A little of self promoting.
A little of self promoting.
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:
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.
It’s my first ludum Dare
During the Ludum Dare I use MonoGame ,C#, Paint.net and audacity
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:
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.
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.
What went right:
What went wrong:
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!!
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…
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.
I’m doing this entirely in C and in a full retro style!!!
Need to create game mode switching and the transmog battles!
Dare to be Retro!
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;
I hope the rest of you are going to have fun, because I’m certainly planning to.
And hopefully games will happen too.
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
Adobe Photoshop CC
Worst case senerio:
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
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.
A game where you must program with limited keys, collecting more keys across challenges.
Not the greatest, nor is it long. But hey, I finished something for the Ludum Dare so I’m happy. Maybe I’ll expand on it later, lots of potential for some good puzzles I think.
I’ve finished a prototype for a game jam for the first time in 33 years in the video games business.
Since leaving PlayStation, Ludum Dare 34 came at the end of my first week as an independent developer since I was last making games in the early 1990s. Naturally, despite being rusty, I went for the “hard mode” of the compo.
WordUp is a simple word game prototype for the Mac using the “growing” theme. I plan on extending it. It’s brutally hard and I’d be staggered (but not surprised!) if anyone scored three figures without cheating!
In WordUp your aim is to grow a word more than the computer can. The computer places a letter. Then it’s your turn. If the computer can’t continue the word on its turn, you win and get a point for every letter placed. If you choose a letter that creates a word not in the ENABLE word list, you lose and start again with zero points. That’s it.
I’ve rated the game as mature audiences because the word list contains offensive words and could be chosen by the player or the computer. Future versions might well change this.
The game prototype for the Mac uses:
Messy, quick and dirty C++ code, the game written from scratch starting for Ludlum Dare (growing theme) solo in under 48 hours
The ENABLE word list
The Cinder Library
The Apple San Francisco system font
Tile graphics created in Acorn
Sound effects created in BFXR
I plan to continue developing this prototype into a full game. This is the first playable, original game I’ve created since 1988.
You can download the demo here:
I’d love your feedback,
You can get the source code here:
I made this game alone, from scratch. It’s not much, but I feel great about completing something within the allotted time, and allowed myself time to package and “distribute” it. I can now proudly say that at the end of my first week in a life I chose above a highly successful career at PlayStation, I made and released a simple game prototype from scratch.
So, I decided to tackle one of the game ideas I originally didn’t plan on doing – changed my mind after some quick prototyping.
Behold, rythm-based two controller input;
You’re controlling a robot, which will have certain tasks to accomplish on each level. Your method of control are through word/nibble/4-bit commands that you enter with zeroes and ones. As you progress through the levels you’ll unlock/learn more opcodes and will also get level specific versions where you control different robots that have very specific tasks.
The current list of base opcodes – what will be the base OS of all robots – fill the 1 and 2 bit commands through the following list;
Three bit opcodes will probably be the ones you unlock/learn during the campaign, with four bit codes being specific to certain robots or certain levels, but we’ll see what I decide on when I get there.
You can find the source code on my GitHub and there’s a prototype uploaded for those who want to try it without having to compile it themselves. Windows only at the moment, but the code should work on Linux as well, I just haven’t sat down to make sure about that for a while so I can’t promise anything.
Also, fully scriptable and hot-reloadable. Going to make heavy use of that now that I have to make all the levels;
All in all, I’m very pleased with my progress, and I hope to be able to finish up at least a basic campaign before the deadline, as well as some basic menus and tutorials.
I certainly hope you’ve been having as fun as me so far too.
// Alexander “Ace” Olofsson
I’ve got my framebuffer working so that I can do software rendering and I have got C++ hotloading so the code recompiles on the fly and the game updates in realtime!!!