Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!
Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created. You NEED ratings to get a score at the end. Play and Rate games to help others find your game. We’ll be announcing Ludum Dare 36’s August date alongside the results.
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I find it pretty sweet to have the source code of each interesting Ludum Dare entry available, so when I’m curious about how somebody implemented some cool trick, I can just look at it. However, much of the code is undocumented and/or all over the place due to the jam’s nature. When you’re struggling to finish in time, the last thing you want to do is write comments and tidy up your code.
But even if you do, somebody from the outside looking at your code might have to invest a lot of time to really understand your game’s structure and your intentions. That’s why I thought I record a little code review of my entry, “The Cellar“, made in Game Maker Studio 2, stepping through the code and just talking about what it does, where I made some bad calls and generally how I set things up:
It got a bit longer than anticipated, but I’ve added chapter breaks to structure the video. Pro tip: Watch at 1.5 speed 😉
Pickle lad is going places! There’s now a half-complete kitchen environment (my “one room”), better character movement and some music I just made! The music might not fit the mood very well yet but I don’t have time to redo it either… So let’s hope I can amp up the gameplay to match it somewhat
I did try & paste the full post here, but unfortunately it was too media heavy and my embedded twitch stream clips were not working. If you’d like to read more, you can do so here.
Yes – you read that correctly. We finished our Ludum Dare #36 game and the end result was “Why Am I In The Past? Who Cares! Shoot The Romans.“, affectionately known as #WAIITPWCSTR for short (videos included further below).
Ancient vs. Technology comes to a head in “Why am I in the past? Who cares! Shoot the Romans” (or WAIITPWCSTR for short).
You’re in the past for some reason. How long can you survive against hordes of aggressive ancient Romans?
Pick up your gun and blast your way through history in this endless wave survival first person shooter.
Check out the Ludum Dare link and let us know what you think. The premise is, pretty much, as it is in the title!
We had an absolute blast making this, it really confirmed we had made the right decision in setting up Whitepot Studios, and more importantly, gave us a bit of validation that we actually can throw something together in 72 hours and have it be playable and downloadable.
We made the 2D menu graphics/logo/HUD assets made from scratch, and the sounds & 3D assets were free online – most available in Unity Assets Store or FreeSound, although some texturing was done to them.
Something which we hadn’t done before, which was a bit baptism-of-fire-esque was send the link to some Twitch streamers to see them play it live once we had submitted to the Ludum Dare website. It was really nervewracking, and felt like presenting a university project all over again, except this time to anonymous strangers on the internet with little way to immediately interact with them the second something goes wrong.
Anyway, 10/10 would do again. Yes, there were bugs, and yes, people found exploits – which was great! It meant people were playing it long enough to come across these issues and report them back to us.
So, after begging all our friends to try it out, at my time of writing this, we have 50 downloads! 50! Just kidding, we don’t have 50 friends (haha), but we do have 50 downloads according to itch.io, which we discovered is a really nice way to host downloadable game files and get analytics also.
We are definitely doing a post-compo patch, taking into account the feedback we have received and comments we received on the Ludum Dare entry itself.
One great thing about Ludum Dare is the feedback system, which encourages you to leave feedback on other games so people leave feedback on yours. It doesn’t feel like a chore at all if you genuinely enjoy playing the games, giving constructive feedback, and getting new inspiration.
Your spaceship crashed on Earth during the Jurassic Era. You need the dinosaurs help to get your ship fixed. Use basic ship functions such as alert lights to interact with their emotions and return home.
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.
I kept working on it and turned it into a full game, and just launched it on Steam! Figured it could be good inspiration for people participating in LDJAMs to keep working on their entry if they come up with a cool mechanic/idea…who knows, you might be able to to turn it into a full game!
Hope this inspires some people to take their games beyond their Game Jam entries if they think they’ve stumbled across something fun! With a few more months of work you might be able to turn it into an awesome game you might be able to pay your rent with! 😉
Follow me on Twitter at @BPOutlaws, I use it as a devBlog lol
Hello LD! It’s been quite a while since I’ve posted here, and sorry to barge in on the Mini LD 😛 You might remember me from 2013. And from previous entries!
The past few years I’ve been working on huge games and then scrapping them due to immense scale/poor time budgeting. I think that’s something many of you can relate to. It seemed like every project I started, I reduced the scale by half and it was still out of my scope But I finally sat down and really thought about the whole process. After a bunch of failures and coding practice, I came up with a solution.
Making games is an iterative process. Instead of holding on to everything until release, I’ve decided to show more of my works in progress. And instead of fine tuning the gameplay for ages, I’ve decided to just literally make the game–no matter how bad it turns out. Iterative means once I have the whole thing done, I make improvements to everything until I’m satisfied. It took me way too long to figure that out, and it’s an ideology that really helped me in my projects.
Without further ado, here’s a work in progress showcase of a game I’m working on called Skyway!
I do have tons of other half-finished projects that I plan on showing, but for now I’m totally focused on this title. And, of course, I’ll share more about Skyway in the upcoming weeks
Be sure to follow me on Twitter for bi-weekly updates on my games!
Also please leave a comment if you have some suggestion because I plan to finish this game and release it for iPads because recently i found out that love2d already supports iOS development.
I think everything worked as I expected. I had this game idea for a week or so before the competition already in mind. I wanted to implement controlling player by modifying the enviroment instead of using the direct controls.
First idea was to move a ball from left to right side of the screen by creating hills and valleys using physics. I didn’t manage to draw the controls for this game on the paper so I went for a simpler solution using the grid. Somewhere in this point a simpler idea of using gravity and collecting something instead of moving from left to right emerged. This led to the robot collecting batteries with a puzzle-like levels using gravity controls and walls to navigate robot through the level. Only problem with puzzle-like game is that creating puzzles takes much time. I wasn’t sure if I would be able to prepare good set of levels but I wanted to try the idea.
Because i was not able to do actual programming until the second half of the second day of the jam due to logistics, I had a plenty of time to come up with a concrete idea and solve almost all the problems. So when I started to program I had a pretty good idea of the game mechanic and what I had to do.
Programming phase was pretty straightforward. I wanted to use Love2D because it is supereasy for prototyping even if I hadn’t much experience with it. I had some experience with lua programming from Codea app from iPad and my previous ludum dare entry. I also did a simple pong game one week before ludum dare as a training
After half day of programming I had the game ready and basic graphics in place. After few hours of sleep I had to go to work on monday and I could show my game to my coleagues(sorry boss :-)). They liked the idea but didn’t like the graphic and there were no levels. Actual player didn’t even look like a robot but more like a ghost back then
After work I rushed home to finish some graphics – draw the robot and create tutorial levels. Luckily I remembered the wonderful Tiled map editor which helped a lot with level creation and it exports directly to a Lua so I saved some time by not implementing any tools.
Anyway I knew I couldn’t make good enough levels because I was still exploring what robot can do. I spent a lot of time putting obstacles in front of the robot and watching its behavior because sometimes I was suprised what can be done using such simple game mechanic (it still surprises me because today i found a simpler solution to one of new levels presented in the gameplay video).
When the time was dangerously passing by, I finished fooling around with the robot and went back to doing actual work. I polished graphic – as I am not any sort of good painter I did my best using piskel app as pixel graphic editor for robot and tiles. Also at this point I found out that I can do a tutorial by drawing directly in the level and showing the gameplay features one by one. I don’t know if this is good or understandable, please let me know in the comments if you find tutorial good!
I showed the game to my brother and he created three of the campaign levels. I had to polish them a little bit afterwards because one of the was not passable and other were easy to get stuck. I wanted that robot won’t get stuck without the possibility to unstuck (Robot cannot react to the modifications to the field has is alread standing at – for example if in the hole where he cannot go left nor right he won’t shapeshift to go up if shapeshift controller placed over the robot).
I though that player should not die/stuck during the game to not feel bad about his skill and won’t get frustrated from starting over so every situation must be resolvable.
Afterwards the time was almost up so I packaged the game and submitted.
Next day I fixed some bug that prevent last level from being finished – spawn point. This was clearly caused because I haven’t had enough time to replay every level after every change.
For the future I plan to create a proper set of levels to illustrate all things that can be done programming the robot using just gravity and walls. All levels I am creating now are resolvable by putting the controls in place before the level starts so instead of rushing during level player can solve the puzzle by thinking before the level starts and preparing the setup for the robot beforehand.
This ludum was enjoyable as always but after this one I feel a little bit special because I really like the resulting game (even bad graphics and no sound and almost no levels 😀 ) mainly because of possibilities it presents.
Regards everybody and see you in the next ludum dare,
Hello! This time I was a bit late for judging, as right after the Ludum Dare 35 had been completed I was the organizer of NASA Space Apps Challenge hackathon. Besides, I released my Global Game Jam entry, Cloudy Shaman mobile game.
But now I’m in and here’s my first review video (6 games):
This time, like in LD33, I’m going to review 50 games or so, will start from those’s who’ll leave a review to my “Flexible Story Teller” game
Hey fellow developers and players,
I just uploaded a time lapse from my game making process of my card game “Bloodshifter“. I built the whole game from scratch in Java, so if you are interested in seeing that then here it is:
You can try out the game for yourself here. Thanks a lot.