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        <title>LudumDare - Category - TimBeaudet::GameDeveloper()</title>
        <link>https://timbeaudet.com/blog/categories/ludumdare/</link>
        <description>LudumDare - Category - TimBeaudet::GameDeveloper()</description>
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            <webMaster>tim@tyrebytes.com (TimBeaudet)</webMaster><lastBuildDate>Sat, 25 Apr 2020 11:17:50 &#43;0000</lastBuildDate><atom:link href="https://timbeaudet.com/blog/categories/ludumdare/" rel="self" type="application/rss+xml" /><item>
    <title>Eggcelerate! Jam Entry Post Mortem</title>
    <link>https://timbeaudet.com/blog/2020/04/25/eggcelerate-jam-entry-post-mortem/</link>
    <pubDate>Sat, 25 Apr 2020 11:17:50 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2020/04/25/eggcelerate-jam-entry-post-mortem/</guid>
    <description><![CDATA[<h1 id="ludumdare-46-details"><span style="font-weight: 400; color: #ff9f2e;">LudumDare 46 Details</span></h1>
<p> </p>
<p><span style="font-weight: 400;">The theme of LudumDare was announced at 9:00pm Friday evening. Keep It Alive. I like sketching ideas on a scratchpad, but the bamboo tablet was fighting me with Windows Ink or other Photoshop settings. It took ten minutes to setup a relay stream from my macbook which has a much better tablet setup, but it made it more comfortable for sketching.</span></p>
<p><span style="font-weight: 400;">After running through some ideas, with my twitch viewers throwing in great comments, I steered very quickly into the egg in a bowl on a car. Actually I have wanted to make this very game for years, as it can be a good training tool for driving smoothly at the limit. I continued brainstorming for a bit longer, but this was the idea that pulled the hardest.</span></p>
<p><span style="font-weight: 400;">45 minutes after the theme announcement I had committed to the idea and created a list of tasks required for the game. Being near bedtime I chose to work on modeling assets for the game. This is one of the first jams I have ever started with art before programming. Doing so can be somewhat risky, especiallyÂ  if ideas or concepts are subject to change. I knew the basic objects; car, bowl, egg and some track segments would not be a waste of time.</span></p>
<p><a href="/blog/assets/2020/04/20200417232428_screenshot.png" rel=""></a></p>
<p><span style="font-weight: 400;">It took one hour to get all the assets created, using </span><a href="https://www.youtube.com/watch?v=YALV3HqfdLY" target="_blank" rel="noopener noreffer "><span style="font-weight: 400;">Imphenziaâ€™s method</span></a> <span style="font-weight: 400;">to make the cars was very quick and easy; though I canâ€™t do them in 10 minutes. Yet! Perhaps my blender practicing is starting to pay off as this process went super smoothly. With some art created I jumped into Unity. At that point I had used Unity for less than 15 hours, and this would be my first jam in it. Upon importing the assets I noticed issues with the lighting and coloring. I went back and forth between Blender and Unity trying to find the issue, tried exporting to fbx manually, nothing fixed it. Though I didnâ€™t figure it out until the middle of the next day, it turned out that my 4×16 color palette was being compressed and lost color information.</span></p>]]></description>
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<item>
    <title>October 2019 Review</title>
    <link>https://timbeaudet.com/blog/2019/11/03/october-2019-review/</link>
    <pubDate>Sun, 03 Nov 2019 13:42:52 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2019/11/03/october-2019-review/</guid>
    <description><![CDATA[<p style="text-align: center;">
  <a href="https://www.timbeaudet.com/blog/2019/11/03/october-2019-review/"></a>
</p>
<ul>
<li>Total income: $335.12Â <em>without personal investments</em></li>
<li>Total income: $3466.44Â <em>with personal investments</em></li>
<li>Total expenses: $0.00</li>
<li>Total hours: 106</li>
</ul>]]></description>
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<item>
    <title>LudumDare 37: Haunted Room</title>
    <link>https://timbeaudet.com/blog/2017/01/02/ludumdare-37-haunted-room/</link>
    <pubDate>Mon, 02 Jan 2017 16:44:53 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/01/02/ludumdare-37-haunted-room/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2017/01/02/ludumdare-37-haunted-room/" target="_blank" rel="noopener noreffer "></a>During the ramp up of the LudumDare weekend I didn’t actually pay much attention to the themes I was voting on, or which was popular or not.Â I didn’t even take the top 20 list and try thinking ofÂ different ideas like I’ve done in the past. One Room was announced as the theme and immediately I wasÂ at a loss. Like normal everybody</p>]]></description>
</item>
<item>
    <title>October Back-and-Forth</title>
    <link>https://timbeaudet.com/blog/2016/10/29/october-back-and-forth/</link>
    <pubDate>Sat, 29 Oct 2016 22:57:05 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/10/29/october-back-and-forth/</guid>
    <description><![CDATA[
<p>First, I’ve abandoned the blog for a while and I shall apologize forÂ anyone who actually reads my entries,Â perhaps only to my future self. An avid reader would knowÂ I did <a href="https://www.timbeaudet.com/blog/2016/09/09/september-is-artember/" target="_blank" rel="noopener noreffer ">#Artember</a>Â butÂ I don’t think I ever mentioned taking part in</p>]]></description>
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    <title>LudumDare 36: Ancient Robots</title>
    <link>https://timbeaudet.com/blog/2016/09/05/ludumdare-36-ancient-robots/</link>
    <pubDate>Mon, 05 Sep 2016 18:02:24 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/09/05/ludumdare-36-ancient-robots/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2016/09/05/ludumdare-36-ancient-robots/" target="_blank" rel="noopener noreffer "></a></p>
<p>What a weekend project this one proved to be, I spent most ofÂ my Friday looking through the themes to get basic ideas, something I usually avoid. Prior to theme announcement I was assuming the theme would be unfavorable, since I had great ideas for othersÂ and so-so ideas for the rest. Ancient Technology was a so-so idea that</p>]]></description>
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<item>
    <title>LudumDare 35: Elemental Shift</title>
    <link>https://timbeaudet.com/blog/2016/04/29/ludumdare-35-elemental-shift/</link>
    <pubDate>Fri, 29 Apr 2016 02:16:43 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/04/29/ludumdare-35-elemental-shift/</guid>
    <description><![CDATA[<p><a href="http://www.timbeaudet.com/blog/wp-content/uploads/2016/04/20160426194038_screenshot.png" target="_blank" rel="noopener noreffer "></a>Making a game in 48-hours is a great way to spend a weekend, it is aÂ short window of timeÂ but generally enough get something small created and, sometimes, polished. For the past few Ludum Dare events I have been participating with a team, usually a musician and an artist, but for LD34Â the team was of 5 people, 2 artists, aÂ musician and a designer, with of course myself being</p>]]></description>
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<item>
    <title>Ascending Roots</title>
    <link>https://timbeaudet.com/blog/2015/12/16/ascending-roots/</link>
    <pubDate>Wed, 16 Dec 2015 04:53:20 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2015/12/16/ascending-roots/</guid>
    <description><![CDATA[<p><a href="http://www.timbeaudet.com/blog/wp-content/uploads/2015/12/20151214201402_screenshot.png" target="_blank" rel="noopener noreffer "></a>LudumDare is game jam or competition of sorts, thoughÂ there are no rewards and winning isn’t about placing first. Thousands come together during a single weekend to create nearly 3000 games! I was joined by four other fine developers during the 34thÂ LudumDare event and we together spent 72 hours creating a</p>]]></description>
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<item>
    <title>Post-Mortem: Burden (LudumDare #33)</title>
    <link>https://timbeaudet.com/blog/2015/09/01/post-mortem-burden-ludumdare-33/</link>
    <pubDate>Tue, 01 Sep 2015 02:02:17 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2015/09/01/post-mortem-burden-ludumdare-33/</guid>
    <description><![CDATA[<p><a href="http://www.timbeaudet.com/blog/2015/09/01/post-mortem-burden-ludumdare-33/" target="_blank" rel="noopener noreffer "></a></p>
<p>BurdenÂ follows a womanâ€™s journey through her past, as she is chased by her traumatic and guilt-ridden memories of the plane crash that killed her family. She was the only survivor.</p>
<p>The game was made for LudumDare #33 as a Jam entry. Â A team of three with less than 72 hours, Jeremy “mmango” Bell doing audio, Daniel “MechanicalLife”Â Akesson doing visuals and myself doingÂ the programming.</p>]]></description>
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<item>
    <title>#1HGJ Entry – Flight</title>
    <link>https://timbeaudet.com/blog/2015/05/15/1hgj-entry-flight/</link>
    <pubDate>Fri, 15 May 2015 21:20:44 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2015/05/15/1hgj-entry-flight/</guid>
    <description><![CDATA[<p><a href="http://www.timbeaudet.com/blog/2015/05/15/1hgj-entry-flight/" target="_blank" rel="noopener noreffer "></a></p>
<p>Here is a game I made in a single hour for OneHourGameJam the theme, and thus title is: Flight</p>
<p><a href="http://www.timbeaudet.com/goods/ludumdare/hour_games/20150515_flight_mac.zip" target="_blank" rel="noopener noreffer ">Flight (for Mac OS X)</a></p>
<p><a href="http://www.timbeaudet.com/goods/ludumdare/hour_games/20150515_flight_windows.zip" target="_blank" rel="noopener noreffer ">Flight (for Windows)</a></p>
<p>Working on a game in an hour is a great way to learn the weaknesses about your development pipeline, be it in coding, art or audio. Â TheÂ result is almost always a project that will get thrown away, seriously it took 60 minutes to make, but the experience is certain to teach you something and sharpen game development skills.</p>]]></description>
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<item>
    <title>#1HGJ Entry – Survive</title>
    <link>https://timbeaudet.com/blog/2015/05/09/1hgj-entry-survive/</link>
    <pubDate>Sat, 09 May 2015 01:38:00 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2015/05/09/1hgj-entry-survive/</guid>
    <description><![CDATA[<p><a href="http://www.timbeaudet.com/blog/2015/05/09/1hgj-entry-survive/" target="_blank" rel="noopener noreffer "></a></p>
<p>A quick entry for the 4th OneHourGameJam entry: Survive.</p>
<p><a href="http://www.timbeaudet.com/goods/ludumdare/hour_games/20150509_survive_windows.zip" target="_blank" rel="noopener noreffer ">Survive (for Windows)</a></p>
<p>Working on a game in an hour is a great way to learn the weaknesses about your development pipeline, be it in coding, art or audio. Â TheÂ result is almost always a project that will get thrown away, seriously it took 60 minutes to make, but the experience is certain to teach you something and sharpen game development skills.</p>]]></description>
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