LD18 August 20–23, 2010

Declaration or something

Never entered anything like this before, but always wanted to, so I’m going to :)

Yup, I’m entering Ludum Dare 18, but as this is my first try, it probably won’t go very well.  It’ll be good just to get the experience of doing this compo anyway.

So, for my Development:

Coding

  • Visual C# Express 2008
  • XNA Game Studio

Art

  • Inkscape
  • Corel Paint Shop

Sound

  • Audacity
  • ACID Xpress 7.0

Time-lining

  • Chronolapse

For the sound, I may use some other software that others have been mentioning here, or I may just miss music and record some simple sound effects using Audacity. Sound ain’t exactly my strong point … neither is art, but at least I can bluff that :)

Never used any software for time-lining, but the main reason I’m doing this is for the experience and as a crash course in using XNA, so I’m going to give chronolapse a try.

Well, that’s it, all I hope for now is (like everyone else) a decent theme.

I’m In!

Noob here. I’ve been watching you guys since last 2 ld48s. I thought I may dive in this time.
I’ll be using Flixel/Flash or  Unity3D  depending on the theme.

I may make pixel art and sprite sheets or textures for 3d models on photoshop

I’ll be using Blender for 2.4 for 3d modeling if I go 3d.

And SFXR or AS3SFXR for sound effects

Lets do it!

all theams in one game!

lol hear we go!
this will be a game full of TRAPS in witch CHEATING DEATH can not happend because in the DARKNESS from the DOUBLE ZOMBIE RAINBOW!
the EVILOUTION is a lie like FLIGHT in ISOLATION in witch you need to explor HIDDEN DEPTHS cousing PANIC in SKYSCRAPERS of a COORPERATION while CLONING DREAMS while making a game where you USING ENEMYS AS WEAPONS in 1000 AD witch is TECHNOLGY IN THE WRONG TIME PERIOD thats has nothing but RAIN and only CLAUSTROPHOBIA to help you!

Tags: aaaaaaaaaa

Comments

20. Aug 2010 · 18:59 UTC
My friend, if you can pack all that into a game in 48h, you deserve a prize. Simple as that.

Hello

Everyone else is posting pictures of their desks, for some reason, so here’s mine.

SDC11159

I won’t spend much time at it, though, as I am joining the other Cambridge guys at CB2.

This is my first attempt at making a game for Ludum Dare, so I’ll be entering the Jam, not the competition, so I can work with a friend.

I’ll be using Flixel, Flash Builder, sfxr, GIMP, Inkscape and maybe FL Studio.

Comments

20. Aug 2010 · 19:00 UTC
Posting pictures of our desks is a tradition we have here in LD. We also post pictures of the food we’re eating during the compo. It goes toward your “Community” score and is also pretty fun.
20. Aug 2010 · 20:53 UTC
Oh I see. I am exposed. In the past I’ve played the games but not read the forums or participated! :)

This time I’m in!

Ok, no messing about, this time I’m competing… Or changing my name for next time!

I’ll most likely be using jMonkeyEngine…
or slimdx…
or SDL…
or Unity…
or Windows Forms????

How many hours do I have again?….

At least I know I’ll be using:

Blender for any 3D graphics
Paint.NET for 2D “art”
sxfr & audacity for sound.

Comments

20. Aug 2010 · 19:53 UTC
Yah he,…a jMonkeyEngine-comrade. Is it coincidence that I also don’t have a clue what engine to use.

Actually I used jME everytime but somehow I wanted to write an android-app this time, but that would be much too hard as my knowledge is not as far as I want to be. So I have to choose between jME and Unity3d. But I think tomorrow I will unleash the monkey. 4h to go! 😀

Another shot at this

I will be coding in Java using Eclipse, Photoshop for gfx, Audition for sound, EnergyXT for music (if I can get music working in my applet).

This is my base code I will be using: http://danik.gotdns.org/java/LDAppletBase.zip

Time to get some sleep!

OSX Timelapse

I haven’t been able to find a timelapse tool that works on OSX yet (Chronolapse runs, but doesn’t seem to start grabbing screencaps?), but as it turns out, it’s very easy to write a script to do this:

while true ; do sleep 60 && echo `date`‘ Capturing screenshot…’ && screencapture -C -m -t jpg -x -f cap.`date +%s`.jpg ; done

I’ve put the script here in my LD project on github: http://github.com/newobj/ludumdare/blob/master/tools/osx-screencap.sh

Just run this guy and you will start getting cap.*.jpg files in the current directory every 60 seconds. They’ll sort chronologically, which is necessary for compiling them into a movie.

When you’re done and have your mountain of JPG’s, you can use Time Lapse Assembler to turn them into a movie (it will also scale them down!)

If anyone knows of a better solution than this for OSX, please enlighten me. :)

Comments

moop
20. Aug 2010 · 19:15 UTC
I found this tutorial a month or so ago. Sounds like it’s along very similar lines though. I guess there’s no all in one app for it yet so everyone’s throwing together shell scripts for it.
melior
20. Aug 2010 · 19:40 UTC
Looks like a job for a cron …uh… job:
dRxL
18. Apr 2014 · 13:35 UTC
Hi I’ve made a shell script that both continuously captures OS X screen(s) at preset intervals and combines these images into an mp4 movie file.

My Desk and Soft/Hardware

As this seems to be a fad, lets do this shit.

Hardware

  • 1 (one) Dell XPS M1530 Laptop
  • 1 (one) Wacom Bamboo Pen Graphics Tablet
  • 1 (one) Razer Naga MMO Gaming Mouse
  • 1 (one) Razer Piranha Gaming Headset w/ microphone
  • 4 (four) Box sets of The World of Beatrix Potter underneath laptop

Software

  • Adobe Photoshop CS5
  • Adobe Illustrator CS5
  • Adobe Flash CS5
  • VLC Media Player (listening to music)
  • SFXR Sound generator
  • Musagi Music Creator
  • OpenOffice.Org Writer
  • ChronoLapse TimeLapse Creator
  • Mozilla Firefox Web Browser
  • X3: Terran Conflict (For relaxational purposes)

Misc. Resources

  • 1 (one) bed for sleeping the minimum for survival needs
  • A indefinete amount of caffeine from numerous sources, including coffee, Coca Cola and Red Bull

My Desk

IMG_0005

Man, that is a fine desk. Oh wait, whats that, thats a Bamboo Tablet with attached pen. Hell yeah.

IMG_0007

Comments

20. Aug 2010 · 19:46 UTC
Hey! I have that same graphics tablet. Though my little piece of red fabric that attaches the pen tore off at some point.

An Overview of My Game Idea

The game I’m going to make is one that I’ve been fooling with for a while now. I was originally using Panda3D before the performance issue revealed themselves, so I’m starting over with C++ and (hopefully!) Irrlicht.

The game’s (tentative) title is “Mini-Type” but that might change as I go.

I’d like to declare what I’m starting with. I’m going to be making a couple of models before the compo starts, and will probably have a small, basic Irrlicht app to start with if things go well. I may also code up a Rect class, but I’m not sure about that. (I’m liking the Jam right now, to be honest)

An overview of the design comes after the break, for the curious.

The game will feature 2 or 3 playable ships, maybe 3 main guns and 3 secondary weapons. It will also give the player a choice between 3 “Options”. (For those who aren’t familiar with shmup lingo, an option is a thing like the “pod” in R-Type. A (usually invincible) little gadget that flies with your ship and helps you fight baddies)

The premise is that the player is an elite space fighter pilot fighting against an evil navy’s battleships. Levels will come in sets of 3, with the first level in each set being the approach to the ship, the second being a cruise over the top deck, and the final being a strike against the ship’s internal systems. (IE: The first will begin with open space, the second will have terrain beneath the whole way and maybe an enclosed area, as well as a miniboss, and the third will be mostly enclosed with a big “wall of death” boss at the end)

The main weapons would be typical plasma-ish guns with different characteristics. (Rapid-fire, splash damage, etc.) and the secondary weapons would have different purposes (Homing missiles or a continuous laser beam, for example). The options would have weapons that the player could not otherwise have (Possible an energy blade, maybe a type of gun the player can’t otherwise equip).

Bosses would, again, be in a “wall of death” format. They would consist of a core piece and defense guns above and below it. This format would be justified with the core piece being a stabilizer for the battleship’s power plant or something like that.

A post-compo version would likely incorporate minibosses. Minibosses will probably just be really big baddies made out of multiple pieces. (“Multiple pieces” meaning a top, a bottom, and possibly a center piece) They would probably come in the second level in each set.

I’m not sure how the options would interact with the player other than by flying near them. Possibly some kind of commands. (IE: “Stay Near Me” or “Attack Weak Targets”) Possibly something novel like in R-Type. (IE: Something along the lines of the option being able to attach to the player’s ship. I probably wouldn’t use that specifically, though, as R-Type’s already doing it))

The player would choose their equipment at the beginning of each set of levels, and then would have to stick with them until they either got to the next set or ran out of lives.

If the player runs out of lives, they will probably be able to continue. The level generator will probably cache the layout of each level, so the player can restart with different equipment on the same set of levels.

I’m not sure what the levels will look like, though. That’s something I’m probably going to solve when I get to the point of making baddies or terrain.

Comments

20. Aug 2010 · 19:47 UTC
What happend to your Ogre3d plan?

FlavorC64 is done

FlavorC64 Screenshot

FlavorC64 is done.  Clicky the above screenshot in order to try it out.

What is it?  It’s a short bit of code I wrote to make C64-like visual displays in Actionscript 3.  It is not an emulator!

Here is the library itself.

And this is the source to the above FlavorC64 test app.

And finally, this is the required patch for Flixel which is necessary to make this work.

Note:  Apply this rev5 patch first.

It’s all very ugly and undocumented code, of course.

PS: Big thanks to Nossat, who provided the disk loading sound.  It’s not a real 1451 drive, but an Amiga 3000 floppy drive that I munged a bit to try to sound similar.

Comments

20. Aug 2010 · 20:49 UTC
Awesome!

Because I can this time :)

Hmm, whats worse. The mess, or the photo.

Working environment:

(i really wish there was a windows version of chronolapse. it sounds real pleasant)

My desk

My desk

Comments

snowyowl
20. Aug 2010 · 19:58 UTC
I’m sure I made the same mistake in LD17 😀
xhunterko
20. Aug 2010 · 20:34 UTC
Thanks for that link! I’ve only been to the main website and thought it was a linux only. Silly me.
20. Aug 2010 · 20:41 UTC
Is that a Lego setup on the left shelf? Is it a battle or some kind of scene?

Video update: LD48 is on!

Click here to watch the video on Youtube.

Comments

snowyowl
20. Aug 2010 · 19:49 UTC
I don’t know what happened to my tags. They looked fine in the preview. Oh well.
20. Aug 2010 · 20:17 UTC
Good luck!

the LÖVE-Party appears!

LÖVE-Party poster

We are here to blow your mind.
We are the LÖVE-Party.
We come to spread the word of LÖVE.
We will attack without mercy.
We will fight to win.
We will compete using unprecedented amounts of pure LÖVE!

With the help of our fearless circuloids we will finally get our revenge against both the indie game development community and the aliens – all in one fell swoop!
Our laser dolphins will scorch the skies, knolls will turn the ground beneath you into swiss cheese and sea otters will attack Hong Kong without mercy.

It is senseless to resist.

Wanna know what LÖVE is?

LÖVE is an awesome framework you can use to make 2D games in Lua.
It’s free, open-source, and works on Windows, Mac OS X and Linux.
The LÖVE-Party is a group of members from the LÖVE community dedicated to making fabulous games to spread the word about LÖVE.
If you’d like to know more, click this conveniently placed link or join us in #love on Freenode.

We will win, with the power of LÖVE!

P.S. Free huggles for everyone!
P.P.S. We are aware that there’s no winner for the Jam, but we will win anyway. Resistance is futile.

Tags: the LÖVE Party

Comments

20. Aug 2010 · 20:02 UTC
Lövers represent!
thelinx
20. Aug 2010 · 20:02 UTC
o/
20. Aug 2010 · 21:15 UTC
You Love guys are creepy. :)
cakexploder
20. Aug 2010 · 21:37 UTC
I am totally psyched to learn Löve – I’m a big fan of cross-platform engines/languages – and hope to use it in the future!

Last ever LD…in the UK at least!

UK, you’ve been a good home to me, but it’s time to go! I leave heading to Darwin, NT, Australia in a weeks time. I have not really prepared for it, thus this next week is a mad rush to get the final checks done before I go. Ludum Dare has really timed it this round. Sadly, due to the timing, I can’t participate in the full competition, but thanks to the new Jam rules – I should be having a bash anyways! Probably gonna end up doing most of the work during idle time in the office on Monday, but in spirit of previous ones I’ve entered, the challenge this time is HTML5. I have absolutely 0 experience with JavaScript, but I keep hearing people going on and on about HTML5 Canvas, so it’s time I take a peek. I’m also running Linux again, so making a binary is pretty much out of the question.

PS: I pondered writing a game in SQL…but some more hardcore LDers in the IRC channel mentioned earlier on about making a game with only a 9v battery. You know who you are…

PSS: And the usual pre-competition workstation photo:

The trusty old EeePC!

The trusty old EeePC!

just in case

I needed to post to get in the Jam.   Mission accomplished.

good luck all, and may the best game crush it’s enemies, see them driven before it, and hear the lamentation of their significant others.

What I will be starting with, plus a few last minute amendments

Hello again,

I’ve prepared the VS solution which I will be starting with, which includes the few bits of code of my own which I’ll be using. It can be accessed here,

http://members.gamedev.net/speciesunknown/LudemDare18-Copy.zip

I  have made my own build of tinyXML where the only difference is that everything is in a namespace (I have namespace OCD) but I’m classifying that as a third party lib which does not need to be announced.

If you open the zip and look at it, you will see a very crude framework – a bit of sound stuff, a bit of graphics stuff (i really hate dealing with low level stuff for shaders and textures, hence class Shader and class Texture).  I have done some basic cleanup of these libs (they are taken from another project) by removing dependencies on that project.  A few have already tried to build this in g++. You wont have any luck, its dirty msvc++ specific code. I promise to do an open source g++ compatible port at a later date.

I would be delighted if anybody used this crude framework for themselves, but it does rely on fmod, sdl, tinyxml and a few others which I’ve not included.

desk, darknees and goodnight!

I’ll join the workspace picture fad:

CIMG0193

I like it in the darkness! Also, how on earth can you guys work without desk space to rest your arms on?! You gotta teach me that some day, cause I surely can’t. Also, here’s my mascot:

CIMG0195

I love him to the very core where he stores my coffee. Well, Coffee is for later, I’ll get some sleep and see you guys in the morning about 3-4 hours into the dare!

Tags: deskphoto, goodnight, mascot

Comments

xhunterko
20. Aug 2010 · 20:36 UTC
Secondary shelf pull out. That and resting on the extra laptop space.
sfernald
20. Aug 2010 · 20:58 UTC
Coffee is for closers! So finish that game!
20. Aug 2010 · 21:06 UTC
Lovin’ the cup :)

Chronolapse has failed me :(

I have my monitors configured so that my second monitor is to the upper left of my primary monitor. But when it takes screenshots in dual monitor mode, it acts as if the second monitor is on the right, so I just get a screenshot of my screen plus an extra 1600×1200 black area to the right.

Is there any solution or do I need to move my monitor to the right side?

Wish I would’ve tried this a week ago.

Or alternatively, is there a better timelapse capture program that can handle this situation?

Tags: chronolapse, fail, timelapse

Comments

xhunterko
20. Aug 2010 · 20:37 UTC
I haven’t tried it yet myself. But start an instance of chronolapse on each monitor? Dunno if that would really work as it sounds.
20. Aug 2010 · 22:05 UTC
Well, I gave up and decided to write my own. So I now have my own automatic screenshotter that I just wrote in C#. It takes separate screenshots of the first and second screens and timestamps them and saves them to a designated folder. It’s not too shabby for about an hour of work! :)
20. Aug 2010 · 22:22 UTC
Did you try with CamStudio?

It’s a plain screen recorder, with a good own-lossless codec and flv exporter.

The only ‘issue’ is that it doesn’t resize the screen, so your videos sizes bigger:

-90Mb for 6hours, taking 1 frame each 30secs.

We will go for the Jam

This would have been my second LD but I will go for the Jam instead with my brother. I’m anxious to try out my newly acquired 2d space transformation skillz in pygame (and numpy). My bro will be doing the graphics and music(not sure about his choice of tools).

I took the day off for today, I will take a day off on Monday too. It will be fun designing a game like we used to play when we were kids.

I just wrote this post for the record, I’ll catch some sleep now.

Prototyping and Ideas

It’s time to prototype some ideas! I have a chance to play with my new barrels and hearts!

Prototyping!

But let’s take a step back and try to come up with some ideas. Assuming you play as the hero in the game, what are the various ways you could use enemies as weapons?

1) You could use the enemy’s body as a projectile. Your attack might send Enemy A flying, but when A hits B, B is hurt. Maybe A is immobile, especially if they are somehow stuck together now, as below:

Enemy's body is a projectile

2) You could force the enemy to use its own projectiles, which happen to be damaging to all entities in the game, including other enemies. Somehow, you have to provoke the enemy into attacking. In this example, you can see that the enemy throws out its spines, leaving it naked and vulnerable. It would probably need to head home to reload, and the other enemies in the vicinity were killed.

Force enemy to use projectiles

3) You could pick up the enemy, causing it to panic and flail. Until it can get itself free from your grasp, you can move it close to other enemies and let it destroy them.

Pick up enemy and let it flail

4) You could use bait to lure enemies into combat with each other. When they see the steak in this example, the two enemies can’t help themselves. They love steak! Unfortunately, only one of them can have it, so they end up in a dust cloud. Only one will survive. And get steak.

Force enemies to fight over bait

5) You could take control of the enemy in various ways. First, you could attack an enemy, bring it under submission, and train it to fight for you. It’s kind of like a Pokemon or the monsters in Rune Factory, if you’ve played that one. Second, you might have the ability to control an individual enemy’s mind or take possession of it’s body. It’s kind of like the game Space Station Silicon Valley for the N64. Third, maybe the enemies all follow whoever holds a certain token or item, like a wand or staff. If you are in control, now the enemies are yours to command! Fourth, you can find a way to mount and ride an enemy. If you can do so, you can then use it to ram into other enemies.

Take Control

So these are some of the ideas I have running through my head. Even though I’ve been thinking about sending enemies after an AI hero for much longer, I’m starting to like the mechanics listed here. Any thoughts?