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

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    Posts Tagged ‘timelapse’

    AIlocation timelapse

    Posted by
    Friday, October 17th, 2014 1:51 pm

    Here’s a timelapse of my second Ludum Dare game named: AIlocation

    Entry page | Play AIlocation

    If this embedded video doesn’t quite work here’s a link

    Melody’s Long Timelapse home

    Posted by (twitter: @alphasim)
    Sunday, September 14th, 2014 8:58 pm

    With less than a day left before judging ends, I figured I’d share the timelapse recap I made of the livestream of my friend and I making Melody’s Long Ladder Home using Stencyl. It’s just the entire 12-plus hour livestream (done over three days), condensed into less than 23 minutes.

    If you still want to try our game, you can try it here.

    “Hypnagogia” Artist’s Timelapse!

    Posted by (twitter: @cakencode)
    Sunday, September 14th, 2014 2:46 pm

    Hey everyone! Cake the artist here! Hope everyone has been having a good time rating and playing games so far. :D Better late than ever, but I really wanted to share the timelapse for our game, “Hypnagogia”. The game is about decisions, life, and death mixed with a little bit of dungeon-crawling elements in there. I hope this timelapse gives you a good idea of my thought process behind the game. :)

    Be sure to check out our game! We’d love any last-minute comments or ratings! www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=10976

    Universe Connector timelapse

    Posted by (twitter: @SixtenKastalje)
    Sunday, September 14th, 2014 9:50 am

    So I entered the LD30 compo with my game Universe Connector, and this time I captured my progress and made this cool timelapse for you to watch!

    Play (and rate): Universe Connector

    Timelapse software: Chronolapse

    Music: I made an updated version of the music from the game.

    If you wanna here more about the progress I also made a Post-Mortem you can read :)

    Space Rails timelapse!

    Posted by
    Friday, September 12th, 2014 5:27 am

    Here is the timelapse of how we made Space Rails:


    We really enjoyed making it, but as with our other games (Macro Marines, Mighty-chondria and ❏♥❀) we spent a lot of time working on a complex system and not so much time working on the gameplay.

    This time the complex system was the ability to draw rails freehand in space, and have the trains follow and branch different ways.  Also the supply/demand economy of the different planets has a lot going on behind the scenes.




    Will we ever learn?

    Timelapse of “A Hole New World”

    Posted by
    Sunday, August 31st, 2014 1:24 pm

    Hey! How are you doing! ;D

    I’ve finished recompressing & uploading the video, and I thought that maybe someone could enjoy watching it, so here you go ^^

    But beware!! There are spoilers in the video! D:

    So if you haven’t already played it, you can click here and download it (and rate it as well while you’re at it ^^).

    Best wishes!


    Timelapse of Omnis

    Posted by (twitter: @bytegrove)
    Sunday, August 31st, 2014 11:21 am

    I just put together a timelapse of my jam entry: “Omnis”, the reverse-god-sim-hack-and-slash!

    Play it here: Omnis entry page




    How to make a 3D game in less than 48 hours

    Posted by (twitter: @mintarcade)
    Saturday, August 30th, 2014 10:04 am

    People keep wandering – how did I make my entry and comments like: “I don’t understand how you people make something like this in 48 hours. Do you even sleep?”, “Wow for 48 compo your graphics are spectacular!”, “Definitely a good looking game for 48 hours!” and “Thats really great work for 48 hours “. So, timelapse of my Twitch stream condensed to 144 times normal speed may give you hints how.

    I used ShiVa3D game engine made by developer “Shiva Technologies” from France – awesome small community with great support and big potential, so check them out. Engine is awesome, it works great, you mostly play with it, it using LUA-like language – very popular gaming scripting language. Using this engine for couple of years now I’m so exited version 2.0 is coming soon to the public, opening more possibilities for developers to create great apps quick. And that the reason I use it for my company projects too – it is fast, especially if you making mobile games. It both simple and advance. Simple usage, compilation, import, export, security and ability to build for multiple platforms. Advanced users (not like me) can mess with theirs games, exporting code to c++, write plugins, make various API integrations like advertising and monetization for mobile platforms. All the things your “standard” game engine can do.

    I’m not greatest designer in the world and I don’t even bother to make most of UV mapping for this project, time constrain, laziness, you name it, but ShiVa engine manage to fix it using advance graphic engine, which I didn’t crank up to the max.

    Here we go – enjoy the “show”, don’t be to picky. Constructive criticism and job offers are welcomed.

    Don’t forget to play the game: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=35966

    Crystal Planet – post mortem

    Posted by (twitter: @https://twitter.com/wdebowicz)
    Saturday, August 30th, 2014 5:46 am

    Crystal Planet

    Entry: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29762


    You have to send special signal to make connection to another planet.
    Signal is a result of adding multiple lasers with different colors (RGB).
    Lasers beam are created from generators(flying balls).
    You can apply specific color to generator using crystals and your laser.

    Your task is to prepare your SIGNAL similar to TARGET signal.

    To change target, press [space].


    I started with idea of making 3d “laser and mirrors” type of game. Where you would have mirrors with different colours, and your beam react different on each one. I even succeed but find it very difficult to control beam direction. After fighting 1 day to make it enjoyable I dropped it. Finally I ended up with concept of split colour to R G B code and make objective to generate given colour (RGB code) to connect to another planet.


    After last LD where I fight a lot with creating graphic by my own, I decided that next (this) LD I will start in jam. Possibility to use already created assets so I could spend few hours on creating effects, or level design and then focus on gameplay was good decision.


    First time I used electric guitar for sounds effect and I’m very happy of it. I planned to spend more time on recording audio, but because of loosing time on first idea that I dropped I could use only audio that I recorded for tests. Anyway final result is ok, and I’m sure I will make something better next time!


    I’m thinking about possibility to run over planet, explore new crystals and then prepare special signals. Then each signal could create something, or make special attack for different targets.

    Do not hesitate to try!


    Afterlife Dance Party Post-Mortem

    Posted by (twitter: @Wertle)
    Friday, August 29th, 2014 11:04 pm

    This was my third Ludum Dare, and although I did Afterlife Dance Party within 48 hours and mostly solo, I decided on the last day to switch to the jam so I could have someone help me with music (John Fio to the rescue!) Now, goals and lessons learned and stuff…



    Ludum Dare Virgin – Retrospective

    Posted by
    Thursday, August 28th, 2014 11:02 am

    As the title says, this was my first LD, and I’m proud to say that I actually “finished” a game.
    I was streaming for almost 30 hours, here’s a 5 minute timelapse video of the weekend:

    The game I created, HexConquest, is a turn based strategy game, made with Unity.
    Here it is

    When I woke up on saturday, the competition was already 7 hours in, and I tried to come up with an idea as fast as possible. The first idea was a strange tower defense game, but I tossed it pretty fast. I could reuse the tile generation code I created for the tower defense game for my second project. The second idea was to create a playing field controlled by different fractions, and the player should use his units to conquest the enemies’ zone to connect his main world to others. As you see in the list below, I didn’t get to actually implement the “zone”-thingy, that’s why the theme may not appear obvious…

    I didn’t make a plan (one of the things I want to do different next time), so it was pretty chaotic. I spent a lot of time with the pathfinding, so I had to do the A.I. (a topic on which I don’t have any experience with at all) and game objective in a rush and couldn’t even start creating sound/music anymore.


    • Grid
    • Units
    • Action Menu
    • Textures
    • Move
    • Particle Effects


    • Pathfinding
    • Planets & Conquest
    • Build/Repair-Actions
    • Round Manager
    • A.I.
    • HUD

    The game has some serious usability problems, few bugs and calls for an overhaul. Until the next LD, I will spend time to improve everything and implement all the features I wanted in the beginning.

    As I’m only a hobbyist developer, I learned more over a single weekend than I learned in all the months I was using Unity before, most likely because I never finished a game and never had to deal with every subject of development.
    This was the first, but definitely not the last LD for me!

    PS: Thanks for all the feedback on my game, it helps a lot.

    Saturday Night Symbiosis Timelapse

    Posted by (twitter: @oujevipo)
    Thursday, August 28th, 2014 10:21 am

    I just uploaded a timelapse for my game Saturday Night Symbiosis.
    If you haven’t played the game yet, you still can find it here : http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=1874


    DON’T. BREAK. MIRRORS. | Post Mortem

    Posted by
    Wednesday, August 27th, 2014 10:23 am

    I worked a lot harder on this Ludom Dare then the last one. Did it pay off? Well, I think it did… I mean, my game is kind of amusing, and longer than my last entry. But there are still some things I would like to have worked on more, or added.

    The Good

    I kept on schedule through this LD. Everything I did took as much time as I thought it would. Friday, I started the project. I came up the concept for my game, and once I got back from dinner with my family, I made a few sprites, and a background. I also started music. I finished the fight scene on the Saturday, and even made some extra sounds and graphics for Sunday. On Sunday, I finished the intro and handed in the game!

    I came in luck with the music. I can’t make good music, no matter how hard I try. I tried fake music generator, but it wasn’t generating the type of music I needed. And I couldn’t make what I wanted on Otomata, (which is a really cool music device btw), so I went to Abundant Music. It generated a super slow song, that had potential. I sped the song up (a lot), on Audacity, and boom! Nice background music, (well I think it’s nice)!

    I figured out how to check if the player is walking on ground in Unity2D, for the first time. I also made it so he has to jump over a gap, which was pretty good.

    I learned the more about the differences between OnTriggerEnter2D, and OnCollisionEnter2d, which is great because I always seem to have trouble with collision detection in Unity2D, and not knowing the difference between the two, was probably was part of the reason!

    Graphics were pretty good. I’m not very good at making them, but thanks to the powers of Gimp, they didn’t look to shabby!

    Screenshot 2014-08-27 09.09.02


    The Bad

    Difficulty. The game was way to easy. For some reason Unity had this glitch where, some of the mirror beams would travel faster than I coded them to when I ran the game in the editor, (thank God it doesn’t happen in the build)! This made it harder for me to win when I was testing, so I thought the game was harder.

    The intro was too long, and the game was to short. I should have made the intro faster, and more interactive, and the game longer, and harder.  I find it sad that my game didn’t have a lot of gameplay, because that was what I was trying to focus on this competition!

    I should have made it so you are able to skip the cutscenes. They really get annoying after a while.

    Controls were a bit funky. You have to press the down arrow to go duck, and the down arrow to get up again. I used to have it so you press the up arrow to get up, and up arrow to jump once standing. But I found that made it harder to jump over the mirror beams , (especially with Unity  making them super fast). So I made it so you can press the up arrow to jump when ducking, and the down arrow to stand when ducking. It’s kind of confusing to press the down arrow to get up though. It’s actually ironic in a way…

    Animation wasn’t the greatest, but I do suck at graphics, so how good could it have been?

    I had to make a lot of sprites. One for each deformation of Alex, in jump pose, duck pose, and stand pose. What I should have done was make four different versions of his head, each with a different deformation, and moved them whether he was jumping, ducking or standing. But oh well, what can you do?

    In the scene where Alex’s mirror breaks, I should have made the text “My reflection.”,  fade out faster. And I should have made the scene after fade in, because it all of a sudden just appears!

    My Overall Feelings

    Overall I think this was a pretty good LD. I learned some things, and found some cool new tools that I might use in the future. Though my game is short, and there wasn’t that much game play, it’s crazy, and funny, and I had fun making it!


    And finally if you want to play my game, you can find it here.

    LD #30 post mortem: I am dead

    Posted by (twitter: @JangoBrick)
    Monday, August 25th, 2014 6:18 pm
    I wanted to devote a few minutes to thinking about the last few days – the preparation for Ludum Dare, and eventually taking part in it.
    (First of all: the pun in the title is not intended! I just noticed it. Fun times!)
    This is the aftermath of this Ludum Dare - my desk is full of all kinds of stuff. And it's already cleaned up a little - looked even worse before!

    This is the aftermath of this Ludum Dare – my desk is full of all kinds of stuff. And it’s already cleaned up a little – looked even worse before!

    The Preparation

    I did two things in preparation for this Ludum Dare.
    I improved my game engine a lot in the recent days, so that I had something good to work with. That went nicely, I added a whole lot of things that I actually made use of in the compo.
    I also did something I didn’t do for the last Ludum Dare, I thought about the themes a lot. I looked at the 20 “finalists”, sat back, and wrote one or two sentences about all of them. Well, almost all of them – I didn’t have any ideas for some… unfortunately, the winner, “Connected Worlds”, was one of those.
    Still, this was a good exercise; I got to use my fantasy and be creative (which is fun!). Also, it wasn’t too bad that I didn’t write down an idea for Connected Worlds – a very basic part started to grow soon after the theme was announced.

    The Compo Itself

    I will split this into different parts, so that it’s easier to read and also easier to write ;-)

    The theme is announced: getting a fundamental idea

    This was a critical part. As I said it earlier, I got the base idea pretty fast – that is, two worlds in a splitscreen window, where you have to do things in both screen parts (worlds) to win the level.
    But there was a problem arising: I had no plan how to push that further. Well, somehow I got to some jumping things, then I decided to make them slimes, and then they started to move to the right by themselves.
    There was the game idea: move them in an intelligent way, so that they don’t get stuck. When one goes out-of-screen, the player has lost.
    Still, this was a very slow process. It could have been faster. A LOT faster. You can’t really develop a game when you have no idea what you want to do, can you?

    The first playable build, advancing from there

    It took a lot of time until I had something playable. That was mainly caused by the missing ideas, I guess.
    But after I had that, things were a lot quicker. I added more tiles, made the worlds’ backgrounds, and implemented power-ups (which I removed from the game later on, they were unnecessary).
    Also, since I was livestreaming the whole thing (will talk about that later), I was able to gather a few useful ideas from my viewers. The most remarkable one is the eponymous rubber band between the slimes. This also added to the “connection” part of the theme. I am happy this was mentioned!


    I absolutely loved making the graphics for this game! Especially the lowres ones, for example the slimes. This was also quite a quick process, with a nice outcome.

    Sounds and music (first music I ever made!)

    Making the sounds was also relatively simple with the help of Bfxr. The rubber band sound comes from an actual rubber band, though.
    Creating a piece of music was fun! It also was the first time I ever made any music in my whole life. Considering that, I think I can be proud of the soundtrack.

    Level design & testing

    Level design is a completely different topic. That went horrible! I’m never going to make a game similar to this in any game jam – simply because of this one experience.
    It really was a pain to do: paint some pixels on the level sheet, start the game, play the level, find out it’s impossible to do, change a few pixels, need 7 tries to get to the specific location, works, screw up on the next part, another 15 tries, make it easier, back to the game, …
    I think you got the point by now. This, by the way, went on for probably more than 6 hours without a break.
    Nope, not doing that again. NEVER.

    Eating and sleeping

    I slept way too little, nobody can prove me wrong. That resulted in my being completely dead when the compo ended. It likely lowered my enthusiasm, too. Although, if I had slept more, then I wouldn’t have made it in time I suppose.
    Opposed to my expectations, I ate and drank enough. Heck, I drank even more than I normally do! But that really was necessary, otherwise I would’ve gotten a bad headache.

    Some thoughts about livestreaming

    Livestreaming is a great thing in Ludum Dare, it is both fun for the viewers and support for the streamers. So, it is a win-win thing, isn’t it?
    Yes, it is – for the popular streamers at least. For people like me, who are not popular and also maybe new to the overall streaming thing, this doesn’t apply unfortunately. I got 5 viewers at one or two occasions, but that was it. I wish there had been a bit more people coming to the smaller channels as well. I mean, it’s about watching people make games, isn’t it unimportant who the streamer is?

    After submitting

    After submitting my game, I still had about three hours left. I used these to watch a few livestreams. The people there have come up with absolutely nice ideas, I have to say! Well, then the compo was over, and the only thing I could think was “SLEEP!”.
    Here I am now, after having slept way longer than I usually do. I am editing my timelapse footage and writing this ‘post mortem’, which literally feels like after death.
    I am waiting for things to normalize again… it is a bit of a strange feeling now.
    But more importantly, the overall experience during the compo, all that excitement and fun (I had a lot of fun! This post is just more focused on stuff I could improve, that’s why it sounds rather negative.) lead to the wish of repeating this.

    I can’t wait for the next Ludum Dare! #LD31!

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