Posts Tagged ‘tools’

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
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!

Is it really that time again?

Posted by (twitter: @Ananace13)
Friday, April 10th, 2015 10:15 am

So, I’ve completely forgotten to write my entry post I just realized. Hopefully this’ll go better than the MiniLD I tried earlier, so I can get a proper game out and have some fun.

I’m going to stick to writing the game in C++ for this entry too, though I’m very much wanting to do this game with the OpenSceneGraph library instead of SFML like I usually do. I just need to get myself a crash course in doing scene graphs in games, which I’m hoping I’ll have time for during the warmup.
If I can’t get my head around it then I’m going to fall back to SFML as a safe card though.

So my tools will most likely be;

  • CMake
  • Visual Studio 2103 / Vim + Makefiles + Clang + GCC
  • Gimp
  • Blender
  • Audacity
  • cgMusic


  • C++11
  • Angelscript
  • OSG / SFML


If anyone has knowlege about doing scene graphs I’d love to hear some comments on this plan, apart from that though I wish you all a nice Compo and a nice Jam.

I’m (musically) in! (+ Bonus Advice)

Posted by (twitter: @qrchack)
Thursday, April 2nd, 2015 5:51 am

So, after my failed attempts at trying to Ludum Dare, I had a little break of it. But you’re too awesome, so I’m back here, though this time I’m organized and focused on the thing I’m best at: music and SFX. I’ve teamed up with Sigrath, he’s gonna do the actual game stuff and I’ll be doing just audio.

My setup:

  • As usual, a ridiculously old laptop (Intel Dual Core 1.73 GHz and 2 GB of RAM)
  • FL Studio / Reaper (depends on the style we’ll be going to use: Reaper for orchestral stuff, FL for electronic/ambient/chiptune)
  • Plugins: stock FL/Reaper, Kontakt (with my favorite libraries, Kontakt 5 Factory Library, Drums of War 2, Evolve Mutations, Shevannai Voices of Elves, and some freebies here and there), Sylenth1, 3xOsc (it’s FL stock but it just had to be listed separately for its awesomeness)

Now, onto the advice part: currently I’m trying to really get OOP and generally train myself how not to fail and actually make games. It’s a sort of weekends research project, though I aim to finish a game this way. I decided to use NetBeans for a couple of reasons:

  • Although I love coding in Sublime Text (I code most stuff in it, including my website), the autocompletion feature is really lacking for me (even with SublimeCodeIntel). I really miss being able to CTRL+Space and select functions from SDL/LÖVE, or my own functions from other files in the project folder. Sublime suggests just the ones in the file I’m on currently, which isn’t gonna work well when I’m trying to learn classes and code separation
  • I want a sort of unified experience (same IDE) if I decide to try writing in Java (and I’ll need once I get to university) – NetBeans supports both C(++) and Java
  • It’s free and open source, and I like free and open source :)

My piece of advice I’ve learned while coding: make a test run, write a game a week or two before Ludum Dare actually starts using the setup you’ll be on. You can’t afford losing first 5 hours reinstalling MinGW, setting up your environment variables, changing compiler settings and adding include directories. Have your libraries installed, tested working, with a skeleton project ready to code in. Make it already include loading settings, main menu, renderer code, audio engine. You’ll have time to focus on the game, not the engine. More time spent on what your game is about = more fun coding and more fun playing.

Second advice: team up! You don’t have to make a formal team and code together. Have a friend (or a whole bunch of friends!) with you, so you have someone to talk and give ideas for your game. Plus, hopefully, you won’t lose sanity that fast.

I guess that’s pretty much it for now, can’t wait for Ludum Dare, good luck everyone and most importantly, have fun!

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)

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.


High Flyer:



twitter image

GameGrape Studios (C)’2014. All rights reserved.

I’m (late) in!

Posted by (twitter: @qrchack)
Sunday, December 7th, 2014 11:34 am

So. I didn’t want to participate this time. My first and last time was LD26 (theme: “Minimalism”) and I coded entirely on my phone in 3 hours, resulting in a poor Tetris clone. Half of LD31’s time is over, and I haven’t been coding for years, but I’m gonna give it a shot. Even if I fail, isn’t Ludum Dare supposed to be about being a challenge? So, I have half of the time and most likely I’ll fail hard. Probably I’ll just keep coding after time runs out, I want to get back to coding. End of story.


Sublime Text, as the coding IDE
LÖVE, as the engine
Pinta, as the graphics tool

Qrchack's LD31 Workspace

The workspace in its full, messy glory

The game thingy so far

The game thingy so far

What’s good so far

– For the first time ever, I’m using object-oriented programming. And it’s working quite well for now.
– I’m making a tile-based maze game. Never used tilesets or tiles at all. More of the challenge and it’s working
– I’ll need to either add Tiled support into my game (Tiled seems freaking amazing at first look!) or code my own map editor, or use hardcoded tables. The first two options are even more of challenge (and fun!)
– First time developing on Linux (latest stable Xubuntu release to be precise), and though I’ve been customizing it quite a bit, I’m proud to be using it for programming.

What goes bad

Time. I don’t know if I’ll even manage to get something usable till the jam deadline. The solution is just to keep coding when LD31 ends.
Hardcoded maps. These need to get replaced by either Tiled maps or some own external map editor.
Preparations, because I haven’t made any. This means downloading stuff while coding and setting up your workspace and libraries. Not good at all.


Really excited to be back into coding, good luck everyone, I can’t wait to play your games! Wish me good luck, too. I’ll need it! :)

First Time I’m gonna finish it!

Posted by
Friday, December 5th, 2014 7:20 pm

So the last Ludum Dare I participate but maybe with some very native tools so today I’m gonna try almost the top in tools, not something as Unity but an JS framework. So, my tools will be:

  • EnchantJS as Engine
  • Graphics Gale as Pixel Art Editor.
  • bfxr as Music FX creator.
  • And some music generator because… I just don’t know anything.

It will be my first time with EnchantJS so hope It goes like I need 😛 But I think it very basic. Just want to finish the game :)

Good luck to everyone and have fun!

Obligatory notice that I am in.

Posted by
Friday, December 5th, 2014 5:50 pm

I’m in!  I don’t think I’ve written a single line of code since LD30 – I’m teaching math this year instead of programming, so the opportunities have been scarce.  Nonetheless, I’m in and I’m ready to make something amazing!  Last time I managed to surprise myself and break into a top 50 list for the first time – for Innovative.  My Fun score was way low though, so my goal for LD31 is to make something that people think is fun!

I’ll be going with JavaScript again, for the 2nd time now.  I think it went really well last time – much more accessible to those who want to play than Python, and there’s not much overhead on my end either.  Other tools will probably include… Notepad++, Paint, GIMP, bfxr… and that’s about it I suspect.  Also energy drinks.

Good luck all, and may the ☃ be with you.

My 1 Year Anniversary

Posted by (twitter: @AndyGainey)
Friday, December 5th, 2014 4:39 pm

This’ll be my one year Ludum Dare anniversary.  LD28 and LD29 were a lot of fun.  LD30 was quite a failure, but a learning experience regardless.  May I be blessed by the snowman for LD31!

As before, I’ll be utilizing JavaScript, JQuery, and CreateJS, along any bits of useful code from my prior projects found on my website. If I choose to do anything in 3D, then I’ve got some recently acquired skill with three.js that I can call on.

I’m assisted this time by Jeremy Breau of Antithesis Design. The media assets he’ll be creating will no doubt be far better than any weak vector art I would throw together, and having a partner with whom to share the design efforts is always rad.

The “me be joinin'” post

Posted by (twitter: @TheArtylo)
Friday, December 5th, 2014 6:38 am



So, I’ll be participating in my third LD, which is pretty cool…I guess.
I’ll also be taking part in the 48 hour compo this time, cause I need more motivation to make games and even in the jams, in which I’ve been, I’ve always made all the content from scratch and worked alone. I mostly went to the jam, because of the extra day…which I spend in school…kinda pointless.

Anyway, I’ll be trying GameMaker this time, instead of MMF2. Mostly because I want to have a more flexible dev environment. I’ll be doing full GML and none of that drag-n-drop stuff… I kinda have a dislike for drag-n-drop development now, so yeah.
I’ll be doing art either in Flash 8 or in GraphicsGale. In the end, I’ll probably go for pixel art with GraphicsGale, because I’m more comfortable with it, instead of drawing everything in Flash 8.

Sound will be done in SFXR, FL Studio 11 and Audacity. I’ll be making the music on a synth (aka the only instrument that I own and I am able to play without having my hands cut off by music critics).
I’ll also try to make a livestream on Twitch or just a timelapse on my Youtube.

Summary of tools:

  • Engine:
    • GameMaker Studio
  • Art:
    • Flash 8
    • GraphicsGale
    • Photoshop
    • Paint.NET
  • Music:
    • Casio CTK-450
    • FL Studio 11
  • SFX:
    • Audacity
    • SFXR

See you there! ^-^

I am in (for jam)

Posted by
Friday, December 5th, 2014 12:28 am

This is my first Ludum Dare, so I thought I would just do the jam rather than stress out and end up not doing it at all.

My friend will be helping me, and I will be using some scripts I wrote for unity last year for the base (renderer, map parser, that ok?), so hopefully I will have plenty of time to get some gameplay done. I had a few sprites I was using for the base, but I will do them all from scratch, because I want my pixeling judged. I also make sort of chiptunes music, but a bit more beat rock… Im calling it erocktronic. I might do tracks from scratch if there is time, but maybe just use some of my existing tracks and opt out of that category.

I will be using:

– Unity

– Tiled Map Editor

– Cosmigo Pro Motion, Pyxel Edit, Sprite Anything (iOS)

– Sublime Text 3

– BFXR or maybe record sound effects


I will try to stream, but if it makes me uncomfortable or slows me down too much,

I will just record it and upload it later.

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