Posts Tagged ‘C++’

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



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:

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







My first entry to the Ludum Dare!

Posted by
Monday, December 14th, 2015 5:44 pm

I Have No Keys, and I Must Code
Link to the game page

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.


Posted by
Sunday, December 13th, 2015 9:35 pm

Screen Shot 2015-12-14 at 01.48.06

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.

End of day 1

Posted by (twitter: @Ananace13)
Saturday, December 12th, 2015 10:16 pm

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;

  • 0 – Full stop
  • 1 – Full speed forwards
  • 00 – Half speed forwards
  • 01 – 90-degree turn left
  • 10 – 90-degree turn right
  • 11 – Half speed backwards

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

Got my framebuffer and C++ Hotloading code working

Posted by
Saturday, December 12th, 2015 5:12 am

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!!!

I’m in

Posted by
Monday, December 7th, 2015 5:14 pm

Woo my first Ludum Dare!


Graphics: Aseprite free from github.

Audio: Bfxr

Programming: C++ and SDL 2.

Going to do the compo! Get ready for some programmer art!

I’m in again, this time using Unreal!

Posted by (twitter: @juaxix)
Saturday, December 5th, 2015 4:43 pm

This is the first time I use Unreal, I’ve just installed it and did this

Fire Punch Man – a warm up project using Unreal for the first time :)

Stereoscopic tunnel for October Challenge 2015

Posted by (twitter: @jtsiomb)
Friday, October 30th, 2015 11:15 pm

stereotunnel icon

Hello fellow ludum-dare-ers!
So I split my october in half, wanting to maximize on my chances of crossing the finish line with *something* that makes $1.

First half I cleaned up and fixed a hack I’ve made a few years back. It’s not exactly a game, but it’s got 3D graphics so close enough for me; it’s a stereoscopic 3D tunnel effect. Made a cool menu GUI for it, fixed a couple of stupid bugs, and uploaded to the iOS app-store as free with ads, which was a very enlightening experience.
Turns out, I was done with the code first week of october, but only managed to get it approved, with ads running, 2 days ago! So lesson learned: if I want to release something on the appstore, and have it up at a specific point in time, do it a month early :)

I also decided to release the code under the GNU GPLv3, because what I’ve ended up with, is a very nice example (I think) of a simple UNIX make-based build system for building cross-platform mobile apps. This code currently builds on PC (linux/mac at least, I think also windows but haven’t tested), iOS and Android. iOS has it’s own xcode project (included), but everything else builds from my makefile.

Github source code
iOS appstore page (or search for “stereoscopic tunnel” on the store on an iOS device).

Please check it out if you have an iOS device (it’s free with ads), because right now I’ve just made 40 cents off the ads, and I want to hit the full glorious dollar by the end of october to feel like I’ve accomplished the October challenge :)


The second half of october I was making an actual game. It’s obviously not done, but I’ll extend my own personal october challenge to november, because I really want to release this before the holidays, as it’s an xmas-themed game. I’ll edit this post with extra info if I ever manage to finish, release it and make money out of that one. For now I’ll leave you with a development screenshot:


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.


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