Posts Tagged ‘MiniLD59’


Posted by
Sunday, June 7th, 2015 11:35 am

I went through and renamed all the sprite sheets in the archive to something my program was looking for, namely ‘randomImage0’ – ‘randomImage97’.  There were 99 in total, but one had been resubmitted with transparency.  I removed that one, and the transparency from two or three others that I thought they might have meant to.  I hope no one minds.  Here is a link to the new archive.


Good jam everyone.  I really enjoyed it.  It was my first finished jam.  It took way too long, not ready for real LDs yet, but I am pleased with my game.  Check out Keith Karnage in the Omega Zone: Chapter 1:  The Holo-Defense Grid on or kongregate.  I’ll get a new version with all the sprite sheets up later tonight!



cheezy I know, but kongregate demanded an icon…


Last weekend (May 29th – May 31st) I participated in Mini LD #59 with four of my acquaintances from reddit. This is the first time for me to participate in a MiniLD as I am usually a full LudumDare Compoplayer. MiniLD usually runs for more than two weeks, but since we all have time commitments to other things in life we all decided to jam it out on its last weekend.

All of us originally met on gamedev reddit and started a gamedev text chat on google hangout where we often talk about games, show our progress what we have been working on in our spare time, share and exchange ideas etc etc. Its a lot of fun to hangout with like minded people.

Everyone in our group appreciated the MiniLD #59 theme which is basically swapping your sprite sheet with someone else’s before submitting the game. The demo sprite sheet was released on the website, which introduces us to the dimensions and layout of the sprite sheet we needed to create. The impact of this is that you have no idea how your game is gonna actually look like until the end. For e.g; you might have created a sheep in your game and it may get replaced by a turtle or spikes or a blank tile or anything else that you cannot even imagine of. This makes the game design a little more challenging because the game should not be art driven. We cannot rely on a certain style or objects with specific representation and let it drive the gameplay. We have to make sure our game will be understandable and playable even after replacing the sprite sheet with a random one.

We started our 48h game jam around 9:30PM on Friday (May 29th). Everyone was equally motivated and determined to deliver a finished game by the end of 48 hours. We used google hangout as our primary communication tool since all of us reside in different towns and cities.


The Beginning

Like any other game jam we began with a brainstorming session that lasted for an hour or two. We discussed few game ideas within the limits of the sprite sheet layout as it was an obligatory to follow the standard. We also discussed our skill sets as it was our first time working with each other. To comply with the theme (Swap) we settled on a mechanic that that will allow the player to swap their position with any other object in the world provided the object is configured as swappable. We also had this notion that the player has somehow acquired a super power that allows them to slow down time and swap any two objects in the world provided the objects are configured as swappable. For e.g. if an AI unit is shooting towards the player, they can swap their position with another object in the world in order to dodge the incoming attack. Cool, right? Everybody liked the idea and the work began.


  • Whats the setting of the game? we don’t know.
  • Whats the purpose of the mechanic? we don’t know.
  • How the game will be played? we don’t know.
  • Whats the win or lose condition? we don’t know.
  • How the player will progress in the game? we don’t know.
  • Is it a puzzle or a brawler or obstacle avoidance? we don’t know.

We never bother to ponder long enough on these questions and left those unanswered and this is exactly what bit us hard in the end (IMO). Not having a clear vision about what the end product will look like kept us unproductive from time to time. We often question each other about the kind of game that we are trying to make.

Work Distribution

Stephen was working primarily on the art assets and also learning how to make music using Reaper at the same time. He came up with this cool business man looking dude and other assets in the game. Here is our sprite sheet that we submitted. Hopefully someone is using it :)


Zach was our main sound guy. He started pumping out awesome loops within two hours using his big stack of musical instruments. Listening to those kinda makes me feel like making a game similar to Audiosurf. He was also involved with level creation and contributed to art as well.

John, Larry and I was mainly working on programming tasks.

John helped us in overcoming all of our git nightmares.

BTW, Larry loves drawing on people’s faces. See what he did to my face 😀



As we set sail into the development, we had some intermittent discussions about the overall look and feel of the game. The style of our game was completely dependent on the art direction so we had to stand by a little before we had some mockups. Once we had those we came up with the style that the player will play as an angry office worker. An angry office worker who somehow acquired a super power that allows them to swap positions of two objects in the game world. The player will then have to disrupt a normal working day and wreak havoc in the workplace that they hate completely.

By this time, we had a somewhat clear idea about the type of game we are working on but we were also a little ignorant about the way the game will be actually played. We continued working on these smaller game mechanics (while not paying attention to the overall bigger picture) that we hoped will come along nicely in the end. When most of those individual components were ready, I personally had a lot of trouble giving all those features a purpose that may or may not constitute a game. At this time I knew that we are quite behind in our deliverable. We stayed focussed and tried to push it through as much as we can but unfortunately it all fell apart in the end. Our first level was incomplete in many aspects and there weren’t enough art assets ready to populate the level. Clock kept ticking and only 4hours left to submit the game. It was then I proposed that we must call it off and accept failure :(.

Technical Problems

Unity3d and source control don’t like each other, at least from my experience. Often times we were facing problems with merging each others changes and losing library references every time we try to pull new changes from the repository. The solution wasn’t straightforward and every time this happened we either have to search the entire scene for the missing references, fix them and push it back to the repository or stash our local changes, pull the latest commit from the repository and redo all the changes. This was getting annoying and it wasted a lot of our precious time.

The End

This is the second time I failed in a game jam. At least we tried.

“Trying and failing is better than not trying at all”

It was a bit disappointing that we were unable to produce anything after spending 48h on it. But again:

“If you have never tried, you have never learned”

And we definitely learned a lot of new things in our quest to make a game in 48h. This learning is not only limited to the game development or third party unity plugins that we used in our game, we learned about each other, the dynamics with which we work, our interests and familiarity with variety of tools and tech and everyones thought process. This will definitely benefit us in our next undertaking.

A screen capture from our incomplete game:


Till Next Time!


Prototyping for MiniLD #59

Posted by (twitter: @@vkeusebio)
Thursday, June 4th, 2015 3:09 pm

placeholder graphics, A* path finding, screen shakes.

KEYBOARD RHYTMIC.First minild and first game ever.

Posted by
Thursday, June 4th, 2015 3:08 pm

my first game just needs a few touches and it will be submitted


MiniLD #59 sprites

Posted by
Sunday, May 31st, 2015 8:05 pm

I really couldn’t finish my game, because stuff came up this weekend I really wanted to take care of. However, I did eventually upload my sprites to the Swap Shop. I’m…not THAT good at drawing sprites, but with any luck someone will find them interesting.


my tileset submission

Posted by (twitter: @fischspiele)
Saturday, May 30th, 2015 6:14 pm



Unfortunately could not finish the game.

2015-05-31 01_08_04-game

I used crocotile3D to build the 3D model.

MiniLD59 – Keith Karnage in the Omega Zone

Posted by
Friday, May 29th, 2015 12:13 am

Here is my MiniLD59 entry.




I put in some mouse controls really quick, which seem to work.  I’m not sure why the keyboard input wasn’t working, but it wasn’t working on either.

Did anyone ever make an archive of all the images.  I downloaded about 60 from the swapShop.  I provided alpha channels for about four of them, mostly because they were really nice, but looked terrible with big white boxes around everything.



Still making progress, how are you doing?

Posted by
Thursday, May 28th, 2015 1:09 pm

Progress: UI

Progress: Random sheet


Posted by
Tuesday, May 26th, 2015 7:17 pm


Now all I have to do is make it fun

My final MiniLD59 spritesheet

Posted by (twitter: @DevDejvo)
Tuesday, May 26th, 2015 10:35 am

So, this is my final MiniLD submission notice the FSM and the thing next to it (it’s a bare pizza Crust me 😀 ) those are two main cahracters and i won’t even use the guys at the start 😀
It’s gonna be soo fun

My miniLD59 entry

Posted by
Sunday, May 24th, 2015 10:44 am

So, the game i’m planning to post on mini-LD59 is almost ready… EXCEPT IT ISNT, it’s my first LD entry, so i want to make a really nice game, with all my love and passion, but bugs keep appearing, and the more i fix, more show up, like an Hidra. I’m developing in Java with LibGDX and Box2D, but the major problem is that the screen keeps flickering after a certain time, and its really annoying to play the game with that flick, well, it only starts after 2 our 3 days in-game (wich is a couple minutes). i tried to implement lighting too with box2dlights, but it only gave me headaches, i’m really newbie in game developing, but my dream is work at Blizzard, so i have to keep practicing and never give up. Here are some screenshots of the game. its all done. i just have to figure out how to end with these flickering.
Also: english is not my native language, so i apologize for grammar mistakes

View post on

Yeah, the menu is crap, i’m not good at art

View post on

There is this “no-enemy” area where you can buy upgrades to your character

View post on

I’ve only made some minor changes on the spritesheet, only made a fireball, and a ice flake, and improved the tiles a bit with TileStudio.

View post on

Posted by
Thursday, May 21st, 2015 10:20 pm


WIP flow algorithm

WIP flow algorithm

Or a great deal of progress, anyway.

(Those confused may refer to my earlier post.)

Posted by
Wednesday, May 20th, 2015 6:23 am

I’m trying to create a “flow” algorithm, like how water and magma flow in Dwarf Fortress.

I’m having a surprisingly(?) difficult time of it…

Mini LD 59 Spritesheet

Posted by (twitter: @jezzamonn)
Tuesday, May 19th, 2015 5:36 pm

Here’s my spritesheet! And suddenly, your game is a roguelike!
… or a roguelike-like, or whatever.

I gave each letter a walk cycle, and made them a little different when they’re not facing forward so that you can still tell what direction the character is facing. Just in case that’s needed for someone’s game.

I can’t make a game this time round, but I’m looking forward to playing some games!

MiniLD59 – A little progress

Posted by
Thursday, May 14th, 2015 6:53 am

So far I have made a tilemap system, and random tilesheet functionality at runtime.

Still need to figure out what I want to do for the actual game though (pfft).

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