Posts Tagged ‘mac’

Update

Posted by
Tuesday, January 3rd, 2017 9:35 am

IMG_1844Now I want macaroni and cheese.

Probably going to make some Bone app the teeth!

A reminder to Unity Users

Posted by (twitter: @caranha)
Monday, December 12th, 2016 9:38 am

Remember that Unity will create Mac and Linux binaries of your game straight from the export menu! Expand your audience with the click of a button! No effort required!

1ftiup

Robot Escape: Linux and Mac builds now available!

Posted by (twitter: @rjhelms)
Thursday, April 21st, 2016 9:15 am

I’m pleased to announce that the Mac and Linux builds of Robot Escape are now available.

I admit these are only somewhat cursorily tested, so please reach out to me if there’s any problems with them.

06-mondayfinal

Play Robot Escape Here

Timelapse for Mac (OSX)

Posted by
Tuesday, January 12th, 2016 10:01 am

Hey friends.
Trying to be ready for the next Ludum Dare, I’ve been searching for a tool to do the timelapse on MAC.
After some search, I found out that there’s no one simple solution for that, like we have for windows.
We only have one command line for that, which does not support multiple screens, and webcam.

Because of that, I did some home work, and found a way to do that.
I created one script which do that more or less automatically, using some open-source tools.

Basically, I do screen captures using the native screencapture
And webcam photos using imagesnap.

After that, I merge all the files using imagemagick
And to finish, I use the ffmpeg to create the video.

You can download the script here : Google Drive

You need to install imagemagick and ffmpeg, to be able to use this.

In the zip folder, you will find the timelapse.sh
At header of the file, you can change the parameters in the way you want.

Captura de Tela 2016-01-12 às 12.57.20

After that, you can run the script, and press ‘E’ to exit.
The script will combine all the images, and generate the video inside the folder you executed.

Captura de Tela 2016-01-12 às 13.00.38

If you have questions/suggestions/improvements, please, let me know.

Xtreme Crop Duster Simulator ’82 – Mac and Linux builds now available

Posted by (twitter: @rjhelms)
Thursday, December 17th, 2015 9:30 am

I’m pleased to announce that the Mac and Linux builds of my compo entry, Xtreme Crop Duster Simulator ’82, are now available. While I’ve had no complaints about only having a Windows build available to date, I’ve always been a supporter of developers who release their games cross-platform and thought I should put my money where my mouth is.

Now you can experience the C64 retro nostalgia on three different operating systems!

Now you can experience the C64 retro nostalgia on three different operating systems!

I should give the caveat that these are not nearly as well tested as my Windows build – I’ve had a few people playtest the Mac version and none of them have reported issues, but I haven’t seen it in person. The Linux build runs fine on my Linux install (Xubuntu 14.04 LTS) but hasn’t been tested elsewhere.

I had way too much of a hassle getting the Linux build to work – there appear to be a handful of strange bugs in the latest version of the standalone Linux Unity player, which made the game unplayable and left me grasping blindly for the fix. I quickly was able to glean that the problem wasn’t in my code, but found little by way of resources (either from Unity3D themselves or from the community) to help me sort it out. I really should investigate further and report a bug (or a few), but since every build involves booting Windows, loading Unity, running a build, and rebooting to Linux to run it, it’s a pretty laborious process.

Introducing Conga Master

Posted by (twitter: @BubsyPoochies)
Tuesday, December 15th, 2015 8:12 am

Hi all!

We’ve been working hard on our game Conga Master for the Ludum Dare 34 jam so we didn’t have time to post anything. But here it is!

Conga Master

http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=66146

This is our game. All graphics and programming were made during the Ludum Dare, and much more! Because we did several prototypes trying different controls. Moving your feet with two buttons, one for each leg, choosing your direction using an oscillating arrow and a button to run, etc. We took our time but we believe the end result feels super nice. What do you think?

1

We wanted to add different kinds of people affecting the gameplay. Say you got lots of geeks in your conga, then cool people would hesitate longer before joining. Eventually we decided on the pig idea which everybody seems to like :).

Please play the game and tell us what you think! We can’t stop playing to listen once and again to the music while dancing all around!

 

 

 

Roboticon: An Evolution

Posted by (twitter: @recursor)
Friday, May 8th, 2015 2:39 pm

For LD27, I created a robotic face-matching game, and I have since rebuilt that prototype into a new game with more modes, more polish, and more fun called Roboticon.

1024x300_Feature1

It is free for iOS and Android. It gets really fun to play with friends when you get to the upper levels. Oh, and I also added cats (an optional IAP)! Please check it out.

screenshot5

New OS ports for MEGATON

Posted by
Saturday, April 25th, 2015 8:57 am

MEGATON has now been updated with Linux 64-bit and Mac OS X ports.

-To run the Linux port, you need to install libsfml with your packet manager.

-To run the Mac OS port, right click (or hold down CTRL and left click) on the app and choose Open and confirm that you want to run a third-party application.

 

Get to tha game: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=9784

 

Enjoy!

 

shot5 shot6

 

TileCraft: an open-source multi-platform 2.5D modeling tool

Posted by
Thursday, April 16th, 2015 9:13 am

**EDIT** I’ve changed the post time (hope it is not a problem for the admins) because quite a few people downloaded the ALPHA8. I am sorry it was bugged and it could not run at all. I’ve just released a fixed ALPHA9 (tested on all platforms).

Hello guys,

I’ve made a tool based on LGModeler (by AngryOctopus) which was based on a lostgarden.com challenge.

The software is still alpha but it works (I’ve been working hard and fast to make it works for this ludum dare).

Test it and see if it can be a good companion for this Ludum Dare.

The TileCraft github project (star it if you like it!)

A quick guide to use the tool

Download for Windows, Mac and Linux

Happy coding and good luck for LD#32 😉

yupswing

Workstation

Friday, December 5th, 2014 9:19 am
My workstation, including MacBook Pro and Unicomp model m keyboard

My workstation, including MacBook Pro and Unicomp model m keyboard

 

Totally going to be doing this. Whether I am doing the compo or jam depends on whether or not I need more time.

Also, tool/framework declarations: if I decide on Phaser or Three.js I will likely use the following starters respectively:

Phaser Starter

Three.js Starter
I might also use the Unity Pro trial. We shall see.

I’m in with a Mac, an Oculus VR DK2, and SceneKit

Friday, August 22nd, 2014 5:06 pm

Base code: github.com/DarkArtsAndSciences/OculusRiftSceneKit

Please use this code! I want games I can play on my new hardware.

But don’t use the included graphics (the holodeck wall texture and the eye-shaped flashlight mask)  if you’re doing the 48 hour compo (LD’s rules, not mine). If you’re doing the 72 hour jam, it’s not against the rules, but you’re being lazy. SceneKit is this easy.

The podium is technically code, not a graphic, but use it as an example of how to do nested animations (the ring rotates around the ball, and the question mark follows the ring while also rotating in place) or glowing materials or player interaction (it lights up if you walk over to it) or whatever, don’t just drop the entire thing in your game. It’s not a rule or copyright violation, just lazy.


Features:

  • LibOVR 0.4.1 support, including DK2 head tracking.
  • Multiple standard control schemes (WASD, click-to-move). “Forward” is where the player is facing (requires DK2).
  • Lights can autofollow the player. Spotlights can point where the player looks (requires DK2).
  • Lots of hooks for common game functions (example: if the theme is Don’t Stop Moving, put your punishment in stopMoving: in Scene.mm or your subclass of it).

Missing Features / Known Issues:

  • SceneKit is Mac only. There will not be a Windows version.
  • Chromatic aberration correction is missing, aka “something’s wrong with the colors”.
  • Only the OculusRiftSceneKitTest example has been updated. The other two are probably broken.
  • 2D movement (walking) is in, 3D movement (flying) is not.

Tutorial:

Download the files from GitHub and start with the sample project OculusSceneKitTest under examples.

You will also need LibOVR. You’ll need a developer account, but it only costs an email address. You do NOT need an Oculus Rift. See the GitHub page for more details — Xcode is picky about where you put these files.

Replace HolodeckScene with your game.

Compile, test, distribute.


You can compile and run this without an Oculus Rift, but the screen looks like this:

OculusRiftSceneKitTest screenshot

 

and you’ll be able to move with WASD, but not turn (unless you code it yourself). Good luck testing that. 😉

Screenshots and gameplay videos should be viewable by Rift users if recorded and played in fullscreen mode. If you have a Rift, try viewing the screenshot with it! (click for full size)

I’m getting ready for the Ludum Dare 30!

Posted by
Friday, August 15th, 2014 7:42 am

This will be my 2nd Ludum Dare (the last being LD 28).

This time, I’ll be using similar tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:

  • Platforms: Mac, Windows, and (maybe) Linux
  • Language: C++
  • Libraries: SFML, OpenL, (& if 3d, glm)
  • Editor: Sublime Text 3 (with a lot of plugins)
  • Graphics: Photoshop
  • Sound: Garageband, SFXR
  • Writing Instruments: Pen, Pencil, and Paper

Hint to all Unity Users!

Posted by (twitter: @caranha)
Sunday, April 27th, 2014 7:15 pm

To all new and old participants using Unity:

Congratulations on finishing your game! Please remember that Unity can make
Native binaries for Mac and Linux! It is just a click away:

File > Buildsettings > PC, mac and linux standalone > target platform > build.

Don’t make Just a web version, many browser/system combinations don’t play very well with Unity’s web Plug-in.

Thank you, and hope to play your games soon!

(This is a reminder from a message that I posted last LD)

To all Unity Users!

Posted by (twitter: @caranha)
Tuesday, December 24th, 2013 8:09 am

Please remember that Unity can make Native binaries for Mac and Linux! It is just a click away:

File > Buildsettings > PC, mac and linux standalone > target platform > build.

In particular, don’t make JUST a web version, because some browser/system combinations don’t play very well with Unity’s web Plug-in.

Thank you, and hope to play your games soon!

The Present

Posted by
Sunday, December 15th, 2013 12:37 pm

I’ve finally done it! I’ve made a game in less than 48 hours! It’s done!

The entry post page, http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29029 , is up and running and has the Windows and Mac OS X version working! The Mac version is not a .app but just a unix executable but it works nonetheless.

If you want to see a video of the game play as well, just look below:

I hope you enjoy this little game, and merry christmas from Ginger Bill (Ginger Games).

Tools Used:

  • Programming Language – C++
  • Graphics Library – SFML 2.1
  • Audio Library – SFML 2.1
  • Image Editor/Creator – Photoshop CS5
  • Music Editor/Creator – Garageband

The Present v2

Posted by
Sunday, December 15th, 2013 8:07 am

I’ve now made the game more polished and I’ve added pretty textures and “animations” such as snow fall and santa flying!

The following video shows what I’ve done so far:

To do list now:

  • Create Christmasy Music
  • Add said music to gain
  • Refine controls
  • Refine falling “logic”
  • Compile and bundle for Windows/Mac/Linux
  • Add Awesome Sauce
  • Remove Rubbish

Tools Used:

  • Programming Language – C++
  • Graphics Library – SFML 2.1
  • Audio Library – SFML 2.1
  • Image Editor/Creator – Photoshop CS5
  • Music Editor/Creator – Garageband and Logic Pro 9

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