Posts Tagged ‘Visual Studio 2012’

Ludum Dare 48 #26: End of My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Monday, April 29th, 2013 7:15 pm

Ludum Dare END



And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.

  1. My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
  2. I did not add sound. This had to be cut in order to meet the 72 hour deadline.
  3. I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
  4. I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
  5. I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.

This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2’s or 3’s, and maybe get some insight from comments.

Ludum Dare 48 #26: My First Ludum Dare

Posted by (twitter: @PhaZ90771)
Friday, April 26th, 2013 2:48 pm

This is going to be my first Ludum Dare. I’m pretty nervous.

Here are my choice for tools, libraries, etc. so far:

  • Language:  C++
  • IDE:  Visual Studio Express 2012
  • Libraries:  SDL
  • Art:  GIMP
  • Platform: Windows

My goal for this competition is just to complete a game, and keep it simple. I want to work on scope control and focus. It will be a plus if I get any decent scores. I’m going to be spending most of my time until the start time making sure I can quickly bash out the basic code for setting up the windows, rendering, update, etc.

Here’s my game plan from the start time so far:

  • Friday Night –  Saturday Night
  1. Get basic program up and running [window, rendering, update, fps control, input].
  2. Create a basic game state control [nothing too complicated].
  3. Get something moving based of of input.
  4. Plan the game elements I want to implement.
  5. Break the game elements into there gameplay atoms, and check the scope of the game.
  6. Start implementing the high priority gameplay atoms, such as movement, attacking, GUI, etc.
  7. Get the core gameplay implemented.
  • Sunday
  1. Start polishing the game, and looking for bugs.
  2. Add more/extend features if QA is finished early enough.
  3. Finish quality control at least 2-3 hours before the end time.
  4. Submit.

My current idea is to create a dungeon crawler style game, assuming it works with the theme. My priorities for the game are as follows:

  1. Core Gameplay
  2. Basic Art
  3. Extended Gamplay
  4. Polished Art
  5. Sound/Music

I will be hosting my game on my website here:[Projects]/LD48-26/

Maze Creation Library – Testing

Posted by (twitter: @Guardian_Bob)
Tuesday, December 11th, 2012 1:57 pm

So I continue to test my library before release tonight. Does it work with small mazes?

Sure does.

How about medium ones:

Great. But let’s get a challenge going.

A 76×120 maze:

Click to enlarge.

Looks good to go.


Quick level generation.

I’ll be using this in my next project.

Oh and the times here are based on the debug build on a VM, they improve on real hardware using a release build. For example that big maze can be created in under 830 ms.

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