Ludum Dare 36
Coming August 26th-29th Weekend

Theme Voting
ROUND 4 NOW OPEN!

## We invite you to play (Mono no) Aware!

Thursday, May 5th, 2016 11:33 am

Hi everyone! Voting is almost over, but we thought we should write a post inviting you to play our game before the end.

(Mono no) Aware is an interactive novel with platformer elements that discusses life’s shapeshifting nature. We were really trying to achieve a delicate result using watercolour and subtle dialogue and, well, please let us know what you thought!

Controls:
Arrow keys to move
X to interact and push things
Z to jump

Posted by
Sunday, April 24th, 2016 9:58 pm

If you would like me to play yours let me know ;D

I could also record if you would like ^^

## A tip for Platformer Developers!

Sunday, April 3rd, 2016 3:26 pm

Platformers have been a fairly difficult genre for beginner programmers to design. Most of the problems I’ve encountered come from the physics engine that has to be built. Generally, people don’t know how to program collisions with tiles and end up with players hovering over the ground, falling through the ground, or some other equally annoying glitch. I want to show you how to issues like this, with a script I made. Well, I won’t give you the exact script, because you won’t be using the same program as me, but here’s the basics:

``` (make 'i' equal 'velocity', if 'i' is greater than 0, repeat this loop until it equals 0, subtracting 1 every time) ```

```//Run the script below for every pixel the player would move. { if there's an object at 'x', 'y'+'i' and it's a platform, subtract 1 from 'velocity' //Lower how far down to go. } 'y' = 'y' + 'velocity' //Go to the new velocity. ```

Well, that’s all for now. Hope this helps! Bye

(This post was a snip from my post on the Toasted Games website. Here’s the full post.)
-Ben

## PEACHY! – The game

Tuesday, December 15th, 2015 1:33 am

Do you like peaches? Do you like climbing tall towers? Than check out “PEACHY” here:

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=62399

## My Cup of Fury

Sunday, August 23rd, 2015 8:36 pm

I have submitted My Cup of Fury. Yeah, it’s a flamethrowing cup riding a flying saucer.

## My first entry to ludum dare; Monster Twins!

Sunday, August 23rd, 2015 4:26 pm

This is a puzzle platformer with it own kinky twist. One of the twins defies physics and hangs around ceiling like it’s nobody’s problem. It was fun to make. I wish I had started making it earlier so it would be much longer. But anyway you take what you get. 😉

Monster Twins

## LD32 Games that I just love

Posted by
Thursday, May 7th, 2015 10:42 am

Hi everyone!

Ludum Dare 32 is about to finish, and I just want to show you some games

that made me enjoy like a child.

Nuclear Autumn by phi6 – Jam Entry

I´m in love with this game. A whole experience.

……………..

X-11 “Gust Gunner” by cowboycolor – Jam Entry

8 bit platformer like. Great music, great gameplay and really cool to use

the leaf-blower. One of my favourites!

………………

Underground Hangovers by Deconstructeam – Jam Entry

I think is one of the best video games song i’ve ever heard. The pixel art

AMAZING.

Fantastic game.

……………..

Avian Days by esayitch – Compo Entry

Man, this game is really hard, but you can’t stop playing it.

…………….

Mario and the Poetry by gruhn – Compo Entry

This game has something really special, a great mood. Play and be happy doing it.

……………

Hey! and don´t forget, if you have time after playing those great games, to play mine.

Scream(But not too much) by Embalaje – Jam Entry

A metroidvania like “game”, with screaming mechanics and nice pixel art.

## Avian Days

Monday, April 20th, 2015 11:19 am

‘Ey.

Avian Days is a puzzle-platforming Metroidvania where you control a dude who can summon birds to aid him. In the beginning he can only summon them in one way, but he gains abilities as he completes challenges. The game is challenging, which is why I added a video.

You can use the birds as platforms over spikes, to soak up enemy bullets, and to disable foes. After you gain all the required skills, you can fight the boss and finish the game. The game can be finished in 5 minutes if you’re fast and don’t die.

## Mecha cop: Over-ambitious?

Saturday, April 18th, 2015 8:47 pm

So the idea is that you’re a cop, you have various types of mechs to take the criminals to task… And try not to sacrifice too many bystanders.

I want a levelling system to get access to better and better mechs, a fairly big city to patrol, and, well, non-programmer art.

……. Too ambitious?

I’m going to doze a little bit and see how far I can push it tomorrow.

(is this animated gif working for you? It only works for me if I click it. I swear it’s not a NPAPI plugin issue 😛 )

## ENTRY: Screencap’d

Monday, December 8th, 2014 8:14 pm

# Screencap’d

## Check out the entry and play online HERE!

Another one by Ava and Marte – your favourite turtle doves. We participated together last time with Fitzberry & Leif, and now we are back with one more dimension to explore – from every angle possible!

So grab your keyboard, or your gamepad, which might also be supported! Have a go! Help this poor fellow out of that scary television screen. Send it blasting off the table with a loud and static crack! That’s what it deserves.

## Existential is ready and out!

Monday, December 8th, 2014 7:59 pm

(Game quality considerably higher than GIF)

Finally. Seventy-two hours of work, and this is the product. I’m very happy with myself, to say the least.

As I expected, I was able to really really polish the game for release today. I made the enemy difficulty scale as they were spawned, and added experience as an extra incentive to kill them instead of running past. Also implemented elite enemies and added scattered stone blocks using Perlin Noise.

Anyway, I’m not going to write a wall of text this time. Play the game here.

## End of hour 54 – Getting fun now

Monday, December 8th, 2014 1:54 am

So, I switched to the Jam. Didn’t feel the game was good enough with what it had, and I hadn’t finished animating in time for the Compo deadline. Now the end result will be way better, way more polished and just generally better.

Got a ton done today – everything I told myself I would and more:

1. Entirety of UI is now completed (Unity 4.6 UI system is the best thing ever)
2. Player redrawn and animated completely
3. Player now has four stats
4. Chests now provide permanent stat bonuses upon being opened
5. Overhauled player & enemy movement – way less buggy
6. Map now has a slight elevation modifier to each line, so it’s less boring
7. Sounds added! Music and more from BeepBox and BFXR.

Also, the Unity 4.6 UI system is freaking amazing. No, I don’t care that I already said that.

I originally wanted the map to have better random generation and wanted to instead add Perlin Noise to it, but that caused weird problems if you turned around, so I had to downgrade it to simply having it being randomized within a specific range. Still less boring, so it’s good enough.

As for the player movement, I finally fixed a jumping bug that had been plaguing me since I added player movement. Occasionally, the game would never realize the player left the ground, and he’d be able to jump infinitely. Adding one variable change upon jumping fixed that, and I also ended up actually using Unity’s ForceMode2D system which made movement way smoother and more responsive.

The main thing I’ve gotta address for tomorrow is enemy difficulty scaling. As it stands, you can get infinitely powerful in every stat except speed, so if you played right you’d become essentially immortal. I plan to make the enemies rise in difficulty with each successive spawning of them, and plan to make killing them reward you with experience, which will provide a less frequent but more powerful permanent bonus similar to what opening chests does now. This will add incentive to killing enemies: Kill them and grow stronger; If you don’t, they’ll get stronger faster than you. Other than this, all that’s left is general polish.

Anyways, Unity 4.6 has a great UI system, and good luck!

## CCTVANIA?

Posted by
Sunday, December 7th, 2014 6:21 pm

meh, i just realised the idea is the least original

## Progress Update – Day 2

Sunday, December 7th, 2014 12:52 am

So far, so good! I’m making another platformer this time around, and I’ve decided to introduce the theme as a game mechanic in it.

If it doesn’t demonstrate the main mechanic well enough, the idea is that what’s on the screen is what exists – once it’s not in sight, it gets deleted.

Made a lot of progress today. Only had bare-bones tiles in yesterday, which is why I didn’t make a post then, but here’s what’s done so far:

1. Basic map generation – Every vertical line of tiles is generated separately, with a chance for an enemy and/or a chest to spawn on that line.
2. Player half-done – You can attack, move around and jump. Gameplay-wise, all that’s left is more stats for your character.
3. Fully-functional enemies – Spawned in randomly, they leap at you periodically dealing contact damage. Basic stuff so you have something to fight.

Tomorrow, I plan to add player stats to the game such as attack power, speed, etc. Opening chests will give a random permanent buff to a random attribute. I also intend to make the UI during then. If I have extra time, I’ll also be improving the player art (and animating the player), draw a background and make the map randomly adjust the height of a line.

As for the UI, I’d like to dedicate a paragraph to this: Unity’s new UI system in 4.6 is awesome. Seriously. It was a breeze to create the health bar shown, and I learned how to do it in less than half an hour. Incredible improvement. Expect a way better interface than absurdly basic one I had last time.

## First day completed, not that bad!

Saturday, December 6th, 2014 6:16 pm

Quite a great first day! This time I got lucky and the theme I wanted was chosen, so I had an idea already in my head. As a kid, I loved drawing mazes for my friend to solve – then I stopped doing that. I remember the feeling of the whole thing in a single sheet of paper, full of keys, traps and monsters that required a specific item to be killed. This is it, translated into a 2D platformer. Yes, Castlevania in one screen ^_^

I have published a few games, and I have lots of prototypes in my hard disk… but I’ve never built a 2D platformer before! So I was a bit unsure about this.

But things have gone great so far! I can easily edit the map in the editor, so building the level shouldn’t be a problem. Player movement is not that bad, either. I’ve been tweeting this all day, but here’s a summary:

He can walk and jump. Wouldn’t be a platformer otherwise… but jump height depends on for how long the jump key is pressed (a la Mario Bros). That’s a nice touch, I think:

He’s also able to climb ladders, but I feel they are a bit weird and I’m not using them. I also managed to get one-way platforms working, from which you can jump down if you need to.

The player is also able to slide down walls, climb and wall-climb. That’s why ladders are not that useful anymore.

I finally added switches, which are able to open doors or disarm traps. Traps or lava pitfalls kill you instantly, but I also added safe points to which you return when killed. There are also animated traps (those three moving things on the right side), which require a bit of timing.

Not that bad at all, considering it’s my first platformer ever and that I’m building it from scratch. I’m pretty happy.

Tomorrow I’ll draw a new tileset (the current one is not mine, but a free one I borrowed from Derek Yu), make a bigger level (you know, the whole screen) and add some basic enemies and fighting if I have time. May probably be forced to dump those, though…

## I’m in (+Chronolapse problems and entry ratings)

Thursday, December 4th, 2014 4:31 pm

Woah Ludum Dare great fun videogames stream development tools tools workflow timelapse snowman potato etc etc.

Let’s get to the point.

I’ll probably be joining the compo, and will switch to the jam if I need more time. Tools:

• C# – Language. Obviously superior.
• Unity3D – Game Engine. Due to the awesome folks over at Unity giving away ~1,000 free codes for a month of Pro, this just gets even better.
• MonoDevelop – IDE. Unity’s one weakness. I can’t afford the Visual Studio plugin, so I’m stuck with this.
• Paint.NET – 2D Graphics. Besides the fact that it’s awesome and free, I have the most experience with this.
• BFXR & Freesound – SFX.
• BeepBox – Music.
• Open Broadcasting Software – Streaming [Twitch]

As for a timelapse, I’ll be using Chronolapse, assuming it works. It keeps telling me it doesn’t have write permission, even though I’ve given full permissions to everything for the target folder, and ran Chronolapse as administrator. If anyone has a solution, please comment!

Hoping to do better than last time. Ratings weren’t good, and I procrastinated posting them, so here:

Someone told me my music was good. I still don’t believe they were right.

Learned a ton about Unity platformers though, which led me to fix the super annoying “I’m stuck on this tile wtf” bug and optimize collisions at the same time. It even got me to start a Github project to make Unity assets intended for creating platformer games, which I’ll be using if I create a platformer this time around.

Anyways,  theme dare post wordpress vote potatosalad hope ludum snowman and good luck!

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