I’m in! I’m planning to use C and SDL2.
I’m in! I’m planning to use C and SDL2.
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?
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++
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.
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)
Good luck to everyone competing!
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.
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.
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:
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.
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.
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!
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 (:
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).
[E] Use Portal or Use Door (with key)
[Space] Place Portal
OS: Mac OS X (Windows Coming Soon)
- 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
Finally some movement and basic IA. Imps are running after us !
We switsched from SDL to SFML, and it’s waaaaaaay easier to use.
By the way, lunch is a great moment to think about gameplay.
DarksteelPenguin, ioa42/Coldman07, tchassin
Game is called ‘Untangle’ and you can browse my code here
Sadly it’s nothing special yet. I spend all day on brainstorming my idea, creating simple prototype that allows to move around (blank for now) tile map, and shoot towards mouse. I wanted to create my first shooter for Ludum Dare, but I faced a wall with drawing tile map: for some reason it’s soo damn slow, and I strugled for nearly 6 hour to find way to fix it. I hope tomorrow will bring solution, but to be honest I start to worry if I made it in time.
I’m afraid that if I don’t find good solution I’ll have to scale down my map
~> Moving around,
~> Rotating player and shooting towards mouse pointer – I’m really glad I learned how to do it!
~> Simple tile map loaded from text file (all tiles are stored as 2 chars: first is tile type, and second is world of it’s origin).
Things to add:
~> Simple graph worlds map, that shows connections between tangled worlds.
~> Morphing level according to connections.
~> Breaking connections.
Some cuts I’ll probably have to do:
~> Cut down game to 1 level consisting of three worlds (water world, fire world and… we’ll see, maybe grass one).
Good luck everyone on 2nd day, and good night! I need some sleep!