Ludum Dare 27
Ludum Dare 26
Ludum Dare 24
About Nicholas Reda
Nicholas Reda's Trophies
Nicholas Reda's Archive
I will be using:
-Eclipse by the Eclipse Foundation
-Java by Oracle
-LWJGL.jar by many people for OpenGL and OpenAL
-JOGG and JOrbis for OGG loading
-JInput (Possibly) for Gamepad Input
-Paint.NET by DotPDN for Art
-SFXR for SFX
-Abundant-Music &| FakeMusicGenerator.com for Music
The current version of the base code I’ve been chipping away at can be found here: https://www.dropbox.com/s/m624vtq2trrvh4d/ExaGame.zip?dl=0
I’ve dubbed it ExaGame for now.
GAH. I CAN’T DO THE THINGS FAST ENOUGH.
Code: Eclipse + Java
Libraries: LWJGL, PNGDecoder, JOGG/JOrbis, possibly JInput
For this competition, I created a single .java file that makes using OpenGL/OpenAL/JInput easier and faster. I call it the Swift Game Library (or SwiftGL for short)
Download it here! : https://www.dropbox.com/s/f107dtippx9hee9/Swift.java
I’ve made an engine. Nothing else.
I’ve forgotten one thing about Java2D.
I have horrible luck with it.
Currently, things aren’t working even though they REALLY SHOULD and have NO REASON to fail.
I’ve never had problems with this sort of thing in LWJGL.
I’ve spent the past 5 hours making a menu system, which at this point is still nonfunctional.
(EDIT: I’m dropping out of the competition.)
Well, yeah. I’m in!
However, I won’t be using LWJGL this time around. Going to stick to Java2D.
– The Java Standard library
Now that Ludum Dare 27 is all said and done, I’d like to take a moment to reflect on my work during the competition.
I made a game called “Just 10 More Seconds”, a frantic, fast-paced bullet hell game. You can play it here: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=13842
What went right:
-My base code turned out to be very helpful during the compo for loading shaders and audio
-Because I focused more on aesthetics this time, it’s much more polished and complete-feeling
-I made a game in 48 hours!!!!!!
What went wrong:
-While my base code was very helpful for rendering and resource management, it was terrible for managing game structure, due to the fact that it forces everything into a single class file
-My code was horribly disorganized, so I spent more time reading through it than I did adding to it
What to do next time:
-Divide the game up into multiple class files
-Focus on writing more organized code
-Fix framebuffers/vertex buffer objects
-Learn more about GLSL to avoid wasting time
-Revamp the basecode to add more organizeable rendering methods
Well, that’s all for this competition. See you in December!
Hello, Ludum Darers!
I’ll be participating in this weekend’s Ludum Dare compo!
-A nice little class file to speed things up: https://www.dropbox.com/s/pqqni9bjyup41sk/Three.java
(Note: There are some untested/broken features that include OBJ loading (GL.loadOBJ), FrameBuffers(GL.FrameBuffer), and VBOs (GL.Render.drawVBO))
-(Possibly) Pixexix + Sculpturis
-Bosca Ceoil (Terry Cavanagh’s unreleased music tool)
Have fun and Good luck!
Hey Ludum Darers!
I’ve been roaming in the wonderful world of OpenGL and I’m super close to making a really nice library that I’ll be able to use for the compo!
However, I am in need of some help. If anyone has experience with LWJGL/OpenGL and some free time, I’d really appreciate it.
I’ve been having problems using Vertex Buffer Objects. because the system throws an exception saying “Cannot use offsets when array buffer object is disabled” whenever I try to call glPointer operations. (See line ~845)
I’m clueless as to what this means, being that there is no GL Enum called ARRAY_BUFFER_OBJECT. Any help on what it might mean or what I’ve coded wrong would be nice.
Also, I’ve been having problems with FrameBuffer objects. They never seem to render to anything at all. The class is at line ~1355
I’m pretty sure it’s within the Three.GL.FrameBuffer class, but I can’t seem to find the problem.
Yes, the class is called “Three” until I can think of something better.
To use the library, just copy the class file into your game, create a class that implements Three.GameObject, then call create(params), defineGameObject(GameObject), and start() to begin.
Three.GL houses all kinds of shortcuts for OpenGL, Three.AL does the same for OpenAL, and Three.Util is a little module I’ve created for containing anything that I might find useful.
Please tell me any solutions in the comments. I’ll post a final edit of the class file either when it’s fixed or the day of the competition.
Thank you and good luck!
I’ll be participating in Ludum Dare in about 4 and a half hours so I just need to make things official.
-Abundant-Music.com by Per: http://www.ludumdare.com/compo/author/krasse/
-My own base class: https://www.dropbox.com/s/s1xnqirbpa36b92/LWJGLGame.java
LD26: I’m in!
I’ve run into a few problems with the development of my LWJGL speedcoding convenience class,
so I’ve decided to redo my Tools/Libraries list.
-*Insert vorbis decoding library here*
Well, I guess I’ll see you in the competition!
Hello, Ludum Dare world! I guess this is my obligatory “I’m in” post. This time I know my libraries and utilities better, so I shouldn’t run into the problem I had last time.
-JOGG/JOrbis (most likely)
-Prewritten base code (to make sure there are no screwups with low-level drawing)
-Prewritten appletloader code (to make publishing easier)
-Java by Oracle
-Eclipse by The Eclipse Foundation
-Paint.NET by DotPDN
-SFXR by DrPetter
Yep, that’s right. It turns out I don’t really know my libraries well enough at all. It should work, but it doesn’t. I should’ve known this would happen, especially considering that I’ve only known these libraries for less than a month.
I’m not entirely sure if I should keep going or switch to Java2D (really don’t want to do that) or even just quit. Maybe an idea will come to me later in the day, but for now, I’m probably out.