About alfie275

Entries

 
Ludum Dare 37
 
Ludum Dare 36
 
Ludum Dare 35
 
Ludum Dare 34
 
Ludum Dare 33
 
Ludum Dare 32
 
Ludum Dare 31
 
Ludum Dare 27
 
MiniLD 42
 
Ludum Dare 26
 
Ludum Dare 21

alfie275's Trophies

Dare To Play - LD 37
Awarded by LDA
on January 3, 2017

alfie275's Archive

I’m in

Posted by
Friday, August 26th, 2016 7:47 pm

As usual, using C++/SFML/OpenGL with my framework: https://dl.dropboxusercontent.com/u/4826080/LD36%20Base.zip

IDE is Code::Blocks, graphics using GIMP and probably sfxr or something if I ever get around to sound.

Might be using Bullet Physics if the theme suggests.

I’m in!

Posted by
Friday, April 15th, 2016 7:55 pm

As usual, using my C++/SFML/OpenGL framework (link below), and probably won’t be using the entire 48 hours but I’ll try and at least make something!

Framework: https://dl.dropboxusercontent.com/u/4826080/LD35%20Base.zip

I’m in!

Posted by
Friday, December 11th, 2015 9:07 pm

As usual I’m using C++ and my framework (SFML/GLM/OpenGL), link below:

https://www.dropbox.com/s/hwzo6tfb508epsj/LD34%20Base.zip?dl=0

I’m in!

Posted by
Friday, August 21st, 2015 7:50 pm

For LD33 I’ll be using my standard framework as per usual, which you can download from the link below.

Summary:

C++/SFML/OpenGL

Code::Blocks, GIMP, sfxr

 

Linky:

https://dl.dropboxusercontent.com/u/4826080/LD33%20Base.zip

I’m in etc

Posted by
Friday, April 17th, 2015 7:12 pm

As usual, using C++/OpenGL/SFML with custom framework (link below). Got some uni work to do so probably will be small game.

 

IDE is Code::Blocks, graphics will be GIMP.

 

Framework: https://dl.dropboxusercontent.com/u/4826080/LD32Base.zip

I’m in

Posted by
Friday, December 5th, 2014 1:04 pm

I probably won’t do much this time, but I thought I’d give it a try.

 

Tools are GIMP for graphics, Code::Blocks for coding, and here’s my base code:

https://drive.google.com/file/d/0B5qVKpn45OqtUG5kTXhBa05Kd00/view?usp=sharing

LD27 Post-Mortem

Posted by
Monday, August 26th, 2013 7:20 am

For LD27 I had a few ideas, the first I had was that of an FPS where you have 10 seconds to escape an exploding building. I decided against this as I generally make physics-based games.

The idea I decided to go with was ChronoCards, a 10 second card game. I originally planned to have a CCG kinda meta-game, but didn’t really implement it.

Anyway, let’s have a look at how it went:

The Good

Component-based data-driven gameplay: All the cards were implemented through .card files that are loaded at runtime, which specify the text and pictures on the card, as well as which “attributes” a card has, which is basically an effect, trigger and an argument. Although this means I still have to code each attribute, it makes it much easier to modify without recompiling.

Robust, flexible codebase: No time was spent on the underlying framework. Graphics components worked flawlessly and adding audio was as easy as:

ASID Intro = Audio.LoadSound(“Intro.ogg”);
Audio.Play(Intro);

The Bad

Indecision: I was still deciding ideas 6 hours into the competition and was frequently second-guessing my decisions when it would have been twice as quick to do it the wrong way and recode it.

Time management / procrastination: I felt myself being easily distracted and putting things off. Overall I estimate I probably did less than 10 hours of actual coding, spread over the 48 hour period. I left a lot of it to the last hour or so (I submitted less than a minute before the compo ended) and as such had a lot of stuff unimplemented (a deck building system, with a card shop using money gained from winning).

Game idea: I think 10 seconds is just too short for there to be any appreciable strategy. It may work with 30 seconds or a minute though, and at some point I may revisit the idea.

The Ugly

Unresizable GUI: Even though my GUI system allows for it (see the buttons on the menu), the battle scene has entirely static GUI element positioning. The hand does not move down to the bottom of the screen, meaning if you have a larger screen it looks really silly.

No animations: Though maybe justified by the time-based mechanics of the game, I feel even a 1 or 2 frame animation would have improved the look of the card drawing and placing.

 

That’s all I think is really noteworthy at the moment.

I’m in!

Posted by
Friday, August 23rd, 2013 7:00 am

So it’s almost time for LD27!

I’m using my own codebase as per usual, which you can grab here: https://dl.dropboxusercontent.com/u/4826080/LD27%20Base.zip

My codebase consists of OpenGL, GLM and SFML, with a bunch of OpenGL wrapper/utility classes.

My IDE of choice is Code::Blocks.

For graphics I’ll be using GIMP and for audio I’ll be using sfxr/Audacity.

I’m hoping to break out of my physics-based pattern I’ve established with recent LD’s, but no promises!

Mini LD 42 :D

Posted by
Saturday, May 25th, 2013 7:01 am

Thought I may as well join in!

I’m using a home-brew SFML/OpenGL framework you can get here: https://dl.dropboxusercontent.com/u/4826080/MLD42Framework.zip

StartingĀ  a bit late but I’ve got an idea nailed down, so I ought to be okay (I hope).

This time I’ll try and get some audio in there somewhere.

I’m in! (And kinda late, thanks brain :/ )

Posted by
Friday, April 26th, 2013 8:18 pm

 

I fell asleep whilst extracting the framework from my most recent project, then woke up 30 minutes after the competition started, thanks brain!

I should ideally have done this days ago but I had a rather important stuff going on, but I guess there’s no rule against doing this after the competition starts, as long as it is before you start work on the game.

Anyway, 30 mins of wrangling the code I now have the framework. As per the rule “Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry” here is my code:
https://dl.dropboxusercontent.com/u/4826080/LD.zip

Hopefully starting a hour into the competition won’t somehow ruin my game šŸ˜€

Gonna go back to sleep now and start work when I wake up.

First screenshot!

Posted by
Saturday, August 20th, 2011 6:51 am

After a few herpaderps and wtf moments I’ve got texture loading down in OpenGL, so heres a screenshot!

I’m in!

Posted by
Friday, August 19th, 2011 11:52 am

I’ll be using C++ and my homebrew (and somewhat crap) GUI framework:

http://dl.dropbox.com/u/4826080/GUI.rar

sorry

Posted by
Saturday, December 18th, 2010 10:15 am

I had a bunch of problems with the maths of my game that I really cant solve at the moment, so I am quitting.

Spacesplorer

Posted by
Friday, December 17th, 2010 9:10 pm

I have decided upon a name for my game, and got down the basic stuff. Going to sleep now!

My Idea

Posted by
Friday, December 17th, 2010 7:29 pm

Going to go with a procedurally generated space flying game of some sort.

First time

Posted by
Friday, December 17th, 2010 1:24 pm

This is my first Ludum Dare!

Code::Blocks

Starting source basic SDL/OpenGl code generated when choosing an SDL/OpenGl project in Code::Blocks.

sfxr

Good luck all!

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