*** Update 11th Dec. 2016 ***
The game page is up here with everything to it. The entry has been submitted to the LD site. Details on the game page.
*** Update 10th Dec 2016 ***
Theme for the event is ‘One Room’ and I’m currently working on a Unity-based WebGL 3D game to that principle. I hope to show something in the next stream and will be finishing Sunday evening to submit for the 48-hour compo.
It’s Ludum Dare time again!
Theme voting starts on the 4th, so we’ll be seeing soon what comes up this time. I’m currently planning to participate, but I will decide quite short-term before the event starts.
If I join, i’m planning to stream again too, at least during the weekend.
*** UPDATE 23.11.2016 ***
The multi-platform update v1.1 (Win, Macos, Linux) is now live on the game page for free download. Please see the readme file in the ZIP for instructions on running the shell scripts to start the game if you are on Macos or Linux. Also, the readme details what is new, has changed or been enhanced in this version.
Prerequisites are: A recent Mono or .NET runtime and OpenAL. On Macos and Linux, the starter shell scripts will need executable rights to use, e.g. through “chmod +x *.sh” in the main folder where the scripts are. Remember to choose a compatible display resolution when running in fullscreen mode.
*** UPDATE ***
The GbJam5 ‘Assault On Metaluna 6’ game page has been updated with the Windows x86 download as well as the source code and assets for the game.
I’ll be participating in the Gameboy Jam at itch.io starting this Saturday and going for 10 days.
You can find the game page here.
The game type to be developed and the technology to be used has been decided, more details on the game page linked above.
I plan to stream parts of the sessions at Twitch, but it will probably be shorter streams in the evenings only when I can work on this project.
I’m looking for an artist and musician/SFX person who wants to collaborate on this, I will be doing all the coding.
The source code and all assets will be available for free here as soon as possible after the Jam.
Stay tuned for updates here during the Jam.
it’s that time of the year again, a new Ludum Dare is coming up shortly.
Sadly, I’m not participating this time but will try to have a look in to the live streams at Twitch.
Good game to everyone!
I’ve now put up the first pass game page of the Ludum Dare entry #35 game titled “Curse of the Piglet King”.
I enjoyed working with Unreal Engine 4 and doing my first humanoid animations for characters to put in the game, however, I did not get anywhere near as far as making it a playable game.
The UE4 project size stands at 750 MB currently, so I’m not putting that up all here due to disk space limitations on my hosted web server. I think it would be nice to show the UE4 source code and some assets made during the event so I will be making some screenshots and uploading this in the near future.
*** Update ***
Now that the event is over, there will be a page up here with the results of the game “Curse of the Piglet King” soon.
Again, the scope was too large for the time and the game didn’t get anywhere near finished in the 3 days, but working with Unreal Engine 4/C++ was great and I’m especially proud of the animations I made for the game.
I’ll be putting up all assets and sources asap although I can’t submit this to the Ludum Dare site since I feel it is not far enough along to provide any kind of playing experience.
*** —— ***
although the LD #35 72 hour Jam won’t be kicking off in Germany until 3 AM tomorrow, Saturday the 16th of April, 2016, I’m starting preparations for the event by producing signboards for my Twitch stream found here.
This time will be the first stream with a microphone but no camera, and I’m working off a Windows 10 Desktop PC or Mac Book Pro, depending on the stream stability.
The software stack for the event is planned based on:
Unreal Engine 4/C++ and Blueprints or Unity 3D/C# (This depends on a few details when I hear the chosen theme)
Art Rage/Photoshop/Piskel/Tiled for 2D Art
MODO/Blender/Maya/MudBox/LD3T/CrazyBump for 3D Art
Visual Studio 2015/XCode/MonoDevelop/Visual Studio Code for IDE
Git/SourceTree for version control software
Open Broadcaster for the Twitch stream at https://www.twitch.tv/hairein
Bfxr for the sound effects
Free music to be found online
Greetings and have fun all who will be there this weekend!
I’ve just uploaded a Raspberry PI 3 build of the game ‘Van Sang’s Pain’ to itch.io and here available on the game’s page.
See the readme file for details and you need to have python 2 and pygame installed on the PI for this to run.
All assets and sources are in there too as this is a free game. If you make mods or variants, comment on itch.io’s game page so I can have a look and try them out too.
it’s a new upcoming round of compo fever again! You can get your votes in and follow the themes for the next Ludum Dare Compo here.
I’m planning to participate again this time and plan to stream on Twitch with a microphone this time too! Due to the time difference, I will be starting out on Saturday and probably have only 2 days to participate, but I wouldn’t miss it for the world!
Until then, keep an eye out for the themes, join in and make your voice heard…
the Global Game Jam is on this weekend from the 29th to 31st of January, 2016.
Though I won’t be participating, I’m hoping to catch a few Twitch streams about it during that time.
All the best wishes to everyone for the new year to come!
It’s definately going to be a year of changes here and i’m looking forward to what is coming at the horizon.
the Ludum Dare compo #34 was on during the 12th to 14th December, 2915 and I participated in the 48 hour part of the jam (compo).
As Marmalade Technologies were kind enough to provide me with a free Indie license during the last Mini Ludum Dare #63 event and for the next seven months, it was a great opportunity to explore this API even more.
It enables both 2D and 3D games and is easy to deploy for the Windows desktop, so it definately fit for the compo, however due to technical and temporal constraints, I chose a 2D path as you see here.
I streamed myparticipation at our Twitch page as always and I was glad to see a few people pop in and chat during this time, so thank you all for your time!
The game page for ‘Globular Infestation’ is now up here, along with a description of my intensions as well as download links for the free initial game (demo) and all resources.
As the game was not finished during the compo, you are getting a technological demonstration which gives a basic flow of the game with only two levels and no enemy attacks.
However, I will be continuing work on the game to complete the features I had in mind during the compo but did not get to finish, so that we can all get a rounded game out of this. I’m estimating about 6 months to complete the initial Windows (x86) version, but I would like to port a version to Android with a slightly changed control scheme.
Check back for more info as this develops…