LD23 April 20–23, 2012

I’m all warmed up now! :-D

Yay, finished my warm-up game, and managed to refresh my mind about the basics of setting up a new game with Java + Slick2D.

You can see my entry here. It is a simple horizontal scrolling shooter, but I managed to remind myself of all the basics, like loading sprites, moving them, having multiple states for menu, game modes, pausing, game over, etc; loading and playing sounds, and some basic event and collision handling.

For some reason, my web applet is not working on my linux boxes – may be a problem with 32/64 bit libraries, I don’t know, and I can’t see any debugging messages :-( The fat jar works fine though. Any other linux-ers who could try my applet would be very appreciated! (applet works fine on windows).

Also, can anyone suggest me a program/tutorial/example about how to make music for a game? That was my weakest point last LD, and I would love to improve that this time around.

See you next week! 😀

Tags: java, music, side-scroller, slick2d, warmup ld23

Comments

Raptor85
15. Apr 2012 · 15:08 UTC
the web applet worked fine for me on 64 bit, if i had to guess though i’d say it’s a path/lwjgl problem…..99% of “java” problems i’ve run into in playing other games (for rating during LD or otherwise) in the past have been due to the copy of lwjgl used in the applet not being compatible with the system testing it on. (biggest offender, only prividing a 32 bit or 64 bit version, which would cause it to crash when trying to load native libs on the other)

Warmup

To get the programming juices flowing I decided to make a simple space shooter. I have little experience with java so a bit practice will certainly come in handy next weekend. While the game doesn’t have scoring or a win- (or lose-) situation it did help me get into java again.

You can find the game here. You control to ship with the left and right arrow keys and you can shoot with spacebar. The objective is simply to destroy the enemy ships. Please let me know if you encounter any problems.

Now for the actual Ludum dare next weekend. While I’m very excited to participate again, this being my second time, it’s going to leave me a wreck. I have to catch a plane the day before at 7 am, pickup at 4am. I’ll be home at around noon with Ludum starting 3 am the next night. I will do my best to make a nice little game.

Oh and for the people who didn’t see my game last time, you can find it here:

Oh Dear, I’ve Lost My Hat

I ended 12th in Graphics but I don’t think I’ll get that again.

I’m in!

I’m in for my second Ludum Dare!

I’m switching tools this time to XNA or Director depending on genre and theme since Allegro turned out to be waaay too much of a faff last time around.

My target? Surpass last time’s performance and complete a game with SOUND this time!

I’ll be entering the compo rather than the jam, I like the pressure 😛

My warmup session.

So, today I done my warm up session. I made a game using actionscript 3 and flash punk. The game took me around 5 hours. The problems I encountered were a problem with positioning bullet, fixed thanks to Darknek, and other problem was converting audio from wav (sfxr) to mp3, still don’t know how to fix. Used free sounds from the net. The game is DuckHunt style shooter, with some bad graphics. I suck at them. Things to improve next time, audio volume control, and separate audio class.  Any comments appreciated. :)

Test it: Here

Comments

15. Apr 2012 · 15:30 UTC
You can use Audacity and the LAME encoder plugin (it’s just a DLL that Audacity asks you to load when you export as mp3) to convert many formats to mp3
digital_sorceress
15. Apr 2012 · 16:37 UTC
converting audio from wav (sfxr) to mp3, still don’t know how to fix.</blockquote?

I’m in.

I just started a second part-time job and have school deadlines crashing down on me, so OF COURSE I’M IN. Seriously, who misses a Ludum Dare for other deadlines? It’s either “Darn, I have something I cannot reschedule that weekend” or it’s “I’M IN!”.

 

Tools:

Code: Unity/C# with the iTween library

Art: Your guess is as good as mine, but likely primitives, photoshop, and maybe softimage if I do any 3D work

Sound: Likely sfxr, if I don’t decide to record sounds from my double bass

Music: Probably not :(

Food: Hmmm, we’ll see what appears in my shopping cart on Friday

 

Good luck everybody!

My first ludum dare

This post functions as a test post as well as me saying hello to y’all! 😀

As the title says, this is my first ludum dare. I’m looking forward to making a game in this competition. Usually i don’t finish any of my games, but I’m hoping the time pressure of the dare can help me finish this one. Recently I thought of a fun new mechanic that i might be able to program even within the first 24 hours.

The Software I use:

  • – GameMaker 8.0 Pro
  • – GIMP 2.6 (for detailed sprites and certain tools)
  • – Windows Vista Paint (for pixel art, which I AM going to use a lot :D)

Comments

NebulaOrbit
15. Apr 2012 · 16:39 UTC
I forgot to mention that if I’m ever gonna use sounds, it will be done with sfxr, a neat program i found on the interwebz, and coincidently was also made during an older Ludum Dare. It can basicly generate an infinite amount of sound effects.

Im in too!

Just thought I’d throw it out there. Never entered before but I did some flash games back in the day and this looks like fun – who needs sleep? I’ll be using (and quickly relearning)

Flash CS4

Fireworks 8 (Who needs up to date software?)

Darkwave Studio

sfxr (Because everyone else was it it looks pretty cool!)

Hope to make something good!

Comments

15. Apr 2012 · 19:05 UTC
I remember using Fireworks MX 2004 until 2008. Adobe software doesn’t go obsolete; it ages. Good luck!

I suppose I’m in.

I’m SuperDisk! I really like using Python + Pygame(SDL) and Ludumdare sounded really fun to me. This one happened to be approaching so I hereby decide to give it a shot! (Although the finished product will probably be… unfun. Or unfinished. Depends on what mood I’m in.

 

END OF POST

Made some tools for me

This weekend i didn’t make a game, but i found some time to make three Unity3D C# scripts to speed-up my game next week. They are quite simple scripts: one for making quads, one for importing textures and one for drawing basic UV animations. They can be downloaded here and can be used freely by anyone:

http://www.lanoiadimuu.it/ludum-dare-tools/

Muu?

Tags: unity3d

i may (not) be in

using

-XNA 4.0

-C# visual studio 2010 express

-GIMP

My First Dare

Hello I’m Ryan (Rybicon)

Thru the good fortune of being currently unemployed I can finally participate in Ludum Dare #23. I’ve been a fan of this site for a long time but still I’ll admit I don’t know what I’m doing and I have no expectations beyond completing a game within the time frame and not sleeping for 48 hours. I’ve a fair bit of experience programming games, pretty much as a hobby right now.

Tools:

I’m pretty comfortable with Flixel so I can be sure to use that.

Graphics will pretty much be made with Photoshop, I actually bought CS5.5 awhile ago so I like to use it just so I can feel I’m getting my moneys worth even though it’s going to be pixel art, I’d rather use what I know than a pixel editor program that I would be burning time learning to use.

Who knows what I’m going to do for sound effects, I’ve never really played around with creating my own and not sure where to find good usable sounds online.

Music… I don’t really have an ear for music at all so we shall see how that goes.

 

I’ve always tried not to create my own art for the games I make (because I never really feel comfortable with the end result), and usually that means I can’t really release anything due to copyright restrictions but in hindsight: the amount of time I spend finding that perfect open source image to use online, I could have just thrown together some rather poopie but charming programmer art.

I don’t plan on doing a time-laps but I shall be blogging with as many photos as I find relevant and try to get into this community! I love the creative openness of this website. This dare is kind of a “Do your best with what you got Ryan” and next time I’m sure I’ll be more prepared for it.

Good luck to all!

I am in; not for the full time, though…

1

Currently MITx’s Electrical Engineering Online course264 is taking up most of my freetime and the midterm is also next week. So, I might not be in for the full duration. One full day is planned. Everything more will be decided on short notice based on how much I can work ahead for the course in this week.

I will be joining with a minimalist toolchest: Java (plus Eclipse IDE), MS Paint and bfxr for sounds.

Happy Aniversary and have fun!

 

I’m in

If I don’t sleep in too much next weekend I shall try to compete in the Jam.

I think I’ll just be using GIMP, VB.NET, and a tilemap editor/simple RPG Maker-esque game engine that I’ve been working on the past few months (would I be allowed to use it for the Jam?) which I’ll share later this week once I get it working again…

First basics for create a game!

Finaly I added my test in the warmup Entry. You can download it here:
http://www.ludumdare.com/compo/ludum-dare-23-warmup/?action=preview&uid=8548

This is a big quest for me, I’ve started studying C++ only 5 months ago. I’m attending the first class of Computer Science in Trento. Developing in C++ was my dream from ever and I have to learn so much!

I have to code a lot for make a playable game, a lot of basics are missing. But I think I’m near to make a great game with my friend (the graphicher), I’m so excited, I will work 24/24 in these days! 😀

 

You can find my friend on Google+ also, he posted a lot of cool works.

I dare say

Hello again to all you strangers. I can’t believe it’s that time again….way too quickly.

 

If somebody is interested in being testing buddies (testing each others wip entries) hit me up.

See you on friday.

4

This entry was posted on Sunday, April 15th, 2012 at 7:44 pm and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

I’m in!

The last LD was my first try and I had a blast, although my work schedule meant I only had half the time.  But I’ve booked the time off work, I’m more familar with Construct 2 (my weapon of choice for development), and I’m ready to build something!!  So yeah, I’m definitely in!

– Brent

Yup, I’m in!

After following the Dare for the past few years I’ve finally decided to take the plunge and sign myself up.

I’m very much a beginner game programmer but I’m confident I’ll produce  something playable.

I’ll be using: XNA, Photoshop, Audacity, Pen & Paper

I’ll chart my progress here but I’ll be writing detailed updates on my person blog @ http://therobotking.com

 

Good luck everybody!

 

No LD this time…

So school, sports, and life have gotten in the way of my first LD and I, unfortunately, have to drop out of the compo.

But, I shall return for the next Ludum Dare!

 

Presenting VDZ’s Basic XNA Sprite Engine

Since I didn’t want to rewrite a whole bunch of code next weekend, I decided to tidy up and release this bunch of code.
It’s some helpful code that allows for easy sprite handling in XNA 4.0.

Features
-Easy sprite creation (just CreateSprite(name, position) and it’ll automatically render it from that point on)
-Changing position, scaling, rotation is also easy
-Depth system where deeper sprites are always rendered behind less deep sprites
-Automatically loads the Content/Graphics folder for you so you can just refer to the images by name
-Basic layered sprite support (multiple sprites combining to make one sprite, for example a base body with armor and a weapon overlaid on it)
-Basic animation support
-Licensed under Creative Commons Attribution 3.0 Unported, so you’re free to modify it or use it commercially

Code includes a simple example project.

DLL download link (MediaFire, 7.43 KB)
Source download link with example (MediaFire, 92.74 KB) (Microsoft Visual Studio 2010 solution)

Basic documentation

How it works
-Create a folder ‘Graphics’ with at least 1 image in it in your Content folder. The folder or any of its subfolders must not contain any non-graphic files.
-Put a SpriteFont in your Content folder with the name ‘Default’. It will be used as font for GTexts and the log.
-Call SpriteEngine.Initialize in the constructor of your XNA game class (note that it MUST be in the constructor, NOT in Game.Initialize()), after setting Content.RootDirectory.
-Call SpriteEngine.LoadContent in the LoadContent method of your XNA game class.
-That’s all the initialization it needs. Call SpriteEngine.Draw in your Draw method to actually have it do something. Note that it does not clear the screen for you; keep GraphicsDevice.Clear in there.
-If you want to use animations or ‘camera scrolling’, call SpriteEngine.Update in your Update method.
-From now on you can use SpriteEngine.CreateSprite to create sprites in your game. It returns a sprite object, which you can use to change its position, rotation, image, etc. Use SpriteEngine.EraseGObject to erase a sprite, or SpriteEngine.Nuke to erase everything.

Classes
SpriteEngine – Main class. Most of the functions you need will be in here.
GObject – Base class for displayable objects (Sprites and GTexts). Contains basic information like position, scale and depth.
GText – A displayed string that can be moved around and has a depth, much like a sprite.
Sprite – Class representing a sprite, containing basic information such as its position, images, rotation, scale, etc.
LayeredSprite – A sprite composed of multiple sprites. Uses a simple layer system where when the sprite is drawn, all of its sub-sprites are drawn at its location instead.

Details on what each property and method does can be found in comments in the code, I’m too lazy to type them all out.

License
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
You are free:
* to Share — to copy, distribute and transmit the work
* to Remix — to adapt the work
* to make commercial use of the work
Under the following conditions:
* Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Have fun, and good luck with your games.

Tags: 2D, C# XNA, library, sprite, sprites, xna, xna 4, XNA Game Studio

Participation [Approved]

I’m good to go for LD23.  Below are the tools I plan on using:

My framework is here

 

 

I’m in!!!!!!!

Ludum Dare is awesome. I look forward to it possibly more than anything else. You guys are all awesome, and you make awesome games. Keep it up.

So. This LD is right in the middle of college. But that’s not going to stop me. I’ll just fail all my classes if it comes to that! 😀

Choice utilities:

  • Scala! I traditionally favor Python, but I think I’ll switch it up this time. I recently developed a game in Scala and it was surprisingly fun. It felt like Python with type checking. Plus, Java is cross platform so I won’t have any more porting headaches. That was always one of the worst parts about Python (and having to do it after the game was done, when I just wanted to sleep – ugh!) update: I didn’t actually use scala. Probably a huge mistake :-)
  • Graphics Gale – for busting out ze pixels in record time.
  • FL Studio or Garage Band – I’ve been working on music recently, and it’s one of my goals to score well in the audio category.
  • sfxr – This thing is invaluable.
  • Coffee – sooo much coffee.
  • Sleep – hah, who needs it in LD?

My goal continues to be humble: BEAT NOTCH. 😀 I also want to aim a little higher in the audio and graphics categories than before. I tend to be pretty lazy about graphics – aiming to change this :)

First Timer

So this will be my first year participating in the Ludum Dare challenge. And it’s exciting and scary to think about. I have an idea of what type of game I will be trying to make. I’m gonna have some trouble with the music and sound affects and a lot of trouble with debugging. I made a game in about 36 hours or so.  That wasn’t to bad, but I’m looking to step it up.  If you have any words of encouragement or tips they are much apperciated.

 

Comments

15. Apr 2012 · 23:21 UTC
Good luck! What is your problem with sounds? Have you tried using SFXR to generate sound effects?
16. Apr 2012 · 00:37 UTC
I will say good luck also! SFXR / BFXR is amazing, I could hit the random button all day. Not sure what to do about music, I have GarageBand but never used it and I’m also not a music person :/

I’m in………ish.

I have exams on the 26th, 27th and the 28th so I really shouldn’t dedicate the whole weekend to something proper :(.

I might make something retro ASCII-style in Python using the curses library though…

I really wanted to take part in this one fully as well, dangit.

I’m in!

First time ludum dare and I’m pretty excited! Been lurking for a while but couldn’t make anything due to important life stuff.

A Little About Me: I generally gravitate towards 2D platformers when making games. I usually make games that are pretty difficult and people tend to rage quit a lot I do this because I am amused by others misfortunes. But I think I’ll mix it up a bit and make something not so frustrating. I tend to focus mainly on gameplay rather than graphics and sound. My game’s usually lack polish and that’ll probably be my downfall, but I hope to correct some of my faults with this competition!

Well that’s enough about me!

>I’ll be using Game Maker 8.0 and/or 8.1 because it’s easy to code.

>Gliffy,  pen + paper,  and notepad for design.

>Sfxr for sound.

>I guess I’ll use Notessimo , Wolfram and/or Aviary for music depending on what type of style I’m going for.

>Graphic’s Gale,  GIMP, Adobe Fireworks, and/or Paint for graphics depending on what type of style I’m going for.

I’m quite new so I don’t know the rules quite well but is stuff like time lapses required?

Anyways, good luck to everyone!

Comments

15. Apr 2012 · 22:47 UTC
Hi, I’m a first timer also but from what I’ve read time lapses aren’t required but there is a section in the voting called Community I think that would be how much you shared during the dare. It seems the people that do time lapses get good community scores but I plan on making up for it with lots of blog posts, maybe that works too…
15. Apr 2012 · 23:20 UTC
you shouldn’t use Wolfram tunes. I know the site is really cool, but all content generated there belongs to (is copyrighted to) Wolfram tunes, and cannot be legally distributed by you without their authorization. :-(

almost ludum dare

i’m going to practice on a project then do ludum dare because i’m so excited. i wonder who is the youngest participant

obligatory desk picture.

this is my desk. it is ready.

desk says “hi”.

blog viewer says “go away”.

“but i can’t go away,” says the desk.

I’m in for LD23

Unlike the last compo, I’ve got the time off work this time! I am ready to rock.

  • Language: Actionscript 3 — FlashDevelop IDE
  • Engine: FlashPunk
  • Level Editor: ogmo
  • Audio: bfxr and sfxr
  • Music: musagi and possibly Audiotracker-c
  • Art: Paint.Net

I will be bringing in a library of my own, somewhat functional, somewhat optimized code pulled from previous compos. 😉 Among other things, it includes an A* implementation.

I also plan on doing a time lapse, but I make no promises.

Pre-In Post

Wow! Already another LD48 on the door step! I almost forgot.

Excited and sad because my commitment levels are maxxed out at the moment. I think i’ll miss the first 5-10 hours of the comp! noooooo!

I may also be slightly hung-over with my little brother having his 21st bday party the night before the comp starts.

Either way it’s time to prep the tools and find my game face. More to come

You Around San Francisco, CA?

I live in Vacaville, CA which is kinda between SF and Sac, so I won’t be able to make it out to the gathering that’s being planned but I am interested in maybe knowing who here is geographically nearby so I can follow you. So let me know if you live near either San Francisco or Sacramento. Who knows could be useful info down the road.

 

Warmup Not Quite Done, But Progressing

Alright, so, I had expected to have enough time to finish my warmup over the weekend, but I hadn’t realized that others would be on my laptop as much as they were this weekend. (Don’t worry, I’ve got next one reserved!) Basically, it’s not done, but I think I can justify a few extra hours tomorrow.

The idea is that you’re an anti-virus program combating viruses in a way sort of like Brawl, protecting the CPU in the arena’s center. You have to punch them off the ring to kill them. The objective is to beat all the viruses, which generate randomly through a period of 15 minutes.

All this work is making me realize I should probably write a personal library for the competition. I spent way to much time on programming basic entity systems yesterday.

You’ll see my warmup entry tomorrow, hopefully!

Participating

Guess I’ll try to make something for this for once… I’ve read about this before, but never really looked into it. 😛

I’ll pretty much be using C++ and SFML. I’ve actually been using both for a few years, but I usually don’t ever finish anything. 😛 The first thing that actually got finished was Warehouse Panic (and my friend, u9, did most of the work), and I really haven’t finished anything since. I’ve gotten a couple of things close, but most things that I’ve finished are private tools for one of my parents.

This is going to be interesting since I’m going to be out of town for the whole thing (minus a few hours), and the laptop I use (Mac) isn’t exactly my favorite for programming… Oh well. I can still try. 😛

I have some extra code lying around that I’ll probably reuse (like this), but needs to be separated from the actual project first.

Comments

16. Apr 2012 · 00:13 UTC
Haha, that’s awesome. I will be using SFML to, I wish you luck in finishing the ludum dare it will be a challenge for me to finish also.
16. Apr 2012 · 19:35 UTC
Thanks. :) You too.

My Tools

My tools are very simple I don’t use anything fancy. I use eclipse CDT, and notepad to write my code, GIMP  and MS Paint to make my art. As for music I have yet to decide a tool, but as for sound effects I use audacity. The graphics library I use is called SFML http://www.sfml-dev.org/ it’s a light weight graphics library, good for making things quickly. All my other libraries are libraries that I have built off of SFML specifically for GUI’s.

I’m not in…

So I’ve thought long and hard about this month’s Ludum Dare and it looks like I won’t be able to enter this time…

Between travelling and attending a birthday party it just looks like it won’t be happening, sorry to let everyone down…

 

Oh who am I kidding… I’M IN!!!!

Gonna be using c++ and the Psybrus engine (hopefully) and my shiny new wacom tablet I got for GGJ for graphics and will hopefully pump something out! Realistically speaking I’m probably going to end up in the Jam (wasn’t lying about the birthday and travelling) so I’ll need the extra time!

 

I’m in

I will be using Javascript again and my engine that I am working on. It can be found here: https://github.com/TylerMitchell/H5GE_Overhaul

I will be using Notepad++ as my IDE, Paint.NET for my graphics,  Audacity and maybe Anvil Studio for my sounds and music. My pledge for this LD, unlike my previous attempts is to set my scope small enough to get the game programmed in 24 hours so that I can spend the next 24 tweaking and polishing. I will finish this time (unlike last time)

Warmup Accomplished

http://www.50ply.com/showoff/

Whew. I’m glad I had time this weekend to kick the tires! Again, my stack:

I met a lot of the goals I had set for my tool development this weekend:

  • Reasonable collision physics
  • Controls
  • Sound
  • Map data stored as a color coded png
  • Entity protocol

I missed a few goals too:

  • No text display
  • No interactive objects
  • No menus

I’m really glad I did this warmup. I feel much more prepared for next weekend. See you all then!

Game Jam Time

People,

Figured i’d go ahead and drop the obligatory tools post.  So here goes

  • Impact Javascript: HTML5 Canvas / Javascript game framework
  • Inkscape: Vector art
  • Garageband: Music
  • Komode Edit: IDE
  • Assorted Tools: Spritemonkey, MAMP, dropbox
  • Energy: UKFdubstep, Skrillex, Nero, Porter Robinson, Pantera, Metallica, Feed Me, delicious panini, and hummus

I can’t wait to play all (well, not ALL) of your games!

 

Cheers,

Mark Johnson

Tags: LD #23

Comments

bitbof
22. Apr 2012 · 12:04 UTC
Hey there, I hope you’re making good progress. I’m regularly checking your blog in case you want me to test 😉

Im in

Im joining the LD this time around, language will likley be python

Hey there. I’m X-wing9, and I come from Candyland!

No, I did not come from Candyland.

So hey, Ludum Dare! I’ve been following this event for quite some time, gonna be honest. This time I was seriously willing to join in, but me and my friends got a better idea: we’ll join the jam, under the name Dead Pixel Games.

We’re starting a group of indie game devs to conjoin skills and make games with a focus on fun and quality. I (the founder) am the sound designer, three friends of mine are the graphic designers and another one (7Soul, you probably heard of him already) does the coding. Let’s see what we can do on this jam, as it will be (in terms) our first game! :3

After that, we’ll start producing some small titles and, if possible, move on to more ambitious ideas. Of course, none of us are tidelocked to the group only. If you need someone to design music/sfx for your game, you can call me and we’ll discuss! (of course, if I’m not already working on something).

Peace out! \o\

Comments

7Soul
16. Apr 2012 · 03:43 UTC
Nope, no one ever heard of me

I have come here to make games and chew gum

And I’m all out of gum.

I’ll be entering again this time around. I’ve decided I’m going to write something without ANY POLYGONS AT ALL, which I’m sure I’ll have to fight against all the way.

  • Programming – C++, VS2008 Express, raw Win32 (none of that fancy framework rubbish)
  • Graphics – Deluxe Paint II Enhanced, or Deluxe Animation depending on which I need. If it ain’t broke, don’t fix it.
  • Music – I’ll probably knock something up in Garageband and then convert it over into a MOD file. micromod for playback, worked well last time.
  • Level Editor – I think I’ll try and write a basic tile editor into the game, I’ve done it before and it’s not really that hard (you’ve already got the tile drawing code in there anyway…)

As for the actual gameplay, well I won’t know until the theme’s up, but I think it’s going to be some kind of physics-based 2D platformer. We’ll see. On the last LD projects I spent so much time doing all the engine/tech stuff, that it leaves very little time for gameplay, story, music, etc. I’d like to try and knock that on the head this time. Although I said that last time too.

Wish me luck chaps. I’ll be making one of those time-lapse videos of the whole thing so you can all watch my failure.

Warmup Epic Fail!

Hi everybody,

Well, as I expected, the warmup was pretty instructive. I spent too much time on my tools and libraries — I switched math libraries. Why?! — and not enough time on the game.

&quot;Design&quot; &quot;document&quot;

My "design" "document" for the warm up weekend.

The theme I rolled for the warmup was “relentless,” so what I was aiming for was infinite mech combat. What I got was a lot less than that:

  • Enemies that don’t move and don’t shoot back (well, the jets did fly at one point, but into the ground, so they needed better AI which was not done);
  • Pickups that aren’t pick-up-able
  • Infinite everything instead of attributes topped up by pickups
What did work:
  • Gun works okay
  • Infinite terrain works fine
  • Loot drops work
  • I’m pretty happy with the camera

Missiles are so bad. Hilariously bad.

Check it out if you want; have a laugh. I’ll try to do better next weekend. No promises :)

Dry run, uh, game: “Relentless”

Comments

gulaghad
16. Apr 2012 · 04:56 UTC
I like your “design document”.
16. Apr 2012 · 05:09 UTC
Well, look at it this way: You learned a bunch of things you probably will avoid next weekend.
16. Apr 2012 · 13:06 UTC
Thanks for checking it out. It seems like a depth buffer problem, which should be easy to fix now that I know about it. My fault for not testing in multiple operating systems.

Here I go !

I’m back and it’ll be my second Ludum Dare in a row. My second ever too. Just like the last time, I’ll do thing looking like game using javascript, pixel from gimp and sound from sfxr. Maybe even music comming from a tonematrix.

I don’t know if I’ve specified last time, I use prototype.js as library. I’ve also a few project I want to turn into real thing. So if I can fit one of them into #LD23’s theme, I might turn later my entry into something more refined.

Well, we’ll see. I just hope you’ll get as much pleasure from the result as I get from doing it. Not like last time 😉

I’m in!

Howdy, this will be my second Ludum Dare, and hopefully the first I actually complete.

Here are the tools I will be using:

Language: C#

Framework: XNA

Graphics: Probably Paint.NET or PyxelEdit

Sounds Effects: Bfxr

Music: No clue.

I believe that’s it, hopefully I can actually finish this game in time, but we’ll ese!

And I’m in for a third time!

I’m excited! Just a few days to go!

Programming

Either Unity or Game Maker 8.1, it really depends on what I plan on doing.

Sound

Ableton Live for the music and probably SFXR + Audacity for sound effects

Graphics

PyxelEdit by fellow LDer Danik! If I plan on doing 3D stuff, then probably Blender I guess.

I might do a timelapse, but I’m not too sure yet.

I’m in!

I was told to make a post about that I’m in.

This is the first time that I’m entering the dare and I hope that it will be a fun experience.

I’m going to program in C# (XNA) and I will be  using my personal template: http://www.mediafire.com/?8b6156b1bo9i7e5

Join LD48, win Android Tablet!

You heard it right. For the anniversary you might consider switching to a new language, and win big:

http://www.glbasic.com/forum/index.php?topic=7957.0

Comments

16. Apr 2012 · 06:11 UTC
Interesting offer, but I’m sticking to ye olde CinderLib ~ if nothing else I prefer c above basic.
16. Apr 2012 · 21:56 UTC
I used GLBasic to create Wampus’s Basement in around 10 hours. Its pretty much ideal for things like Ludum Dare.

Fourth Time

Well, this is my declaration of participation. It’s my fourth Ludum Dare; hopefully I’ll end up with something even better this time. As before, I’ll most likely be using FlashPunk to make the game.

Good luck everyone!

Add me in too (Update)

Hey, Its my first ludum dare and I play on making some whacky stuff. I will be using c# on unity 3d.

I will also use audicty for sounds and gimp for art.

I’m in.

Tools of choice:

  • Java using libgdx
  • Ableton Live, sfxr/Wavosaur, SunVox
  • GraphicsGale, Paint.Net, MyPaint and PaintTool SAI

See you at the Dare

LD23 – I’m Ready

I’ve learnt a lot since last time, I expect awesome to be produced this time.

Tags: ld23

We’re in!

We are in for  the JAM.

XNA+ c# + Pro Motion + Milkytracker + BFXR and 2 computers (megahertz) with monitors (LCD). Also some misc peripherals.

Zoral
Bitslap_

I AM IN (Belgium)

Yo,

I am in, and I will be doing my entry in HTML/JS fo-shiz.

I will likely be using https://github.com/robashton/swallow for my assets, and I will be throwing up another small OSS library for doing camera/scaling in a pixel-independent manner this week, (extracted from a game I’m working on).

If anybody wants to come to my house in Belgium on Friday and hang around until the very end of all this, then they’re completely welcome (not a game-jam effort, just working solo , together). It’s more fun with company.

LET’S DO THIS

Comments

Grungi Ankhfire
16. Apr 2012 · 08:29 UTC
Where are you located in Belgium ?

I don’t know if it’ll work out this time but maybe in the future we could organise some kind of gathering space for Belgian jammers ?
16. Apr 2012 · 09:24 UTC
I’m down in in the Walloon area, between Waterloo and Louvain-La-Neuve – so spitting distance of Brussels and Leuven

I’m in!

I’m in! I’ve learned a few things not to do in the past and am planning to keep it much simpler this year to finand my entry in time. I’m going to check out the GL Basic and either use use that, HTML 5 / JavaScript, or C#/XNA this year. I’m going to let the theme decide.

Hello world!

This is my first time participating in Ludum Dare. Hopefully I can at least get a game finished to submit.

Dev tools:

  • SFML or SDL, haven’t quite decided yet
  • gedit
  • g++
  • Gimp

I can only guarantee a Linux build, but I’ll try to get a Windows build as soon as possible.

 

 

Some useful music generators

So, one glaring flaw in my LD22 game is that it had no music whatsoever. This was one thing that I wanted to fix for LD23. The problem is: since I’m not a musician, I have no idea whatsoever about how to use the many tracker tools available in the bar to the right side.

So today I decided to go on a quest for some simple music generators that I could use for my game. The conditions:
– Must allow me to use the generated music freely (so no wolphram tunes)
– Must be usable from the web, or runnable under linux/wine
– Must be easy to use by a total music noob like myself
– Must allow me to download my work so I can use it in my game

Luckly, in spite of all my rage and conditions, I managed to find some generators that fit the bill.

The first was “Aviary’s Music Creator”. It has a very wide range of sounds, but the sound sample has a very limited size, and you can’t make it larger. I found that if you select some of the percursion, drum or bass sets, and ask for a “random” set of beats, it can create something rather cool, like this.

The second was Otomata. A very cool celular automata based music creator. You create cells on the board, and as they touch the borders, they play sounds. As they touch each other, they change directions. The cool thing about this site is that you can change the board while it is recording your song, which allows for you to add/remove cells to make your song more/less complex with time. Here is a sample I did while meddling with it.

Hope this can be useful to other sound noobs like me. Also, there is this really cool site called inudge, listed among the tools – the nice thing about it is that it lets you use multiple instruments at the same time, in arbitrarily large songs. But for the life of me I can’t figure out how to save the output for a file. Other than pointing my microphone to my sound boxes, can anyone suggest me an easy way to save a song from inudge.net?

I’m in.

I plan on entering this compo. I will be using C#/XNA, Gimp. Don’t know about Audio yet.

I’m in

Hello everyone!

I have been planning the entry for quite a long time (several months).

So in short, I will be entering the Jam, with one of my friends (she will help me with the graphics, you can check her gallery here).

I’m an experienced c++ coder, mostly working with maya, arnold, mental ray, cuda and such things (working on game trailers). Though my primary weapons of choice is raytracing, I’m looking forward to create a fun, sprite based 2d game. (or something simple in 3D if possible and I will have enough time)

So my choice of tools will be, C++ (mostly Visual Studio), SFML and openGL (with some GLEW and nvidia CG) for graphics, TBB for some threading stuff (hopefully I won’t need that), pugixml for xml reading and editing, devIL for image handling, mercurial for version control, some of my own libraries (math, some simple graphics stuff etc), google docs, FMOD for audio and I think that’s all. Most of the code will be written from scratch (I’m used to creating prototypes early and fast, so hopefully that won’t be a problem).

The only things missing, is a good level editor (possibly with exporting to xml), and some kind of an audio (music) editor / generator, what is easy to use. (so even I can create some background music with it) Any ideas?

Cheers,

Pal.

I’m in!

It will be my second try but my first entry as I didn’t submit the result last time, I wasn’t happy enough with the result…

I’ll use g++/vim with my own little framework upon Allegro 5 (meh2d), the gimp, bfxr, probably pixelblitz and maybe my instruments for a background song.

Cheers!

Warmup done

Not much to see here, but it helped me get some ideas

 

 

 

 

 

 

 

 

 

 

Played around with Google App Engine and tested a few things in Flixel. Still, I think it’s enough to GET CRACKIN’ next weekend 😉

Plunging in for the second time

My team and I are going at it again. We succeeded in producing a tech demo last time and making everything from scratch. This time we’re quite a bit more prepared. I wrote some tools and the base code is ready to go. I think we’ll actually finish a game this time around.

On a side note, we learned a lot from the first time around. It goes as follows, A, get sleep. B, get sleep. C, get sleep. Oh, I almost forgot D. Don’t attempt to sustain energy on one meal a day and energy drinks. It just doesn’t work. The third day was horrible last time. I had large black bags under my eyes as I pushed forward to add mediocre sounds to our tech demo before uploading it.

In the end though, everybody enjoyed it, even if we didn’t finish; cause it was intensely fun. This time though…it’s war! …and I’m proud to say, we’re in!

Language: Monkey (monkeycoder.co.nz)
Art Programs: Graphics Gale

My Team
Nicholas Grant (Me) – Leader, Lead Programmer
Michael Grant – Lead Graphics, Story, Game Design, Music, and Sound
Eric Rodriguez – Programmer and Magical Math Person
Elena – Graphics, Story, Game Design, and Sound

I’m in!

I’m in! Second time, using:

  •  Language/Framework: C# with XNA and an own library called GB2D presented in this post
  •  IDE: Visual Studio 2010 C# Express
  •  Graphics: GIMP, Inkscape
  •  Sound and music: Sfxr, Autotracker (perlscript to generate random music), perhaps trying Otamata or Aviary (presented here)

Why do I program an own library for 2D games? There are a lot of things I could use, like FlatRedBall. But… programming primitive components makes fun and I learn a lot – that’s all.

Here we go. The framework is downloadable here:
http://www.stevencolling.de/downloads/public/GameBase2D_16_04_12.zip

One of two main parts is the agent modeling. Every entity in the game is modeled as an agent which you can extend by loading the components you need. Available components are:

Audible: Playing sounds.
Bodily: For physical information like position in the game world.
Collisionable: This components allows to use collision detection. Two implementations (CollisionableBoxed and CollisionableLine) of this class exists: box-collision and collision with a set of lines.
Logical: Used for game logic and agent’s state.
Movable: Agent’s moving abilities. An example implementation (MovableSimple) of this class allows to move an agent in 4 directions with a given speed.
Visual: For drawing the agent. An inheritance of this class (VisualAnimated) allows to load an animation and provides animation functionality like starting a specific one etc.

So if you want to add a decorative element like a flying bee, you can initialize an agent with an own implementation of Audible (for humming), a Bodiliy component for positioning on the map, the Logical part to model the bee-specific flying in the game, a Movable part to allow moving in all directions and a VisualAnimated for drawing the bee.
A Collisionable component isn’t needed so it is not initialized. A decorative tree would have no Movable component. An invisible entity like a spawnposition no Visual part.

The second main part is a set of managers. Managers provide common and generic functionality:

DebugManager: provides debug textures and fonts for drawing debug things on the screen.
GameStateManager: handles the current state of game.
GuiManager: holds the GUI elements.
InputManager: manages the input from keyboard and gamepad. Allows to bind multiple keys to actions and set additional properties like a press lock, so an action is just triggered one time after pressing (the user must release the key and press it again to trigger an action again).
IntroManager: Shows a generic intro with name and that the game is used for the Ludum Dare competition.
MapManager: If the game has something like a map, this is used. It has just a MapSize attribute, an empty constructor, empty update and draw methods and a method to check if a given coordinate is within the map’s bounds.
MusicManager: Allows to load music and to play (stop, pause etc.) it.
PlayerManager: Holds the player’s controllable agents and was introduced for my network support (which is not part of the downloadable framework).
ScreenManager: This manager can handle multiple cameras on the map, different screens (split screen) and some methods to translate mapcoordinates to screencoordinates vice versa.

Many of these managers are just „stubs“, e.g. the GameStateManager – every game derives an xxxManagerImpl class to implement and overwrite the needed things, like introducing the game-related game state variables.

Additional there are some basic classes summed up as „common“ like basic math-method-wrappers in Util, a Line class or a Timer.
The obligatory Game-class (Game2D) for XNA-games is also included. It initializes the managers and the framework itself.
A very funny thing is the Textbox functionality which I implemented last days. Now it is possible to show a conversation – multiple textboxes typical in old roleplay games. Even the continuous display of the text is added and available via configuration.

There is also a sample project which sets up generic things like implementing the mentioned ManagerImpls. The IntroManagerImpl is fully implemented, because the Ludum Dare rules allow it. The Game1 class is filled with basic stuff, like setting up the empty and/or generic managers. The correspondent Content project includes a folder-hierarchy. The only content is a little sound used in the intro and some fonts (for intro and debug purposes, the latter used in the DebugManager class).

So if Ludum Dare starts, I will use the sample project, rename it and start implementing the Manager classes and agent components.

Preparation done :D

If I have the time until weekend, I try to add graphic shader functionality or lightning.

0

This entry was posted on Monday, April 16th, 2012 at 10:38 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Signing in from Ghent, BE

Yes, I too will be joining this Ludum Dare. I’ve been able to keep the weekend free of any major distractions. I am warming up this week with using the following tools:

  • ActionScript 3
  • Flixel
  • FlashDevelop

Depending on how things go, I might also create (and announce, per the rules) a helper library by Friday.

I would’ve liked to do this in JavaScript, but I feel the tools and browsers aren’t up to where AS3 is. I also dabbled with Unity for a while, but really, how many people have it readily installed in their browser? So I went with the default choice that will work on the widest range of platforms (except i*)

My most important goal of the weekend: figuring out if game programming is something I want to do more of.

If any one lives in or around Ghent, Belgium and is interested in a gathering, please let me know.

I’m in

Hi,

i’m in 😉

I’m in… (I think)

Hi,

I think I am going to give Ludum Dare a go this time. I have never entered one of these before and it looks quite fun. I previously had a go at the MolyJam even a few weeks ago and actually managed to finish a game in under 48 hours… Infact I didn’t get as much time to program as I would have wanted over that weekend…

Here is a link to a video of my finished MolyJam game from a few weeks ago:

I have been reading the rules about engine and libraries and was planning on using my own simple library/engine to create my game. It isn’t anything special, mostly just a wrapper around OpenGL calls and some basic Windows setup code, and 3d math… I would be writing ALL the actual game code over the LD weekend.  Is this allowed? And how do I go about posting it here publicly, as it describes in the rules? Thanks

Dev Tools:

  • C++
  • OpenGL
  • Windows
  • GIMP
  • Sfxr

Comments

16. Apr 2012 · 11:57 UTC
You should wrap up your framework code before the contest, put it online somewhere (Either on your own website if you have one, or some public download service) and make a post here saying ‘you can download it here and there if you use these programs’ blah.
AlwaysGeeky
16. Apr 2012 · 22:53 UTC
Thanks for the advice.

I am in: LD23

I’m planning on entering Ludum Dare 23.  I will be using ClojureScript, and developing using various HTML5 technologies.

Last year I enjoyed entering the competition immensely, but I made some mistakes which I intend to correct this time around.

  1. Not releasing on the web (e.g. downloadable executable).
  2. Not following the theme.
  3. Not blogging/participating in the community…. really at all

I didn’t do number one because I didn’t really know any useful languages. I had been a paid javascript developer for several months at that point, but I was still fairly green in terms of how to make a game, and I hadn’t done visual effects in quite some time (never being particularly good at them :). I’m choosing ClojureScript this time, as it compiles to JavaScript and can run in the browser. It also allows me to enjoy a faster pace of development compared to actual JavaScript. I did a test run this last week to push it to its performance limits, and it performed admirably

Number two fell out of not being that good. Surprisingly, I’ve become a much better programmer between last December and now. Last time I was very focussed on making anything that worked. I was hoping to follow the alone criteria by naming my game “Alone Where?”, and having no other characters. Eventually I dropped the “Alone” from the title because it felt like I was trying too hard, and then the title became shortened further to just “W”. Regardless, I’m going to follow the theme at least somewhat more closely this time.

As far as the third is concerned…. I’m notoriously terrible at doing anything social online, especially when there is code to be written! I have no patience for social networks or blogs, but who knows…. I’m at least making an effort to not be as antisocial this time around by posting this :p, and I’ll see if I can post at least nightly status reports regarding my game next time.

I’m unsure as to whether I’ll enter the Competition proper or the Jam this time. I will likely only have time to do the Competition, but who knows, that ended up being a spur-of-the-moment decision last time anyway based on “whelp it ain’t good enough now, so Jam it is”. Either way, it’ll get released!

I can’t wait.

Edit:

Seems like typically people list their tools and such.

Tools:

  • Code: ClojureScript HEAD, using Emacs for editing and lein/lein-cljsbuild for building.
  • Art: Probably PixylEdit, Pixen, or something along those lines
  • Sound: BFXR, though sound might not be supported cross-browser.

Comments

16. Apr 2012 · 13:15 UTC
> social online
16. Apr 2012 · 13:16 UTC
Where’s the source code for “Argh?” I’ve dabbled in Javascript-adjacent software transformation. The use of Clojurescript is awesome and I’d like to see what a real programmer’s game code looks like with it!

I’m in for LD23 Jam

Hardware: Macbook Pro, Wacom Tablet, iPad

Game Engine, Languages, & Tools:  (Unity 3D Pro 3.5, C#, MonoDevelop IDE) or (flixel, Flash Builder 4.6)

Graphics & Art: Corel Painter 10, Photoshop CS5, Blender 2.6, Procreate iPad

Music & Audio: sfxr, GarageBand, Nanostudio on iPad

We’re in!

‘Tis the first time IN THE WORLD when three people from EUROPE have COME TOGETHER in an EPIC ATTEMPT to make a game in just 72 HOURS. Some called us MAD! Some called us INSANE!

Some called us PRETTY EPIC DUDES. With awesome muscles *kissy kissy*

The team consists of three (3) members!

Limb_Clock
Role: Art and occasional psychosis
Country: Finland

StarLight
Role: Code and muzaks
Country: Russia

Fififox
Role: Code (and muzaks sometimes too)
Country: France

There might be times where people are all like “FIRE ZE MISSILES” and the Russia is all like “AAAAAAAH MOTHERLAAAAAND” and Finland’s all like “GET THE BEER”. Rest of the world will still be like O SHI~ dot dot dot

NEVERTHELESS what we need is DETERMINATION and GOOD FOOD. Because we live in countries WHICH HAVE IT we are PRETTY DAMN SURE that we’ll be able to do an AWESOME GAME.

YEAAAAHHHHHHHHHHH!!!1!!!eleven

[Note from Fififox: I’ll let you guess who wrote the text and didn’t post it :P ]

Ticks, Timing and Sleeps oh my!

This LD, some of us from the CubedHost.org team decided to participate and give it a shot, as we had admired the past few compos from afar.

So to pass the time and give me an excuse for procrastinating further, I began work on our base code; just some simple stuff like getting our code skeleton down, a tick system, and a simple window opening and automatically optimizing the framerate. The latter of those three proved to be the most difficult.

Through trial and error I applied different algorithms, ideas and whatnot, in an effort to calculate the current framerate, and essentially figure out how fast it could refresh, without falling behind or eating up all your CPU. Finally, I have found one that I am satisfied with, and although it is by no means perfect, it shall do for now.

As you can see, it’s not too exciting; however, I’m proud. Feel free to look around the code: here.

Enjoy 😀

I’m (probably) in

I have been trying to save the next week end free from other responsibilities so that I could join LD#23. So if all goes well, I’m in!

Tools that I’ll be using:

  • scissors
  • paper
  • pencils (and eraser)
  • crayons
  • forks
  • spoons

…and who knows what else. Perhaps I have to use some text editor, compiler and stuff too…

I’m in!

Apparently I’m going to spend this Ludum Dare at the Free Lunch Design meetup in Gothenburg. Beyond pumped!

Not sure if there will be jamming going on or if I’ll go solo.
If solo, I’m prolly going with flash+flixel.

Pretty sure it’s going to be a fun ride, just like last time :)

/Hannes

 

 

My Preparations

Here is a link to my starting code base/program at Wonderfl.

At the time of writing, the program just plays horrible generative music but the idea is to use the included ChordInfo class to actually have such music in the game.

You are free to use it as well if you want something like that.

The plan is to use the SiON synthesizer, which I can recommend for both music and sound effects (as an alternative to Bfxr), for playing whatever the generative music module spits out.

Excited that I’m in!

It’s only 4 days away, and despite this being my first LD, it is not my first game jam. I thought it would be nice to take a step back and wonder of the magnificence of an event such as this.

Nearly thousands of people from all over the world are united here for one reason: to create a world. We are all laboring in a measly 72 hours (or 48) to craft an experience in which collectively millions of players will be immersed in from all over the world. We are but a meager minority willing to spend tireless nights under insane pressure to manifest something into this world.

The part that really amazes me is the collaboration. A programmer from England could be working with an artist from Canada with music provided by a musician in Australia, with the end product played worldwide.

Be proud of the fact that while others are sleeping or simply resuming their lives, you will be among the people toiling away, sleepless and battling exhaustion at the brink of dawn. You’re not just creating a game. You’re molding the embodiment of your thoughts and beliefs. You are presenting yourself to the world in a fashion that is both artistic and beautiful.

My apologies if this is way over the top, just wanted to put that out there! 😛

I’m in for the 4th time!

This will be my 4th time, and 4th consecutive time, participating in the Ludum Dare competition.

I’ll be using:

Graphics: Game Maker 8 and/or Paint.NET and/or Microsoft Paint
Sound/Music: SFXR and/or Beepbox.co and/or Audacity
Code: AS3 with Flashpunk or C++ with SFML 2

Shouldn’t Randomly Generated not be a theme? Certain people (not me), particularly those new to the field of game making won’t be able to create much that is randomly generated.

Sure, names. But not levels or worlds.

Real World Gathering for Ludum Dare 23 in Darmstadt, Germany

Hi,

Spielmeister is going to host a real world gathering for ludum dare 23.

Date: Friday, April 20th 7:00 PM till Sunday  7:00 PM (CEST)

Venue: Spielmeister HQ, Adelungstr. 30a, 64283 Darmstadt / Germany

There will be free beer, drinks and snacks :)

Looking forward to see you!

Greetings,

Julian /CEO of Spielmeister

Let’s do this!

Hiya! This is pretty much my first time, so needles to say I’m pretty excited. I have little experience in game developing, but plenty in programming in general to be able to make some games. 😀

Language :AS3, everyone loves flash… Right?
Library: Flixel, it makes everything so much easier.
IDE: Flashdevelop, easy and powerful enough
Art: GraphicsGale for simple sprites, GIMP for additional editing.
Sounds: sfxr, what else?
Music: Aviary or Otomata, depending on the kind of game I’ll end up making.

Sadly I have no musical skills, so I’m not sure how I’ll handle this. I’ve heard of Autotracker, but I’ve never used Python, and it seems a hassle to convert to .wav then to .mp3. I guess I can use Wolfram Tones if it’s going to be a retro/8-bit ish game, else I might throw in some royalty free music. Anyone knows if the latter is allowed? If not, I suppose the game has to be so good that it doesn’t need music. 😛

EDIT: Thanks to Rybicon for sharing Caranha’s blog, it seems I have found a way to create simple music. 😀

Comments

16. Apr 2012 · 14:15 UTC
Good luck :) I think if you do the solo compo then it’s all suppose to be self created, however you can enter the jam compo with others or by yourself and use whatever sounds/graphics assets you legally can use but from the IRC channel I’m also told that it counts way better if you make your own stuff for scoring :)

I iz participating!

Hi all,

 

I shall be participating, my weapons of choice:

Code: C# w/ XNA (for Windows Phone 7 and Windows), leveraging RapidXNA (which reminds me I need to implement the new features for it some time soon)

Art: Paint.NET/Photoshop

Sound Effects: sfxr

Music: FL Studio

 

I wish you all good luck!

I feel like making something with voxels

Theme permitting, I feel like using this Ludum Dare to experiment with voxels…

Maybe also push in some procedural generation too, I’m feeling in a good mood about this. Only 4 days to go! :)

Comments

AlwaysGeeky
16. Apr 2012 · 22:53 UTC
Thanks for the links. :) Yeah I just have an itch for something voxel related recently. I know its a bit cliche there days what with minecraft and all… but you can do *OTHER* stuff with voxels 😉

Warmup = 0

I doubt I’ll be able to do warmup now. I had very much to do, I’m stressed now and I’ll be busy until Friday. I don’t think I’ll even do warmup in Friday! (Because I have some evil plans for Friday. Mwhahahaha!) So I’ll enter LD not warmed up. And that’s when my Chronolapse isn’t working! And I want to sleep. I can’t imagine myself being OK during LD. And it starts in 4 days.

(Why would you read it anyway?)

Have a nice LD everybody! Make sure to sleep well before it and do a great warmup!

Warmup done, lessons learned.

Yesterday, I submitted my warmup game, SameOrb, and was happy to be able to finish during the weekend. I picked an hard time limit to myself to check how I could manage the polishing phase. The engine/toy was quickly done the first day and the gameplay/balance/arts the next day, with a big gap between them where I was erroneously thinking that having few bouncing balls was an “almost-done” game. So it was something like a 2 half-days project.

It was a very fun exercise and I learned a lot of good lessons about time management for the true Ludum Dare challenge, except the theme part, we’ll see how that goes. Here are the steps which required more time than I expected, and I hope to fix that in my LD. Classic tips, but I can now confirm that I should follow them :)
– Challenge/gameplay. Even when the engine and controls are done, I still need levels, checkpoint etc
– Be nice with new player. Ok, no time to write tutorial or instructions, and *I* know them, but need to focus more on intuitive feedback to explain things.
– Don’t add sounds at the end, it’s not just arts, it can be an important interface feedback.
– Tweaking and testing physics is hard, and messy hardcoded values don’t help.
– Still need to watch performance. No time to optimize, but brute force everywhere sometimes leads to problems.
– Deciding when to stop adding features and when to start polishing gameplay and arts, is very important.
– Keep some time for the release step, stop coding *before* the last minute.
– Still take breaks, it’s important for performance and allow to think about the big picture.

Ok, I hope it helps someone (other than me), and don’t forget to have fun :)

Ok, I’m in for real.

Looks like my weekend is mostly free! That means I should have plenty of time for Ludum-Daring. Here’s what I’m using:

  • FlashDevelop for code… with Flashpunk for game stuff, Flod for playing music, and bfxr for sounds.
  • Graphics Gale, and maybe Gimp for pixels.
  • OGMO editor for levels, probably.
  • Milky Tracker for music.

Oh, and here’s my basecode.  Most if it is stuff that’s already open-source (Flashpunk, Flod, bfxr), or snippets of code that you could find or forums (Draknek’s preloader, a bitmap font class, an OGMO level loader), but I figure I should post it anyway just to be safe:

Download

I’m in!

I’ll be coding assembly for the original Game Boy (DMG) this time. I’ll make sure that the rom at least runs on the emulators “gambatte” and “visual boy advance” (as well as on the real hardware of course)

I’ve participated twice before without finishing, so I guess my goal this time is to try and actually have something to release when the compo is over. 😛

I’ll be using some tools and helper functions I’ve written before for things like loading images and maps. You can find it on github here: https://github.com/vidarn/rgbasm-dmg

Oh, and to warm myself up I’ve written a little intro/scroller:

Animated version (a bit boring)

Comments

huhwhozat
16. Apr 2012 · 20:43 UTC
I applaud you for planning to work on the Gameboy! Assembly is seriously mind-bending at times. Good luck!

I am here again!

Last LD was my first and I am here again to make something playable 😀 . I hope that I learned something from my last LD`s mistakes and my entry will be better and without so many bugs 😛

I will use :
Engine – Unity3D
2D graphic – Photoshop
3D graphic – 3DS Max
Sound – Audacity + don`t know yet
Timelapse – Chronolapse
Livestream – Join.Me ( no one will be watching it but I will have better motivation 😀 )

So I am looking forward to this sleepless weekend of programing.
VOTE FOR KITTENS!!! 😀

Presenting Generic Netplay Implementation, an experimental and possibly buggy C# network library

I probably won’t use this next weekend, but I’m posting this just in case I do want to use it.
GNI is a library to facilitate some simple, easy to use communication between a server and any number of clients.
Please note that this was coded in a relatively short time span, it was not tested extensively, network code is vulnerable to tons of unpredictable bugs, and my experience with netplay development is limited.
What I want to say is, don’t rely on it unless you’re capable of fixing bugs in it, as it might break at the worst possible moment.
The example chat program I wrote seems to work perfectly, though, so it should work. ‘Should’ being the key word here.

Features
-Simple way to send signals from server to client and vice versa, without bothering with minor technical details
-Automatically calls a function when a signal is received, a player connects, or a player disconnects

Download
Code includes a simple chat server project and chat client project as examples.

DLL download link (5 KB)
Source download link with example (19 KB) (Microsoft Visual Studio 2010 solution)

How it works
Small packages of information called GNIDatas are sent through the library. When received, it’s reconstructed as a GNIData struct.
GNIData consists of a key-value pair, with the keys or values being shorts (16-byte integers), strings, or nothing.

Server
-The server class must inherit from the library’s GNIServer class.
-Call StartServer(…) to start the server. You can have it check for incoming signals automatically, or choose to do so manually by calling Update().
-Override OnDataReceived(GNIData data, uint source) to interpret signals. It’s called from Update when a full GNIData has been received. ‘Source’ is the clientID of the client that sent the signal.
-Override OnClientConnected(GNIClientInformation client) if you want something to happen when a player joins. (The client is automatically added to the client list.)
-Override OnClientDisconnected(GNIClientInformation client) if you want something to happen when a player disconnects. (The client is automatically removed from the client list.)
-Use SendSignal(…) to send a GNIData to a client, or BroadcastSignal(…) to send a GNIData to every client.
-Send empty signals (datatype and valuetype ‘none’) if you want the server to automatically detect if a connection has been lost; otherwise it won’t notice until it fails to send a signal to it.

Client
-The client class must inherit from the library’s GNIClient class.
-Call StartClient(…) to start the client. It WILL NOT check for incoming signals automatically; call AutoPoll() to have it do that. Alternatively, call Update() whenever you want to check for incoming signals.
-Override OnDataReceived(GNIData data, uint source) to interpret signals. It’s called from Update when a full GNIData has been received. ‘Source’ is always 0 and meaningless in the client.
-Use SendSignal(…) to send a GNIData to the server.
-To be honest, I’m not sure what happens when the client unexpectedly loses connection to the server. It’ll probably throw an exception, so just catch that.

Documentation
Does not exist. If you can’t figure out the code, it’s best not to use it as it might still be buggy.

License
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
You are free:
* to Share — to copy, distribute and transmit the work
* to Remix — to adapt the work
* to make commercial use of the work
Under the following conditions:
* Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Have fun, and good luck with your games.

Tags: client, CSharp, GNI, internet, library, multiplayer, netplay, network, online, server

I’m in.

Hi fellow game creators! I’m stating my intention to participate! I’ll be using XNA 4 or Unity 3D. I really like space games, so I’ll likely do one if I can. I will use Visual Studio 2010 for sure.

I was hoping I could do last years however I got called into work over the weekend.

Graphics: Photoshop and/or Paint.net and/if 3DS Max.

Audio: Aviary’s Music and/or Otomata and/or Bfxr

Middleware/Engine: FlatRedBall or RapidXNA

If I decide to use Unity 3D then I wont be using those but I’ll still be doing it in C#.

if (Try()) Do(); else DoNot();

I’m in, HTML game or not…

I’ve been in competitions before, but this is my first Ludum Dare. I’m Martin Vilcans from Stockholm, Sweden. I’m hoping to gather a few other local participants for a meetup during the compo.

I am planning to go against conventional wisdom and use tools that I’m not 100% confident with, but I really want to do something with WebGL. I’ll be using three.js and some base code. Since I’m no big fan of JavaScript, I’ll be using CoffeeScript instead. There is an built version of the code online. It’s not very exciting yet, but it should display a gray 3D box that you can move by clicking and dragging the mouse. In case your browser or graphics card drivers doesn’t support WebGL, an informational message will be displayed and it’s time for you to upgrade! Please let me know in a comment if you have other problems and I may be able to fix it before Saturday.

WebGL is new and exciting, and this could become a great tech demo and an excellent game. Or a lousy tech demo and a crappy game.

Or I’ll just chicken out and use PyGame to create something simple but be sure to finish something. We’ll see when the compo starts.

Tags: three.js, web game, webgl

Comments

vilya
16. Apr 2012 · 23:15 UTC
Hi Martin, nice to see you here too! How have you been?

I’m in!

My first LD was a year ago. This will be my fourth, and I’m in!

This time I’ll be using C# with SDL.NET, rather than XNA. I wanted to try something new this time, but I don’t have the time to learn something new before this weekend, so I’ll just stick close to my comfort zone with C#, and at the same time I can learn a new way to draw stuff on the screen! 😀

And if it turns out to be easy, I might even try porting it to mono so I can get a linux version out as well.

Tools will be Visual Studio, Paint.NET, bfxr and iNudge. Frameworks will obviously be SDL.NET, and I might cook up a quick framework this week for some added basic functionality like screens, input and resource management, etc. I’ll obviously release that to the public if I do that.

Game Base

Not really a whole lot, but still: Click. It’s for C++/SFML2. Make sure C++0x/C++11 is enabled.

You’d put all your game code in scenes/GameScene, with your variables as member variables and then your normal loop stuff throughout the five functions: initialize( SceneChangeEvent& ), terminate(), update(), update( const sf::Event& ), and render( sf::RenderWindow& ).

  • initialize( SceneChangeEvent& ) is called the frame after a scene is activated. More on SceneChangeEvent later.
  • terminate() is called when the scene is deactivated. This, like initialize( SceneChangeEvent& ), is called at the beginning of the frame after a scene change is requested. This is to avoid various bugs I’ve encountered in the past (which I don’t remember). 😛
  • update() is called X times a second, where X is equal to Game::UPDATE_RATE (default 50). If it somehow gets behind, it will try to catch up.
  • update( const sf::Event& event ) is only called when update() is called, but is only called if we get an event from SFML. So, you could get 5 of these in one frame, or get none for several.
  • render( sf::RenderWindow& ) is called Y times a second, where Y is equal to Game::RENDER_RATE (default 50). This is just a call to sf::RenderWindow::setFramerateLimit( unsigned int ). If this gets behind, oh well. 😛

SceneChangeEvent is my way of passing information to a different scene when you change scenes without having to do something like std::dynamic_pointer_cast( game.getScene( "Options" ) )->setSceneChangeData( someParameterA, someParameterB, ... ). Basically, if you need to pass some data, you would add an entry in SceneChangeEvent::Reason (like GameSaveSelected), and then add a struct to the union, like this. Then, just create an instance of SceneChangeEvent, set the data, and change scenes. :)

ResourceManager is just a convenient way of getting resources without having to declare them, loading them, checking for errors, etc. all the time. For instance, to get an sf::Texture, you would run ResourceManager::getTexture( "image.png" ), and it will return the texture, or an empty pointer if loading failed. If loading fails, it also prints out to std::cout.

Now, you can either stuff every bit of code into the default scenes/GameScene, or you can be nice and separate your main menu, splash screens, etc. into their own Scenes. 😛

We’re In!

Hey there, programmers and designers!

Chipcaramel here, along with the brains of the operation, Jimun, announcing our plans to get involved with Ludum Dare 23! We’re both fans of classic, 2D side-scrolling adventures and will likely produce one ourselves! We’ve taken on the LD Jam in the past with unfinished product, but also a world of experience and lessons learned! We will put our heads together and give it our best shot!

We both seem to have the weekend free, so will work together through the Jam with the greatest of effort. We’ll be using the following:

  • Löve2D for the game engine
  • Lua for the core language
  • Photoshop CS5 and mtPaint for sprites and tiles
  • MilkyTracker, AutoTracker, cfxr, bxfr for blips and tones and melodies

Wish us luck!

Here’s My Base Code

So, I posted earlier that I would be releasing the simple JavaScript library I’ve been working on.

I updated that post with the link to kilo, but I thought I’d make sure it was seen and post this (don’t want to get disqualified from my first LD!). If anyone decides to check it out, please let me know if you have any recommendations for how to improve. It’s a public repo, so feel free to fork and contribute changes back!

Hi, i’m new here.

I’m 12 years old, this is my second gamejam, (first ludumdare), and i have no programming skills. Tips, please? Thanks!

Comments

Puzzlem00n
16. Apr 2012 · 23:35 UTC
Well, how’d you pull off your first game jam without programming skills?
17. Apr 2012 · 02:35 UTC
Its probably a bit too late for this LD, but Id reccomend looking into the 3D app Blender. Its got an inbuilt game engine, Ive used it a lot and its where I started out with a lot of my 3D work.

The engine uses ‘logic bricks’ which can take some time to learn, but the logic bricks are a more intuitive setup for anything game related, which pretty much take the place of programming.
drlemon
17. Apr 2012 · 23:53 UTC
Thanks everyone!