facticiusvir

LD31

OS Question

Does anyone know the distribution of different OSs and versions in use by LD participants? Specifically, I’m wondering if it’s worth the extra hassle of me supporting DirectX 9 (compatible with Windows XP) or sticking with DX11 (Windows 7 and up), but I’d also be interested to see how popular each platform is.

Comments

dalbinblue
28. Nov 2014 · 15:47 UTC
I noticed on recent previous Ludum dares enough comments of people having issues running XNA games with the HiDef profile which is DirectX 10+, but no one complaining when using the DirectX 9 “reach” profile, so I would say there is a good number of people stuck on DirectX 9 hardware. As a note it might not just be that they are on Windows XP but they might be emulating or running windows in a virtual machine many of which only support up to DirectX 9, or are on older hardware that can’t handle the higher requirements of more recent versions of DirectX. To be safe I would suggest sticking with DirectX 9 if you could, but if you need or want to use the newer features, don’t let comparability hold you back; you’re here to have fun.

LD32

I’m in, y’all

Yup – this is my…seventh(?) Ludum Dare, and after it worked out really well last time I’ll be using the latest version of my home-built engine, Snap – I’ll upload the binaries closer to the event, when I’ve finalised the version I’ll be using. So…

Engine: Snap (C# & DirectX11)

IDE: Visual Studio 2013

Graphics: Gimp, Maya LT

Audio: Audacity, Bfxr

Stream: Twitch, XSplit

 

Tried to post this earlier…

The base library I’ll be using is my custom C#/DirectX game engine, Snap: https://dl.dropboxusercontent.com/u/74209405/Keeper.Snap.zip

Current concept for my game is that you have to use strange parts to build weapons for an army – e.g. a stick and an electric eel to make a taser – then let them loose and see what happens!

Step back and reconsider your life

Or, at least, your game idea.

Think I’m dropping my original idea as the UI would be to complex, and I’m going to go for an Alan Wake-esque light-and-shadow mechanic; need to work on the lighting, and some different types of “weapon” (flares, torch, etcetera) then work out what the actual game objective is…

Oh, and you can follow along with my merry adventure at http://www.twitch.tv/facticiusvir/ – come say hello!

LD33

Are you now

^ This was the reply I got from Cortana when I typed in “I’m so in”, intending to look for a witty “I’m in” post title. Such sass…

Anyhow, I’m in! For my 8th time, and my third using my own engine. For this LD, my tools will be:

Code: Visual Studio 2015, C#, Snap (custom .NET/DirectX engine)

Graphics: GIMP, Maya LT, Substance Live

Audio: Sfxr, Sunvox, Audacity, Abundant Music

Streaming: XSplit, Twitch

Experimental Work Cycle

During previous LD events, I’ve tried to plan my weekend around getting just enough sleep that I can finish the event, but spend as much time as I can working. I usually aim to get ~8 hours sleep, with the other 40 hours working, and split the compo into two “days” – Saturday runs from the event start (~2am over here) until some time Saturday evening, then Sunday is from whenever I wake up till ~5am Monday, when all the submission and early voting is done.

But instead of working two-ish days which are 20-30 hours long and difficult to plan around, why not split those 40 total working hours into a regular working week? By standard planning assumptions, you’ll have five days of eight hours with 75-80% velocity – so about 6 hours of useful work and 2 hours staring out a window or gurning at Facebook. I’ve sketched up a working schedule that I’ll try out this event:

Sat 2am Event Start – Day One Sat 3am Sat 4am Sat 5am Break Sat 6am Day One Afternoon Sat 7am Sat 8am Sat 9am Break Sat 10am Day Two Sat 11am Sat 12pm Sat 1pm Break Sat 2pm Day Two Afternoon Sat 3pm Sat 4pm Sat 5pm Break Sat 6pm Sleep Sat 7pm Sleep Sat 8pm Sleep Sat 9pm Sleep Sat 10am Sleep Sat 11pm Sleep Sat 12am Sleep Sun 1am Sleep Sun 2am Day Three Sun 3am Sun 4am Sun 5am Break Sun 6am Day Three Afternoon Sun 7am Sun 8am Sun 9am Break Sun 10am Day Four Sun 11am Sun 12pm Sun 1pm Break Sun 2pm Day Four Afternoon Sun 3pm Sun 4pm Sun 5pm Break Sun 6pm Day Five Sun 7pm Sun 8pm Sun 9pm Break Sun 10am Day Five Afternoon Sun 11pm Sun 12am Mon 1am Break Mon 2am Submission Hour

At a guess, Day One is planning & prototyping, Day Two is core mechanics, Days Three-Four are content (graphics & audio) and additional features and Day Five is playtesting, polish & bug-fixing. Each break is a chance to stretch my legs, clear my head and check my progress, so hopefully I’ll have more time to spend on areas I usually skip (like audio) and not burn all my hours on one thing.

Has anyone else tried a work schedule like this?

Alright, I’m out

The theme’s bull, the heat in London’s crippling and I’ve got a cough that hasn’t budged in two weeks. I can’t get enthusiastic because of the theme, can’t work quickly in the heat, and being ill is making me irritable about everything. I hate dropping out, especially for pissy little things, but sometimes it’s just not to be.

Good luck to everyone else!

Comments

Treeaza
23. Aug 2015 · 02:44 UTC
I know that feeling. I dropped out partially because of the theme too.

LD34

I’m in!

This’ll be my ninth attempt at Ludum Dare, and this time I’ve convinced the missus to join in too.

 

Code: Visual Studio 2015, C#/DirectX, Snap (my custom engine)

Graphics: Gimp, Maya LT

Audio: Bfxr, Bosca Ceoil, Sunvox, Audacity

Streaming: Twitch, XSplit

Also, rather than indulge in my usual grumbling about the available themes, I’ve created a Ludum Dare Theme Generator to come up with some alternatives – let me know what you think, and if you find any good ones 😉

And done!

Another case of my first idea being too complicated – I got lots of great work done on my engine, but by the halfway point I’d found myself with lots of technical work done and very little actual game. Stepped away for a while, and came back with six hours to spare to do the simplest game I could think of (that fit both themes).

And so I present my remake of – Snake!

2015-12-14 (1)

You only get two controls – turn left, or right – and every pellet you eat scores points but makes you grow longer and faster. This is probably the most basic game I’ve ever submitted, but I’m glad I came back and finished this after running adrift on Saturday. You can try the game here (Windows only, sorry folks)

Best of luck to everyone else, and I hope you had fun taking part!

LD35

Vulkan API

So the new Vulkan API was finally published last month, and I’ll be experimenting with it for LD35 – and as my language of choice is C#, I’ve been working on .NET bindings for the API. It’s very much a work in progress, but if you’re also interested in trying Vulkan then take a look: SharpVk

 

Comments

21. Mar 2016 · 20:24 UTC
Good luck. I ran in to some issues trying to get the drivers working on day 1 (AMD drivers were useless, and Intel Drivers were experimental branch Linux only). I’d expect they’re somewhat improved today (one month later).

LD 38

So, I'm in...

...though I don't know if it'll be an actual game when I'm done. I'm hoping to get something working with Vulkan, but that means a lot of boiler-plate work before you can do any rendering - plus I'm flying from the US to the UK tomorrow.

Aiming to get a little animated/spinning planet, will see how much I get working graphically and then worry about gameplay.

Oh, and I'm using C#/Vulkan, with maybe some GIMP/bfxr/Abundant Music.