Posts Tagged ‘SDL2’

Daunting Disorientation is apparently my second LD entry

Posted by (twitter: @Roninkoi)
Tuesday, April 21st, 2015 3:13 pm

Daunting Disorientation 4

So I made this thing: Play here

I was looking at the top themes list last friday trying to think of interesting game mechanics, but my mind was completely blank. It was really late at that point so my brain was running on gossamer strands of wakefulness. I thought of getting a bit of shut-eye before the purgatory coding hell would begin, and a decent idea that would fit both of the top themes came to me in a dream. The next day I looked at the theme and went for it.

Day 1 was quite tough as I had to spend pretty much the entirety of my waking hours hammering away at engine code. I had thought of trying out Emscripten, but quickly decided to stick with the tools I already knew. I drew a few sprites and tested the core mechanics, but I wasn’t sure if it was going to work at all. I even made a design document to try to gather my thoughts. Most of the art was made on day 2, but there was still a massive amount of work to be done on the code (why is C++ so verbose?!). I also did some cool PCG things. At one point it even seemed like I was going to make it to the compo, but I wanted to keep polishing it. It didn’t even have any sounds. I fixed that on day 3 and spent nearly half of the day getting the game to sound the way I wanted. After finishing the code I could relax because I knew I would finish no matter what. Tweaked the AI and balanced the gameplay (and apparently did a shoddy job at that).

LD32 was stressing and exhausting, but I’m glad I did it. I could never finish something like this without any proper motivation and ideas. That’s what Ludum Dare is for me.

I’m in again!

Posted by (twitter: @
Monday, April 13th, 2015 2:52 pm

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++

IDE: Visual Studio Express 2013

Engine: SchoolEngine

Art & textures: GIMP & Paint.NET

Sound: Bfxr

Music: Abundant-Music

Ludum dare is always such a special event to me. I can’t wait to get started. Good luck everyone!

MiniLD #58 – Typing of the Pong – Post-mortem

Saturday, March 28th, 2015 4:56 pm

Since I am planning on taking part in the coming LD #32 in April I decided I would get some practice in through the MiniLD #58. With the theme of Pong I originally started my game as a Typing of the Dead / Pong hybrid but as it progressed it became more Dance Dance Revolution / Pong just to keep it simple.

Typing of the Pong


The game itself was fairly straight forward to make but I have learned a lot about what are good ideas and what aren’t when it comes to implementing them in a quick game project. The game is in a playable state but I ran out of time to implement music, high scores and a few other nice to have features.

Mine certainly isn’t the best of the entries but I really enjoyed making it and found having a goal makes it so much easier to be motivated to program. I definitely have enough confidence after this to go in to the coming LD #32 knowing that I can get a game finished in a short space of time.

Third Time

Posted by
Friday, December 13th, 2013 4:45 am

Man, that second time was abysmal.  I’m just going to be using SDL, LMMS, Audacity and the GIMP for this one.  Before I was trying to also limp along with an engine that isn’t fully functional and trying to add more functionality as I went.  Next time, though, I’ll try and do 3D again.  As SteamOS is released today, I may try it out and get my entry running on it, if possible.

As usual, Jenkins will be handling the continuous integration and there will be Windows stable builds here, unstable here and Linux stable builds here, unstable here.  The GitHub repository is here, which I’ll have a simple window up and running in before the competition begins, and I’ll be streaming here.

I’ll probably be getting a late start as it begins early in the morning for me.  All design work will most likely be done with a text editor which will also be in the GitHub repository.  Assets will not be stored on there, instead they will be on the FTP site which I’m either going to have the assets download (not very likely, as time is limited) or bundle them with the builds from Jenkins.  During the event, I’ll make log entries as necessary.


Here’s what I’ll be using:


Language: C++

Operating Systems: Linux and Windows



Editor: gVim

Compiler: GCC

Version Control: Git

Image Manipulation: GIMP

Audio: Linux Multimedia Studio


Good luck everybody and have fun!

Last hour in

Posted by (twitter: @Nehmulos)
Friday, August 23rd, 2013 5:12 pm

Will most probably use one of these old games as basecode (I’ll remove the game parts and leave the framework stuff in):

C & SDL2 (only 90% upgraded): year-of-the-maya@github
JavaScript & Cocos2d-javascript: local-mastermind@github

Didn’t prepare at all, but what could possibly go wrong?

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