And so it ends.
And so it ends.
EDIT: I have included a v1.1 update that fixes a few minor bugs. Feel free to play either the official v1.0 build or the slightly updated (~10 minutes) v1.1 build with:
And there you have it. This page will serve as the main entry for Ludum Dare. If you’d rather download an executable for Windows/OSX/Linux, you can do so on the GitHub release page:
Speaking of which, per the Ludum Dare rules (and because I would have anyways), the full source code:
MIT Licensed. I would appreciate a comment if you do anything cool with it.
Ludum Dare page, if you’d like to see my entry:
Some updates since last time:
I made a game y’all!
Got some sleep and BACK AT IT!
The performance is terrible (sub 10 FPS on a pretty decent desktop and I want to try to run it in a browser…), but it’s working.
I’ve got particles working!
It’s probably not nearly as efficient as it’s going to have to be, but it’s a start?
It’s so squish!
That is not at all what I intended, but I kind of love it, so for the moment, it stays in.
To get this far, I had a heck of a time trying to figure out Godot’s physics engine, but I’m learning quickly!
I have basic blocks that fall by themselves and that I can move around with left/right on the keyboard. They will collide with each other and the walls/floor, and once they stick, a new block will spawn.
It’s been a while since I’ve last done a Ludum Dare. I felt the itch though, so let’s do it again.
Ludum Dare is an online event where games are made from scratch in a weekend. Check us out every April and October!
The theme this time: Keep it alive
I don’t know if I’ll make it all the way through or actually finish a game. But I’m going to give it a try!