Ludum Dare 31
December 5th-8th, 2014

October Challenge 2014
Ending Soon!

ConstructionPlease excuse the site weirdness. Mike is making and fixing things. Clocks are probably wrong. Colors are place-holder.

What is Ludum Dare?
Rules / Guide

About Erik McClure (twitter: @blackhole0173)

I'm a rabbit-obsessed graphics programmer who makes games and music.

Entries

 
Ludum Dare 22
 
Ludum Dare 21

Erik McClure's Trophies

Erik McClure's Archive

Giant List of Free Samples

Posted by (twitter: @blackhole0173)
Friday, December 14th, 2012 9:12 pm

Not many entrants to LudumDare get a chance to finish a song for their game, but for those who do, I thought I’d compile a list of free samples you can use. Some of these are soundfonts compressed with sfArk – just drag the file on to sfArkXTc.exe to generate a self-extracting executable that will create the sf2 file when run. Others are compressed using sfpack.exe. This is a cross-post from my blog.

Instrumental
000_Florestan_Piano
198-StratocasterVS
MIS Stereo Piano [ SoundFont | Directwave ]
MIS Orchestra Samples [Requires Directwave]
SGM-V2.01
Nylon Guitar 1
Sonatina Symphonic Orchestra SF2 (original SFZ)
HQ Orchestra Samples

Vowel Ensemble
070 Bassoon Ethan Nando
Roland Sound Canvas
Tubular Bells

Percussion
SAMPLES – 5000 DRUMHITS
1400 Samples Drum Kit
mhak kicks [Part 1 | Part 2]
drums_industrial
drums_ken_ardency
RolandOrchestralRythm
JD Rockset 5
Ellade Drums

VSTi
While not samples, these are free VSTi plugins, compatible with most modern DAWs.
Bitcrusher
Tube Screamer
Rez v2.0
Reaktor 5 (free version)
Reaktor 5 Factory Selection
Mikro Prism [Requires Reaktor]
dmiHammer
Jug Drum (free version) [Requires Kontact]
Dryer Drum [Requires Kontact]

The SimulAnalog Guitar Suite is very nice, but is for non-commercial use only.

LD 25

Posted by (twitter: @blackhole0173)
Thursday, December 13th, 2012 5:06 pm

I will be participating in the LD #25 Compo using the following code libraries (at least, I hope so):

  • bss-util – Utilities library with various high performance data structures.
  • TinyOAL – Simple, easy to use sound library.
  • PlaneShader – 2D graphics engine
  • TeV Engine – 2D Game Engine using PlaneShader, TinyOAL and Box2D

A TeV Engine build is available upon request. However, TeV Engine is still unstable and in development so it’s likely to be of limited use.

Participating in LD24

Posted by (twitter: @blackhole0173)
Wednesday, August 22nd, 2012 1:29 pm

I’m going to be participating in the LD #24 Compo using the following code libraries:

  • bss-util – Utilities library with various high performance data structures.
  • TinyOAL – Simple, easy to use sound library.
  • PlaneShader – 2D graphics engine
  • TeV Engine – 2D Game Engine using PlaneShader, TinyOAL and Box2D

A TeV Engine build is available upon request. However, TeV Engine is still unstable and in development so it’s likely to be of limited use. I will be releasing an update to bss-util, PlaneShader, and TinyOAL in the next few days so keep that in mind.

A Rift in Space – Post-mortem

Posted by (twitter: @blackhole0173)
Monday, December 19th, 2011 1:37 am

So, this is my second Ludumdare. This time, my graphics engine did not crap out on me. Unfortunately, I still tried to push it too hard, and discovered that my old shader pipeline was, in fact, barely even usable. This time I actually put in audio, and discovered that my audio engine was flat out broken when you tried to do anything more strenuous then play music. Thankfully I was able to rather quickly patch that up, but there was no way for me to completely rebuild the shader pipeline, so I lost many hours trying to get shaders to work that just didn’t. I still managed to sneak in some subtle sunrays and found another use for the burn thing. Thankfully, my physics engine stayed robust, even though I misused it several times. It was fun making sound effects with bxfr too.

Sadly, none of my tools were functional, like I had planned. I didn’t know about Ludumdare until the middle of finals week, and my tools were only half finished. In light of the project it is becoming increasingly obvious that I need better object management. Deferring object deletion so it doesn’t cause physics collision problems is so ridiculously commonplace that it needs to be standardized. I’m not totally sure the best way to standardize it though. Possibly through a game object linked list that would keep track of things, but then I kept needing to iterate through different groups. A dynamic set of linked lists that formed groupings (possibly via a skiplist) would be ideal, I think. Theoretically I could also solve the issue by running through the collision list and destroying any collisions that happen to a body being destroyed, but I am not positive about the runtime complexity.

Hopefully next time I will have working tools at my disposal and a more powerful graphics engine will a fully restored shader pipeline and lighting system. Here is the entry for the finished game.

Participating in LD22

Posted by (twitter: @blackhole0173)
Friday, December 9th, 2011 11:38 am

I’m going to be participating in the LD #22 Compo using the following code libraries:

  • bss_util – Utilities library with various high performance structures.
  • TinyOAL – Simple, easy to use sound library.
  • PlaneShader – 2D graphics engine
  • TeV Engine – 2D Game Engine using PlaneShader, TinyOAL and Box2D

Builds of PlaneShader and TeV Engine are available upon request. However, TeV Engine is still unstable and in development so it’s likely to be of limited use.

The Cloud of Very Angry Electrons – Post Mortem

Posted by (twitter: @blackhole0173)
Sunday, August 21st, 2011 9:07 pm

This was my first #LD48, and it was a complete disaster. Everything went reasonably well the first day, but on the second day I discovered multiple bugs with my graphics engine.

  • Camera rotation culling glitch
  • cRenderLine was completely broken
  • TransformPoint did not work with rotation
I was able to fix these, but they took a serious toll on my project time, and I had quickly discovered that my lack of developing any real time-saving tools was coming at a serious cost. Then the final day happened. A bug in my physics engine meant that I could not destroy any object that was touching another object or everything would crash. Multiple workarounds failed until I resorted to moving objects out of the way, and even then I was largely out of time, resulting in a game that is just barely winnable and losable but just about as broken as you can be while still being technically playable.
Despite sucking total balls and being at a serious disadvantage, the competition taught me a lot about what needs to happen to make my engine usable, primarily requiring an editor of some sort. Granted, I probably could have used lots of free 3rd party engines that weren’t broken if I really wanted to make a game, but half of this was all about testing my own engine to see how it held up. It did not, and consequently requires more work. If you want to see my failed attempt, here is the entry.

Code Library Declaration

Posted by (twitter: @blackhole0173)
Thursday, August 11th, 2011 4:23 am

I intend to participate in LD21, and seeing as its going to be my first attempt at the competition my entry will probably be a disaster x3. In order to abide by the rules of the competition, I need to declare a substantial personal code library I will be using. The following libraries are all written in C++, with a bit of C and assembly. Two are open-source, and all can be used freely for non-commercial purposes, but only the open-source ones are anywhere near stable or at all useful.

  • bss_util – Utilities library with various high performance structures.
  • TinyOAL – Simple, easy to use sound library.
  • PlaneShader – 2D graphics engine
  • TeV Engine – 2D game engine that ties together PlaneShader, TinyOAL and Box2D and provides higher level abstractions to simplify lower level tasks (or will eventually).

If anyone is really, really curious about PlaneShader or TeV Engine in their currently unstable forms, I can probably arrange to send a build to you, but without any proper documentation it is likely to be useless. One of my goals with TeV is to build a very powerful, high performance engine that is conducive to extremely rapid prototyping, and I hope that my experience with LD will help me develop the engine further so it can be of use to other contestants in the next competition. Until then, however, they are unstable and difficult to work with.

[cache: storing page]