LD19 December 17–20, 2010

Life is short…

…so I’m in.

edit2:

I will use Flash CS5 + flixel something else — not sure what yet, sketched artwork > digital cam > Pixelmator for pretti|chunki-fication, cfxr for audio fx. I suck at music composition, but may try to rough out something (think repetitive repetitive), if time permits, with GoatTracker.

I’m in :)

I’ve completed 3 LudumDare’s now and cannot wait for this weekend for my 4th. I hardly ever write on here so I thought I’d do a first :D.

I’m loving some of the themes in the voting this time round, hopefully it will not be too abstract as they have been in the past; bring on the junkfood, falling asleep whilst working, getting into work absolutely dead on Monday and some brilliant game making!

Engine:

Game Maker 8, although I’m sure many people hate me for that choice

Graphics:

When you have Windows 7 Paint you need nothing else!

Sound:

Audacity

Food:

I’m thinking Chinese

Légion étrangère enters the Jam!

Team Légion étrangère is entering the jam.  Should be great fun. Our team consists of:

  • David Ayers
  • Nik Billings
  • Ray Cassady
  • Chris Perry

We’ll be  building a java-based game using slick2d and some libraries I have built for previous games, and whatever other tools we come across as we need them.  I participated in (but didn’t finish) LD#06, but this is my first time doing this with a group. Should be fun!

Good luck everyone!

excited

Really!

» Language: Javascript
» Tech: Laboratory gamelab (ask me for a download link! Still hacking away) fuzzy @ owned.co.za
» IDE: Notepad++, Vc2008
» Sound: sfxr, musagi, FLStudio
» Art:  Paint/Photoshop/etc

EXCITED

Comments

15. Dec 2010 · 13:10 UTC
this laboratory seems pretty neat! I couldn’t find a download though :(
KoryWazHere
15. Dec 2010 · 15:13 UTC
YES! Excitied… YES!
15. Dec 2010 · 19:56 UTC
Excited! Excited!

Go! go! go!

This will be my first LD, I’m not sure I will be able to create anything playable but it’s a good way to know what I can do in 2 days ! :) This week-end can only be great !

My tools will be:

  • Language: C++
  • IDE: KDevelop
  • Libraries: wxWidgets, SDL or SFML
  • Art: Inkscape, The GIMP and my mouse :)
  • Audio: LMMS, with Yamaha PSR-E423 keyboard

I might make a game this time

I might make a VIDEO game this time. And finish it, ooh.

Devkit:
– cc65 (coding)
– Notepad (artwork)

Game will run on any platform cc65 compiles to, I think: Commodore PET/16/64/128/Plus4, Atari 400/800, Apple II/IIe.

I only promise C64/C128, though.

Comments

15. Dec 2010 · 17:36 UTC
Aww… Do you ever develop for, y’know *modern* machines? 😉
15. Dec 2010 · 19:11 UTC
Lol. You’ll be able to play your own game and tell everyone it rules. I’m sure nobody will be able to deny that…

Copy pasted “intent” post

[Hey folks. Here is a copy paste of my last “declaration of intent” post, because I would have written the exact same information. Except that my Friday night is free, and that I have a flatmates party on Saturday. Oh and I dist-upgraded Ubuntu since then.]

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.

Oh God What Am I Doing?

My first dare and I feel sick and enthralled at the same time.

  • Language: AS2
  • Tech: CS3
  • IDE: Flash CS3/ Flash Develop
  • Art:  CS3

Comments

15. Dec 2010 · 17:35 UTC
Good luck!
Raspadsistema
15. Dec 2010 · 21:51 UTC
Go AS2!

General Plans for LD19 – What I am Likely to Do

I’ve decided some things about how I’m going to go about LD19.

First of all, I’m almost certainly making a platformer of some kind.

I’m really hoping for something either violent or whimsical for the theme. (I admit, there aren’t that many that I like this time around…) That would, by the nature of my work, put me at an advantage. (I do a lot of cute, cartoony stuff that’s also rather violent)

Regardless, my game will involve some kind of fighting. If I can contrive the theme into a weapon or attack, that’s probably what the player will have. Otherwise, it’ll probably show up in the level design or in the types of baddies.

I’m going to shoot for just having a single level with a final boss and a “You win!” screen at the end. Everything beyond that is additional.

I’m really happy to have switch to FlashPunk. There’s a bit of collision logic that I had to write myself, but it makes other sorts of collisions (One-way ledges, hidden areas that are revealed when you enter them, etc.) pretty easy to implement. (Something that I would not say about Flixel)

That being said, my game will be a cute and cheerfully violent bit of simple fun. Hopefully.

Peace

— Mr. Dude

Comments

sfernald
15. Dec 2010 · 18:35 UTC
So what is going on with Flixel? It seems like people are abandoning it for FlashPunk this year?

Redundancy

Redundancy; Quick, everybody do this:

Redundancy; Quick, everybody do this:

Comments

Sos
15. Dec 2010 · 18:20 UTC
now view your votes
Sos
15. Dec 2010 · 18:22 UTC
now view your votes
Sos
15. Dec 2010 · 18:24 UTC
what? it took me two minutes to figure that out?
Sos
15. Dec 2010 · 18:24 UTC
no, i’m not going to repeat that one as well
15. Dec 2010 · 19:18 UTC
I see what you did there!
15. Dec 2010 · 19:20 UTC
I see what you did there!
15. Dec 2010 · 19:22 UTC
That’s not clever.
15. Dec 2010 · 19:22 UTC
That’s not clever. (I’m a hypocrite)
Nugsy
15. Dec 2010 · 20:28 UTC
Doesn’t redundant redundancy mean that it’s not redundant?
GreaseMonkey
16. Dec 2010 · 01:41 UTC
Hold on, let me change my vote so I can change my vote.
shockedfrog
16. Dec 2010 · 02:25 UTC
Aww, I was looking forward to seeing the difference in the votes the Redundancy entries got :/

Declaring Some Base Code

Since I intend to enter the compo proper and am prone to just writing stuff myself instead of finding more or less working libaries and make them fit my work, I have uploaded the base code I’ll most likely be using. It’s just a .zip file containing a Netbeans Java project with the following contents:

  • Main and MainApplet classes that include the structure for creating a simple window or Java Applet, initializing and running the game.
  • TextureLoader, Texture and Animation classes and the IRenderable interface handle loading and displaying of graphics
  • Sound and SoundLoader clases for playing sounds
  • Path and Pathfinding classes handle generic pathfinding if needed
  • The HeightMap class generates an array of numbers representing height on random terrain using the Diamond-Square-Algorithm
  • The ludumdare19.system.ui package contains code for simple UI elements so I can easily display text, buttons and the like
  • Map, Position and Tile classes are deliberately kept generic to allow for 2D or 3D-based tiles if I make a tile-based game

The code is mostly undocumented and not intended for commercial use. But I’m not stopping anybody. You’d have to set your classpath to contain the lwjgl native files for your OS, though.

Since I have no experience writing a platformer, I’ll most likely write a tile-based Top-Down or isometric game, or something that doesn’t use tiles at all (Like a shoot-’em-up). I’m not making any specific calls, though, since half the fun in my opinion is deciding what the game will be like from the theme. Let’s see what crazy things people will come up with!

Either way, I’m really looking forward to this weekend and hope I won’t have to use the jam as a safety-mechanism to release a game.

Another first time person

This is my first time doing LD, looking forward to seeing if I can get close to being as good as amazing people like Notch (a weekend without playing Minecraft, but with a good cause)!

Being keen on Open Source, I’ll be using open source tools, on Linux. I don’t know if anyone else is likely to do this, but I intend to build Flash from Haxe and SWFMill. Possibly a bad move, but these tools have been very reliable so far, and I expect they will be for LD. I’ll use Geany as a nice simple IDE and a combo of Inkscape, the GIMP, Audacity and some odd things like Blender 3D and Yoshimi (software synth) for other stuff.

I’m not sure how to release stuff, can anybody suggest somewhere to upload my code and builds? Can I upload to the LD site, or should I try Google Code?

Comments

15. Dec 2010 · 19:20 UTC
Loads of people use Open Source here! You’re fine :)

Setting up “The Office”


Spent an hour today clearing the desk in the spare bedroom and setting up where I’ll be working this weekend. It’s still missing food and drinks but everything else is pretty much there.

updates, I’m all set up =D

Software now installed on a new windows profile:

  • Unity
  • Blender
  • Gimp (at least until I find my Photoshop disk) Photoshop
  • Sculptris (no plans on using this really but figured I might as well)
  • chronolapse
  • sfrx

Still to install:

  • Time Lapse video capture stuff
  • Photoshop (if I can find it)
  • Dr.Peter audio thingy (just in case I get some spare time)

Currently wishing i had a better computer but happy none-the-less :)

Comments

15. Dec 2010 · 20:10 UTC
Wish you had a better computer? I have a netbook.

Count Me In

This is as good an excuse as any to finish the game I haven’t finished yet before Friday.  That way, I can start a new one for Ludum Dare.  It’s like getting two deadlines in one.

Intention to possibly compete — and declaration of base code

Brand new account, this would be my first time competing in LD, although I have done pyweek and Reddit Game Jam in the past. No idea what kind of game I’d be making (if I do end up having time), but just in case the basic structure ends up being anything like my last 48hr dev, I’m going to declare my personal base library here.

GitHub Repo

Nothing fancy — but it requires pyglet, rabbyt and lepton.

  • basic windowing
  • GL context setup, 2d ortho projection and scaling
  • Simple state management — title -> menu -> game
  • basic Player , Enemy, Weapon and Pickup classes
  • Bullet pool
  • Some other particle effects — most of the work here is done by lepton
  • HUD objects (score, lives)
  • simple Euler integration for all game objects
  • simple Vector math

Most of the documentation is in controller.py and game.py, which is where most of the universally applicable code lives. obj.py is also handy, as it is a sprite subclass that most game objects can inherit from.

By the way, go play my game from last weeks RGJ:

Basecode/lib: evöL 2.0-rc1

Fellow LDers, as required by the rules, here is my basecode, that I pretentiously call a library. It was available before in the bzr repository on Launchpad, but I made a release (or rather release candidate) in case anyone is interested.

evöL page on Launchpad or directly source tarball.

evöL is a multimedia library in Lua, based on SDL, aimed at fast game prototyping. It provides keyboard/mouse input, image loading/editing/blitting, font rendering, graphic primitives, sound/music playing, OpenGL context creation (to use with an external GL lib), and terminal simulation (curses like). Supported platforms are GNU/Linux, Windows and Dingux (Dingoo Linux), but it should be portable.

In it to hopefully do ok.

I’m in. First timer. Sadly, I didn’t take work off so I’ll be working two 8-hour shifts during the 48 hours (which also requires sleep, effectively cutting my time in half), but I’m going to give it my best shot anyways.

Tools:

Flixel (in Xcode, FlashDevelop, or Vim depending on which machine I’m on)

Pixen for pixels (maybe some Photoshop thrown in)

LMMS for music (if I get that far)

SFXR/CFXR for sounds

If I finish, I’ll be thrilled. If not, I’m in it for the experience 😛

I Be In Says Me

I think I may try to take part in the task this time, I only narrowly missed LD18 after I came across a screenlapse of it on reddit.com. What I seen was pretty cool and I’ve been waiting to take part ever since. I’m hoping for a good theme this time, hopefully something that is imaginative enough to allow us to create some great games and broad enough to allow for lots of game diversity. In terms of skills I’m sort of just a beginner with art and sounds but consider myself good at using game maker. Hopefully an imaginative idea will make up for my lack of experience in this area.

First LD – I’m in.

This will be my first time participating in an LD. I’m going to try not to get too crazy and stay up for 48 hrs or anything… I’m just looking to get something playable and hopefully fun completed.

Tools I plan on using:

Code/Tech: Gamemaker. I’m and artist/designer primarily, so I’m gonna take it easy on the code side of things. Depending on the topic, I may try a JS engine like Akihabara or SpriteJS. Notepad++ for any code editing.

Graphics: Photoshop

Sound: SFXR / Musagi / Audacity