Posts Tagged ‘workflow’

Actually prepared this time

Posted by
Thursday, April 20th, 2017 5:31 pm

So I’m traveling again during Ludum Dare and will have limited time to participate but I’m hoping to put something together.  I figured since I have limited time I would actually get my workflow set up and get ready to go before the event so I didn’t spend an hour getting things ready like I normally do.  I figured I’d put together what I’m doing in case it would help anyone else out.  Also, if anyone has any suggestions I’d love to hear them.  I always like seeing how everyone else sets up their workflows, so here’s mine.

The tools:


Language: Javascript

Platform: Browser (HTML5)

IDE: Atom (Ok, it’s not an IDE, and only a text editor, but still)

Graphics: GraphicsGale

Music: LMMS and Atom are new to me, so I spent some time figuring out an easy way to develop, iterate, and test.  Here’s how I’ve got things set up:

Atom Setup:

I created a bunch of Atom snippets for some of the commonly used statements that I always forget the format of.  Not having an IDE means no code completion so this is extra important.

Atom snippets for some commonly used statements

Atom snippets for some commonly used statements

Now I can just type p + the command I want and it Atom builds the statement for me and I just have to fill in the variables.  I’m sure this will save me a bunch of time looking up syntax.


Phaser setup:

I created a basic template for Phaser games that I copied into a fresh directory.  I created a couple of states (Preload, Menu, and Play) so I didn’t forget any of them.  I also made sure to have the Phaser examples and Spriter project available for quick reference so I can look stuff up without leaving my editor and going to the web.

Atom Setup


I also learned that Python has a simple web server built into it, so I created a quick script to navigate to my LD38 directory and start the web server.  This is much simpler than setting up a local Apache instance or pushing to the web for testing.

web service start

A quick jump over to the browser and navigating to localhost:8000 and I’m good to go.  BrowserTest

Source Control and Repository setup:

This time I set up my Github repo in advance and created the remote connection in advance so I’m not Googling how to do it during the submission hour like I normally am.  If you want the boilerplate code it is up there now: Github repo


I also took the time to set up a spot on my website for my in process or finished game.  I use Joomla to publish to the rest of the site but that takes time.  This is quick and dirty with a simple index.html.  I also set up FileZilla to connect automatically so now I can one-click publish.

So that’s it.  Pretty simple but should stay out of my way and just work.  If anyone has any suggestions let me know!

London Dare!

Posted by (twitter: @AurelDev)
Friday, August 26th, 2016 3:16 pm

Obviously, I’m in.

Lots of things happened and will still be happening during this weekend … Notably, moved to London (ICL, woo) for my studies. Saturday afternoon is when we should check in at our new place, so hopefully I can get something done in a café with wi-fi nearby.


In other news, a new wallpaper.

And that link above now leads to my brand new server somewhere in the Netherlands. The domain is more appropriate now. :)

I’ve been trying to improve my workflow too, to spend less time on the repetitive tasks. Right now, I have all of these to make my life easier:

  • TotalSpaces – creates a grid of 3 x 3 desktops, 3rd party programme for this since OS X doesn’t allow it anymore
  • TotalTerminal – a terminal ‘visor’ that’s accessible from anywhere, anytime using a single keystroke
  • autobuild – a utility that I wrote that captures system-wide keystrokes and listens for a particular one (fn-a or fn-r) to build and run my code in the background; automatically activates the terminal and shows the correct tab if there’s an error; plays sound cues depending on the build result
  • TextMate – almost perfect for my coding needs

Whenever I update assets in-game, the process is currently:

  • Make the changes in Photoshop
  • Save, Save as … select PNG, select correct filename
  • Recompile game
  • Rerun game
  • Repeat if not satisfied

This is kinda slow … I’m considering writing a script that would detect changes to Photoshop .psd files and use ImageMagick to automatically create .png versions. And then, an Asset manager for my ever-expanding library (to be released, of course) which would update the assets in-game live? If I can make it in time.

Hopefully this LD is interesting enough for all of us even without the ratings. Good luck!

Creating Brood’s Art: Environments and Interfaces

Posted by (twitter: @seconddimension)
Saturday, August 29th, 2015 6:35 am

Brood Title Screen

Brood screenshot

Written by Adam D., a team member in Second Dimension Games. We created the game Brood for Ludum Dare 33. I’d like to apologise for the length of the article, but I wanted to be thorough and hopefully some people will find it helpful and informative.

I’m very pleased with our entry into this LD (play it HERE), it was a close call but I managed to come back for another competition. We all worked together on the game concept, but my specific role was to create the environment artwork, the UI, main menu (and help screen) and the large monster. I also got the chance to do some animation, specifically the tentacle animation, which made for an enjoyable change. I thought I’d write up my working process for designing the screens and environments of Brood for anyone that was interested.


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