Posts Tagged ‘Monogame’

I’m in

Posted by
Wednesday, August 24th, 2016 5:51 pm

Hey there!

I’m Maxime

It’s my first ludum Dare

During the Ludum Dare I use MonoGame ,C#, and audacity

I’m in!

Posted by
Wednesday, August 24th, 2016 3:58 pm

Hey there!

I’m David from Gamecodeur (an online school to learn gamedev in French).

I’m in, and this time I’ll use Monogame with barely no code to start except a class to display sprites.

(Usually I use Love2D)

I’m in Jam, not compo this time, so my kid will make the graphics assets for me!

My first entry to the Ludum Dare!

Posted by
Monday, December 14th, 2015 5:44 pm

I Have No Keys, and I Must Code
Link to the game page

A game where you must program with limited keys, collecting more keys across challenges.

Not the greatest, nor is it long. But hey, I finished something for the Ludum Dare so I’m happy. Maybe I’ll expand on it later, lots of potential for some good puzzles I think.

With Added Clouds

Posted by (twitter: @@codheadz)
Sunday, December 7th, 2014 4:45 am

Been bug fixing a fair bit and app flow improved.


Special Plops

Special Plops – Something in progress

Posted by (twitter: @@codheadz)
Saturday, December 6th, 2014 2:16 am


Not sure the theme is that great, but I certainly can build a game with only 1 screen. :-) I have limited time to work on anything during the day,  but hopefully tonight I can move this along this evening.

Single button, skill game.

Some placeholder graphics that may or may not be retained.

Special Plops Screen Shot 1


Mini Ludum Dare 48 Game: Death Plot

Friday, January 10th, 2014 11:36 pm
Current Title Screen of the game

Yesterday, I posted the day zero development log of my Mini LD 48 game, Death Plot. Now I will explain the game. I am using a more literal definition of conspiracy and façade. The game is a top down two dimensional shooter/bullet hell. It is a single player game where you control two characters at the same time, tying in conspiracy.

The graphics are OBVIOUSLY placeholder. They’ll be worked on tomorrow.

One of the characters is controlled with WASD controls, the other with the arrow keys. You will fire bullets with the spacebar. It is intended that you use both hands on the keyboard, and control the characters single player. That adds a challenge. You could potentially do local multiplayer, but it is not designed that way.
The enemies come in two flavours: real and façade enemies. The real ones shoot bullets that one shot you. (It’s a bullet hell after all.) The facades’ shoot bullets that don’t harm you, but they serve as visual clutter to make dodging more difficult.
I haven’t completely decided on the visual style, but it will probably be ASCII or early sprite based.
Anyway, that’s the general gist of the game. If all goes well, I will have a playable prototype tomorrow. My Day 1 Dev Blog is coming next.
You can follow my Ludum Dare blogs on: or

Progress – Fast Exit

Posted by (twitter: @AleksandarDev)
Sunday, August 25th, 2013 8:44 am

Here are some screenshots from my game. The goal is to exit the room as fast as possible – 10 seconds. It would be easy, but you are left in the dark with only few toys to help you find your way out.

Lights demo (45 lights)

Fast Exit - lights demo


And here is actual gameplay. Left is release version, right is debug window.

Fast Exit - Progress (release) Fast Exit - Progress (debug)

Dry mouth

Posted by (twitter: @@codheadz)
Friday, August 23rd, 2013 11:15 pm

Just woken up… Hangover


Like the theme. Couple ideas, but need to sleep on them.


Tools: Visual Studio 2013,, notepad++, monogame, coffee


Back to bed…..

12 hour mark, minimalism?

Posted by (twitter: @jasedeacon)
Saturday, April 27th, 2013 7:26 am

It’s been twelve hours since LD has started and although it took a while for me to get some traction on an idea, I’m definitely happy with where things are at now.

My take on minimalism was twofold, one graphical and one conceptual.

The concept started off as me wanting to explore the idea of human connection which essentially forms the basis for the daily lives of every living thing on the planet. We all form connections to other living things, some good, some bad, and some purely neutral. This game explores the idea that there is a connection which can be better than the others, and you have to find it through a simplistic mechanic of simply walking up to a character and chosing to interact either positively or negatively, which impacts the connection you have with that character.

If you find the character which has the highest possible positive connection with your character, you win. However you have limited time and you also have to avoid characters you form negative connections with (or who start the game with a negative connection to you!) because they will reduce the amount of positivity you can use to interact with the other characters, thus not being able to win.

Graphics are single-colour simplified 3D objects with just ambient occlusion baked in, representative of the concept that I’m attempting to explore. Connections are represented visually through the use of three colours to indicate the state of the connection. The town in the screenshots is just a small representative of the style, the final one will be about 4x bigger and actually have things that resemble houses and whatnot, just for a bit of atmosphere.


And just a stress test of 160 characters, because.. well.. why not?


I’m not sure what this will end up being like, if it will be fun or not, but I’ll see it through to completion and see how it goes.

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