Ludum Dare 36
The Theme is:
Ancient Technology

LD36 has ended!
Well done to everyone who took part.
1912 Amazing Games!

Posts Tagged ‘unity’

Update Time!

Posted by (twitter: @@moongateuk)
Sunday, August 28th, 2016 5:10 pm

So I’ve spent most of the day bug squashing (the bug in question is still in the game… It’s a very big bug, and needs a very big thing to whack it with.) and making the UI for this project. Which fora basic one I think looks pretty good.

I’ve also been working on tweaking the tile shader a bit for a more prominant flash.

Day 1 So Far

Posted by
Sunday, August 28th, 2016 3:22 pm

Do you like Chinese food?

What could do the ancient Chinese men with a rocket and some gunpowder?

Unmistakably shot himself toward the stars!

A launching game about an especially bored Chinese and his massive rocket, the prototype(some squares gliding) is nearly finished, and we also got some art done.

He's staring right at your soul.

He’s staring right at your soul.

So far so good, we expect to get something playable for tomorrow and maybe a demo for you to play.

Thank you for you support guys and lets have a great LD!!!

LD36 Update on A.R.C

Posted by (twitter: @@moongateuk)
Sunday, August 28th, 2016 5:17 am

Well I took  half a day off gamedev and ldjam yesterday for spend some time with a very good friend and my family, which has invigorated me to focus on this project in a much better mindset than I was in. So without further a-do, this is what A.R.C currently looks like.

I’m currently recording the whole development so I can put it up on youtube at somepoint in the near future.

And now they’re building pyramids in my honor

Posted by (twitter: @rjhelms)
Sunday, August 28th, 2016 3:06 am

I stayed up too late. Should have been in bed two hours ago. Oh well, off I go now.

Overall, today was awesome. Got a lot of great things in place. Spent a bit of time bashing my head around some things that appear to be bugs in Unity 5.4.3, and a bit more time bashing my head around some things that appear to be bugs with my own ability to make games.

Left to do for tomorrow:

  • add a few more types of bad guys
  • implement difficulty progression for my level generator
  • add all the interstitial screens: title, instructions, lose, level clear (maybe)
  • music
  • balance and bug bashing

I think that’s doable.

The point of this game is to convince the Egyptians to build pyramids. I’ve got that in place now, and the size of the pyramid is based on how well you performed on the level. A near-perfect performance gets you this:


Adventures in procedural generation

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 10:46 pm

Every Ludum Dare, I look in awe at folks who are able to implement procedural generation in their games. It’s never anything I’ve really tried before, and just about every compo ends with me making a mad dash to design levels that are never as balanced or fully-featured as I’d like.

I’ve decided to change that this time: I’ve got a broad sense of how I can parameterize the difficulty a level, so I’m going to give fully procedurally-generated levels a go. Not much to show of it so far, but in keeping with my absurd Egyptian theme each level’s going to take place on a river vaguely representing the Nile. Here’s my river-generating procedure in action:


Now to get the enemies that I already have developed also being slotted on the level, and I’ll be well on my way to an actual game.

Walk like an Egyptian

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 3:33 pm

A bit more sprite work and one game mechanic in place. The farther I go down this road, the more I’m getting distracted by the absurdity of it.


Well, I guess this is what it’s gonna be

Posted by (twitter: @rjhelms)
Saturday, August 27th, 2016 12:15 pm

Well, it’s not much, but I’ve got the basics of movement and firing projectiles in place.


Egyptian gods shoot lucky charms from their space ships, right?

Rolling in the deep

Saturday, August 27th, 2016 11:03 am

Some progress with draft art


LD36 here we are!

Posted by (twitter: @jenninexus)
Saturday, August 27th, 2016 8:33 am

Up all night & pumped to be working on a jam submission with my partner Martian Games & our buddy IKU Games.  We planned ahead for this one & so far so good!  Tried live-streaming a bit last night, with another stream planned for late tonight.

Hope everyone else is having as much fun as we are!

twitch stream :-D

Game Progress Day 1 (Ludum Dare 36)

Posted by (twitter: @ToadieTechnika)
Saturday, August 27th, 2016 6:21 am

Hi guys, didn’t post about me joining in the Ludum Dare. And here I am with a new progress (GIF below), featuring placeholder graphics and an initialized gameplay idea. You could get the idea of what I am making for the theme (which was a complicated one for me). Enjoy the weekend and have fun making your games. Good luck to everyone 😀


Have fun interpreting this…

Unity WEBGL in under 3 Mins.

Posted by
Wednesday, August 24th, 2016 11:00 pm

Every single year we are plagued by poeple who still use unity web player or PC/MAC downloads only, if only you could just export to webGL and your game could be played in a browser…. well you can.

every LD i get frustrated by this and every LD i say to myself “next time you should create a video about using webGL”. but i dont because im usually too busy… well my friends, i may need to get an extension on my uni assignment now but BAM! i did it.

For Anyone thats in…. ill just leave this here:

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:

There’s a sixth time for everything – I’m in!

Posted by (twitter: @rjhelms)
Sunday, August 21st, 2016 3:14 pm

Ludum Dare is pretty much the best, so I’m doing it again. As I have every single Ludum Dare to date, I’m going to aim for the compo, with a good awareness that I’m going to miss the deadline. Either way, I’ll be following all the compo rules.

Toolchain is unchanged from last time, except for software updates:

  • Unity 5 with Visual Studio,
  • Photoshop for graphics,
  • ChipTone for sound effects,
  • REAPER and my iPad for music.

With respect to declaring code I may end up using: Aron Granberg’s A* library treats me well, so it will be on hand if I end up needing it. I also may yoink a few pieces of boilerplate or common utilities (level loader, resolution/aspect ratio correction, etc.) from my previous LD entries, which are all in my GitHub repo.

Game on!

Skyway on IndieDB!

Posted by (twitter: @RobProductions)
Monday, August 8th, 2016 8:25 pm

Hello everyone!

I’m still hard at work on my latest game Skyway, which you may remember. I’ve just made an IndieDB page which will hold screenshots and updates! The game is a bit behind schedule but it should be officially announced sometime this month, and should release before 2017.



Please check it out! I’m pretty worried about what people will think of it come announcement time, so feedback is appreciated!

If you haven’t already, follow me on Twitter, and good luck to everyone in the LD!

Reworking my LD 34 entry Eda

Posted by (twitter: @alpha_rats)
Sunday, June 5th, 2016 7:12 am

I’m currently reworking my LD34 entry, a bonsai-growing game called Eda.

First  of all : thanks a lot to the Ludum Dare community for all the useful feedbacks on the first version of the game!
Many of these insights are now implemented, and contributed dramatically to improve the game and motivate me to push it further.

The LD vesion of the game

The original version (playable here) allowed the player to choose the branches he wished to grow. The player had overall limited agency over the tree’s evolution, and the game presented little variety outside of diverse planting pots.


My LD 34 entry Eda

The current version of the game

In it’s current state, the game presents two different shaping tools : growing and pruning.

It also features now :

– different varieties of trees to choose from or to grow randomly
– different planters and little carpets to choose from or to randomize
– four seasons with different color schemes, depending on moon cycles
– an in-game screenshot mechanic
– a proper menu and decent UI
– improved graphics
– a more fluid and adaptative camera
– fully rewritten and optimized code

A lot of these ideas came firectly from the suggestions made here on the LD website, so once again: thanks everybody!

alpha_rats-Eda screenshot- main screen 04june

Eda, screenshot : June 2016

alpha_rats-eda-screenshot june20165png

Eda, screenshot : June 2016

alpha_rats-eda-screenshot june20163png

Eda, screenshot : June 2016

Where is it heading to?

The plan is to have a free demo by mid-june and to ship the finished project by September 2016, for desktop and Android.

The main remaining features yet to implement :
– make the tree evolve depending on season cycles (bloom, fall, growing fruits, etc…)
– add some weather elements (rain, snow, sunshine, etc…)
– add more tree shaping and tree care elements
– give more variety to the different kinds of trees, with more varied growing shapes
– have different kind of background scenery, eventually randomly generated

And finally : thanks to Mathis Bouron who did a great job with the soundtrack and sound effects, and continues to do so now for the new version of the game!


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