Ludum Dare 32
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An Unconventional Weapon

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Posts Tagged ‘C++’

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.

First Ludum Dare, going for the compo

Posted by
Wednesday, December 3rd, 2014 5:36 pm

So, I think it’s about time to give my engine a spin on an actual game project, and this is good opportunity to see what it can do.

IDE: Visual Studio 2013

Libraries: glfw3.lib opengl32.lib kernel32.lib user32.lib glu32.lib winmm.lib OpenAL32.lib

Tools: Most of my tools are things I wrote, so I can’t really link them, but for sound I should be using Audacity

Engine Code: I’ve included a link to my base engine code below (sorry if it’s messy, It’s my first go at an engine)

https://docs.google.com/document/d/1iX4n4OED8c-0WCxsbrsH1_7-hKqFtyBB_rz9w–a6Jo/edit?usp=sharing

Good luck to everyone competing!

I’m here for LD31!

Posted by (twitter: @qristofer)
Wednesday, December 3rd, 2014 12:12 pm

Loadout: GCC, the WinAPI OpenGL Hello World you get with CodeBlocks, Gimp, some audio lib not sure which. I’ll take part in the compo.

I will make everything from scratch except the font/fonts I’ll be using. You can find them here!

Last LD, I tried to make a 3D, planetary (connected worlds), proc.gen, RTS. Didn’t finish, duh, so let’s keep it simple and ugly fast this time.

Last minute preparations

Posted by (twitter: @Ananace13)
Monday, December 1st, 2014 1:20 pm

So I realized that I haven’t spent the proper amount of time actually preparing for this LD compo, which means that I’m going to be doing a bit of coding right up until the compo itself starts.

Since I’m doing my entry in C++, like I tend to do, I have to write up all the utility code that I’m going to use during the compo itself. So I’ve set up a GitHub repo where I’m writing up this code, and I’m doing it properly this time. With test cases and the “engine” separate from the game code itself. (Not an engine per-se, more a large bunch of useful snippets and classes)

Though I guess that since I’m planning on doing as much of the game as possible through scripts the whole separation is a moot point.

Either way, you’re welcome to see the code skeleton as it fleshes out to something that can actually be used. Going to tag, branch, and try to keep the game code split from the rest. Maybe the framework will end up as something other people might be able to use after all.

Feel free to watch the progress at https://github.com/ace13/LD31 and I wouldn’t mind hearing any suggestions you might have for useful things to include into such a framework. And feel free to throw issues at me if you find things that are just plain wrong in the code, constructive criticism is always welcome.

 

Happy coding to you, and I hope you’re better prepared than me for what’s coming.

In it again

Posted by (twitter: @Ananace13)
Sunday, November 30th, 2014 7:45 am

So, back for yet another LD entry.

I sadly missed a couple of them recently because of other duties that kept me away from my computers during the LD weekends. But this time things will be different, this time I like scripts.

 

My tools will be:

  • C++11 written in Visual Studio 2013, and compiled using the MSVC compiler as well as GCC and Clang on a pair of Ubuntu VMs.
  • I’ll be using the libraries: SFML for graphics/audio/input, Angelscript for scripting, and maybe boost/PhysFS or something quickly rolled myself for filesystem access.
  • Graphics will be drawn in The GIMP, with maybe some Blender for any 3D models or traceables.
  • Sounds will be done using me, myself, and I. With a microphone. Possibly tuned up a bit with Audacity before use.
  • Music will probably not exist, but if I have time I’ll try to throw something together or generate a song using SoundHelix or one of the auto trackers.

And my battlestation will be too much of a mess for me to feel comfortable posting any pictures of it yet.

 

Either way, here’s to another fun weekend of coding and community. Hope all the rest of you will be having as much fun as I’ll be.

Untangle – Post Mortem

Posted by (twitter: @Zegis_)
Monday, August 25th, 2014 12:57 pm

It’s my second Ludum Dare, but first official (in 29 I didn’t write anything here official blog). And here’s a little summary of my Untangle game submission. Tommorow I’ll write longer post-mortem and share it on my devblog.

Tangled_05

Untangled is 2D shoot them up game. Various worlds tangled together, and – as multidimensional police officer you must jump inside your trusted tank and fight strange monsters! Some of them just gone crazy after Connection, some came from other worlds. Ultimately you must untangle worlds, and bring peace once again!

Download Untangle from Ludum dare page~!

The good:

  • I decided to go with project little beyond my coding limits and… well… I broke my limits and made a game~!
  • I learned some new things about gemetry, mouse handling in allegro library and C++ STL containers.
  • About 4 hours before end I was convinced I won’t make it, but here it is. It’s so good to don’t give in to your fears.

The bad:

  • My implementation of tile maps sucks, so game have serious lags, and I’m not sure how to fix it.
  • I really struggled with silly read-file, and tile map errors so I didn’t have time to make any sfx.
  • I have to cut lot of my previous gameplay ideas… (but maybe they’ll made to post-LD version?)
  • I feel like there’s to little impact on disconnecting worlds.

The ugly:

  • My art 😀 but I’m secretly proud of Fire monsters.

Tangled_04

I must admit it was great to participate once again, and remind myself that “Ludum dares you to be happy”.
It’s wonderful to be part of community, and I really hope that someone’ll find my game interesting.

Good luck to you all, and see you on Ludum Dare 31 (:

Level 1 done !

Posted by
Monday, August 25th, 2014 6:02 am

Hi !

Level 1 is done !

Now we just have to do sfx, music, more levels, more tiles, a menu, …

level1

It’ll be done soon !

DarksteelPenguin, Coldman07, tchassin

Flipside

Posted by
Sunday, August 24th, 2014 1:11 pm

Entry Link

The aim of the game is to travel through and place portals which will flip the player to the other side of the map in order to collect portal potions to create portals and keys to unlock doors, to complete the level’s end which is marked by a red flag. 

!!__Windows Version Coming Soon__!! 
If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell). 

Controls 

[W] Forward 
[A] Left 
[S] Back 
[D] Right 
[E] Use Portal or Use Door (with key) 
[Space] Place Portal 
[Esc] Pause 

Requirements 

OS: Mac OS X (Windows Coming Soon) 
OpenGL 2.1 
Keyboard 
Mouse 

Tools Used: 

– Programming Language: C++ 
– Graphics Library: SFML 2.1 & OpenGL 2.1 
– Audio Library: SFML 2.1 
– Image Editor/Creator: Photoshop CS5 
– Music Editor/Creator: Garageband 
– Text Edito/Creator: Sublime Text 3

 

Looks good !

Posted by
Sunday, August 24th, 2014 5:20 am

Hi !

Finally some movement and basic IA. Imps are running after us !

We switsched from SDL to SFML, and it’s waaaaaaay easier to use.

Running

By the way, lunch is a great moment to think about gameplay.

french lunch

DarksteelPenguin, ioa42/Coldman07, tchassin

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