Posts Tagged ‘musagi’

Golf Heist music

Sunday, April 19th, 2015 10:27 am

Well, I made some music for my game in Musagi. I started out thinking kinda stealthy, but ended up more with jazz/rock. Should be fine, though.

Might just still be able to finish a game in time for the compo. If not, I’ll definitely have something ready for the jam.

In, as usual…

Posted by (twitter: @RawBits)
Thursday, December 13th, 2012 11:19 pm

Hi LD25!

This time I don’t have any new hardware to learn and I’m not really interested in HTML5 games – right now – and I don’t want to mess with Angie – it would produce a lot of bugs and code mess. However in the last weeks I used Processing a lot so that will be my tool for sure.

code: Processing
gfx: Gimp2
sound: sfxr, musagi – never done any sound before though…

I’ll reuse code from my previous game GotEL if needed – not likely though. You can find it at

I’ll certainly try to use my NES Framework  – for Processing – made during the CharityGameJam. Sadly no game was made based on it then but it developed more since so if you want then feel free to download the latest version here: YouTube video of it. Read the description for updates!

I wish lots of fun and plentygood experiences for the weekend!

p.s: My internet connection having problems in the past weeks and my PC does wierd things so I’ll may not be overly social during this jam. :(

I’m in

Posted by
Tuesday, August 16th, 2011 5:12 pm

This will be my second attempt at a Ludum Dare now. Last time I wasn’t able to finish, but I learned a lot. Interestingly enough… most of the code I’d written as a framework for the last Ludum Dare, I incorporated back into my main engine. Actually it was more like… put my main engine into that framework. In any case, as a result, this time around I will be using:

  • Coggoid! My engine itself that I’ve been working on for years.
  • Blender, as it imports directly into Coggoid
  • Sfxr and Musagi most likely for sound and music if I’m able to get that far
  • Audacity for sound editing, again assuming I get this far
  • A very old version of Paint Shop Pro, and probably a little Paint .Net for textures
Shouldn’t be interrupted by any art shows this time around so maybe I’ll have a better shot at this. Really looking forward to putting my engine to the test. I’ll likely be adding a feature or two to it over the course of the competition as needed. Good luck to everyone out there!

Expression of interest

Posted by
Tuesday, December 14th, 2010 12:10 am

Finished LD14, started LD18 but didn’t finish, had work on that weekend.

This weekend is looking clear, except maybe a few breaks for Christmas shopping. I’ve been getting into Processing, so I’ll probably try using it this time. It’s super-quick to get things up and running so I find it very motivating. And it’s suitable for my new netbook, serious 3D seems to be out of the question.

Tools may include, sfxr, musagi, and anything else I need.

It’s been a fairly shitty year of professional game development for me, just need a politics-free creative weekend to get the love back.

The Cave

Posted by (twitter: @davidrlorentz)
Sunday, April 25th, 2010 8:19 pm

This was a really strange LD for me. I had no Internet all weekend – it was like the eighties, except with Flixel. Without IRC and blogs, making a game by oneself is very lonely; I don’t recommend it.

I learned Flixel over the weekend, and I now know that my brain is the Flixel-compatible type. The whole thing makes very good sense to me and feels familiar. It’s interesting that everyone seems to fall distinctly into one of two camps, people who get Flixel and people who get FlashPunk. It would be interesting to investigate how these two classes of people are different, in ways other than programming. For instance, do we all like the same movies?

My game is called Intercontinental Drift, and it’s posted here. Please play it and come back here to leave comments. The game and I have been in isolation all weekend, and we both thirst for a little human contact.

I think the game is kind of interesting, though it is unpolished and pretty incomplete. I never got a chance to make music or expand the levels very much. As usual, I didn’t start actually churning out chunks of gameplay (levels) until the last few hours. I need to work on this for future LDs, because it’s the most important part.



Message from Dr Light!

Posted by
Friday, March 6th, 2009 9:55 am

Get your weapons ready! Get equipped with:

Tools I’ll be using partially, wholly, or not at all..

blecki’s jileed (mapping)

drpetter’s sfxr (sound effects)

drpetter’s musagi (music)

keeyai’s chronolapse (timelapse)

someone else’s (image editing)

Balloon Game Update

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, January 11th, 2009 3:44 pm

Thanks to pekuja for compiling Balloon Game! It should work for everybody now. I also included SDL.dll in the zip. No changes have been made to the code or graphics. Get the new version here.

See old post at

Balloon Game!

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, January 10th, 2009 9:15 pm

It’s amazing! It’s wonderful! It has potatoes.

Get it here. Uses C++ and SDL. Written & compiled in MSVC++ 2008 Express edition. MS Paint & GIMP for graphics. SFXr & Musagi for the sound & music that didn’t make it in.

Note: this is the Debug build because for some reason the Release build refuses to compile.

EDIT: See new post ( for version that should actually work.

Framed! v1.1 Released (Final)

Posted by
Sunday, April 20th, 2008 8:41 am

Well, after waking up and just drinking some juice, I fixed my music song and tweaked the difficulty levels a bit. So, Framed! is complete!

It’s pretty exciting. I think I’ll make an installer later and post it permanently on my website. For now here are the links for downloading:

Framed! v1.1 Final: (windows) (src)

The windows version was tested on XP on two separate machines, let me know if there’s any trouble.  The source requires Python 2.4 or Python 2.5 and PyGame 1.7.1.  Enjoy!


You can see a recap of my progress log, after the break.


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