Ludum Dare 31
Theme:
Entire Game on One Screen

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

PlayRate80Star

Posts Tagged ‘C++’

HAHA ALMOST made it!

Monday, December 8th, 2014 8:23 pm

1

Here’s some game graphics for you to get exited about! You can check it out http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=25022

Programming by:
https://twitter.com/SoraTheProgramm

Art and animation by:
https://twitter.com/stejkrobot
https://www.youtube.com/stejkrobot

test2test2

charizard2charizard2charizard2charizard2charizard2charizard2charizard2

Faster Than Alien : Game submitted

Posted by
Sunday, December 7th, 2014 5:12 pm

Faster than Alien intro

The game is not entirely ready, but it is submitted nontheless. I’m not entirely happy with the AI or with the control system of the alien spawn in the 3rd phase of the game. Also, for the game to have some depth, there should have been more spaceships and more human units (esp. marines) to explore and hone your alien tactics on.

Also the game is very ugly, but I’m not artist and I simply did not have the time to do serious pixel pushing or 3D-modeling. By minimum the sprites should have walk cycles to all 4 directions, but this time it was not a priority, and therefore, it did not happen.

I’m was quite happy with the tool of my choice: the Jypeli-library. I only encountered one problem caused by the game framework and even that was circumvented quite easily. Coding the game in C# was a breeze, but creating assets takes really much time. Even when I decided to use only minimal placeholder graphics. My respect goes to you fellow LDers who have created really professional game assets AND a game in so little time.

The game consists of ~1000 lines of C# code, 20 or so sprites, few sound effects generated with SFXR. I effetively worked around 12-16 hours, and I estimate that the time was distributed 10% ideas / 40 % coding / 40 % assets / 10% updates, chatting, etc. I have captured the process, so expect timelapse in few days.

Have fun playing and beware the bugs:

http://ludumdare.com/compo/ludum-dare-31/?uid=510

 

With Added Clouds

Posted by
Sunday, December 7th, 2014 4:45 am

Been bug fixing a fair bit and app flow improved.

 

Special Plops

I Gave Up

Posted by (twitter: @@nidpez)
Saturday, December 6th, 2014 6:47 pm

So…

I chose to use UE4 and, having never built anything with it before, I got very frustrated with the whole thing and quit.

I knew from the start it was going to be difficult learning a new tool under the pressure conditions of Ludum Dare, but I didn’t really feel like using Unity again, so I ignored mt better judgment (I event tweeted about hubris before the compo started!)

But good news! The tantrum sleep I got has renewed my determination and, even though I still don’t know how to do what I want to do, I realize I still got two hole days to make whatever I manage to make and it doesn’t matter as long as I learn something and don’t quit again.

Jam on!

Day 1 post-mortem

Posted by (twitter: @Ananace13)
Saturday, December 6th, 2014 6:26 pm

So, it’s two in the morning and I just uploaded the first proper release build of my game. (You can download it Here if you want to, though only for Windows at the moment and it will require the Visual C++ 2013 runtime).

The controls as they stand right now are;

WASD for movement, Space to shoot. You “can” rebind these keys through the options menu, though the movement can only be reliably bound to ‘W’,’A’,’S’,’D’, the arrow keys, and joystick axises at the moment. Anything else and it’ll only bind turn-left. I’m going to fix this tomorrow, but haven’t had the time to sit down and fight the options interface yet.

F3 will toggle a FPS display in the top-right corner, if you want to see that. And 100% of the game logic is included in the Scripts folder, peruse to your hearts contents. (If you launch the game with ‘-d’ it will dump a markdown document of the registered script interface, should help you understand what does what)

It’s currently hardcoded with three pre-named and pre-colored players competing in a hot seat, but I’m planning on making some UI for changing that soon.

 

A fierce battle

 

With that out of the way, time for some post-mortem of today..

 

This Ludum Dare I decided to see how much more effective it is to do the game logic in a script, and from my findings so far it’s almost an infinite percentage. I mean, the ability to save a file only to see the changes in-game a few moments later is amazing. The fact that I can do it in the middle of gameplay and instantly change everything from the look of the game to how the player controls and moves is quite empowering during development.

I think this is a first time I’ve had something that’s this finished by the first 24 hour mark, usually I’m just about finishing the base of the game by now. But this time I think I can afford to do some proper bells and whistles.

 

So, what went right?

  • The choice to do the LD through scripts is certainly a HUGE plus on here. Definitely going to do more scripting in my future.
  • My idea for the theme actually turned out to work really well, though I started off in a wrong direction and had to change lots of things to get it to actually render the minigames inside of their tiles.

What went less right?

  • Forgot that Angelscript doesn’t allow value returns on 64-bit Linux, so going to have to spend several hours in the future wrapping all value returning functions in generic calls. Either that, or skip the 64-bit Linux build altogether.
  • Forgot about GUI, so I’m currently having to draw all of that through manually positioned geometrical shapes and test snippets. Not very nice way to design it, though the almost instant response to my changes makes it bearable.

What would I change if I do this again?

  • Well, if I’m doing this again, I’m definitely going to grab more pre-created libraries. GUI, Physics, etc. Linking them up to Angelscript shouldn’t prove much of a hassle, and it would let me really code.

So, to finish this short post off; I definitely recommend trying to do a fully scripted game if you haven’t already, performance is amazing and I haven’t even added JIT compilation of the scripts yet. So they’re currently being interpreted.

 

And now I should probably go sleep, so I hope you’ve had as much fun as I’ve had. And I hope we’ll have even more fun tomorrow.

Progress

Posted by (twitter: @Ananace13)
Saturday, December 6th, 2014 4:21 am

So, a couple of hours into the LD. I think I’ve got my main game idea thought out now, so feel free to enjoy this little example picture:  (Disregard the fact that Sublime Text says I’m writing ActionScript. It’s really Angelscript code)

 

Game

I think my game will be something of a four (or five, six, one hundred twenty eight) in a row, where each square is a minigame that you capture by beating the last persons highscore. If any of you have ever heard of the old game Teazle, then that’s where my inspiration’s from.

Going to start with a hot seat multiplayer and then see if I can set up a simple TCP based protocol once that works well.

 

Hope the rest of you have seen progress as well, and happy coding.

I’m in?

Posted by
Friday, December 5th, 2014 6:15 pm

Hi, this will be my first time in Ludum Dare, I’m not sure if I will finish my game within a prescribed time because in next week I have exams, but I will try.

My tools:

  • Engine: Unity 3D (ver. 4.6)
  • Language: C#
  • Graphics: MS Paint ^^
  • Sounds: Audacity with some samples, and SFXR
  • Libs: (may be, not sure yet) iTween

Good luck to everyone!

Regards

Lollygag

❄ in ❆

Posted by (twitter: @Nehmulos)
Friday, December 5th, 2014 2:15 pm

Tools

I scraped together some base-code from a currently ongoing project and removed the game-specific parts. Now It’s just an example with a chipmunk2d body dropping on a plane.
It’s C and Guile. I’ve got no Idea how to bulid guile on windows, might find it out in 2 days.

2014-12-05-220013_1920x1080_scrot

-

By the way, I already made a ☃-themed  game for a LD-warmup 2 years ago.
You can <play it here> in your browser.

giftgrab
use ← and → to turn the bar and package some nice gifts like sweets, candy, magnets, money & human organs.

It even had a  snowman

Pump up the volume!

Pump up the volume!

It’s time for another Ludum Dare; Team Jamplifier is on it!

With our first entry during LD29, Dwarves & Goblins (finishing at an overall ranking of #77!), we are really excited to be tell you guys that we will be participating in Ludum Dare 31!
This time around we are no longer locked up in a sun parlor at Daniël’s elderly house, but got our very own house now! :)

Having said that, let’s move on to our weapons of choice this time around..

  • Snuffbox
  • JavaScript
    • Snuffbox embeds Google’s V8 engine to make for easy game programming.
  • Adobe Photoshop
    • For obvious reasons..
  • Even more music than last time!
    • I mean, we are of course Team Jamplifier!
  • Visual Studio 2013 Ultimate
    • In case Snuffbox decides to mess up
  • Sublime Text 2/3
    • JavaScript is love, Javascript is life
  • Fruity Loops
    • If we make sound ourselves that is..

And a little backstory on who we are:

  • Daniël Konings
    • Daniël is an amazing C++ programmer who has made Snuffbox which we will be using during the jam! Daniël is currently following an internship at Abbey Games! Quite a dull guy, often calls himself sharp. He doesn’t really know why. Loves cold weather.
  • Riko Ophorst
    • I (Riko) am a developer, capable of getting my shit done in JavaScript & starting on C++. I was following an internship previously at Spil Games and currently at BoosterMedia! Crushes your JavaScript issues to damnation using his powerful arsenal of knowledge. Not to be messed around with.
  • Rens Verspagen
    • Rens is an amazing artist who just keeps on kicking ass for Team Jamplifier! Often compared with God, he’s the creator of all. When a world needs shaping, Rens is the majestic ‘alpha-to-the-omega’ guy you require! He is currently following an internship at Art King Studios!

Good luck everyone!

MrPhil Standing By ☃

Posted by (twitter: @xMrPhil)
Thursday, December 4th, 2014 5:17 pm

LD31

I’m in! I’m planning to use C and SDL2.

PS http://www.mrphilgames.com/☃/

Port SDL game to OS X from Linux

Posted by (twitter: @@broepi)
Thursday, December 4th, 2014 5:14 pm

Tach,

Is there someone developing under GNU/Linux with C++ and want to compile his game for Mac OS X ? I don’t have an OS X system (using Arch Linux) and I don’t know which software to use to cross-compile it. Suggestions or just ignore?

— broepi

Mandatory “I’m in” post

Posted by
Wednesday, December 3rd, 2014 7:18 pm

Mandatory “I’m in” post upcoming!

I’m in! (I warned you) and we all know what they say, Third time’s the charm – ran out of time the last two times and I’m hoping I can get a finished game together this time! I know my tools this time and have everything mostly set up

Language of choice: C++

Libraries:

  • SFML graphics/sound/windows/input/…
  • box2d physics
  • my own Engine/Wrapper

Toolchain:

  • MSVC behind Ninja behind CMake
  • Visual Studio for debugging (GNU on windows is too painful to debug :/)

IDEs/Editors:

  • Netbeans, main IDE
  • Notepad++ as generic editor
  • Paint.net for anything graphics/images
  • bsfxr?/audacity for sounds (if i get to it)

 

Also got a question for the more experienced devs: Is there a way to cross-compile for mac on linux/windows?

I distributed binaries for linux and windows last time, but people asked for mac ones and since I dont have a mac I couldn’t do that.

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