Posts Tagged ‘basecode’

Engine (Codebase/Basecode) update

Posted by (twitter: @AngelDE98)
Friday, August 24th, 2012 11:54 am

Just a small status update for :

– Bunched up some code here and there

– Changed the way tiles (or entities on tile layers with the type argument set to entity) get loaded – Objects on object groups behave same .

– Added an enemy base , the “” , which is a modified entity which can walk, jump over obstacles or turn around if needed.

– Added a tech-demo “” as base NPC (currently does nothing). Also added two of them into the test level.

This post was just to declare changes in the codebase / engine .

Dynamic OpenGL for LuaJIT

Posted by
Friday, April 20th, 2012 2:37 pm

I’ve been toying around with LuaJIT lately. If you’re not familiar with LuaJIT, it’s a just-in-time compiler that not only makes your Lua code run super fast, but it also makes it possible to call native code from Lua without any native glue code at all. Pretty cool tech.

OpenGL requires some special handling though, so I made an OpenGL loader for it that handles all the dynamic loading, version differences and extensions and such for you (based on the official spec files), and added some extra code to make shaders easier to work with. I didn’t really plan on using this for LD, but hey, might as well post it now so that I have the option: (zlib license)

That zip includes some example code using SDL + OpenGL to draw a spinning rectangle in pure Lua =).  I doubt anyone else will use this, but you’re of course welcome to if you want =). Please let me know if you do! It’s a bit WIP-y still, but fully usable and should be pretty straightforward if you’re familiar with SDL and OpenGL. It probably requires LuaJIT 2.0 (beta) to run, and it’s only been tested on 64-bit Linux, but it should hopefully run on anything supported by LuaJIT as long as SDL and OpenGL libs are available.

My base code

Posted by (twitter: @zapakitul)
Friday, December 16th, 2011 5:15 pm


I wanted to post (declare) my base code for Ludum Dare. It’s nothing out of the ordinary, it contains a base Object class that does the following:

– Handles new objects;

– Stores the objects position and outputs them;

– Handles deletion of objects;

– Enables collision setup for the objects.


It requires DarkGDK and Sparky’s Collision library to work though.

Here‘s the VS2008 solution.

declaration of in-ness / dgl

Posted by
Friday, April 29th, 2011 2:57 pm

Yup, I’m in!

Anyway, I was hoping to get some basecode ready for the compo for once, but it’s still missing some critical stuff (like sound, lack of bugs, etc), and while I could post what I’ve got so far and then work more on that during the compo, I don’t see that ending well for either the basecode or any eventual game. So.. I’ll just go from scratch, or maybe try Flash again or something.

Well, almost. I do have one little thing I’ve been fiddling with lately: dgl! Calling it “basecode” is a bit of a stretch though, it’s really just a dynamic OpenGL loader and extension detector. Similar to GLEE and the like, except it’s smaller (less than 40k compiled), only covers the GL parts (no GLX/WGL/etc, you pass it a function pointer to use for resolving symbols, works great with SDL), and also it loads everything dynamically, not just extension functions (this actually makes cross-compiling from Linux to Windows much easier). Oh, and it’s a work in progress (most things work though), and I’ve given it a zlib-like license. If this sounds interesting, you can get it here: dgl-wip-ld20.tar.gz. (Not sure if I’ll actually use OpenGL for the compo yet, but I’m posting this just in case.)

And now, I’m off to replace my slightly broken Linux install with Ubuntu 11.04, new Unity interface and all. What could possibly go wrong? This is surely an excellent idea at this point in time.

[edit: turns out it wasn’t. in my defense though, i really did need to fix my linux install. oh well, better luck next time..]

Hello world, this is going to be epic!

Posted by (twitter: @sirGustav)
Saturday, December 18th, 2010 1:32 am

I got an idea and I’m going to start making it. I’ll be lazy this time and using a previous game of mine as basecode. The first thing I’ll probably do is remove most of the code, all graphics and well… start coding :)

Here is the warm-up photos that I took yesterday:

And here is my workplace:

I’ll probably be using my laptop, since it got windows, and has some power. The multi monitor setup is running ubuntu and has about 5 year old hardware :)

After ludum dare, I’m gonna install that nas(the white thing) so that’s why it’s on the desktop.

Edit/update: For those of you who want to follow me, here is the music I’m currently listening to (thanks and here is my twitter

Not much time

Posted by
Friday, December 17th, 2010 6:45 pm

This weekend I have three concerts, one tomorrow and two on Sunday. I have to travel a long time through the snow to get there, I think I’ll have only about 10 – 12 hours to work on LD. I might decide to go with the jam like last time, but I’d really prefer to get something playable done during the normal LD.

Anyway, this is my desk:

I’m probably making something for Flash with Haxe, using my Haxe Base Code (new version 1.6), but maybe I’ll use Flixel instead or perhaps do something with a physics or 3D library.

If I can think of something very simple, I might try to make in in html5 (also using Haxe, but with jeash).

My tools:

  • Coding: FlashDevelop, Haxe (or perhaps Blitz3D, BlitzMax, Delphi, Visual Studio)
  • Graphics: Tile Studio, ULead PhotoImpact, Inkscape, Photoshop
  • Sound: Nero Wave Studio, audacity
  • Music: MilkyTracker, NoteWorthy Composer
  • Timelapse: ETL and VirtualDub
  • Internet: Firefox with ChatZilla

Good luck everyone!

Declaring basecode for LD19

Posted by (twitter: @chainedlupine)
Thursday, December 16th, 2010 3:06 am

Alright, now that I have some time to finish this up, I am declaring what I will be using, and sharing my basecode. Actually, baselibrary.

I’ll continue to develop in Actionscript3, using the Flex compiler. My IDE will remain FlashDevelop, as I am quite happy with it since I discovered the FlxDebug plugin. My graphics library will be Flixel.

Graphics will be drawn in Photoshop, or InkScape if I end up doing vector art.

Sound? I am not sure yet. SFXR is always there if I end up being lazy, but I might try something different this time.

Basecode? Some. It’s a hodge-podge of miscellaneous stuff, mostly for Flixel. For example, a simple class for drawing status bars, and another for creating scrolling text displays. The kind of crap I end up duplicating over and over, so I just stuck most of it into a separate library.

I’ve been working on a Tiled loader for Flixel. It’s pretty much feature complete*. The nice thing about Tiled levels is that they are more than just tilemaps, but can contain any amount of meta-data in so-called “object layers.” It’s decent if you’re into 2D tilemaps.

Anyway, here is the library as-is: gwslib Note that I use the fast SHA1 available here.

I wrote some Astar pathfinder stuff to go along with that, but it’s a bit broken at the moment. I will try to get it working before tomorrow afternoon.

*As long as you use the QT version of Tiled, and don’t use isometric tiles. :)

LD19 Unity Resource Request

Posted by (twitter: @xMrPhil)
Wednesday, December 1st, 2010 1:44 pm

I’m planning to use Unity for LD19 and was wondering if people had resources they’d recommend or share such as code, urls, blog posts etc. I’m especially interested in 2D tips and tricks.


PS I made a post on /r/gamedev too: What Unity Resources Would You Recommend for Ludum Dare 19 (Dec 17-20)

My custom library for LD18

Posted by (twitter: @DigiJerm)
Sunday, August 15th, 2010 11:51 pm

This will be my second time entering Ludum Dare and again I will be using C++ with a custom library. Although this time my library supports Linux as well as Windows so if all goes well I should be able to make a Linux port :). The library is very minimalist supporting only coloured triangles, textured triangles and sprites for graphics which sounds very limiting, but it was perfectly adequate last time so I will stick with it :).

The library is called Obelisk and can be downloaded from here.

Other software I will be using:

  • Visual Studio 2008 for code
  • Paint.NET for graphics
  • sfxr for sound
  • HydraIRC for IRC

I don’t have any strategies planned for making my entry or even any game ideas. Although I have been thinking that maybe instead of thinking of the game idea at the start, I would code up a bunch of different game elements and then figure out how to combine them into a game later.

You Got To Be In It To Win It – LD48 #18

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Sunday, August 15th, 2010 7:09 pm

The basecode I am using for the Ludum Dare 48 Hour Game Programming Competition #18 is largely the same as the past two three four five six seven competitions. I haven’t made any changes to it since the last compo. It’s Java based and initially came from the Killer Game Programming in Java book that I bought a few years ago. Since then, I’ve added a bit to it that I found I was redoing over and over again.

Download it here.

Goals this time around:

  • Hand-drawn art style. I sketch things out on paper and scan them in to colorize. Bold colors and gradients.
  • KISS – Keep It Simple, Stupid! I’ve had my best luck when I keep my game simple and try not add too much complexity.
  • Make useful additions to the basecode that can be used in later competitions. The screenshot stuff is an example of something I did previously that helps out a lot.
  • Finish most of the work by Saturday night so I can spend Sunday polishing.
  • Don’t run into dumb problems that eat up eight hours.

    Tools in use:

    • Java 6 SDK (though last time I included a version for JDK 5)
    • Eclipse IDE
    • Photoshop, maybe some Illustrator
    • DrPetter’s sfxr for sound effects
    • Audacity on my Mac, plus Rockband USB microphone
    • HP OfficeJet 6450 All-In-One for scanning doodles
    • Everlasting Gobstoppers
    • mIRC for chattery
    • Killer Game Programming in Java and the base code I mentioned above.

    Looking forward to the compo!

    My basecode for LD #17

    Posted by (twitter: @Stoney_FD)
    Friday, April 23rd, 2010 6:39 pm

    So, here is my basecode: Click (about 4 MB, including DLLs for Win32)

    My plan is to implement the game mechanics with the Thorium scripting language and then build the rest of game around that core in FreePascal. So much for the plan, let’s see how it will go. Only about 20 minutes until the theme is going to be announced.

    LD17 thee I shall finish

    Posted by (twitter: @xMrPhil)
    Friday, April 23rd, 2010 5:53 pm

    I think I can call myself a veteran now as this will be my 5th Ludum Dare.  My best entry to date was LD12 Stacker by far.  My goal for LD17 is to surpass Stacker’s overall score of 2.3.


    MrPhil's GameDev Station

    MrPhil's GameDev Station

    • My motivator


    Posted by (twitter: @whitingjp)
    Thursday, April 22nd, 2010 12:44 pm


    I’m Jonathan Whiting, aka/formerly MrPiglet.  Haven’t done one of these seriously since LD13 (Roads), though I’ve often meant to other commitments kept getting in the way.  Seems I’ve got a properly free weekend coming up though, so I’m in!

    Flex is my platform of choice at the moment, and seems rather suitable.  So I’ll be aiming for a Flex + Gimp + other random things approach.  I’m going to use  home rolled base code that has support for blit-style rendering, simple animated sprites, truetype text, and the highly useful as3sfx. It also has little bit of very lightweight generic game/fe framework so I can hit the ground running on Saturday morning.

    My work enviroment looks like this:

    Jonathan's Workspace

    If you’re getting ‘corner-of-a-bedroom’ vibes from it, that’s because that’s exactly what it is. Not much exciting going on, two screens, well-used notepad acting as a mousemat, ever-present mug of tea, and some highly macho desktop wallpaper. So, basically it looks like I’m pretty much set, roll on Saturday, I’m ready!

    Will probably be lurking around on irc (as JonathanW) for most of the duration, and I love to see other people’s creation process, so I’ll try and keep this well updated with what I’m up to and why. I’m actually really rather excited.

    Getting ready…

    Posted by (twitter: @Stoney_FD)
    Friday, December 11th, 2009 3:47 pm

    This is gonna be my third LD. I’m pretty excited and I hope the theme is not gonna be Twilight Fandom.

    Here are the tools that I’m going to use:
    Compiler: FreePascal 2.4.0rc
    Target platforms: Windows, Linux, Mac OS X (and maybe GP2X if I have too much time)
    Editor: Komodo Edit
    Graphics: Cinema 4D, Gimp
    Music: GarageBand
    Sound: cfxr (Mac port of sfxr), maybe Audacity

    You can download my basecode here: LD16_Basecode (It uses SDL + OpenGL for graphics, SDL_mixer for audio and has support for Lua scripts)

    I also wrote a little command-line tool to help creating timelapses on Mac OS X, download it here (32 bit executable for Snow Leopard and source are included). It basically just uses the “screencapture” utility to create a number of images (quite similar to the AppleScript that has been posted here) which then just need to be converted into a video (using iMovie, Window Movie Maker or similar). It should also work on Linux (if scrot is installed), but I haven’t had time to test it.

    LD48 #16 Will Include a Lone Stranger

    Posted by of LoneStranger Designs (twitter: @lnstrngr)
    Friday, December 4th, 2009 2:47 pm

    Like a broken record, my Java basecode for the Ludum Dare 48 Hour Game Programming Competition #16 is largely the same as the past two three four five competitions. I haven’t made any changes to it since the last compo, despite saying that I wanted to. Recently I have been dabbling with C++ again, though I don’t feel that I’d manage very well using it in a compo at this time.

    Download it here.

    • Goals are pretty much repeating what I said last time:
    • Keep the same art style as last time.  I sketched things out on paper and scanned them in so I could colorize. Keeping with bold colors and gradients is probably what I’ll do.
    • KISS – Keep It Simple, Stupid! Making something too complex is just a recipe for a headache at 1pm on Sunday afternoon.
    • Make useful additions to the basecode that can be used in later competitions. The screenshot stuff is an example of something I did previously that helps out a lot.
    • Finish most of the work by Saturday night so I can spend Sunday polishing.
    • Don’t run into dumb problems that eat up eight hours.

    Tools in use:

    • Java 6 SDK (though last time I included a version for JDK 5)
    • Eclipse IDE
    • Photoshop, maybe some Illustrator
    • DrPetter’s sfxr for sound effects
    • Audition, if I can get it to play well with my sound card
    • HP OfficeJet 6450 All-In-One for scanning doodles
    • No Fear Energy Drink Sugar Free (Hopefully Boris Said and Carter Racing will run some Sprint Cup this year)
    • Everlasting Gobstoppers
    • mIRC for chattery
    • Killer Game Programming in Java and the base code I mentioned above.

    Can’t wait to see what the theme is.  Hope it’s a fun one!

    LoneStranger’s Basecode

    Posted by of LoneStranger Designs (twitter: @lnstrngr)
    Friday, August 28th, 2009 7:59 pm

    It’s generally the same basecode that I’ve used for the past few compos.  After each compo though I go through and find the things that make it more robust and they get to live on.

    Here’s the latest version.

    Now, Let the games….BEGIN!

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