Posts Tagged ‘C++’

Not finished

Posted by
Sunday, December 11th, 2016 9:07 pm

wolfpallew1

So, I was spending most of my time trying to rewrite a raycaster wolfenstein engine from scratch, something I have done before in the past but always end up with horrible bugs and long time till I get it right. The alternative root would be to write some OpenGL code and make a simple room but I was afraid of the modelling it will require or maybe I could make it with procedural contect but not sure how it would look. While the raycaster root would mean blocky walls and a single would be too bland, but the idea was different. The concept would be to have all these hundreds of doors (in the screenshot it looks like garage door almost, proceduraly generated cause I don’t have time to write code to load images now) and Only One Room behind the doors would be the correct. Yep, kinda twisted the theme. I was thinking of making some funny enemies or pictures behind the wrong walls and ridiculous sounds (I haven’t done any of them), so it would get annoying the more you open. I wasn’t sure how to go from there gameplay-wise, hoping to finish and plan from there, maybe have a limited time till you open the right door and a monster to chase you around the corridors or the wrong doors triggering bad effects in your movement (like drunk movement or freeze for 5 seconds, etc).

I am not even sure if I’ll have motivation to wake up tomorrow and finish this for the Jam instead. So, I’ll just post a screenshot for now..

Far too delayed first post

Posted by (twitter: @Ananace13)
Sunday, December 11th, 2016 5:52 am

So, completely forgot to do the usual courtesy blogs about tools, battlestations, food, etc. Figured I should at least make a progress post so that people know that I’m here.

 

Had some trouble thinking of a good idea for this theme, or at least an idea that I would be able to get to a playable state inside the hours of free time I have during this weekend.

Been woefully unprepared for the current compo, using C++ as usual after all and didn’t have time to build a proper framework for the game, so none of the fancy ideas I had at first – scripted objects, entity-component system for everything, etc.

Doing my best though, and after one day – ~5-6 hours – of coding I at least have an idea and something that looks like an unfinished game.

One Room, suspended in the void of creation.

One Room, suspended in the void of creation.

 

Your job will, as an innkeeper, be to keep your patrons watered and happy. Giving them the drinks they ask for and not taking long enough for the patrons to leave.

Every served drink will earn you some tips, you’ll also get a base salary for every day you manage. Beware that any mistakes you make will be taken from your salary, so try to avoid making them.

 

Hoping to get the missing pieces of the game done today, at least to the point where it can be considered a game. It will all be streamed of course and available on twitch under https://twitch.tv/ananace.

6 Hours in and the progress is slow

Posted by (twitter: @DarkCisum)
Saturday, December 10th, 2016 11:38 am

Browsing through all the blog posts on Ludum Dare makes me realize just how slow I am at creating anything useful. Sure, I haven’t picked the easiest path with creating a game from scratch (except my SmallGameFramework) in C++. At the same time it can be motivational to see what other people have already done.

I’ve been streaming on Twitch and Livecoding.tv for the past 6h and all I can show right now is a moving sprite and even with that, the movement isn’t really where I want it to be. Additionally I think the movement code needs to be changed again, because when I have a collision system in place, I’ll have to be able to influence the movement, but maybe there’s another way around it.

One Room

My current idea is to have some sort of a puzzle game – not very original – where you have to solve some puzzles to leave the room. Currently I have no idea how I’ll get the art done, but I know some people that might be able to help out. But first I need to actually get some sort of game running, otherwise there’s no point in creating art for it.

One thing on my ToDo list for the next few hours is to also quickly go out and grab some supplies, with tomorrow being Sunday and only a few stores are open.

Let’s go into the next round of productivity! :)

Technology in use

Posted by (twitter: @DarkCisum)
Saturday, December 10th, 2016 6:03 am

Here’s a list of things I’m be using for the 37th Ludum Dare Jam! I’ll make sure to keep updating this list during the jam.

Libraries

Programming Tools

  • C++ – The language
  • CLion – JetBrains’ C++ IDE
  • CMake – Meta build system
  • MinGW-w64 – Compiler

 

Audio Tools

  • Bfxr – Sound effects generator
  • REAPER – Digital Audio Workstation (DAW)
  • cgMusic – Music generator
  • Synth1 – Free VST synthesizer

Image Tools

Other Tools

  • cmder – Awesome command line replacement
  • Git – The version control system

Streaming Tools

Betty

Posted by
Tuesday, August 30th, 2016 6:36 am

A little of self promoting.

Play Betty! <—–

112909-shot2-1472517283.png-eq-900-500

Tech Raid progress

Posted by (twitter: @Ronin748)
Sunday, August 28th, 2016 10:08 am

I’m making a game called Tech Raid using my own engine written in C++ and OpenGL. It’s set in an ancient alien spaceship and your task is to loot the place. I guess I was kind of inspired by Gravity Falls. Have a screenshot of the current state of the game:

screenshot2

Doing it old-school

Saturday, August 27th, 2016 2:15 pm

I’ve chosen to interpret “Ancient Technology” as allowing me to make any sort of game, but do it using ancient technology, and so I’ve been working on trying to make something for MS-DOS. I’m using C with the Allegro library the DJGPP compiler and RHIDE editor in DOSBOX.  We’ll see if I can complete anything in time.

Dos 2016-08-27 at 1.11.21 PM Dos 2016-08-27 at 12.35.25 PM

I’m in

Posted by
Wednesday, August 24th, 2016 5:51 pm

Hey there!

I’m Maxime

It’s my first ludum Dare

During the Ludum Dare I use MonoGame ,C#, Paint.net and audacity

StealthShifter Postmortem

Posted by
Friday, April 22nd, 2016 5:10 am

This LudumDare, I thought it’s the perfect opportunity for me to explore C++ for the first time. So, to ease things up, I decided to only use a text console as output in input for the game and I knew the game/core mechanic had to be simple in order to finish it before the 48 hours deadline. My idea was to create a turn-based game, where the player simply had to move to a goal, while avoiding enemies by changing your appearance, which is simple and can easily be implemented in a text console.

Time went by quickly and I am glad, that I have produced something, that can be considered as a game in these 48 hours. Due to lack of content the game turned out as a puzzle game, but if I had had more time, I would have tried to make a rogue-like game by adding:

  • More content (enemies, items)
  • Limited vision, so the player cannot see the whole level. This prevents, that the player can carefully plan for the whole level, leading to more spontaneous decisions
  • Procedurally generated dungeons/caves

Also I didn’t have enough time to implement a terminal library, so the player ends up typing commands instead of just pressing keys.

What the LudumDare showed me (again), which is pretty obvious, is to keep the idea simple and implement the core mechanic(s) quickly (don’t waste too much time on unnecessary things, like too much optimization) and I am looking forward to hear possible improvements and critique from you.

PLAY IT HERE

Purity: Post Mortem

Posted by (twitter: @seansleblanc)
Monday, April 18th, 2016 10:12 pm

Purity - banner

Protect your fragile heart from the infectious impurities!
(This was a pretty small game all in all, so there’s not a whole lot to say.)

I had a really tough time coming up with a game idea this time around, so instead of focusing on the gameplay, I started out by making some visual experiments without any real goal in mind. One of them was a nice little blob controller thing, and I ended up building the whole game around that.

Purity - gameplay development

Progress of Purity’s gameplay: I spent most of the time playing with variations on pushing and pulling the surface of the blob. The infection/regeneration mechanic was actually the last thing to be implemented despite being the only thing that makes it a game.

Purity - visual development

Progress of Purity’s visuals: Started off way too funky, then toned it down and narrowed the palette. Finished it off by adding the central heart and throwing a layer of blue on top of everything.

 

What went right:

  • Simple mechanics + procedural patterns meant I wasn’t too pressed for time
  • Audio-visual damage indication worked pretty well and helps to sell the “infection” aspect
  • Nice aesthetic

What went wrong:

  • Lost time trying to get text to render legibly
  • Never got around to meaningfully tying the patterns to the audio
  • Only had one other person test it out, so I have basically no idea if the difficulty curve is reasonable/fun

Purity - gameplay1
Play Purity!

3

The Gameboy-esk idea is working nicely! I’m love the retro feel!
It now has the ability to swap to 4 different colour palettes!!

  • White
  • Beige
  • Green
  • Blue

I may even add the colour RED soon!

The game not has the ability to swap to multiple maps/room, scroll and centre rooms appropriately and also change mode when you head into the grass tall weeds.

This is surely not a pokemon clone…

2

The game is coming along nicely. The map mode is nearly finished and now has the ability to change maps and collide with things. On to battle mode I think.

4 Shades of Grey (only 12.5 as good(?) as that other thing).

Still not a Pokemon clone… *shifty eyes*

Dare to be Retro.

Dare to be Retro – Progress so far on Transmog

Posted by
Saturday, April 16th, 2016 6:25 am

1

I’m doing this entirely in C and in a full retro style!!!
Features:

  • 4 colours!
  • Hi resolution 160×144 display (who needs more right?)
  • Sprite rendering
  • State of the art C89!
  • Definitely not a clone of Pokemon…

Need to create game mode switching and the transmog battles!

Dare to be Retro!

Soon time for another 48 hours of barely contained, caffeine-laced, panic!

Posted by (twitter: @Ananace13)
Thursday, April 14th, 2016 5:39 am

So, I’ve started lining everything of mine up for the coming Ludum Dare this weekend, sadly I mistimed some other things so I haven’t actually had time to do my usual shtick and write up a simple C++ framework. Instead I’ve spent some time cleaning and polishing away a few pieces from another game project I’ve been working on, to end up back at a possible framework for use here.

Hopefully I’ll even have time to finish and test the multiplayer components of the framework, so I can try doing simple multiplayer as well.

The Tools I’ll be using – like always – are;

  • Programming/development
    • Visual Studio 2015 on Windows.
    • GCC 4.6 / 5.0 and LLVM/Clang 3.4 on Linux.
    • Git – you’ll be able to follow the project on GitHub.
    • SFML – going to use their as-of-yet unreleased Git version, really want access to a few of the features in there.
    • Angelscript – I just love this script language.
  • Arts and such
    • GIMP.
    • LMMS.
  • Stream-related
    • OBS-Studio.
    • foobar2000 – I’ve dug through and built a list of songs that Twitch should like too.
    • My own stream overlay software, which lacks too much UI/UX for me to consider releasing yet.
    • My own timelapse capturing software (made in C#, source is available).

I hope the rest of you are going to have fun, because I’m certainly planning to.

And hopefully games will happen too.

I’m in for Ludum Dare Compo 35!

Posted by
Tuesday, March 29th, 2016 7:23 pm

So I am going to be entering in the newest Ludum Dare Compo #35. In case you wanted to know more about me: I love making games and I am 14 as of present, my name is Cameron Bell, and my game development company (Really just a name) is ‘Obtuse Studios‘. In the two weeks leading up to the competition I have been writing my own C++ game engine for the competition. It is named OPEN PE (Open source Penguin Engine), and allows me to render 2D graphics, apply physics and stuff like that . This engine should help me get the game done quicker!

I have never done this (Entered the competition) before, but it seems that people create a post saying ‘I’m in!’, so that is what I am doing (I guess that’s how you enter, right?). Here are the programs that I am likely using, but this is subject to change:

if I am able to get the engine (OPEN PE) done in the two weeks then:

Visual Studio Desktop 2013

Xmind 7

Adobe Photoshop CC

Worst case senerio:

Unity 5

Maya 2016

Photoshop

Monodevelop

I doubt the game that I make at the end of the 48 hours will be any good, But I can assure you that I will learn a lot from the experience. And hopefully I will be coming back next time :)

Junk Collector is kinda Junk

Posted by
Tuesday, December 15th, 2015 4:09 pm

Quick Video demo and mini-post mortem

I wrote a fuller post mortem on my site here: http://flammablepenguins.com/blog/2015/12/ld34/

So Junk Collector was very important jam for me. I’ve been doing LDJam for a while and when I started we all were doing C++ on pretty barebones frames like SDL. Over time as I took part less things like Unity rose to popularity and I started doing more jams in complete engines like that. This time I flipped back to C++ using a very much in development engine, Psybrus from Neilogd, which while fully featured in many ways is friendly and open to me hacking away at. Also having worked with Neil in the past at our 1st studio I’m familiar with his style.

So Junk collector was a welcome return to C++ jamming for me. During the jam I thought damn it this would be so much quicker in Unity or some such bullshit but when I looked at how I spent my time and wrote the complete post mortem a lot of it was my focus on bullshit like particles or doing things the “correct” way not the fast way and not being critical path enough in my decisions. Which resulted in writing a fullblown sky shader and floor plane, replacing my perfectly functional grid plane and bouncing back and forth on physics or not physics…. well it means the gameplay is near non-existent.

Overall it was a blast and I look forward to using his engine in future Jams and side projects.

Congrats you made it to the end, have some progress gifs
pink

screencapture_2015-12-12-12-06-24

screencapture_2015-12-12-15-11-07

screencapture_2015-12-13-14-33-13

screencapture_2015-12-13-18-36-34

screencapture_2015-12-13-19-20-21

screencapture_2015-12-14-00-35-35

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