Posts Tagged ‘visual studio 2013’

First Ludum Dare, going for the compo

Posted by
Wednesday, December 3rd, 2014 5:36 pm

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)–a6Jo/edit?usp=sharing

Good luck to everyone competing!

Good morning, fresh start

Posted by (twitter: @AleksandarDev)
Saturday, December 14th, 2013 1:49 am

Hi there! This time I changed my routine a bit in hope it will help me stay in focus longer. Although 6 hours late I’m ready to kick it off.

I won’t be using my standard machinery. Old XNA isn’t event supported anymore and MonoGame requires you to build assets in XNA anyway so I need to change a bit.

I’ll use these sophisticated tools from now on:

As of add-ons I’ll be using:

  • ReSharper (for Visual Studio)
  • UnityVS (for Visual Studio and Unity 3D)
  • DebugX (Unity 3D)
  • … will add more as I use them

Just have fun and create some enjoyable games!


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