Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

What is Ludum Dare?
Rules / Guide

Posts Tagged ‘tools’

Ludum Dare tray timer

Posted by (twitter: @mintarcade)
Saturday, September 27th, 2014 6:56 pm

Ever wanted tray timer to remind you of the next big Ludum Dare event? Now you have it. I’m giving you small utility for Windows users. Program sits in tray and show you reminding time when you hover with the mouse over tray icon. If you click – small window will appear showing you time to till big event, both beginning and end, can be used for Twitch streams too. Easy to setup for your needs. Enjoy.

Download

Day 1 – My first LD!

Posted by
Sunday, August 24th, 2014 9:03 am

Taking some time to blog about my first LD experience!

– I had some concept in my mind, but I prefer to look what other people were doing on the LD blog.. quite cool stuff! it actually became quite addicting looking at what other people do, which also affected my work, which wasnt that much on Day One.. :P

– I tried to look on Gamasutra some how to Ludum Dare guides, to have some better ideas on where da hell start, I was looking for some kind of framework or 1,2,3 Steps, but not much help..

– I finally decided what kind of game to do and how I would see the concept of “Connected Words”, not something related to space or planets (I see too many outhere already) but something more original… how about our Minds? arent those own Worlds on their own? :D

– I finally opened my 2 gamecreators tools (I dont code lol) and decide to use them both to see which one is more easy to create my game.. I just know how to usage ability of C2 is probably 15% and 10% for Clickteam.

– I lost TONS of time trying to figure out alone how to do a freakin simple vertical loop movement with both the tools.. I should have follow my rule of 25 min and look on the internet for some tutorials or guides..

– My gaming creating skill are still so far away for letting me create what I see in my mind.. :P

anyway, first screenshot!

My Tools

– Construct 2

– Clickteam Fusion

– Pixelmator

– Lof of free assets :D

 

 

Good Idea – Almost no time to be done…

Posted by
Saturday, August 23rd, 2014 7:44 pm

So, in the last 26 hours I have developed from scratch my engine, just now has:

- Load maps with 3 layers.

– Animated tiles.

– font.png to Text.

– Uses SFML the best way I know.

– Animated Entities.

But there is more to be coded like:

- Inventory system.

– Dialog system.

– Load/Save System.

– Event System.

– More options for the map.

I will do my best to get everything done, but then the history I thought is very extensive and need a lot of work so…

Here is what I have used in the last 26 hours:

  • Visual Studio 2012 Express Edition
  • SFML 2.1 (From scratch)
  • Atom.io
  • Graphics Gale
  • Paint.net

This is madness and not, like they said, Tomorrowland… hahaha  Expecting everyone is having fun! I just can’t sleep so here I am coding XD

I’m in + desk photo + tools

Posted by
Friday, August 22nd, 2014 8:14 pm

Connected worlds!!! So I’m in.

This is going to be my 13th game for Ludum dare (8 for the main contest and 4 for mini-LDs). You can check my previous one here.

My desk this time… with the baby monitor over the main desk.

deskphoto

 

I would probably make some kind of platformer using:

Coding:

  • Language: AS3
  • Library: Starling + StarlingPunk
  • IDE: Flash Builder

Graphics:

  • Paint.net

Music and sounds:

  • SFXR
  • Chordpulse
  • GXSCC

 

Good luck to all!!

Lu Dum Da Re Mi Fa So La Ti Do

Posted by (twitter: @metacozm)
Friday, August 22nd, 2014 2:40 pm

…aehem… still in warmup mode.

Ok. So after many moons I returned to participate in the Ludum Dare Jam once again. Soon I will finish another fine exemplary of experimental game art. Then the world will rejoice.

And afterwards I can continue finishing Watchdogs™.

Behold, oh mortals, the venue of work where my sweat will run aplenty:

sweatshop

metacozm sweatshop

BTW the chosen tools of my venture should be these:

  • Unity3D (pro 4.5) with a lot of free and commercial plugins (don´t know yet which ones of them I will use…)
  • FL Studio (I think I will install the latest version along the way… right now I have version 10 installed) and (of course) sfxr (or bfxr on Mac)
  • maybe InkScape, Paint.NET,  and theGimp
  • maybe Blender
  • maybe IcoFX
  • maybe “ArtRage” (which came along my smalll Wacom graphics tablet)
  • Fraps and/or Audials (to capture some ingame videos)
  • (usually) many (free) sound, music, graphics, and fonts assets from the vast lands of the internets (of course I will give detailed credits whenever and whereever I do so)

Let the jam commence!

(Well actually at my place it will be middle in the night when LD30 starts… 3 a. m. So I will sleep then. But don´t worry! You don´t have to wait until I´m awake. Just start on your own. I will blend in some hours later with freshly brewn coffee in my mouth.)

Base code and fonts for LD30

Posted by (twitter: @dylanwolf)
Friday, August 22nd, 2014 2:13 pm

As with Ludum Dare 29, I’ll likely be using Unity scripts and tk2D fonts from my LudumDareResources repo and FntGenerator to create .fnt files for any new fonts.

Unity3d Parametric Animation Framework

Posted by
Thursday, August 21st, 2014 8:15 pm

In the past few months I dabbled with iOS development, and absolutely loved the [UIView AnimationWithDuration: …] methods. These use parametric methods, and let you do very nice simple animations in code, and since it’s so nice, I decided to make a similar system for Unity3d.

So today I spent a few hours working on a parametric animation solution, you can get it here. It’s very easy to use, and I recommend it to anyone who’s using Unity for this LD, it allows for very nice detail animations on objects. If you find yourself interpolating objects between two points, consider using this instead.

Also, I wrote some replacements for the interpolation system which let you use values outside the [0, 1] range.

 

Ok, I’m prepared!

Posted by
Wednesday, August 20th, 2014 12:55 pm

Warning before you read: My main language is Spanish, so I will have some typos and other language mistakes.

So I was in a Webapp project when I saw Notch complaining about his internet because he wanted to stream LudumDare this weekend. Yeah, thats the whole history, with that tweet remembered about Ludum Dare and then I realice how much I wanted to participate so here I am! It’s my first Ludum Dare, also I haven’t touch any game development topic in the last 6 months so… Yeah, it’s gonna be AWESOME! Here is the list of my tools:

Language: C++

Engine: SFML

Paint Tools: Gimp, Paint .net, Paint and Graphics Gale.

Effects Tool: SFXR

Music Tool: The webpage wich generate random music with CC0 — “No Rights Reserved”

Also I will try to use Chronolapse and upload a video to Youtube once I finish.

I will be listening music on Spotify. Drinking Diet Coke and Monster. I don’t know If I will be able to make 48 hours without sleep so maybe I sleep like 6 hours because it’s important to be awake. And… that’s all, the game will be released for Windows at first, and then I will make it avaliable for Linux.

Remember It’s a competition to take our skills to the next level while making some fun and knowing you are not alone :) I mean… I am, because I am in the not Jam edition, but, you know that there are a lot of people around the world doing the same. Enjoy it!

 

I’m getting ready for the Ludum Dare 30!

Posted by
Friday, August 15th, 2014 7:42 am

This will be my 2nd Ludum Dare (the last being LD 28).

This time, I’ll be using similar tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:

  • Platforms: Mac, Windows, and (maybe) Linux
  • Language: C++
  • Libraries: SFML, OpenL, (& if 3d, glm)
  • Editor: Sublime Text 3 (with a lot of plugins)
  • Graphics: Photoshop
  • Sound: Garageband, SFXR
  • Writing Instruments: Pen, Pencil, and Paper

Joining in

Posted by (twitter: @Ananace13)
Saturday, August 9th, 2014 12:24 am

Well, I guess it’s soon time for yet another Ludum Dare.

 

I’ll be trying to join in this time, even though it’s in the middle of the new-student period of the university. My job as part of the welcoming committee might drag me away, just like it did two LDs back, when I was out in a tent during the LD weekend.

Hopefully this time I’ll be able to find the time to get something done, so I’ll be trying to at least get the preparations of a game engine done before the theme gets released. Starting from scratch in C++ takes some traction before work gets done on the actual game after all.

 

I’ll be sticking to my usual toolset for this time too;

C++11, Visual Studio 2013 / GCC 4.7.3 / Clang 3.3, SFML git

Maybe I’ll have the time to work in scripting courtesy of Lua or AngelScript though, should help with development speed after all.

 

Hope to see many good games and good times, just like every LD before.

Announcing jfxr: a tool to quickly make sound effects!

Posted by (twitter: @frozenfractal)
Saturday, August 2nd, 2014 7:51 pm

Ladies and gentlemen, in time for the next Ludum Dare compo, I bring to you: jfxr! It’s a browser-based tool to quickly generate sound effects for your games.

jfxr

Give it a try here – simply click the preset buttons on the left repeatedly to come up with new sounds. If you got something you like, fine-tune it with the many available options. Or if you know exactly what you’re going for, you can start from scratch, that is, the Default preset.

Jfxr should work in any recent version of Chrome and Firefox. Opera and MSIE users are out of luck because I can’t be bothered to test on those, and mobile devices might be a bit slow.

As you can probably tell, jfxr was heavily inspired by bfxr, but jfxr was designed to be more powerful yet more intuitive to use. It presents you with graphs of the most important parameters, so you can see what effects your edits have, and what modifications you need to do to achieve a particular result. I also find that jfxr’s randomized presets produce more useful output than bfxr’s.

I would love it if you would try it out! Please send any feedback my way via the issue tracker, or just comment on this post. Also, the source is fully open and should be fairly hackable (though I still need to clean it up a bit). Tip: you can easily share sound effects with others by clicking the Link button!

LDML New engine!

Posted by
Thursday, June 5th, 2014 5:20 am

Hey, I built a new game engine: LDML, Try it out! :DDDDDDDDDD

 

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