Posts Tagged ‘gosu’

The Post-Mortem of No Hawking

Posted by (twitter: @mediamandan)
Wednesday, April 30th, 2014 3:13 pm

By Daniel Smith and Paul Potgieter, with music by Tim Harbour

No Hawking

During LD29 we produced No Hawking, a game we’re both proud of. But it didn’t go exactly to plan, and we fell far short of our initial design. We now examine the process so that we can get closer to our mark in LD30.

The making of No Hawking went like this:

 

WRONG

Planning:

  • We forgot to name our group.
  • We aimed too high, and as a result did get core gameplay in place until the last day.
  • First release build was attempted after deadline (it failed… continuously)
  • Dan forgot to pack a toothbrush.
  • We burnt out each day instead of sleeping at regular intervals. This disrupted the flow of development.

 

Technical:

  • We used an interpreted language with horrible garbage collection and no native threading support.
  • Custom Engines take a lot of time, which we didn’t have.
  • We used a graphics framework that wasn’t actually finished :’|
  • We used a release tool that didn’t “just work” and consequently spent the last frantic minutes just getting a distributable build done.

 

RIGHT

  • We had an incredible brain storming session right after the theme was announced and came up with a design really quickly.
  • We built a “working” custom engine during LD!
  • Despite everything that went wrong, we managed to make a playable game with objectives, obstacles, and win/end states.
  • We got enough sleep. (Although it was all over the place)
  • We had pizza and fizzers… a lot of fizzers!
  • We didn’t give up.
  • We had fun!

 

NEXT TIME

  • Use finished engine/framework etc…
  • Release early, release often
  • Sleep properly.
  • Have more fun!

 

CONCLUSION

  • Ludum dare is a time for experimenting with game design but not a time to create a whole engine from scratch
  • Ludum Dare is fun!

 

There will definitely be a more complete Post-LD version.

 

First Ludum Dare Compo

Posted by
Thursday, April 18th, 2013 8:53 am

I’ve known of Ludum Dare but this is the first time I’m participating in the event. I’m really looking forward to it.

I’m planning on writing the game in Ruby using the Gosu library. I have a small personal library called Okami that encapsulates Gosu in a ruby-ish fashion, but doesn’t differ all too much from Gosu. It’s available on https://github.com/Aerotune/Okami and https://rubygems.org/gems/okami

I will probably also make use of some of the awesome gems for gosu like chipmunk, ashton, texplay for visuals and releasy for releasing the game.

LD25 Reporting for Duty

Posted by (twitter: @franklinwebber)
Sunday, December 9th, 2012 10:34 am

My first event after seeing a friend suffer through a few on his own.

I am using this last week to learn and build a few more things before everything gets started:

  • Generating animation with my own art assets using TPEditor
  • Developing and exporting animations with Pixen
  • Metro needs to be able to import Tiled exports
  • Metro needs the concept of a viewport

I’m in

Posted by
Sunday, April 22nd, 2012 5:34 am

Better late then never. Because I do not have much time left I’m likely to participate only in the jam. I will use Ruby and Gosu and I will test out an entity-framework I wrote last week, following the great tutorial of Richard Lord. You can download it here, just to abide by the rules. I do not recommend anyone to use it, because it is kind of the first piece of software I wrote in Ruby, lacking testing and proper error handling.

Have fun, everyone!

I’m in???

Posted by
Friday, August 19th, 2011 10:59 am

So, decided like 5 days ago to work out what tools I’d need and do this….

Didn’t work out what tools I’d need though.

So let’s do this.

Using C++, probably Gosu, if I need art I’ll head to GIMP, if I need music sfxr/Audacity will get looked into.

My goal: Have something that can compile when I’m done. Secondary goals of having it do things and be a game. Actually being fun will get to be a tertiary goal.

I’m in, for a most variable definition of in.

Yoroshiku Onegaishimasu

LD number just-one-above-eighteen…

Posted by (twitter: @AurelDev)
Tuesday, December 7th, 2010 11:02 am

…HERE I COME. So original.

Following my success in MLD#22 (yah), I shall be going for LD#19. The time is (as for many) just right – end of the year, no stuff to do…

Also, let’s keep up this random tradition of saying what tools shall who-ever use, shall I?

  • CODE – AS3.0 – Flash CS5
  • GRAPHICS – Vector – Flash CS5
  • GRAPHICS – Bitmap (maybe) – Photoshop CS5
  • SOUND – … digital? – sfxr / as3sfxr / MICROPHONE (yeah, I am a beatboxe… oh whatever)
  • MUSIC – ambient – Logic Studio 9 (if I will have enough time for that)
  • IDEAS – neural – mHEADmod3.599 (meannetSim)
  • NOTES – verbal – Text Edit 9.5321.12348g (MOST RECENT)
  • COMMUNICATIONS – cut – EVERYWHERE
  • COMPUTER – good – iMac
  • okay, i will stop

Timelapse is coming, but I wonder if I will continue using that lame Gawker… It crashed trice the last time, so I lost like an hour or more of material… I HAVE iShowU but I can not find any way to make it record time lapsing… Ideas?

Finally Got Some Time!

Posted by
Thursday, August 19th, 2010 2:15 am

LD always seems to be coinciding with something, but I’ve managed to clear two days for it (might sleep instead).

So unless my daughter decides to create havoc I’ll be playing with you guys.

Gosu + Cpp = Joy, and a with some luck a game as well.

New levels to my pixely Ruby-entry

Posted by
Friday, December 18th, 2009 3:26 am

sfernald sank his teeth into the game engine for my LD#16 entry – the light in the end of the tunnel and the results came out swinging!

He’s used the game engine better then then me, making some winding, fun, hard to beat, acid-filled caves.

screenshot

Check it out:

Source:  http://www.bitjets.com/thelight2.zip
Win32 exe:  http://ippa.se/games/the_light_2.exe

Maybe I’ll make a sequel too since the original game was so tiny. Actually I already started hacking on it. Some ideas/goals:

  • The collision detection wasn’t perfect (for example you couldn’t jump while running into an obstacle)
  • I’m thinking level-building from One big image instead of several small, but there’s quite some things to work out before that’s possible.
  • More interaction with the world, could be levels to pull, buttons to push, doors, modification of terrain or living enemies, not just acid pools/drops.  Preferable additions that don’t complicate the level building to much, now it’s basically drawing a new image and creating one class — liberating easy.

Participating (a little bit) after all

Posted by
Friday, December 11th, 2009 5:43 pm

All right, so, I’ve managed to work out how to participate without a) unboxing and setting up my computer just for the compo, in the middle of a move, or b) leaving little software dev turds all over someone else’s computer, the solution being, use entirely portable (as in USB-stick portable) software for development. In this case, allinoneruby.exe, notepad++, mercurial (the command-line part only), pidgin (for irc), and whatever graphics software is already on this computer (such as MS paint, probably). This is made even more delightfully awkward by the fact that I normally do my work on a Mac desktop, and now I’m on a PC laptop. Should be awesome.

I should also add, in addition to my previously announced use of Ruby and Gosu, I may make use of chipmunk for physics, and I may steal some code out of an earlier project of mine, Operation Lambda. I anticipate using application-level code like menus, user preferences and resource management, not any gameplay code.

All that being said, this is still a busy weekend; nothing like 48 hours will be spent on this project.

And this is the end…

Posted by (twitter: @ladybenko)
Sunday, August 30th, 2009 2:47 pm

Finished my entry for the LD#15. It’s a pity I didn’t have enough time to include all the features (enemies, power-up’s, lots of blood, stalactites…) I thought at the design stage, but at least it is playable. I think I might continue the development, though.

I’ve had lots of fun! This was my first LD and I’m really satisfied. See you in the next one! 😀

Title screen

Title screen


The Evil Dark Cavern Which Leads Straight To Hell

The Evil Dark Cavern Which Leads Straight To Hell

Evacuation – Bugfixes

Posted by
Monday, April 20th, 2009 1:05 pm

In my game I had some problems with gosu’s rendering of tiled graphics. jlnr was so kind as to quickly fix some bugs, so here is my updated LD14 entry:

Download: Evacuation v1.01 (Windows binary + Ruby source code)

Bugfixes include:

  • background and road tiling
  • bunkers no longer getting placed under houses so villagers can’t enter
  • sound glitch when game is won

Bummer, too late for the binaries torrent :(

StarFerret 48h, final

Posted by
Sunday, April 19th, 2009 6:58 pm

Hiiii,

Here it iiis:


Windows version: http://www.raschke.de/julian/temp/ld14_final_win_jlnr.zip

Mac version: http://www.raschke.de/julian/temp/ld14_final.zip

Source code: http://www.raschke.de/julian/temp/ld14_src.zip

Not much content—sorry—I lacked direction and worked much more iteratively than before. Only really worked productively during the last hours. But I managed to do some nice little tricks using just a 2D lib :)

Enjoy!
(Reuploaded the next day because the original wording was unintentionally offensive in one instance. Didn’t touch the rest.)

Evacuation

Posted by
Sunday, April 19th, 2009 6:25 pm

Finished my game now. :) There could be some more polishing but I think it’s fun to play and turned out much better than I expected yesterday.

Download: jsb_LD14_evacuation.zip

(It seems the gaps between some tiles are an issue with my GPU, please report back!)

I hope all of you had a great time, I definitely had. Now, finally some sleep!

First sneak preview demo thingie…

Posted by
Sunday, April 19th, 2009 2:56 pm

Here it goes, Mac-only and without source so far:

http://www.raschke.de/julian/temp/ld14_demo.zip

This is my moment of triumph. I fear the level design will show that my concept is not THAT well thought out :)

Final: Solar Lift

Posted by
Sunday, April 19th, 2009 2:42 pm

UPDATE: Windows binary added.

Well I was counting on working down to the last minute, but I have to quit for the day so this is going to be the final version, 5 hours before the deadline. The game is “done” in the sense that you can win and lose, but I wouldn’t really call it complete, there’s a list as long of my arm of things that need to be fixed up and added. All the art is placeholder, which especially hurts. Spent waaaaay too much time on the tech.

So overall, success! I made a game in 48 hours. This was my first LD and I had a blast, I’m definitely doing this again. And I’m definitely going with a simpler game next time. I think Solar Lift has some good ideas, but 48 hours wasn’t near enough time for me to experiment and pull those ideas out into a polished, enjoyable game experience.

The game is written in Gosu with Ruby. Intro is lacking, so here’s instructions: the goal is to rescue stranded people off the plummeting planets before they are consumed by the Advancing Wall of Doom. WSAD moves, left mouse shoots, spacebar fires your super laser blast. Rescuing people charges your laser, bullets are unlimited.

>> OS X Download <<

>> Windows Download <<

Source Code

Food- and screenshots!

Posted by
Sunday, April 19th, 2009 4:16 am

Last night I wasn’t too happy with my mockup:

But I even switched to C++ because it allowed me to add some features that I wanted to do for a while. Also, I ate delicious tempeh burgers:

And suddenly, my game looked a lot better! I also had some ideas for more interesting gameplay last night, so today I’ll hopefully be more productive:

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