I’m in, finally, for the first time.
I’ll be using:
- Little Wagtail – an absolutely terrible 2D engine made for LD by me, based on SFML
- qtcreator – for development
See you folks on #ludumdare then! o/
A long time ago I’ve tried to participate but due to time constraints I never finished the game. The next few Ludum Dares were always on a bad date, but surprisingly this weekend it looks like that I’ve the whole weekend for myself!
As usual I’ll be using C++ and SFML. But since starting from scratch can be quite time consuming I’ll be cooking up some SmallGameFramework before the Compo starts and then during the Jam build on top of that. Join me while I’m streaming the whole process of building the SmallGameFramework: YouTube Live Stream
My main tools for now will be:
From time to time, I’ll certainly make use of:
In addition to SFML, I might make use of:
If you want to stay in touch with my adventure, make sure to checkout:
So I realized that I haven’t spent the proper amount of time actually preparing for this LD compo, which means that I’m going to be doing a bit of coding right up until the compo itself starts.
Since I’m doing my entry in C++, like I tend to do, I have to write up all the utility code that I’m going to use during the compo itself. So I’ve set up a GitHub repo where I’m writing up this code, and I’m doing it properly this time. With test cases and the “engine” separate from the game code itself. (Not an engine per-se, more a large bunch of useful snippets and classes)
Though I guess that since I’m planning on doing as much of the game as possible through scripts the whole separation is a moot point.
Either way, you’re welcome to see the code skeleton as it fleshes out to something that can actually be used. Going to tag, branch, and try to keep the game code split from the rest. Maybe the framework will end up as something other people might be able to use after all.
Feel free to watch the progress at https://github.com/ace13/LD31 and I wouldn’t mind hearing any suggestions you might have for useful things to include into such a framework. And feel free to throw issues at me if you find things that are just plain wrong in the code, constructive criticism is always welcome.
Happy coding to you, and I hope you’re better prepared than me for what’s coming.
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 first LD. Don’t know if I will have the time to complete a game, but I’ll do my best.
Good luck all !
I’ll be entering the jam. I’m looking for an artist, I know it’s a little bit late, but if anyone is interested just tell me on twitter 😀
I will be using my own simple collection of tools to make my life easier. Since I don’t really know if I will be doing compo or jam, here they are: https://www.mediafire.com/?5tk6xofwsgdi7au
Oh, and I will be streaming. Maybe.
Good luck to everyone 😛
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:
Right, I should probably have written and posted this much earlier. But my life doesn’t always give me enough time for these things…
Regardless, prepare your eyes for the wonder that is;
This would be my fifth finished game, but also the seventh Ludum Dare I’ve tried to join in on. And I’ve got to say that this was not one of the themes I was hoping for myself, but I still did what I usually do; Sit down for a few hours just after the theme’s released (3am here in Sweden) and sketch up a few game ideas. And then I can take those ideas and polish them after sleeping on it for a few hours.
The ideas I managed to sketch down for this LD were of a Diablo UI inspired rougelike, a submarine hunting game that also spun off as a wreck hunting game idea, an idea for a submarine shoot’em’up, and finally something of a clone of the old game Motherlode and Clonk. In the end I decided to go for the final idea, as that was the one I felt held the most promise with the lowest amount of graphical work (my weakest point).
So, with that in mind.
To finish, thank you to all the people watching me work. And those of you that commented on the entry, both during the stream and during judging, every bit of criticism helps.
I’ll be seeing about maybe cleaning this up later on and releasing a post-compo version, though I don’t know how much of the original code would be left afterwards. It started off so nice and neat, but now the codebase if just a horrible bunch of duct tape fixes.
So, almost a day into the compo and I’ve gotten myself done with the basic game looks. Going rather well I’d say then.
I’ve still got to add proper physics, proper digging, resource management, buildings, etc, etc, etc. But it’s still going rather well I’d say.
Plus, I’ve somehow managed to actually make the game look okay, which I’m the most surprised about. I was expecting it to look horrible at this point, and all it does is look unpolished.
You can watch me creating it on my twitch page, though I’ll be breaking for some food right after this post. Look back in an hour and I’ll be back, hard at work again.
This will be my second LD, and this year I’m taking a somewhat risky approach. I’ve been putting together a little entity/component/system in C++ over the last couple months, and threw a teensy little game engine on top of it with SFML. We’ll see how well it holds up 😛 (and if it doesn’t, I’ll get some work done on my engine :D). I’ll be working on throwing a few niceties into the engine in the next couple hours, in a last minute excuse for preparation.
My engine code is hosted on GitHub: https://github.com/stett/frame.
OK – time to run to the store to make some regrettable dietary decisions.
Let’s do this!
Well, now that I’m back on the internet again after my short vacation and gradma visit I’ll be making my entry statement to the compo.
Hopefully I’ll have time once I get home (on a train at the moment) to start working on a base framework, so I don’t have to spend the first hours doing that.
My tools however will be the same as they’ve been for all my other LD entries;
The code will, as always, be on my GitHub. And I’ll be streaming the entire process on my Twitch account.
I’m going to make an effort to try and answer any viewer questions that might arise, since I haven’t been very good at that the last few times.
I guess all that’s left to say is; Good luck to all the rest of you nice people, and let’s aim for a nice theme.
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).
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:
This is the first Ludum Dare I’ve done so I thought I’d keep it simple. The ‘plot’ goes something like this:
This year, you have been very naughty and Santa was only going to give you a piece of coal and an orange (and not even a good orange!). However, he accidentally dropped one and you are now trying to protect it as Santa throws rocks, pieces of coal, and oranges down at it to destroy it.
The following video is the first time I thought it was a game and not just a thing.
It’s better now but only in gameplay and not graphics.
This game was made using the following:
It works on Mac and Windows (and probably Linux too but have not built it yet) so everyone should be able to play it!
Hi, this will be my 3rd LD! This time I will join the Jam.
My tools are almost the same as always:
3 days to go and 3 days to prepare and clean-up some of my codebase.