Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Posts Tagged ‘unity’

A gift for creators, MultiGame for Unity

Posted by (twitter: @whendricso)
Saturday, January 23rd, 2016 5:59 pm

I’ve made something useful, and I want to share it with you :)


Click for the free version!

Unity is powerful, but hard to use for non-programmers. So, a drag-and-drop framework that eliminates the need for coding or visual logic editors, MultiGame is a comprehensive game development framework for Unity.

It’s easy. Want health? Add it. Inventory? Click. Combine objects and components together to control Unity itself directly. Full documentation is built in to the editor! Just click “help” on any MultiGame component, or hover your mouse over field names for a helpful hint. The full version of MultiGame includes over 130 components, and growing every week. Powerful Managed Message functionality lets MultiGame command any script component even if it’s not included with MultiGame! This free evaluation version contains a few dozen of the most useful components in MultiGame. You can even use this in commercial projects, free of charge! But, if you like MultiGame please send feedback!

MultiGame is intuitive. Use it’s robust Interaction system to receive events such as player input, triggers and collisions, broken joints and send Managed Messages using an intuitive and consistent interface.

MultiGame has an ever-expanding feature set and the full version already contains over 150 components including:

-Interaction system
-Robust Message Manager that can send commands to any script
-Motion for transforms and rigidbodies
-General game functionalities and scripts
-Modular AI system
-User created content and construction/destruction systems
-Animation systems
-Combat system including health, damage, projectiles, and melee with combos
-Inventory system
-Save/load preferences
-Save/load entire game to binary
-Multiplayer support with Photon Cloud
-Mecanim state machine behaviors (state machine visual scripting with Mecanim editor)
-Level and prefab generator (beta)

MultiGame is great for adventure, physics, tower defense, RTS, RPG, FPS, MMO, open world, action, racing, arcade, or really any real-time genre or combination of genres you can imagine.

I would appreciate your feedback before I go for the full release so please:

Get the free version now!

Final Shameless Plugin Post

Posted by (twitter: @xanjos)
Monday, January 4th, 2016 8:10 pm

There’s literally less than an hour left to play/rate entries and my game Rolla Grolla Arena could do with some more votes (it’s probably not possible given the short timeframe but I want to get 100 votes by the end of the judging period).

Click The Pic To Play!!

Revolver Post-Mortem

Posted by
Monday, January 4th, 2016 3:55 pm


With the final hours ticking down before scores are revealed, I thought I’d fill the time by doing a post-mortem for my LD48 compo entry. Revolver is an action puzzle game about growing plants by rotating the planet toward favorable weather conditions.  You can play it here!

What Went Right

A:\> Let’s build a time machine!

Time management. Unlike most other jams, the first time ever I felt in control of my time. I didn’t get in everything I wanted to, but I delivered the key elements I needed to. I chose an idea with core mechanic that was design-complete. The idea hit both theme targets. By the end of Saturday, the sandbox prototype was playable, which is a target I don’t always hit. I did a really good job of “layering” my needs, ensuring that every element of the game had a placeholder first, before several iterations of refinement. I don’t just mean art, I also mean text, sound, and code. In this way, as time became short, I could say “you know, that placeholder here is good enough” and polish where it is more needed.

Challenge. I tweaked the levels to be tough on the timer, particularly the last 3-4 levels. While this got some users cursing at me, most said it was on the good side of challenging.

B:\> I’m not looking for judgement, just a yes or no — can you assimilate a giraffe?

Unity. I entered previous compos using Flaxen, which is built on HaxePunk using Haxe. It’s great stuff, but I’ve been wanting to get more experience with a game engine that has 3D, a lighting model, and a proper scene graph.  (Hopefully, HaxePunk 3.0 will have these things.) I had a really good time using Unity. I’m not so much of a Microsoftie so was I  surprised to enjoy many of C#’s features. I mean I’m never going to love capitalized function names, and Unity/MonoDevelop makes it excruciating to use third party libraries (see how haxelib does it), but overall it was smooth.

In-editor configuration. As much as possible, I exposed all level data and configuration to the editor. Each level was a prefab that I dragged to the Level Manager array in the order I wanted them. This made it easy to tweak and change the levels and messages. Unity does have a really ugly built-in array management with no drag and drop reordering, but it’s passable, and you can customize the inspector view to some extent with a little more time. The configuration for the item types were also fully exposed.

C:\> Good job doing basically nothing

In-game tutorial. Not only did I fit several levels, I also worked in a couple tutorial levels to explain the controls and concepts. I was very pleased to fit this in.

Unfiltered sarcasm. Because I layered my time, I used placeholders everywhere first, and this included the level message texts. The requirement for a placeholder is BUILD IT FAST, so I did what comes to me naturally. That is, I was a sarcastic and obnoxious ass. As time wound down, other things took up my time, and I never went back to the level text. As it happened, however, my sarcasm turned out to be a popular aspect of the game. So yay me and my immaturity!

What Went Wrong

D:\> Please, sir? Can we have some more, please?

Moar levels. I put in just enough levels to introduce the three types of atmospherics (rain, snow and tornado) and three plants (smirkflower, smeggplant, and flurp trees).  Barely enough time to dip your toes in.

Less samey. I envisioned a more complex dynamic between the atmospherics and plants. Although I exposed a lot of the configuration to the editor, I didn’t tweak them much. In the end, each plant had an atmosphere it grew 4X as fast in, and an atmosphere that stunted it’s growth completely to 0X. These values could have been tweaked to be more interesting, but with as few levels as I had in there, it would be an underused subtlety.

Moar items. I also pictured two other atmospherics (flock of birds, swarm of bees) that could move around the planet – this would have looked cool! It would have also fed into new asexual and sexual plants which spread via seeds and/or pollen, and were endangered by birds.

Moar animations. My biggest regret on the art side was not making time for a better plant-growth effect. It just scales out along the length, which kind of looks like growth, and kind of looks like it’s rising from a deep bow. What I really wanted was a dynamic art that could support a tweakable growth pattern. If I did that, maybe I could have fit in more plants.

Moar UI. The level transitions were very minimalist. The font was hard to read on some levels if there was foul weather near the south pole.

Overall I had a great time this Ludum Dare. My feedback has been largely positive. Regardless of my scores, I’m still very pleased with the result.

Last Call to Bash Some Boxes

Posted by (twitter: @aaghgames)
Monday, January 4th, 2016 10:47 am

Box 'N Bash logo

If you haven’t tried our game, Box ‘N Bash, and would like to, time’s running out during Ludum Dare! Stack up boxes to fill your quota, but don’t smash the box goblins – and look out for the infamous boom boxes! Work fast and efficiently to get your teetering stack of crates to the tape, all while dealing with your antagonistic foreman.

Box 'N Bash screencap

Sound interesting? Give it a spin before time runs out on Ludum Dare 34.

GrowForce timelapse

Posted by
Monday, January 4th, 2016 10:30 am

Here’s a timelapse of my sixth Ludum Dare game named GrowForce.

Entry page

If embedded video doesn’t work here’s a link

Post Ludum Dare Version Of All Ways Down Now Available

Posted by
Sunday, January 3rd, 2016 8:08 pm

A little later than planned but All Ways Down Post Jam beta version is now available.


Changes include:

  • Various bug fixes,
  • Increase pellet size,
  • Faster player,
  • Input from left and right arrow keys,
  • 5 new levels,
  • New obstacle type – Zapper
  • And most importantly, Camera Shake!

The post jam version can be either downloaded or played in browser over on its page.

Or if you haven’t already, you can check out the jam version of All Ways Down on its entry page over here :-)

Star Warrior Postmortem

Posted by (twitter: @@_spolsh)
Sunday, January 3rd, 2016 4:14 pm

We have made game Star Warrior mixing cheesy 80s and Star Wars styles.

star warrior

Star Warrior



Game was done in Unity and we aimed for smooth and joyful gliding mechanics. My friend kozun took care of steering, camera movement and whole logic behind space shuttle. Later on programmed nearly whole gameplay. It was inspired by mario and we wanted to take advantage of terrain. Yeah, based on your feedback we are aware now, it’s not so perfect but we couldn’t came up with anything better at that time. I’ve figured out wireframe shaders and experimented with shading effects. I’ve parametrized every detail of dunes and lava look, the world is endless. Then I made space fighter model and painted skybox. At the end I had to rewrite all wireframe shaders since WebGL does not support geometry shaders and update some screen effects since WebGL does not support MovieTexture as well. We had quite busy week and tons of fun working on it. Hope you like it!

Cultivate Post-Mortem (and Favorites!)

Posted by (twitter: @kmakai)
Sunday, January 3rd, 2016 11:36 am

Hello there! With just over a day remaining in the voting period, it seemed like a great time to finally write up a post-mortem for my experience this time around. I’ve included my favorites/recommendations of the entries that I’ve played so far at the end of this post.

Of course, if you haven’t played the game yet I would love to get your feedback! Visit the game page here:

Cultivate is an adventure/visual-novel-like game about a day of high school.

Cultivate is an adventure/visual-novel-like game about a day of high school.


This was a really interesting Ludum Dare for me — the second I’ve completed an entry for (and the fourth or fifth that I’ve actively attempted.) The idea of an adventure game with binary choices that lead to branching paths seemed like it might easily get out of hand and too ambitious for the compo, but I wanted to attempt it anyway. If nothing else, it would be an exercise in limiting scope — something I usually struggle with in game design.

Ultimately I ended up with an entry that I’m really proud of: despite a few issues it feels reasonably complete (though I would have been pleased to add music!), and represents the original concept well.


Conga Master will be bigger and better

Posted by (twitter: @@BubsyPoochies)
Tuesday, December 29th, 2015 10:46 am

Hi Conga Master fans!

We can’t be happier! We are getting so many of good comments and reviews from you, that we’ve decided to make Conga Master, bigger and better!

Conga Master

We will let you choose from ALL the characters in the game, there will be more of them! and they’ll be different! some will run faster, some will get the attention of other dancers more than others… and more!

Stay tuned! And Thank You for all your good reviews!!

Rolla Grolla Arena Post Mortem

Posted by (twitter: @xanjos)
Saturday, December 26th, 2015 10:21 am

Hey Everyone!!

I hope you all had a nice Christmas. Anyway, I’ve recently written up a post mortem for my LD34 game Rolla Grolla Arena which you can view on my blog.


There’s still time to play/rate my game before judging ends so click here to give it a try. Also, I’m looking for more games to play/rate so click here to submit your entry and I’ll get to it as soon as possible.

Finally I’ve included a video clip taken from a Twitch stream last weekend where a group of people played and rated my game (which appears in the first few seconds).

Happy Holidays!!

Pyromaniac 3 — 2 Post-Mortem

Posted by (twitter: @_benhumphries)
Monday, December 21st, 2015 4:58 pm

Good job on the game jam everyone!

My game was Pyromaniac 3 — 2. Please check it out and leave me some feedback here.

This was my first Ludum Dare competition aside from the most recent Mini LD, but for me the Mini LD was more of a trial.

I started off on Friday night brainstorming and eventually, with the help of my friend Paul, came up with the idea of a growing fire. From there I kind of just went with the idea and programmed in whatever I thought of.



  1. Set up basic side scrolling player controller and camera that followed the player.
  2. Made a particle effect for fire.
  3. Made a particle effect for the player.
  4. Made a test level that consisted of a ground, a player, and nothing else.


  1. Drew placeholder art for trees and the ground.
  2. Created a skybox that looks like the night sky (the fire looks cooler against a dark backdrop).
  3. Gave the trees the ability to be flammable.
  4. Ironed out bugs regarding the distance from which things are set on fire.
  5. Drew placeholder firefighter art.
  6. Implemented firefighters with very basic AI (run towards the player).
  7. Made a particle effect for the water stream of the firefighter and the water stream of the firetruck.
  8. Implemented the water stream for the firefighter and gave both the player and firefighter health variables.
  9. Made and implemented a fireball particle effect for the player to shoot.
  10. Implemented the taking of damage when hit with water.
  11. Implemented the firefighters’ taking of damage when in contact with fire or fireballs.


  1. Drew placeholder art for the firetrucks, houses, and bushes.
  2. Implemented firetrucks (but not the firetruck water particle system).
  3. Implemented a win condition and death condition.
  4. Implemented UIs for those conditions.
  5. Made a main menu, about screen, and level select.
  6. Realized I didn’t have any levels for the level select, so I made 4 basic levels.
  7. Set up a system for unlocking levels based on game completion.
  8. Decided not to replace the placeholder art because it was like 5:00 o’clock.
  9. Fixed a bug where the UIs weren’t responding to clicks.
  10. Added an Easter egg where there is a 1/100 chance that when a firefighter spawns it spawns as Bono and has as much health as a firetruck.
  11. Play-tested for about 30 minutes and discovered a game-breaking jumping bug.
  12. Attempted three different solutions to the bug before fixing it 30 minutes before submitting.
  13. Set up an account and uploaded a web version and download version of my game.
  14. My friend came up with the slogan “15 years after the critically acclaimed fire-fighter fighting simulator, Pyromaniac 3, there is finally a sequel: Pyromaniac 3 — 2.”
  15. Uploaded the links to the game on the Ludum Dare website (at 8:30 because I didn’t realize there was a submission hour).
  16. Figured out how to upload the Unity project and uploaded that as my source.
  17. Polished the game page.
  18. Did my homework (cause that wasn’t my priority, obviously).


Thanks to everyone who has played and given me feedback on my game, I appreciate it greatly!

Xtreme Crop Duster Simulator ’82 – The Two-Camera Setup

Posted by (twitter: @rjhelms)
Monday, December 21st, 2015 11:58 am

After writing up my post-mortem for Xtreme Crop Duster Simulator ’82, I had a comment from pkenney asking about how the two-camera setup I created in Unity worked, and how I used Unity’s built-in shaders to achieve the graphical style of the game. A lot of the positive feedback I’ve received about the game makes reference to the graphical style, so I was already mulling the idea of a post about exactly that – the comment spurred me to actually write it up.

Lots of text and graphics to follow, which likely isn’t be applicable outside of Unity and may only be of interest to people keen on this sort of graphical style, so the real meat of the article follows the break. But as a teaser:

Before and after

Before and after

The challenge, which I had run into in previous Ludum Dares, is that square pixels are a relatively recent innovation. The Commodore 64’s multicolor low-resolution mode which I emulated in this game had a resolution of 160×200, displayed on a 4:3 television. This means that the pixels, once rendered, are 1.6 times as wide as they are tall – not a nice ratio to deal with. In my LD32 entry, Red Threat, I handwaved the problem away by drawing the sprites with 2:1 pixels, and scaling the whole thing up 2x to 640×400. It worked, but the effect was graphics that were noticeably stretched if you’re familiar with the real hardware.

This time around, I wanted to do better.


Star Warrior post-jam

Posted by (twitter: @@_spolsh)
Sunday, December 20th, 2015 10:43 pm


We are super exited to announce that the post-jam web version is ready now!


Just click embedded game and enjoy :) We added something even more cheesy.

Click following screen to see the gameplay animation.



Box ‘N Bash Post Mortem

Posted by (twitter: @aaghgames)
Sunday, December 20th, 2015 8:41 am

This is the post mortem of Box ‘N Bash, as told by Budaniel (me), the programmer an artist for AAGH Games. Box ‘N Bash is the first Ludum Dare we did not livestream, which was a little unusual feeling but it was a conscious decision because were trying something new this time.

Box 'N Bash logo

We had been aiming to start on 3D game development using Unity and decided that making a working game in 72 hours was the perfect time to figure it out. Aside from some tinkering around, I didn’t have any experience in C# or 3D graphics, which is a bad start seeing as both of those fall under my jurisdiction. My concerns were alleviated when a working prototype came together early on, and we finished on time, despite some last-minute bug fixing.


Box 'N Base EvolutionThe evolution of Box ‘N Bash

The good:

  • Learning a new (to us) engine in 72 hours
  • Finishing our game on time is always a good thing
  • We got a little bit of our trademark humor into the game

The bad:

  • We left a number of incidental elements on the cutting room floor, such as the doors opening when the Box Goblins came out, as well as already-recorded sound effects and voiceovers
  • The balance might be off, but everybody testing it had different opinions on its difficulty level so we just had to wing it and hope for the best

The WTF:

  • The voiceovers didn’t come out as clear as they probably should have

The Future:

  • We plan on producing a WebGL version this for the AAGH Game Center, our game portal site.

Well that’s all for this post mortem. If you haven’t yet, give Box ‘N Bash a look.

We’ll see everyone again next LD!

Xtreme Crop Duster Simulator ’82 – A Post-Mortem

Posted by (twitter: @rjhelms)
Saturday, December 19th, 2015 6:41 pm

Congratulations on another great Ludum Dare, everybody. I’ve been having an absolute blast playing through the mountain of games.

I’ve never actually written a post-mortem for a Ludum Dare entry before, but figured that for my fourth go-around I probably should. As such, here is the post-mortem for my entry, Xtreme Crop Duster Simulator ’82.


As mentioned above, this is my fourth Ludum Dare entry (having previously participated in LD30-32, taking LD33 off due to a family commitment.) However, this was my first time making it in for the compo deadline. I used my usual tools – Unity/C#, etc – with the exception that I used Photoshop instead of GIMP this time around (as I finally shelled out for a subscription) and gave Chiptone a spin for sound effects, which worked very nicely.

What went well

  • I actually finished a game for the compo deadline, after 3 Ludum Dares failing over to the jam when I wasn’t ready by 9pm on Sunday.
  • Despite wringing my hands the whole weekend about what I thought was a dubious idea, looking back on it it’s a pretty good take on the theme.
  • I had a lot of success with the retro feel, bringing a lot more polish and sophistication to the emulation of an old system than I had achieved in the past.
  • Wrote my level loader in a way that should be reusable
  • Didn’t go insane, or become miserable from stress and sleep deprivation
  • Made something pretty fun
  • Learned to use SidTracker64, which is an awesome app I’ll certainly be coming back to.

What went poorly

  • The GitHub client crashed. A lot.
  • I didn’t reach all of my targets – I wanted 8 levels and at least 2 songs in the game, only achieved 5 levels and one (very short) song.
  • Some of the sprite work isn’t as nice as I’d like, especially a few of the airplane rotations.
  • Didn’t realize I was writing the game with controller support the whole time, so it’s not reflected in the in-game text.
  • After the compo, I had way more trouble porting to other platforms than I should have – the Mac port went fine, but WebGL never worked right and the Linux port took a lot more futzing with than it should have. It especially didn’t help that each test of a Linux build involved rebooting my machine – hours become an eternity when you’re groping blindly for a fix, rebooting constantly to test small, unsuccessful changes.

If you’re interested in a more detailed play-by-play of the weekend, it follows below the break. Otherwise, why not give the game a try and let me know what you think?


Xtreme Crop Duster Simulator ’82 – Mac and Linux builds now available

Posted by (twitter: @rjhelms)
Thursday, December 17th, 2015 9:30 am

I’m pleased to announce that the Mac and Linux builds of my compo entry, Xtreme Crop Duster Simulator ’82, are now available. While I’ve had no complaints about only having a Windows build available to date, I’ve always been a supporter of developers who release their games cross-platform and thought I should put my money where my mouth is.

Now you can experience the C64 retro nostalgia on three different operating systems!

Now you can experience the C64 retro nostalgia on three different operating systems!

I should give the caveat that these are not nearly as well tested as my Windows build – I’ve had a few people playtest the Mac version and none of them have reported issues, but I haven’t seen it in person. The Linux build runs fine on my Linux install (Xubuntu 14.04 LTS) but hasn’t been tested elsewhere.

I had way too much of a hassle getting the Linux build to work – there appear to be a handful of strange bugs in the latest version of the standalone Linux Unity player, which made the game unplayable and left me grasping blindly for the fix. I quickly was able to glean that the problem wasn’t in my code, but found little by way of resources (either from Unity3D themselves or from the community) to help me sort it out. I really should investigate further and report a bug (or a few), but since every build involves booting Windows, loading Unity, running a build, and rebooting to Linux to run it, it’s a pretty laborious process.

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