Posts Tagged ‘sourcecode’

All rested, washed, playing games and adding source

Posted by (twitter: @pentaphobe)
Tuesday, August 28th, 2012 1:46 am

Congrats everyone on making a seriously fun selection of games – I’m hoping some of them will run okay under Wine so I can get to more of them, otherwise one of my windows-yielding friends may discover me in their office at 4am giggling at the screen.

Had a crack at syncing my local repository to github.  A few scary moments, but it seems to be there and working – though in my local repo I tend to store everything, so I had to delete a lot of pointless binary files before uploading – which may or may not have trashed some of the more recent changes – but everything looks to be fine. You can grab it HERE

Not much in the way of comments or organisation as I was only partially conscious for the last few hours of hot-seat coding.  But I’ll go in there over the next couple of days and clean it up when I’m giving my gaming fingers a rest from the remaining 1300-ish games I’ve yet to try!

 

oh ps. there’s also a Mac build now on the game page

Compo entry? Provide a Source Code link!

Posted by (twitter: @KarnakGames)
Monday, April 23rd, 2012 3:00 pm

I have played around 80 compo games by now and four of them didn’t have a link to the source code. The rules state that: http://www.ludumdare.com/compo/rules/

Competition Rules and Eligibility

Ludum Dare Competition rules are stricter than the Jam rules. This is to encourage a fairer playing field for participants. The core rules are:

  1. You must work alone (solo).
  2. All game code and content must be created within the 48 hours. **
  3. Games must be based on the theme.
  4. All publicly available libraries and middleware are allowed.
  5. All content creation, and development tools are allowed. (3dsmax, Photoshop, Flash, etc)
  6. Source code must be included.

Lunch #1 and Serious Bug

Posted by (twitter: @xMrPhil)
Saturday, April 21st, 2012 12:04 pm

Lunch 1
It’s almost 3 pm here in Arlington, VA and I’m having my first lunch for LD23. Kind of late but I wait until I’m hungry.

Chicken and Vegetable stir-fry.
Lunch 1

Progress
Screenshot 3
It’s coming a long, but I’m feeling the pressure. My task list seems too long. Worst part is I’ve hit a bug! Maybe you can help? My FlashPunk Entity is not calling the Update method! I’ve triple checked and the World Update is being called and calling the supper.Update()!

package SeedsOfDestruction
{
import com.greensock.easing.Cubic;
import com.greensock.easing.Quad;
import com.greensock.TweenMax;
import flash.display.BitmapData;
import net.flashpunk.Entity;
import net.flashpunk.FP;
import net.flashpunk.graphics.Image;

public class SeedBullet extends Entity
{
[Embed(source = “/assets/Seed Bullet.png”)] public static const SEED_BULLET:Class;

public static const SPEED:Number = 200;

public var image:Image;

public function SeedBullet(player:Player)
{
// Make the Pink transparent
var bitmapData:BitmapData = Global.MakeTransparent(SEED_BULLET);
image = new Image(bitmapData);

super(x, y, image);

FP.angleXY(this, player.stem.angle, 40, player.x, player.y);
image.angle = player.stem.angle;
image.centerOrigin();
image.smooth = true;
active = false;
layer = 2;

setHitbox(40, 40);
type = “seedbullet”;

trace(“created”);
}

override public function update():void
{
trace(“update”);
super.update();

trace(“update2”);
if (collide(“BadPlant”, x, y))
{
explode();
}
}

override public function added():void
{
super.added();

var time:Number = FP.distance(x, y, world.mouseX, world.mouseY) / SPEED;
TweenMax.to(this, time, { x:world.mouseX, y:world.mouseY, ease:Quad.easeOut, onComplete:explode } );
}

public function explode():void
{
world.add(new Explode(this));
world.remove(this);
}
}
}

LD19 Unity Resource Request

Posted by (twitter: @xMrPhil)
Wednesday, December 1st, 2010 1:44 pm

I’m planning to use Unity for LD19 and was wondering if people had resources they’d recommend or share such as code, urls, blog posts etc. I’m especially interested in 2D tips and tricks.

Thanks,
MrPhil

PS I made a post on /r/gamedev too: What Unity Resources Would You Recommend for Ludum Dare 19 (Dec 17-20)

Battle Magic: Epilogue

Posted by (twitter: @xMrPhil)
Sunday, April 20th, 2008 9:48 pm

I used the PTK library and wrote all my code from scratch.  I used Visual Studio as my IDE.  Paint was my trusty graphics app, but none of my graphics work made it into the final game!  (There was a little Photoshop Elements, but don’t tell Paint.)

Here is a look at my code.  You’ll be surprised how much GUI work I did.  Download Battle Magic’s source code

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