Posts Tagged ‘potato’

The last chance to rate my first ludum dare game !

Posted by
Monday, January 4th, 2016 5:55 am

My first ludum dare game ended up becoming chaotic(in a good way), with awful sound but I’m quite happy with it, try the chaos yourself and tell me what you think !

Chaotic Potato(my game):

I’m in

Posted by
Thursday, April 9th, 2015 11:51 am

Im in for my 5th time


Engine: Unity 5

Ide: notepad++

2d art: gimp 2.8 and

3d art: blender 3d or maya

Motivation: Spotify

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

Posted by (twitter: @Zazanxors)
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.

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!

hi, i’m in.

Posted by (twitter: @commanderstitch)
Tuesday, November 25th, 2014 9:01 pm

This time around, i haven’t decided yet, i’m either using:


Flashpunk/as3, with flashdevelop and air/sdk. -Chevy Ray is responsible for flashpunk! thanks Chevy! (good luck with your unity stuff)


audacity, sounds by (me)!

IMAGES: is still my favorite pixel editor.


tile editor by tyler moltz. Thanks tyler!

preloader/button(if i need it) by noel berry. gl noel!


notepad++;using chronolapse for timelapse; If you have interest in me streaming, ask. :-) i will definitely timelapse. 😀





audacity, sounds by (me)!

IMAGES: is still my favorite pixel editor.


if this is the route i take i’ll be using the libraries extensions, mixer, image, ttf, tile editor, and other bits from his tuts. I’m brand new at c++ so, not sure yet on this.


notepad++;using chronolapse for timelapse; If you have interest in me streaming, ask. :-) i will definitely timelapse. 😀


I made this for LD31!



The Great Space Salad

Posted by
Monday, August 25th, 2014 6:46 pm

I’ve finished my second Ludum Dare jam game. You can play and rate it here.


Overall I feel I did pretty good despite not liking the theme initially. I didn’t post anything on my progress as I was working, so I might try to write up something about making the game later this week to make up for it. But now its time to check out some of the games everyone else made :)

Let Ludum…

Posted by
Sunday, April 20th, 2014 2:48 pm

I think I might participate… My first Ludum Dare, I shall use :


Sfxr – for fx

MilkyTracker/Ableton Live 8 – Music / misc audio



GameMaker’s built in tool – for tiny graphic changes

GIMP – ^^

Star – The gfx dude, emits a aura of pure awesome

Photoshop – Thats what star uses



GameMaker Studio Standard, with the odd extension


FFsplit – great tool


What else? I have no idea… My warm-up weekend should be live soon.

Good luck all and let ludum

One Hot Potato, 1 day left! Jammmmmm

Posted by (twitter: @AsidikGames)
Sunday, December 15th, 2013 5:23 pm



A level with debug

Here are some screenies of our progress on One Hot Potato, the fast paced, one weapon, potato spectacular.  With 4 way local brawling deathmatches, and hopefully support for games over the net and if there is time AI. (being worked on by a magician)  Keyboard + controller support, we have been testing on 360 controllers to play 4 person free for all.

We’ve been streaming progress on for the time that we have been awake, and will be continuing to do so for the last 24 hours!

Some deets:


Using LibGdx as our core framework, and esotericsoftware’s 2d skeletal animation software: Spine.

We also sacrificed many orphans.



Back in the game!

Posted by
Friday, August 23rd, 2013 5:51 pm

Hi, this is PhilZ.

Unfortunate for me, I lost my other account’s password and could not get a new one, mostly of because I forgot the email (whops), So made a new one. This will be my second time on Ludum dare (If I participate in the competition and I am looking forward to it).

Mainstream “I’m in!” post

Posted by (twitter: @askepen)
Monday, August 19th, 2013 12:29 pm

Ok so I’m in this year, after watching the whole thing on Twitch last year. I’m maybe gonna participate in the Jam with my friend, if he can, else I’m gonna go for the Compo.

I will of course be livestreaming the whole thing: ArcGames Twitch


I am going to use:

Adobe Flash cs6 (AS2)  – for the code and graphics
Adobe Photoshop  for sketches / Concept art
My friend (maybe…)  for algorithms’n’shit
Myself  for art and the knowledge about flash and AS2
Audacity  – for sounds
Pickle  – if pixelart necessary

Happy Ludum Dare everyone :) and don’t forget:


 POTATOES!    – approved by sam


Get The Postato-mortem!

Posted by (twitter: @nvaderjim)
Wednesday, May 8th, 2013 10:50 am


(Play it here :D)

Hello everyone! I’ve received a few questions about my process when making this game, so here goes my postato-mortem:

The Theme

Yeah, so the theme was alright. I didn’t vote for it, but whatever.  Actually, I probably wouldn’t have reached the level of completeness in the game that I did without the theme forcing me to keep things minimal.

I assumed that most people were going to go minimal in graphics and game play, so I set out to interpret the theme a little differently. I decided on making a game that was minimal in goal, time, and information. I wanted it to be deceptive in its apparent simplicity and, more importantly, make people laugh. Oh and it also needed a potato. So almost immediately after deciding on these constraints, Get The Potato was born in my head.


So a lot of people have commented positively about the audio in the game. I was surprised at how well it came together, as I am not a sound designer by any stretch. I’ve been asked about my recording setup, as well as how I synced the audio to the lighting, so I will address those quickly.


For recording the announcer voice, I screamed into a CAD U37 USB Microphone and a pop filter. Nothing too fancy.

Then, using Audacity (one of the best pieces of software ever made), I’d drop the pitch by 2 or 3 half-notes and apply a robotty effect I learned from this tutorial a few LD’s back. I didn’t want the sound to be too robotty, so I adjusted the delay settings slightly, which can be seen here:


You should definitely try this effect out. It’s fun!

As for syncing the audio with the light, I found some fancy code by a gentleman named aldonaletto that allows you to get at all of the sample data of an AudioSource in Unity while the sound is playing. All I needed was the RMS value, which is a float value between 0.0 and 1.0 (making it perfect for scaling and whatnot), so my implementation ended up looking like this:


(Just stick that on a GameObject with an AudioSource attached and you’re good to go!)

I then applied the RMS value to the range of my main point light, and also to its red and green values to give it that transition from yellow to red.

Game Play (**SPOILERS**)

I wanted players to have the feeling of being thrust into a strange situation on no information other than that for some reason they needed to get a potato, and I think I achieved that, for the most part. I found that people who regularly play FPSes on PC were at a distinct advantage. For everyone else, WASD controls are really awkward, and they soon found themselves stuck on just the third level in the game.


With this level I was trying to recreate that moment in Super Meat Boy when Bandage Girl is *just* out of reach and the only way to reach her is to know about the sprint button. I, admittedly, was stuck on that level for quite a while until my triumphant and face-palmy discovery of said button. In the case of Get The Potato, the potato is only reachable if the player uses the sprint [SPOILER](Left shift)[/SPOILER] key. This was an easy discovery for seasoned FPSers, but many people did get stuck on this level and promptly gave up, which is sad and entirely my fault :(

This brings us to the next major roadblock in the game. Level 5:


I would say that a vast majority of people gave up at this level. It was intended to be confusing, but it didn’t help that I failed to implement this level properly at release time. It was supposed to be a simple introduction to these mysterious purple cuboids [SPOILER]that you can walk through when they’re off screen[/SPOILER], but many people were able to air control around this one (which was NOT supposed to be possible), causing that discovery to be completely lost to them and adversely affecting their ability to complete the later levels. The best (worst) part is that the cuboids make shrinking and expanding noises when they go off and on screen, but the music drowns them out, rendering them useless!

Ok, this is getting long.

What Went Right

I’d say my decision to use Unity this time around really helped out the most. It just took a lot of the stress out of the weekend, allowing me to focus on my priorities which were implementing humor and game play.

As I said earlier, the audio worked out better than expected. This was my first time using this microphone for an LD. Oh and I have to give a big shout out to LazerBlade on YouTube for his Music Hacker series. Taught me everything I know about working with LMMS.

Overall, the greatest achievement of this Ludum Dare for me was the plot twist (or “potato twist” as someone coined in chat) I was able to implement at the end of the game. I don’t want to brag, but it really puts Mr. Shyamalan to shame. You really should beat the game now. Beat it for humanity.

What Went Wrong

The only thing that really went wrong was that I waited until the last couple of hours to start making levels. This forced me into making last-second changes to the ground/air control code to adjust to the new levels, which in turn exposed holes in other levels. The control code in the final version is kind of a duct-taped mess.


Firstly, thanks to everyone that played and rated my game. You didn’t have to get the potato, but you did. You did get the potato :’)

Thanks to everyone that made games for LD 26. YOU F******ING ROCK.

And finally, thanks to Mike and Phil for their efforts in running this thing. You also F************ING ROCK.

That’s it! See you all at LD 27!

Complexity Post-Mortem!

Posted by (twitter: @RobProductions)
Monday, May 6th, 2013 5:13 pm

This was my 4th Ludum Dare, and for it I made a game called Complexity, a first person shooter/platformer in Unity3d! Timelapse:

From the start I knew it would be some sort of first person game. In LD24 I had made a puzzle game, which surprised me. After LD24 I tried working on some more action-based mechanics: I had begun work on a 3rd person shooter adventure game and spaceship simulation game.

So with my newfound curiosity of the action genre I wanted to make a game that would prove my profound knowledge of fun mechanics. Like most of my games, it started looking like this:


After the basic movement was achieved I started thinking of a plot. From the beginning I knew there had to be a bad guy, because without a bad guy there would be no purpose to shooting things up! And with the theme Minimalism, I decided early on that you were trying to stop some sort of bad guy from making things too simple. From there I came up with a weapon to counter his efforts — the complexity gun.


Alright, so now I had a weapon. After working on putting some basic shapes together I started a simple AI script. From this I had my enemy. If there was one thing I learned from LD23 it was that the more the character interacts with the level the better — basically keeping the immersion. So I came up with a second purpose for the complexity gun – what if it could shoot objects and make them more complex too? Then I tied this into a gameplay perspective — doors that could only be opened by making them more complex. With these new mechanics I pieced together a level.


Audio and music are pretty self-explanatory, if you want to see exactly how I spent my time on them check the timelapse above!

After working on more important game mechanics such as health and enemy lasers, it was time to work on the final boss! Obviously you all know what it had to be:


Sorry to whoever worked long and hard on that animation 😛

Anyways to add story to the game I quickly came up with a splash screen and tutorial section and after that it was done!



What went right:

  1. Gameplay
  2. Mechanics
  3. Boss Battle
  4. Story
  5. Animations
  6. Sound

What went wrong:

  1. Graphics
  2. Textures
  3. User Interface
  4. Incomplete side-objectives
  5. Goal of game

Why don’t you PLAY THE GAME?

Happy Gaming, Ludum Dare! <3

The Sentient Cube: all the potatoes

Posted by (twitter: @OmiyaGames)
Saturday, May 4th, 2013 4:04 pm

Here’s a quick gameplay video of where I hid all the potatoes in The Sentient Cube.

Iceberg Explorer : Post Mortem

Posted by (twitter: @tinyruin)
Saturday, May 4th, 2013 4:09 am

Iceberg Explorer - screenshot main with logo


What went right:

  • Making a non-violent, exploration-based game.
  • Creating textures, sounds and the map in time (72 hours).
  • Keeping the games mechanics understandable.
  • Providing stunning graphics, but still having a relatively small size (16,6 megs .zip with all executables) and good performance.
  • Recording (few) suiting sounds.
  • Approaching the theme in an non-obvious way.
  • Making a few cents trough GameJolts ad-share.


What went wrong:

  • Implementing a cutscene reflecting on the players discoveries.
  • Creating the terrain in less time,  using the heightmap function right from the beginning.
  • Making the journal appealing for most players.
  • Providing executables for Linux 64bit and Windows initially – ports are avaible now.

I really enjoyed working on the game and I’m planning to sell an extended version in Summer.
If you haven’t explored the iceberg yet, start your discovery here.


Posted by
Monday, April 29th, 2013 7:03 pm

It’s been a rough, sleepless three days, but my first ever Ludum Dare jam submission is finally up.  You can find it here.

In retrospect, I probably could’ve managed my sleep schedule a bit more efficiently.  This was my first game jam, and easily the most complex game I have ever created, so I learned quite a lot of things just from working on this.

If I could do it all again, I’d probably go back in time and slap all the people that voted for Minimalism.  It’s a very uninspiring, uncreative theme.  We’re cranking out games in 3 days.  I’m pretty sure the games would’ve been minimal with or without the theme.  At worst, all it did was inspire a lot of un-games without any gameplay or graphics. :/

Still, I had an overall good experience.  Special thanks to my other teammates, Tyler and Nathan for making this game awesome. :)



Unfortunately, with all the rush to complete the game, the poor, unloved potato easter egg fell to the wayside.  I feel I have failed the Potato Challenge and failed as a french fry eater.

The Sentient Cube is Potato-Proved

Posted by (twitter: @OmiyaGames)
Monday, April 29th, 2013 6:15 pm

I forgot to mention The Sentient Cube is Potato-Proved!


It even keeps track of all the potatoes you’ve found:


Gotta Catch’em All!

Earth Defender is Potato-proved!

Posted by (twitter: @XxDarkmaidenzxX)
Monday, April 29th, 2013 10:30 am

Earth Defender is also Potato-proved!

Try to find the potato in the game (It’s the Easter Egg ^.^) and enjoy it [+1 ]!
Click here to play the game!


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