LD22 December 16–19, 2011

First comp! A little framework maybe

I am super excited.  I have missed the last 4 competitions by several days. (forgetting to check often enough)

I just checked today, 1 day before event and actually am going to have a little prep time and am really really excited because itll be my first time.  I will be using Java,  though I haven’t programmed in Java in 5+ months due to C++ related school classes. Also haven’t done anything game related in a long time, so I’ll be hitting it pretty cold, but thats okay.

I just wnated to say framework blah blah
Java,  Possibly LWJGL and/or Slick2D.   and will be using some generic java4k template or maybe Perlins template cause I like his too. Though I have been considering using one of Notch’s old templates for one of his old LD games. Seems to work well.  Its less than 100 lines of code. Nothing special just update loop.

Pretty much I am going to try and do this as cold and empty as possible from the start. Probably mspaint or paint.net for most art, either that or 100% ingame procedural.

edit: I have considered trying C++ and using Qt, Ive never ever used it before, but i think it can be used to help make some basic 2d games and stuff?

Recruit Yuma reporting for duty, sir/ma’am!

Hey there!

This is my very first #LD48, so I’m really excited about it! I’m afraid I’m only here for the cookies because I have never finished making any game, but I wont let that prevent me signing in TEH competition.

I’d try to post updates over Twitter (@soy_yuma) and/or my Posterous blog.

My weapons are:

> Programming: Java (using Eclipse IDE) with LWJGL, the (deprecated?) Slick-Util library (not the whole Slick2D library), and some personal basecode (see [1]).
> Graphics: The Gimp or Paint .NET (depending if Gimp sucks more than usual). I will be using the pixelated font I created in FontStruct (pixel).
> Sound: DrPetter’s sfxr (I do know nothing about music)

[1]: The basecode I’ll use is something I’ve been building when learning the basics of game software design. You can download the full source code, along with further updates, in my public bitbucket Mercurial repository.

Best luck to all! Show us some good games!

Yuma

EDIT: Update graphics as I’ll be using a font I already made (I hope that’s not considered cheating).

Ludum Dare Counter for Mac!

I saw galman’s Ludum Dare Counter here, and thought I’d write a Mac version.

So I did!

Next to the LD48h icon is the number of hours left, and when you click on it, it gives you more details!

screenshot

This runs in the menubar and, as such, should not show up in the Dock when you launch it.

Download here.

Time Budgeting for LD

Hmm after a week of practice with Unity, trying to do the warmup LD (however not being very successful on the time side, as got some final exams still on this weeks :(, but that happens, atleast I’m learning alot of things, and been taking lots and lots of notes. ),

I’ve come to the conclusion that I should seriously concentrate work on game play instead of graphics for the LD first. Especially since I will be dealing with 3D space instead (and not pixel graphics).

Its gonna slightly annoying to deal with this especially with minor OCD over 3D models and textures. Perhaps I should have focused AS3 and Flixel/FlashPunk instead of this, but with the latest moves of Adobe to stop mobile flash, I think this actually may be the better choice, although Android or HTML5 may also have been good choices as well.

But, My time should be budgeted:- and as I know I shouldn’t stay awake for too long on the day I will be doing a 14 hour long flight in an aluminum can (and should have a healthy 8 hours of sleep that day before getting on the plane, just so that I dont have any issues during a flight. I’ll probably have to run a few miles as well just to get my blood flowing for a bit, after hours on sitting down and coding.)

Total amount of sleep will be restricted to 8 hours: atleast 4 hours on the first night, and then 4 hours before the competition is over. This results to my time being restricted to an actual 40 hours:

Budgeting this I should be done with the core game play within 20 hours> 10 hours extra for extra game/design, with the rest focusing on polish on the graphics and sound side. If I’m lucky, the theme might be something which I could manage :)

Or on the other hand, it is very likely that I have to throw the entire time budget out of the window and not sleep 😀

Anyway in short: I have setup and my workspace is ready: Too bad my secondary screen went dead, so I’ll be using my laptop for my IRC and document check up.

It is ready for some action

 

I’m in!

Hi! I’m Santo, from MiniBoss!

This is my first Ludum Dare, so, I wanna see how it turns out, since I’m not really a programmer.  Actually I’m a 2d artist with some programming knowledge. My tools will be:

Programming: Game Maker 8.1 for Windows. (If I decide to make a platformer I’ll probably end up using Grandma Engine)
2d Art:  Pixel art probably. Probably Graphics Gale  for the animation and the heavy stuff, and Photoshop or Paint Tool Sai for the BG and other big images. Maybe I should try CherryBrush to get a Dr. Petter full set bonus!
Sound: sfxr! And Audacity to convert/edit.
Music: Not so sure yet, I may try musagi or pxtone but I’ll probabaly use Drumcircle or PixelBlipz
Timelapse and Streaming: Chronolapse and XSplit

Good luck everyone!

 

 

 

 

 

 

I am in!

I will be using HTML5 and Javascript.

And that’s all 😉

Non-Memetic Declaration of Participation.

I’m in. HTML5/JS for the cross-platformness. Specifically, CraftyJS, Underscore.js, jQuery…

I have a game idea that I’ll need to fit into the final theme. It’s sort of an action resource management game that draws on pipe tile games like the classic Pipe Dreams or the card game Waterworks. Except you’re on a spaceship that’s under attack.

Tags: c-beams, craftyjs, javascript, pipes., tubes

[LD22] Polishing the polish

I tried not be lazy this week. I’ve polished my framework and my custom tools. I guess that everything, except the refrigerator and a Windows testing box, is ready.

I’m happy that I managed to create a package with an template project for my framework. It already has all the tools and libraries set up, prepared resource pipeline, scripts for making distribution packages, and basic code for app initialization and even a reasonable readme. Just load it up into Eclipse and You’re ready to code. The package can be found here :)

Now I only hope we get a cool theme :) Only 1 day and 9 hours to go.

Framework update

I just thought I might want to use the JInput library to support gamepads for controls.

If time is on my side…

And if it fits the theme…

 

Tiny Hawk – from LD to PSP

 

 

Tiny Hawk was my entry to Ludum Dare 11 back in April 2008. The theme was “Minimalist”. What I made was a single-switch platforming game, inspired by the Tony Hawk’s Pro Skater series of games. It had a cute little combo system for getting high scores, and you had several context sensitive moves you could perform with just one button. I remember that when drawing the main character, I tried to keep the resolution as small as possible while still making it recognizable as a skateboarder.

Tiny Hawk didn’t win Ludum Dare 11, but I was very happy with how it was received. It was featured on the IndieGames blog, Auntie Pixelante called it the bee’s knees, a fellow called Palad made a couple of fan levels for it, and somebody even wrote a MobyGames page for it, with the absolute coolest description of the game; I highly recommend reading it.

Fast forward to 2010; PoV announces the October Challenge, wherein he challenges everyone to make a game or polish up an old one during the month October, and make just one dollar of revenue. I jump on it, and what better game to polish up than one of my most highly regarded LD games, Tiny Hawk? I figured that making a Flash game would be a good way to make a few dollars, because of the relative ease of making money through a sponsorship with the help from a site like FlashGameLicense. I end up tweaking the game a whole bunch even while it’s sitting on FGL up for grabs. This does end up improving the game’s look a lot, but eventually doesn’t get me many new bidders. I end up selling a primary license to the good folks at GameBods.

The Flash version does end up being quite different from the Ludum Dare version. The game now uses more than just one button, based on feedback received about the LD version, where people would sometimes get annoyed when they couldn’t turn around after they made a mistake. I also include acceleration into the game, which ends up being a core mechanic, as the player needs to make sure they have enough speed to make all the jumps. The visual look is of course also highly improved.

The Flash version ends up on many Flash portals around the world. It’s been played over a million times across different sites. You can play it on my own site TinyHawk.com, Armor Games, Kongregate, Newgrounds, etc.

After Tiny Hawk Flash is released, I start thinking about the possibility of making Flash games for a living. I sign up for some counseling on setting up my own business. Before I’m even through with that though, I get an e-mail from a representative of Sony Computer Entertainment Europe, and get into talks about developing PlayStation games. By March, I have set up a sole proprietorship, and have a PSP devkit ready to make games. I decide that Tiny Hawk would be a good first project to do. Mostly just to get my feet wet, and finish it quickly. I end up running into some problems though. I spend some significant time in the hospital, losing time and breaking my flow.  I also end up starting the project in one of the dumbest ways possible. I decide that it would be good for productivity to use a high level scripting language to write the game logic, and only use C++ for the core graphics processing and stuff like that. This ends up not working out, as the PSP is not fast enough to run all the game logic in an interpreted scripting language, and I end up struggling writing all the necessary language bindings.

I finish Tiny Hawk PSP port in the beginning of December. I barely miss the deadline to get it out on PlayStation Network by Christmas though.

And here’s what the game is looking like right now. The graphics are all new, and there’s a new scoring system. Otherwise it’s very similar to the Flash version. It’s coming out on January 4th in the European region, which I believe in the PlayStation Network’s case also includes South Africa and Australia, at least. I do intend to get it out at least in North America as well, as soon as possible.

I’m not going to go into too much detail in describing the game right now, but I hope you guys liked this retrospective on Tiny Hawk, and I hope if it’s available in your region and you have a PSP or a PS3, you check out the game when it comes out January 4th! (Rated PEGI 3)

Moar screenshots!

Tags: SuccessStory, tiny hawk

A Status Update

Well, I decided I’d at least write down a list of things I need my framework to do before the weekend arrived that way I’d only have to make it work which is a lot easier than coming up with the list and making it work simultaneously.

Also…. I tried to add a Gravatar. We’ll see if it worked in a second.

We’re in

Time for a challenge again!

I participated in August’s LD for the first time, really enjoyed it, so now I’m back! This time gonna go with the 72h Jam compo and team up with Phil (blog) for art and hopefully make a better game. We’ve been working together on our upcoming title Uproot for the last two months and this will be a nice break!

I’ll use C# and XNA again as those I feel most comfortable with at the moment.

Tags: LD #22

Cool Text

Cool Text seems to be a very good (and LD48 valid?) content generation site. It has some nice free fonts and an advanced button/logo generator.

Comments

15. Dec 2011 · 15:51 UTC
Thanks for posting this! I may just use it…

Don’t trade in your tools

 

People on the chat should really stop people from choosing their tools, pick the tools you are familiar with not what people tell you to choose. They support the killing of kittens, look at the button!

Tags: motivation

15

This entry was posted on Thursday, December 15th, 2011 at 4:03 pm and is filed under LD #22. 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.

Declaring My Framework (C#, XNA)

Now ladies and gents, pleeeeeease be nice.

<rant>

This is my baby. My cumulative game developing experience distilled into one sugary goodness. My 1/8 complete Mona Lisa(M?). I’ve developed more than a few finished games, and abandoned WAY more games than I care to think about. This .dll contains solutions to problems that haunted me for literal weeks.

 

And now I share them with you. All I ask is that if you do use it, PLEASE TELL ME WHERE I CAN IMPROVE IT. Like I said, this is nowhere near finished. In fact, it will most likely change by the time Ludum Dare gets here! In fact I can guarantee it will, I still need to add in my flexible animated texture stuff…

</rant>

What it does:

-Circle and Convex Polygon Collision

-Rotations

-Complex transformations

-Pathfinding

-Common texture stuff (animation, atlases, particle engines, etc.)

Have questions? Ask. It is very well commented, and has all the appropriate XML documentation for Visual Studio.

Happy Game Dev! 😀

EDIT: The link was incorrect, but has now been fixed.

Tags: CSharp, framework, xna

Am I in?

That depends on if I manage to prepare my basecode for LD in time. C isn’t the kind of language you can code a 48h game in from scratch. Don’t worry, it won’t be an epacse sequel, I’m not that cheap 😛

Tags: im in, Marach

Music from Wolfram Tones?

Hello, friends! I’m a newbie here, but I thought I might be able to share a useful idea.

As far as I can tell, using Wolfram Tones to create music for your game is within the rules (as long as you don’t sell your game, which might go against Wolfram’s terms of service.) Since I have no musical talent, I will probably generate music for my game that way when the time comes.

So do all you non-musical LD participants know about this already? Is there a better version out there that I’m not aware of? Or is this against the rules somehow?

Edit: Thanks for the tips, everyone! :)

Comments

15. Dec 2011 · 17:25 UTC
It isn’t against the rules. Btw., is selling a game with music generated from Wolfram Tones infringing any copyrights? I mean, Wolfram doesn’t have rights to all cellular automata, does it? Licensing Wolfram Tones algorithm in a game would be a problem, but I think that any generated content is user’s alone. This is, however, only my opinion.
Gaeel
15. Dec 2011 · 17:28 UTC
There’s no issue as far as the rules are concerned as far as I know. However, the terms of service for Wolfram Tones state :

All content offered on this Site is copyright Wolfram Research, Inc. All rights reserved. By using this Site, you disclaim any authorship rights to content presented at your request on this site.
kibertoad
15. Dec 2011 · 19:23 UTC
Use that one instead (and ti makes better music too :) ):
15. Dec 2011 · 20:32 UTC
I really wish we could export music from INudge, I like tonematrix sound but there doesn’t seem to be an easy way to grab it.

I’m in. (The Jam)

Alrighty. This is my first time entering LD and I’m rather excited about it.
I’m more or less just an amateur though.

I’m planning on using Multimedia fusion 2 to develop the game.
I’ll use GraphicsGale for graphics and probably SFXR for sounds.