Ludum Dare 34
Coming December 11th-14th Weekend

October Challenge ends
Make a game – Take it to Market – Earn $1

Posts Tagged ‘tools’

Super Snack Time! Post-mortem

Posted by (twitter: @adsilcott)
Saturday, August 29th, 2015 1:04 pm

Play the game here!

We were a team of four people this time, though one person had to leave after the first night, and I was busy Saturday evening and Sunday morning. Since we were especially limited on time and resources we really needed a simple idea. Besides, I like simple ideas because it’s easier to focus on making one concept polished and fun. Of course all of our initial ideas were very complicated, until…
The player-plant

Once we had the idea, and we knew it was going to be a parody, then the issue was how to do the art in a way that paid tribute to the source without copying it. I do a lot of traditional/fine-art (My work: and I’d been thinking for a while that it would be interesting to do a game in a very painterly style. I did some quick sketches of mario in ArtRage and then used Aseprite animate them and export a tilesheet. It looked pretty good so we decided to go with it:
Painted Spritesheet for the


Even though we wanted a more organic look to the game, I decided to use Tiled to create the level, because that would make it easy to experiment with different layouts, and the excellent Tiled2Unity tool would generate the collision meshes for me. Once I had the level laid out in a way that worked well with the bouncing marios, I used Tiled’s “export to image” feature, and Ian used that as a reference to paint the lovely background that you see in the game.
Painted Background

Probably anyone who’s used Unity for 2D has made the mistake of leaving the “fixed rotation” option off on your sprite’s rigidbody and then watching your character spin and flop around unexpectedly. For this game I wanted mario to have a silly, clumsy quality, so I left it off intentionally. The challenge then was getting a reasonable amount of these clumsy marios to the end of the level. I used several invisible triggers to tell mario when to jump. Each trigger had a percent change of triggering, so we would end up with marios taking random paths through the level.

Marios moving through level
While Jesse made a mario spawner and worked on the plants, I painted the title screen as quickly as possible. I’m sure I didn’t spend more than 20 minutes on it. My plan was to hand paint the title text as well but that just would have taken too much time.
Quickly painted title screen

At the end of Saturday we were at the testing stage, and while it was already making us laugh (a good sign!), we had a lot of ideas for how to make it better. I assumed I wouldn’t have time for any of them. But Monday morning I was determined to add them. I added the “withering” plants feature and the heart counter as ways to add challenge and excitement to the game, and Brian added a score counter and cleverly tied the rate that marios spawned to your score, which leads to a hilarious avalanche of marios if you get far enough. At this point I think it went from being a silly game to one that was actually fun to play.
Many marios

Of course I always forget how stressful the submission process is, especially when you’re already exhausted from lack of sleep. But in the end I’m very happy with what we made. There’s only a couple of minor things I would have done differently. Much gratitude to my team, and to everyone who has left feedback!

Play the game here!

Post-mortem of Tales of the Underworld – Lessons learned

Posted by (twitter: @ladybenko)
Tuesday, August 25th, 2015 1:05 pm

Hi, these are the lessons learned for Tales of the Underworld: Rebellion of the Souls, a retro platformer for the compo. You can play and rate the entry here, and also read a step-by-step log on how the development process went.

Overall, I’m pretty happy with my entry. As explained in the log, I almost gave up on Saturday night, but still managed to pull out a finished game. That said, there is a lot of stuff I need to improve for next time!


What went wrong

  • I didn’t do a brainstorming with possible themes in advance. I could have done so and save a little bit of time in Saturday’s morning. It took me many hours to decide what I wanted to do.
  • I couldn’t have a very resting sleep. On Friday’s night there was way too much noise in the street, and on Saturday’s night I got some giant mosquito bites that were really itchy.
  • A level editor. Please someone kick me if I think on doing that again in a jam.
  • I overscoped and had to cut off a lot features. If I knew these features wouldn’t be in, I would probably have chosen a different game to implement.

What went right

  • Lots of feedback and support on Twitter. I think putting screencaps and a URL that people could play instantly helped a lot to get this.
  • A friend managed to stop me from quitting on Saturday night.
  • No nasty bugs <3
  • I found a simple, cute art style that really suits the game and allowed me to produce animations (unlike in my last Ludum).
  • I manage to cut off features and I still ended up with a playable game –although not as cool as I wanted it to be!

Tools and tech

  • Phaser as a JavaScript game framework.
  • Atom text editor with vim key bindings.
  • My gamejam generator for scaffolding the project.
  • Gulp for automation.
  • Bxfr and Garage Band for audio.
  • Pixelmator and a Wacom table for drawing.
  • Git and Github for version control.
  • Lots of rock & roll and heavy metal!

> Play & rate makes Hades happy <

Another great Ludum Dare, Submitted!

Posted by (twitter: @PandaDima)
Sunday, August 23rd, 2015 10:04 pm

So my game is called Plothole.
It should’ve been an adventure/mystery game about a detective who investigates some of the recent murders that might be a a job of one serial killer. SPOILER: in the end the detective would uncover that his 2nd (schizophrenic) self is in fact that serial killer.

In reality Plothole is an unfinished game with only core functionality and not much content at all. (Art is really hard and slow for me)



After thoughts:

Amazing Ludum Dare! Even though I once again haven’t finished a game, I totally loved (almost, that missing boolean not bug costed me 2 hours of work) each second of it! I learned a lot about Unity’s new UI system, discovered new game genre I might like and wanted to do and finish! I had great time overall, nice to get distracted from some unpleasantness that happens around. I hope everybody had amazing time too, here’s to another great Ludum Dare, and for many more!

I always shared my LD brainstorming results after LD, so here goes: Although I usually did it in Google Drive, I try to move away from Cloud Storage, coz I am paranoid.


  • To Mr. Mike Kasprzak, for Ludum Dare itself and still maintaining it, and even making a new version!
  • To Unity Engine Team, for amazing Game Engine.
  • To… Microsoft, for Visual Studio and C#
  • To All the Open Source developers, for everything! Much love <3
  • To Ludum Dare’ers, for amazing community! 😀
  • To Zhoot, AtomicVikings, yuraSniper, Leo, Skай, Zet and Thok, Jorge and my family, for being there.
  • To Caffeine, for keeping me alive. XOXO

LD33: eye ’em in!

Posted by (twitter: @metacozm)
Friday, August 21st, 2015 7:09 pm

Taking part in the jam which is a welcome opportunity to get my #1GAM entry for August finished.
As usual my tools rack consists of:

  • Unity3d 5.1.2f1 pro (…currently still downloading), C#
  • InkScape, Paint.NET, Gimp
  • FLStudio 11, sfxr,,
  • Blender, Substance Painter
  • Maybe Fraps to capture a video and Audials to convert it.

What will be the result? Some delicious webbuild that will get uploaded to my site at:
Bon Appetit!

Count me in

Posted by (twitter: @PixelProphecy)
Wednesday, August 19th, 2015 8:35 pm

Tools of the trade

  • Engine: Game Maker Studio
  • Graphics: Adobe Photoshop, My Paint
  • Music/Sound: Propellerhead Reason, REAPER, FamiTracker, Audacity
  • Fiddling: Notepad++
  • Modeling: Maya 2015
  • Timelapse: NirCmd

I’m in! Again!

Posted by (twitter: @IamJacic)
Wednesday, August 19th, 2015 1:35 pm

Well, I’m in, and this time I’m feeling more prepared than ever before! This time, I have a well-defined idea of what I’ll be doing: a top-down, turn-based, stealth game.

I’ve been playing a lot of Metal Gear lately, so this game will be inspired by the series. Sneak around enemy camps, avoiding guards and cameras, stealing intel, finding equpment as you go! Or at least, that’s what I’m currently planning. It may be slightly out of scope for a weekend, but we’ll see!

Once again, I’ll be entering the solo competition. My tools:

Haxe + OpenFL + Haxepunk – my language and engine of choice (currently)

Sublime – the best text editor

sfxr – it makes sounds

Audacity – it edits sounds

Gimp – for the art

Coffee – for the mind


Good luck everyone, and remember to have fun!

Taking Automated Screenshots Header

Ohai there! Since I am planning to record a timelapse of my gamedev for the upcoming LD#33, I thought it would be nice to take a series of screenshots for creating a nice timelapse animation afterwards. I went ahead and did some testing and ran into problems with multi-monitor setups, especially when one monitor has a different pixel density (dpi) than the other(s). This little post is my solution to the problem and provide every Windows user (even on single-screen setups) with a free solution to take screenshots at a set interval.

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™.

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.

In need of last-minute music for your Jam game?

Posted by (twitter: @qrchack)
Sunday, April 19th, 2015 1:16 pm

I finished music for the game with @Sigrath and am sort of bored so hit me up if you need anything audio. Pretty much anything, from chiptune, through industrial to orchestral epic stuff will do (though silently I’m wishing someone with an art-like game will get in touch with me – think Nihilumbra, Journey)!


Clickies for listening to help you decide!

LD32 – my tools

Friday, April 17th, 2015 12:31 pm

I’m starting my project fo LD30 compo!

I’ll be using:

  • Unity3d with c# (and some basic libraries)
  • Blender
  • NeoTextureEdit – for generating textures
  • DroneFX for background sounds
  • Maybe some other generators form LD tools – I will add them later!

Good luck everybody!

Luthwyhn Dare #8

Posted by
Thursday, April 16th, 2015 7:51 pm

I’m in!  This will be my 8th Ludum Dare entry (not counting two that I began and had to abort without submitting anything due to illness) and I’m super excited because 32 is my favorite-est number!  This will be a good compo, I’m sure of it!

Planning on using JavaScript again because I get far more reviews when people don’t have to download anything.  Also my standard GIMP, Notepad++, Chrome, and sfxr if I do sound.  I’m also happy that I’ve got not one but two friends who are also competing this time!  Hooray friendship!

In for the 4th time!

Posted by (twitter: @AttilaHorv)
Thursday, April 16th, 2015 12:43 pm

After a way too long hiatus I finally decided to do this again! I’ve successfully completed 3 LD48 games so far, here’s hoping that I won’t have too much trouble finishing one this time either. :)

I’ve used XNA for my previous games, but I’ve decided to try out something new. I’ll be making an HTML5 game using the canvas element and the related JavaScript APIs, so everyone with a modern browser will be able to try it out without downloading and installing additional software.

This is new territory for me, so I’m not sure yet what tools I’ll be using. I’ll probably write the code in either Notepad++ or Sublime Text and use Paint.NET and/or Inkscape for the graphics. I could probably add some sound effects as well, generated by bfxr or some similar tool. For hosting I think I’ll just set up a simple page.

Anyway, I’m really excited to be back and do the compo again.

I wish you all luck with your games, I hope we’ll have loads of fun games to play and rate after this weekend is over. :)

TileCraft: an open-source multi-platform 2.5D modeling tool

Posted by
Thursday, April 16th, 2015 9:13 am

**EDIT** I’ve changed the post time (hope it is not a problem for the admins) because quite a few people downloaded the ALPHA8. I am sorry it was bugged and it could not run at all. I’ve just released a fixed ALPHA9 (tested on all platforms).

Hello guys,

I’ve made a tool based on LGModeler (by AngryOctopus) which was based on a challenge.

The software is still alpha but it works (I’ve been working hard and fast to make it works for this ludum dare).

Test it and see if it can be a good companion for this Ludum Dare.

The TileCraft github project (star it if you like it!)

A quick guide to use the tool

Download for Windows, Mac and Linux

Happy coding and good luck for LD#32 😉


I’m in, but with a request to do…

Posted by
Wednesday, April 15th, 2015 2:08 pm

This is my 5th LD and I am in again. But this time I have a request for you: please do more games with artificial intelligence! I mean, you don’t have to make an awesome stupendous incredible AI, a simple and functional AI is more than enough. There is a lot of libraries out there, and a lot of easy techniques to use: minimax, finite state machines, subsumption, utility functions, fuzzy, behaviors trees, boiding… (note: you probably will want to take a look at these before the compo if you want to use without prior knowledge).

Try something new, try some new game AI!

My personal goal in LD is to use artificial intelligence algorithms as part of the core mechanics of all my games. I have 3 games out of 4 so far, and I want to increase this score within this compo. I’m planning to use Behavior Trees properly this time (especially if Companion wins!).

My tools:

Past Games:

  • Baa-ram-ewe (#31) my excuse to learn the boiding algorithm, used it to control nice little sheeps – my best entry so far, at 35th (overall classification) out of more than 2600 submissions.
  • Love craft (#30) used this entry to implement behavior trees, unfortunately I spent so much time on BTs that I couldn’t make a fun game (but now I have a BT library =]).
  • Beneath the Sea (#29) nothing special (complete redesign after 24 hours).
  • Hungry Flies (#24) trying to use genetic algorithms to evolute hungry behaviors.

Good luck!

Preparations are go

Posted by (twitter: @Ananace13)
Sunday, April 12th, 2015 9:29 am

So, I’ve started fixing up my battlestation and base code for the coming LD. Did a quick cleanup of my desk and started piecing together all the third-party libraries I’m going to use, will put up a warmup repo soon as I finish the main framework I’ll need.

I had to give up the OSG dream though, had issues getting it working as I wanted it to. So going to give my entity-component system Kunlaboro some love instead.


Final tool list:

You can have a picture of my battlestation:

2015-04-12 18.09.49

And I’ll be starting a warmup stream while working on assembling the framework, github link will be in the stream and the chat if everything works out well.


Hope to see you there.

I’m in, as usual!

Posted by (twitter: @MaddeMichael)
Sunday, April 12th, 2015 8:50 am

Yup, I’m in again!

What? Don’t recognise me? Oh, yeah, I changed my username and pic for now, used to be MaddeStudios with the funky M, but for now I’m just pointing at failing code :P.

As usual, I’ll be doing the compo, not the jam. Why? I love a challenge, and I’m an idiot. Saying that, I’ve only ever done the compo o.O

Anyways, here’s my setup, I think:

  • Code/Engine: Probably GameMaker: Studio, or just Java if I can be bothered.
  • Audio: BFXR, FamiTracker, my Stupid face+Audacity
  • Graphics: MS Paint, maybe for funky details. Oh, and maybe the new animation tool I’m working on if it’s done enough in time

Oh, new animation tool? Yup, I’m coding something funky, that makes animation easy while staying true to classic art programs (a feature I’m struggling to find, so, eh, why not make it?). If at a working state, I’ll release a version before LD too. Here’s a pic:


Silk icons = 10/10 sexiness


As you might be able to tell, it’s styled similarly to SAI, on purpose, just because that interface is simple and intuative to use!

I don’t think it’ll be fully finished before Dare starts, but it should be able to export animation strips by that time, so I could use it for sprites. Most of the important stuff is already done. (Basically everything visible except audio already works). I do want to release at least a Spriters Helper version before LD.

It’s coded in Java, so it should be cross platform, too. Assuming any libraries I decide to add are, too.


So, that aside, I’ll probably also do my usual “Tweet Me Yo’ Games”, post compo.

Anyway, get HYPED AND GOOD LUCK! Have a fun LD when it’s time, you guys!

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