64mega

LD23

Time to gear up

Hello everybody. This is my first LD, and I’m looking forward to it.

I’ll be using C++ for this one, along with:

> SFML 1.6

> OpenGL (I use it’s textures to store sprites for various reasons)

> OpenAL (Sound backend)

> Switching from my wrapper to plain GME: http://www.slack.net/~ant/libs/audio.html

And that’s probably everything. Now I’m just waiting like everybody else.

Tags: 2D, 64mega, C++, ld23, libraries, libs, openal, sfml, tools, Windows

LD25

LD26

Rocket Runner

I had fully intended to not enter this Ludum Dare, mostly because I managed to convince myself that I should be doing other things. No idea what those other things were now, but I’ll probably remember them again afterwards.

Anyway, the theme is a bit bland; I decided to make a ‘runner’ game.

Here’s a screenshot:

RocketRunner

The game goes on until a certain point, randomly generating platforms (There is one consistent platform at the bottom of the screen). The challenge factor will be the introduction of collectible items and lots of rockets to dodge (Thus the game’s name). I’m intending for there to be a tank or war-machine of some sort at the end that you have to destroy somehow. Still working out the details.

Tags: progress, runner, screenshots

Finished!

OK, I finished my game.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=11166

screenshot104

And I uploaded the complete timelapse from it’s development:

Now I want to rest for a while; feeling burnt out.

LD29

Wild Weekend

Forgot about LD coming up this weekend. Came as a bit of a surprise today; considered skipping it this year, since I’m already participating in the #64DSC competition on 64Digits, and the Google Code Jam (Which starts at the precise same time as LD). But really, I only need to put a few hours in and come up with an interesting concept; I’m not trying to create a full blown game!

I’ll be using Game Maker Studio, ASE for artwork and Famitracker for music/sound effects; I’ll probably Tweet progress on my Twitter account.

Have fun, everybody!

Tags: introduction, journal, shenanigans

LD30

Participating.

Didn’t think I’d have the time for LD this year, but I may as well try!

I’ll be developing my game with the following tools/libraries:

  • C++ (MingW-4.8.1), using C++11 features to help reduce development time.
  • SFML-2.1 (As an easy way to get an OpenGL context, as well as input/sound)
  • CodeLite, gvim, NP++… whichever I happen to open in a panic when I begin.
  • Custom Makefiles to control build (Because I’m masochistic)
  • ASE and GIMP for art.
  • Famitracker, BFXR and Audacity for Sound/Music.
  • Tilestudio for level design and export (if needed)

No idea whether or not I’ll have anything done by the end of the 48 hours, but it’s worth a shot.

Good luck, everbody!

Tags: C++, compo, LD30

LD31

Sneaky LD

Ludum Dare just kinda snuck up on me this year. I’ll participate, probably using one of my frameworks as base code:  https://github.com/64Mega/IndieBoy

Or, if I’m feeling particularly masochistic, I’ll throw one together during the comp.

Previously, I’ve exclusively used Game Maker to compete, but I’m getting somewhat tired of using it.

Good luck to everybody!

 

LD 38

I'm In!

This LD crept up on me, but I managed to finish a backlog of work and make some time to participate!

I'm going to be using TypeScript + HTML5 with a little starter-kit I whipped up for this jam (And future ones). You can find it on GitHub: https://github.com/64Mega/GameJamStarterKit

Very bare bones, mostly handles asset loading, canvas manipulation, simple audio and basic keyboard input.

List of tools I'll be using:

  • Code Editor: Visual Studio Code
  • Language: TypeScript
  • Build System: NPM/Webpack
  • Artwork: Aseprite
  • Sounds/Music BFXR, Famitracker

Will most likely record a timelapse of the entirety of development and upload it along with a postmortem if I happen to finish my game.

Good luck to everybody participating!

End of First Day: Progress Report

So in a mad burst of insanity my addled brain decided to make a 'simple' CRPG for this LD. The theme is somewhat 'there', if you take into account the technicality that the world size is going to be somewhat small to account for development time (I'd rather spend some extra time packing in enemies, items and so on). I'm not really gunning for a high theme score though, I decided ahead of time that I'd rather just enjoy what I'm making.

Here's a silent video of the game so far: https://www.youtube.com/watch?v=sj-TvXVu_X8

Swords of Xalavus completed

cover.png

Play it here

Finished a small demo with about two hours to spare. Game can be beaten in its current state, and was tweaked to make doing so slightly easier (No grinding required).

There are some known audio related bugs in Firefox and IE (Music sometimes won't play).

And now I'm going to catch some rest before diving into Monday's work.\o/

LD 40

Joined!

I'll be participating in the compo again, using V2.0 of my personal Game Jam Starter Kit to get the ball rolling.

Here's to hoping for a fun theme! Good luck to all.

LD 41

Joining in for the 5th(?) time

It gets hard to keep track of which LD's I've participated in, but I think 5 is a good guess.

I'll be joining in using one of two engines, depending on what my weekend looks like. That will be either Game Maker Studio 2, if I'm strapped for time, or the basic LD-ready HTML5 starter kit I developed last year.

As for the tools I'll (probably) use: - Graphics Editors: Aseprite, ClipStudio Paint - Music/Sound production: Famitracker, BFXR, Audacity - Level Layout (If required): Tiled - Design Tools: A nice big stack of sticky notes, a notebook and a pen.

Good luck to all other participants! :coffee:

LD 44

In for LD with a risky engine

So I just realized yesterday that LD was this-weekend, and the themes seemed agreeable. The 'Limited Memory' theme in particular.

See, I've been hacking away at a game engine/framework for MS-DOS PCs as a hobby-project. I just got the majority of it done last week and was intending to do a self-imposed 48-hour jam session to test it out. But since Ludum Dare happens to be happening on the same weekend I was planning on doing this, I'm going to give it a shot with my bespoke DOS engine - this is risky, since it isn't entirely "battle tested" yet! But it's as good a test as any.

Why I'm making a DOS Game in 2019

TL;DR - because I felt like it.

The longer explanation comes down to my recent enjoyment of fantasy consoles. I grew up on DOS, my first PC games were Bio Menace, Commander Keen and Cosmo's Cosmic Adventure. I always wanted to make those myself! Early last year, while I was tinkering with PICO-8 a bit, I was thinking that targeting old IBM PCs was very much similar to using a modern Fantasy Console engine, but with the allure of being very "real", if that makes any sense.

I started up development of initial prototypes early in 2018, but spent months rewriting, relearning and revisiting the code until I arrived where I am today: With an engine that supports 320x240, 256 color (5bpp) graphics, palette swapping and cycling, smooth animation, a sound engine and a music engine for synthesized FM music playback.

The code, when it goes up at the end of the jam, should be decently commented: The nuts-and-bolts of the existing framework code is, at least, but I can't speak for the game code I'll write during the jam: Spaghetti is the way of the 48-hour jam.

For distribution I'll be packing in DOSBox for Windows, and will have standalone packages for people who just want to drag-and-drop a folder into their existing DOSBox installation. If I have time post-jam, I'll get it working with the web port of DOSBox and let people try it in their browsers.

Additionally, the source and tools used will be completely available in the source repo. The tools are all either OSS or freeware, and in some cases are made to-purpose for the engine: I'll include source for those too.

List of tools I'll be using

  • DOSBox
  • OpenWatcom C
  • NASM (Netwide Assembler
  • Aseprite (For all artwork, exported to PCX)
  • Reality Adlib Tracker (For music)
  • Audacity, bfxr (For sound effects)
  • Tiled (If needed, for level layouts)
  • VS Code

And with that, I'm going to rest and ready myself for the weekend ahead. Good luck everybody, and have fun!