LD18 August 20–23, 2010

Vote for it!….

Isaiah Mustafa - The man your game could smell like

C’mon, I want to see 200 games based on this!

Tags: motivation

Comments

17. Aug 2010 · 20:02 UTC
oh man!!!!
17. Aug 2010 · 20:03 UTC
The compo is now diamonds.
Ariel Yust
17. Aug 2010 · 20:06 UTC
If this win I’m officialy banning my self from this site. >.>
18. Aug 2010 · 02:55 UTC
I’m a man, and I code like a man. But sometimes I like to code like a different coding man. The point is that a man needs a variety of themes. That’s why Ludum Dare makes a variety of themes. But I don’t use those… because I’m an woman! Haha, just kidding, I’m not a woman. I use all of them, because… I’m a man.

Framework use declaration

I’ll be using this Processing project skeleton – the same one that I use for my weekly games – as a basis for my LD #18 compo entry. Mostly, it’s just so I don’t need to reimplement things like a main loop and particle effects for every game I make.

Other tools that are likely to feature prominently include sfxr, PXTone, Audacity, and possibly The GIMP if I bother making a game with graphics this time.

Speculation About Ideas

I’m thinking that I’ll probably do some kind of shmup for the compo.

I also like cyberspace as a theme. I think that no matter what the theme is, I’ll make it fit into cyberspace. Simple as that. (Tron is my favorite movie of all time)

I’m going to use very simple, semi-abstract models so that I have time to make them.

I think that cyberspace could be a fun theme for me to play with in my games. I like it.

That being said, I’m definitely not doing a platformer. I’ve made way too many of those. I’m sick of them.

I may do a roguelike, but it’d be dirt-simple if I did. Or a tactical game that would also be dirt-simple. I’m seriously leaning toward a shooter, though.

With cyberspace as a theme (With the winning theme being made to fit into that setting if “Cyberspace” doesn’t win), I feel like I ought to have a funky weapon system, which I will try to.

Procedural levels are a must for me, plain and simple. I will have them as a primary goal.

I’m going to be entering the jam instead of the compo. I want the reduced pressure.

My cyberspace will look like the cyberspace in Tron. Dark colors with glowing trim, abstracted shapes. My weapon system will look kind of like the one from Tron 2.0 (As in, a few base weapons with items that change their overall behavior)

That being said, I’m hoping I can make this happen.

Comments

17. Aug 2010 · 20:47 UTC
That sounds wicked. I also absolutely love TRON. I can’t wait to see your game!

Musagi for Linux

Let’s imagine you’re a happy Linux user, and you’d like to create a nice chip-tune for your upcoming LD game, but you don’t have any tool for that.

You might then want to try my port of Musagi for Linux. Before the compo, preferably, because I haven’t had any feedback yet, so it might or might not work as expected…

Here is the original Musagi for Windows web site, and a tutorial.

That’s all I guess; I just thought it might be useful for some.

Comments

17. Aug 2010 · 22:07 UTC
This is awesome, I love you!
jakkarth
18. Aug 2010 · 09:44 UTC
Fails to compile on my Ubuntu 64bit with the error:
stqn
18. Aug 2010 · 11:35 UTC
Draknek, thanks 😉

Ludum Dare turns 18!

I’m going to try and do this this weekend.   We’ll see.  (GO TRAPS)

I’m going to do XNA, using C#, VS2008 (or 2010, but probably 2008).

I tend to use past LD entries as basecode.   My LD17 that never finished is King’s Islands.   My LD16 was Adventure Quest.

I like various parts of Nuclex Framework (Seriously, if you do C# / XNA, they have some damn cool stuff), and I’ve used the MarkovNameGenerator before.

Other then that, it’s the usual chronolapse / paint.NET, Blender (maybe)

Comments

18. Aug 2010 · 02:58 UTC
So it’s legal now, right?

First LD!

I’m really looking forward to this weekend since it will be the first time I’m participating in a LD. I haven’t decided if I want to use XNA or pygame but I probably won’t be using any additional libraries unless physics is involved or something.

Some software I might use

  • sfxr
  • musagi (I’ve never composed music before!)
  • GIMP
  • Blender

Streaming Live from my computer

I think I’ll broadcast on uStream my pc monitor. I’ll try to setup something on Friday to see if it works. I’ll also do a time-lapse (in HD xD) that I’ll upload each day to youtube.

Also, Python + Pygame is ready to be used. I still have to look at py2exe, does anyone knows if pygame needs anything special to be done? I want to be pretty confortable with packging the Windows binaries before the start of the compo.

I feel that this LD is going to rock! xD

All this talk about “From scratch” vs Game Engines

I agree with the anything goes rule. This enables us to focus on our game design ideas, rather than painfully trying to open a window and making your draw_pixel() function to work with any pixel format (this is kind of a bad example since it’s kinda of trivial, but still reflects my point). But still I have this urge to learn assembly this week and do everything really from scratch 😀 (maybe in the next LD). But this time I’ll use Python + Pygame (nothing else to be kind of midway from low to high level :P).

In my opinion Python has the best productivity and Pygame is really a wrapper to SDL (with some extras) that isn’t a nightmare to cross compile across different OSs. Still both don’t give the edge that Unity, Unreal, etc give so I don’t feel so dirty 😛

Damn, now this assembly idea is stuck in my head. I still want something multi-platform… Oh, I know, NES assembly xD (with my rom running on an emulator)

Comments

18. Aug 2010 · 00:25 UTC
If you make an NES rom for an LD you deserve at least 2 internets.
18. Aug 2010 · 02:06 UTC
See, this is where I think frameworks (but not full engines!) are a good way to go. This way, you don’t have to mess with the most basic of issues, like window initialization, texture loading, and drawing a square. On the other hand, you still have to program all of the actual game stuff yourself, and you can’t use handy dandy AI or other goodies from highly developed engines.
18. Aug 2010 · 02:53 UTC
I agree with Entar. I hate entries that use Game Engines. I think they give you too much. I also think starting from ‘scratch’ is not wise, as you reinvent the wheel each time. A framework is the solution, and I wish everyone would stop using the GameMakers and such to create their entries.
sf17k
18. Aug 2010 · 04:00 UTC
I don’t understand what “from scratch” means. You can code in C++ but then you’d be using a C++ compiler that took a lot of people a long time to make. That’s not “from scratch”, you’re still using a tool that you didn’t make (without which things would be much more difficult indeed).
VillemVillemVillem
18. Aug 2010 · 04:45 UTC
While I haven’t seriously tried it, I think using GameMaker and the like directs & constrains your thought. I think making games with tools that focus on simplifying the matters that you are likely to use for an “average game” as imagined by the makers of GameMaker, results in less innovation.
The Jahn
18. Aug 2010 · 07:20 UTC
Everyone who posted in here has good points. But it all boils down to the taste of the individual, really. Nothing really gives an unfair advantage, since that same advantage is also available to the other members of the competition if they choose to use it.
18. Aug 2010 · 12:07 UTC
I am a “from scratch” guy myself (except for one drunken flirtation with OGRE) but I think that the compo should be open to anything, as long as it’s open and available enough that other people can recompile and modify your entry for education purposes (i’ve learned a lot this way).
SonnyBone
18. Aug 2010 · 15:41 UTC
I see LD as a way to come up with an idea based on a theme and slap together a working prototype as quickly as possible. I don’t see it as a BUILD YOUR ENGINE FROM SCRATCH compo. I’m all for game engines, as your creativity and interpretation of theme can shine through the troubles of coding an engine from scratch. Let’s focus on the fun, not the technical. This is about ideas, not coding prowess.
Parthon
29. Apr 2011 · 02:34 UTC
I lost an entire compo to trying to get java and jogl to work and failing. I wish I had a working engine before going into that competition so that I could have actually got started on gameplay. As it was, I had to drop back to c++/sdl and didn’t have time to finish.

Hello there!

Hello all! I’m Thomas Larsen (feel free to call me Tom), a programming language developer (at the moment, I’m working on Yabasic). This will be my first Ludum Dare, and it is my intention to write a fully-working, interesting, and enjoyable game in the 48 hours of the Competition.

My plan is to use either C or Yabasic as my programming language for the game, depending on which would best be suited to the kind of game I decide to create. At this stage I haven’t decided whether to make a Web-based game or not; I suppose I’ll see how I feel at the start of the competition.

I’m looking forward to it!

Tom.

Comments

Xymostech
18. Aug 2010 · 00:56 UTC
Hello there Tom! This will be my first Ludum Dare as well, and I sincerely hope that I will be able to complete a working, fun game in 48 hours, what with school and such taking up so much of my time at the moment.

Entry … Maybe (still)

Well, ive got homework to do, but i MIGHT be able to participate in LD#18!

Hope for the best :)

Comments

18. Aug 2010 · 10:16 UTC
Screw the homework! You’ve got to participate, I really liked your l’il guys game from LD #17. 😀
Martoon
18. Aug 2010 · 15:00 UTC
Yeah, really, blowing off LD for *homework*??? Get your priorities straight! 😉

tick tick tick tick tick tick tick

Any chance of getting that countdown ticker at the top of the page on my face book page somewhere? That’d be really neat, I think. Eh, maybe I’m being trivial here.

Comments

18. Aug 2010 · 04:34 UTC
I don’t use facebook, so I’m unfamiliar with stuff available for that. If you do an app search, there’s probably something. Just sync it up with the clock above and you should be good.

Wait, I can post here?!

Sadly, the font that’s being used here is arse, but I’m assuming (hopefully) that when it comes up it’ll be in a nice, sans-serif font.

So, I’m keen to give LD18 a crack. Not sure if I’ll get something out, but nevertheless I might give it a crack.

I’m keen to do something in Java which’ll simulate the hardware of the Sega Master System to some extent (none of the memory paging crap, just the VDP and PSG). To do this, I’m making a .it-to-.vgm converter, which I hope to have finished by the time this starts, and if anyone wants it I’ll post a link if/once it’s done & uploaded.

So, speaking of software, likely software will be:

  • The Diablo JDK for Java 1.6. Duh.
  • Kate for editing eleventy-billion .java files.
  • GIMP for graphics.
  • SchismTracker for music, and maybe a few of my own tools which will be “lying around” by the start of the compo (if you want any, feel free to bug me – I made one called “AutoTracker” but I do NOT recommend use of it as it’s still pretty awful and I’ll be composing by hand, but it’s there if you need it).

If we’re doing enemies as weapons, I’ll probably make everyone* here who’s likely to make a game which won’t work on FreeBSD (or make it a downright pain in the arse to do so) a throwable weapon if I can obtain their cariacatures. This includes:

  • *Any* version of Flash.
  • Game Maker, at least after a certain stage (it’s a PAIN IN THE ARSE to get it to work well under wine and even then it’s BUTT SLOW).
  • Java folk who decide to use jinput and/or lwjgl instead of using jogl like a normal person.
  • XNA or Silverlight.
  • The Microsoft dialect of C++ (you CANNOT believe how much UTTER HELL I had in the last Allegro Speedhack – I could only get about 5 to COMPILE, let alone not crash.)
  • Maybe FreeBASIC. (I haven’t managed to bootstrap it for FreeBSD.)
  • Later versions of DirectX.
  • People who insist on using shaders (I have an nVidia GeForce 5200 FX AGP).

By the way, I was one of those who voted +1 for zombies. Sorry guys.

(*) I’m making exemptions for people who are doing it on alternative hardware. But not the Amiga (because copyright law sucks arse as it stands).

Comments

18. Aug 2010 · 04:21 UTC
Sadly, the font that’s being used here is arse, but I’m assuming (hopefully) that when it comes up it’ll be in a nice, sans-serif font.
xhunterko
18. Aug 2010 · 04:32 UTC
“By the way, I was one of those who voted +1 for zombies. Sorry guys.”
GreaseMonkey
18. Aug 2010 · 05:31 UTC
Sorry! I won’t do it again!
sfernald
18. Aug 2010 · 06:27 UTC
The nice thing though is that 200+ new zombie games might really pump up the economy! Zombies sell!!
GreaseMonkey
18. Aug 2010 · 08:22 UTC
A couple of links.
stqn
18. Aug 2010 · 12:47 UTC
I got it as far as understanding that Amiga users are your enemies, but what has it got to do with copyright laws?

my declaration

Well, after much deliberation, I’ve finally decided to go with FlatRedBall using C# and VS 2008.

I’ll use this as a basis. It is basically just a screen with a couple of working Sprites with collision detection and some sound effects.
http://www.bitjets.com/asteroids.zip

I’ll use the following tools:

Art drawn with pencil and paper
scanned with Canoscan LiDE 700F
processed, colored and animated with PS5

will probably use Ableton Live and Korg keyboard for music
will try to use foley and voice for sound effects

Let’s see how it goes!

Hey, it’s-a me, asie!

So, this is going to be my first Ludum Dare. Ever.

I have a surprise ready, though.

A Quick Hello

Here is a quick hello!

Hello!

This is my first LD. So afraid.

I use C++ and SFML for all my game making needs. Hopefully I can come up with (and finish) something.

Declaration-ism

I will be participating in this weekend’s Ludum Dare (yay!). It’s my third LD48 and I’m looking forward to making something!

I’ll be using a custom-made engine (written in C++), the engine is rather incomplete and filled with ugly code (atm it’s mostly just an Ogre/Bullet/OpenAL wrapper with a disorganized state machine and simple event system) so I don’t recommend that anyone use it, but as per the compo rules here is the GPL-ed source.

Also: I’ll be posting a workspace pic or two once I get all cleaned up and prepared, I’ll be using chronolapse for a timelapse, and I should be hanging around IRC on and off.

CAPSLOCK ADVENTURE a reality / Gearing up for LD48

Capslock Adventure - It lives!

Capslock Adventure - It lives!

So you know my fake entry for PoV’s test of the new layout?

Well, it’s no so fake anymore.  It includes kinda-authentic disk loading sounds!  Once I am done and it’s playable, I will post a link to it for those who dare challenge the dreaded wizard lowercase!

I’m having lots of fun putting together this little warm-up game for Ludum Dare #18.

This will be my second Ludum Dare, and this time I hope to have a playable game at the end of it.  In #17, I spent far too much time tweaking the visuals on my last entry.  It might have looked nice, but it wasn’t very playable, and for that I apologize.  I will try to pace myself this time. :)

I will likely be using my standard platform for quickie games, which is Flash.  For tools, it’s the usual suspects: FlashDevelop and the spiffy and lightweight 2D app library Flixel.  And for content?  Photoshop, Musagi, sfxr, the usual trio.

Comments

18. Aug 2010 · 15:27 UTC
Haha, dude! I declare you the winner of the fake compo for having a real game… ahead of Duke Nukem Forever.

I will..

.. post a link to the base code I might be using to be fair.  [ Download Here ]

return 0;

The difference between a Framework and a Game Engine?

So, I see people saying that they consider frameworks to be acceptable, but game engines to be objectionable. It would help to specify the differences.

Is the use of a physics engine considered a framework or a game engine?

Automated systems, like terrain generation, are considered too much by some people. However, what about tilemap systems? Is a framework that accepts input from a tile editor, is this considered in the same way, or does it have to be 3D to cause upset?

Similarly, are there any aspects of audio that people find to be too much like cheating?

Do you think 3D graphics are a problem, especially if the engine/framework enables people to import complex 3D meshes, often with animation?

I’m surprised that some people consider Flixel to be such a ‘game engine’, as it’s mostly just an SDL style framework like Pygame, and requires very ordinary coding practice.

I don’t mean this to cause an argument, I’m more curious to figure out which parts of frameworks and engines that people object to. Then people can make a conscious decision to avoid using those services, or at least they’re able to choose when they design their game.

Please let us know in the comments.

Comments

deps
18. Aug 2010 · 09:31 UTC
Anything is fair game if you ask me.

We don’t win anything, we do this because we enjoy it.
18. Aug 2010 · 09:33 UTC
The line between a game engine and a framework is so blurry and subjective that any attempt to create a rule about it would be unenforceable.
18. Aug 2010 · 09:51 UTC
If there was a coveted prize I’d understand some people wanting an incredibly rigid level playing field, but as it is, I think as long as you have control over game logic there’s no reason for complaint. (Ie. not just skinning an existing game).
18. Aug 2010 · 09:52 UTC
personally I don’t object either way, we all come here to make games and its best to let people do that how they feel comfortable.
18. Aug 2010 · 09:53 UTC
Is it a coding competition or a game design competition?
18. Aug 2010 · 10:05 UTC
I think transparency is definitely a great thing, and makes it easier to understand what you’re judging. It also helps to allow people to reward accomplishment, like if someone tries to make something in an obscure language, or simply tries an engine for the first time.
18. Aug 2010 · 10:30 UTC
That’s a good point – requiring people to list their engines/frameworks (if they don’t have to already?) is good, and possibly also what parts of the game the framework provides (e.g. the real-time shadows you mention) to help people that don’t know the framework/engine see the line between engine and new work.
18. Aug 2010 · 10:37 UTC
We could have a parallel competition with a size limit of 64k or something. That would prevent people from using engines and make it all about hardcore programming.
18. Aug 2010 · 11:37 UTC
I really wish people would stop complaining about using engines like GameMaker (not saying you are Docky, but there’s a hell of a lot of hate towards it). I wish I could write everything but then I don’t understand all the hate.
18. Aug 2010 · 12:06 UTC
As I said on another thread, my point is not against game makers et al., but because it strikes me as unfair that me (and some others I believe) can’t use our engines in which we’ve spend some years diddling about and are more confortable with to make our games, unless we make our engines all open source and stuff…

Of course, we have the jam now, and that will probably be fine by me, but I expect that the jam games won’t be commented upon and stuff (not so much as the competition games), which is too bad… Maybe I’m wrong, but we’ll have to see that…

So on one hand, people are saying “This competition is not about coding”, but on the other hand they say “got to show all the code so we get everyone the possibility of being on the same level”.
18. Aug 2010 · 13:33 UTC
It also says that all engines are OK. This is an engine not a personal base code. The difference being that the base code could be game specific things or a half started game so people are asked to show them just to avoid them starting with a nearly finished game. And as you say since other engines are allowed it’s logical that yours is too.
ManTis
18. Aug 2010 · 12:34 UTC
I can only speak for myself, but here goes:
Almost
18. Aug 2010 · 13:17 UTC
In my opinion, the difference in a framework and an engine is the inclusion of gamelogic. Maps, Tile editors, 3D rendering and animation are all visual things, and so ok. FPScontroller, PlatformPhysics and so on are gamelogic. Physics by itself is ok, but when it comes to applied physics it’s more questionable.
sfernald
18. Aug 2010 · 14:40 UTC
It’s funny how this has come up so many times, but the frequency has been increasing to the point that the end of the world surely must be near. We are getting more of these threads than pictures of food.
moltanem2000
18. Aug 2010 · 15:27 UTC
> My face when “Elite Competition”
SpaceManiac
18. Aug 2010 · 15:42 UTC
#define LEVEL “xxxxxxxxxxxxxxxx xx d d d xx xx ! xx xx xx xx . xx xx * xx xx a xx xx xxxxxxxxxxxxxxxxx”

anyone?
18. Aug 2010 · 14:46 UTC
Nah, real prizes would spoil the competition, I think… :)
19. Aug 2010 · 03:02 UTC
This thread could be trouble if people don’t realize we’re joking. 😉

Yay Compo!

So I’ve got weekend blocked off in my schedule and am looking forward to the contest. I usually don’t have much of a basecode, I just pick bits of meat off the carcasses of my past entries, but I’m trying to organize my code a little bit this time.  Almost all my past compo entries can be found at my google code dump and my basecode is in the  subdirectory named luddite. It’s not all stuff I wrote myself, in fact it’s mostly stuff I got from other sources (all public domain or BSD or MIT licensed, of course) and adapted for my own use. A lot of this code is not well tested or flat out broken, so use with caution.

Anyways, I can’t wait. See you all this weekend, on the battlefield (or the jam-field, as they case may be).

Joel