I didn’t find the time to finish my entry for LD33, so I thought I’d post my progress shots here for posterity, showing how far I’ve managed to take it:
Maybe I’ll manage to finish something next time.
I’m going to participate for the fourth time in Ludum dare. I’m so excited! This will probably be the last time I use my own C++ engine. Next Ludum dare I will probably use Unreal Engine 4 or libGDX. But here is the list of stuff I’m going to use:
Programming language: C++
Ludum dare is always such a special event to me. I can’t wait to get started. Good luck everyone!
I knew I want to participate in this MiniLD for a couple weeks now, but I wasn’t sure if I’ll have any time for it, so I worked a bit on a game I’d submit if it would’ve been finished by this weekend. I’ve overhauled the whole project twice and a week ago I abandoned it, cause it s*#!ed. But last weekend I started learning lwjgl, and now I’m working on a voxel based 3d engine. No, it won’t be a Minecraft clone. It’ll be a fully customizable, editable and moddable dungeon crawler. I just finished the level loader, which loads a 3d level from a single png file. I’m using Eclipse, the engine is lwjgl based, VBOs for rendering and paint.NET for graphics. My goal for this MiniLD is to make collision work properly, create a customizable monster class (and customizable boss fights possibly).
I’ll change the textures later, so they fit -Use only 4 colors
If you’re interested in this project, make sure to check my LD #30 submission and vote on this one, once it’s submitted.
Update[20:33; 28.01.2015] – I probably won’t have time to finish the thing, but I’ll do my best.
So, I think it’s about time to give my engine a spin on an actual game project, and this is good opportunity to see what it can do.
IDE: Visual Studio 2013
Libraries: glfw3.lib opengl32.lib kernel32.lib user32.lib glu32.lib winmm.lib OpenAL32.lib
Tools: Most of my tools are things I wrote, so I can’t really link them, but for sound I should be using Audacity
Engine Code: I’ve included a link to my base engine code below (sorry if it’s messy, It’s my first go at an engine)
Good luck to everyone competing!
Loadout: GCC, the WinAPI OpenGL Hello World you get with CodeBlocks, Gimp, some audio lib not sure which. I’ll take part in the compo.
I will make everything from scratch except the font/fonts I’ll be using. You can find them here!
Last LD, I tried to make a 3D, planetary (connected worlds), proc.gen, RTS. Didn’t finish, duh, so let’s keep it simple and ugly fast this time.
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?
So, let’s talk firstly about two big fails in my game:
After this i want to say what in my opinion was a good in my game :
In addition this is a history of my ludum dare weekend:
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!.
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).
[E] Use Portal or Use Door (with key)
[Space] Place Portal
OS: Mac OS X (Windows Coming Soon)
– 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’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.
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:
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.
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!
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!
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.
I will still be doing a post-mortem after the voting ends, I just thought I could share this cool experience with you guys.
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!
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
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.
Thought I should share that with you guys.
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!
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.
– Sublime text 2.
Sfxr. Bfxr (just noticed it’s better!).
– FL Studio 11.
– My microphone.
– Some other stuff I’ve forgotten?
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.
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.