LD29 April 25–28, 2014

Settling In For 2 Days Of Microwave Meals & Junk Food

This will be my second LD, and this year I’m taking a somewhat risky approach. I’ve been putting together a little entity/component/system in C++ over the last couple months, and threw a teensy little game engine on top of it with SFML. We’ll see how well it holds up 😛 (and if it doesn’t, I’ll get some work done on my engine :D). I’ll be working on throwing a few niceties into the engine in the next couple hours, in a last minute excuse for preparation.

My engine code is hosted on GitHub: https://github.com/stett/frame.

OK – time to run to the store to make some regrettable dietary decisions.

Let’s do this!

Tags: C++, ECS, sfml

I’m in-

Joining  LD for the first time. A bit creepy ^^;

-Framework: will be html5 and a canvas engine, can’t decide which one yet. Many require webservers I suppose for testing not hosting 24/7? (lol im so bad at this)

-Language: will be javascript using notepad++

-Music and sound:  LMMS and audacity

-Graphics applications will be GIMP2 and Paint.Net

Hope everyone has fun and hopefully don’t stress 2 much!

I’m (sort of) in

So it looks like it’s time for another ludum dare, hope everyone has their tools and equipment set up ( I know I don’t 😛 ). This is my fourth ( third, if you only count times when I submitted something ) ludum dare and I’m really loking forward to it. This time however, I will be doing something different, instead of joining the compo – like I usually do – I will be doing the jam. This is because of several reasons, but the biggest one being I will be a bit busy with real life stuff this weekend and also that no matter what the theme is I will try to make the game work in some way with an awesome collection worms/cortex command pixel/terrain destruction unity scripts I found. Seeing as these were made before the ld I will have to join the jam in order to be following the rules ( which you should do. If you don’t you are a bad person and should be ashamed of yourself ). But that’s quite enough introduction, let’s get on with the tools list!

– Engine/Language: Unity3D ( in 2d, scripting using c#)

– Art: Paint.net

– Music: Fruity Loops ( if I get the time. If i don’t I will look online or use autotracker https://github.com/wibblymat/ld24/blob/master/autotracker.py it’s a python script which creates a loop friendly little chiptune styled song )

– Sound effects: My super awesome acting skills and things I find at home which I smash together whilst recording

– Stuff used to stay awake: coffe and willpower…?

I’m in! For my first Ludum Dare!

I decided a little last minute, probably should have decided a little earlier that I wanted to be in this Ludum Dare.. but here I am!

This will be the first Ludum Dare I compete in, hopefully I finish my game in time to submit it!

I have my snacks, drinks, and now I think I’m ready!

Let’s do this! WOO! Good luck, everyone!

More theme ideas, plus some emo

  • Generations: build and program bots to survive on a desert island. Unlock new components as you go, but the island’s resources don’t replenish
  • Two Worlds: business management sim in two parallel universes, one where your kickstarter succeeded and one where it didn’t.
  • We Must Go Deeper: Sopwith, except underwater
  • You Are Your Own Enemy: beat yourself up while having an out-of body experience to make the NEXT out-of-body experience intense enough to rob a bank.
    – OR –
    You Are Your Own Enemy: design security systems to please clients who you later go back and rob

Here’s my complaint and confession: I have entered about five LD or Mini LD events, and have yet to complete a single one. Frankly, it is easy to get disheartened about my meagre from-scratch solo projects. I look at the blog filled with Jam groups, with talented artist and interesting music. They are leveraging their middleware or frameworks or engines or personal “Base code”, being productive and interesting.

So, this time around I am going to surrender. LD compo is no longer about making a game from scratch in 48 hours. I will be using my own personal code base that I have developed over these last 5 jams, including but not limited to:

  • my slow and buggy tile engine
  • my fork of PyTMX for loading Tiled maps
  • if decide I make a hex-grid based game, my hex helper classes
  • my previously-written functions for things like framerate calculations and text rendering

No game logic will be reused (but if the them Contrast wins, I will use my unstarted idea from the Mini LD with the same theme). The aim being to imagine what the median level of functionality Ludum Dare participants get from their frameworks, and pull code to that effect from my history of unfinished works. I don’t know if this strictly counts as “personal base code” in the eyes of the rules, but it seems to be the only way to finish a game.

You can track my development here: https://bitbucket.org/frnknstn/ld29_beneath_the_surface

 

I’m in

My first Ludum Dare. Don’t have much time but want to participate and try to finish the game.

Language: Java (Eclipse)

Framework: Java2D or LWJGL(3D)

Graphics: Photoshop CS6

Sounds: cfxr

 

StreamGitHub

Progress (Episode 0)

Right! To begin ludum dare (4hours early) was to import all of my sprites and setup my refrence project and workspace

 

Whats been done :

  1. Imported 7%5 of the sprites
  2. Planning to adapt to the theme
  3. Chronolapse activated
  4. Setting up the resolutions

 

What will be done : (still pre-ludum)

  1. Importing the sounds
  2. Animations (Please don’t hurt me star)
  3. More regular updates

 

So yes, That is the progress so far

– Oranebeast / Star (Team something whatever no name at the moment)

Comments

Star and Moon
25. Apr 2014 · 20:53 UTC
Animations will get done. :p
oranebeast
26. Apr 2014 · 01:04 UTC
Thx!

ok… i’m here!

hi,
even for me it is the first time that I am taking part in Ludum Dare …

Let’s see what comes!

My tools are:
– Paint Shop Pro 5

And for something new to try:
– Craft Studio or
– Atanua (:-)))

– maybe “Haxe” or if nothing else works
– PureBasic / Spider Basic (hear i any flames? 😛 )

and of course my brain, my hands, and what else is still awake in the next 48 hours :-))

Good luck, do not be tired, have a creative spirit and a lot of fun
OldRookie

I’m in like flynn. Whoever that is.

Finally hoping to finish somewhat a LD entry. Doing something stupid in that I’m going HIGH END and using Unreal Engine 4.

Also using 3dsmax and maybe mudbox.

Also using dronefx for ambient “music”.

Hope the theme suits “ambient beauty” because that is what I’m after.

 

Herku’s third LD

Hey guys,

 

last time I got sick on saturday and had to leave early. I hope it will be better this time. I will be using:

Piant.net, Pickle, Eclipse, Panda.js, Javascript, bfxr…

Let’s do this!

Hey guys, this will be my third time participating, and I’m looking forward to it!
I’m probably going to use Java with LWJGL and possibly some other libs, depending on what type of game I’m actually going to make.

I wish the best of luck to all of you! :)

I am in!

Yes! after a lot of time thinking about this I decided to just participate.

I will be going solo on the compo.

My working tools will be:

Programming: Monkey-X

Art: Paper + Photoshop

Sounds:  cfxr

Music: GarageBand

 

Good luck to everyone!

The cake is not a lie

In a couple of days, the comments to my game might be bitter…

LD Cake

but at least I know this weekend will be sweet 😉

Eagerly awaiting the start of the competition.

Tags: cake, coconut, tastesbetterthanitlooks

A little bit late “I’m in” post!

Yeah, just posting this to say that I’m in. This will be my second Ludum Dare, and unfortunately I will only be able to do this on Saturday. Oh well, I hope I get something done anyway.

I will be using:

Language: Java

IDE: Eclipse

Libraries: LWJGL, JInput and Slick-util

Graphics: Paint.NET

Audio: Sfxr, Audacity and maybe Ableton Live 9

 

Am I in?

Yes.

Tools: Construct 2, Inkscape, FL Studio, bfxr, Audacity, Beer, Pizza, Babymetal

This lazy post was brought to you by

~ Erkberg ~

I’m In, Maybe

I think I’m in. Wasn’t planning on it, but I’ll give it a shot. Don’t be super surprised if I give up and spend the entire weekend watching Netflix instead!

I might plan on streaming some of the time, but only if it doesn’t get too distracting. Will have a timelapse as usual regardless.

Language: AS3 using Axel (with FlashBuilder as my IDE)
Graphics: Photoshop
Sounds: As3sfxr
Music: Random music generation tool from googling (probably the one I used last time).

Second LD, First Jam

I’m in. I’m going to be working in

Unity (C#),
Photoshop,
3D Coat/Maya,
Reaper,
maybe Flash?
and whatever else needs to get used.

I finished my first solo game in the last LD, so I’m excited to take on the challenge again —
but this time I’m not alone; Team Face Plant Studios is on the case!

faceplant2

I AM IN!!!!!!!!!!!

Im in for ludum dare 29 its my 3 ludum and you not the saying 3 time luckie ? (hope)…

i have made a very basic java thing (cant really call it a engine) and i hope to use it in the compo so here it is ….

import java.awt.Color;

import net.babbster.rain.Game;

public class Screen {

private int width;
private int height;
public int RED = 0xFF0000;
public int BLACK= 0x000000;
public int BLUE = 0x0f92bd;
public int GREEN = 0x00FF00 ;
public int WHITE =0xeeeeee ;

public int[] pixels;

// objects//
int[][] Player = new int[][] {
//0 = black
//1 = white
//2 = blue
//3 = red
//4 = green
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 2, 2, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 0, 0, 0, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 1, 0, 1, 1, 1, 1, 0, 1, 0 },
{ 0, 2, 0, 1, 1, 1, 1, 0, 2, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 0, 0, 1, 0, 0, 0 },
{ 0, 0, 2, 2, 0, 2, 2, 0, 0, 0 } };
int[][] Player2 = new int[][] {
//0 = black
//1 = white
//2 = blue
//3 = red
//4 = green
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 2, 2, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 0, 0, 0, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 1, 0, 1, 1, 1, 1, 0, 1, 0 },
{ 0, 2, 0, 1, 1, 1, 1, 0, 2, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 0, 0, 1, 0, 0, 0 },
{ 0, 0, 0, 2, 2, 0, 2, 2, 0, 0 } };
int[][] Player3 = new int[][] {
//0 = black
//1 = white
//2 = blue
//3 = red
//4 = green
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 2, 2, 1, 0, 0, 0 },
{ 0, 2, 0, 1, 1, 1, 1, 0, 2, 0 },
{ 0, 1, 0, 0, 1, 1, 0, 0, 1, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 2, 1, 0, 2, 1, 0, 0, 0 },
{ 0, 0, 2, 0, 0, 2, 0, 0, 0, 0 } };
int[][] Player4 = new int[][] {
//0 = black
//1 = white
//2 = blue
//3 = red
//4 = green
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 2, 2, 1, 0, 0, 0 },
{ 0, 2, 0, 1, 1, 1, 1, 0, 2, 0 },
{ 0, 1, 0, 0, 1, 1, 0, 0, 1, 0 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 1, 2, 0, 1, 2, 0, 0 },
{ 0, 0, 0, 0, 2, 0, 0, 2, 0, 0 } };
int[][] object1 = new int[][] {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 1, 2, 2, 1, 0, 0, 0 },
{ 0, 0, 1, 2, 1, 1, 2, 1, 0, 0 },
{ 0, 1, 2, 1, 2, 2, 1, 2, 1, 0 },
{ 0, 1, 2, 1, 2, 2, 1, 2, 1, 0 },
{ 0, 0, 1, 2, 1, 1, 2, 1, 0, 0 },
{ 0, 0, 0, 1, 2, 2, 1, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 0, 0, 0, 0 } };
int[][] object2 = new int[][] {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 2, 2, 2, 2, 1, 0, 0 },
{ 0, 0, 1, 2, 1, 1, 2, 1, 0, 0 },
{ 0, 0, 1, 2, 1, 1, 2, 1, 0, 0 },
{ 0, 0, 1, 2, 2, 2, 2, 1, 0, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }};
int[][] object3 = new int[][] {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 1, 2, 2, 1, 0, 0, 0 },
{ 0, 0, 1, 2, 1, 1, 2, 1, 0, 0 },
{ 0, 1, 2, 1, 2, 2, 1, 2, 1, 0 },
{ 0, 1, 2, 1, 2, 2, 1, 2, 1, 0 },
{ 0, 0, 1, 2, 1, 1, 2, 1, 0, 0 },
{ 0, 0, 0, 1, 2, 2, 1, 0, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 0, 0, 0, 0 } };
int time = 0;
int counter = 0;

public Screen(int width, int height) {
this.width = width;
this.height = height;
pixels = new int[width * height];
}

public void clear() {

for (int i = 0; i < pixels.length; i++) {
pixels[i] = 0;
}

}

public void render() {

counter++;

if (counter % 100 == 0) {
time++;
}

for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {

try {
if(y < 100){
//112

}else{
pixels[( x) + ( y) * width] = 0x0f92bd;
}
//pixels[x + y * width] = 0xff00ff;
if(Game.STNCE == 1){
if (Player[x][y] == 0) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = BLACK;
}
if (Player[x][y] == 1) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = WHITE;
}
if (Player[x][y] == 2) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = BLUE;
}
}
if(Game.STNCE == 2){
if (Player2[x][y] == 0) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = BLACK;
}
if (Player2[x][y] == 1) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = WHITE;
}
if (Player2[x][y] == 2) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = BLUE;
}
}
if(Game.STNCE == 3){
if (Player3[x][y] == 0) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = BLACK;
}
if (Player3[x][y] == 1) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = WHITE;
}
if (Player3[x][y] == 2) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = BLUE;
}
}
if(Game.STNCE == 4){
if (Player3[x][y] == 0) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = BLACK;
}
if (Player3[x][y] == 1) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = WHITE;
}
if (Player3[x][y] == 2) {
pixels[(Game.PlayerX + y) + (Game.PlayerY + x) * width] = BLUE;
}
}
if(Game.STATE == 1){
if (object1[x][y] == 0) {
pixels[(Game.object1X + y) + (Game.object1Y + x) * width] = BLACK;
}
if (object1[x][y] == 1) {
pixels[(Game.object1X + y) + (Game.object1Y + x) * width] = WHITE;
}
if (object1[x][y] == 2) {
pixels[(Game.object1X + y) + (Game.object1Y + x) * width] = BLUE;
}
}

if(Game.STATE == 2){
if (object2[x][y] == 0) {
pixels[(Game.object1X + y) + (Game.object1Y + x) * width] = BLACK;
}
if (object2[x][y] == 1) {
pixels[(Game.object1X + y) + (Game.object1Y + x) * width] = WHITE;
}
if (object2[x][y] == 2) {
pixels[(Game.object1X + y) + (Game.object1Y + x) * width] = BLUE;
}
}

//if (level1[x][y] == 1) {

//pixels[x + (10) + y + (10) * width] = 0xff00ff;
//}
} catch (Exception exp) {
time = 0;
}
}
}
}

}

package net.babbster.rain;

import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import java.util.Arrays;

import javax.swing.JFrame;

import net.babbster.rain.graphics.Screen;

public class Game extends Canvas implements Runnable, KeyListener {
private static final long serialVersionUID = 1L;
public static int width = 200;
public static int height = width / 16 * 9;
public static int scale = 5;
///////////
//players//
///////////
public static int PlayerX = 50;
public static int PlayerY = 50;
public static int STNCE = 2;
public static int vol = 0;
public static int grav = 3;
public static int Acc = 0;
////////////
//objects//
////////////
public static int object1X = 100;
public static int object1Y = 91;
public static int STATE = 1;
int F = 0;
private Thread thread;
private JFrame frame;
private boolean running = false;

private Screen screen;

/* IMAGES */
//BufferedImage is a raster storage class
private BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);

//CTRL + SHIFT + O will import a missing package
//this pulls the pixels out of the BufferedImage so that we can manipulate them
private int[] pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();

/**
* Constructor
*/
public Game() {
Dimension size = new Dimension(width * scale, height * scale);

this.setPreferredSize(size);
screen = new Screen(this.width, this.height);
frame = new JFrame();

}

/**
* Start game thread
*/
public synchronized void start() {
running = true;
thread = new Thread(this, “Game”);
thread.start();
}

/**
* Stop game thread
*/
public synchronized void stop() {
running = false;
try {
thread.join();
} catch (InterruptedException error) {
error.printStackTrace();
}
}
double interpolation = 0;
final int TICKS_PER_SECOND = 24;
final int SKIP_TICKS = 1000 / TICKS_PER_SECOND;
final int MAX_FRAMESKIP = 5;
public void run() {
// Game loop
while (running) {
double next_game_tick = System.currentTimeMillis();
int loops;

while (true) {
loops = 0;
while (System.currentTimeMillis() > next_game_tick
&& loops < MAX_FRAMESKIP) {

update();
render();
if(PlayerY + 10 + vol < 100){
vol ++;
}else{
vol = 0;
if(STNCE == 1){
}else{
if(STNCE == 2){
}else{
STNCE = 1;
}
}

}
if( F > 3){
if(STATE == 2){
STATE = 1;
}else{
STATE = 2;
}
F = 0;
}else{F ++;}
if(PlayerX >190){
Acc = -10;
}
if(PlayerX < 10){
Acc = +10;
}
PlayerX += Acc;
if(Acc > 0){
Acc –;
}
if(Acc < 0){
Acc ++;
}
PlayerY += vol;
object1X -= 3;

//PlayerX ++;

next_game_tick += SKIP_TICKS;
loops++;
//System.out.println();
}

interpolation = (System.currentTimeMillis() + SKIP_TICKS – next_game_tick
/ (double) SKIP_TICKS);
// display_game(interpolation);
}
}
}

/**
* render – all drawing work
*/
public void render(){
//create the back buffer
BufferStrategy buffer = this.getBufferStrategy();
if(buffer == null){
//the 3 represents triple buffering
this.createBufferStrategy(3);
return;
}

//clear and render the backbuffer
screen.clear();
screen.render();

for(int i = 0; i < pixels.length; i++){
this.pixels[i] = screen.pixels[i];
}
//gets the non-rendered drawing buffer for modification
Graphics g = buffer.getDrawGraphics();

g.drawImage(image, 0, 0, this.getWidth(), this.getHeight(), null);

//release resources
g.dispose();
//and show the back buffer
buffer.show();

}

/**
* update – game logic
*/
public void update(){

}

/**
* Entry point
*
* @param args
*/
public static void main(String[] args) {
Game game = new Game();
game.addKeyListener(game);
game.frame.setResizable(false);
game.frame.setTitle(“Rain”);
game.frame.add(game);
game.frame.pack();
game.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
game.frame.setLocationRelativeTo(null);
game.frame.setVisible(true);
game.start();
}

public void keyPressed(KeyEvent e) {
int keycode = e.getKeyCode();
if (keycode == KeyEvent.VK_LEFT) {
Acc -=2;
STNCE = 1;
}

if (keycode == KeyEvent.VK_RIGHT) {
Acc += 2;
STNCE = 2;
}

if (keycode == KeyEvent.VK_UP) {
if(STNCE == 2){
STNCE = 3;
vol = -10;
}
if(STNCE == 1){
STNCE = 4;
vol = -10;
}

}

if (keycode == KeyEvent.VK_DOWN) {

}
}

@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub

}

@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub

}
}

Comments

Newbie97
25. Apr 2014 · 20:12 UTC
please add a ‘read more’ to your post dude.

Using the Indigo Engine to make my game!

While last time I used Flashpunk to create my game, over the past year I’ve been learning a lot of 3D… stuff… with OpenGL. I’ve been creating my (Totally Free) Open Source library, the Indigo Engine. I hope to use that to make my game! I actually didn’t even know I could do this until I saw in the ruley things that got posted. I’m gonna have to work out the kinks in it, though. Driver inconsistency is the worst thing about OGL. Cheers!

Cosine