Ludum Dare 34
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October Challenge ends
Make a game – Take it to Market – Earn $1

Posts Tagged ‘C++’

Developer Timelapse – The Mammoth: A Cave Painting

Posted by (twitter: @inbetweengames)
Wednesday, August 26th, 2015 5:32 pm



Want to watch 3 days of coding in 10 minutes? Here’s a timelapse video of inbetweengames’ Isaac Ashdown writing the gameplay and UI code for The Mammoth in Unreal Engine 4:


All of the team currently work at YAGER in their day jobs, where we’ve been using UE4 for several years on a AAA project that was recently cancelled. We thought it would be interesting to see what we could pull off in the engine in just 3 days, which for us is a pretty big change of pace compared to our normal way of working. We’re really happy with how it turned out!

We created the entire game, including the concept, in the 3 days of the jam. Beforehand we did some prep for some of the systems we knew we’d need for the game we wanted to create: a custom 2D flipbook material that allows us to animate sprites similar to Paper2D while giving us the full functionality of Unreal’s material editor; controls for a top-down or “isometric”-style game; and finally a basic framework for flocking/crowd AI. This last system was pretty heavily hacked up to create the AI for the hunters and mammoth babies.

We’ve been relaxing a little since the jam ended, but now we’re ready to start playing and rating some games! We aim to rate every video game that leaves us a comment on our page, so play and rate The Mammoth: A Cave Painting now:

Follow us on twitter: @inbetweengames

End of the first Day

Posted by (twitter: @Ananace13)
Saturday, August 22nd, 2015 3:30 pm

Well, I’m still surprised at how much I managed to get done today. With only around 10 hours of time actually spent programming.


Path retracking was rather easy, though doing it during waves turned out to be harder.


Finally I managed to get that working though, so now it feels quite a lot like an actual game;

I also sat down and started working on the main bass track for the game, so for once it will hopefully have hand composed music too.


Tomorrow comes UI, Music, and some progression mechanics.

Probably art too, though I’m starting to fear I won’t have enough time for that.

Progress, and other nice pictures.

Posted by (twitter: @Ananace13)
Saturday, August 22nd, 2015 9:31 am

Well, so far today’s been a very productive day. I started from nothing and got a basic tilemap out in a pair of hours.

I’ve now also got A* pathfinding and am working on the first enemies and towers, since it’ll be a tower defense game.


View post on

I’m honestly surprised myself at how nice it’s looking so far, though we’ll see how arting the towers and enemies goes.

And there’s the pathfinding too;


I might as well also throw in a strange bug I encountered with the vertex array;

View post on

No idea what caused it.


Anyway, that’s my day so far. How’ve yours been?

The Test Sprite of Doom is Back With Level Walls

Posted by
Saturday, August 22nd, 2015 7:18 am



It can now render walls from a level position.

Bitmap Based Text Rendering!

Posted by
Saturday, August 22nd, 2015 5:33 am



No need for “amazing” handwriting skills anymore!

At the beginning, there was nothing

Posted by (twitter: @Ananace13)
Saturday, August 22nd, 2015 4:00 am

I managed to figure out my plan for the game, and it’ll be a 2.5D hex-tile based game.

Lost some time trying to figure out why my tile sorting failed, only to then remember that Lua and C++ don’t order their arrays the same way…

View post on

Here’s a picture from about 5 hours in, now to quickly get the basic gameplay done so I can start rounding out my idea and getting art done.


Posted by (twitter: @pi_pi314)
Monday, August 17th, 2015 9:44 am

LD #33 is coming. This saturday (or friday if you live in the US) you will start coding your 48-hour game. Maybe you’re a pro, maybe you’re an amateur, or maybe you have absolutely no experience at game making. However, each and every compo competitor will have to code. That’s why I made two polls. Check them out and let us see how many use C++, C#, my personal favorite, Java and many others, as well as what engines we will be using.


I’m in!

Posted by
Saturday, August 15th, 2015 4:04 pm

I’m in, finally, for the first time.

I’ll be using:

  • Little Wagtail – an absolutely terrible 2D engine made for LD by me, based on SFML
  • qtcreator – for development

See you folks on #ludumdare then! o/

It’s Been a While – I’m In

Saturday, August 15th, 2015 8:27 am

The dare just so happens to be timed perfectly for me to participate. I’ll be kicking the family out of the house for the weekend and hoping I get get something (ANYTHING) finished for the compo.

I will probably use these:

  1. C
  2. SDL
  3. Vim
  4. GIMP
  5. LMMS
  6. My public code

C isn’t the best language for prototyping quickly, but I love it anyway. I might change my mind by the time I start writing the game and switch to Haxe with OpenFL. We shall see…

Let’s do the LD again

Posted by (twitter: @Ananace13)
Thursday, August 6th, 2015 3:51 pm

Soon time for another Ludum Dare, so I guess it’s time to put another one of these posts in here.

This time I’m going to my darndest best to try and actually get the game done.


I hope to also actually get some sounds and music in, even if it’s just very basic stuff. Probably going to use LMMS for all of that.

Apart from that, my tools will probably be the same as the ones I usually go for; C++11, SFML, Angelscript, and I’m probably going to give Kunlaboro some more love.


I would like to ask something of the rest of you people though, because I really suck at art and sound design, so I usually use simple vector graphics. Should I keep doing that, or force myself to go with sprites?

Would appreciate any comments on that.


Hope the rest of you are looking forward as much to this as I am.

Ultra Hat Dimension crash-on-startup issues resolved

Posted by (twitter: @enichan)
Sunday, May 3rd, 2015 11:50 am

Ultra Hat DimensionIf you haven’t already you can now try Ultra Hat Dimension — the premier hat-based puzzle game — more easily than ever. I’ve updated the latest build to automatically work around two crash-on-startup issues the game had. I’ll explain the problems and the solutions in more detail below if you’re interested in learning from my mistakes.


Daunting Disorientation is apparently my second LD entry

Posted by (twitter: @Ronin748)
Tuesday, April 21st, 2015 3:13 pm

Daunting Disorientation 4

So I made this thing: Play here

I was looking at the top themes list last friday trying to think of interesting game mechanics, but my mind was completely blank. It was really late at that point so my brain was running on gossamer strands of wakefulness. I thought of getting a bit of shut-eye before the purgatory coding hell would begin, and a decent idea that would fit both of the top themes came to me in a dream. The next day I looked at the theme and went for it.

Day 1 was quite tough as I had to spend pretty much the entirety of my waking hours hammering away at engine code. I had thought of trying out Emscripten, but quickly decided to stick with the tools I already knew. I drew a few sprites and tested the core mechanics, but I wasn’t sure if it was going to work at all. I even made a design document to try to gather my thoughts. Most of the art was made on day 2, but there was still a massive amount of work to be done on the code (why is C++ so verbose?!). I also did some cool PCG things. At one point it even seemed like I was going to make it to the compo, but I wanted to keep polishing it. It didn’t even have any sounds. I fixed that on day 3 and spent nearly half of the day getting the game to sound the way I wanted. After finishing the code I could relax because I knew I would finish no matter what. Tweaked the AI and balanced the gameplay (and apparently did a shoddy job at that).

LD32 was stressing and exhausting, but I’m glad I did it. I could never finish something like this without any proper motivation and ideas. That’s what Ludum Dare is for me.

Our First Ludumdare!

Posted by
Monday, April 20th, 2015 7:52 pm

This is the first Ludumdare challenge myself and my team-mates have participated in. We are all college students who live and commute together each day and we decided to take a break from our capstone project to compete. ( Shameless Plug, ). Our Game of entry however is Bar Brawler, where you play as an aggravated drunk who has recently thrown the last chair he ever will.  We built this game entirely in the weekend and use Unity 5 as our platform (but came to find out the webGL deployment is still a bit buggy) So please enjoy our entry, Bar Brawler, in the unity web player!

Our game made use of the “Unconventional Weapon” category by making nearly every prop, including the enemies!, as weapons.


Bar Brawler – Game Unity WebPlayer



That’s all folks

Posted by (twitter: @Ananace13)
Sunday, April 19th, 2015 5:48 am

Well, today I apparently decided to go and get sick. I really wish I’d discuss such things first before doing them, so I probably won’t be able to finish this game at all.

Still going to try to polish what I have so that people can try out my idea on an unconventional weapon, but don’t expect it to be anything like a game.


For next time I should probably not base my entire code around a feature branch I haven’t put much work into. As it turns out, my rewritten messagepasser for Kunlaboro has no advantages whatsoever, but many disadvantages. I’ll be retiring that branch in a bit and instead get to work on improving the main branch, see if I can use at least parts of the code.


Hope the rest of you are having a better time.

LD#32 here I come

Posted by (twitter: @DarkCisum)
Wednesday, April 15th, 2015 12:52 pm

A long time ago I’ve tried to participate but due to time constraints I never finished the game. The next few Ludum Dares were always on a bad date, but surprisingly this weekend it looks like that I’ve the whole weekend for myself!

As usual I’ll be using C++ and SFML. But since starting from scratch can be quite time consuming I’ll be cooking up some SmallGameFramework before the Compo starts and then during the Jam build on top of that. Join me while I’m streaming the whole process of building the SmallGameFramework: YouTube Live Stream

My main tools for now will be:

From time to time, I’ll certainly make use of:

In addition to SFML, I might make use of:

If you want to stay in touch with my adventure, make sure to checkout:

I’m in again!

Posted by (twitter: @
Monday, April 13th, 2015 2:52 pm

I’m going to participate for the fourth time in Ludum dare. I’m so excited! :) This will probably be the last time I use my own C++ engine. Next Ludum dare I will probably use Unreal Engine 4 or libGDX. But here is the list of stuff I’m going to use:

Programming language: C++

IDE: Visual Studio Express 2013

Engine: SchoolEngine

Art & textures: GIMP & Paint.NET

Sound: Bfxr

Music: Abundant-Music

Ludum dare is always such a special event to me. I can’t wait to get started. Good luck everyone!

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