quickly, everything you built would tend to join the rest of your stalk as it fell. The more you built to regain balance, the more segments would end up getting pulled over and therefore imbalance your stalk even further. To solve this I wrote my own balance functionality that counted the amount of segments on either side of your base segment. Depending on how tall you were, the net balance would affect the entire stalk. In order to actual prevent the snowballing, however, I had the balance system only consider the top ten segments. This means that you only need to balance the stalk in the short term. Doing otherwise is difficult and not very fun.

Music
I listened exclusively to Phish for the duration of the development. It’s always interesting to know what people were listening to when they worked on their jam entry.

Theme
My take on the theme is somewhat generic, but I’m happy with how it turned out. I imagine there could be many other games similar to mine, so I wanted to make mine visually distinct and appealing. My compo version is complete, and I think I’ll continue to work on this project. Soon I’ll create an Android build so I can play it on my phone as well. I spent way less time on this entry and worked much quicker than I did last time (LD#30) and I was able to submit this for my first Compo.

For future versions I’d like to include some of the following
– High score saving and high score notifications
– Powerups
– Sounds Effects / Music
– More atmospheric effects (Falling leaves and floating dirt)
– Point bonus for completing a circle (It could grow a tomato for example)
– Weather effects
– Arrow Keys for controls instead of just the mouse
– Moving Clouds / Trains / Planes / Hot Air Balloons / Etc. in the background
– Enemy Solitos
– Moving Solitos
– More background items

Final Notes
I’m really quite pleased with my entry. I feel like I was able to include everything I planned on, and I didn’t damage my sanity doing so. I hope people like it and want to see more. I’d love to continue development and work on a mobile build.

My biggest suggestion for anyone working on a Ludum Dare project is to be reasonable. This is something most developers can relate to. It’s easy to get swept away into what you could add or what would make the game better. A solid and polished small game beats a poorly made large one any day.

Cube Wars is DONE!

Posted by
Sunday, December 13th, 2015 6:46 pm

I had to restart from scratch this morning, but it turned out great, I proudly present:

Cube Wars: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60288

These Ludum Dare Compo’s really increase the productivity, I must say, I’ve never completed a game this fast, ever!

TitleScreen of Cube Wars

Cube Wars

In this game. You play as the Blue Cube, let’s call him Bob for now.
As Bob, you walk around using the Right Mouse Button and shoot with the Left Mouse Button. [Two Button Controls 😉 ]

It is Bob’s task to destroy all Red and Purple Cubes.

There are 6 different level themes, each with their music.

Crates explode and do damage to enemies.

Enemies sometimes drop power-up’s such as a shield, cooldown reduction and armour-piercing bullets.

Get the highest score by surviving as long as possible while eradicating the enemy cubes.

Compare yourself to others in the in-game online highschore table.

Enjoy!

-Chubb1337

 

1D4

Posted by
Saturday, April 18th, 2015 2:54 am

 

“roll 1D4 for use of an unconventional weapon.”

gamegif13

image123123

soon to be implemented weapons.

Ludum Dare 32

Posted by (twitter: @@thepropercrunch)
Friday, April 17th, 2015 8:28 pm

Testing Testing… First LD post personally.

Going with a team.

More to come.

…and More Progress!

Posted by (twitter: @OtroraGames)
Tuesday, December 16th, 2014 2:07 pm

Thanks to the helpfull feedback of Ludum Dare community I have made some progress in Director’s Cut version of my Ludum Dare 31 entry.

http://gamejolt.com/games/arcade/moonlit-crawlers-director-s-cut/41322/

– Now jump mechanics should feel more fluid.

– Added sfx to attacks and enemies kills.

– Improved collisions on attacks.

Next:

– Victory animation

– A better Menu

Keep playing and rating…

Compo version is here:

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32989

My second Ludum dare is almost complete!

Posted by (twitter: @https://twitter.com/AntiSC2)
Sunday, August 24th, 2014 1:41 pm

Just published my game, 4in1,  for the 48-hour comp for the second time. It feels good. I’m happy with the end result and cant wait how the ratings turn out. But this ludum dare didn’t have the same feeling for like last time. Last time I had more of an actual game. I spent several hours planning last time and managed to rush the game out, just a couple of hours before the deadline. Now because of the theme I didn’t get in a good mood and I was planning on skipping this ludum dare. But then I realised I could make simple mini-games without much effort and connect them in a special way. The idea turned out great even though I didn’t put much effort into the mini-games them self. I didn’t have the motivation like last time. I was never stressed with this game or had a difficult problem to solve with this one. I actually finished like 8 hours before the deadline and I didn’t even spend the  whole day programming. So here’s a list of what I could have done better:

  • I could have done a much better job planning the mini-games.
  • The graphics suck for this game. Could have improved them alot.
  • Added more of objectives to the mini-games. In the highway game I could easily added a fuel you have to collect.
  • I was really lazy. I could have a done a better job in general and added more things. Even though I was this lazy I finished hours before the deadline which shows that this was a too simple game for me to make.

Now it’s done and this is now in the past. Like I said before I’m still happy how it turned out and the general idea was good but it could have been so much more than 4 simple games. Now it’s just to wait for the ratings to see how everything turned out. This was just a small write-up over my experience with ludum dare 30. Hope everybody had a good contest(I know that there are several hours left but I don’t really care)!screenshot104

Let’s make some noise, we are in.

Posted by (twitter: @Muciojad)
Saturday, August 16th, 2014 11:02 am

Jam jam jam. Jam 4th time!
Every time alone. But this time no, and yes.
This time we are here with my half-ended-not-ended framework, my cute Pysia-Mysia! Pysia-Mysia is my little small-code-girl.
I shouldn’t love her(‘ it’ ?! ) because she isn’t beauty, she hasn’t rich interior, but she is… easy. 😀
Our love is simple system: Me + she = game, good fun, no questions, something like this:

May the force be with me and my framework. Here we go!

Och! I forgot. Dubstep is with us too. Dubstep is hard, spicy girl. I love both of them. Let’s go!

My last minute game: One Duck

Posted by (twitter: @NostraDam0n)
Monday, December 16th, 2013 6:59 pm

I’m finally done with my entry for this Ludum Dare. The initial idea was completely different, but too ambitious for the short timespan I had. That’s why I made a BRDS (Bouncing Rubber Duck Simulator).

Please give it a try!

https://googledrive.com/host/0Bxa1t8Yjpxj3bzNZNzZRdHE5bHc/WEB.html

 

duck_screen1

duck_screen2

Angrycrow Presents : Water Closet PostMortem.

Tuesday, August 27th, 2013 6:57 pm

So .. I cannot begin to explain how great an experience this Ludum Dare was for me. I’ll be rating games all week. Also fixing ‘typos’ in one fell swoop probably by the end of the week. I learned about the importance of planning and scope. Plus just how tiring a couple days of focusing on a single project is. I cut corners where I could but spent the most time working on the engine of my game. It was more than worth it.

I didn’t have time to update during the competition but you can check out the devlog here :

http://sotgdc.blogspot.com/2013/08/ludumdare-27-48-hour-entry-development.html

Enclosed is a true story of how Ludum Dare 27 changed my life.  I hope everyone had such a positive experience as I did.

If you haven’t tried WaterCloset then follow the link to the entry here. I should have a linux build up before too long.

http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5288

Thanks for the good times LD Community! I’ll be back again. ( they always come back )

– Ben ‘Angrycrow’ Nix-Bradley

Finished!

Posted by (twitter: @@tman_BOSS)
Monday, August 26th, 2013 6:37 pm

 

 

 

Maze of Torment

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Finally finished my entry for the Jam, Maze of Torment. It’s a game where darkness falls every ten seconds as you try to escape hell. I went through many different game ideas before finally settling on this one, I thought i wasn’t going to finish. I’m really glad I did this compo and I’m excited to play all your great looking entries! Play my entry here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=3824

I’m ready this time

Wednesday, August 21st, 2013 8:02 pm

Hey guys, the name’s Mace. This year will be my first entrance into Ludum Dare. I’ve always dreamed of doing it but never actually go the time. But you know what, this year I’m doing it. I’ve spent days watching streams. I’ve contacted people on my Skype saying “get ready for this, cause it’s going to be an experience you don’t want to miss out on.” So yeah, I’m ready. I have my excessive amount of energy drinks, crisps, cigarettes(bad habbit) and a motivation sat ready for this. When that theme’s announced I’m going to show people it’s my time to shine. I don’t expect to make anything that’ll win any important place, but I just want to have a game out there. For people to see I can do it from start to finish.

Tools –

Language – Java
IDE – Eclispse
Engine & Library – Slick2D & LWJGL
Art – Paint.net
Music/Sounds – Logic & sfxr

 

– Thanks, Mace.

Going to Start Streaming Again~

Posted by
Saturday, August 17th, 2013 12:02 pm

First, I’ll be doing code. Then, once that frustrates me, I’ll be making the sprite sheets for these cool beasts:

bravery

The art style is supposed to mimic mosaics. Yep. That’s the excuse for now. Click here to view the stream~!

Warmup Weekend Update

Posted by
Friday, August 16th, 2013 7:54 pm

Going to stop the stream for a bit! Here’s the progress so far:
hades
bravery

Mostly concepts! It takes place in Hades. If you want to know when I’m streaming next, follow my twitter @sarydactl ~ .

Warmup Weekend Starts~

Posted by
Friday, August 16th, 2013 5:57 pm

This will be my second Ludum Dare, and my first building from the ground up! I only just became comfortable with java, so this will be my first time using it for a game – v- ; . Graphics will be from SAI, Photoshop, Tiled, and Pyxel Edit (a maybe for those last two). No idea how to do sound effects yet, we’ll see if I know by next weekend! Language is, of course, Java. I’ll probably be peeking over at my cheat sheet for the basics during warm up weekend.

I’m starting the stream with some painting, to help with ideas -v – ; . You can catch me on http://www.twitch.tv/redstone_dust !

Lode Storm – For this 7 Day RTS

Posted by
Thursday, July 25th, 2013 11:53 am

An extreme amount of effort, mental stress, sleep loss, and caffeine have been put into my entry so far.

Code name ‘Lode Storm’, it is a tough effort to recapture the magic of the classic RTS games mainly C&C.

I am the sole developer, doing the programming and all the graphics too,  and it is implemented in C++ and SDL.

Most exciting is the AI which uses some pretty gnarly algorithms, and is capable of some really nice stuff already.

Plenty left to do however…

lodestorm

More info will be posted up soon on my blog :

the8bitpimp.wordpress.com

[cache: storing page]