Posts Tagged ‘tool’

Tile Watcher

Posted by
Thursday, April 7th, 2016 3:10 pm

For those of you who are using a tile editor (such as Ogmo or Tiled Map Editor) and Unity 3D for your Ludum Dare Project.

I wrote a script that watches those filetypes. As soon as they’re modified, it automatically converts and saves them as .xml files for use as a Text Asset in Unity. It also doesn’t need to re-import the file after its original creation, so no long load times.

It uses node.js and gulpjs, and its availible here:

ProLapse: An intuitive screenlapsing tool!

Posted by (twitter: @ben.rausch)
Saturday, March 12th, 2016 1:34 am

Hey! I made a tool to help me create time lapses of my jams.
It’s like chronolapse but its a bit more visual and has some unique features.


Procedural Maps

Posted by (twitter: @Rubikow)
Saturday, July 18th, 2015 9:15 am


While playing Invisible Inc. I suddenly wanted to build procedural maps like the game does. So I wrote a small procedural map generator capable of doing some pretty cool stuff. At the moment It produces maps like these:

vaults talecraft hexo bunker proc5 proc4 proc1 prmap proc10 rnd1 proc9 proc7

The algorithm producing all of these maps is the same. Hovewer I programmed different “map-renders” to get different visual designs. As you can see it is capable of building simple rogue-like maps as well as more complex maps (like the valuts-and-caverns map you see or the hex-field landscapes). The main feature is: (other than using random maps … ) There is always a way from point A to point B!

You can generate some levels here:


“What does this algorithm do?”

Basically you feed my algo with sets of “rooms”. A “room” in Javascript looks like this:


[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],


This room looks like this:


As you can see its a simple 3×3 room. JTile(1) in the code above means “JoinTile” (or more simple: a Tile) of type “1”. As you can see in the image my map-viever interprets a “1” as a field of a vault-room. If I change the center tile to 4:


[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(4),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],


It looks like this:


As you can see, my map-viewer interprets a 4 as a field of dirt.

Now, here comes the main feature!


Lets change our room to this:


[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1,(1)),new JTile(4),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1,(1))],


See? I added a “,(1)” to the fields in the west, and south-east. Now lets generate 3 rooms instead of one and let’s have a look:

simple2 simple3

These are two of many possible combinations the generator may produce now. (Some parts of the rooms are hidden behind walls due to my map-viewer).

What happened?

By adding the “,(1)” I told the tile, that it may join with another tile of type 1 in any direction. You can read:

    new JTile(1,(1))

as: “I am a Tile of type 1 and I will join with other tiles of type 1 in any direction!”.

Using only this, we already have a powerfull tool here. Add some more rooms of different types and shapes and give them different “join-partners” such as: “A toilet room always joins with a corridor” or “a vault entry always joins with a cavern” and you can build maps like this:


I’m working on a detailed tutorial at the moment, so if nothing of the above makes sense to you, just be patient 😉


“How can I use it for my games?!?”

If you want to, just go to my website and copy some of the current code under development. I wrote the generator in javascript for web browsers and in c# as a library for unity. Once I have the import/export part done I will publish it for everyone to use. Stay tuned!






Flowchart maker that actually works

Posted by (twitter: @jonathon_prehn)
Sunday, June 21st, 2015 1:54 pm

I’ve posted several flowchart makers in the past, but they all have been

crummy and broken, but this one is not, for realsies!

Process Sketcher’s github page

Unity 2D Platformer Controller Free on Github

Posted by (twitter: @cjkimberlin)
Wednesday, April 15th, 2015 10:58 am

Hey everyone!

I wanted to share the 2D Platformer Controller  I’ve been building up for awhile now. It’s a Unity3D package that you can drop in your scene to get immediate tweakable platforming mechanics for a player. It’s completely within the rules of Ludumdare and now you can spend your time implementing other mechanics instead of creating all the movement and jumping mechanics for the player.

Unity 2D Platformer Controller

The package allows your standard movement, jumping, air jumps, wall jumps, corner grabs, corner jumps, wall slides, and dashes. Every one of these features can be turned off or modified in the editor.

It’s open source and completely free. Why reinvent the wheel? Especially when you only have 48/72 hours!


ShaderSandbox – Generate images using GLSL shaders!

Posted by
Wednesday, March 25th, 2015 6:34 am

I just made a small program that can be useful to someone during LD.

It’s similar to, but offline, with more settings & modern OpenGL and without animation.

It’s intended to be used to draw things that are hard/impossible to do in a graphic editor, like complex gradients, fractal perlin noise, custom filters, etc.



  • Supports OpenGL 3.0+ and GLSL 300+.
  • Supports loading textures from files. (You can configure interpolation and wrapping modes.)
  • Resizable zoomable preview window with useful hotkeys.
  • High quality noise texture generator. (You can use them as source of random numbers for your shaders.)
  • “Ergonomic” “user-friendly” console interface! 😀
  • Wide image format support! (32 bit uncompressed .tga only. :P)

“Project files” are simple .txt’s with shader code and with comment that contains project & texture settings, use any text editor you want.

Project settings can be chosen when you create a project, but if you want to change them later, you need to do it manually. (Documentation is included.)

Windows download

Source (C++, SDL+GLEW)

A minimal tool to create text adventures

Posted by (twitter: @johnnyaboh)
Thursday, March 5th, 2015 11:55 am

Yesterday I published the very first version of a minimal tool to create and publish text adventures.
It’s called gist-txt and you can find the source code at

The inspiration for this project came from two pieces of software:

  1. Twine (, an open-source tool for telling interactive, nonlinear stories
  2. (, a simple viewer for code examples hosted on GitHub Gist

Tool’s features are very limited. What it does is basically reading GitHub public gists and handle links to browse between files of the gist (scenes in gist-txt’s vocabulary). The cool part is that you can create your text adventure simply by creating a new gist. This lets you easily share and track updates of your work (gists are git repositories). Another cool part of this tool is that the hosting is as simple as a specially crafted url: just share an URL in the form<your-gist-id> to let people play your game.

I made simple example gist at, this can be shared as a text adventure with the link

I’m going to use it to prototype text adventures, but I’d like to know what do you think about it and I’m looking forward to see what people could achieve with this minimal set of features.

Update 03/16/2015: I posted about tool’s updates and new features as of version 1.6.0.

[Tools] A game server for your game jam

Posted by (twitter: @jtpio)
Sunday, November 30th, 2014 5:00 am


For those of you who want to go for a multiplayer game, here is a tool I made, called Jammer, to handle the network part, so you don’t waste time on it.

What does it do?

It generates the files and the code to handle the network part of the game. Then, start from the generated files to build your game.

The game logic is done on the web browser side, the server only acts as a relay to transfer messages from controllers to the game and vice versa.

When to use it?

The basic use case is when you want multiple players to play together on the same screen. Typically everybody will be staring at the same computer screen, using their phones as controllers. Display a controls, buttons or voice control interfaces on the phones and all the game action on the main screen!


Tech, platforms?

The server is written in node, so you need to install node.js. The helper clients are in Javascript, so it’s mainly intended for web-based games. Feel free to contribute, modify, improve the tool!

How to use it?

Go to and follow the instructions. On the web page there is an example to show how I used it for my previous game jam.

Hope it will be useful to some of you! Don’t hesitate to contribute or to give feedback!

Sprite-to-quad tool for Unity

Posted by (twitter: @bytegrove)
Saturday, September 6th, 2014 7:12 am

I made this little tool now during LD30, in order to get “sprites” that sorted correctly when rotated and displayed in 3d. Someone else might have some use for it as well perhaps.
All it does is to generate a quad and a double side shaded unlit material based on the layout of a sprite in your scene. It offsets and scales the quad and texture accordingly. It cannot handle off-center pivots correctly though(and maybe other things as well), so feel free to expand upon the script if you wish(its source is also in the game repo).



Sprite based tree (left) and quad based (right).


The gadget.










JSON file listing all LD30 entries

Posted by (twitter: @jacklehamster)
Monday, August 25th, 2014 7:00 pm

I’ve collected all the entries into a JSON file for those of you who are planning to produce neat tools around all the LD game.

I will be updating the file regularly, as people sometimes update the URLs / screenshots in their entries, but the link to the file will stay the same:

The tool used to produce this list is a Flash Builder project available on Github:

Screen Shot 2014-08-25 at 6.56.59 PM

Dungeon Generator tool for you!

Posted by
Wednesday, August 13th, 2014 9:12 am

Recently, I stubled across the video on youtube about generating a dungeon and it was really exciting. I decided to make something like that and when I did I decided to share it with you guys. The result is quite nice and complex, just look at the picture:



Copycats and protecting against them

Posted by (twitter: @strong99)
Monday, June 16th, 2014 12:39 am

It hurts to see that most lovely game ideas and even complete games get ripped, copied and being sold. It makes it impossible for those who had the idea to improve it beyond “good”. So what would be the good kind of “protection” against this?

It’s never impossible to copy or even recreate if they want to. (re-engineering get’s easier by the day). The thing is, you shouldn’t rely on the product you create. You should rely on your ideas. Rely on the experience you design instead of the product itself. Keep developing, keep ahead of your competition and copycats. Everything gets copied from books, movies, games up to houses. Did you know they remodelled Paris and Venice in the USA and even bigger in China? It’s a small sized mini-Paris city. Things get already copied before they’re a day old. Don’t rely on your product, rely on your innovative ideas. Create your space, your slice of the world where people can sign up and enjoy your ideas (a brand so to say) instead of a single product at a time. That’s what Ludum Dare could be, beyond the compo, it’s own brand where people come to enjoy the fresh ideas of the community.

Image from

Image source, daily motion, copy of Paris.

That said, always keep an eye out for copycats. If you can take them down from stores, go ahead, but don’t rely solely on your product that is always copyable.

I regularly compete in the Ludum Dare competition and develop games for companies. I like using these kinds of competitions to get in touch with creative minds and recruit them. If they stop competing it would be a great loss. I designed the online tool GameCreator to easily create and share games or interactive presentations to wherever and whoever you want. It doesn’t contain code in the old sense of the word. But the idea behind it is to easily mock up, extend, improve and share your ideas. Instead of developing a few weeks, mock it in a day, share, improve and share again. Since it’s an online cloud service it’s also a bit harder to directly copy it from the web to an appstore without ripping almost the entire service and its build in protection. Instead they could set up a link and embed in an app’s browser. Which you would always notice in the tool’s analytics. But the game’s source code would always be shareable for the competition.

Feel free to contact me through twitter, linkedin or otherwise.

GoTile: A tool I made!

Posted by (twitter: @Pitzik4)
Monday, April 21st, 2014 8:42 pm

So, I posted about this a while back, but I thought it would be a good idea to post about it again, nearer to the actual LD, so that more people can see it. It is a completely free, open-source program called GoTile that allows you to generate a tileset from just a few images. It’s similar to AutoTileGen, but I think it’s better than the free version of AutoTileGen in a number of ways. It has some features that AutoTileGen doesn’t have, which I won’t get into detail about now – you can read the guide to GoTile if you want to learn about it some more. Then, click that big ol’ screenshot down there and download it! Check out the source here, too!

You can't see the image. Did it break?

This image is so grey…

P.S.: And don’t forget to include the Konami Code in your LD game this time around…

GoTile, a tilesetting tool

Posted by (twitter: @Pitzik4)
Wednesday, February 12th, 2014 5:29 pm

Have you seen AutoTileGen? It’s a useful-looking tool that will let its users generate tilesets from just a few images. It’s not coming out until April. Note that that is in time for LD29. It’s got an IndieGoGo campaign going, you can contribute to that here and, as perks, get a license when it comes out for $25-50 or early access for $120.

If you can’t wait or you can’t afford it for $25, though, I’ve written an alternative tool in Java, called GoTile. It’s free and it’s got a GPL version 3 license – its source code is here. I made the great majority of it in just 2 days. I think it works pretty well, but expect AutoTileGen to have less bugs, more features, and a better interface. You should be able to figure most of it out by messing with it, but custom levels should be CSVs and masks should be solid white in the shape of a tile. Here’s a screenshot, the GUI shows most of the features.

You can't see the image! Ha, ha!

GoTile at its most show-offy.

EDIT: There have been a few updates to the program since I made this post, so I updated the screenshot. Make sure to get the new version, too – I added some good stuff.

CrossDoc – Game idea/design/project control tool

Posted by (twitter: @aplayware)
Thursday, April 25th, 2013 7:42 pm

From CrossDoc webpage:

CrossDoc was built to help game developers on transforming abstract game ideas into an executable real world, task to task project. In its core view, a game project can be mapped as a hierarchical tree of elements and individual tasks can be estimated from the interactions between them.

This cross analysis process not only helps to measure the work effort more efficiently but also brings unforeseen ideas on table in design time while showing problematic or too expensive features from start. On these collected tasks, the time effort can be estimated and the time spent on it recorded (either realtime or post work). With these data CrossDoc displays the done/total tasks number, estimated/worked time and overall project completeness in a nice progress bar.

Many otherwise nice game projects falls on lack of motivation and stamina because sometimes people tend to underestimate the complexity of implementing so many nice features planned in the enthusiasm of the brainstorm. To help in avoiding this is the reason behind CrossDoc existence.

Of course it was built for long term projects but this little tool has been helping me since my first Ludum Dare on game design, time estimation and quick project control.
I took some time to polish it and finally share it with the world, so here is it, at time for LD26.

New tool!

Posted by (twitter: @sirGustav)
Monday, December 17th, 2012 3:51 pm

I found that I couldn’t compile the timelapse as my resolution was too big for mencoder. Going through the images one by one to downscale every one was not going to happen. All the automated softwares I found was either adfilled, couldn’t be installed on a 64-bit windows or crashed with my dataset. So I took a couple of hours out of my freetime and wrote a simple console application to take care of it.

The usage is pretty easy, write a xml file that tells it what to do

        <resize width="2048" height="1546" />

And the just call it:

ImBatch.exe <input pattern> commands.xml <output folder>

and it will do all the work.

So with that said, here it is in all it’s glory:

[cache: storing page]