LD18 August 20–23, 2010

I’m in… depending on the theme.

I’m probably in, but depends on the theme. 

If I get insperation cool, if not with the limited time available (family man)  then may skip and focus on projects in flight.

Will be using XNA, using C# VS2008.

Comments

GreaseMonkey
18. Aug 2010 · 20:09 UTC
In which case, seeing as I won’t be able to play your game at all, could you please supply either a photo or a cariacature of yourself? as i’ll need to add you as a throwable weapon.

Captain Kirk Climbing A Mountain

To make love to the mountain.

The Link

Also, I’m entering again — still using AS3/Flixel — but this time I’m only going to be entering the Jam, working with a couple friends. We’ll see what we can come up with :). Good luck to all you newcomers, too!

Tags: motivation

Comments

18. Aug 2010 · 20:35 UTC
dude.. good to see you’re still kickin. 😀
18. Aug 2010 · 21:53 UTC
Lol. I watched this video during Ludum Dare 16, you can see it at around the 1 minute mark during my time lapse video
19. Aug 2010 · 02:51 UTC
Very glad to have another JAMMER on board!

Have fun this weekend. Can’t wait to see what your team comes up with.

Declaration of Intent

Hey all.  Long time lurker here.  This will be my first official entry into the Ludum Dare compo.

Some tools I will be bringing with me on this journey:

Language:

  • Java + Web Start
  • XML for configurations (hopefully)

IDE:

Framework:

Graphics:

Audio:

Timelapse:

Version Control:

  • A local Git repository

Battle Station:

Battle Station

Tags: deskphoto

Comments

18. Aug 2010 · 22:54 UTC
+1 for Dark Side of the Moon poster

Another newcomer

Hey! I’ll try to make something for the compo for the first time, even when i am pretty sure i won’t be able to complete anything. I’m doing this for the challenge and because i’m sure i’ll learn a lot.

I’m going with Java, without any libraries but JDK itself. Eclipse for programing, MS Paint and/or Paint .NET for graphics, and sfxr for sound. Nothing else, so it’s going to be at least interesting.

My bigger problem is going to be getting ideas. I have zero creativity, but i’ll do my best. Good luck everynyan~!

EDIT: I’ve set up a site to do live updates! See it HERE.
EDIT2: 000wbhost hates me, re-uploaded to another host!

Comments

pants12
18. Aug 2010 · 20:58 UTC
good luck to you to 😀

Trying something a little bit different…

snesdev

Going to spend the next couple of days making sure I know what the hell I’m doing and hacking some kind of toolchain together.

I’ll probably wimp out and use PyGame in the end anyway.

Comments

18. Aug 2010 · 22:07 UTC
/me salutes
19. Aug 2010 · 02:52 UTC
You just rocked my world.
sfernald
19. Aug 2010 · 04:04 UTC
What am I looking at here? Some sort of assembly development tool designed for game development?

A shocking question!

I have a shocking and highly embarrassing question to ask. I fully expect to be ridiculed and berated and will surely feel like a complete ignorant fool.

What does “Ludum Dare” mean?

Where did the term come from? What is the history? What language is it? Is it an acronym? A secret password? Latin?

I’ve heard people prononouce it “Loo-dum Dah-ray” and also “Luh-dum Dair”, so the second part of my question is: how do you pronounce it?

Definately not another new guy.

Ok, I lied. I am another new guy. But I’ve been meaning to enter a one of these for a while if that counts? No? Ah well.

So, my chosen poison for the competition is C++ with SFML, boost and box2D (if applicable) all through the power of Visual Studio 2010. I’d prefer another language if I’m honest, but I’m not familiar with them enough to justify diving head first into all the teething troubles when I have such a sort deadline. I’ll be showing off my amazing Photoshop art skills (a.k.a. quick doodles) and my incredable ability to press buttons in the ever popular sfxr. For music I’ll probably just see what I can throw together randomly at the end…

There could very well be some boiler plate code stolen from my current in development framework. Feel free to help yourself to it if you’re also crazy enough to be using C++, it’s open source for a reason.

I’ve entered a few similar competitions before, so with any luck I won’t make the rookie mistake of aiming too high, or indeed too low.
Anywho, that was me. Good luck to all.

Comments

Sos
18. Aug 2010 · 23:48 UTC
Best of luck there, mate!

READY AND WILLING

me: coder trying out either xna or pygame for your enjoyment. more upon request. first timer, please be gentle.

you: similar, possibly experienced, possibly not. ready for a good time.

Workspace!

My workspace hasn’t changed all that much since last time, but here’s a pic:

Workspace

The CRT on the left is to my old PC (usually a headless server, but I’m setting it up to run IRC all compo).

Software I’ll be using this time:

  • Visual Studio 2008 Pro (C++)
  • My custom engine (“QEngine”, uses Ogre, Bullet, OpenAL and a few other bits and bobs; source was released in my earlier post)
  • GIMP
  • Paint
  • Blender
  • Notepad++
  • sfxr
  • Either LMMS or Musagi
  • Spotify!
  • svn

I’m leaning towards making a shmup of some sort, as I’ve never made one and my last few projects have been first-person.

I might also make a quick warm up game to make sure everything is in order…

Tags: deskphoto

Comments

sirnuke
19. Aug 2010 · 02:57 UTC
Awwww yeah Model M.
Tenoch
19. Aug 2010 · 07:58 UTC
Heh, Ubuntu stained glass!

Ruby/Chingu – do more with less code.

I’m doing Ruby this LD and I feel extatic. First off my ruby game framework Chingu [ http://github.com/ippa/chingu ] has been making strides the last months. Tons of details have been polished and a lot of bugs fixed. Chingu now comes with a general editor in form of a game state.

From inside your game, just:

push_game_state(Chingu::GameStates::Edit.new)

And your current game will be paused and the editor toolbar become visible. You can now move, rotate, delete, scale, modify zorder and fade any instance of class GameObject you have on the screen. Or put out new GameObjects of your choice from the icon toolbar.

Here’s a quick ‘n dirty look at it: http://ippa.se/videos/holiday_droid_edit.avi (Yes, my screencast software borked up the colors).  That’s from my gameprotoype http://github.com/ippa/holiday_droid .

If you haven’t looked at Ruby for gamedev yet, now is the time, here’s 4 easy steps to get going on windows:

1) http://rubyinstaller.org/downloads/ – install Ruby 1.9.1-p430 or later.

2) “gem install chingu” in your cmd/”DOS” window

3) see provided examples, check README @ http://github.com/ippa/chingu

4) Use http://github.com/larsch/ocra to make standalone EXEs out of your rubyscripts

Ruby is one of the most expressive langs out there. Give it a few days of your life and you’ll never look back =).

what is pop-cop

what is it

Tags: tell me

Comments

pants12
19. Aug 2010 · 10:04 UTC
*looks at vid face gos blank*
Almost
19. Aug 2010 · 04:03 UTC
Just downvote it like everybody else.
19. Aug 2010 · 04:23 UTC
I don’t get it either, and I can’t imagine that it’s just the two of us. A slightly less obscure joke theme next time, mayhaps?
Praetor57
19. Aug 2010 · 05:31 UTC
I didn’t really get it either (I upvoted because I suspected it was a joke theme, I later youtube-ed “Pop cop” and that came up).
gsw
19. Aug 2010 · 06:36 UTC
poppy copy?

popular copula?

population copulation?

Open sourcing my game engine

This will be my first time participating in a Ludum Dare.  I will be using a game development framework that I’ve been working on for a while now and finally decided to open source.  It’s written in C++ with DirectX rendering, Box2d physics, and Ogg Vorbis music.  Dev environment is Visual C++ Express 2010 and DirectX SDK.

There are some pretty nice features included like a built in level editor, huge streamable worlds, particle system, fixed step interpolation, gamepad support, and debug console.  It comes with a clean slate project to build off and an example game.  You read more on my website or the project page on sourceforge. It’s called Frank Engine.

Tags: game engine, open source

Comments

sfernald
19. Aug 2010 · 05:31 UTC
Interesting engine. Nice. Seems like there is a bug though or maybe it is my configuration.
19. Aug 2010 · 07:16 UTC
Nice engine and nice SampleGame!!

Stixel — Like Flixel but more Flash-y

For this Ludum Dare, I’ll be using the Actionscript library/engine I started writing last Ludum Dare. I’m calling it Stixel for now, since it started as a replacement for Flixel.

Stixel has some physics, including mass/momentum calculations. Its collision detection assumes circles. Structure-wise, it’s more vector-oriented and Flash-like than Flixel, relying on the display list for rendering and nesting. It also supports wrapping maps.

The source zip contains:

  • The current version of Stixel
  • The state machine classes I created last Ludum Dare for managing game states
  • An experimental Asteroids game that shows off some features of Stixel (wrapping, rotation, physics)

Stixel 001.zip

Comments

19. Aug 2010 · 05:21 UTC
Hey, great idea. I’ve had similar thoughts, but I just haven’t devoted time to it. Glad to see someone beat me to it.

Complying with the rules: My libraries/changes

As I’ve mentioned, I will be using Flash plus Flixel 2.35 stable for my LudumDare #18 entry.  But, I’ve modified my 2.35 version slightly, and so I am making a diff patch of my changes available here:  ChainedLupine’s diff-patch of Flixel 2.35

It’s not a whole lot.  Mostly it’s just small convenience patches, plus I integrated Photon Storm’s FlxBitmapFont class.

For my IDE, I will be using FlashDevelop along with rnelson’s FlexDbg plugin.

Oh, and here is my work station:

Chained Lupine's workstation

Kinda messy. :)

Declaration of uncertainty

So the “Hello”-posts season has started. I won’t be very original, I always use the same things:

  • Code in Lua using my personal lib evöL. There are lots of new additions in the dev version that you can get by typing “bzr branch lp:evol2d” in the closest terminal. evöL runs on GNU/Linux, Windows and now Dingux (Linux for the Dingoo handheld device). It should compile fine on Mac OS X and *BSD, but I’m unable to cross-compile for these. Depending on my mood, I might make a Dingoo game (understand “low-res, limited input”), which by the wonders of portability, will run on PC OSes as well (with keyboard or gamepad). Oh and it’s binary compatible with the Ben Nanonote, if anyone of you has one.
  • Alternatively, I might give a try to my previous experiment, of a text based networked platform where all code is on the server, and the client is only a terminal that relays input and displays output. That’s in Lua too.
  • Compy is an EeePC 901 running Ubuntu 10.04, and the language is interpreted, so that limits seriously performance, although last time I managed to make a full 3D game entirely in Lua. If Dingoo there is, it’s even more limited (heh, no FPU!) But that’s good. Games shouldn’t need supercomputers to run on.
  • Text editor is Geany.
  • Graphics will probably be with Inkscape and GIMP. I do have a camera but no scanner. If graphics there are.
  • Sound: the usual Audacity and/or sfxr for sound, LMMS for music.

Now I happen to have my housewarming party on Friday night, and a birthday on Saturday. I may or may not be able to participate at all. I may as well have to drop to the Jam, even if my goal is really the compo. I managed the top 20 last time, which is extremely exhilarating. I wonder if I can top that.

I should also warn that I always make many motivational posters, and that they suck like you can’t imagine.

Now have fun people. See you on Saturday.

Engine Hacking for Ludum Dare

I’ve announced my proposal on my blog for anyone interested:
http://www.nickbreslin.com/2010/08/engine-hacking-for-ludum-dare/

Facebook/jQuery/PHP/mySQL. Ludum Dare will basically be the first prototype for this engine. Looking forward to the competition.

Cheers.

Finally Got Some Time!

LD always seems to be coinciding with something, but I’ve managed to clear two days for it (might sleep instead).

So unless my daughter decides to create havoc I’ll be playing with you guys.

Gosu + Cpp = Joy, and a with some luck a game as well.

Tags: Cpp, gosu, ld

Let’s make some awesome games!

OK, this is my totally unnecessary and needlessly detailed declaration of war!

Leader of the Great Army of One: His Laziness General Codexus

Weapons:

  • Engine: Unity Pro 2.6
  • 3D: Modo 302 / Cinema 4D R10 / ZBrush 4 / Vue 8.5 Infinite
  • 2D: Photoshop CS5 Extended / Filter Forge 2
  • Sound: Reason 4 / Record 1.5 / Audition 1.5 / SFXR
  • PC: i5 750 / 4GB / GeForce 8800 GTS
  • OS: Windows 7 Ultimate x64
  • Misc Gadgets: Wacom Intuos 3 tablet, Roland ED PC-300 midi keyboard, Xbox 360 gamepad
  • Food: probably some chips and pizza

Previous achievements:

i maed gam3z w1th n0 z0mb1es

i maed gam3z w1th n0 z0mb1es

Tags: declaration, montage, tools

0

This entry was posted on Thursday, August 19th, 2010 at 7:32 am and is filed under LD #18 - Enemies as Weapons - 2010. 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.

I’m in

I’ll be entering again, using my usual C++ template code.  I’ve slightly updated it since the LD17, and it now has configurable key mappings, in addition to: image loading; 2d drawing via OpenGL; basic GUI framework; audio via portaudio; a simplistic polyphonic synthesizer; and truetype font rendering.  And it’s cross-platform, so I’ll be doing Windows, Linux and OSX versions of my game.

My dependencies are: GLEW; libjpeg; freetype; libpng; portaudio; SDL; SDL_image; SDL_ttf; zlib.

And I’ll probably be using some combination of Inkscape, Paint Shop Pro and Tracktion for my various audiovisual needs.

Template code here, GPL licensed.

My “hitlist”

Here’s a list of people I’ve checked to see whether or not I’ll have a chance of playing their game. There will be a punishment for those who are confirmed.

Update #2: added / moved some names. Apologies if there are still duplicates.

Confirmed:

  • Sos: Flashpunk
  • Getterac7: LWJGL
  • Gilvado: AS3/Flixel
  • Codheadz: XNA
  • TheDarkPixel: Flash
  • Ashera: Flash/Stixel
  • KilledByAPixel: MSVC++ 2010, DirectX
  • pants12: Game Maker
  • zlash: Flashdevelop
  • MarkDIsaac: Game Maker 7
  • ChainedLupine: Flash
  • TenjouUtena: XNA
  • Spunkmeyer: C++/Boost
  • smn: Flash or XNA or C# or PHP – hit it
  • nyarla: C++ or Flash
  • moltanem2000: Game Maker 8
  • xhunterko: Flash
  • ExciteMike: Flash/Stego
  • Cooshinator: Game Maker
  • wonderwhy-er: Flash
  • Martoon: Flash
  • mikeysee: Flash
  • Catmoo: Game Maker
  • Almost: Flash
  • ConnorJLysaght: Game Maker 8
  • Manuel777: Game Maker
  • TrogFishaz: Game Maker or Flash
  • xhunterko: Flash
  • AClockWorkLemon: Game Maker
  • Wiering: Flash
  • Supermini_man: Game Maker 8
  • Sakar: Java/Slick2D (based on LWJGL)
  • imaginationac: Flash
  • David Prior: XNA
  • Folis: Game Maker
  • mwest: Java/Slick2d (based on LWJGL)
  • Geti: Flixel
  • milsom: C++/DirectX or SFML or Unity+C# – hit it
  • sfernald: XNA

Possible:

  • blitzgren: XNA (or PyGame)
  • DeathBySnail: C++
  • Scramasax: C++ (Dev Studio 2005)
  • NiallM: C++
  • Basic: C++
  • lurreluck: C++
  • ManTis: XNA (or Unity)
  • jovoc: C++
  • iojp: C++ (Irrlicht)
  • Praetor57: C++
  • Walker: C++
  • sfernald: C#
  • Thomas Larsen: C or Yabasic
  • zazery: XNA (or PyGame)
  • recursor: Unity (or Flash/Flixel)
  • zigs: C++ (or Python)
  • mmkay: Python or C++ or AdventureGameStudio
  • Entar: C++
  • stuckie: haven’t established
  • pubby8: C++
  • wyverex: D/SDL (not sure, this might be a real bastard to get working, have confirmed that D v1.0 works, and have a D v2.0 compiler built)
  • jolle: D ?
  • devinmoore: “qb64, actionscript/flex/flash, java, php, mysql, html”
  • MrDude: C++/Ogre3D
  • TheGrieve: C++
  • skintkingle: C#/SuperNova (need to check dependencies of that lib)
  • Henry Blank: LWJGL (or JOGL)

Safe:

  • ippa: Ruby/Chingu
  • adam_smasher: SNES or PyGame
  • Darkhogg: Java
  • MrDude: Python
  • RedReaper132: C++ on Linux
  • Osgeld: Processing
  • Tenoch: Lua/ev”oL (uses C)
  • Julian Kniephoff: Python/PyGame
  • Torquil: Lua/L”OVE (uses C++ but has a Linux port)
  • melior: PyGame
  • Andrew Marsh: Python
  • Nick Breslin (ld48 name == ???): Facebook
  • The Jahn: Java
  • psnake: Python (AFAIK)
  • NMcCoy: Processing
  • Frimkron: Python
  • OriginalBigDan: Unity
  • jplur: Blender + Python
  • Ricket: Java/JOGL
  • jakkarth: C or C++ on Linux
  • Notch: Java
  • GBGames: C++ on Linux
  • Jerm: C++ (trying to port to Linux)
  • Fiona: Python
  • LoneStranger: Java
  • psnake: Python/PyGame
  • asiekierka: Apollo 11 Space Shuttle*
  • Sol_HSA: C++ (tends to code in a way that actually compiles in a real C++ compiler, apparently)
  • Tyler: LOVE engine
  • masterhyjinx: Unity
  • Sophie Houlden: Unity
  • dock: Unity
  • Codexus: Unity
  • Eckolin: Bennu (which has a FreeBSD port :D)
  • deps: Ruby/Gosu
  • Praetor57: MSVC++ 2008 (attempting to port to Linux)
  • NiallM: C++ (attempting to port to Linux)
  • jovoc: C++ (attempting to port to Linux)
  • zigs: Unity (probably not Python)

If you’re on the Confirmed list, then congradulations: your game will probably not be playable on my desktop! If you have “hit it” next to your name, chances are you’ll pick a platform I won’t be able to use anyway.

If you’re on the Possible list, it could be for several reasons:

  • You haven’t said what C++ compiler you’re using. If you’re using MSVC++, I’ll move you to the Confirmed list.
  • You haven’t said what C# framework you’re using. If you’re using XNA, I’ll also move you up.
  • You haven’t decided what lang / framework you’re using, but you’re tossing over something which probably won’t work here.
  • I could not establish what langs / frameworks you’ll want to use.
  • I could not establish if your lang / framework would actually work here.

If you’re on the Safe list, you’re safe. But if you want a cameo, feel free to ask.

(*) I have it in my lair.

Tyler: LOVE engine
masterhyjinx: Unity
Sophie Houlden: Unity
dock: Unity
Codexus: Unity
Eckolin: Bennu (which has a FreeBSD port :D)
deps: Ruby/Gosu
Praetor57: MSVC++ 2008 (attempting to port to Linux)
NiallM: C++ (attempting to port to Linux)
jovoc: C++ (attempting to port to Linux)
zigs: Unity (probably not Python)

Comments

Henry Blank
19. Aug 2010 · 08:42 UTC
I’m on the List :(
19. Aug 2010 · 08:46 UTC
What a weird list. Don’t expect people to pander to your peculiar computer setup, especially considering you include ‘Flash’.
asiekierka
19. Aug 2010 · 08:50 UTC
Hehehe.
Praetor57
19. Aug 2010 · 09:07 UTC
haha, I’m both possible and confirmed! I am using MSVC++, but my engine/code should compile in Linux/etc without hassle (my engine was compiling in Linux like a month ago, and I’ll be testing this again later today).
19. Aug 2010 · 09:14 UTC
okeay, call me a simpleton here if you want to, but the way I see it you’re practically walking into a smoking allowed zone and telling everybody who smokes that you don’t like them.
19. Aug 2010 · 09:34 UTC
If you have that much free time go buy a copy of Windows or something 😉
19. Aug 2010 · 09:55 UTC
For the record, Panda3D can export both Win32 and Linux binaries. (One of those 2 should work under FreeBSD, I think)
pants12
19. Aug 2010 · 09:59 UTC
well crap im on the “comfermed” list

what will you do down rate my game?
GreaseMonkey
19. Aug 2010 · 19:49 UTC
Dunno, It’s probably going to be more of an ingame, ahem, “honour”.
19. Aug 2010 · 10:28 UTC
I’ll echo the curious criteria comment. My game will be built with MSVC on Windows but gcc on *NIX/BSD. Does that count me in or out?
19. Aug 2010 · 10:44 UTC
Wait, you can run Unity but not Flash?
GreaseMonkey
19. Aug 2010 · 19:51 UTC
Dunno. I might consider shifting it up, as I’ve made this decision based on only one game I’ve played, which runs without issue (other than speed).
melior
19. Aug 2010 · 12:14 UTC
Note: those dirtbags at Adobe discontinued 64-bit flash for Linux, and I assume it worked on BSD. Now we’re stuck with either a buggy 32-bit version, the older 64-bit version with the security hole, or one of the replacements – gnash, swfdec, or lightspark.
19. Aug 2010 · 12:35 UTC
I switched from Python/Panda3D to C++/OGRE. Update your list if you like. Not sure where it places me, though.
19. Aug 2010 · 14:32 UTC
What kind of useless OS can’t run flash? Other than that, a single big list of what everybody’s using is kinda cool, I think.
19. Aug 2010 · 15:31 UTC
This is a little unclear … confirmed vs. safe both sound like good things, I don’t know which list I want to be on.
sfernald
19. Aug 2010 · 16:29 UTC
you can move me to confirmed. I am using the FlatRedBall framework which uses XNA underneath and I’m compiling with visual studio 2008, so that will definitely never run on your FreeBSD box.
19. Aug 2010 · 18:37 UTC
Go ahead, that sounds fun. :) You have my permission to use my current gravatar in your game.
adam_smasher
19. Aug 2010 · 19:59 UTC
Haha! Once again the SNES proves its superiority!
19. Aug 2010 · 20:12 UTC
Hehe, I’m marked as “not established.”