It's been a long, long time in coming, but I'm happy to announce that we finally have the code results in. More to say on that front, but first let's announce the winners:

Winning the grand prize is Lurking Patrol Comrades, an impressive MMORPG with a vast world, plenty of characters to speak to, both a melee and a magic based battle system, and a polished user interface. The project has the same client as The Mana World but implements its own server. It's an interesting project worth checking out, and it's lived on under a new name, Source of Tales.

Congratulations, and please do keep up development; we'd love to see more!

Coming in as the HTML5 Grand Prize is Big Island. Big island lives up to what the name promises… it's a huge, beautiful environment. And it does some interesting things: by day, you have to explore the island to get a sense of where various features are, hire guards or upgrade your weapons or health. By night, zombies come in and try to kill the villagers, and it's up to you to save them. There's a somewhat meditative aspect of the game because inevitably you simply won't be able to save everyone: the task before you is just too large. But you can try to do as good as you can for as long as you can.

In addition to being an interesting game, Big Island is an excellent technical achievement that shows off the powerful future of HTML5 gaming. We hope that Big Island is an indication of a beautiful future ahead for free software in gaming on the web!


Next up for the secondary individual prize we have Castle Defense. If I had my way, Castle Defense would be a mandatory install in elementary school computer labs everywhere: it's an educational game that's not only fun, it's extremely hard to put down. You are facing off against an army of skeletons invading your castle, and the only way to beat them back is to instruct your archers to fire. The archers have an odd habit of only listening to firing orders that correspond to solved math problems though! At certain points in the game skeletons come in from multiple paths and angles, and you have to combine your math skills with timing, planning, and quick thinking. Definitely a load of fun (and a cool HTML5 entry to boot!) and worth trying. You might find that you have a hard time putting it down!


Last but not least is our secondary prize for teams. Laurelia's Polymorphable Citizens comes in as an impressive single-player RPG. The game makes use of a modified version of the FLARE engine (if you haven't seen FLARE, well you should, because it's an incredibly impressive project… really great if you like dungeon crawlers). The game doesn't play like FLARE though; for one thing, instead of being an isometric game like FLARE, it has all the Liberated Pixel Cup look to it. And it works great! The game has a good story and some neat features. And as the title suggests, the game makes interesting use of a lot of transformation: in order to succeed in your task, you have to switch between the powers of various creatures!

It's an interesting game, and has a good sense of story and adventure, and cool to see the FLARE engine being put to different use. Check it out!


I'm excited that we've finally been able to announce the winners of this contest. We had a huge turnout, and we had a huge amount of entries, and a huge amount of quality. In an ideal universe, we would be handing out many, many more rewards. There were so many impressive entries!

If you're interested in seeing more reviews, I highly recommend reading Nushio's blogposts on Liberated Pixel Cup… he reviewed every game that was written. (I avoided reading any of his posts until judging was in, but now that that's done I did some reading through and Nushio did a very thorough job… it's too bad he couldn't have been a judge, but he was also a participant in the contest and was part of writing one of many extremely excellent games that unfortunately did not win, called Unsealed: Whispers of Wisdom.) There's a lot of gems that came in through this contest and the above link is an excellent guide for looking through them.

Of course, there's also the embarrassing fact that the contest took way, way longer to judge than we anticipated. I've mentioned this somewhat when art judging was wrapping up, and it took even longer for this code wrapup. As with the art, we were overwhelmed with submissions. The code judging took even longer, and I feel bad about this. Between the length of time to play each game, many more games than we anticipated, personal issues in the lives of some key organizers, and the complexity of building so many games, doing this judging was a lot harder than we expected. However, I am still proud of Liberated Pixel Cup. I think it's been a great achievement for many, many people. I'll be writing up a summary post explaining some behind the scenes (including what happened with judging) shortly.

Despite the judging delay, one other sign of success is how excited many of the participants of this year's Liberated Pixel Cup have been to find out if there would be another one. The answer is simply: we aren't sure, but we are certainly interested in it. We think that aside from the judging delays, many of the decisions made in Liberated Pixel Cup were very successful, and we'd like to repeat them. There's a lot of discussion still: will we use the same style? Would it be this year or next? And we will definitely want to update the way judging is done (we have some ideas on this). If you're interested in such things, you should perhaps join us in #liberatedpixelcup on and join the conversation.

Congrats to everyone who participated! You rock!

Hiya all,

Well there's no doubt that this blogpost is well past due, but in case you're wondering, yes, we're very near wrapping up judging.  In fact: we expect to have judging wrapped up next week.

However, there's a problem: some games are really hard to build.  Yours might be among them!  Please visit this thread and help us build your game if it's a difficult one to build.  If your game is on that list you have one week to help us build it.

Thanks!  Good luck all... and sorry for the delays!  We look forward to announcing the winners soon.

Hello all! It's been a long time in coming (longer than it should have been!) but the art judging is in. We're floored by the quality (and quantity!) of submissions, and choosing winners wasn't easy for our judges. There's a bit we'd like to say on that below, but that said, we know what you're all waiting for, which is to hear the results! So let's get straight to that first, shall we?

The winners

Grand prize

At 89.6 points, the grand prize of $1500 USD goes to Daniel Eddeland for his entry "Farming tilesets, magic animations, and UI elements"!

This is a wonderful set, agreed upon by judges as providing a lot of cool things, especially in the farming set and magic elements and how these extended the range of things possible. Congratulations, Daniel!

Individual entry winner #1

The next winner in the "individual entry" prize of $500 USD (of which there are two slots), at 88.8 points, is Casper Nilsson's entry (simply labeled "LPC C. Nilsson"). Despite the humble name, there is a lot of cool stuff here, including an asian theme, day and night cycle tiles, a harbor set, a victorian house, a few animals, and even quite a bit more! Congratulations, Casper!

Individual entry winner #2

The next winner is for the second "individual entry" slot for $500 USD. At 84.6 points, congratulations to Johannes Sjölund for the entry "Character animations, clothes, armor, weapons, skeleton enemy, combat dummy"! Once again we have here an entry with plenty of wonderful variety. This set adds quite a few new character designs which can be dropped in and used directly in a game, as well as several new types of animations, and even (as the title suggests), a combat dummy! Congratulations Johannes!

Some comments on judging

And now for a bit of commentary on the contest and judging.

First of all, it wasn't easy to pick winners! We had no idea just how many high quality entries we would be getting. It has been wonderful to see that the dream that artists can collaborate on a shared set of resources could come true, and that so many people met the call!

And also, a note on scoring: the approach we took is a bit different than what you might see for example in many schools. We set "average" scores to be at about 50... so keep that in mind! Even many of the entries that appear to be lower in scores are actually really high quality entries... most of the entries submitted to LPC were well above what we expected!

We'd also like to speak to the time taken to deliver judging. We know many of you would have liked to see judging results sooner; as would we! Unfortunately there were several serious delays; first of all, there were some major disruptions to Bart and I's lives on a personal level that slowed things from getting off the ground. Second, the sheer number of entries we got (and the quality of entries too!) was much, much higher than we anticipated. This was also harder on our judges; several of them had thought they had committed to a much lighter set of things to judge, so resolving this took some time.

And on that note, code winners have yet to be announced still! We are hoping that in approximately one month we will have these announced, but can't say for sure yet. Stay tuned!

Congratulations again to the winners, and thank you all who participated!

bart's picture

All of the art results are in, and we'll be counting them and announcing the winners of the art contest on the 28th of this month. :)


bart's picture

Getting a group of volunteer judges to go through a hundred entries is like herding cats.   As such, I'm not going to be estimating a finishing date any longer, as at this point my guess is as good as anyone else's.  Our progress is as follows:

Art judging is 75% done.  The 4th judge out of 4 believes he will have the art entries judged by the end of next week.  Art results will be posted when they are judged.

Code judging is 15% done.

We apologize for the delay; this has turned out to be a lot more complicated than we had originally thought.

bart's picture

Just a brief update -- getting the judging going has been taking longer than we expected, so it's possible that judging may go a week or two into September.  We apologize for the delay.

bart's picture

The Liberated Pixel Cup code entries have been posted!

Note that due to the larget volume of entries (48 code entries alone, plus a large number of art entries), judging may take longer than we had originally thought.  Our current time frame for judging is the end of August.  We'll keep people posted on our progress.

Also note that the judges have not had time yet to thoroughly go through each entry, so it's possible that some may be mislabeled (HTML5, team vs. individual, etc).  If you see any mislabeled entries or duplicates, please let us know and we'll fix them ASAP.


bart's picture

Just a brief accouncement:

To avoid any confusion with respect to timezones, there will be a 24 hour grace period for code submissions.  That is, we will accept code submissions until 11:59 PM Pacific Daylight Time on August 1st, 2012.  Please note that absolutely no submissions will be accepted after this time.

bart's picture

The submission form for the code portion of the contest is now available at this link:

Just a reminder, please read the rules and the licensing instructions before submitting your entry.

Best of luck to all the contestants!

So you're working on your Liberated Pixel Cup game entry submission. To ensure that LPC games remain free for everyone to use, we have some fairly strict rules around licensing. We've put together this guide to help you make sure you properly comply with licensing for Liberated Pixel Cup. These things aren't just important for entering into Liberated Pixel Cup, they're also generally good policy!

The following commands and advice assume you're working from the toplevel directory of your code repository / package, so keep that in mind!

The first thing you want to do is include the appropriate license files. You want to save both the plaintext version of GPL 3.0 and a copy of CC BY-SA 3.0 in plaintext format (it's a little known fact that Creative Commons does in fact have plaintext versions of its core licenses). Assuming you're operating from the command line, this is as simple as running:

wget -O cc-by-sa-3.0.txt

Next, you should create a COPYING.txt file that clarifies the licensing of your program and its assets. This template should be good enough to get you started:

Software and source code

  This program is free software: you can redistribute it and/or modify
  it under the terms of the GNU General Public License as published by
  the Free Software Foundation, either version 3 of the License, or
  (at your option) any later version.

  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  GNU General Public License for more details.

  You should have received a copy of the GNU General Public License
  along with this program.  If not, see <>.

  For details on authorship, see AUTHORS.txt

Artwork, music, and other assets/content

Artwork, music, and other non-software assets/content in this
repository are dual licensed under the Creative Commons
Attribution-ShareAlike 3.0 Unported and the GNU General Public License
as published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.

You should have received a copy of the GNU General Public License
along with this work.  If not, see <>.
Likewise, you should have received a copy of the Creative Commons
Attribution-ShareAlike 3.0 Unported legalcode with this work.  If not,
see <>.

For details on authorship of various resources, see AUTHORS.txt

If you are just using assets from the Liberated Pixel Cup proper, these will all be dual-licensed to GPLv3 and CC BY-SA 3.0, so the above should be correct. If not, but you have compatibly licensed assets that you are using, you should add a section titled "Additional assets" and explain the differences in licensing.

Next, create a file called AUTHORS.txt and fill in the following:

Code authors

This program was written by the following people:
 - Aeva Q. Hacker
 - Gregory P. Codefellow

Asset attribution

Assets were authored by the following people:

Lanea Zimmerman
 - grass.png
 - holek.png
 - treetop.png
 - trunk.png
 - princess.png

Charles Sanchez
 - bat.png
 - bee.png
 - big_worm.png
 - eyeball.png

… and so on. So, change the code attribution section to the group of people who worked on your project. Next, fill in the asset attribution section. This might seem tedious, but it shouldn't be too hard. Two things that should make things simpler:

Aside from that, if you used assets from OpenGameArt or elsewhere, just attribute properly in the pattern shown above.

There's only one more thing you need to do to properly mark your project, and that's to add a license notice to your source code files. In whatever commenting system is appropriate for your programming language, add lines like the following (in this case, we used python-style comments):

# <one line to give the program's name and a brief idea of what it does.>
# Copyright (C) <year>  <name of author>
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# GNU General Public License for more details.
# You should have received a copy of the GNU General Public License
# along with this program.  If not, see <>.

(…obviously filling in fields in the first two lines.)

At this point, you've fulfilled all requirements for properly licensing your Liberated Pixel Cup project! However, there's one more thing you might wish to add as it's good practice: adding a README file. Open up a file called README.txt, and insert something like the following:

Project title

Something something description of your project goes here!

Blah blah you might insert other information here like:
 - Source repository: 
 - Mailing list:

Building and running

Insert information here on how to build and run your game.  Something

  $ sudo package-manager install some-dependencies
  $ ./configure && make

then run the program like:

  $ ./rungame

At this point you're good! Good luck on your entries, all!