LD12 August 8–11, 2008

Micro Racers

www.johannpauw.com/media/MicroRacers.zip

Timelapse:

http://www.youtube.com/watch?v=Wk2vLuoRLIU

My server is a complete mess, owing largely to the fact that I have no idea what I’m doing — when I tested the download in Firefox on XP, it came out with a weird name, but everything seemed to be working properly when I renamed/unzipped it.

Still have a couple hours to go, but I’m burnt out. Time to play something :P.

It’s almost over!

It’ll be done in less than 2 hours. Unfortunately I have to go eat , so congratulations to everyone in advance. The third level was updated earlier today.

Ninja Kitty Vs. The Nukebots (final)

It’s done! It took longer than the alloted time by quite a bit, not to mention I massively cheated (about half the final code is from existing work, not new). But it’s fun, in a weird and weird, weird way. It’s a goofy game. But it’s got skills and leveling up, so that makes it good. it’s also very hard with most of the maps I found, but they all seem winnable if you got ninja skillz.

Enjoy Ninja Kitty’s neverending battle against the horrid Nukebots.

Download: Windows EXE (660kb)

Tags: final, kitty, ninja, robot

Calling it a weekend

It’s not completely finished, but PaintWorld is as finished as it’s going to be within the deadline, which will happen in about 30 seconds.

http://files.chocoboheaven.com/uploads/Guests/files/PaintWorld.zip

Warning: the files are directly in this zip and not in a subfolder. If you want them in a subfolder, like Bleck does (stares at Bleck), the new zip is at http://files.chocoboheaven.com/uploads/Guests/files/87528_PaintWorld.zip

Go on, play it! I want to make the deadline, and so will edit in explanations. If anything doesn’t work, please tell me. I will begin working on the postcompo version now.

Well, there’s level selection/preview, view moving, a functional world, a you win screen, a you lose screen even though you can’t lose just yet, and that kind of stuff. Arrow keys to move, escape to exit.

Tags: final, paint, platformer, semifinal

Collisions

I need help with collision code. I want to keep the player from falling through floors, pretty much. Help?

EDIT: Okay, I’ve got some good collision detection, but there’s something wrong with my moving code.

bool checkCollision(SDL_Rect &movable, double &vx, double &vy, SDL_Rect solid, bool move) {
int moveLeft = movable.x;
int moveTop = movable.y;
int moveRight = moveLeft + movable.w;
int moveBottom = moveTop + movable.h;

int solidLeft = solid.x;
int solidTop = solid.y;
int solidRight = solidLeft + solid.w;
int solidBottom = solidTop + solid.h;

int clipLeft = max(moveLeft, solidLeft);
int clipTop = max(moveTop, solidTop);
int clipRight = min(moveRight, solidRight);
int clipBottom = min(moveBottom, solidBottom);

if(clipLeft == clipRight || clipTop == clipBottom)
return false;

if(!move)
return true;

int clipWidth = clipRight – clipLeft;
int clipHeight = clipBottom – clipTop;

if(clipWidth solidX) {
// moving to right
movable.x += solidRight – moveLeft;
} else {
// moving to left
movable.x -= moveRight – solidLeft;
}
} else {
// moving along y axis
vy = 0;
int moveY = moveTop + movable.h / 2;
int solidY = solidLeft + solid.h / 2;
if(moveY > solidY) {
// moving to bottom
movable.y += solidBottom – moveTop;
} else {
// moving to top
movable.y -= moveBottom – solidTop;
}
}

return true;
}

Please help! If you’re interested in seeing what’s happening, here’s the program: http://files.chocoboheaven.com/uploads/Guests/files/85267_PaintWorld.zip

Tags: C++, help, physics, platformer, walls

Comments

demize
07. Oct 2008 · 00:58 UTC
Hmm… If the player has a floor below them, then don’t let them move down. All it takes is: if(player.y != floor.y+z){(insert your downwards movement code here)}. Replace z with how much you move per frame, and change this to support how you’re doing it.
wonderwhy-er
07. Oct 2008 · 07:43 UTC
Not enough info it seems… Is it only floor or there are walls. Is it platformer style where you can jump trough some platforms etc etc. More info please :)
07. Oct 2008 · 17:38 UTC
I usually have a ‘grounded’ variable on objects, and a conditional splits up what movement I allow it before input and collision, where I may need to move the object again or change its grounded variable for the next tick (or whatever you call a timer event) ^_^
SpaceManiac
07. Oct 2008 · 18:51 UTC
Only walls – no platforms you can sometimes go through. I’m thinking of the kind of walls in Ninja Kitty Vs. The Nukebots. They way the cat hits the walls in that game is almost exactly what I’m looking for.

Timelapse

What would be a good interval to take timelapse shots during a Ludum Dare compo?

Comments

09. Oct 2008 · 00:38 UTC
I did every 15 seconds 😉
demize
09. Oct 2008 · 08:30 UTC
Well, I’ve discovered that screenshots don’t take up much hard drive space, so 15 seconds sounds pretty good.
Anonymous
09. Oct 2008 · 15:26 UTC
How long do you want your final timelapse vid to be?
jovoc
09. Oct 2008 · 15:27 UTC
whoops forgot to type my name… I am the above poster.
11. Oct 2008 · 07:33 UTC
I usually run mine at one per minute. It makes big folders, but not TOO big.
demize
11. Oct 2008 · 12:58 UTC
@jovoc: What encoding software did you use?

The Off Season

With Tony Hawk

Tags: motivation

This entry was posted on Saturday, October 11th, 2008 at 8:45 am and is filed under LD - Misc. 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.

Ludum Dare #13 Date Suggestions

Before we make the decision of weekend, I figure I’d throw the question out to the community to get some feedback.  Post a comment with your thoughts.

Pick a weekend for Ludum Dare 13.

  • Friday December 5th to 7th
  • Friday December 12th to 14th
  • Friday December 19th to 21st
  • Friday December 26th to 28th

However, the last 2 weekends might be out, so we don’t steamroller over January’s Mini LD.

So, let us know your preference.  Potential conflicts, game industry, school related (exams), or whatever.  We’ll come to a final date decision soon.

Thanks,

- Mike Kasprzak (PoV)

This entry was posted on Thursday, October 16th, 2008 at 3:36 pm and is filed under LD - Misc. 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.

Worlde

http://wordle.net/gallery/wrdl/260205/Ludum_Dare

Some thing that auto-generates word bubbles!

Comments

Detox
07. Nov 2008 · 18:48 UTC
That’s pretty neat. I’d like to see source code too, or at least a couple links to research on the type of algorithms you used.

Mini-LD #5! Coming Soon

Hello, Hamumu here!  A sentence with all H-words.  Mini-LD #5 will commence on Friday, November 7th, hosted by yours truly.  Don’t make me get all up in your timezones, but basically it’s at what we’ll call 3:00PM PST (or PDT, I don’t know!  Why are you making me get all up in your timezones?!).  About 3 or 4 hours earlier than usual, because I said so.

The theme is <INSERT GREAT THEME YOU WILL LOVE>, but I can’t expound on that further at the moment.  I’ll let you know more details on Friday, November 7th at 3pm my time!  Okay, I’ll expound a bit anyway to get you hooked: it has no technical limitations, can be done in any language and on any platform, and you will have a very wide element of freedom in what you do and how you do it.  Part of the theme is that you are going to be bringing your own true inimitable style to what you create, so sharpen your you skills and get ready to rumble!  But ah, what will you be creating?  An intriguing question.  For Friday, November 7th at 3pm!

Rules are 100% normal LD rules in every way.  From scratch, 48 hours, and all that.

See you November 7th!

Tags: mini LD 5

This entry was posted on Thursday, October 23rd, 2008 at 12:38 pm and is filed under MiniLD #05. 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.