Ludum Dare 34
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Posts Tagged ‘webgl’

Post Mortem of HanniBall

Posted by (twitter: @snooze82)
Tuesday, August 25th, 2015 7:00 pm

Nearly two days later, I can call HanniBall a success.

After two finished LD’s, I gave up during LD31 and missed LD32.
But this time, I managed to finish a game. Woohoo \o/

It’s a little 2-Player Battle Game to find out, who the real Hannibal is.

Play and Rate it here :)



What went wrong

  • I was not prepared enough, I struggled the first 2 hours with bringing a simple box with a light to the screen, just because I forgot, how to do so. And it took forever to record the few seconds of annoying music.
  • I didn’t invole people for playtesting or give me some advises or ideas. Aftwards, friends came up with nice little ideas, which would have made the game real fun to play.
  • I lost a couple of hours doing nothing. Or watching a movie. I could have use my time for creating properly 3d models – Now, I have only balls.
  • The floating island is dynamically generated, because I thought it would be more fun/ challenging. But no one noticed it. I would have saved hours, if I simply would have modelled it with blender.
  • Although I was streaming the whole progress on twitch, I had nearly no visitors. I should have advertise this more, and do more socializing on IRC, Twitter, etc.

What went right

  • I chose the most simple idea. And it was one of the first idea – playing with the name “Hannibal” (my girlfriend is currently reading the novels) seeded into this game. No, it’s not shoehorned.
  • To chose plain JavaScript and the incredible THREE.js framework was the right decision. I loved to come up with such a nice result despite not using a full featured game framework
  • I finished the gameplay development first, and had afterwards enough time for building up the floating island, making music and to add the postprocessing.
  • It’s a game I can play with my 7y old daughter – despite the theme :)
  • My PC was capable enough to do a FullHD stream to twitch while developing with WebGL stuff. Nice baby :)


  • JavaScript, THREE.js
  • THREE.Terrain
  • gimp
  • bfxr, bosca ceoil, audacity (see the tools section)

See you next time <3 

Corruption-5 Is Done!

Posted by (twitter: @charlottegore)
Monday, August 24th, 2015 9:45 am

My fifth compo entry for Ludum Dare is done. Phew.

Screenshot 2015-08-24 15.38.11

It’s a sort of platform adventure game, with lifts and buttons and NPCs and a story and all sorts. It’s by far the most complicated, ambitious Ludum Dare game I’ve done yet with way way way more sprites and mechanics. I hope it was worth it..  this one half killed me.  Post-mortem to come later!

Made with my own Javascript/WebGL game engine that lives on top of Three.JS :)

Compo page!


Posted by (twitter: @snooze82)
Sunday, August 23rd, 2015 3:33 pm

Submitted early /o\
I know, I have plenty of time left to add nice features – but I’m kinda exhausted, and it’s already 10:30 pm here :)

So, here it is: HanniBall!


And it want to be played by you!

Now, with so much time left,

Hannibal vs. Will?

Posted by (twitter: @snooze82)
Saturday, August 22nd, 2015 3:19 pm

HanniBall is coming along :)


So In I Could Actually Be Sick

Posted by (twitter: @charlottegore)
Tuesday, August 18th, 2015 5:52 am


I am in. 5th time round the old block for me.

I will be using my own JavaScript WebGL 2d game engine thing (worked well enough last time!)


For art I’ll be using the awesome Deluxe Paint II clone Swanky Paint which features BLLLOOOOMMM which helps figure out in advance what the art is going to look like in engine once there’s BLLLOOOOOMMMM so they don’t get all blown-out.

For the music I will be using the beyond useful Propellerhead Reason. I know it, I have a licence for it, has great synth and recording capabilities.

For writing of the code I’ll probably use either Atom or Sublime Text. I haven’t decided yet.

I’ll also make use of Photoshop and probably Audition for editing sound and stuff.

I shall leave you now with some words of wisdom from a robot friend. Good luck everyone!!! 😀

Maybe in, made a game for this other jam

Posted by (twitter: @Ronin748)
Tuesday, August 18th, 2015 4:29 am


Over the summer I participated in the A Game By Its Cover game jam, which just ended yesterday. I made a game called Eternal Eski based on a fake cartridge I found on, and it’s about building spaceships and controlling them by typing various commands into the ship’s computer. As a result of this I’m currently quite tired, but if I find the theme interesting I’m likely going to do LD too.  I’ve been doing a lot of Dart + WebGL stuff for AGBIC, so I think I’m probably going to step away from C++ for a while. Raw WebGL is certainly a challenge, but if I prepare sufficiently it should be fine.

I will be using:

– Intellij IDEA

– Photoshop

– sfxr

– Dart + WebGL

Oh, and here is a link to my AGBIC game if you want try it out.

Gradience – Final Update

Posted by (twitter: @thegrieve)
Monday, April 20th, 2015 9:08 pm


It’s done. It’s live. I’m dead inside.

Gradience has been submitted and I didn’t actually get around to building out the level progression like I had planned. As it stands… it’s a vaguely pretty demonstration of a game idea that might be good… in another life.




Posted by (twitter: @charlottegore)
Saturday, April 4th, 2015 5:53 am

I feel like I’ve been “in” Ludum Dare 32 since the last Ludum Dare finished. Last time I made the largely reviled platforming nightmare Screened.

Screen Shot 2015-04-04 at 13.05.35

This time I want to make a proper platform game. One with 2d pixel art. I want to do a proper Ludum Dare game.

The problem is that all the stuff I’ve done for the last year has been for Three.JS, which isn’t a Game Engine (it’s just an abstraction layer and a scene graph for WebGL). So to make a 2d pixel art platform game I could:

– switch to Unity (although I hate the web plugin for that)
– switch to Gamemaker Pro (tempting, but don’t want to make my game Windows download only)
– switch to Phaser.JS which is a WebGL game library…..
– …or write some sort of game engine and editing tools for Three.JS.

I made the editor. Whoops. It’s taken me three months and it’s full of bugs… but I can manage tilesets and sprites and draw multi-layer maps. I can draw boxes, points and sprites into object layers, just about, and it all exports a single .json file with all the textures embedded.

Screen Shot 2015-04-04 at 12.46.23

Unfortunately this leaves me this weekend and next weekend to work on the missing game engine part of the game engine. Most of it’s there – I can render parallax tile maps, draw sprites into boxes and stuff. I can control the tint of the layers and do various blending tricks to create moody atmospheric stuff like this…

Screen Shot 2015-04-04 at 13.20.54

…and this…

Screen Shot 2015-04-04 at 13.35.19

.. all from the same level data.

This weekend I need to get animated sprites working in the engine or this last few months have been for nothing. I’ve already made one rubbish game to get sprite/sprite and sprite/tilemap collision detection stuff working, but I need to make sure I can use all that with the data generated by this new editor. Agh. I should probably stop procrastinating and finish this post and get back to it, shouldn’t I?

So… I’m in for the fourth time (I’ve been doing game development and 3d graphics programming for a year now) and and I’ll be using:

– Javascript & Three.JS targeting WebGL, coded in Sublime Text 3

– “Hexr” Game “Engine” and Editor For Three.JS (I’ll post the links and stuff when they’re up and ready)

Swanky Paint for Art (an awesome Deluxe Paint style pixel art thing, it’s awesome)

Propellerhead Reason – Magical Swedish music application.

– POSSIBLY Blender, if the theme/game calls for some actual 3d geometry although I kinda doubt it tbh.

– POSSIBLY Box2D (the Emscripten version) again if the theme or game makes it worth ditching the arcade “physics” I currently have.

That’s it!


Sumbitted — Leviathan

Posted by (twitter: @joeld42)
Sunday, December 7th, 2014 7:48 pm


Woo hoot! Submitted. This might be my most playable LD48 entry ever, but that’s not saying a lot. I tried out a new language and library (the Luxe engine, part of the snowkit toolset). But this time I spent a few evenings beforehand warming up, and I think it really helped. I wish I had time to add more stuff, the gameplay is not very fleshed out, but I think it gets the idea across and provides a few minutes of challenge.

Go visit my entry page to play:


Anyways, going to get some rest now. I had a great time, and I can’t wait to try out some of the other entries. Maybe this time I’ll have some time to play and vote.

First LD – multiplayer game finished!

Posted by
Sunday, December 7th, 2014 7:24 pm

For some value of ‘finished’ 😉


Play (find a friend!), Vote, Comment!

Had a good time learning how to make this work – wish I’d had some time to build AI so it’s not just an empty starfield in single player. Started hacking a day into the compo; next time I’ll go for it.


Boiing! Any playtesters?

Posted by (twitter: @daredevildave)
Sunday, December 7th, 2014 1:19 pm

Having struggled with making anything fun past the neat level transitions. I think I’ve created something with a bit of a challenge.



But I’d love to get a few people to play thought the 17 (short!) levels I’ve got and see how the difficulty is. Too easy? Too hard? Big spike?


Please let me know in the comments if you try it.


After one and a half day, I’m giving up

Posted by (twitter: @snooze82)
Sunday, December 7th, 2014 8:29 am

“The Return Of The Snowman Colossus” is unfortunately nothing you can play tomorrow :/

Neither it’s because of the theme (I liked it, and I planned a plot twist toward it) nor is it because of wrong tools, falsey time management, or something like that.

Unfortunately, I got a headache and felt dizzy.
I went to sleep for a couple of hours during afternoon (it’s 4pm here), but my body and my mind are telling me, that I have to stop now :/

My last broadcasts on twitch:
The code on github (Javascript, WebGL/Three.JS):

See you next time and good luck to everyone who is still sitting in front of his/hers computer 😀

Spot the Santa!

Spot the Santa
Halfway to his goal - the head of snowmanGiant Snowman ColossusScreenshot (4)

Santa vs. Snowman Colossus

Posted by (twitter: @snooze82)
Saturday, December 6th, 2014 2:11 pm


Without any texures yet, but coming along :)

Suddenly, a giant snow colossus appeared

Posted by (twitter: @snooze82)
Saturday, December 6th, 2014 8:57 am


Okay, Winter setting is ready.

Posted by (twitter: @snooze82)
Saturday, December 6th, 2014 6:09 am

Hopefully, it will become a mix of a 3d third person “jump’n’run” and Shadow of the Collossus.


I’m currently streaming on twitch:

My code is on github:

unnona – Post LD Version

Posted by (twitter: @snooze82)
Tuesday, September 2nd, 2014 12:25 pm


Hi there,

the controls of my Compo entry are really terrible, so I decided to eventually add PointerLock controls to a Post LD version \o/ hooray \o/.
And because I found a lot of other bugs, I’m going to work on this little gem a while :)

Play the PostLD version here:

Please let me know, what you think.

And of course, I’d like to get a rating for my Compo version here:

Thank you :)


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