LD28 December 13–16, 2013

Real World Ludum Dare 28 Gatherings

While Ludum Dare is traditionally an online event (make a game from the comfort of your home), many real world events happen around Ludum Dare.

If you want your event included here, post a comment letting us know where it being held. Be sure to include a link to further details (either here on the blog, or elsewhere), and we’ll add it!

The list so far:

[stextbox id=”custom” caption=”Europe” collapsing=”false” collapsed=”false” mode=”css” direction=”ltr” bwidth=”3″]

[/stextbox]

[stextbox id=”custom” caption=”Asia” collapsing=”false” collapsed=”false” mode=”css” direction=”ltr” bwidth=”3″]

[/stextbox]

[stextbox id=”custom” caption=”North America” collapsing=”false” collapsed=”false” mode=”css” direction=”ltr” bwidth=”3″]

[/stextbox]

Charity Game Jam II Turbo

Hai, everyone!

I’m pretty new to LD and while I’m looking forward to participate in LD28 there’s still quite some time left. I’m sure all of you have seen the Charity Game Jam annuncement on the top of the site by now but I’d like to point it out again with their youtube video.

It’s a nice opportunity to practice a bit and hone your skills before the madness that LD28 will bring and all the same time you can make up for all the naughty things you have done this year and move your name over to Santa’s Good Kids’ List so…

Don’t hesitate… Put that Charity Button to work on a great game!

Comments

22. Nov 2013 · 20:09 UTC
Thanks for blogging about it! Good luck and have fun!

One Chance (LD26) Playthrough

So everyone said my LD26 game was too hard… And while my theme rating was “decent” (3-ish), I think it could have been better if the game was easier. Why? Because the theme (Minimalism) is actually part of the final boss fight, but most people didn’t make it that far. 😛

I am just now doing this because back then I didn’t have a screen recorder which correctly recorded audio.

The game itself is here, or here on my website.

Comments

PockeTiger
20. Nov 2013 · 04:45 UTC
You can just copy-paste the link into your post and LD will automatically generate the embedded video.

Bournemouth University’s Game Development Society will be assembling for #LD28

The newly formed Bournemouth Game Development Society in the south of England will be getting together for the Ludum weekend! If anyone is around the area and interested in joining in, ping me an email at tkail92@gmail.com. See you there!

Silly question but here goes…

With my first Ludum Dare fast approaching, I was reading through the rules and noticed that source code MUST be shared for the compo. This doesn’t bother me, I just don’t know HOW to do that.
As I make my games in Unity, how does one share the source code?

Thanks. :)

P.S. I am aware this may be a silly question. 😛

Comments

20. Nov 2013 · 02:02 UTC
Sign up for an account on bitbucket or github and upload your project directory to a public repository. That way you also have revision history (saves you some headaches). Otherwise, just zip up your entire project directory and put it on dropbox or some similar file-sharing website. There’s no official way of sharing your code. Do whatever feels best (bitbucket).
20. Nov 2013 · 04:09 UTC
I would like to add that the question isn’t at all silly. It’s a reasonable thing for a rookie to ask.

2D Game in LWJGL with modern OpenGL, Has anyone done it?

Hi,

I was planning to create a 2D game with LWJGL for LD. I know my way around OpenGL and everything but I haven’t been able to create a tile system with VBO’s, has anyone done it and / or could you give me any tips for doing it. ? Thanks for any answers.

With modern OpenGL I mean not using glBegin(), glEnd(), glTranslatef();

In other news here’s a link to a forum post about faster rendering in OpenGL with VBO’s, something you should really look in to. Here’s the link : http://www.java-gaming.org/index.php?topic=28209.0

 

Tags: LD28, lwjgl, question

Comments

whizzter
20. Nov 2013 · 09:25 UTC
If you’re doing a “simple” 2d game you’re probably better off with “just” using client side arrays, firstly because they will be simpler to update per-frame (no need to upload data separately from rendering, just update and render) and secondly because you won’t need the extra performance. I did a demo with voxel rendering and if i remember correctly i didn’t see any need for actual buffer objects until i was in the 100k’s of polys. In reality you will probably be fine with “classic” GL in regards to performance on the desktop but the code won’t easily port to mobile.

The quest to reactivate my brain – Day 3

As expected, it got late. I got home at around 9pm yesterday and I was completely out of food. So the choice was between rushing to the store to cook something or working on the game. So naturally I fired up Unity.

I took a good look at my approach to collision detection and decided it was quickly becoming too “hacky”. For every small problem I tried to avoid, another was popping up. I decided to – again- remove half the code and try something different. Maybe I could avoid collision altogether if I implemented proper pathfinding first? While researching I found the fantastic A* pathfinding project by Aron Granberg, which made a few things much more elegant. I added a Plane behind the 2D scene where I do the pathfinding. The result is a Vector3() array, which awesomely enough is the data structure that iTween uses as a path. So I let the A* algorithm do its thing, call iTween.PutOnPath with the result and let the character move. That will eventually avoid collisions entirely. I say “eventually” because it doesn’t work quite right yet.

gaem3

 

In theory, the box around the counter would tell the A* algorithm that the nodes inside it are not walkable, so the pathfinding should navigate around that. It doesn’t. After tinkering with it until about midnight, the nodes just remained walkable, no matter what I did. I don’t know why, I probably made some stupid mistake. However, this was the point where I had to stop, because I got… let’s say annoyed. Okay, let’s not say annoyed, let’s say “ready to punch a baby seal”. But it wasn’t in vain, because in theory I have a very elegant solution, one I really like. Once this “make area not walkable” thing starts working. Which it won’t for now, because I’m moving on. Not sure what I’ll work on today, but pathfinding won’t be it, that much I know.

I’ll start a little later than usual today, because I have to go to the grocery store first. I’m super hungry for some reason, it’s almost as if I haven’t eaten anything yesterday. :) See you guys tomorrow!

Game Jam in Kassel next weekend

Spielsalon Kassel

Heya!

Are you near or in Kassel, Germany, at the weekend from 29th November to 1st December? There’s a local game jam going on, in the context of the Spielsalon 2013 (a festival about author games, i.e. games by individual people, often artists). This means you can also attend talks and workshops before the jam!

As usual the game jam itself will be about making a game in 48 hours. It will take place in a bar.

  • no fee for attendance
  • a place to sleep will be provided by folks from Kassel (couchsurfing)
  • the theme will be given at the beginning, but you can choose your own tools of course
  • make friends in teams

More information (in German) is here. Use this form to enter (20 participants max)!

Tags: game jam, German, Germany, jam, Kassel, local event, Spielsalon

The quest to reactivate my brain – Day 4

Well, I knew it wouldn’t last. I just didn’t expect it to fail this spectacularly. Day 4 was a disaster. The brain just wouldn’t work, at all, no matter what. Every time I would try to code something, my mind would just…sort of go blank, without me even realizing it would do it. I would snap out of it about 10 minutes later, realizing I was just staring at the screen. I wasn’t even *thinking* anything really, I wasn’t distracted, I would just sort of pass out with my eyes open for a few minutes.

I tried to get back into it time and time again, for about 2 hours. Then I gave up, tried again in the evening, with similar results. It just didn’t work out today. I knew this would happen eventually, as I said in the first post, the years of drinking definitely did some damage. So I’m not beating myself up about it. It wasn’t for a lack of trying, I wasn’t being lazy, it just didn’t happen.

Comments

PockeTiger
22. Nov 2013 · 11:50 UTC
Don’t give it up dude. Take a bit of break – A nice warm bath and stuffs – play some stress reliefing games – Postal 2 wa always good for that – or anything where you can beat up a lot of stuffs quickly and then go back to work.
22. Nov 2013 · 12:30 UTC
I agree with PockeTiger, it sounds like you need a break. You can always try tomorrow or the day after.

Just don’t give up!

You can do it!
Photon
22. Nov 2013 · 18:58 UTC
Trust me, this isn’t unusual. At all. I’m not trying to downplay what has happened to you over the years, but even us “normal” programmers understand that “the wall” will almost always come, if not multiple times in the same project. It comes in different ways, but it comes and it likes to come hard.
RadioLemon
23. Nov 2013 · 02:18 UTC
I have problems with staying on projects too ;/

4 days is the longest I’ve stayed on 1 game so far.

Test

Testing testing

[LD27] Starting to Shine

Ghsot Robot Time is the current game development project being worked on after its prototype was made for Ludum Dare 27. The above is a video update showing off the new title screen, menu options, stage select, pause function, and creative commons license text. All of these things are currently working as shown in game.

It has taken weeks of drafting, brainstorming, prototyping, getting sent back to the drawing board, and beginning the cycle anew just to get this far. I am pretty pleased with the results so far given the improvements when compared to early version. Leave any feedback in the comments below and check back later for more updates.

This was cross-posted from my development blog at wally2069.blogspot.com

3

This entry was posted on Friday, November 22nd, 2013 at 10:34 am and is filed under LD #27. 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.

Please support my game PAWS on Kickstarter! The cutest tactical game this side of XCOM! Update

poster large9-01

 

Hi fellow LD gamedevs! My game PAWS has launched a Kickstarter campaign to fund its completion. We’ve been working on it for 19 months and it’s really starting to shine, we think.

Take a look at our screenshots and please try the playable  alpha demo. If we get funded, the game will be available to the world in 6 months. If we don’t, it’s 19 months of work down the drain, because we’re poor gamedevs like everyone, and will not be able to develop it further. So please support our Kickstarter. Thank you for your time,

love, Christina

bling

alphademo

Tags: crowdfunding, kickstarter

Charity Game Jam

This week I will be making a game that will be a part of the Charity Button Donation challenge. One week to make a game with a button that goes a donation page for the charity of your choice. The charity I am choosing the Red Cross, and I will be targeting the Typhoon Haiyan Fund. (http://www.redcross.ca/donate/donate-online/donate-to-the-typhoon-haiyan-fund) Will be updating more as the week goes on.

Here is what my menu looks like right now! (The buttons even do stuff! Like link to the Red Cross!)

Menu_2

The idea for my game is pretty simple, you are a rectangle, you have to collect ‘food’ and avoid bad guys. I have this idea floating around of like a collect and return system, but meh. Will keep you updated with that.

 

BadGuy_Minimal

~MrBlade

(If you want to keep up on the latest memakeythegame news, you can follow me on Twitter which I will be updating more often than this. @powderblock. If you like these kinds of posts you can always like my company on facebook!)

OwO I love game development

Yeah… that’s really all I had to say, but I really can’t pass that off as a post, now can I?

So… I decided to talk about my current project(/s)!
My main project is a request from my R&D team (aka my friend/co-developer/co-conspirator who tries to figure out what people want made) and it is essentially not much more than a sandbox game inspired by minecraft, the main gameplay scope as far as the alpha is concerned is essentially minecraft but more will come as the game continues to grow
That project isn’t really of much interest to me though and I’ll release it as FOSS (sourceforge or github, which do you recommend?)

A project I planned to make but scrapped (you can have the idea if you want it, it’s unlikely that I’ll pick it up since I had another much better idea) would be Tetris the MMORPG, no one seemed interested though (I wonder why…)

Oh, and I also do game art and I am the only artist on my team (and one of two programmers…. then again it’s a two man team)
I’m working on a few other projects but none of which are moving right now (ugh, I’m the only artist and I’m tied up in a project)

Anyhow, enough babbling about me, more about the ludum dare
I’ve considered joining a ludum dare since 2012 (I think?), and I finally decided that I’ll join the next ludum dare as soon as I have an alpha out (oh my current primary project)
Any hints for properly managing time during the ludum dare? (Especially since I mostly do 3D games OwO)

Goals

Hey

Ive got a quick question about an idea someone was trying to explain to me.

If you could put down a goal, say for example “complete an LD game” with a money amount that you would forfeit if you didn’t complete the goal, would you?

As an example if I put down £50 and then completed my entry, I get the money back. If I don’t finish, the money goes to a charity or something.

Would this motivate you to complete your entry and would you pay to do this.

Any feedback is appreciated

Mstrymt

Comments

23. Nov 2013 · 20:33 UTC
I would not do this. I am going to finish an LD weather or not there is a reward. Scaring me into making games doesn’t sound pleasant. The ‘goal’ sounds more like a threat and would make me have less fun and be more on edge.
Mstrymt
24. Nov 2013 · 11:38 UTC
Thanks for the feedback.

November challenge?

Yep. I didn’t have much time until now, so I’ve started working on my october challenge game in late november. It’s going to be an extended version of my last Ludum Dare game. I’ve rewritten it, and that’ll allow me to do things a lot easier than with original code. I’m not going to bother you with all the little updates, so I’ve set up a blog at http://rot13x.wordpress.com/ (rot13 username was taken, unfortunately). Feel free to drop by once in a while.

Also, I’m in the next compo. Good luck everyone!

Path Planning (AI) in Platformer Games: A Layered Approach

I’ve been working on path planning (path finding) for platformer games
for a while. My original intention was to create a reusable framework
for scripting characters in a platformer, but it can have other
interesting applications. I have a working prototype and its source
code.

Handling Continuous Space

The first problem that we need to address is the continuous nature of
a platformer game. In a typical path planning, a problem is usually
represpented as a discrete space. However, in a platformer game where
characters often are affected by gravity, handling its continuous
movement is crucial. We addressed this issue by dividing the problem
into two layers: macro-level planning and micro-level planning. The
macro-level planning takes care of a coarse-grained plan such as “go
to this block” or “jump here and try to land at that block”. The
micro-level planning takes care of more fine-tuned movement that
involves a continuous 2-D space. The macro-level planning is done by
using typical AI techniques like a navigation mesh, constructing a set
of possible actions at each discrete location. The micro-level
planning is done in a more greedy manner, by taking care of physical
collisions and character coordinates.

The macro-level planning can be implemented with a pretty
straightforward Dijkstra or A* search. It starts from the goal
position, and iteratively searches all the possible movements until it
reaches the initial state (the position of the character). Each
action is associated to its next action until it reaches the goal,
forming a DAG structure. A plan graph can be dynamically constructed
and periodically updated based on the current state of the game.
Additional restrictions (e.g. space constraints and ladders) are also
considered.

When each action is executed, a character is entirely controlled by
that action, and the character cannot execute the next action until
the current action is finished. Each action only considers the
starting and ending point, and it moves the character in a rather
straightforward way. When the macro-level planner detects the
situation change (e.g. the goal is moved) during the execution, the
current plan is abandaned after the action is finished and a new plan
graph is created.

Jumping / Falling

Jumping and falling is the key element of platformer games and the
core of its planning problem. It has so many parameters that using
naive methods will easily lead to computational explosion. In the
proposed method, the macro-level planner only takes care of its
starting point and ending point in the block coordinates. The planner
has to know in advance the speed of a character in question and its
jump impulse, as well as the gravity acceleration, so that it can know
where it will exactly land. The macro-level planner uses two bounding
boxes (a jumping part and a falling part) to approximate the clearance
that a character needs, but it doesn’t take care of an actual
trajectory of the character.

An actual jump action is divided into three steps. First, it tries to
move the character to its starting position (Set), maneuver the
character movement during ascending (Ascend), and then land the
character to the ending position (Land). It takes a precise
(pixel-wise) control of the character at each frame update.

Landing Prediction

The planner can find a solution only when the path planning is
solvable. When a character is following another character that is
jumping or falling, the goal position is often considered unreachable,
making it impossible to find a solution. In a case like this, the
planner can optionally make a guess of the final landing position
based on the current speed of the character.

Moving Platforms, Sprinting, Double Jumping, etc.

A path finding is based on an assumption that the floor map
you’re planning on is static. When there are some parts that are
changing dynamically, those parts need to be handled specially by
the micro-level planner. In this case, the macro-level planner only
takes care of moving into that part and getting out of it.

Handling moves like sprinting or double jumping can be more tricky,
because such actions depend on the current state of a character. In
other words, a plan becomes context-dependent. Now we would have
to consider multiple possible states at each grid, making the search
space several times larger. I am not sure if we can find a really good
solution for this kind of planning, but in theory we can still take
this into account in the current framework.

Source Code Structure

The prototype is written in ActionScript. However, the planning parts
are separated from the UI and I believe it’s relatively easy to port them to
another language. Here are a couple of important classes:

Actor This is an object that the planner takes control of.
The object needs to support methods like move(x, y), jump()
to perform actions on each character, as well as query methods such as
bounds(). TileMap An object that stores a 2D map that a planner can use.
This is basically a two dimensional array of tile numbers.
The class needs to handle a query like getTile(x, y) as well as
range queries like “if there’s a certain block within this area” in order to
serve the efficient planning. PlanMap A macro-level planner that has a plan graph and its constructor.
It maintains a grid of actions, which correspond to each tile in
a TileMap object, so that an Actor can query
a possible action to take at each place. An action,
which is a PlanAction object, is represented as
an edge of a plan graph. There’s one important method addPlan(),
which fills the grid according to the given parameters and the associated
TileMap.
A plan graph can be shared and reused as long as the goal is not changed
and all the Actors has the same property (e.g. speed, gravity, etc.). PlanAction This object represents a single action planned by the macro-level planner.
An action object has a detailed information about the action such as a
starting and ending point, the type of the action, and the tile map it’s referring to.
The object is responsible for performing micro-level planning.
It fires events to an Actor object so that it can carry out
the corresponding actions (jumping or moving, etc).

Is This Smarter than Humans?

Unfortunately, no. Due to computational limits, the current
implementation considers only a handful of ways of possible jumps at
each position. Since it uses a rectangle as an approximation of jump
trajectory, it cannot emulate a complex manuever that humans could
do. Also, since it’s on block-by-block basis, it cannot consider a
possibility of barely-make-it kinds of jumps. These are mostly
complexity problems, but in some cases there might be need to give up
to find an optimal solution.

Charity Game Jam progress report

Hai everyone!

I was thinking that Charity Game Jam is a great opportunity to practice for LD 28 and also get some hand on experience with Unity 4.3’s 2D toolsets so I didn’t wasted much time yesterday morning and started to create my art assets. Things didn’t went smoothly though as our ISP went Boom early in the morning and the lack of Internet was painful.

Fortunately this morning the service risen from it’s ashes and I can give you this small update on what the hell I’ve been doing so take this piece of art [notes: don’t get your hopes up people, I’m not an artist, but I can tell I’m not alone by browsing some past Posts :3 ]:

It's a Witch's Hut.

Witch’s Hut

Tags: Charity Button Challenge, Charity Game Jam, charitygamejam

My Game Super Sky Hero on Kickstarter!

Super Sky Hero Header

 

Please help this game go beyond its potential by backing the project or sharing. Making this game will rely greatly on the outcome of this Kickstarter campaign. I think this is a great community here and thank you for any help. Also any feedback is also greatly appreciated.

KICKSTARTER HERE

SUPERSKYHERO WEBSITE

 

Tags: #indiegame, crowdfunding, iOS, kickstarter

We need you!

 

JC_We_Need_You

We have worked very hard this week-end, it’s awesome to have a team who will follow you even if you change the deadline from 4 months to one week. Whatever, this week of work will eventually lead to a playable demo of our current project, One more rainy day. We will need several testers in order to improve the game, and above all : track bugs!

If you’re interested, please visit our blog : Click here!

 

Many love,

Pulled Frop.