Ludum Dare 35
Coming April 15th-18th Weekend

Ludum Dare 34 Results

Posts Tagged ‘C++’

It’s Been a While – I’m In

Saturday, August 15th, 2015 8:27 am

The dare just so happens to be timed perfectly for me to participate. I’ll be kicking the family out of the house for the weekend and hoping I get get something (ANYTHING) finished for the compo.

I will probably use these:

  1. C
  2. SDL
  3. Vim
  4. GIMP
  5. LMMS
  6. My public code

C isn’t the best language for prototyping quickly, but I love it anyway. I might change my mind by the time I start writing the game and switch to Haxe with OpenFL. We shall see…

Let’s do the LD again

Posted by (twitter: @Ananace13)
Thursday, August 6th, 2015 3:51 pm

Soon time for another Ludum Dare, so I guess it’s time to put another one of these posts in here.

This time I’m going to my darndest best to try and actually get the game done.


I hope to also actually get some sounds and music in, even if it’s just very basic stuff. Probably going to use LMMS for all of that.

Apart from that, my tools will probably be the same as the ones I usually go for; C++11, SFML, Angelscript, and I’m probably going to give Kunlaboro some more love.


I would like to ask something of the rest of you people though, because I really suck at art and sound design, so I usually use simple vector graphics. Should I keep doing that, or force myself to go with sprites?

Would appreciate any comments on that.


Hope the rest of you are looking forward as much to this as I am.

Ultra Hat Dimension crash-on-startup issues resolved

Posted by (twitter: @enichan)
Sunday, May 3rd, 2015 11:50 am

Ultra Hat DimensionIf you haven’t already you can now try Ultra Hat Dimension — the premier hat-based puzzle game — more easily than ever. I’ve updated the latest build to automatically work around two crash-on-startup issues the game had. I’ll explain the problems and the solutions in more detail below if you’re interested in learning from my mistakes.


Daunting Disorientation is apparently my second LD entry

Posted by (twitter: @Ronin748)
Tuesday, April 21st, 2015 3:13 pm

Daunting Disorientation 4

So I made this thing: Play here

I was looking at the top themes list last friday trying to think of interesting game mechanics, but my mind was completely blank. It was really late at that point so my brain was running on gossamer strands of wakefulness. I thought of getting a bit of shut-eye before the purgatory coding hell would begin, and a decent idea that would fit both of the top themes came to me in a dream. The next day I looked at the theme and went for it.

Day 1 was quite tough as I had to spend pretty much the entirety of my waking hours hammering away at engine code. I had thought of trying out Emscripten, but quickly decided to stick with the tools I already knew. I drew a few sprites and tested the core mechanics, but I wasn’t sure if it was going to work at all. I even made a design document to try to gather my thoughts. Most of the art was made on day 2, but there was still a massive amount of work to be done on the code (why is C++ so verbose?!). I also did some cool PCG things. At one point it even seemed like I was going to make it to the compo, but I wanted to keep polishing it. It didn’t even have any sounds. I fixed that on day 3 and spent nearly half of the day getting the game to sound the way I wanted. After finishing the code I could relax because I knew I would finish no matter what. Tweaked the AI and balanced the gameplay (and apparently did a shoddy job at that).

LD32 was stressing and exhausting, but I’m glad I did it. I could never finish something like this without any proper motivation and ideas. That’s what Ludum Dare is for me.

Our First Ludumdare!

Posted by
Monday, April 20th, 2015 7:52 pm

This is the first Ludumdare challenge myself and my team-mates have participated in. We are all college students who live and commute together each day and we decided to take a break from our capstone project to compete. ( Shameless Plug, ). Our Game of entry however is Bar Brawler, where you play as an aggravated drunk who has recently thrown the last chair he ever will.  We built this game entirely in the weekend and use Unity 5 as our platform (but came to find out the webGL deployment is still a bit buggy) So please enjoy our entry, Bar Brawler, in the unity web player!

Our game made use of the “Unconventional Weapon” category by making nearly every prop, including the enemies!, as weapons.


Bar Brawler – Game Unity WebPlayer



That’s all folks

Posted by (twitter: @Ananace13)
Sunday, April 19th, 2015 5:48 am

Well, today I apparently decided to go and get sick. I really wish I’d discuss such things first before doing them, so I probably won’t be able to finish this game at all.

Still going to try to polish what I have so that people can try out my idea on an unconventional weapon, but don’t expect it to be anything like a game.


For next time I should probably not base my entire code around a feature branch I haven’t put much work into. As it turns out, my rewritten messagepasser for Kunlaboro has no advantages whatsoever, but many disadvantages. I’ll be retiring that branch in a bit and instead get to work on improving the main branch, see if I can use at least parts of the code.


Hope the rest of you are having a better time.

LD#32 here I come

Posted by (twitter: @DarkCisum)
Wednesday, April 15th, 2015 12:52 pm

A long time ago I’ve tried to participate but due to time constraints I never finished the game. The next few Ludum Dares were always on a bad date, but surprisingly this weekend it looks like that I’ve the whole weekend for myself!

As usual I’ll be using C++ and SFML. But since starting from scratch can be quite time consuming I’ll be cooking up some SmallGameFramework before the Compo starts and then during the Jam build on top of that. Join me while I’m streaming the whole process of building the SmallGameFramework: YouTube Live Stream

My main tools for now will be:

From time to time, I’ll certainly make use of:

In addition to SFML, I might make use of:

If you want to stay in touch with my adventure, make sure to checkout:

I’m in again!

Posted by (twitter: @
Monday, April 13th, 2015 2:52 pm

I’m going to participate for the fourth time in Ludum dare. I’m so excited! :) This will probably be the last time I use my own C++ engine. Next Ludum dare I will probably use Unreal Engine 4 or libGDX. But here is the list of stuff I’m going to use:

Programming language: C++

IDE: Visual Studio Express 2013

Engine: SchoolEngine

Art & textures: GIMP & Paint.NET

Sound: Bfxr

Music: Abundant-Music

Ludum dare is always such a special event to me. I can’t wait to get started. Good luck everyone!

Preparations are go

Posted by (twitter: @Ananace13)
Sunday, April 12th, 2015 9:29 am

So, I’ve started fixing up my battlestation and base code for the coming LD. Did a quick cleanup of my desk and started piecing together all the third-party libraries I’m going to use, will put up a warmup repo soon as I finish the main framework I’ll need.

I had to give up the OSG dream though, had issues getting it working as I wanted it to. So going to give my entity-component system Kunlaboro some love instead.


Final tool list:

You can have a picture of my battlestation:

2015-04-12 18.09.49

And I’ll be starting a warmup stream while working on assembling the framework, github link will be in the stream and the chat if everything works out well.


Hope to see you there.

I think I’m in. And WALLPAPER!

Posted by (twitter: @piece_o_ham)
Saturday, April 11th, 2015 6:18 pm

OK, I think I might be in. I planning on doing the jam. Here’s tha toolz:

Language: C++
Libraries: OpenGL and GLFW
Textures: GIMP

I think that’s about it. I’ll see if I can get my program to compile with Emscripten. Also, this will be my first LD after I switched to Linux.

Now here’s my wallpaper:

Edit: I made an updated version of this wallpaper

An image belongs here.

LD 38 wallpaper

It was made in Blender, rendered at 1500 samples. There were some major fireflies (and I can now see a few that I missed but whatevs :D) which I fixed in GIMP.

Is it really that time again?

Posted by (twitter: @Ananace13)
Friday, April 10th, 2015 10:15 am

So, I’ve completely forgotten to write my entry post I just realized. Hopefully this’ll go better than the MiniLD I tried earlier, so I can get a proper game out and have some fun.

I’m going to stick to writing the game in C++ for this entry too, though I’m very much wanting to do this game with the OpenSceneGraph library instead of SFML like I usually do. I just need to get myself a crash course in doing scene graphs in games, which I’m hoping I’ll have time for during the warmup.
If I can’t get my head around it then I’m going to fall back to SFML as a safe card though.

So my tools will most likely be;

  • CMake
  • Visual Studio 2103 / Vim + Makefiles + Clang + GCC
  • Gimp
  • Blender
  • Audacity
  • cgMusic


  • C++11
  • Angelscript
  • OSG / SFML


If anyone has knowlege about doing scene graphs I’d love to hear some comments on this plan, apart from that though I wish you all a nice Compo and a nice Jam.

Using music to control ball movements

Posted by (twitter: @lamogui42)
Sunday, March 29th, 2015 2:09 pm

Saturday the 22, I started to code the pong with the main idea that the music should control the ball. By typing “ping pong music” on youtube I directly found the Armin Van Buuren music “Ping-Pong”, it seems appropriate for calibrate the game.

For copyright reasons I could not provide the music with the game. I asked DJs on soundcloud if I could provide their free remix of the track with my game. As the main melody remains the same, the algorithm is strong enough to make it work (I made few changes to make it good with the remix). You can also try your music but nothing is guaranteed, the game could be very slow due to the lack of notes.

Won a game is little bit challenging: because you don’t have many opportunities to score a point. You need to take risks for that. The game is calibrated that you should be able to catch all balls.

The results are encouraging but not perfect. Unfortunately I do not have time to continue, because I have some things to do in real life. You can try it here.

Revertris – A post-mortem

Posted by (twitter: @Ananace13)
Monday, February 23rd, 2015 2:34 am

After all this coding and debugging of my latest MiniLD entry – Revertris – I’ve decided to write up this post-mortem.

A quick recap of the game first, just to clear my sleep addled brain and get some creative juices flowing;
Revertris is a game of reverse Tetris, you start off at the end game screen of the tetris game. Once the game starts you get a ghost-image of the latest block that was placed and you have to quickly find it a place before it’s pulled up and off the board. When the block disappears off-screen then score is calculated by the number of pieces in the same color you managed to fit onto it, using powers of two. So for a 2×2 square with three red and one green block in it you’d get 8 points, 1 for the green, 1 for the first red, 2 for the second red, and 4 for the third red.

What did I do right?
– Had a full game idea and mechanics sketched out in advance.
– Managed to talk myself out of clinging to some vague and unexplainable hope that I’d be able to do sounds or music.
– Decided to forego UI completely, since I seem to be balls at it.

What did I do lef- I mean less right?
– For some godforsaken reason I decided to dive into the deep end of a new toolset I’ve never even compiled before, called OpenSceneGraph. I’ve never even used a scene graph before.
– I ended up throwing away all the debug databases by mistake, so lost a lot of time rebuilding the entire toolset.
– As usual I put up way too lofty goals for the final product, so I had to cut away lots of features I really wanted to cram into it.
– Built the game around the hot-seat concept of having one person playing Tetris before letting the second player take over with Revertris.
– For some reason I spent far too much time on an AI that played a fake game of Tetris to fill up the board, ended up losing lots of time for that.
– Started coding far too late to have enough time to learn my new toolset properly, much less get a well made game from it.

So for my ending words I guess I’ll just have to hope that the rest of you have had as much fun (and coffee) as me during this little MiniLD, and I hope we’ll all have just as much – if not more – fun when the next full Ludum Dare Compo/Jam comes around.

// Ace

Game bundle sale!

Posted by (twitter: @GameGrapeStudio)
Tuesday, December 30th, 2014 5:36 pm

High Flyer BackgroundGameGrape Studios Robotz Background

Hello and welcome to the  Holiday Sale! In this years sale you can get both High Flyer and Robotz for 80% OFF!

Regular Price: $10.00 USD

Sale Price: $1.99 USD

High Flyer is a game where you fly through many different levels while shooting down torrents and taking down anything that gets in your way!

Robotz is a game where you move around the map while taking down waves of robots and collecting coins and ammo! Survive as long as you can!

So what are you waiting for? Get High Flyer and/or Robotz today!

Both High Flyer and Robotz were Ludum Dare games.


High Flyer:



twitter image

GameGrape Studios (C)’2014. All rights reserved.

HAHA ALMOST made it!

Monday, December 8th, 2014 8:23 pm


Here’s some game graphics for you to get exited about! You can check it out

Programming by:

Art and animation by:



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:


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