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Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 8 days, 2 hours, 15 minutes, 46 seconds
  • October Ends: in 9 days, 2 hours, 27 minutes, 46 seconds
  • Ludum Dare 31 begins: in 44 days, 3 hours, 15 minutes, 46 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]

    Posts Tagged ‘screenshots’

    Problems uploading screenshots

    Posted by (twitter: @GameDevBenedikt)
    Sunday, December 15th, 2013 5:09 pm

    Hey, I tried uploading screenshots but the only time it worked was when I reduced it in quality and size to 1280×720.

    But now I can’t upload any new ones or replace them, even if they are only 800×450 px.

    Maybe know something that could help?

    Ludum Dare 27 – Mosaic composed with ALL the main Screenshots

    Posted by (twitter: @infernet89)
    Tuesday, August 27th, 2013 6:16 am



    Here it is, a mosaic of Ludum Dare 27 made using all the main screenshot of Ludum Dare’s 27 games. (click on the image for the high resolution)

    If you want to say “thank you”, consider playing my game:

    The Value of Time

    The Value of Time

    Time-lapse in OS X

    Posted by (twitter: @luisparravicini)
    Friday, August 23rd, 2013 3:26 pm

    I want to create a timelapse video with screenshots showing what I’m doing during. I’m on OS X and made this script to help me do that: screencapture.rb

    You pass a directory as argument, that directory is created and every 5 seconds a screenshot is saved there. The script can be killed and when running it again with the same directory, it will continue saving screenshots, in another “session” folder.


    Ludum Dare 26 – Mosaic composed with ALL the main Screenshots

    Posted by (twitter: @infernet89)
    Friday, May 3rd, 2013 1:07 pm



    Here it is, a mosaic of Ludum Dare 26 made using all the main screenshot of Ludum Dare’s 26 games. (click on the image for the high resolution)


    You’re welcome :)

    Rocket Runner

    Posted by (twitter: @64Mega)
    Sunday, April 28th, 2013 12:50 am

    I had fully intended to not enter this Ludum Dare, mostly because I managed to convince myself that I should be doing other things. No idea what those other things were now, but I’ll probably remember them again afterwards.

    Anyway, the theme is a bit bland; I decided to make a ‘runner’ game.

    Here’s a screenshot:


    The game goes on until a certain point, randomly generating platforms (There is one consistent platform at the bottom of the screen). The challenge factor will be the introduction of collectible items and lots of rockets to dodge (Thus the game’s name). I’m intending for there to be a tank or war-machine of some sort at the end that you have to destroy somehow. Still working out the details.

    Ludum Dare 25 – Mosaic composed with ALL the main Screenshots

    Posted by (twitter: @infernet89)
    Friday, December 28th, 2012 6:16 am


    Here it is, a mosaic of Ludum Dare 25 made using all the main screenshot of Ludum Dare’s 25 games. (click on the image for the high resolution)

    Like it? What about rate my game? Is free: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=14271

    Everything went better than expected

    Posted by (twitter: @krides)
    Monday, December 17th, 2012 2:28 am


    This is my second Ludum Dare, and this time I have managed to actually finish a game, not just abandon one. The game is called Pineapple Dreams—it is my first fast-paced action game. The theme was “You Are the Villain,” so I made something as a tribute to the good old ultra-violence. That said, malchiki and devochki, I give you Pineapple Dreams—go kill yourself some humans now!


    I have also discovered that (at least for me) the key to a successful LD48 is no level design and/or artwork/animation, because those things take all the time. Having those time-consuming things out of the way, I managed to compose a tune for this game that I’m rather happy with. I even recorded a couple of sounds and integrated them properly. And I slept two full nights during this LD, which is completely unthinkable.

    Kollum: Pretty much done with time for polish

    Posted by (twitter: @ananasblau)
    Sunday, December 16th, 2012 3:13 pm

    What a weekend. This is surely the best jam game I ever created. Srsly.

    It’s a simple rogue-like, you must stop the adventurer from collecting all the treasures and exploring your lair.

    Downloads for Mac, Windows and löve2d.

    Kollum: The Pressure Valve - 0.0.2-3

    Kollum: The Pressure Valve - 0.0.2-3

    Moar progress

    Posted by (twitter: @sirGustav)
    Saturday, December 15th, 2012 9:20 am

    Added a level, still no actual gameplay…

    During the day...

    During the day you can roam free and hurt innocent people

    but during the night...

    but during the night the heroes come…


    2 Thirds October Challenge

    Posted by (twitter: @colincapurso)
    Tuesday, October 16th, 2012 11:44 pm

    2 Thirds October Challenge

    At the time of writing this, we are 2/3 of the way through October.

    I started developing my game on October 1st and I would say I’m am actually about 2/3 of the way to completing the game.

    This is a sort of log of what I went through to get to this stage.

    Week 1


    Not much time was spent thinking of an idea. I was determined this time to make a game that I myself want to play even if it was an existing game. With that in mind, I chose the game mechanic (drop7 by Zynga, originally from area/code) and thought about what I’d like it to have to be more appealing to me.

    • More colour
    • More character
    • More particles
    • Adventure Mode

    The first 3 are just visual things, but they make a difference to the feel of the game and as a graphic designer/illustrator it’s kind of important to me.

    Adventure mode: I’ve yet to implement this as I’ve had many many ideas on how to do it. I know how I want the player to feel. I want them to want to progress, to want to beat levels and explore the world I’ll make for the game.


    It’s definitely a mobile game. I intend it to be played in short bursts, 5 minutes here or there. Options:

    • iOS (iPhone, iPad, iPod Touch)
    • Android (Phones, Tablets)
    • Windows Phone

    These were the 3 platforms I was thinking of. I’d love to do a windows phone, but not owning one means testing is just can’t happen.

    That leaves iOS and Android. Now, I have a couple of really old iOS devices to play with but developing for iOS will cost me $99. That is $99 I don’t have. So, we’re down to Android, a mere $25.

    So I’m developing for Android. That will require me to know Java. Which I don’t know well.

    There are a few other options for developing for Android, the 2 I looked at were

    • Phone Gap
    • Unity

    I don’t know Unity and I don’t want to spend too much time learning something new when I only have 1 month to complete my game.

    From what I understand about PhoneGap, it throws HTML5/JS into a webkit browser on your phone as if it were it’s own app.

    Well, I’m very familiar with javascript, so I’ll give PhoneGap a go. (Spoiler: it doesn’t work out)

    Time to get started.

    Coding went pretty smooth for my first prototype. I had much of the game working by the end of the week.

    The code itself was a huge mess. I was just learning about MVC architecture and attempted to implement it as I went  along. BAD MOVE. The code just got worse and worse and became unworkable.

    Week 2


    My code was a mess. At this stage in my life as a game developer, I’ve gotten accustomed to re-writing all my code from scratch and that’s exactly what I did.

    I re-coded the whole thing in about a day. It went amazingly well. I changed the grid model from something overcomplicated (list of tile entities) to something super simple (jagged array with integers) and wow was that the best thing I ever did. Coding from here on out was a breeze.

    By the end of the week, the game was working and had the added benefit of being able to change the grid size on the fly. I played around with 4-10 grid sizes. Funny thing, 7 grid spaces was the magic number in terms of fun and difficulty.

    I tested the game on various browsers and touch device browsers. Turns out Safari is a dick and doesn’t support “.bind()” which a significant part of my event system. That was a pain to sort out, but I ended up adding some code so that it would work on browsers that don’t support it.

    Weird thing, the game worked super fast on my old iPad 1 (Safari) but slow on my Nexus S (Chrome). Craziness.

    Time to test out Phone Gap. I copied my files over into Eclipse. Tested it. It didn’t work. Crap.

    Turns out, requestAnimationFrame won’t work. That’s an easy fix, I switched over to my teeny setTimeout loop.

    (function loop(){ setTimeout(function(){update(), draw(), loop()}, 1000/FPS)})();

    It is my prototyping game loop. If I have to write something from scratch really quickly, I use this.

    Back to the Phone Gap test. It works!

    I started working on the graphics, which took no more than an hour or so. (It is my speciality after all).

    Coded my new view class and test it.

    It works!



    Well.. that sucked.

    I implemented all the performance improving hacks I could think of (FYI working in canvas no CSS3).

    • ~~ Double Not. Rounded out all my draws coords (canvas hates decimal numbers)
    • Pre-rendering. All my sprites were resized and pre-rendered into their own canvases.
    • Non-full screen clearRects. I only re-drew things on the screen that changed.
    • Layered Canvas and draws on their own layers. Turns out this actually made things slower despite there being significantly less re-draws.
    • Frame skipping. Well.. this really had the same effect, everything was just as choppy as before.

    Well, clearly javascript was just not going to cut it.

    Now, this isn’t to say PhoneGap is terrible for games (it is), I had right from the very beginning a particle system that I was unwilling to part with. It added some 100+ particles on the screen every time something happened and is the sole reason for laggy perfomance.

    oh and I want my game to run at 60 FPS. None of this flimsy 30 FPS.

    Week 3

    Hey that’s this week!

    I decided to re-write the whole thing over in Java.

    I knew that the hardest part of this would be getting the thing up and running because really, to me, regardless of the language, all games are the same thing.

    • Game Loop
    • Game Logic
    • Game Rendering

    The things that were different were;

    • Game Loop Code. Involves pausing threads and what not.
    • Event system. Turns out you can’t pass a method reference as an argument. There are work arounds and I ended up passing anonymous functions but I wasn’t happy with it and ended up scrapping my whole event system. I didn’t actually need, it was more a proof of concept.

    As for the game logic, it just so happens I write my Javascript like I write my C#/Java. So it was mostly just copying and pasting with some type declarations.

    I’ve just finished writing much of the code for rendering/drawing.

    It works! and fast! and that’s just in the emulator, on my crappy old phone it’s super awesome.

    So that’s where I’m at right now.

    Things on my to do list:

    • Particle system
    • Title Screen
    • Score Keeping/Submission
    • Implementing ads for free version
    • Adventure Mode
    • Hats

    I expect to have the game ready for submission some time next week. Initial version won’t have adventure mode. It’s not a vital part of the game, just a bit of variety/fun.

    So yep, this has been my process for making one of the simplest of simple game development over-complicated.

    There should be screenshots of the progress.

    Oh and the name of my game will be Panda7.

    Mini Ludum Dare 37 Gallery

    Posted by (twitter: @RatKingsLair)
    Sunday, October 7th, 2012 7:42 am

    Please have a look at this gallery from nearly all the entries for the Mini Ludum Dare 37.

    Bigger versions of the screenshots and a short summary can be found on my blog:

    I hope you all enjoyed the themes “not-games” and “real real-time” as much as I did. I wanted people to think about the rigid definitions of what games are and if those definitions even are necessary to create interesting and compelling experiences. And yes, most of the entrants succeeded in surprising and entertaining me – for that I want to thank you all, and also for forgiving the somewhat too long theme announcement.

    An Unnatural Selection / Trinity Labs — day 1.5

    Posted by (twitter: @garethjenkins)
    Sunday, August 26th, 2012 1:01 pm

    Okay — so got testable play & level prototype earlier:

    And have since been working on systems, some of which can be seen here:

    Taking a short break now, then it’s on to level progression / load; score increments; general juiciness (inc some more sfx & music), and, er; some basic levels.


    An Unnatural Selection / Trinity Labs — Day 1.25 update

    Posted by (twitter: @garethjenkins)
    Sunday, August 26th, 2012 7:05 am

    Okay, has gameplay. Pretty much.

    You can match things up and they create other things.

    In fact, you can match up a lot of things.

    Possibly too many things. At the moment, chaos is a feature and nothing’s certain. Quite fitting ;)

    Also got some basic sfx in. Need and better a gorilla and a two more models. Then onto establishing some objectives. Haven’t decided on the mutants yet, might just go for gene variety, reproduction and, well… a surprise at the end.


    First Day of Progress

    Posted by
    Saturday, August 25th, 2012 5:54 pm

    Hello fellow Ludum Darers…

    At last i find the time to do such a trivial thing as writing a blog post…

    Evolution was a hard pick for me…after 2 unsuccessful attempts, i finally narrowed it down to a acceptable game idea.

    The first day for me was spend mostly coding ( and doing art when tired of good ol bugs). So far, i can say that i got the basic framework going..and the last 2 days are for levels and polish(and bug squishing of course). But at the moment my game is still all out of colorful blocks.. so i spare you the sight of these thingies and give you the title animation of my game instead.

    Click to see animation

    Click to see animation

    next up for me :  sleep


    PS: i almost forgot… i am in :) in the jam that is(although alone … but i need my time to finish)

    I will be using xna with a custom ludum proven engine build on top of it. And this time i will hopefully be able to cross-compile for Linux and mac as well.

    All posts, images, and comments are owned by their creators.

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