LD33 August 21–24, 2015

Don’t have to stray from the right path after all

So something interesting happened while I started warming up :D.

This came out: https://github.com/dparis/phzr

So yeah, no javascript for meeeeee.

It’s crazy because while warming up I was actually pulling my hair out trying to get back into a js thinking mode. I’ve been worshipping learning Clojure for the past 6 months now, so I’ve come to expect a few things from a language which aren’t exactly there in JS.

For example, I started trying to implement a feature I’d thought of, using sets. Yeah… for those who don’t know, well, implementing sets in javascript is a bit shady. I’m sure there’s third party libraries somewhere but the basic advice I found was:

var mySet = {‘a’ : true, ‘b’ : true};

if (‘a’ in mySet) {something}; etc etc…. sure, that’s not too bad but… this isn’t a set, I don’t have native support for unions and stuff.

yeaaaaaah nooooooo…

(def mySet #{:a :b}) => #’user/mySet

(mySet :a) => returns :a – and all the clojure.set functions come with it. union and intersections, etc, etc

Also, this allows me to develop using a repl, just having my changes instantly appear in my game without even having to refresh my browser.

Anyways. I’m even more motivated now 😀

 

Maybe this time I’ll finish the game

I’m in for the 2nd time, but sadly in last LD I couldn’t finish the game

Language: C++  with SFML

IDE : Visual Studio

Art: Photoshop

Sound: Sfxr

We’re in again!

We’re In!

After a couple of us got sick last Ludum Dare and weren’t able to finish the jam entry that we were working on, we want to have a really strong showing for Ludum Dare #33.

We gave an invite to a few of our friends to join us, and it looks like a team of five or six people this time could be joining in, with a bit of a mixture of experienced jammers and newbies, it should prove interesting to see what we can come up with.

As far as tools go, we’re going to be using:

  1. Eclipse with Java for the code, with a mixture of the Slick2D and Artemis-ODB libraries.
  2. Paint.net, Inkscape, Spriter Pro, Graphics Gale, Adobe Photoshop, and MS Paint for graphics (a few of us have different tool preferences there).
  3. SFXR for sound effects. Not sure about music creation yet.
  4. Tiled for levels. XML and JSON for GUI creation and game data.
  5. A work in progress game engine called Ecalda that is built on top of the libraries listed above. Since it’s unfinished and the jam doesn’t have the requirement to release base code, it’s unfortunately not available to the public yet, but it’s something that we’d like to release in the future.

A Question to the Community

What would you want out of a 2D game engine in terms of features? What sort of tasks do you find yourself coding from scratch that really ought to be inside the engine itself? Anything that popular libraries and engines are lacking, or that you’ve found really useful in others?

And Finally…

If, like us, you sometimes get stuck on ideas for the Jam after the theme is announced, I ran a few iterations of a random game idea generator that I coded while bored. Here’s some suggestions, many of them really silly…

  1. A Dystopian and Historical themed Artillery game.
  2. A Steampunk and Magic themed God game.
  3. A Steampunk and Time Travel themed Role Playing game.
  4. A Modern Day and Wartime themed Third Person Shooter game.
  5. A Medieval and Steampunk themed God game.
  6. An Underwater and Wartime themed Arena game.
  7. A Biblical and Underwater themed Beat-em-up game.
  8. A Sci-Fi and Medieval themed Trivia game.
  9. An Eastern and Wartime themed Stealth game.
  10. An Egyptian and Medieval themed Racing game.
  11. A Steampunk and Underwater themed Real Time Strategy game.
  12. A Ninjas and Biblical themed Tower Defence game.
  13. A Sci-Fi and Fantasy themed Party game.
  14. A Super-Hero and Magic themed Match Three game.
  15. A Space and Modern Day themed Card game.
  16. A Comedy and Egyptian themed Life Simulation game.
  17. A Cyberpunk and Super-Hero themed Tower Defence game.
  18. A Biblical and Ninjas themed Card game.
  19. A Horror and Biblical themed Survival game.
  20. A Gothic and Modern Day themed Adventure game.

Comments

20. Aug 2015 · 09:31 UTC
Love the idea of an idea generator, haha xD

Fun fact: WebGL shaders are way different from GLSL shaders

I’m not entirely certain how I can pull data from the vertex shader into the fragment shader, after writing a quick test shader and butchering it until it worked I didn’t manage to pull vertex colors.

But that’s fine, that’s actually fine. This works too; I just have to be a bit more peculiar about it (I WAS going to pull vertex colors as a lazy way to color sprites because that would save a huge time), if I can’t get my engine to support that I’ll just work around it.

(webgl shaders are essentially GL ES 1.0 shaders and they don’t support in/out or inout)

Regardless, still in.
On the bright side, there’s no API I could possibly know better than that of my engine, I wrote it after all (in two days nonetheless!); it’s deceptively simple with only five four graphical functions.

Sprites.
Tiles.
Textures (global resources set up for use by sprites, tiles and shaders).
Shaders.

add simple bounding box intersection physics and a very crude SDL2 audio wrapper and you have yourself a deceptively simple engine with a potentially huge power:simplicity ration (because shaders, all the magic happens in the shader code… and it’s not that interesting, it’s really rather close to the reference implementation because the OpenGL documentation is very robust).

Also licensing. I have to figure out if the ludum dare supports the CC-BY-NC-SA license, because when I invariably release my source code I will release it as such, it’s for people to learn from, not earn from. 😉

Anywho, back to coding, if someone has a clue as to how one would solve my shader predicament that’d be lovely but in worst case I’ll just not use vertex colors, that’s fine too.
I need to finalize my interfaces, do a bit more unit testing and polish up my audio implementation.

Comments

20. Aug 2015 · 09:00 UTC
what about varyings?

varyings are shared between vertex and fragment shaders.
20. Aug 2015 · 09:20 UTC
The “show us the code” aspect is really only to discourage cheating. Its not you giving people permission to *use* the code.
20. Aug 2015 · 09:49 UTC
Not sure what exactly you are trying to do with your shaders, but I can tell you that WebGL is virtually identical to OpenGL ES 2.0 (not 1.0). You can pass data from vertex shader to fragment shader just fine, using a varying variable (as mentioned by snooze82). It works like this:
CubeGod
20. Aug 2015 · 17:17 UTC
@snooze82, yes I eventually managed to dig that info up from apple’s iOS documentation of all places (about the last place I’d ever think of looking)

I´m In

It’s my first LD and im using:

Language: C#

IDE : Visual Studio

Art: Photoshop

Sound: Sfxr

Engine: Unity 3D

I’m in – first timer

I’ll try to make something cool on the coming weekend. The starting time is 4 AM for me so I guess I’m starting on saturday. :)

I don’t really know about what engine to use or how I’m going to proceed. I think it will be a mess, but hopefully such a happy and creative mess that will output something playable and enjoyable at the end. 😉

 

Comments

Timm638
20. Aug 2015 · 09:20 UTC
Good Luck.

Do you know now what engine you’re using?
JayWoody
20. Aug 2015 · 10:50 UTC
Thank you!

Source code question

If I use my own engine (still WIP) in the compo, do I have to upload its source?

Comments

pi_pi3
20. Aug 2015 · 09:52 UTC
Well, damn. It’s messy and unoptimized as hell. Hope noone will look into it

DAT.NOT.MY.GAME! – About Us

Datnotmygame

Who we are?

An indie gamedev team from Novosibirsk.

All of us work in a big dev company all day and make a bit of experimental projects.

Read more about us:

KonH

This time will be engaged in Game Design, Promotion, a part of Programming. Earlier was involved in development of two LD games: Richard Bruck and Threesome.


One Red Point

2D/3D Artist, Sound/Music Design, Promotion. Has a lot of experience in environment modelling, UI/UX design and sound design.


Kris

3D Artist,  Promotion. Works as 3D Character Artist, translator and more. Also involved in Threesome before.


Evrit

ZQHRcMOM6nM
Game Design, Programming. Make efficient and fast game logics, can quickly learn new things in programming.


Stechford

fwkdcJPhbW8-2

2D Artist, Concept/Texture Artist. Has unique art style and individual vision.

I’m IN !

That will be my first LD so I’m very excited about it !
I’m just 17 and I’ll work alone in the JAM.

Tools I’ll be using:
– Dart and WebGL for the code
– My own game engine
– Gimp for the art

See you Saturday :)

I’m in!

Let’s try!
hi

We are in!

Hello everyboady,

We are a three-man team from China and this’s our first ludumdare jam.

Our weapon to slay the dragon:

  • Engine: Game Maker Studio
  • Graphics: GIMP, Spriter pro
  • Music/Sound: BFXR, Audacity
  • Text edit: Sublime Text 2

Lets hope we all have a good time.

Thanks,

acaly, crafteverywhere and kuso.

Let’s do this!

This will be my first LD. I’m so excited!

Tools:

  • Unity (2D, C#)
  • Visual Studio for code
  • Aseprite for graphics
  • Sfxr / Bfxr for sound
  • Bosca Ceoil for music (if I get to it)

Tags: LD33

My first post!

SO NERVOUS IVE ONLY BEEN STUDYING PYTHON FOR LIKE 4 HOURS A WEEK FOR 10 WEEKS RIP

Comments

Timm638
20. Aug 2015 · 09:33 UTC
Hey, thats still 40 hours. My first game was in game maker, i think i tinkered only 5 hours or so before?

Good Luck.
20. Aug 2015 · 09:47 UTC
go go pythonista! No worries, just try to have fun no matter what you do…

I’m in – Another Time

Hey, just wanna say that i make a game too.

Using Unity and C# to create a… game and using Paint.Net and Blender for Assets.

And for music, i don’t know what i use, but i got 2 tools and 1 website.

 

Good Luck!

Be ready

Tools:

  • LibGDX
  • Box2D
  • Gimp
  • SunVox
  • Eclipse
  • Bfxr

Good luck to all

In after roadtrip

Hey all,

When I was on my roadtrip through Europe I was pretty happy to hear that a new Ludem Dare was comming up.
I’ve returned home a few days early so I can actually join the party again.

This will be a lot of fun again and I hope we can all make a bunch of great games!

 

 

Toolbox
I usually make 2d games for Ludem Dare but maybe this time I’ll do something 3d… Who knows!
For the genre I might try a simple simulation game, though it all depends on the theme.

  • Engine:   Unity
  • Language:   C#
  • Art:   Photoshop
  • 3D:   3ds max or SpriteColliderGenerator “2d-sprite to 3d-mesh convertion option”
  • Music:   Reason, SFXR

Double Team!

We are in! This is our first Ludum Dare. Hopefully we will be able to create something in time for the dead line. Look forward to it!

Ready to luuuudum dare

I’m in : Compo 48h.

Engine : UE4,

Sound : Stagelight,

Graphics : Zbrush, Blender, Project Doggwaffle,

Hope I like the theme this time ! 😀

 

 

i am in

 

a few fun facts about Pluto:
~ . ~
Pluto’s moon Nix is named after “Nyx“, the Greek goddess of darkness and night.
~ . ~
Nyx is also the mother of Charon, who ferried souls for Hades (Pluto) across the river Styx.
~ . ~
In  1972, a rock band was named after the river Styx.

40 years later, a Plutonian moon was named after the river Styx.

~ . ~
Nix orbits Pluto exactly 9 times for every 11 of Styx, but her rotation is wrought from chaos–some days on Nix, the sun never rises.
~ . ~

Read more here, here, and here.

I’m in

Yo, after a couple of years of absence I am finally going to participate again.

My taste in tech hasn’t changed much though. I plan to use haxe, namely the luxe engine, and tiled in case I need level edition.

On the off-chance I envision a really cool 3D game, unity is also an option.

I’ll be using pixelmator for art, garage band for music and cfxr for sound effects.