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Ludum Dare 32 is next weekend - Are you in? And what do people normally do when they participate?

Discussion in 'General Discussion' started by TwiiK, Apr 9, 2015.

  1. TwiiK

    TwiiK

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    http://ludumdare.com

    Ludum Dare 32 is closing in and I was wondering if those of you who have participated before have any tips for newcomers like me. I will join this year and it will be my first game jam. I'm expecting it to be exceptionally hard for me because I'm a perfectionist and the type of person who can spend 48 hours polishing a single sound effect, not make an entire game from scratch. :p

    Do you have WIP threads going on this forum or is that too much work to keep up with? I'm planning on trying at least. I won't be doing a live stream as I have no clue how disciplined I will be. I may end up watching porn or gaming for the entire weekend and I wouldn't want to live stream that. :D

    Ludum Dare doesn't seem to have a forum on their site and the rules page didn't answer all my questions so I'll ask some here and double check them someplace else if I get ambiguous answers. :)
    1. The rules state everything has to be made during the 48 hour compo. That probably excludes the use of the audio database I already have but I'm guessing it's ok to record sound effects during that time, or extract them from video like youtube? The Sfxr-type sound effects only really work for a certain type of games in my opinion and sound is important to me.
    2. What tools are there for generating sound? I know about Sfxr and I see Ludum Dare list a few other on their site, but do you have personal experience with any tools you like? Preferably free. No matter what game I end up making I want it to have sound effects and music.
    3. I don't have any experience with creating music. This relates to the above question, but what are good tools for creating or generating music from scratch?
    4. Is the theme revealed just as compo starts or sooner?
    My plan is to make a huge lasagna before the compo ensuring I'll be set for food for the entire weekend with only the occasional toilet break removing me from the computer. But if I don't drink much I can keep those to a minimum and I guess some kind of hose or bucket system could work...

    Apart from that I have no clue. I could wuss out and attempt some small 2-dayish games before the compo starts, but that would be like checking the temperature of the water with your toe before jumping in and I plan on jumping in. :) I do however want to experiment some with sound beforehand. My normal approach to sound is to record/extract sound effects and process them in Adobe Audition which I expect may be too cumbersome in such a short timespan And music I haven't really touched before.
     
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  2. L-Tyrosine

    L-Tyrosine

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    I'm going for my 10h LD. Here are my games built on past editions (in the first 2 I failed to finish in time).

    First tip is to lower expectations :)
    That is because many newcomers fail at first attempt. You will learn that is counter-productive to try to work on every possible minute. Take your brakes, have decent meals and sleep enough to keep your mind fresh.

    Take some time before competition to look on past editions and check out what kind of games humans can build in 48/72 hours. This will help you to fix a target and keep projects in possible realm. You could also take a look on winners entries and check what gives a good score but your main objective should be to finish a game, one that you liked to build and have fun to play.

    Theme is announced at compo start (before this, in next week, we will have 4 voting sessions and then one last with winners theme). You may come to like the chosen theme or not (more often "no" than "yes"). Read the theme with care and try to view it from different angles. Some great ludumdare entries managed to extract a creative usage of the given theme.

    Take note of every idea that comes to your mind. Try to keep the balance between a good project and a possible project in given time - and this will be a real challenge. Narrow choices with care and now you will have your game idea.

    Spend next 2 hours or so to split a list of tasks from your idea. The best way that works for me is tree structure like for example:

    Code (csharp):
    1.  
    2. Player
    3.   3D model
    4.     Model
    5.     Textures
    6.   Input
    7. Enemy
    8.   3D model
    9.     Model
    10.     Texture
    11.   AI
    12.  
    This will be your road map, use it to track your progress. Try to map each task as 1 hour of work so you can keep a project possible by counting lines < total hours of work in one weekend. Plan things to have at Saturday night a full playable game (including bug fixes). Leave Sunday for graphics, models, sounds and music.

    We have a strong advantage that is Unity3d. Abuse the component pattern to reuse behaviors between game entities. Keep your code clean but don't lose too much time polishing it. If it works, ok.

    Publish your game many times, make a post or 2 about the progress in ludum dare page. This will work as a break.

    Your main object should be to finish a game, no matter what. Use the road map to check your progress and be prepared to make cuts if needed.
     
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  3. TwiiK

    TwiiK

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    @L-Tyrosine Got it, keep it simple. I'm thinking World of Warcraft 2. I'll wrangle the theme to fit my idea.

    On a more serious note, have you ever participated in the 48-hour compo? Seems like all your listed entries are from the 72-hour jam. I'm planning to do the 48-hour compo. And I'm planning to go crazy. You get more memories if you do things crazy. :p "You remember that weekend I didn't sleep and programmed for 48 hours straight?" is much cooler than "Ohh, you mean that weekend were I programmed slightly more than normal? Not sure if I remember that". :D

    I will finish no matter what. Can't promise I'll deliver quality though. :p

    I will play some old entries and look at the source code for old 48-hour Unity entries to see what people are able to make in 48-hours. Those are good tips.

    Why do you suggest I publish my game many times as well as post about it on the ludum dare page? Surely I can take a break in other ways. :) I do plan on keeping a WIP thread on the Unity forums, but I doubt I'll publish my game or post about it on the Ludum Dare page before the deadline, unless you have good reasons for it. :)

    Thanks for the reply. I'm sure I'll have a lot of fun no matter how it turns out.
     
  4. L-Tyrosine

    L-Tyrosine

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    Greate, that's the whole point in my opinion.

    I prefer to enter in jam to be able to use sounds from libraries. And to have one more day to polish things does not hurt either.

    More than once I had problems uploading games and make it work in fullscreen, etc. About posting in ludum dare, I like to do it in order to avoid suspicious about pre made games and so on but it's not required as a rule. Also to receive some feedback on my work.
     
  5. PixelMind

    PixelMind

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    8 days! Woo!
    Going to try to participate. Previous one I had to skip. Might end up joining a team this year.

    As an advice for a first timer:
    - Keep the design as simple as you can.
    - You're very likely to still end up missing features you imagined so It's also important to priorize
    - Art is easy to get carried away with. I personally do those towards the end because its often easiest to simplify (cut corners :))
    - Have a your regular sleep rythm. At least for me its really difficult to try to think creatively if I'm extremely tired.

    Have fun! It's ok if you don't finish your game or if the design didn't turn out as you expected.
    But it feels fantastic to have your game uploaded.
     
  6. TwiiK

    TwiiK

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    Seeing as sound was my biggest worry here's what I've found so far. Of all the tools I've tried so far Bfxr for sound effects and Autotracker for music stand out as the best.

    Bfxr (http://www.bfxr.net)
    - A simple tool for generating sound effects with presets for different types of sound effects and a lot of options for manual tweaking. Has a nice GUI. Apparently it's a newer version of Sfxr. All the sound effects it generates sound fairly similar and perhaps lends itself best to retro / pixel art games, but that's ok. It's very likely I'll end up making such a game.

    Autotracker-c (https://github.com/wibblymat/ld24/blob/master/autotracker.py)
    - A tool for generating music loops with apparently no ways of customizing the output. All you can do is run it again and again until you get what you want. The music loops do sound pretty good though. It generates .it-files which I have no idea what is, but Unity apparently natively imports them. :p You can however use VLC or something else to convert them to a normal audio format. Here's instructions on how to install Python and use it: http://ludumdare.com/compo/tag/autotracker-py

    Autotracker-Bu (https://github.com/iamgreaser/it2everything/blob/master/atrk-bu.py)
    - Apparently a newer version of the above. Here's the post about it: http://ludumdare.com/compo/2011/12/13/if-you-find-it-hard-to-make-music-read-this I tried both and they sound fairly similar.

    I think I'll end up using these and then use Adobe Audition to tweak the final output.
     
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  7. melkior

    melkior

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    I've done the 48 hour compo twice, I finished both times.

    My last entry was Death Police 3000 not going to win any awards but it felt really good to finish it!

    Also both times I did not stay up all night! Also I did not work non-stop during the day. I'm 44 and have a wife and child. I worked about 15 hours total over the two day period - which is A LOT for me ; but I still made a game in that time so huge accomplishment.

    They say you can announce if you are using something from your 'library' before hand; if your an audio designer you could announce that.

    Honestly I just do everything by scratch; it is to me what the challenge is supposed to be.
     
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  8. ImpossibleRobert

    ImpossibleRobert

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    I am also in for the first time, compo. Really looking forward to it. Checking out the sound tools TwiiK posted. Thanks for that!
     
  9. TwiiK

    TwiiK

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    I've played some with those audio tools and you can create some pretty cool sound effects with some effects and manipulation. But I just found this:
    http://jfxr.frozenfractal.com/
    https://github.com/ttencate/jfxr

    Jfxr is apparently the third iteration of Sfxr. :p It seems to produce higher quality sounds than both Sfxr and Bfxr and it runs in your browser.
     
  10. mgear

    mgear

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  11. TwiiK

    TwiiK

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    Cool. I also installed the FL Studio demo to check it out, but I doubt I'm going to bother learning music production before the jam starts. :p I feel like I would want to create the music for some of my games myself at one point in time though and there seems to be a lot of tutorials for FL Studio.

    I just love sci-fi and I love music like this:


    But it seems so rare nowadays so it would be cool to know how to make something similar myself.

    FL Studio certainly comes with enough shortcuts. :p
     
  12. mgear

    mgear

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  13. Darkcoder

    Darkcoder

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    If you want to maximize your chance of success then pay close attention to rule 3: you're allowed to prepare a codebase beforehand.

    If you prepare the right code, this can save you many many hours of work, and allow you to get a menu, controls, etc, running in no time.
     
  14. wccrawford

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    Whoa, I think that's new. Previously, any code you started with had to be available for others to use as well. So if you created a prep project, you had to share that project with everyone, if they wanted to use it.

    I like this change. I know many people already have projects with the basics ready (like menus, as you said) but don't really want to share that stage of the project specifically. It's nice to see you can have that ready to go now.
     
  15. Darkcoder

    Darkcoder

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    Well, you still have to publish your source code, so I'm not sure if anything has changed. Perhaps just the wording?
     
  16. GarBenjamin

    GarBenjamin

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    Kind of makes me think maybe Unity should do these game jams focused on scripting/API examples and then release the source as well. They'd get some cool sample projects to help people out

    As far as the LD goes I have thought about doing one from time to time and have not yet. It does sound like fun just not sure what I could produce in 8 to 10 hours. Guess finding out would be part of the fun though. I have not done a super short project in quite a long time.
     
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  17. PixelMind

    PixelMind

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    How do you like the themes so far? Round 2 had many good ones.
    In-fact I've often felt that these voting rounds are very lucrative for future game ideas in general. Got lot's of fresh new ideas just by reading them through (better write them down :)).

    Yeah, it seems like they changed it.
    The old one said: "Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry. To do this, make a blog post" (old rules)

    I remember re-writing things I had already made on other projects in previous jams. It did feel kind of pointless at the time. And it was waste of an hour or two. However the new rule kind of says that its ok to take a game you've made and re-skin it to look something else. But it's not like anyone could check if someone used older code anyway. I guess it doesn't really matter.
    And someone doing that would miss the whole point of the event.
     
  18. Unknown86793241

    Unknown86793241

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    For audio I started with musagi it's fairly simple and a lot of fun to mess with. More recently I have been getting into caustic 3. Its built for mobile and works great on a tablet with a stylus but if you scroll down the page there are also desktop builds.
     
  19. wccrawford

    wccrawford

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    You have to publish your source code, but you don't have to actually let anyone *use* it. They can look at it to verify you didn't cheat, basically.

    Previously, you weren't allowed an unfair advantage by stockpiling code privately and using that to jumpstart a game.

    I think with the recent boom of engines and sample code that that's gotta rather pointless, though, so they're letting people work how they want to.

    That's my opinion, anyhow. I like the change, as it doesn't *really* change anything for other people... Nobody was going to use your private jumpstart code anyhow.
     
  20. melkior

    melkior

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    I like the change also; as it lets you focus on the GAME and not say a project setup like menus or a script for GUI buttons or such.

    It does raise in to question how far one could stretch this template idea to the point where it starts actually implementing game play.

    Hopefully they actually review the category winners for such things before declaring winners though?
     
  21. wccrawford

    wccrawford

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    I think the tallying is completely automatic at first. Remember that it's all free and they're all volunteers. Everyone is welcome to take a look at the final code and call foul on anything, though.

    On the other hand, unless it was really bad, I don't think anyone will. It's not like there's any money involved.
     
  22. TwiiK

    TwiiK

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    Like you say there are no prices involved. If someone is so intent on winning that they premake a game to fit every theme before the competition starts then by all means go ahead. :p

    I imagine the fun part of such a competition is to create a really weird game you would never attempt normally. With solutions and compromises you have to make because you have so little time.

    One thing I would consider if I had the time it is to prepare a boilerplate project for the game. Let's say a scene with a menu with "start", "help", "controls", "about" etc. A crossplatform input utility script. Rebindable controls. Volume settings. Quality settings if your game is graphics intensive. Things that will be the same independent of the final theme or if your game ends up being 2D or 3D. Things that will make it easier and more pleasant for people to play your game, but has nothing really to do with the game itself.

    That's something I'll consider making regardless of Ludum Dare, but I won't have time to start on it before the weekend. :p A boilerplate Unity project for people who struggle with that sort of thing.
     
  23. TwiiK

    TwiiK

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    On a separate note I really dislike the themes that are coming out on top in the early rounds. Especially for round 2. If any of the top 3 themes for round 2 win there will be a thousand identical games.

    If companion from round 1 wins I'm going to make the worst escort mission game ever. A game where you have to drag a mentally disabled (not actually, but the AI will make it so) buddy through the most annoying obstacles. :D The game shall be named "Just give up already".
     
  24. L-Tyrosine

    L-Tyrosine

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    The top 5 of each round goes to the final round. Right now:

    Companion 774
    An Unconventional Weapon 696
    Deeper and Deeper 568
    Adapt to Survive 372
    Among The Stars 212
    It Spreads 194
    Edge of the World 107
    Hidden World 79
    Four Elements 12
    Discovery -6
    Creatures of the Night -44
    Indirect Control -91
    Day and Night -141
    Take One, Leave The Rest -149
    Shrinking World -341
     
  25. TwiiK

    TwiiK

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    This is unfortunate. Chrome just released their update which stops the Unity webplayer from working.

    A workaround is to paste this into the chrome address bar:
    Code (csharp):
    1. chrome://flags/#enable-npapi
    , click enable and restart Chrome. This will enable NPAPI plugins again. But this sucks for my website and this competition. :p Couldn't they at least have waited until WebGL was ready? :/
     
  26. Dusho

    Dusho

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    exactly. Although I used happily Unity for all my LD entries.. I'm wondering now if there is better solution for web publishing. Until Unity's WebGL is ready, that is.
     
  27. PatBGames

    PatBGames

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    My LD#30 entry Connected Pylons has not yet reached Kongregate and the Android Play Store, but it is on track and I'm in for LD#32 compo!
    • Unity 5 targeting HTML5, Visual Studio C#, UnityVS
    • Gimp, Inkscape, Blender3D
    • Bfxr, Audacity and probably Abundant Music

    My better advise for newcomers is to sleep as much as you can before the weekend, because after the start it'll be harder, mostly if you leave in European timezone :/
    Another advice is to target HTML5 platform (Chrome has already stopped Unity plugin support). If other participants can test your creation in a few clicks, it's a serious plus for your demos released during the weekend and after, when time for votes will come.
    If it can helps somebody I've written a postmortem of my previous participation.
     
  28. Tanel

    Tanel

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    Right now the best option would probably be both (Webplayer and WebGL). As users having trouble playing webgl content could enable npapi manually at least.

    I really wanted to participate but it seems it's not going to happen this time. Maybe i'll get something done if I sacrifice monday and do the Jam.
     
  29. PatBGames

    PatBGames

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    Unfortunately, "both" is a term that you should avoid during this type of event (time constraint) :D

    I intend to use this Ludum Dare to make the jump into HTML5
     
  30. Tanel

    Tanel

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    Well yeah, but if you've got webgl sorted out then doing a webplayer build after that shouldn't take more than switching platforms and doing the build ( the other way could be problematic :p).
     
  31. TwiiK

    TwiiK

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    @Pat AfterMoon I'm curious. Have you actually tested WebGL? I would not touch it, especially not for for Ludum Dare.

    From my limited testing I find it to be:
    - Unusable in Chrome (Takes 1-5 minutes to load and doesn't work after that. Chrome won't let you test it locally either) The web player only requires a small tweak in chrome to work just like before.
    - Horrible performance compared to the web player (unplayable for most things)
    - Very buggy (Only works half the time and doesn't support a lot of features. Even simple things like the default first person controller will flat out not work properly)
    - Massive (A 200KB web player becomes over 15MB)
    - Takes ages to build

    In my opinion this change shouldn't affect your builds at all. I will still supply a web player as the primary build and 3 standalones (windows, mac and linux) as secondary builds. It's how most people do it and it's how you did it last time if I'm not mistaken.

    WebGL is not production ready in the slightest yet in my opinion.
     
  32. Tanel

    Tanel

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    I've tested a few small things with WebGL and those ran fine (REALLY small though :p). LD isn't really a production environment either, so can't see the harm of throwing in a WebGL option for people to try. I just wouldn't rely on it as my main thing.
     
  33. Aiursrage2k

    Aiursrage2k

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    I was looking at the pateron for the guy who has been running ludum dare for 6 years and hes only getting 1000 bucks a month from pateron.
    https://www.patreon.com/mikekasprzak
     
  34. SteveJ

    SteveJ

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    Can anyone link to the rules? Not participating, but I'm curious to read them and I can't spot them on the site.
     
  35. SteveJ

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    Nevermind. Of course the second I post that they jump out at me like a sore thumb.
     
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  36. GibTreaty

    GibTreaty

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    I'll take a stab at this one too. I'd love for the theme to be An Unconventional Weapon. I was cringing at the thought of Companion because I could only think of making a game like Brothers - A Tale of Two Sons. But thinking about it more I might actually be able to do something different with it. Not going to elaborate on that, I'll just have to make up my mind when the time comes.
     
  37. SteveJ

    SteveJ

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    Actually, it does all sound very cool and I've always meant to have a go. Might take a crack at it if I like the sound of the theme.
     
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  38. TwiiK

    TwiiK

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    Quick question: Are you allowed to post builds of your game for others to play during the 48-hour compo?

    I mean the rules state you have to work solo, but testing and playing your game is a pretty big part of game development. I was going to have a WIP thread that's why I'm asking.
     
  39. GibTreaty

    GibTreaty

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    Yea you can have others test your game just as long as they aren't actually developing assets just for you.
     
  40. TwiiK

    TwiiK

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    Cool, thanks.

    Even though I hated the theme at first I'm now hoping "Companion" wins. I have a really weird idea for it fully fleshed out in my head. Just hoping I can materialize it into an actual game in 48 hours. It would require a lot of stuff I haven't really tried before in Unity. :p
     
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  41. PixelMind

    PixelMind

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    Absolutely!
    I'd engourage watching someone play your game! Even if you're tight on time budget.

    All my previous jam games suffered from lack of proper testing. I always went to a tunnel vision mode and ignored things that seemed obvious to me as the dev.
    I wrote a little bit about lack of testing in previous LD entry's post-mortem here (what went wrong section): http://pixlmind.blogspot.fi/2014/09/ludum-dare-30-post-mortem.html
     
    Last edited: Apr 17, 2015
  42. TwiiK

    TwiiK

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    @PixelMind Yeah, it really seemed to hurt your score. :p I remember playing that game. It was awesome. Congratulations on winning. I completely forgot it was made in Unity. I will download the source later to see how you made that cool effect.

    Do you have numbers on the amount of plays/downloads you received? I will route all my download links through my website and Google Analytics so I can get some numbers out of it seeing as I'm such a fan of statistics. :p
     
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  43. PixelMind

    PixelMind

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    @TwiiK Thanks! :)
    The ludum dare results page, rockpapershotgun.com, most other media, etc. are still direct linked to my public dropbox folder. I'm pretty sure that most of the traffic went there and dropbox doesn't provide analytics.

    However I did upload the game to itch.io on the day results were announced. Some smaller sites linked there. Itch.io version currently has 26k views/plays. Most of them were from the result announcement week.
    I guess that the total view count was somewhere in the 50k-100k ballpark. But I have no way to verify it.
     
  44. wccrawford

    wccrawford

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    It's not the "top 5 from each round". It's the top 20 overall. They're only split into rounds so that you aren't voting on 80 things all at the same time. It's kind of exhausting.

    I'm impressed with the theme selection this time. I feel like I can do things with many of them for a change. I've already got some ideas for the top candidates that I will likely work on after the compo. All small games, obviously, but I'd been looking for some small games for practice anyhow.
     
  45. TwiiK

    TwiiK

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    Well, I'm finally done with all my prep work, ie. lasagna is made and beer has been bought. No need to leave the house for at least 48 hours.

    Now we wait.
     

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  46. TwiiK

    TwiiK

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  47. mgear

    mgear

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    This one works right inside unity, can save on publish size as sounds are generated from code:
    "usfxr is a port of as3sfxr"
    https://github.com/zeh/usfxr
     
  48. TwiiK

    TwiiK

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    Lol, all these weird plugins and apps which I'll probably never use outside such jams because the sound effects they produce are horrible. :p
     
  49. mgear

    mgear

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  50. Tanel

    Tanel

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    Any of you planning to stream your development?

    I'm kind of into the idea but afraid at the same time, regarding making it interesting for the watchers. If I'm just thinking about how to do something (pondering, not actually doing anything maybe for quite a while), wouldn't that just be horribly boring to watch?
     
    GibTreaty likes this.