Posts Tagged ‘base code declaration’

I’m in again!

Posted by (twitter: @Sam_Twidale)
Wednesday, December 9th, 2015 10:25 pm

Hi, I’m Sam and this is my second Ludum Dare compo declaration. I’m going to try to one-up my last entry by focusing more on the gameplay.

I’ll be programming using Haxe with three.js externs like before. The base code is a very-work-in-progress collection of Haxe utilities, algorithms and HaxeFlixel extensions called Lycan. I also hope to build on this sky shader editor I made in the aftermath of the last compo.

This is going to be a good one. I’m already looking forward to playing people’s entries and exchanging feedback. Best of luck to all!

I’m in!

Posted by (twitter: @Sam_Twidale)
Tuesday, August 11th, 2015 10:32 am

Hi, I’m Sam and this is my first real Ludum Dare compo/jam. I have tried and failed a couple of times past whilst lurking, but this time I’m writing some base code to have a shot at finishing with a playable game.

I’ll be using Haxe with three.js externs to make a Javascript/WebGL game. I’m a programmer, not an artist, but theme permitting am going to try for a mood like Beneath the Cave, which was my favorite Ludum Dare 29 entry.

Base code, dev log and info about the libraries I chose, ideas I pilfered etc are going up here:

Good luck everyone.

It’s today, it’s coming, I’m scared as hell, but going for it!

Posted by (twitter: @go_go_goto)
Friday, April 17th, 2015 4:07 am

Setting up some repos for LD32 and some code I use while studying (mostly tutorial and math stuff) on my github. This stuff is easily found on the web, but I’m sharing my versions/tweaks to stay in a safe zone in case I get to finish my project in time for the compo. Also, it could be useful (not certain) for starters (as I am) and lead to some discussions on improving this stuff. :)

For those who adventure in these repos (mostly “haxe-dump”), they’re pretty unrefined stuff (gotta do some cleanup later) and part of the comments are in portuguese (brazilian). But I made sure they are really basic and easy to understand stuff (so comments are irrelevant, I guess :P).

Gotta sleep a little bit before work and LD, but I’m anxious…>_<…

Also gotta prepare some snacks and drinks…

‘Tis gonna be a long day today, oh boy…=_=

Base code and fonts for LD30

Posted by (twitter: @dylanwolf)
Friday, August 22nd, 2014 2:13 pm

As with Ludum Dare 29, I’ll likely be using Unity scripts and tk2D fonts from my LudumDareResources repo and FntGenerator to create .fnt files for any new fonts.

If the baby stays in, I’m in

Posted by (twitter: @royvanrijn)
Thursday, August 21st, 2014 1:10 am

With my pregnant wife almost due I’ll hopefully be able to join this Ludum Dare. I’ve whispered to the unborn boy he should wait until at least monday with his ‘Hello World’…

Last Ludum Dare I spend the whole weekend not making a game, but making a small Javascript game library (which brings me as much satisfaction as an actual game being a pure programmer). This time I’ve polished the code a little bit and it seems like I’m ready to make an actual game with 100% my own library called Paca (no external libraries at all!).

But to do this I’ll have to declare the code I’m going to use, you can find it here:

Feel free to use or abuse it!

You can play around with this the test game here:

The framework should make it easy to implement a point-n-click adventure game, my favourite genre. If you want to see what the code looks like implementing the test game, please check out:

Be sure to set “Paca.DEBUG = true” so see the navigation mesh. Otherwise it doesn’t make any sense right now.

ps. Yes it has animation bugs, but that is because I’m reusing sprite-instances, not the library.
pps. Obviously I won’t be reusing the sounds and/or sprites, those will be redrawn during the contest!

Base code and fonts for LD29

Posted by (twitter: @dylanwolf)
Thursday, April 24th, 2014 12:19 pm

To avoid having to recreate some basic tk2d fonts and Unity scripts I’ve created during the past two Ludum Dares, I’ve set up a LudumDareResources repo on bitbucket.

I’ve also put up the barebones .NET application I use to create FNT files that I use with Unity 2D Toolkit under FntGenerator.

I’m not sure it’s useful to anyone else in its current state, but ideally I’d like to build upon it as I participate in more LDs.

My base code

Posted by
Monday, August 19th, 2013 12:44 pm

Hello !

I’ll be playing Ludum Dare for the first time this weekend, been looking forward to this for a while.
It will also be my first time creating a game! All I did until now is fiddle with graphics but never made it interactive.

I’m posting to share my base code, which can be found here:

The repository is ‘NxBase’, it’s a library I’ve started working on recently and I update it quite often. It contains some classes which I might move to the ‘NxGame’ repository, which is currently empty because I’ve never written any code for that library.

Good luck everyone!

Oh look, Lua code!

Posted by
Friday, April 26th, 2013 6:36 am

Since I’m a person who doesn’t break rules, here’s all the code I may or may not use for the Ludum Dare.  Here’s what’s inside:

  • A minimax library in Lua
  • An A* library for Lua which includes a binary heap and an AVL tree library
  • Spoon, which is just a collection of helper libraries I use for LÖVE.  It contains a message passing library, a state manager, some math classes, and some other things I can’t remember.
  • A breakout clone that I’ll likely use as a base for my Ludum Dare entry.

I should probably use this time to pimp my somewhat neglected gamedev blog.

My base code declaration

Posted by (twitter: @csanyk)
Friday, December 14th, 2012 4:25 pm

Such as it is.  I didn’t have as much time this week as I hoped, didn’t build very much, didn’t finish, didn’t test, so don’t expect much.  I’m only declaring it because I intend to add to it as I work this weekend, and will be including what little is here in my project.

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