Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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Posts Tagged ‘timelapse’

PinPong update #1

Posted by
Saturday, March 21st, 2015 11:24 am

So I saw someone else is doing a pinball like game, but it looks more multiplayer aimed so I am keeping with my idea.

I have a basic prototype in Unity 5 going, no real graphics or intractable objects yet, more or less just a proof of concept. I have a ton of ideas for the game, and am hoping I can put a few in before I succumb to feature-creep. If you guys have any suggestions, feel free to let me know!

Side-note: Thanks to my awesome friend Kris for the music!

Timelapse! Last Part! :D

Posted by
Wednesday, March 11th, 2015 7:46 am

Hi guys! :D

Here’s the last part of my time timelapse series about the creation of my MiniLD57 entry, Esrever Wild! :D

Here you can see me applying my final touches and fixing the UI for the game :D


Don’t forget to Comment, Like if you like, Dislike if you don’t, and subscribe for more! :D


Yo! Part 4: Main Menu! :D

Posted by
Saturday, March 7th, 2015 3:49 am

Yo! Wat’up guys! :D

Here’s part 4 of my “making-of” series :D (it says part 3 because part 2 has two parts :P )

Here you can see me designing and animating the main menu for my game, Esrever Wild :D


Enjoy and don’t forget to like if you like it, dislike if you don’t, and subscribe for more :D




TimeLapse Part 3 ! :D

Posted by
Thursday, March 5th, 2015 1:30 pm

Yo Wat’up Guys! :D

Here’s the third part of my timelapse series :D this video covers me, creating the terrainSpawner, a game object with a script that randomly spawns a set of terrain from a list of terrains for my game, Esrever Wild :D


Feel free to leave your comment, like if you like, dislike if you don’t, and subscribe for more! :D

MiniLD#57 TimeLapse Part2! :D

Posted by
Tuesday, March 3rd, 2015 5:58 am

Yo Wat’up Guys! :D

Here’s the second part of my timelapse series :D this video covers me, setting up Unity and my assets for the programming to come :)


Feel free to leave your comment, like if you like, dislike if you don’t, and subscribe for more! :D


MiniLD57 Timelapse :D

Posted by
Sunday, March 1st, 2015 12:41 am

Just a thought, what if we were asked to make a timelapse before making the game itself? since, the theme is reversed? O.o haha


Anyways, I just want to share the first part of my timelapse series in making the Adventures of Esrever Wild, my entry to the miniLD 57 :D

It’s been fun and challenging, this miniLD, and I want to know what you guys think :D



feel free to comment, like, and subscribe for more :D

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.


High Flyer:



twitter image

GameGrape Studios (C)’2014. All rights reserved.

Fill the bar: Postmortem

Posted by (twitter: @YarKravtsov)
Saturday, December 20th, 2014 3:42 am

Hi, everyone! Now it’s my time to show you postmortem of my compo entry “Fill the bar“. There are many details, thoughts, screenshots, useful links and other stuff. Click below to start reading.


Read the postmortem

There you can read how to:

  • Learn to make low-poly art in 2 hours
  • Learn to compose music in 1 hour
  • Use new UI feature in Unity 4.6
  • Create original interpretation of theme
  • Level design entire location from scratch to finish
  • Make professional voice over in few minutes
  • Fit full game in 2MB

And watch it all on timelapse video.

Late’s better than never!

Posted by (twitter: @Trent_Sterling)
Monday, December 15th, 2014 7:12 am

So I haven’t posted much about my LDJAM entry, but it’s been getting some votes so I figured it would be a good idea to post about it here. Simply put, my game is a poor Super Crate Box clone.


Sadly, the game didn’t get balanced, or even really finished. The menus were slapped together in a hurry and a bunch of artwork didn’t get completed. Me and my artist were not really well prepared to enter the jam, which is why I didn’t make a post announcing that we were going to enter. We weren’t sure if we could get anything done in the time allotted.

We had opposite sleeping schedules. He’s from South Africa, and I’m in the United States. Working with different timezones probably hurt us more than anything. While I was waiting on HUD, he ended up making more weapons. When I needed enemy artwork, he was busy with sleep, or rolling blackouts – as South Africa has some kind of power issues at the moment.

So needless to say, this game isn’t complete. But it’s still sorta fun, and the graphics look pretty sweet if I do say so myself. (Thanks Unity Pro Trial!)


So check it out if you want. I enjoy feedback – but believe me, I already know the game isn’t great.

I also made a video about the development of this game. Sort of a timelapse/summary.

I also streamed about 7 hours of development on twitch, so if you wan’t to watch me do stuff in the past, check it out!

Duck, Jump, Die (Post Mortem + Timelapse!)

Posted by (twitter: @DivitosGD)
Sunday, December 14th, 2014 4:11 pm

First off, the timelapse.

Post Mortem

We faced several problems right off the bat. My original intentions was to program it in Game Maker: Studio completely by myself and submit for the compo rather than the jam.

A friend of mine offered to team up with me about 5 hours before the jam. I wouldn’t be able to help with the programming due to the language he was using, but I agreed anyways. It was decided I’d work on audio on concepts.

Fast forward towards the beginning of the competition, and I was running off of 2 or 3 hours of sleep. I’d tried previously, but couldn’t get to sleep, so I just opted to stay awake until we at least had a concept done. ‘We’ included me, the friend from earlier, and one of his friends(an artist).

Then we get to the theme being announced. We all dabbled with some ideas for about 10 to 20 minutes before the programmer decided to opt out and leave me and the artist to our devices. I prepared to program while we continued to concept.

Our initial plan was a top down twitch reflex maze. The walls would be moving at you at an accelerated rate and you’d have to us WASD to navigate without hitting a wall or falling behind. We in a way kept this concept, but just changed it around to being an endless runner.

He began on the art, I began importing it. About an hour in, he went to sleep, and I followed shortly after. Luckily realizing I had forgotten to start the time lapse. I started it, and ended up getting some sleep.

A couple hours later, I woke up, and started on the main game. I faced quite a bit of problems. The floor was initially tiled, and I was hoping I could make it sync to the obstacles. I eventually gave up and just made the floor one seamless line and added in some obstacles. After that, I had my initial concept of how I was gonna do anything, and added in some more obstacles. A short bit later, Brad(the artist) woke up and I sent him a build. We ended up getting a bit addicted to it, and didn’t get much work done for about an hour.

From then on out, it was pretty much just him doing art, me hacking away at the programming, occasionally sending builds to him and some friends, occasionally us finding ourselfs in a skype call, and a lot of the time us joking around about things.

We ended up finishing about the time the regular compo was ending, and submitted for the jam(albeit with some undiscovered bugs) and the rest is history.

Fast forward to a week later, I just released a bug fixed version of it, and Brad and I have decided to carry on development from scratch on an entirely new version of Duck, Jump, Die for mobile!

The Good

We ended up with a final product! That broke a 6 competition long quitting streak for me, with my last completed Ludum Dare being LD25.

We ended up making a pretty fun game! Even after the horrors of the battlefield, I still find myself playing it when I get bored(on occasion).

We ended up meeting each other! We actually work out pretty well as a partnership, and if it hadn’t of been for this Ludum Dare, we never would’ve met.

The Bad

We didn’t use the remaining time we had on polish and bug fixing, when it really could have used it.

The game is highly unoptimized, and tends to slow down for some people.

The music is incredibly loud, and ends up hurting peoples ears first time around.

Play The Game!

Obligatory Cross Promo!



To Bee Or Not To Bee Programmer Timelapse

Posted by
Sunday, December 14th, 2014 11:14 am

Play and rate game here

Finnaly got to converting screenshots in to a TimeLapse of my part of coding.
You can see there that we use Pahser.js and Invaders as template to start from. There were 2 other programmers also working on it trough bitbucket repository.
We also did it during Garage48 GameDev Riga so at some point for example you can see me writing/preparing a 1:30 seconds pitch before the judges panel there :)

P.S We took second place among ~12 teams :)

Organ Crush Saga

Posted by
Saturday, December 13th, 2014 4:33 pm

An entire game about one spleen…



“Oooow, great team.”stray

“I beat every time.”OddballDave

“Hope you won’t get sued”karlipoppins

“I laughed so hard, I dislocated my spleen.”anonymous


“Very strategic.”Olive

“spleen and stomach adds some flavor”lightsoda

“Hilarious interpretation of the theme.” — rjhunter


This game is a parody.

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