Ludum Dare 36
The Theme is:
Ancient Technology

The Compo ends in
Solo, from scratch, with source, in 48 hours.

The Jam ends in
Solo and Teams, relaxed, 72 hours.

Posts Tagged ‘tools’

I am in!

Posted by (twitter: @Zazanxors)
Thursday, August 25th, 2016 11:53 pm

Can’t wait to get started, especially after seeing the final round themes – there really is a lot of good-looking stuff in there this time around. I’m particularly curious to see what Level Changes While Your Playing or especially Plan Then Execute may bring to the table.

Oh, and as for my tools of the trade:

Game Engine: Unity3D
Coding Language / IDE: C# / Visual Studio
Graphics Tools: Paint.NET, Gimp, Inkscape
Audio Tools: Beepbox, Chiptone

That said, good luck to everybody – looking forwards to seeing what the weekend brings!

I’m in for my first Ludum Dare!

Posted by
Wednesday, August 24th, 2016 12:23 pm

Its my first Ludum Dare, I hope I can complete my game in-time :p !!

Tools that I will be using:

  • GameMaker Studio : [For Game making, Programming]
  • Gimp : [For Graphics and other artwork]
  • LMMS : [For Music and SFX]

“I have never made a game with an alarm ticking on. I hope to learn new things and get more experiences. Its going to be a real pressure to create this game, that too in such less time(Its my first try, so there will surely be some fears at the start). “

 

 

I’m in, sorta

Wednesday, August 24th, 2016 11:12 am

This is my fifth Ludu Dare and I have come a LONG way since starting off at my first. Since I am going away on the Saturday, I am willing to work with another developer’ I use Unity or Game Maker (8 or Studio) and I am a pixel artist. I am also a sound designer when I have to be. Anyone interested?

Dare me!

Posted by
Wednesday, August 24th, 2016 10:16 am

This weekend will certainly be interesting. I’m really hoping for a decent theme to work with, somehow last LDs didn’t really appeal to me.
Since I’m in Germany, Europe I will start later, roughly 4-5 hours after the inital start. Can’t justify staying up that late into the night, especially not being productive at all. (Plus I have work again on Monday.)

If I feel like it I might stream the whole thing over on Twitch, but don’t count on it. 😉

My tools of trade are the following:

Engine: Unity 5 or SuperPowers
Code Editor & Text Editor: Visual Studio, Atom, Notepad++
Audio: Fruity Loops, Audacity, sfxr, Abundant Music
Graphics: Photoshop, 3DS Max
Misc: 2 Monitors (24″ + 22″), Cherry MX-Board 3.0 Mechanical Keyboard with Brown Switches, Xbox 360 Gamepad, M-Audio KeyRig 49 MIDI Keyboard, Coffee, Cats to cuddle with <3

I’m in (plus resources for Unity)

Posted by (twitter: @dylanwolf)
Monday, August 22nd, 2016 11:08 pm

I’m in, using Unity as usual. In addition, I’ve gradually been building a collection of one-off C# scripts that can be used for basic behaviors such as:

  • camera scrolling/locking
  • visual effects (bouncing, etc.)
  • basic logic for match-3 and 2D platforming
  • helpers for sound effects
  • UI helpers
  • object pooling

Per the compo rules, they’re open for anyone to use: https://bitbucket.org/dylanwolf/ludumdareresources

Super Shapeshift Bros – Postmortem

Posted by (twitter: @comanche_ak)
Friday, April 22nd, 2016 5:24 pm

I’m thinking about adding the game to the Steam Greenlight program. So that’s the features that will be in final version:
1) Changing the engine (It will be Godot Engine);
2) AI for single player campaign;
3) Network Multiplayer;
4) More customizeable stuff (Faces, hats, textures, etc);
5) Add other figures;
6) Level editor for community;
7) 4-8 player mode;
8) Dynamic camera;
9) Larger arenas;
10) Add jump button;
11) More arenas;
12) You will contol your figure while flying.

Ok, 72 hours were hard for me but I’ve finished my game. It’s not exactly what I wanted to do, the first idea was to make a platformer with controls like in Super Shapeshift Bros. The plot was about 3 different types of tribes: right -angled triangles, squares, and pentagon people; The new type of shapeshifting virus attacked these tribes and they have started to lose their shapes and angles. The main concept was like The Legend of Zelda: Majora’s Mask – the player can transform from one type to another (from triangle to square, for example), so the main character (The Triangle) like Link – the chosen one, who can fix the problem by finding the Mighty Circle.


Prototype

When I’ve started makimg a prototype I added the second triangle and tried to play with it. Few weeks ago my wife gave me a present for my birthday: it was Nintendo WiiU with two games – Super Smash Bros and Splatoon. I’ve played Splatoon a lot, but SSB was only for parties. So I thought that it would be cool to make this type of video game. Competitive game for parties.

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Running on TV

I thought about differences between a triangle and a square. The mass was the first. Triangle can simply rotate at high speed and it can be rotated by player. Square can be rotated only by a physical impulse. That was great to use this feature because you can use shapeshifting to stop at any horizontal point you need. Square can also push the triangle, and after that, the other player can lose the match.

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Two players one one gamepad

The big problem was Unity Engine and its Input System. All three modes for two players should not be a part of one mode but Unity Input System is awful so when I’ve added new mode, the old one didn’t work. I’ve decided to make all-in-one. I’ve also cut 4 player mode because of time.


Standard GIF

The art style was chosen to be cute and funny, the primitives do the job very well. Faces and most of art were made by hope42morrow for the first concept but his work fits well for now. Music was written by me on Nintendo 3ds system. Levels are not really good for now. But people liked TRIANGLE OF DEATH arena which is not quite triangle.

Скриншот 2016-04-23 01.14.48

Thank you for playing the game! It’s great that one of my dreams come true!

Here is the video showing how to play the game. It’s in Russian, but you can understand the basics without words.

You can play and rate the game here.

Some Tools for LibGDX & Tiled Users

Posted by
Thursday, April 14th, 2016 8:18 am

metamap

Hello everyone! Over the past week or so, I’ve been working on some tools I used in past game jams. The first is MetaMap, a program for adding collision & other meta data to TMX maps. The original version exported this to a JSON file, but now it can save straight onto the map file. The extra data is stored on a new tile layer with the name “meta”. An early version of this tool was used for my LD 33 entry, Dis-o-rder. Download the tool here: https://drive.google.com/open?id=0B8yQwqpIY-TfVU9rSjFEVmVHRVE

 

The second tool I’ve been working on is a libGDX base template. It uses Groovy, contains generic Ashley components, tween accessors, and a premade main menu. The code can be found here: https://github.com/specialcode/gdx-dynamic-template

 

Me and my team are very in for LD35. Good luck to all of you!

Soon time for another 48 hours of barely contained, caffeine-laced, panic!

Posted by (twitter: @Ananace13)
Thursday, April 14th, 2016 5:39 am

So, I’ve started lining everything of mine up for the coming Ludum Dare this weekend, sadly I mistimed some other things so I haven’t actually had time to do my usual shtick and write up a simple C++ framework. Instead I’ve spent some time cleaning and polishing away a few pieces from another game project I’ve been working on, to end up back at a possible framework for use here.

Hopefully I’ll even have time to finish and test the multiplayer components of the framework, so I can try doing simple multiplayer as well.

The Tools I’ll be using – like always – are;

  • Programming/development
    • Visual Studio 2015 on Windows.
    • GCC 4.6 / 5.0 and LLVM/Clang 3.4 on Linux.
    • Git – you’ll be able to follow the project on GitHub.
    • SFML – going to use their as-of-yet unreleased Git version, really want access to a few of the features in there.
    • Angelscript – I just love this script language.
  • Arts and such
    • GIMP.
    • LMMS.
  • Stream-related
    • OBS-Studio.
    • foobar2000 – I’ve dug through and built a list of songs that Twitch should like too.
    • My own stream overlay software, which lacks too much UI/UX for me to consider releasing yet.
    • My own timelapse capturing software (made in C#, source is available).

I hope the rest of you are going to have fun, because I’m certainly planning to.

And hopefully games will happen too.

I’m maybe kinda sorta am in?

Posted by (twitter: @YWainczak)
Wednesday, April 13th, 2016 8:35 pm

So here’s the situation, I have work on Friday and Saturday and I am starting my trip to Florida on Sunday… LET’S DO THIS ANYWAYS!

I’ll be burning my sleeping hours and whatever free time I have making a game using:

  • GameMaker: Studio.
  • Aseprite.
  • cgMusic.
  • Bfxr.
  • A laptop I’m borrowing from my brother.

That’s it! Don’t expect a finished game from me, but I’ll try my hardest!

 

Good luck to everyone!

I’m in! #LD35

Posted by
Tuesday, April 12th, 2016 5:29 pm

This will be my first LudumDare! I’ll be trying to get something playable finished on my lonesome!

I’ll be using;

  • Unity & VisualStudio
  • GIMP
  • BFXR ( and LMMS if I magically somehow get time to do music :3 )

I’m in! + Tools

Posted by (twitter: @davi_az)
Thursday, April 7th, 2016 1:42 pm

I’m in for my 8th LD!!

And here my free tools for you guys!dvnsfxmaker

  1. DvnSfxMaker: A VSTi plugin inspired on Bfxr to create sound effects.
  2. DPLoadScreen: Quickly add a load screen between your levels inside Unity!
  3. PSDAnim: It’s a tool I create specially for game jams to speed up my animation workflow. Use i with Photoshop (or Gimp, Clip Studio Paint, Paint Tool Sai, any tool that export PSD!) to view your animations while you create them! See how to use it with this GIF.

Presenting DIV Games Studio for LD #35

Posted by (twitter: @TheMikeDX)
Wednesday, March 16th, 2016 4:31 pm

Back in 2000, DIV Games Studio was released in the UK as a complete all in one package for creating games (including a graphical editor) and delighted many users who went on to have successful programming careers, including MDickie who currently has literally MILLIONS of downloads on the android app stores.

DIV was put to rest in 2005 due to being DOS only, but after 10 years sleep, it is now back and ready to compete with the modern world.

A group of us at DIV ARENA are planning to enter LD #35 using DIV Games studio, and exporting our entries to all the modern systems we can (including windows, linux, android, javascript/html, open pandora, gcw and others).

you may even be surprised with what we achieve!

Looking forward to it. See you there :)

 

 

Timelapse for Mac (OSX)

Posted by
Tuesday, January 12th, 2016 10:01 am

Hey friends.
Trying to be ready for the next Ludum Dare, I’ve been searching for a tool to do the timelapse on MAC.
After some search, I found out that there’s no one simple solution for that, like we have for windows.
We only have one command line for that, which does not support multiple screens, and webcam.

Because of that, I did some home work, and found a way to do that.
I created one script which do that more or less automatically, using some open-source tools.

Basically, I do screen captures using the native screencapture
And webcam photos using imagesnap.

After that, I merge all the files using imagemagick
And to finish, I use the ffmpeg to create the video.

You can download the script here : Google Drive

You need to install imagemagick and ffmpeg, to be able to use this.

In the zip folder, you will find the timelapse.sh
At header of the file, you can change the parameters in the way you want.

Captura de Tela 2016-01-12 às 12.57.20

After that, you can run the script, and press ‘E’ to exit.
The script will combine all the images, and generate the video inside the folder you executed.

Captura de Tela 2016-01-12 às 13.00.38

If you have questions/suggestions/improvements, please, let me know.

Tamamystery behind the scenes

Posted by (twitter: @jezzamonn)
Monday, January 4th, 2016 4:38 pm

(First of all, I was originally concerned about not having enough votes when I started this post, but I’m all good now. That said, you should still play my game because it’s cool, but perhaps consider playing other games too, there’s still time!)

Tamamystery is a cutesy virtual pet game with nothing mysterious or nefarious involved at all. Nope. Why would you suggest that? Also it’s in Flash, so there’s no download or anything, which means you should totes play it!

[Click to play!]

You should totes play this game

You should totes play this game

Now that that’s out of the way, lets get to what this post is about: How I came to using papercraft for my Ludum Dare game!

The first thing you’ll notice is my freakish hands holding some type of paper-craft device. But it wasn’t always going to be this way…

Once I knew I was going to do something Tamagotchi related, I started off by doing the classic Google image search to get ideas.

So many Tamagotchis…

I also watched some Youtube videos to get an idea of how the Tamagotchi gameplay typically works. I also came across this Tamagotchi device with the little cake on the top, which I liked, and is why I added a bow on the top of my toy.

Apparantly if you're into Tamagotchi videos then you also want to know how to make a Crochet Mini Coin Pouch

Apparently if you’re into Tamagotchi videos then you also want to know how to make a Crochet Mini Coin Pouch

So I started creating the graphics of the game. I knew I wanted the game to look like a real device, and so it had to be fairly realistic looking. So I started in GIMP, first by taking photo of an actual Tamagotchi and adjusting the colours a bit. Using that as a basis, I was going to try to essentially redraw it in GIMP, but soon realised that it looked pretty bad, and was going to take a while to do.

(I’m not very good at this way of doing art)

So I ditched that idea. Then I remembered “Hey, I’ve done nice vector stuff in the past, right? I’ll do it in flash!”. I quickly realised that THAT was going nowhere too.

I was hoping the grid would help me make things even, but I couldn’t even get the curves to look right

So I drew this little place holder graphics and moved on. Also, here you can see I had the idea of having a background that’s permanently etched in the game, like some Tamagotchis and small toys do.

5-2

The “figuring out graphics is a problem for Future Jez” graphic

Then I tried to figure out what it would look like on paper, and an idea hit me: If I can make it look good on paper, why not just use that as the graphics as is! I have a whole bunch of cardboard in my room (I often use it for craft things for kids), I had everything I needed really.

Even though I wasn’t trying to make it look good, I felt like this sketch was better than my my actual graphics attempts

The actual process of making the toy wasn’t too hard, all I did was draw each piece lightly on the cardboard in pencil and then cut out the outline. I made sure to measure out a piece of cardboard with the same dimensions as the screen so that they lined up.

To put the pieces together, I used Blu-Tack, which is good for two reasons. Firstly, because it’s not permanent so you can move things around. Secondly, it makes the pieces stick out a bit, so you don’t just end up with a flat piece of cardboard, but instead have something with a bit of depth in it. Depending on how much Blu-Tack you use, you can adjust the height of each piece a little bit.

From side on, you can see the layers… kinda. That screen is coming of a little.

To get it into the game, I just took a photo on my phone, put it on the computer, and then skewed it a little bit to compensate for the slight angle I took it at. Then I scaled it to make sure the screen was a nice multiple of the game window size, in pixels, because otherwise you get awkward half-sized pixels or blurry edges due to anti-aliasing, and nobody wants that.

This one is nice in the way that you can clearly see that it’s made of paper, it’s not as obvious in the actual one.

It looked pretty good at this point, but I felt like it needed colour to look more like an actual device. So I added in the colour in GIMP by using layers with the “Multiply” blending mode. If you just transparently overlay a colour, you lose some of the contrast as all your shadows become lighter, whereas with multiplying, you preserve all the blacks as black, and keep the subtle paper texture better. That’s a little tip for ya.

Whee! Timelapses! (click to see the unsquished version)

And to add in the hands, I just took a photo of me holding it with one hand in the different positions, and photoshop’d that in with GIMP (am I allowed to say that?). It would’ve been nice to set up a tripod and take photos of me holding it in the different positions to get the shadows right, but that also would’ve taken a bit longer and would’ve meant I had to skew, scale and colour 4 photos instead of 1.

hands

Whee timelapses again!

And that’s it! I had a lot of fun with using papercraft, I might try to make an all-papercraft game next time. I’ll probably need some better equipment though.

Thanks for reading! See ya later!

friends

Oh yes, I’m supposed to announce participation

Posted by (twitter: @Rialgar42)
Friday, December 11th, 2015 4:24 pm

So yes, I am back. Aiming for Compo. Stuff I might use:

Tools

  • Webstorm
  • Chrome/FF Dev Tools
  • Gimp
  • Blender
  • Inkscape
  • Bfxr
  • Otomata
  • Jukedeck (if I sway my mind to think it is ok or change to JAM anyway)
  • Audacity
  • Bosca Ceoil
  • Anything else I come along that seems useful at the time, I will tell about it then

Libraries

  • vanilla.js 😉
  • playground.js
  • three.js
  • require.js
  • no basecode

Declaration of base code!

Posted by (twitter: @blubberquark)
Friday, December 11th, 2015 12:55 pm

I have written some base code to import Yarn conversation files into HaxeFlixel and called it FlxYarn.

look at it here: https://gist.github.com/robertpfeiffer/e00a88fa1d514cc4302b

Are you tired of writing your dialogues in HaxeFlixel games as big nested if-statements inside of monstrous loops? Then FlxYarn might be right for you!

two talking heads and speech bubbles

I have built a Yarn parser, loader, NPC dialog engine and speech bubble UI for HaxeFlixel. I finished just in time in time for Ludum Dare. Now we can split up the work on a story-driven game into code(Haxe), levels(Tiled) and dialogue(Yarn). Each NPC has his own state machine.

Conversation nodes can contain multiple speech bubbles and dialog options. Nodes can contain Haxe code for scripting, which will be executed with the HScript interpreter. You can share variables from your Yarn state with the game code.

screenshot of conversation node syntax

The Yarn dialogue editor was built by Alec Holowka and heavily inspired by Twine. The syntax you see above is half my own design, half based on Yarn and HScript. The <<run $X>> macro runs haxe statements. The <<print $X>> macro evaluates Haxe expressions and pastes the result into the conversation state. Links to other nodes have the same syntax as in Yarn and Twine.

 

yarn conversation state graph

Get Yarn Here:

https://github.com/infiniteammoinc/yarn

Try out the cobbled-together nonsense Demo conversation between the neo-baroque technocrat and the spaghetti wizard (requires Flash):

http://blubberquark.itch.io/flixel-yarn-test

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