Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

PlayRate80Star

Posts Tagged ‘3D’

Perfect Squad

Posted by
Monday, December 8th, 2014 5:43 pm

My Ludum Dare game, “Perfect Squad” is now up. I really wanted to do an FPS so I came up with the idea that you’d control each squad mate individually and then the game replays all the recorded actions of all 4 squad mates simultaneously. You can redo each of your squad mates actions individually till it’s perfect. The overview screen (entire game on this screen) shows a replay of all 4 members of your squad. Sort of a turn-based FPS.

Perfect Squad Clip

You control all 4 squad mates

Due to time constraints, I wasn’t able to complete everything I wanted to do but the recording and playback of each squad members actions is there. Check it out!

Yeah, we are almost there!

Posted by
Sunday, December 7th, 2014 1:42 pm

Submitting in a few hours!
#GoodBadOkay first time on LD ^_^
#Multiplayer
EternalWar

16 hours remain! [Pixelpeople]

Posted by (twitter: @Alex_ADEdge)
Sunday, December 7th, 2014 2:58 am

Ahhh, stress.

Ive got a lot of little features and states to implement if this is going to be a ‘game’. Last night was very frustrating, got stuck on several ‘minor’ programming bugs, or things with Unity I wasnt very familiar with, a few of which took an hour or two to fix. The last issue I managed to fix by am (I was refusing to sleep until it was solved)… then slept for 8 hours instead of the planned 4!

Thankfully the ‘pixelpeople’ (formerly ‘littlepeople’) are nicely implemented now. Ive probably spent waaaay too long on them… But they randomly walk around, occasionally contemplate life, scream and freak out when scary things happen and generally just look depressed. And they’ll soon be ‘utilized’ in the game sadistically properly.

Theres two genders of pixelpeople now too. Unfortunately theres only one set of clothing for each, the way Ive implemented them isnt too great when it comes to flexibility, so its going to have to stay like that unless I suddenly get a bunch of spare time to redesign how theyre clothed before the compo ends! (unlikely)

More screenshots:

*upon creation, the pixelperson contemplates existence*

 

pixeldudes and dudettes

the two primary states pixelpeople experience

what does that green beam do?

Turret install process.

Posted by
Saturday, December 6th, 2014 7:39 pm

Turrets will now come down from sky.

6

 

I’m in! ☃

Posted by (twitter: @joeld42)
Friday, December 5th, 2014 3:38 pm

I’m in! I’m going to try and make a web-playable game again, but this time I’m going to use haxe with the luxe engine.

I’m going to try and use it for a 3D game, which is not really what luxe is intended for. (it’s great for 2d games though). I just like doing 3d stuff and I don’t mind tinkering with engine stuff, so I’m going to give it a shot unless I have a really good idea for a 2d game. Last night I put together a warmup game (the world’s crappiest breakout clone) which helped me anticipate a lot of the issues I might run into.

My basecode and the warmup game is in my ld48 code dump (https://code.google.com/p/ld48jovoc/) in the basecodehx and warmup subdirs. I would not recommend them, they are a big mess as mostly for my learning, but feel free to peek at them if you want.

Good luck everyone! This is going to be amazing!

ps. I love that not only that this post’s slug includes ☃, it’s the second such post.

First Ludum Dare, going for the compo

Posted by
Wednesday, December 3rd, 2014 5:36 pm

So, I think it’s about time to give my engine a spin on an actual game project, and this is good opportunity to see what it can do.

IDE: Visual Studio 2013

Libraries: glfw3.lib opengl32.lib kernel32.lib user32.lib glu32.lib winmm.lib OpenAL32.lib

Tools: Most of my tools are things I wrote, so I can’t really link them, but for sound I should be using Audacity

Engine Code: I’ve included a link to my base engine code below (sorry if it’s messy, It’s my first go at an engine)

https://docs.google.com/document/d/1iX4n4OED8c-0WCxsbrsH1_7-hKqFtyBB_rz9w–a6Jo/edit?usp=sharing

Good luck to everyone competing!

COSMIC CONGA

Posted by
Tuesday, August 26th, 2014 11:10 am

Click To Play

Cosmic Conga Title

Cosmic Conga Screenshot

Cosmic Conga is a fast paced strategy game that may… or may not be, balanced :P

Most of the feedback so far has been overwhelmingly positive (thanks everyone!) with the one exception of a psychotically insane AI difficulty.

Fancy a challenge? Try and beat the original LD submission Play [Web]

Sick of that stupid AI? Try our brand spanking new ‘balanced’ version Play Balanced [Web]

I stress ‘balanced’ as I’ve spent so much time testing this build I’m not entirely sure what constitutes ‘difficult’ anymore :P

Thanks to everyone who helps make Ludum Dare possible,

And congrats to everyone who submitted, the entries keep getting better every time.

Aaron

Click To Play

Flipside

Posted by
Sunday, August 24th, 2014 1:11 pm

Entry Link

The aim of the game is to travel through and place portals which will flip the player to the other side of the map in order to collect portal potions to create portals and keys to unlock doors, to complete the level’s end which is marked by a red flag. 

!!__Windows Version Coming Soon__!! 
If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell). 

Controls 

[W] Forward 
[A] Left 
[S] Back 
[D] Right 
[E] Use Portal or Use Door (with key) 
[Space] Place Portal 
[Esc] Pause 

Requirements 

OS: Mac OS X (Windows Coming Soon) 
OpenGL 2.1 
Keyboard 
Mouse 

Tools Used: 

- Programming Language: C++ 
- Graphics Library: SFML 2.1 & OpenGL 2.1 
- Audio Library: SFML 2.1 
- Image Editor/Creator: Photoshop CS5 
- Music Editor/Creator: Garageband 
- Text Edito/Creator: Sublime Text 3

 

Shadows WIP #1

Posted by (twitter: @MikoPiotr)
Sunday, August 24th, 2014 3:51 am

I thought about a game where our normal world is connected with a shadow world:

 

ld04ld02ld05ld03ld01

 

The puzzles involve moving objects so that you can use their shadows to progress or switching lights on and off:

ld06 ld07 ld08 ld09

I’ll see you on the Flipside

Posted by
Saturday, August 23rd, 2014 6:12 am

I’ve gotten the basic mechanic done for the game. I’m thinking I’ll call it `The Flipside` as you flip to the other side! The best name ever! /s

I need to improve the graphics, make levels, and other stuff now.

I’m in with a Mac, an Oculus VR DK2, and SceneKit

Friday, August 22nd, 2014 5:06 pm

Base code: github.com/DarkArtsAndSciences/OculusRiftSceneKit

Please use this code! I want games I can play on my new hardware.

But don’t use the included graphics (the holodeck wall texture and the eye-shaped flashlight mask)  if you’re doing the 48 hour compo (LD’s rules, not mine). If you’re doing the 72 hour jam, it’s not against the rules, but you’re being lazy. SceneKit is this easy.

The podium is technically code, not a graphic, but use it as an example of how to do nested animations (the ring rotates around the ball, and the question mark follows the ring while also rotating in place) or glowing materials or player interaction (it lights up if you walk over to it) or whatever, don’t just drop the entire thing in your game. It’s not a rule or copyright violation, just lazy.


Features:

  • LibOVR 0.4.1 support, including DK2 head tracking.
  • Multiple standard control schemes (WASD, click-to-move). “Forward” is where the player is facing (requires DK2).
  • Lights can autofollow the player. Spotlights can point where the player looks (requires DK2).
  • Lots of hooks for common game functions (example: if the theme is Don’t Stop Moving, put your punishment in stopMoving: in Scene.mm or your subclass of it).

Missing Features / Known Issues:

  • SceneKit is Mac only. There will not be a Windows version.
  • Chromatic aberration correction is missing, aka “something’s wrong with the colors”.
  • Only the OculusRiftSceneKitTest example has been updated. The other two are probably broken.
  • 2D movement (walking) is in, 3D movement (flying) is not.

Tutorial:

Download the files from GitHub and start with the sample project OculusSceneKitTest under examples.

You will also need LibOVR. You’ll need a developer account, but it only costs an email address. You do NOT need an Oculus Rift. See the GitHub page for more details — Xcode is picky about where you put these files.

Replace HolodeckScene with your game.

Compile, test, distribute.


You can compile and run this without an Oculus Rift, but the screen looks like this:

OculusRiftSceneKitTest screenshot

 

and you’ll be able to move with WASD, but not turn (unless you code it yourself). Good luck testing that. ;)

Screenshots and gameplay videos should be viewable by Rift users if recorded and played in fullscreen mode. If you have a Rift, try viewing the screenshot with it! (click for full size)

I’m getting ready for the Ludum Dare 30!

Posted by
Friday, August 15th, 2014 7:42 am

This will be my 2nd Ludum Dare (the last being LD 28).

This time, I’ll be using similar tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:

  • Platforms: Mac, Windows, and (maybe) Linux
  • Language: C++
  • Libraries: SFML, OpenL, (& if 3d, glm)
  • Editor: Sublime Text 3 (with a lot of plugins)
  • Graphics: Photoshop
  • Sound: Garageband, SFXR
  • Writing Instruments: Pen, Pencil, and Paper

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