LD27 August 23–26, 2013

Tool Troubles

I have no idea what toolset I’m gonna use, to be honest. Previously I’ve used Flashpunk & Game Maker, but I’m having tilemap issues* and Game Maker isn’t optimal for me at the moment.
(The following part I digress into my recent tool experiences, feel free to not read on)

I’ve also had my eye on C++, but I can’t seem to configure it or any of it’s libraries(SDL,SFML) to work**.

I’ve been mucking around in unity, but It just doesn’t…gel with me. I think it’s because the language(“Unity Script” I think it’s called?) seems really inconsistent.

Coming from a Animation background (Flash, that is) the first language I tried after game maker was AS3, and I feel I haven’t toyed with it enough to really go in to detail; It’s going fairly well.

And finally is Love2D. The syntax was very foreign to me, considering that at the time I had never heard of Lua. Love2D is nice, but it has no dedicated (Is that the right phrase?) IDE so that really puts me off.

Thanks for listening and I’d love some feedback.

*The tilemap is all scattered and doesn’t comply with the actual tilemap in the OGMO editor. Feedback is welcome
**Could someone help with this please?

Comments

Madball
10. Aug 2013 · 06:11 UTC
Unity uses 3 languages: Javascript, C# and Boo (Unity Script? I think I heard it somewhere…). If you know C++
Madball
10. Aug 2013 · 06:13 UTC
Sorry, accidentaly submitted.

If you know C++, you should be OK with C#.
sfernald
10. Aug 2013 · 06:29 UTC
If you haven’t got your libraries compiling in c++, don’t even think about using it. That’s one language where you want to have your ducks in a row before you dive in. I mean, I love it (especially C++11), but you have to be prepared. Just getting your framework together with the libraries of your choice can be a project onto itself.
Chewynouget
10. Aug 2013 · 20:14 UTC
Thanks for the help everyone! I really appreciate it!

For the first time

I’m going to participate in Ludum Dare :-) And what I’ll use? As I have some experience with LibGDX I will use Java as programming language. I’ll try to target both desktop and android platforms. For art/graphics I’m not really sure yet… But I wouldn’t be surprised if I use Inkscape in the end. So I wish you (and myself too) good luck!

Here I come again!

Hey, last time didn’t go so bad, lets do it again!

This time around, I will use pure Java (no external libraries, it allows for more freedom in my opinion) with Eclipse IDE, Paint.net for graphics, Audacity and a mic for sound effects, FL Studio for music and large quantities of coffe! :)

Good luck, and have fun!

Really late post of a 7dRTS game but that’s okay

So my buddy Jan Marcano and I teamed up to make a game for 7dRTS. Due ti my internet connection problems and his family trip we didn’t really finish in time. So here’s what we left off with. We may finish this up or not. Hard to say at the moment. Enjoy it tho :)

Desktop Version (Only tested on Windows): Download

Android Version: Coming soon-ish

–Gameplay Instructions–

Play as the left castle and try and destroy the right castle. At the moment the only aspects in the game that have a function are the first 4 (Barracks, Siege, Archery, and Workers). I’ll explain each of the working aspects below.

Barracks: Determines the spawn rate of your warriors. The higher the number, the faster they spawn.

Siege: Controls reload speed for your Catapult. The higher the number, the faster it shoots.

Archery: Controls how fast your Archer can ready it’s bow. The higher the number, the faster it shoots.

Workers: Used to “repair” your castle, restoring your HP. The higher the number the more HP you get back. (We currently have an animation for this but it is not in atm).

In this game there are only a few units and they have a simple purpose. Here are their info.

Warrior: The Warrior is a melee unit used to attack your enemy’s castle. A warrior will spawn at a steady rate from the front of your castle and move toward your enemy. This rate is directly affected by the Barracks aspect. If it encounters an enemy Warrior then it shall perish along with the enemy’s Warrior. When a Warrior reaches the enemy’s castle it will do damage and then perish.

Catapult: The Catapult is a ranged unit that repeatedly shoots rocks at the enemy castle. It can not get killed and it only effected by the Siege aspect.

Archer: The Archer is a ranged unit that sits atop your castle. It’s purpose is to shoot any enemy Warrior that gets into range. It’s reload speed is directly effected by the Archery aspect. The Archer can not die.

Tags: #7DRTS

I’m in. or so.

Hi folks! I’m in as long as school doesn’t get in my way.

Last time, Citsilaminim was somehow an success, but also a fail at once. Because of the even more and better Ludum Darers it was a flop, but still an success for me because I’ve been using Shadow Engine (my codebase for all my LibGDX projects) the first time. And I’ve read thru the comments.
And I’m still learning. Hey, this is no post-mortem!

Toolset:

Language: (Mostly?) Java
Graphics: Gimp, my best friend forevah.
Sounds: FL Studio, SFXR for Android Libraries: LibGDX + extensions for it
Codebase: SHIT Shadow ( https://github.com/AngelDE98/shit-engine )
Android testing devices: Asuugle Nexus 7 (2012), Phicomm FWS710 Pro
Map-Making: TilED
IDE: Eclipse. And I’ve wisely chosen it.

As you may notice in the repo above, GitHub is yelling about other languages than Java used my Shadow. Well… just ignore that. I’ve had experiences with Lua and GML some years ago but nothing worth noting… wait… did I just…?… nevermind.

Shadow (or Shadow Engine or SHIT Engine or just SHIT; SHIT stands for Super Hyper Interspacetimecontinuum Teabrewing-machine) is just what I’ve used last time if you may remember (really does anyone remember? I hope not!).
Some of my “old friends” from the Maescool Catacomb-Snatch GitHub repo helped me making it more performant – but not performant enough (my fault, heh). It’s running the testmap on 20 FPS on my low-end phone – still not playable. Also, Maescool has helped me with Ouya support.
I’ve also added some stuff suggested by the Ludum Dare community (for example, light system… well… that’s the only thing xD), GLSL support and shadow-casting fonts and game objects. Oh right – did I note the controller support?

Short:
I’m not ready but still participating. Hopefully you are ready.

Useless protip:
When using networked ADB (“adb connect XXX.XX.X.XXX”) and still get timeouts, wakelock your device. It may drain battery but help a lot. Also, reconnect both WiFi and wireless ADB on the Android device AND THEN rerun “adb connect”.

First time

Hi!

This will be my first LD JAM. More, this will be my first “real project”. Until now, I just play with programming, but i decided that i need to go farther and LD looks like a good start. Some info:

Language: C++

IDE: code::blocks

Library: SFML

Graphics: Paint, Gimp //i’m definitely not a graphic designer

Sound: TBH, i have no idea. I never use any sound other than some “beep” and “boop” for my programs/games. I have no idea where i can get some good sounds for free to use in that kind of competition. So i’m asking for help with this. Any help will be great appreciate!

 

I can’t wait to start!

Comments

10. Aug 2013 · 16:07 UTC
Check out opengameart.org, loads of good stuff there. Best of luck!
DY
11. Aug 2013 · 07:31 UTC
Thanks a lot guys!

Preparation and preloading

convoluted

Decided to work on sorting a little bit of base code out today. Unlike the past Ludum Dares I intend to use Haxe rather than C. It’ll be interesting to see how the results differ when I don’t have to chase down rogue memory errors for several hours or implement basic data structures. All the other nice things Haxe has to offer will without a doubt come in handy, too, and targeting flash will hopefully make it easier for everyone else to play the game!

The image above depicts the preloader, I may have gotten a little carried away with it during my struggle and eventual failure to get embedded fonts to work in a haxe preloader… I’ll hold off posting the base code until closer to the compo in case I make any changes to it.

Tags: flash, haXe, preloader

I’m joining!

This is my third Ludum Dare! I have loved every moment of participating in it!

I am going to focus on playability this time around!

Good luck and have fun to all!

I am using a tiny framework that I am working on at this moment, and will put the files out when I finish it!

In the meantime: my Toolbox!

  1. Netbeans IDE for code!
  2. HyperMiniSkeleton library that I whipped up here This other library that I whipped up here These tiny codebases that I whipped up here, here, and here
  3. Audacity if I ever learn how to put sound in!
  4. Paint.NET because GIMP blows my brains!
  5. GitHub if me and my bro go into the 72 hour Jam! (Otherwise, I am doing the 48 speel!)
  6. You guys for motivation to finish it!

I’m in for LD27!

I will join the jam this time as well, trying to make my first project ever with GWT. It will be great to work in Java again, missed that a lot! :)

Possible Tools and Libs: Eclipse, Tiled, Abundant Music, Reason, Graphics Gale, Blender, BFXR, GWT, Three.js, Howler.js, gbullet

I hope that the theme will be something really inspiring this time!

Jam, here we come

Hi,

This is my first Ludum Dare, therefore I’ll do the Jam this time.

My toolbox:

  • Language: C++
  • IDE: Embarcadero C++Builder XE2
  • Libraries: Pure VCL
  • Graphics: Photoshop CS6 and Inkscape
  • Sound: SFXR, Sibelius 6 and FL Studio 11

Wish me luck!

Comments

rxi
11. Aug 2013 · 19:03 UTC
Good luck!

Entity2D is most likely IN for LD27

Yep, and I’ll possibly be doing the jam again, as my Saturday will be busy, again. Last Ludum Dare, I only just managed to get something playable in time. This time, I won’t make things more complicated than I can handle.

Tools:

  • Language: JavaScript
  • IDE: NetBeans
  • Framework: MelonJS
  • Graphics: Paint.NET
  • Music: Dunc’s Algomusic v5

Good luck to everyone taking part, and don’t forget to vote sausages!

article-1056594-029A470E00000578-445_468x286

Streaming Creation Of A New Game!

Hey Everyone,

Today I had an interesting idea for a game pop into my head, and I’m going to be streaming development from brainstorming through to completion. If you’d like to check it out, please go to this link: twitch.tv/0creds

Hope To See You All There,

– 0Creds

I’m in!

Second time! Last time was a pretty nice learning experience so I’ll be looking forward to the next one where hundreds of other people finishing games will motivate me enough to actually finish one gosh dang it.

Language: Java (maybe Javascript if I feel brave)

IDE: Netbeans

Graphics: GIMP and/or Paint.net

Not in, not in…

Just like the previous August, I’m not in. I’ll be away. But don’t worry! I’ll skip only three Augusts more, and then I’ll be able to participate!

Oh, if you’ll open the warmup a little early, I’ll participate in the warmup.

I’m in

I’ll probably be making a webgame with clojurescript since i’ve been learning up clojure lately .. or something with libgdx i’m not sure

Ludum Dare 27: I’m in!

Alright, I’ve decided to start getting hyped, I’m in!

Last Ludum Dare was my first and it was a lot of fun. My only goal was to finish a game and get it out there, success.

That being said there were some major flaws with the mechanics and it was an incredibly dull game-play experience. So I’ve written myself a list of goals to try and guide me.

Goal List:

  • Take the theme literally.
  • Plan thoroughly.
  • Don’t make it too hard.
  • Make controls nice when they are first implemented.
  • If a mechanic is 100% going to be in the game, implement it correctly the first time you put it in.
  • Max three coffees a day, maybe four or five, no more than six.
  • Write blog posts through the comp to reflect on your course.
  • Find people to play test within the 48 hours.
  • If following this list is ruining the fun, ignore this list.

Tools (same as last time):

  • Loom Game Engine: It’s easy to use, has live reload and is simple to deploy.
  • Sublime Text Editor: I’ve never loved a text editor so much before.
  • Photoshop: I’m too lazy to learn anything else at the moment.
  • Texture Packer: This is great for automatically making sprite sheets from image files.
  • Audacity: I’ll probably just be recording sounds again.
  • Bitbucket: My git source control provider of choice.
  • Mural.ly: A cool web app that I’ll use for planning my game.
  • Open Broadcaster Software: If I stream I’ll be using this, it is amazing.

Good luck everyone, 23rd can’t come soon enough.

Comments

12. Aug 2013 · 07:44 UTC
Neat!

I’ve downloaded Loom but not tried yet. What is your experience with it?

My First LD, Lets make it a good one…

This is my first ever post here,

And I am psyched to finally have a chance to be a part of LD, sadly I had exams during the previous one hindering me from participating.

Anyways, I am going to be using the following tools:

* Java

* Swing for the rendering

* My own base framework for all my sprite and level needs

* Lots and lots of Iced Cappuccinos.

Strategy:

* Spend more time on design

* Focus on creating the game as opposed to designing a good engine structure

* Exploit anything I can to reduce development time, given that the game will still run at around 60 fps on my 4 year old laptop

* Innovate (no infinite runner! NO!)

I hope I can finish something decent in time, maybe even get a trophy or something.
I’m also looking forward to all the entries from other contestants, some of the ones in the previous ld blew me away.

Thanks for reading,
Paul

I’m In!

I’ve been watching from the sidelines for too long. It’s time to jump in and try not to drown.

Primary Goal:
Finish Anything, its my first go and I just want to have something to show at the end of 48 hours.

Secondary Goal:
Finish something that is actually good…

Tools:
ImpactJS HTML5 Game Engine: I’ve made a few small practice games and am really loving it.
Sublime Text Editor
Paint.Net
XMind: Organization
SFXR: Sound FX
PulseBoy: Music if I end up making any…

Public domain content for compo?

I know the rule has always been that all content must be created during the 48 hour period, but I wonder if there’s been any consideration to allow content to be used that is clearly 100% public domain?

There are a number of sites where this kind of material is available, and it is clear that it is safe to use this stuff in projects now. There is much more organization and demand for public domain content on the Internet than there was a few years ago, so many sites specialize in providing it.

The reason I think it would be beneficial for the compo is that sometimes people like focus more on one aspect of their game entry. This would allow for someone to focus more enegy on the technical aspects of his game engine than on content while still being able to provide adequate graphics and sounds in his game. Yes, he could just enter the jam, the competition of the compo is compelling for many people and gives you the fix you just can’t necessarily get in the jam.

My thinking is it wouldn’t really give a leg up, because 1) 48 hours is 48 hours. Spend it as you please, cause every second is precious and 2) public domain content will always be inferior to a degree to specific content generated in the compo by an artist. Artists already have a huge advantage in this compo the way I see it with the use of high level game IDEs such as Unity and Game Maker. This would be a way I guess of throwing low-level programmers (C++/asm/etc) a bone.

To a degree we already allow this in allowing the use of sample libraries for music created for the competition. These libraries are allowed because they are provided by defacto to be incorporated into higher level compositions (songs). I would argue in just the same way, these public domain sites provide content to be used in higher level compositions as well.

Let me expand on this idea a little. You are actually encouraged to build off of public domain works. Most works have a shelf life and then disappear for eternity. It is a honor for it to be utilized in another work and go on existing. In the US, public domain law has existed since the Constitution to encourage the public to derive more works from it. It is there to help up unlock our creativity and build upon.

So I don’t really see this as simply adding a couple images or sounds to your entry from a public domain site, although that might end up being the primary use of the rule change. I could see more interesting works being created. Imagine for example a game based on HG Wells “War of the World” which used some of the original characters, plot and dialogue to create a more immersive and interesting entry then otherwise there would be time for. Or a rhythm game which had a dozen or so public domain children’s songs rather than the one weak song the contestant would actually have time to create. Perhaps these entries would not be created at all because the contestant did not have the necessary skill in writing or skill in song making. Seems like this rule might expand the quality of the entries by leveraging existing works. We might find much richer and more interesting entries than ever before.

Here’s a site with a list of just a few such public domain sites to give you an idea of what’s available out there.

http://libguides.lib.umt.edu/content.php?pid=119432&sid=1042278

My proposed rule change would be to allow public domain content as long as it was declared as such and cited with a reference to the site providing the public domain content.

What do you think? Good idea? Or just keep it the way it is?

Comments

johnfn
12. Aug 2013 · 03:39 UTC
I don’t want this to happen in the Compo because using public domain work would take out a lot of the meaning of ratings. What’s the point of getting first place in graphics if you just took the graphics from someone else? One of my favorite parts of the compo is seeing what people can do just by themselves, with no outside help. A lot of that would be lost if people could just take public domain art in 5 seconds rather than taking the time to make their own art.
sfernald
12. Aug 2013 · 03:49 UTC
I see your point. I just don’t think there’s any way art taken from the public domain would compete with custom art. There would be a certain amount of integration time to make it fit, which for a non-artist might actually be a comparable amount of time to what an artist could do from scratch.

My first LudumDare! #LD27

Hi gamedevs! My name is Manuel a.k.a. Gikdew and I’m from Spain.

LudumDare is so close, and I’m so excited, this is my first LD, I’ve tried to participate in the last 2 LD but I always had problems with software, or I don’t know how to program this or that. But now I’m prepared, I’ve been learning programing for a long time now and I think I will be able to finish my first game, including music and art.

I’m using Html5 because after reading a lot, I think is the future of the web and even of mobiles, it has a small learning curve and lots of doccumentation. I will be using ImpactJs, because is fast to develope with, has a Level Editor called weltmeister which is awesome and its community is so helpful.

[stextbox id=”grey”]

I’m always willing to talk about GameDevelopment and that stuff so feel free to contact me…

[stextbox id=”info” mode=”css”]Skype: gikdew[/stextbox]

Tags: html5, impactjs, javascript