Ludum Dare 32
April 17th, 2015 @ 6:00 PM PDT/9:00 PM EDT (01:00 UTC)

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Posts Tagged ‘webgl’

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 :D

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 :)


unnona – Post Mortem

Posted by (twitter: @snooze82)
Sunday, August 31st, 2014 12:48 pm

Screenshot from 2014-08-31 21:34:21

A little late, but you can read my just-published (second) LD Post Mortem here:

I didn’t post it here, because it’s german (my english is far from good enough to express my thoughts) :)

Beside the post mortem, you can play and rate my entry here:

I would also love to play your games, if they are playable on a linux machine :)
Leave a comment!

Just a wee bit difficult…

>>> shameless plug 2: electric boogaloo <<<

My fifth Ludum Dare, after a small 2 Ludum Dare break! I think this time went a little better than other times in terms of how fun the game is, though it suffered a little bit in that I wasn’t able to add as much polish as I would have liked. I used no middleware or prebuilt engines as I thought it would be worth the learning experience, and it sort of was! Here’s a breakdown of how things went:

Things that worked out

  • I’ve been messing around with WebGL a lot recently, and thought it might be a good idea to try out a deferred lighting system for the map rendering. At first I thought it might take too long, but the final result turned out looking fantastic (and running smoothly too)! I’m definitely going to experiment a lot more with this in future.
  • The grapple mechanic – I spent basically the whole first day tweaking it to work perfectly. You might not notice while playing – but the gravity force is actually disabled when using the grappling hook! This makes it much easier to swing around a point in a circular motion.
  • The level editor I used, Tiled was completely on point! The editor was much more robust than Ogmo Editor, and the json export was a godsend.
  • PxTone always amazes me – I have no idea how I was able to create music that fast.
  • The graphics really worked out this time. I started each tile by designing specific palettes for them and then deviating a little. The result is quite striking!

Things that didn’t work out

  • I designed all of the levels in the game in literally a few hours, so I couldn’t really streamline them.
  • Only the level shown in the top gif really uses the platform switching mechanic to it’s fullest potential, I didn’t have enough time to integrate it into the others (especially level 2! those platforms before the swing around could have been switchable – but I had worries that the difficulty would spike because of it)
  • I wrote the music in literally the last 30 minutes, so let’s just say that it incredibly accurately encapsulates how rushed I was at that point.
  • Because I used no middleware or pre-made collision engine or loader – I spent a lot of the time setting up the game engine from scratch. If I didn’t do that, a lot more time could have been dedicated to level design and adding decorative tiles to the levels.
  • No menus! No victory music! Altogether not quite as “complete” feeling as my previous games.

This level didn’t use the switching worlds mechanic as much as I would have liked.

Cool swinging physics really made the game









Making an accidental sequel

I’m going to ramble for a bit – so I’ll put a read more tag here. Click that if you want to, uh, read more.


dunno – unnona

Posted by (twitter: @snooze82)
Sunday, August 24th, 2014 5:34 pm

Wooohooo, my (second) entry ‘unnano’ is ready to get played by you.

Screenshot from 2014-08-25 02:09:28

Play & Rate it, please:

Unfortunetaly, I didnt have enough time for music or special effects :/ I wasted my time with collision detection and animations ;)

And the second disclaimer: you can shoot the big balls, but they neither fight back nor hurt you :)

I hope you’ll enjoy it as much as I enjoyed the last 47.5 hours.


Still no name for this entry..

Posted by (twitter: @snooze82)
Sunday, August 24th, 2014 1:52 pm

.. but I’m coming along anyway :D


If you’re curios, the game scenario goes here:
You’re trapped and have to find all keys, to get out.
Some keys are behind locked doors (which you can open with one of other keys).

Sounds easy, but the same world exists multiple times in an multiverse scenario – and there are the other keys.
You reach them by going through portals.

But there is one more thing, you know.. the time ..
Now, go, and get the right key, while it’s there – maybe in another world, you have already taken it..

I still have four hours, have I?

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