Ludum Dare 32
An Unconventional Weapon

Compo Ends in

Jam Ends in

Posts Tagged ‘unity’

I’m in

Friday, April 17th, 2015 2:30 pm
 I now take part for the third time!


    Engine: Unity3DIDE: Microsoft Visual C# 2010 Express

  • Language: C#
  • Music: I don’t know
  • Sounds: bfxr

  • Graphics: & Gimp

Question about unity

Posted by
Friday, April 17th, 2015 12:46 pm

Hello. This is the first LD I’m doing but I have a question about unity. I’m currently studying programming at a school so all computers have the Educational license for unity. So my question is if it’s ok to use that version for LD? I have tried to install the free version but it still has the “For educational use only” watermark and says Unity Education (64bit).

It’s that time yet again!

Posted by
Friday, April 17th, 2015 12:45 pm

We’re doing this again! After several Dares’ missed we’re excited to give lucky number 32 a go!

What we’ll be using is the standard toolset consisting of a 2d editor and some audio software and Unity 5 for a game engine.

If you’re curious as to what quackery we’re capable of be sure to check out our last Dare here:

Last Dare

I’ve also put together a video about game development which you can check out here if you’re curious!

PSA – Latest chrome update disables NPAPI Plugins by default. :(

Posted by (twitter: @mactinite)
Wednesday, April 15th, 2015 3:58 pm

Fellow Unity Devs, and those in similar situations, the latest chrome update disables NPAPI plugins by default making Unity Web Players not show up. I’m sure most of you already know this and know how to fix it, but some of you may not notice until you start deploying over the weekend. So if you use chrome and want to be able to Play/Rate Unity Webplayer games you’ll have to turn NPAPI support back on.

You can enable them by navigating to chrome://flags/ and enabling NPAPI (Ctrl-F and search for NPAPI) 

This setting is set to disabled by default in the latest update as google is phasing out the dated API in favor of newer methods (HTML5 and their native client stuff among others).

If you don’t want to be bothered by it I suggest trying out Unity’s WebGL build that’s currently in beta.

Good luck all!

I’m in – for the 3rd time!

Posted by (twitter: @rjhelms)
Tuesday, April 14th, 2015 12:11 pm

Throwing my hat in the ring – I’m in again for LD#32.

Had a great time competing in the jam for the last two – I’ll probably be in the jam again as 72 hours is just a lot more reasonable for me. Apart from the timeline, I intend to follow the compo rules so in case of a miracle I’ll submit as a compo entry.

Using my usual toolkit:

  • Unity – I’m brave and so am going to upgrade to Unity 5 Personal the night before the jam
  • Monodevelop for C#
  • GIMP or maybe Photoshop
  • AutoTileGen, if the need arises
  • one of those sfxr tools for sound effects- I often use as3fxr just for the sake of being able to it in browser
  • iPad and a bunch of software on there for music
  • Audacity

Any fonts, etc will probably be grabbed from the Unity asset store.

I’m not certain where the game will go, but for both of the previous LDs I’ve participated in I’ve ended up using Aron Granberg’s A* library so I might as well set the expectation that I’ll be doing so again.

3 hours Warmup

Posted by
Monday, April 13th, 2015 11:09 am

We are using Unity for this Ludum Dare. Images and animations will be designed with Photoshop.

This morning we did a small demo that allows a character to run through a field.

First we did some animations:

Then some programming:

And a first attempt of main menu:

And that’s all we could do in 3 hours!

Anyway, now that we look at it, there probably wasn’t need to colour the background elements. Black and white seems to work better.

Good luck everybody!

Kissing bunnies and bloody mutants! LD31 Postmortem :)

Posted by (twitter: @TriteGames)
Sunday, April 12th, 2015 4:31 pm

Hey guys,

we most likely won’t be able to participate in Ludum Dare this time :( BUT we have been working on our last LD31 Jam entry Of Carrots And Blood and we just released it on for free for Windows and Mac. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local Co-op mode (which is the most fun) with a big surprise in the end! So please check it out :)


Download OF CARROTS AND BLOOD on here!



OCAB screenshot #01

OCAB Kissing bunnies


And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse ;) More feedback much appreciated!


Download OF CARROTS AND BLOOD on here!


Thanks and have fun playing,

Chris and Sebastian

LD31 Postmortem, no LD32

Posted by (twitter: @TriteGames)
Sunday, April 12th, 2015 5:43 am

Hey guys,

we most likely won’t be able to participate in Ludum Dare this time :( BUT we have been working on our last LD31 Jam entry Of Carrots And Blood and we just released it on for free for Windows and Mac. We have added powerups, different enemy types, a global highscore for the single player and we have also added a local Co-op mode (which is the most fun) with a big surprise in the end! So please check it out :)


Download OF CARROTS AND BLOOD on here!



And for those of you who already know the Jam version, it would be really cool, if you could compare the two versions and tell us here in the comments, if we applied your feedback for the better or worse ;) More feedback much appreciated!


OCAB screenshot #01

OCAB Kissing bunnies


Download OF CARROTS AND BLOOD on here!


Thanks and have fun playing,

Chris and Sebastian

Intergalactic Pong – MiniLD 58 Entry

Posted by (twitter: @xanjos)
Saturday, March 28th, 2015 7:19 am

Just submitted my entry for MiniLD 58 (Intergalactic Pong) last night.

Same rules as regular pong except everything is now set in space and the ball is now an asteroid and there are planets that can pull the ball in and also the ball can wrap around the screen because space.

Click the pic to play!!

Click the pic to play!!

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.

Houston: Expedition diary Part 5 – Steam!

Posted by
Saturday, December 27th, 2014 11:27 am

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

Day 22:

We successfully landed at new ground.
Hello, Steam Concepts, we come in peace.

We invite you to the Houston page at Steam Concepts!
(talking about concepts… there are few more at steam page)

Sure, we are nervous a little bit about this move, but we hope it is a right thing and we have to try.

Houston: Expedition diary Part 4 – Gameplay Video

Posted by
Friday, December 26th, 2014 12:00 pm

The expedition diary of Jam Entry: Houston, We’ve Got A Problem.

New decrypted item is available now:
gameplay footage with comments about present and future of the game

(01:43 min)

Incoming transmission:
Wolfnip’s “Let’s play Houston, We’ve Got a Problem!”

(16:25 min)

Ythmevge’s Let’s play

(14:44 min)

TechValleyGameSpace’s Let’s play

(31:02 min! wow)

Thank you guys, it was a pleasure to watch how do you play!=)

Previous part of expedition diary:
Expedition diary part 3

Expedition FB group
Let us Tweet you some space news

Ludum Dare 31 Favourites So Far!

Posted by (twitter: @gamepopper)
Sunday, December 21st, 2014 7:31 am

So after rating 100 games for Ludum Dare, I thought I’d talk a bit about a few of my favourites from the compo/jam. They may not be the best out of the competition, but these were the ones that I find have an aspect of good entries that each of these succeed at.

Tightrope Theatre

This is the entry done by brilliant flash game developer Jussi Simpanen, aka AdventureIslands. He always does games for jams big and small and his entries usually bring a quirky design and incredible polish to them, and this one is no exception. In Tightrope Theatre you must travel from A to B, all while riding a unicycle avoiding fire, spikes and the ground below. The entire game is 24 levels long, and feels very complete for a game done in two days, although you kind of wish there was more. Knowing that Jussi tends to add new stuff to his entries every now and then, maybe there will be more to this entry.

Jumping ‘n Jumping

This is an example of how you should achieve a innovative gameplay in 48 hours, you use one mechanic with a unique spin and give it as much potential as you can. In this case, the mechanic of the game is jumping, and the unique spin is that your jumps are limited, but will increase depending on how you play. Eduardo uses the mechanic in a room where you have to jump to survive and you get this gem.

Screen Mover

Most game jams have a theme, and as a developer you are free to interpret that theme to whatever for your game: you can use a literal route (in LD31, that would mean literally running the entire game on one screen), the metaphorical route or the technical route. With Screen Mover, Sh1rogane decided to go beyond literal and technical with the theme to produce something that may look like a simple platform prototype, until you quickly realise you have to move the game window to progress. The only issue with this idea is that keyboard input it locked while the window moves, but the post jam version does fix this.

The Hyperbeam

Sometimes you don’t have to make a game that’s fun to make it a good entry, you can tell a story, show off some great music or in this case, make some really beautiful graphics. The puzzle game elements are clever, but this game is really good at showing off bloom and neon. It just makes it look wonderful, and the music is really soothing as well. As you may tell from my entry, I love neon glow, and this game does a great job at showing it off.


If all else fails, just make a game that is fun to play, and make it addictive for an added bonus. This game’s style reminds me a lot of Terry Cavanagh’s Super Hexagon, and since the developer is planning an Android/iOS release, I recommend him get Chipzel to do music for the game.

Don’t forget to play my entry Glow Drop if you haven’t already.

B.Y.E. post mortem

Posted by
Wednesday, December 17th, 2014 12:49 pm


This is my third or fourth Ludum Dare I’m in. For this jam I decided to test my idea of terrain destruction to be done in Unity because I wanted to use it to port my old game I’ve been making with other guys for Global Game Jam 2012. It was the first time when I heard of game Liero and we used similar targeting and ninja rope from it. I never quite got time to port the game (we wanted to publish it on mobiles) so my idea to create destructible terrain was quietly developing in my brain :).
For this Ludum Dare I decided to make 2-4 player deathmatch game on single screen inspired by Super Mario Smash Bros I played recently, use destructible terrain with a lot of shooting because everyone loves shooting action, right? :). Also I thought that this shouldn’t be rocket science to do because I didn’t have whole 48 hours to spare :( (I got comics workshop in that time, trainings etc. etc.)

What went right

Terrain generation, destruction and reconstruction! For my idea I used Unity built in 3D Terrains but viewed them top down with a crossed plane in the middle:


Terrain was generated with Perlin Noise function also available in Unity and collision detection with terrain was already there too. For terrain destruction I wrote my function to update terrain heights so that destroyed terrain would lower itself below plane in the middle. It was tricky to do it because I imagined the game screen and terrain should be looped so It wasn’t very optimized in Compo version. Result of terrain destruction and deconstruction from falling debris:

Terrain destruction

I wanted also to include ninja rope to climb but I ended with simple jetpack because it was easier to implement and because jumping wasn’t working so good (Physics for platforming doesn’t always work very well), jetpack replaced need for jumping :).
Finally I’ve added shooting with bazooka and machine gun and second player which resulted in compo version.

What went bad

I haven’t got enough time to make proper player avatars so there were only spheres in compo version. I haven’t got time to implement all sounds I wanted and add more weapons, weapons switching etc.
Compo version is not very optimized because terrain destruction modifies whole terrain. Collisions are not very good so when player avatars are close to each other they don’t hit themselves.
And most important thing – I haven’t got time to make any title screen :).


I liked the idea of terrain destruction and oldschool hot seat fun multiplayer shooting so much I decided to make more proper post-compo version.
First thing I started with was creating avatar for players. Again I got crazy idea that I wanted to realize, use plasticine to make model in T-pose, scan it to computer and then animate it! My girlfriend Paulina made fun plasticine model of a soldier with jetpack, then I used Android mobile app Autodesk 1-2-3DCatch to make series of photos of this model, this was sent to the cloud by app and in a couple of minutes I got nearly complete 3D model. You can see some photos and model on Autodesk page here: click click

Plasticine model

I downloaded .obj files with textures and using Blender I removed all background stuff, stitched all gaps, made some other errors (never use “Remove doubles” on model with defined texture UVs! – use Decimate modifier!), fixed T-pose, rigged model and started to make walking animation.

Rigged walking model

After that Paulina made plasticine models for weapons, they were tiny so I modeled them myself in Blender. Only used photo as reference:


Next I made model animations with character moving hands+head up and down and simultaneously weapon rotation animations so they could be blended with character walking animation. At first it didn’t work because animations were on a single action timeline and Unity wasn’t blending them. I needed to separate them to different action and then put them again on a single NLA Strip o_O. After that and some coding for animation blending it started to work:

Walking and shooting blended!

Then I fixed bullets origin on the end of weapon, added extra weapons to already implemented uzi and bazooka: shotgun, pistol and grenade launcher. Next I added blood particles:

Blood particles

I played a little bit with Unity ragdolls to test if they would work with my model and … it worked great as you can see from this test:

Ragdoll test

Paulina made me really great logo for game’s title screen and finally I got permission to use two music tracks for title and in-game from DADi ( soundcloud , Facebook page ) – once again BIG thanks! They fit nicely to the game I think.

You can watch results here:


Post compo version is available for all of you to play and have fun with it. If there will be interest I will be more than happy to develop it further. Among many things game needs some more optimizations, computer opponents and maybe online modes.

I’m waiting for all suggestions, comments etc.

Game entry page
Post compo downloadable version (free or small fee if you like)
Browser version

Thank you all and I’m back to playing all those fantastic games you all created :)

Reindeers On Strike

So I was late to the party and only decided to start on my Ludum Dare game on Sunday evening, I had been busy all weekend. I knew I didn’t have much time so I went for the Jam even though I was by myself and would’ve qualified for the Compo. Because of the time constraints my game has loads of bugs and aspects which I have clearly cut corners. But despite this I am happy with the outcome. I have managed to get a small buggy game working.

I chose to make a 2D shooter because I have done it before and it would save time. Christmas is just around the corner so it was a favourite in terms of game ideas, and who doesn’t love a violent santa?

The game itself has got pretty good overall reviews and considering the time put in to it I am very happy with the result. The game functions which is a miracle in itself. On top of that with (good) music, (good) art it really looks like a game.

I am quite proud of it and to answer the question, yes it is possible to make a game in 8 hours. Whether or not it is good, thats for you to decide.

Link to game page

Inspired by Rear Window and Alfred Hitchckok

Posted by
Thursday, December 11th, 2014 10:02 am

A little bit more information about our game – multiple detective story ‘One Killer – One Window’.

In general terms we agreed with many of the complaints about non-great english you list. Sorry for our bad english, we promise to improve next time by making next game with great narrative story. Especially we like  games with deep narrative.

If somebody wants examine complexity of the project and its storyline you can take a look to our matrix of positive/negative dialogues, monologues and whole table of persons here. Of course we would prefer that you find out this story by playing the game. How you can see at first it was written in russian, then translated in english.


Shortly about game.
You play as a detective who broke his leg on a mission, so now he’s forced to spend time at home. At the beginning of the game you receive the anonymous letter with brief information about the killer in the house across the street. There are only two facts, using them we can analyze his/her relationships with house inhabitants.
Neighbours visit each other or spend their time alone. Once in an hour you can look at any window to listen the conversation behind it or to find what person is doing now.

Your goal is to find out who the murderer is before he finds you.
There are 10 characters in the game, each of them has its own reason to become murderer.
Please post comments about what your liked or disliked about our game!

Contact us: [email protected]


The only way to get rid of my fears is to make a game about them.(C)

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