About chaosBrick
Too much code from scratch ._.
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Ludum Dare 35 | Ludum Dare 29 | Ludum Dare 27 | Ludum Dare 27 Warmup |
Ludum Dare 25 | Ludum Dare 24 | Ludum Dare 23 |
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Throw some dirt at a weird grey quad and you will die.
LOGIC!!!
extern int main();
Has anyone of you ever utilitized this line of code?
Cause I just did. Lulz.
So here’s a tiny framework I made for ludum dare in c++ that I might not even use ^^
This
It uses glfw3, glew, boost and openAL for context creation and stuff…
Other than that, it provides a minimal gameloop that updates and draws components seperately and it can register global initializers for stuff… how cool’s that?
Nothing big, really.
This is “The Chosen One”, our absolutely overpowered stickman charakter performing a Chuck Norris like karate-kick. The animations of this guy are even better than expected.
And once again we’ve recognized that the best and most genius ideas result of endless brainfuck. Such as ours after nearly 12 hours of creating one of the weirdest games we’ve ever started. We’ve got to Maps now. One is a fucking toilet where you can run through and kill some monsters. But beware of the toilet flush!!! The other one is a huge arena where weird tentacle monsters strive for your life. Of course it would be boring just to have to survive, so there is a timelimit. If your time runs out you go boom! So some enemies drop some little time powerups that provide 10 more seconds before dying.
So we get along quite fast as you see. We have brilliant physics, a fucking awesome concept and a fucking great brainfuck waiting to produce some more ideas!
Workspace.
..is a f*cking toilet! This is starting off great.
I already posted that I’m in, but hey, doesn’t hurt to confirm things. Everything should be running.
If you can play this warmup game I made, I’m pretty sure I’m gonna submit something more or less awesome for the real event.
And for some strange reason I’m very – like – VERY excited for this one. No one knows why.
Also I just noticed that this would be a cool multiplayer concept… hmm….
I’m in for LD 27, and I have an engine!
That’s right, over the last few months I have been developing my own game engine that will act as an overall level editor and do some of the game logic!
I will be working with a friend (prospectively) for help in graphics and programming.
Other tools are (Yes I reckon friends as tools):
Modelling -> Blender
Music -> Home Studio / FL-Studio (not sure yet)
Sounds -> Home Studio / sfxr
Images / Texturing -> Gimp
Because of Aggressions that are too ARRRRRGH to find any fitting words for them, we decided to kill our whole project and start a completely new thing. Think of the worst things you can think of about this theme, put them all together, multiply them by 5293472066651205 and then add the Aggression about the resulting overflow exception to know how this feels. X{
ARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRGH!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Well, now we’re gonna start again. After 11 hours are already gone o.OMG
What the hell is wrong ?!? O_O How come the Theme is “Minimalism”.
Seriously, who voted on this ?!?!??!?!?!?!?!?!?!?!?
Argh, gotta find a concept for a minimalistic game where conditions are the exact opposite: The engine alone is about 20 MB, omg.
Joining the endless spam of posts in the last few minutes
For the sake of doing it, here’s a post:
We’re in blah blah, using:
chaosEngine (strange engine shit I made earlier o.O)
blender (most likely for 3D-Modelling)
gimp (most likely for images and textures, you know?)
coke (in order to prevent major brain-fuck)
Nobody’s gonna read this anyway ô.O
In Order to proove me wrong: Leave a comment, noone will ever read
Another post-mortem!
So I’ve decided to do a post mortem about our Jam entry “Stickman Evolution”, which is my second ludum dare entry and already a lot better than last time.
So, what went right:
- Physics: The physics engine was done a lot faster and better than I thought. It only took about 40 hours to create the entire engine, including the shooting physics as well as the terrain and the (really weird) physics for the enemies. The Physics engine for the enemies is based on line-to-line-distance function to find collisions between the each two “bones”, which can be represented as thick line segments.
- Graphics: The graphics based on DirectX didn’t cause as many problems as last time, and making the models went well. We had used Gimp to create heightmaps for the environment as well as a colormap and a detailmap for each world and a small scripting engine to define light settings as well as the fog options. For models we used Blender and images of the weapons used in the game to create goodlooking and well-textured models.
- Sounds: Despite the problem of not having a gun or something, I managed together with a friend to create suitable sounds for the guns. Of course they are not too realistic, but I like them better than the sounds that sfxr or something generate.
What went wrong:
- Enemy behavior: I haven’t had enough time to create more interesting enemy behaviour (such as jumping, flying or running), so they now just try to form a grid around the player.
- Music: Knowing that I had to add a HUD and improve the menu, I only put two hours into the music. It didn’t turn out too bad, but I believe it could have been better.
- Sleep: Due to the complexity of the game and its physics we had almost no time to sleep, so we ended up with around 14 hours of sleep in total each, but I think that’s kinda normal.
What I have learned:
- Creating a physics engine like that surely was a difficult task, but I managed to create something pretty impressive, which gives me more motivation to do more stuff in that direction.
- The graphics of this game are basically nice, but I somehow felt a need to improve them, so I decided to add some post-processing effects into this game afterwards, which made me learn a lot about post-processing.
In total, this game has become a lot better than last time and I’m really happy with our result. If you have ignored the link on the picture, heres another one: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=12046
So, after first uploading a Version with killing-cheat still remaining, this should now be fixed.
Thus I am done with my first ludum dare, just in the time I planned. You can find the project here.
I guess I will now take a rest.
Before LD23 begins in less than 9 hours, I should probably note I’m gonna use a lot of my own Engine stuff.
You can find it HERE.