Posts Tagged ‘template’

My Phaser template for the compo

Posted by
Tuesday, April 12th, 2016 3:02 pm

So, as I’m going with Phaser (again), I decided to get my simple template¬†together actually before the compo and then not waste hours on end trying to get transpiling and all the other things to work ūüėÄ

If anyone else is in need of a Phaser Template that allows you to use ES6 and comes with some Phaser states (Boot, Preload, Mainmenu and Game) and a single cursor-key-movable sprite, then here you go!

Free Game Jam Menu Template in Unity 5

Posted by
Tuesday, June 30th, 2015 2:53 pm

After my participation in LD32 (my first!) I experienced the pain of having limited time to work on making some cool mechanics, art and audio, only to realize at the last minute that I didn’t have time for basic functionality like a menu, pause screen and music and sound options.¬† Since I would like to be able to use these things myself in the next jam I decided to make a template package that’s publicly available for everyone to use, and since in between making jam games I work at Unity as part of the online content team (we make the tutorials for the Unity learn site)¬† we decided to publish it as an Official Unity Thing‚ĄĘ.

See below for a download link and a list of functionality built in. The package has a read me file inside with setup instructions and I’ve done a live training for our live training series which walks through setup and also how the scripts work.


You can download it from the Unity Asset Store here, for free


Main Menu
-Placeholder title image and title text
-Start Button
– Options Button
– Quit Button
– Fade to black (or any color assigned to FadeImage) when transitioning out of main menu to main scene

Options Panel
-Music Volume
-Sound Effects Volume
-Back Button

Pause Panel
-Music Volume
-Sound Effects Volume
– Resume Button
– Quit Button

– Change or loop music clips when starting game
-Music pre-routed to Audio Mixer, connected to UI

Other functionality:

-Can be used either with single scene or multi-scene games.

What To Stub?

Posted by (twitter: @csanyk)
Monday, December 10th, 2012 1:10 pm

Getting ready for LD25. ¬†I’m using GameMaker again for this one.

Most of my GM projects tend to have some similar things in them. ¬†In order to get something more out of my LD experience, I don’t want to continually re-write the same sort of code from scratch with each project.

Compo rules say that you can use “all publicly available libraries and middleware”, so I’m considering bundling up some useful things and creating a “stub project”, that will be like the equivalent of library/middleware in GameMaker-speak, so that I don’t waste precious minutes during the compo writing the same sort of code I always write in any GameMaker game, and can put as much of my 48hrs into creativity and design. ¬†Conveniently, this will also serve as my Warmup project this time around.¬†Now, granted, I can only get some much done in the next couple days leading up to LD25, but over time if I continue to maintain this project it could turn into something pretty cool.

I’ll probably maintain this and add to it for future LD48 (and other game jams). ¬†So my first question is: What to throw into this thing?

Some thoughts:

  1. A system of rooms that provides a generic Title Screen, Instructions Screen, and Game World, along with navigational objects and such that switch between them.
  2. Scripts for handling keyboard input (or other controls, such as mouse or gamepad or whatever).
  3. Handy math functions that aren’t built into GameMaker already (such as ???)
  4. A hierarchy of pseudo-abstract classes to facilitate implementation of common design patterns for Player, Enemy, Terrain, and Pickup objects.  For example, a common way of implementing a Player is to have a parent Player object, and separate objects for the Player_dead, Player_hurt, and other states.  These would be empty, or mostly-empty, to facilitate development of *whatever* type of game you wanted to make with GameMaker, but would help by providing a little bit of structure to the project.
  5. Code that supports cool visual effects (as I come up with them, over time), such as motion blur, typewriter text, or who knows what.
  6. “Engine” code for platforms, physics, or whatever.
  7. I’m open to ideas.

What would you like to see? Drop a comment, be specific.

Flash Develop Flixel Template

Posted by (twitter: @SirGFM)
Wednesday, August 22nd, 2012 8:54 am

A long time ago I’ve done this template for flixel, to simplify things… So I’m publishing it for anyone that wants to use it. =D

The project comes with a preloader class (that extends FlxPreloader) and a main class (that extends FlxGame). Also, the library itself is already included in the template.

Just put it in your Flash Develop/Projects folder (it must be uncompressed).

Download link

My Secret Weapon for LD #18

Posted by
Monday, May 24th, 2010 9:12 pm

I’ve spent a little time creating some template code for the next LD event, after failing at LD #17.¬†I wanted to share this, in case any other Linux devs can benefit.

My template doesn’t do much, which is sort of the point given the nature of Ludum Dare. I wanted to gather up some basic functionality that I consider to be fair to use, and probably already available to many other LD’ers using existing game engines like OGRE, etc. Using this I hope to be able to get a quicker start during the events.

I’m using Linux, C++, CMake, SFML, GLee, OpenGL, and OpenAL. Here are the features I’m going for:

  • Get a window up on the screen. Admittedly, this isn’t too hard thanks to SFML.
  • Load music / sound files from disk, and play them.
  • Load UV texture-mapped 3D objects exported from Blender ( and¬†display them using OpenGL VBOs. The Blender export script I’ve created is included.
  • Render bitmapped fonts using image files loaded from disk.
  • Build either a Linux or Windows executable by changing a CMake flag (I have a mingw32 cross compilation set up, installed).

You can download my template here: ld48_template.tar.gz

If you can use this, or have time to build the sample app and give me some feedback, that would be awesome. Thanks!


P.S. I just read PoV’s post about packaging Linux applications. I’ll have to put some of those techniques to use in the next version of my template.

Template application running.


Posted by
Saturday, August 9th, 2008 1:44 am

Bit late I suppose, but just to make things clear I’m using a really simple template for Slick apps which does nothing but opens up a window and listens to key events, that I’ve done beforehand. You’re welcome to it, of course, but I doubt anybody will find much need for it :>

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