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Ludum Dare 31 — Coming December 5th-8th 2014!

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    Posts Tagged ‘Detox’

    C library functions for LD13

    Posted by
    Thursday, December 4th, 2008 7:51 am

    I’m thinking about entering LD13 depending on what the theme turns out to be.  I haven’t done a full LD yet, just 2 mini-LD’s.  I wanted to use my standard C library functions for OpenGL, Portaudio, Ogg/Vorbis/Vorbisfile, and my GUI.  There isn’t any game logic routines or structures as per the rules.  It’s a collection of sound, text file, opengl drawing, and string tools for C.

    I wasn’t sure what I have to do or if there is some type of time limit, but anyway here is a link to the library code.  It’s mostly a conversion of some old SDL stuff I liked to use.  I moved away from SDL lately though and have been using GLFW.

    Frogger -X- Master Shake Finished

    Posted by
    Sunday, June 8th, 2008 4:59 pm

    It’s Done! sort of…

    frogger -x- master shake v1

    Download here:
    Download Frogger X Master Shake V3 MS Windows Version
    Download Linux version
    * Source included

    My web pages with other projects

    There are a whole lot of things I wanted to add but couldn’t. I’m pretty happy though about getting sound working and doing some halfway decent tile collisions for my first time.

    **UPDATED** made it a little harder and improved particle performance, also jacked up the timer freq. for particle events.

    Mini-LD 1: Frogger -x- Master Shake

    Posted by
    Saturday, June 7th, 2008 6:28 pm

    This is my first Ludum Dare. I really like the theme and rules so I jumped in this time.

    … so I stalled right out of the gate trying to pick a good pair of characters to face-off against each other. I had all kinds of ideas. My trouble was picking one and sticking to it. It’s definitely a fun theme. I picked Frogger from the 80’s arcade game and Master Shake from Aqua Team Hunger Force.

    I like frogs and Shake is the perfect villain.

    I picked a single-screen 1-on-1 duke-it-out style game with projectile and close quarters weapons. I haven’t done a 2D tile game before so I kept it simple: no scrolling, 1 screen, no OpenGL acceleration. it looks like the OpenGL acceleration isn’t that rough to add. I won’t have time tough.

    So far I have a primitive particle system, my 2D tile drawing and loading from text files, and a simple sprite animated character. The mouse is used to aim the projectile weapon and fire. Keyboard moves left/right, jumping, change weapons, and can also fire weapons (as well as left mouse button).

    The big stuff still to do:
    very primitive collisions – rectangle-rectangle at tile level for jumping & weapon damage.
    sound and sound content – this is a biggie for me. I haven’t messed with sound much before.
    Draw Master Shake sprites
    Draw “slap fight” hand-to-hand combat tile/sprite animations & add hand-to-hand game logic

    Frogger -x- Master Shake

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