I fixed my black-sprites bug in WebGL!
No download required!
I fixed my black-sprites bug in WebGL!
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At first I didn’t like the theme, I already had a killer idea of a puzzle game for Everything is connected. I wanted to have 3D and physics in this game since thats fun to tinker with. Brainstorming took place and I ended up with Transmuto – a game about shooting polyhedrons. You yourself are a polyhedron, you shoot your own shape, while your enemies are only vulnerable to their own shape. You shapeshift after collecting positive and negative polygons.
extends Physijs.SphereMeshfor 5 hours on the first day.
When I first uploaded my entry with WebGL there were no problems.
Now, after I fixed a small bug and want to re-upload most sprites have changed into black squares.
Does anyone have an idea why this happens and how I can fix this? (using Unity)
For now you’ll have to download the standalone in order to play.
At one point it seemed that there was no way that I was going to make it using Dart and WebGL, but here we are! It’s my first 3D game, and LD really gives me the motivation to finish what I start. I was able to use both themes, and my thought process was the following: growing -> growing up -> growing old. You only have the right and left arrow keys. I went completely silly this time. You should always remember to feed the ducks when you go to the park or you’ll regret it.
I might also upload a timelapse of the creative process behind this masterpiece.
here is my game so far: www.martinbeierling.de/LD34 (Unity’s WebGL export works well now. I was really surprised!!)
The procedural generation took the most time, again. There will be more to the game in the end (hopefully):
I streamed the whole day at my twitch: twitch.tv/mBeierling (there should be an on demand video live now, if you care to re-watch this 😉 ). I will create a complete time-lapse after day 2.
Now it is time for a little nap to start with a fresh brain with day 2!! Goodnight, y’all!
Trying to do WebGL and Dart again, and it has turned out to be a bigger task than expected. Everything has to be done from scratch, but nevertheless WebGL is a really powerful tool. I now got the rendering working after a long and tedious battle involving stuff like depth buffers, and I can finally render simple shapes (such as cubes in this test, using placeholder textures from a previous project). This is my first time making a 3D game, so I’m really not sure if I’m going to submit it. There isn’t even a game yet.
Nearly two days later, I can call HanniBall a success.
After two finished LD’s, I gave up during LD31 and missed LD32.
But this time, I managed to finish a game. Woohoo \o/
It’s a little 2-Player Battle Game to find out, who the real Hannibal is.
My fifth compo entry for Ludum Dare is done. Phew.
It’s a sort of platform adventure game, with lifts and buttons and NPCs and a story and all sorts. It’s by far the most complicated, ambitious Ludum Dare game I’ve done yet with way way way more sprites and mechanics. I hope it was worth it.. this one half killed me. Post-mortem to come later!
Submitted early /o\
I know, I have plenty of time left to add nice features – but I’m kinda exhausted, and it’s already 10:30 pm here
So, here it is: HanniBall!
And it want to be played by you!
Now, with so much time left,
I CAN PLAY AND RATE ALL THE OTHER GAMES \o/ \o/
I am in. 5th time round the old block for me.
For art I’ll be using the awesome Deluxe Paint II clone Swanky Paint which features BLLLOOOOMMM which helps figure out in advance what the art is going to look like in engine once there’s BLLLOOOOOMMMM so they don’t get all blown-out.
For the music I will be using the beyond useful Propellerhead Reason. I know it, I have a licence for it, has great synth and recording capabilities.
For writing of the code I’ll probably use either Atom or Sublime Text. I haven’t decided yet.
I’ll also make use of Photoshop and probably Audition for editing sound and stuff.
I shall leave you now with some words of wisdom from a robot friend. Good luck everyone!!! 😀
— Aye, Gore (@CharlotteGore) August 18, 2015
Over the summer I participated in the A Game By Its Cover game jam, which just ended yesterday. I made a game called Eternal Eski based on a fake cartridge I found on famicase.com, and it’s about building spaceships and controlling them by typing various commands into the ship’s computer. As a result of this I’m currently quite tired, but if I find the theme interesting I’m likely going to do LD too. I’ve been doing a lot of Dart + WebGL stuff for AGBIC, so I think I’m probably going to step away from C++ for a while. Raw WebGL is certainly a challenge, but if I prepare sufficiently it should be fine.
I will be using:
– Intellij IDEA
– Dart + WebGL
It’s done. It’s live. I’m dead inside.
Gradience has been submitted and I didn’t actually get around to building out the level progression like I had planned. As it stands… it’s a vaguely pretty demonstration of a game idea that might be good… in another life.
I feel like I’ve been “in” Ludum Dare 32 since the last Ludum Dare finished. Last time I made the largely reviled platforming nightmare Screened.
This time I want to make a proper platform game. One with 2d pixel art. I want to do a proper Ludum Dare game.
The problem is that all the stuff I’ve done for the last year has been for Three.JS, which isn’t a Game Engine (it’s just an abstraction layer and a scene graph for WebGL). So to make a 2d pixel art platform game I could:
– switch to Unity (although I hate the web plugin for that)
– switch to Gamemaker Pro (tempting, but don’t want to make my game Windows download only)
– switch to Phaser.JS which is a WebGL game library…..
– …or write some sort of game engine and editing tools for Three.JS.
I made the editor. Whoops. It’s taken me three months and it’s full of bugs… but I can manage tilesets and sprites and draw multi-layer maps. I can draw boxes, points and sprites into object layers, just about, and it all exports a single .json file with all the textures embedded.
Unfortunately this leaves me this weekend and next weekend to work on the missing game engine part of the game engine. Most of it’s there – I can render parallax tile maps, draw sprites into boxes and stuff. I can control the tint of the layers and do various blending tricks to create moody atmospheric stuff like this…
.. all from the same level data.
This weekend I need to get animated sprites working in the engine or this last few months have been for nothing. I’ve already made one rubbish game to get sprite/sprite and sprite/tilemap collision detection stuff working, but I need to make sure I can use all that with the data generated by this new editor. Agh. I should probably stop procrastinating and finish this post and get back to it, shouldn’t I?
So… I’m in for the fourth time (I’ve been doing game development and 3d graphics programming for a year now) and and I’ll be using:
– “Hexr” Game “Engine” and Editor For Three.JS (I’ll post the links and stuff when they’re up and ready)
– Swanky Paint for Art (an awesome Deluxe Paint style pixel art thing, it’s awesome)
– Propellerhead Reason – Magical Swedish music application.
– POSSIBLY Blender, if the theme/game calls for some actual 3d geometry although I kinda doubt it tbh.
– POSSIBLY Box2D (the Emscripten version) again if the theme or game makes it worth ditching the arcade “physics” I currently have.
Woo hoot! Submitted. This might be my most playable LD48 entry ever, but that’s not saying a lot. I tried out a new language and library (the Luxe engine, part of the snowkit toolset). But this time I spent a few evenings beforehand warming up, and I think it really helped. I wish I had time to add more stuff, the gameplay is not very fleshed out, but I think it gets the idea across and provides a few minutes of challenge.
Go visit my entry page to play:
Anyways, going to get some rest now. I had a great time, and I can’t wait to try out some of the other entries. Maybe this time I’ll have some time to play and vote.
For some value of ‘finished’ 😉
Had a good time learning how to make this work – wish I’d had some time to build AI so it’s not just an empty starfield in single player. Started hacking a day into the compo; next time I’ll go for it.