Posts Tagged ‘lua’

Drempts: Progress #1

Posted by (twitter: @wetdesertrock)
Friday, August 22nd, 2014 9:27 pm

This is a game where you try to shoot down enemies, but only the ones that aren’t dreams.

Picture of you shooting your bullets: Drempts1

Lot of high score games let you share your successes to Twitter and stuff, so why should LD games be any different?

Here’s the module. Just download the file as “twitterer.lua” and require it into your game.

Here’s how you use it (after the break): (more…)

LD 30 — my first ludum dare!

Posted by
Thursday, August 21st, 2014 5:07 pm

Planning to test my new engine, cgame, on this one. This is gonna be the first real game I’ll make with it (if I manage to make it work :) ) so I’m psyched! Gonna use Pyxel Edit for 2d art, Renoise for music, Emacs as an editor, cmake along with clang or gcc or Visual C++ 2013 as compilers. cgame uses a bunch of libraries which are listed in the GitHub source.
Good luck all!

Perception is done!

Posted by (twitter: @y2bd)
Sunday, December 15th, 2013 7:44 pm
a gif of my game

(it’s not looping, don’t worry)

My game (the one with the weird lighting) is finally done! You can download it for Windows here: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31403.

My head hurts too much right now to write a post-mortem (plus it’s probably too soon anyway), so have a gif instead. And congrats to everyone who’s participated in this LD, we’ve finally gotten to the end!

Finally got my idea down

Posted by (twitter: @y2bd)
Saturday, December 14th, 2013 10:06 pm

a preview of the lighting

I think I finally have what I want to do down (although it seems a bit late for that, eh?). Originally I was planning to do a platformer of sorts, but after wonking out some platformer code I realized that my idea didn’t really work in that form. Now I’m doing a top-down perspective. At the least the code is a lot easier, ahaha.

Playing around with vectors…

Posted by (twitter: @y2bd)
Friday, December 13th, 2013 11:32 pm

Having to relearn a bit of math, I wish paid more attention in linear algebra!

Going from this (click for GIF):

intersect

…to this:

light2

At the moment it uses a relatively quick line-intersection algorithm which performs pretty well with two polygons, but I’ll have to see how it scales up with some more of them, heh.

Boyfriend Simulator: Feed My Boyfriend

Posted by (twitter: @moonscript)
Wednesday, August 28th, 2013 11:54 am

Oops, posting this really late but…

PROUDLY PRESENTING “Boyfriend Simulator: Feed My Boyfriend”

wow this looks fun!

Boyfriends everywhere are very hungry and it’s your job to feed them. Take to the mall to go shopping for delicious treats that you’ll launch into the boyfriends mouth with a baseball bat. Don’t feed him the wrong thing or he’ll barf all over the place. Enjoy some rockin’ 10 second tunes and and and incredible array of upgrades! And for all of you saying the boyfriend is a stupid ugly loaf.. well watch it because he’s modeled after yours truly!

Click here to play and rate Boyfriend Simulator: Feed My Boyfriend

Spark – Postmortem

Posted by (twitter: @fullmontis)
Monday, August 26th, 2013 3:51 am

So, LD#27 is finally over. There is something peculiar about it this time: Spark is  in the compo! My first completed LD48!

After my insuccess in April, getting this achievement really made me happy, despite the game itself being only a pale shade of what I wanted it to be. Still, no matter the things gone wrong, it was a great learning experience and I learned a lot, which is probably the greatest achievement. But let’s see what were the ups and downs of these two days.

The Good

  1. LOVE2D
    I’ve been in love with love2d since the first time I discovered it. Because of it, I learned Lua and how amazing of a language it is. Still, I always used it in non time constrained environements: doing a Ludum Dare with it was a breeze, mainly because I got used to the environement, but also because of the amazing semplicity of the modules. I have this idea that a framework should be as transparent as possible so that it doesn’t get in the way of the developer: Love2d achieves that. I never had to stop more than five minutes in the excellent wiki to find out what I needed to do. This to me is like a liberation of a curse: passing hours on poorly documented and overly complicated APIs really kill the creative ideas one may have in a moment. My wet dream would be a love2dJIT, that would be the shit. But only time can tell.
  2. Picking an idea I liked
    I wasted somewhere around 12 hours with brainstorming and another aborted game idea before starting working on Spark. This is a huge down, meaning a quarter of the limited time I had was spent on basically nothing that would be in the final game. This is a wrong thing to do (and will never do it again for the future compos), but it helped me find an idea I really enjoyed. While Spark didn’t come out as I wanted, I really enjoyed working on it and implementing it (The Call, my LD26 jam entry, in comparison, felt more like a chore). I knew from the start it was an overambitious idea and I would never be able to complete it all, but my motivation was so strong I got a lot more done in two days than I would have in a project I didn’t like. So those 12 hours didn’t really feel like a waste but more like an investment: they saved me from working a day and an half on a project I would have hated working on.
  3. Submitting the game
    I was ashamed with how little I was able to put into Spark in the time given. I implemented stuff I never used, I created graphics I didn’t have the time to put in, the final product misses a lot of stuff and doesn’t even remotely resemble how I wanted it to be. But still, the game is in the compo! Great fucking feeling. I was in for a quarter of an hair, but was still able to put something up and online. The last three hours were the worst: I still had to create the levels and implement a lot of stuff and started to think it wasn’t worth all the sleep loss and the hard work since it hardly was the game I wanted after all. I stopped for a few minutes to think, then I realized that I was in the compo to make an amazing game but to finish a game. So I pushed through it. It was hard, but Spark finally got “done” (with quotes so big you could sleep in them). Now that I have something playable, I have even more motivation to complete the game because I see so much stuff I was unable to implement that would make the game so much better. I’ll start working on a post compo version soon.
  4. Theme
    This time around, the theme was actually a theme. LD26’s Minimalism was hardly a theme (more of a style), which frustrated me to no end. I could hardly put something together because of that. This time around, I really liked the theme. I loved it so much I had a lot of ideas that I could be working on in the future, which I had to discard for the compo because they are way too big to fit in 48 hours. It was quite prolific. Even too much, which brings us to the negatives of these two days.
  5. Moonscript
    Moonscript is a language created by leafo that compiles to Lua. It basically gives Lua a python-like style. While I know of a lot of programmers who hate forced indents with a passion, I personally feel they make the code immensely easier to read and write. No more ugly, verbose do..end cycles, just press enter+tab and you are good to go. It also forces your code to look good which is hardly a bad thing. Putting the simplicity and speed of coding of Moonscript on top of the beautiful simplicity of Love2d is like supercharging your game making potential. It literally flows under your fingers. My only pet peeve with it is that the debugging errors given but love2d refer to the .lua files because.moon files are compiled to lua. This means that I have to refer from time to time to the compiled .lua file for debugging instead of the .moon file I’m working on, which kinda breaks the flow for me. But still, Moonscript+love2d is a bomb of a combination.

The Bad

  1.  Overambitious idea
    In the beginning, Spark was a huge idea. I had in mind to put forking paths, complex level design, and a story. None of these got into the final game, by far. Mainly it was because of me being stupid and wasting time, but even for the best programmer it would have been a challenge to put together what I wanted in 48 hours. I remember clearly thinking “I’ll never do this” when I started working on Spark. Buy, was I right. Still, I really liked the idea (see point 2 above) so it wasn’t a complete idiotic choice: it’s not like the idea will self desctruct when I submit the entry. But still, I should have probably toned it down quite a bit.
  2. Tiles
    Oh boy. Tiles. Never really used them. And it shows. I wasted around 4 hours making a tiling system that creates levels from images and carefully drawing the tileset, only to discover that I would have to hand draw every level, every angle, every border. I would never be able to do that. It took me around 20 minutes to make one room! I was so heartbroken when I had to draw blocky levels that hurt my eyes only to watch. Also, since the pitfall and the wall tiles were too similar and difficult to determinate which was which, I had to basically throw in a barf-looking pitfall tile in the last half hour to make the game playable. It hurts to watch what it could have been and how it is instead.

    Spark's original tileset

    Spark’s original tileset

    The original pitfalls

    The original pitfalls

    Instead you got THAT

    Instead you got THAT

    The hell is this?

    The hell is this?

    MY EYES! IT BURNS!

    MY EYES! IT BURNS!

    So… Yeah. I’m not proud of how it looks. But hey, that’s a mistake I’ve learned from.

  3. Horrible code structure
    In my last few projects I got used to an entity component system I’m developing for Lua. While at first it is pretty weird to work with, once you get the hang of it it flows easily and is very clean to mantain and use (even though there are some weird bugs that pop out once in a while). I could have used it for the game but for this ludum dare I wanted to try something from “inspiration”. The result is a mess of a code. I already have problems changing it because of how horrible it is. It is my fault for being lazy and breaking encapsulation too much, which in the end makes mantaining code an abomination. I should be more careful next time around. I’m already thinking about rewriting the engine to make it more human (right now it looks like a deformed monster struggling to breathe).
    The way I implemented stuff was also weird. I had a lot of problems creating a switch that would change the level, which was quite embarassing thinking of it (but still, I have the excuse of sleep deprivation, so shut up>:( ), so I created this weird solution where there is a switch that changes level from one to another, which greatly limits future implementations since it is limited to one switch per room and can only change THAT room. This really hurt level design since there was hardly anything I could do with it, and the time to implement new mechanics simply wasn’t there. I want revenge and I’ll probably reimplement the mechanic in the post compo version.

So, this looks like that’s it. It was a pretty stressful weekend, but Ludum dare is about that. It makes you understand how difficult actually finishing a game is, it takes away your sleep and it makes you ashamed of what you make, but it is still an amazing experience.

Now, for the best part: actually playing the games! I’m so excited. Happy voting!

Blog Entry ->

Feed My Boyfriend

Posted by (twitter: @moonscript)
Saturday, August 24th, 2013 5:40 pm

Finally started making graphics, almost half way done with the comp. Let’s do this!

Second Round!

Posted by (twitter: @fullmontis)
Tuesday, August 20th, 2013 2:12 am

So, yes, after an exciting first time with Ludum Dare 26, I’m back for more. This time hopefully I’ll be able to get into the compo and not screw up at last minute. I hope to squeeze at least a few hours of sleep in there too (but it isn’t my main concern).

Here are the tools I’ll be using for the job:

Engine: Love2d (Lua) OR Ren’Py (Python), depending mainly on what weird idea passes my mind the day of the compo

Editor: Scite

Graphics: GraphicsGale and Gimp/Paint.NET

Audio: MilkyTracker

So that’s all for now… See you on the day of the compo.

Joining to LD #27

Posted by (twitter: @KatamoriENG)
Thursday, August 15th, 2013 5:35 pm

Greetings everyone!

My name is Katamori, and I join to LD! I’m totally new here; it’s gonna be the first time when I participate in Ludum Dare. I’m a semi-beginner programmer, and don’t have any finished games yet. I’m interested in C++ and Java, but was too bad at both. Fortunately, recently I found Lua and LÖVE for programming. It was a great help, I even started warming up by creating a game in 7 days before the great challange!

It’s gonna be fun, I’m sure.

Language: Lua
Libraries: LÖVE (if I know well, it’s allowed to use, tell me if I’m wrong)
Coding: Notepad++ with LÖVE compiler
Graphics: Paint.NET
Sound effect source: SFXR (the SFX generator that was specially designed for LD)
Streaming/recording: not able to record the whole process. I may do an attempt, but I’m very doubtful about it.
Energy source: I don’t know. Maybe I won’t consume anything unusual. Only coffee. Maybe.

EGGZ builds and timelapse!

Posted by (twitter: @wilbefast)
Sunday, July 28th, 2013 1:37 pm

EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour timelapse EGGlapse 😀

MENU-background-alternate

Click here for 48 hours of EGGy goodness :D

As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:

Lightweight .love file for Linux, Mac and Windows user with LÖVE installed

Cross-platform .love file

Windows executable

Windows .exe and .dll files

Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game :(

I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements :)

 

Looking forward to playing your games guys, I really love RTSs – let’s revive this genre 😀

soundscape – Post-mortem of an audio game

Posted by (twitter: @Ragzouken)
Tuesday, April 30th, 2013 1:41 pm

 

 

I decided to take the theme of minimalism in the direction of minimal interface: try to make a game that can be played by audio alone!

soundscape overview

What went right:

  • Framework: I used love2d again, and this time I had even more experience. I used the collision library I learnt about in LD24 and without it this game would not have been possible for me to make in the time frame.
  • Idea: I think this was a really interesting idea, and a lot of people agreed. I’ve never played such a game before, though I have heard of a few. I’m really interested in making similar games and seeing what can be done with audio games.
  • Visuals: I think I have managed to achieve a visual style is simple but elegant, and fits the theme quite nicely. It’s quite neat that the player’s route overlaid on the map looks like minimalist art itself.

What went wrong:

  • Sound: I made a similar mistake in LD24 – having really irritating sounds. Some people reported the feeler noise hurt their ears.
  • Playability: I really had no idea how to design an audio game, and it shows! I’m not entirely sure the directional sound for the goal works properly, and I think the theramin-style feeler is a very good interface for blind navigation. I don’t think I made it clear enough what the static meant, especially since the grid scrolls even when you aren’t moving! That said, I was pleasantly surprised by how many people enjoyed the game and actually made it to the end!
  • Dead ends: I spent a lot of time playing with dead end ideas – namely trying to do levels made of constructive solid geometry (way too fiddly to implement in the time frame). The sound element of the game is very stripped down from the weird stuff I was playing with, and the levels are nothing like I wanted them to be originally!

Like last time, in LD24, it was great fun to participate. I’ve made an interesting game that’s like nothing I’ve ever made before, and really has me thinking about new possibilities for other audio-games.

Moondar

Posted by (twitter: @moonscript)
Monday, April 29th, 2013 1:22 pm

PROUDLY PRESENTING MOONDAR

moondar

 

 

You’re stuck on a runaway moon buggy speeding across planet Moondar. Enemies attack from above while obstacles come from ahead. It’s your job to stay alive by steering the moon buggy out of harm as you destroy the alien invaders! It’s got cool dual mode gameplay, awesome soundtrack, and sweet minimalist graphics (lol).

Click here to play and rate Moondar!

Game submitted!

Posted by
Sunday, April 28th, 2013 10:18 am

Finished my entry for the compo just a moment ago.
The game is simple runner type game in which you can flip the physics.

The idea came from VVVVVV which imho is king when it comes to simplistic mechanics (and graphics for that matter!) combined with bit.trip runner(s).
The whole game is played with single button and the only goal is to get as far as possible.

Unfortunately the game doesn’t save high scores (even though there would be time to implement it, I’m just too tired to do it) which is bit of a bummer.

screenshot, where the player is about to die horribly

Go check the game out if you’re interested: in here

Thanks everyone for great event, can’t wait to get to judge your creations, but now, it is time for me to eat and sleep so that I can actually do something at work tomorrow :)

Aaaaand I’m out.

Posted by (twitter: @mantic)
Saturday, April 27th, 2013 2:18 pm

I really really like the idea of the Moai engine. It seems to have all the parts necessary to get something working. But when it takes me hours to try and figure out a simple piece, posting on forums and digging through google, there comes a time I just have to throw my hands up and stop. I’ll still play with it in the future, but it is not an easy engine to use when you’re trying it for LD. I had a game up and running within hours using Corona, while in the same time I’m still trying to put a button on the screen with Moai.

Moai: get yourself some better documentation and an example for EVERY CLASS. Honestly, I don’t want to start browsing the C code and reverse engineering the platform.

For the next LD, I’ll try something I have a little more experience with.

Peace out.

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