LD27 August 23–26, 2013

We’re in

First time’s the charm right?

Language: Java

Library: Java 7 and possibly some personal

IDE: Eclipse Kepler

Graphics: Paint.NET

Underground Pixel is in!

Joining LD for the 4th time in a row! You can follow the progress via our Twitter (we’re @undergroundpixl!). Linking Underground Pixel’s previous entries below, so you’ll have something to play while you’re waiting for the next one! And all of these are available for sale in FGL’s game shop on the cheap, if you’re interested. :)

Beast Feast: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=7580

Holly Jolly Pyromaniac: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=7580

Colossal Clean-Up: http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=7580

I’m In

This will be my 8th time participating in Ludum Dare in a  row.  My goal as always is to create a game that is different but improved from the last one, as well as to pick a political and or social issue to explore inside of a video game wrapper.

Part of my weekend will be lost, so I’m not sure how much time I will have, it may be a 24 hour challenge for me. My University starts Monday and I will be moving down this weekend.

 

I’ll be using:

Construct 2

bfxr

Photoshop

python music generator

I’m In! Third Time!

Third Time! This time i hope i can manage to make a game above average.

I’ll use my Loyal and Beloved Construct2!

– PhotoShop

-Bfxr (Sound)

-gcMusic (Music)

I’m in!

Count me in for Ludum Dare!

I’m not sure what tools I’ll be using, it is dependant on the theme.

If the theme is good and we can come up with a large idea, then my friend and I will be working together, and we’ll be using GameMaker: Studio.

If the theme is bad/we can’t quite come up with any good ideas, then we’ll do the competition separately, and I’ll be using the Löve2D framework.

Situation 1 (72hr):

  • IDE (and pretty much everything else): GameMaker: Studio
  • Sound: sfxr (or bfxr), probably

Situation 2 (48hr)

  • IDE: Programmer’s Notepad
  • Framework: Löve 2D 8.0
  • Language: Lua
  • Sound: Probably sfxr (or bfxr)
  • Image editing: game maker image editor, probably.

As per the rules of announcing reused code in the 48hr competition, if I do happen to use Löve2D, I will be utilising the SECS meta-framework, which basically adds a ‘class’ type of thing to the game, makes programming loads easier. Can be found here: http://love2d.org/wiki/Simple_Educative_Class_System

Luck be to all who enter!

I’M IN!

I’m in for jam.

Language: Java

Platform: JVM (obvious)

Library: Small custom engine wrapping LWJGL.

Graphics: Paint.NET mb some other tools

Music: Sunvox

 

Engine is not finished yet, I’ve been writing for about three days ans there are still some things to implement. Hope I’ll be ready till jam starts.

And one more interesting thing. Does everyone here has a video card with openGL 3.2 support?

 

ALSO going to publish a demo application for you to test my engine tomorow.

Comments

lulzfish_4
21. Aug 2013 · 23:52 UTC
I’m on a GeForce 7900, I only have GL 2 and DX9.

Are the clocks synchronized?

Well, it might just be on my end, but the clocks for the jam and the ludum dare seem to be 1 second apart. Not a big deal, just found it funny!

Comments

JD557
21. Aug 2013 · 22:22 UTC
It’s not just you, it seems to be on purpose, check the source code:

I’m in

I’ll probably be using flashpunk and paint.net and audacity or http://beepbox.co

Can’t Wait, I’m in

Hey guys,

I will be taking part in ludum dare this weekend, i will be using pure Java with no 3rd party libraries.

Can’t wait :)

-GlennBrann

Addendum to Being In

I said before that I am in and will only have 36 hours and am using JavaScript/HTML5 with enchant.js, plus a few content creation tools.

These things are all still true, but I would like to add the caveat that since I live in the future and can’t just call in sick on Monday (and the dates were announced too late for me to request it off), I reserve the right to turn in my game for the jam instead of the compo if I decide that it’s not done enough by the time the compo ends.

That is all. Carry on.

First Time!

I’m excited about this after I learned about it.  This is my first time.

I’ll be using either Flash and Action Script or Java and LWJGL.  With Photoshop and Illustrator for graphics creation.  Possibly Tiled Map editor.

Best of all – everyone have a great time putting something together!

We are in !

This will be my 2nd Ludum Dare, we hope to make a game which is fun to play,

team strength – 3 members
software-construct 2

We are students from a game design school in India :)

Avichal

Streaming Ludum Dare 27!

Hey Everyone,

My partner in crime and I will be streaming some LD27 testing and the like. If you’d like to join in, check it out here: twitch.tv/0creds

Hope To See You All There,

– 0Creds

Preparing for Ludum Dare AS3 development

Looking forward to participating in LD27? If Flash is your tool of choice, but have not used it in a while, here are some things you might want to rehearse before the contest starts. There isn’t much time during the compo to start looking up the order of function arguments or trying to recall how the overall structure of your game is supposed to work, so I like to practice the most commonly used things before the start.

Creating a simple game class

From starting up Flash, how do you get the basic game loop going? One option is to just use Flash actions editor, but as the Flash editor tends to be a bit slow and is lacking in some features, my personal choice is to edit all code in Sublime Text 2 and use Flash only to preview the result.

You can pre-create a snippet to serve as a starting point. As long as you declare your snippet before the contest starts, you are allowed to use it. Here is my starting point that just displays some noise on the screen. To use it, you create a new AS3 project in Flash, then save it as say Game.fla and from properties set “Class” to “Game”. Then save the snippet below as Game.as and launch:

package {
 import flash.display.*;
 import flash.events.*;
 import flash.geom.*;
 import flash.utils.*;

 public class Game extends Sprite {
  var backbufferBitmapData;
  var frontbufferBitmapData;

  var past;
  function tick() {
   var now = getTimer();
   var elapsedSeconds = (now - past)*0.001;
   past = now;
  }

  var pixels:Vector.<uint>; 
  function render() {
   var i:uint = pixels.length; // declaring type here is a huge speedup
   while (i--) pixels[i] = 0xff000000 + Math.random() * 255;
   backbufferBitmapData.setVector(backbufferBitmapData.rect, pixels);
  }

  function flip() {
   frontbufferBitmapData.copyPixels(
   backbufferBitmapData,
    new Rectangle(0, 0, backbufferBitmapData.width, backbufferBitmapData.height),
    new Point(0, 0)
   );
  }

  function refresh(evt) {
   var start = getTimer(); 
   render(); 
   var renderTime = getTimer();
   tick();
   trace(renderTime - start, 'ms / render()', getTimer() - renderTime, 'ms / tick()');
   flip();
  }

  public function Game() {
   past = getTimer();
   backbufferBitmapData = new BitmapData(stage.stageWidth, stage.stageHeight);
   frontbufferBitmapData = backbufferBitmapData.clone();
   addChild(new Bitmap(frontbufferBitmapData));
   pixels = new Vector.<uint>(stage.stageWidth * stage.stageHeight, true);
   addEventListener(Event.ENTER_FRAME, refresh);
  }
 }
}

Screen Shot 0025-08-22 at 3.04.23 PM

Getting bitmap data into your game

Recall that in flash there is BitmapData that represents the raw pixels. Then it has to be wrapped in a Bitmap to actually display it on the screen.

One thing you almost certainly will want to do is to use an external editor like Gimp or Photoshop to create a graphic, then somehow get that to display in your game from code. Say you have cat.png in your game directory. The way to get it to appear is to first bring up the library in Flash (⌘-L on Mac), then drag the image to the library. Edit properties of the image, check “export for actionscript” and give the class a name.

Easiest thing to forget when now instantiating that class from code is that you have to pass it 0,0. So if you called your class Cat, to get the BitmapData instantiated you do

var cat = Cat(0, 0);

You can now access the image data from code. To check that it is working, you can also add it to the stage by doing the following as the last line in your constructor.

addChild(new Bitmap(cat));

Screen Shot 0025-08-22 at 2.57.17 PM

Clearing a rectangle

Recall that fillRect exists and that in AS3 you pass in a Rectangle object as an argument instead of separate coordinates. However for the color, an integer is expected. Like so:

// Clear a 100x100 rectangle at 100,100 to red.
backbufferBitmapData.fillRect(new Rectangle(100, 100, 100, 100), 0xffff0000);

Copying pixels from one bitmapdata to another

You call the copyPixels method on the bitmapdata that will be changed. Argument order: Source – rectangle – point.

backbufferBitmapData.copyPixels(cat, new Rectangle(100, 100, 100, 100), new Point(200, 100));

Screen Shot 0025-08-22 at 3.16.31 PM

Using filters

Filters are an easy way to make something look impressive easily. After you have a filter instance, you use it to change the pixels in a bitmapdata object.

You have to remember the following things:
– How to get an instance of the filter
– How to get that filter to change the pixels

Remember to import flash.filters.* first.

blur = new BlurFilter(10, 10, 10);
cat.applyFilter(cat, new Rectangle(0, 0, cat.width, cat.height), new Point(0, 0), blur);

Cat appears twice there, because applyFilter is called on the bitmapdata that the result is copied to and the first argument is the source of the data that is passed to the filter. In this case both the source and destination are the same.

Screen Shot 0025-08-22 at 3.24.41 PM

 

Other filters are already included. You can find the list here. After this preparation, some further things to do would be to play past winning games and think about why they won, how they managed their time. Look at themes that are currently being voted on, try to brainstorm what kind of games you might make from those themes. Good luck!

 

 

F-Fine. But I’m not entering because I like you or anything

After a shitty rating on my Jet Fighting game last LD, I will reluctantly make another game.

I’ll be using the “Colorado” graphics classes again: https://gitorious.org/cyborgtroy-colorado/cyborgtroy-colorado

I might even follow the theme this time.

I think my Jet Fighting entry suffered because I didn’t like the theme, I had never written a proper game before (and perhaps still haven’t), and most importantly because I don’t like making games.

I’m in again!

Second time here. On my first attempt, I took it easy and went with Game Maker. This go around I’m going to use Java, and I’m hoping to do something multiplayer using Kryonet. We’ll see about that based on the theme.

 

Other tools:

  • The Gimp
  • FL Studio or Musescore for music
  • Eclipse
  • Caffeine (Tea Earl Grey Hot)

First real time

Well I will be going into this ready and prepped and excited to create a game in 48 hours.

 

Language: Java (w/ libgdx)

IDE: Eclipse

Audio: Bxfr

Graphics: Paint.net

 

and good luck to everyone else doing LD!

Comments

Macecraft
22. Aug 2013 · 01:05 UTC
Good luck dude, it’s my first real time aswell!

Help! (Code) [Urgent]

Hey Ludum Darers!

I’ve been roaming in the wonderful world of OpenGL and I’m super close to making a really nice library that I’ll be able to use for the compo!

However, I am in need of some help. If anyone has experience with LWJGL/OpenGL and some free time, I’d really appreciate it.

 

I’ve been having problems using Vertex Buffer Objects. because the system throws an exception saying “Cannot use offsets when array buffer object is disabled” whenever I try to call glPointer operations.  (See line ~845)

I’m clueless as to what this means, being that there is no GL Enum called ARRAY_BUFFER_OBJECT. Any help on what it might mean or what I’ve coded wrong would be nice.

 

Also, I’ve been having problems with FrameBuffer objects. They never seem to render to anything at all. The class is at line ~1355

I’m pretty sure it’s within the Three.GL.FrameBuffer class, but I can’t seem to find the problem.

 

Yes, the class is called “Three” until I can think of something better.

To use the library,  just copy the class file into your game, create a class that implements Three.GameObject, then call create(params), defineGameObject(GameObject), and start() to begin.

Three.GL houses all kinds of shortcuts for OpenGL, Three.AL does the same for OpenAL, and Three.Util is a little module I’ve created for containing anything that I might find useful.

 

LINK: https://www.dropbox.com/s/pqqni9bjyup41sk/Three.java

 

Please tell me any solutions in the comments. I’ll post a final edit of the class file either when it’s fixed or the day of the competition.

Thank you and good luck!

 

 

Comments

kgb
22. Aug 2013 · 02:03 UTC
I have no idea really, I only did Opengl in school. But i remember a project I was working on where I needed to call glBindBuffer before i did something with VBOs, vague i know.. but I wish I could help more.
TammiLion
22. Aug 2013 · 04:10 UTC
Have you checked stackoverflow/ stackexchange (you also have a gamedev variant) yet?

Welcome to #LDPD

LDPD

(hi-res link upon clicking)

You can’t stop us from doing that. (Of course, the games DURING the Ludum Dare would not use any copyrighted material, unlike this very poster) Also, I hope I’m not going to be alone here.

First Timer!

Hello everyone!

My name is Hunter

On the Internet I go by Mactinite, or TheMackNT, or under the guise of BearMac Studios!

So I attempted to participate in the 7DFPS, butI am always busy during the week so this failed. This coming weekend I only have work on Friday and some school on Saturday So if I sit down and do it I should be able to make a game (maybe? hopefully?). Well anyways here’s what I’ll be using :

Engine : Unity3D <3

3D Modelling : Blender

Image editing: Photoshop / GIMP

Sound & Music: Other than audacity and my voice I have no idea.  XD

P.S. I’ve never done this before so if any of these programs violate the rules let me know please. I’m more than flexible. :)

P.S.S If anyone could recommend a program for sound it would be greatly appreciated.

 

Comments

xplicitone
22. Aug 2013 · 01:08 UTC
Welcome! This will be my first time as well. For sound effects, you can check out sfxr or bfxr. As far as music, I think there are a lot of options. For Mac (just guessing that’s what you have haha), you can look into Logic and for PC, FL Studio or Cubase among many others. Leave options open as i’m sure others will have better ideas, just something to look into.
mactinite
22. Aug 2013 · 12:33 UTC
However, I found a java port of the program that works excellently! I love it!