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

  • ??? Begins: in 10 days, 2 hours, 38 minutes, 21 seconds
  • October Ends: in 11 days, 2 hours, 50 minutes, 21 seconds
  • Ludum Dare 31 begins: in 46 days, 3 hours, 38 minutes, 21 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]


    Posts Tagged ‘opengl’

    kosmovalse

    Posted by (twitter: @_is_this_the_)
    Sunday, August 31st, 2014 2:04 am

    Hello, everyone. Iam ‘the’, and i made a game for this Ludum Dare, named ‘KOSMOVALSE‘. It is a game where you fly in open space around asteroids, kill monsters, collect armor and health bonuses and earn scores.
    Of course, i planned to make something more, but it is a 48 hours competition, right?

    1234

    So, let’s talk firstly about two big fails in my game:

    1. Theme. I wanted to do really small worlds in every asteroids with bosses and NPC. And enemies in space just must interfere to player to travel between them. Now it is sounds funny, but every time i planned to make a game, it is looks like Fallout, even not first. So, after a 24 hours when only mechanics was done, i decide to do something more then color changes only when i have enough time at the end of second day.
    2. PyOpenGL. It was first public game i made with PyOpenGL API instead of pure pygame and now i have a lot of comments like “crashed after button pressed”. That is means OpenGl shaders really do not work in many systems even between gamers from ludum dare community and i need to find a way to do something with that if i want to use them. Because of this I spend Monday morning to recompile sources with exceptions and also i very very sad now.

    pic1

    After this i want to say what in my opinion was a good in my game :

    1. Walking on asteroids. I do not know any other 2d games when you can walk on surfaces that placed at any angle (comment, if you know). Mostly people do platformers with simple gravitation scheme and sometimes with wall jumping, because of this it was pretty interesting for me to made a game where player can run on non-spherical asteroids.
    2. Black-white color scheme. I spend a lot of time in first day to understand how the game world will be looks like, especially asteroids (try to write shaders for them, use brown texture), and finally found this awesome simple scheme. I am not god at drawing (you can check my previous ludum dare game for example) and it was really great decision.

    pic2

    In addition this is a history of my ludum dare weekend:

    • Day 1, progress 0% ) O no, they chose this theme =(
    • Day 1, progress 2% ) This green rectangle is player and he is moving, not bad.
    • Day 1, progress 5% ) This connected lines are asteroids, let’s make a collision system.
    • Day 1, progress 15% ) Ok, i did it!
    • Day 1, progress 10% ) No, i dont =( need to find a bag
    • Day 1, progress 25% ) Now it is a lot of asteroids and i can walk on them and fly between them!
    • Day 1, progress 35% ) Made shader for player rocket-pack trace, not bad.
    • Day 1, progress 35% ) This shader for asteroids looks ugly.
    • Day 1, progress 35% ) This shader for asteroids still looks ugly.
    • Day 1, progress 35% ) x_X
    • Day 1, progress 35% ) Why i even decide to take a part in this ludum dare when i can spend my weekends for something else, i will never add a second world and complete this game in time!(
    • Day 1, progress 45% ) This black and white scheme looks cool, draw a player sprites in them.
    • Day ?, progress 50% ) First enemy appeared, need to sleep
    • Day 2, progress 60% ) Now player can shoot, also added new enemy.
    • Day 2, progress 70% ) Now with three enemy classes and routine with they sprites load code looks terribly, no way to found something in.
    • Day 2, progress 80% ) Finally I have a headache from all of this generated sounds.
    • Day 2, progress 90% ) Hey, this menu appeared when i smashed my head on keyboard.
    • Day 2, progress 95% ) Ok, compiled file do not work under Windows, need to load extra GLUT dlls.
    • Day 2, progress 100% ) Uploa….. sleep.

    PS. You can find my entry here, some of my previous games available here and here. If you know what is a problem with OpenGl shaders please post some information or link, i will be really happy. Sorry for bad English!.

    Flipside

    Posted by
    Sunday, August 24th, 2014 1:11 pm

    Entry Link

    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). 

    Controls 

    [W] Forward 
    [A] Left 
    [S] Back 
    [D] Right 
    [E] Use Portal or Use Door (with key) 
    [Space] Place Portal 
    [Esc] Pause 

    Requirements 

    OS: Mac OS X (Windows Coming Soon) 
    OpenGL 2.1 
    Keyboard 
    Mouse 

    Tools Used: 

    - 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

     

    I’ll see you on the Flipside

    Posted by
    Saturday, August 23rd, 2014 6:12 am

    I’ve gotten the basic mechanic done for the game. I’m thinking I’ll call it `The Flipside` as you flip to the other side! The best name ever! /s

    I need to improve the graphics, make levels, and other stuff now.

    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

    Jumpy Human (It’s a human, I swear.)

    Posted by (twitter: @powderblock)
    Sunday, February 23rd, 2014 7:04 pm

    I just submitted my  Flappy Jam game (For more information on the Flappy Jam, click me!) and it’s turning out to be pretty interesting! I am actually really proud of this game, as this was one of the first times I have taken more than a few days on a game. The main gameplay is just jumping over some randomly generated spikes. Really. It’s simple, but so was Flappy Bird. That was the point of this jam.

    All in all, it was a lot of fun to make, I got to get better in a lot of areas and actually explored a lot of stuff.
    JumpyHuman_Title

     

    It’s not super flashy, but I am actually pleased with the art.

    Some things I learned how to do from this jam:
    - High scores saved to a file, keeps scores after player closes game.
    - Improved randomized spawning systems.
    - More reliable and less buggy “scrolling effect”.

    I reused the speaker icon asset from my last LD game! Woo! Reuse of assets!

    JumpyHuman_Bestdeath

    Here is what the death screen looks like, as you can see, it has detected that my amazing score of five was greater than the score in the file (I set it to zero, for the demo.) and tells the player that they beat their score by showing the player a very fancy medal. I designed this system in about two days, without any prior experience with “long term” score capturing options. Pretty darn neat if you ask me.

    Anyway, I thought I’d just share that with you guys.

    I used the T-Rex C++ engine I made, with OpenGL (SDL_OpenGL) to draw everything, SDL for window and input management, MMSystems for the sound (I’ll get SDL_mixer working, someday.), glut for the text (I’ll get SDL_ttf working, someday.), and SOIL for texture loading!

    (You can check out the game here, or you can get the source here. I highly recommend checking out the Flappy Jam and playing some games.)

    Game Development; A Four Month Retrospective

    Posted by (twitter: @powderblock)
    Monday, December 16th, 2013 11:39 am

    So, I have been learning C++ for some four to five months now. Last Ludum Dare, I used C++ to make a text adventure game. That was the first ‘official Ludum Dare’ game I made with C++, and I was pretty happy with it. This game had no graphics or sound, and that’s because I didn’t know how to program those at the time. This LD, I made a game with graphics and sound, personally, I think it’s pretty cool I was able to learn these skills in just four months.

    Or, as I put it in a post on the second of October; “I am still learning more and more about C++ and OpenGL, so maybe next LD I will have sound and graphics. Who knows.” I am proud that I was able to make something playable in OpenGL and SDL in the span of just 48 hours that also had sounds and graphics. Thank you, everyone.

    difference_menus
    My progress over just four months, represented by menus.

    I will still be doing a post-mortem after the voting ends, I just thought I could share this cool experience with you guys.

    Here we go again

    Posted by
    Saturday, December 14th, 2013 7:33 am

    It’s Saturday morning here in Argentina and I already wasted a lot of time, but I think I can still make it.

    I’m using my own opengl-based engine, Crimild, and standard tools for asset creation: Photoshop, Sketchbook Pro, Blender, Audacity and Sfxr for sounds.

    Wish me luck!

     

    I’m in!

    Posted by
    Friday, December 13th, 2013 10:08 am

    This is my third Ludum Dare.

    I’ll be using SDL + OpenGL. I also have a small code base I use which can be found here https://www.wuala.com/pigletor/Share/base.zip/?key=laURNwCgnAkU

    Anyway, good luck everybody

    Being Proud of Games

    Posted by (twitter: @powderblock)
    Tuesday, December 10th, 2013 11:41 am

    Something I am coming to learn well is being proud of the work that I do in games. I have quite a catalogue of 15-20 projects I consider ‘playable’, probably five of which I am proud to be called the father of. My latest project, a building block based game, is a game I am very proud of. It is one of the most visually pleasing games I have ever made, and the gameplay is calming. I look forward to the next Ludum Dare.

    main
    A ‘house’ I built in my game.

    Thought I should share that with you guys.

    ~Blade

    I’m a bit in.

    Posted by
    Monday, December 9th, 2013 4:34 pm

    Actually, I’m a lot in. So far I don’t know what theme I *am* hoping for, however I know which one I’m *not* hoping for – “Bieber 4Evar <3″. PLEASE NO ANYTHING BUT THAT!

    I’m considering writing my game in html5 but I only half-know javascript etc. So I’m not so sure yet. (dart also looks good but I know that even less than straight javascript!)

    So if not html5 I’ll probably be using java again either with no libraries or possibly OpenGL if I’m doing some complicated thing.

    also:
    – Eclipse.
    – Sublime text 2.
    – Paint.NET.
    – Photoshop.
    Sfxr. Bfxr (just noticed it’s better!).
    – FL Studio 11.
    –  Audacity.
    – My microphone.
    – Some other stuff I’ve forgotten?

    kthxbye.

    MINIMALISTIC TURBO Now on Charity Jam!

    Posted by (twitter: @powderblock)
    Tuesday, November 26th, 2013 1:49 pm

    Hey guys! Just finished up an amazing Jam where the point is to link a button in your game to a charity of your choosing. You may have heard of it as we have all been talking about it for a few weeks now here on LD. Anyway, my game is called MINIMALISTIC TURBO and I am very proud of how this turned out. This was my first game with a menu, sounds, actual graphics, and I really am just really glad with how it turned out. I think what I enjoy most is the tight controls, gameplay, and how there are very few bugs, no really, I gave this to my testers and they couldn’t find anything that was actually a bug. A few small tweaks, but no game breaking faults. This is pretty big, if you remember my last LD game, a text adventure that was pretty buggy and more often than not break for testers. I am still pretty proud of the text adventure, it was really big for me at the time and still is pretty complex, anyway, that just shows how much I have grown.
    Something else I added in this game were sounds I haven’t really had any experience with sound in games, I mean, I had played around with some stuff, but this was my first game that really embraced that and did it well.

    Gold_Title

    I am a little bit unhappy with how my text ended up on the main menu, the taglines at the top are different lengths, and I couldn’t figure out a clean and quick way to center it because I am using outdated OpenGL and GLUT. if I could learn how to do textures soon that would be more than helpful. .-. I tried to get SOIL to work DURING the Jam, and well, that didn’t really work. However; I didn’t try too hard on that. I learned about getting burned out  and sticking on a problem a while ago, in a Mini-LD. (Pro-Tip: When stuck on a problem, find a kludge, make a note, move on, come back to it later.)

    Anyway, all in all, I am really proud I was able to do this, and I hopefully helped the Red Cross along the way.

    Wanna play my game? You can look for it here, or download the game.
    Use the hashtag #MINIMALISITC_TURBO to tweet about my game! Or, follow me on the twittertwaters (@powderblock) for live tweeting late night fun.

    Posted by
    Friday, August 23rd, 2013 10:54 am

    Hello,

    I am in for the Jam! It’s my third time but I never finished a game.
    This time I will be using my closed source library which is more flashed out than my open source one.

    Technologies

    • Go
    • OpenGL 3.3
    • GLFW 3.0.2

    Graphics

    Gimp

    Sound

    No sound. Library has no sound support at the moment :(

    Goal:

    My goal is not to give up, if a bug or problem arises with my library.
    And to finish a game, which means just uploading something which can be considered a game.

    I’m in

    Posted by
    Friday, August 16th, 2013 3:48 pm

    This will be my second Ludum Dare, the first outside of the Jam. I’m planning on using C++ with SDL for OpenGL, but if the theme seems to need it I’ll use Unity3D.

    No matter what, I’ll be using Photoshop for 2D graphics.

    If I use C++:

    – SOIL (Simple OpenGL Image Library)

    If I use Unity:

    – Blender for 3d graphics

    Runaway Money

    Posted by (twitter: @grimfang4)
    Tuesday, April 30th, 2013 2:41 pm

    It’s been a full year since my last LD…  ::sigh::  But it’s great to do it once again!

    This time I made Runaway Money, a party game about being invisible and stealing money.  Sounds kinda fun, right?  Does it also sound kinda strange that a multiplayer game would use invisible players?  Yeah, me too.  I had to think a while to make sure it was possible.

    As it turns out, it is and it’s pretty fun.  Give it a try with your friends!

    http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=654


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