MrBlade

LD27

Edits on Comments

Hey guys, MrBlade here and I have a request and or a question. I don’t know how much control the admins have over what users can and cannot do with the site, but I have a request I was hoping could be looked into!

I would love a way to edit comments once I have submitted them on an LD entry more time than I can count, I’ll finish reading over one of my novel sized comments on a post, click okay and RIGHT away find an error. I don’t want to have to comment again with my correction, and I think there should be a way to edit the comments.

I am sorry if I am being a “forceful” with my suggestion, I understand you guys are busy people up there in Ludum Dare HQ.
Thanks to all of you wonderful people!
~Blade

Comments

14. Sep 2013 · 04:19 UTC
Agreed, and a way to reply to a comment as well as a notification when someone replies to your comment would be wonderful too!

60 Ratings! W00T!

VEGETA WHAT DOES THE SCOUTER SAY ABOUT MY RATING LEVELS?!

ITS EXACTLY 60!!!!

60?! THAT’S IMPOSSIBLE!!!


Haha, no, but really! MY GAME HAS 60 RATINGS. WHAT IS THIS. WHAT.

My game is still pretty buggy, however I am aware of this, and everybody seems to be being pretty nice about it. Which is always a good thing.

That is a lot ratings!
For a game made in 48 hours, too!

I have rated over 145 games, so it isn’t like I just randomly get ratings. But it is still really cool to me!
Thanks guys!

~Blade

 

(If you want to play my game, here is a link. Thanks again! You guys are awesome.)

Percentage Calculator!

Now that this LD is drawing to a close, I am sure some of you want to calculate your percentages. Well now you can!

With this C++ accessory you can easily and seamless convert your results to percentages.

Haha, alright, cheesy face off; This is something I made specifically for LD, it would be great if you guys want to give some feedback.

Percentage Converter (Windows Version .zip)
or
Percentage Converter (.exe) <–Might be unstable, because, anti-virus apparently Avast doesn’t like unknown .exe or something. Be sure to tell me if you have any antivirus that it works/doesn’t work. If it doesn’t work try the .zip and see if that works.

Or, if you are on another platform and want to compile, want to see the source, or whatever your reason may be; Here is the source. Feel free to change it!

Source (.zip)

or 

Source (Plain Text)

Thanks again guys! Hope your LD was a BLAST like mine!

~Blade

Welp, Looks Like I Might Make That Date!

So, a few weeks ago, I made a post talking about making my game as a more full game, in it I set a release date for myself, which was the 20th. I planned on making that, but I just don’t think I can. So, I will be releasing it as a more full game, I just don’t know when. (Not that anyone cares.) I fixed some of the biggest problems today. I might add some more levels tonight. I don’t know if it will have ten levels, but I will try. I am playtesting a lot to find bugs that I can polish. I am taking away the 10 seconds theme, because it caused too many bugs and really just made the game not fun. This is about making a game for myself, not the compo anymore. Thanks guys!
Stay tuned!


~Blade

SOUND (And Other Things)

So, I can now play sound in C++, neato. Sadly I am using the Windows header, still looking for a way to make it cross platform. Maybe I can find a clever way to do it. Anyway, I am not doing the October Challenge because of school and things, and I missed out on the MiniLD, keep you guys updated. I am still learning more and more about C++ and OpenGL, so maybe next LD I will have sound and graphics. Who knows.
Keep you guys updated.
~Blade

Comments

02. Oct 2013 · 16:39 UTC
Nonsense! Simply write your code per-platform in separate builds, or use a cross-platform sound library, i.e. PortAudio and Gorilla-Audio. PortAudio is faster, but takes a bit more work to set up, while Gorilla-Audio (AFAIK) offers a more abstract API.
02. Oct 2013 · 20:14 UTC
SDL (Simple Directmedia Library) is the only way to go!!! XD

(Don’t take that seriously… please…)

LD28

Charity Game Jam

This week I will be making a game that will be a part of the Charity Button Donation challenge. One week to make a game with a button that goes a donation page for the charity of your choice. The charity I am choosing the Red Cross, and I will be targeting the Typhoon Haiyan Fund. (http://www.redcross.ca/donate/donate-online/donate-to-the-typhoon-haiyan-fund) Will be updating more as the week goes on.

Here is what my menu looks like right now! (The buttons even do stuff! Like link to the Red Cross!)

Menu_2

The idea for my game is pretty simple, you are a rectangle, you have to collect ‘food’ and avoid bad guys. I have this idea floating around of like a collect and return system, but meh. Will keep you updated with that.

 

BadGuy_Minimal

~MrBlade

(If you want to keep up on the latest memakeythegame news, you can follow me on Twitter which I will be updating more often than this. @powderblock. If you like these kinds of posts you can always like my company on facebook!)

My LD Base

This is my base I wrote, I am going to be using for LD. It initializes SDL, creates a SDL_openGL context and runs some functions for house cleaning. Feel free to use it!

Download the base here.

PIZZA R0LLZ!!!!

Just found I have some pizza rolls, this LD WILL be the LD of the pizza rolls. Good luck guys.

Window Sizes

Hey guys, I am progressing well on my game, I think I want a lot of space for levels and stuff, what is good window sizes? I was using 1280×720, but that seemed way too big, any input is a help! Thanks.

Comments

drludos
14. Dec 2013 · 16:00 UTC
I’m still using a 1024*768 as my computer is quite old :)
14. Dec 2013 · 22:48 UTC
Hey MrBlade, I hope you’re having fun with your game.

Jumpy Human (It’s a human, I swear.)

I just submitted my  Flappy Jam game (For more information on the Flappy Jam, click me!) and it’s turning out to be pretty interesting! I am actually really proud of this game, as this was one of the first times I have taken more than a few days on a game. The main gameplay is just jumping over some randomly generated spikes. Really. It’s simple, but so was Flappy Bird. That was the point of this jam.

All in all, it was a lot of fun to make, I got to get better in a lot of areas and actually explored a lot of stuff.
JumpyHuman_Title

 

It’s not super flashy, but I am actually pleased with the art.

Some things I learned how to do from this jam:
High scores saved to a file, keeps scores after player closes game.
Improved randomized spawning systems.
More reliable and less buggy “scrolling effect”.

I reused the speaker icon asset from my last LD game! Woo! Reuse of assets!

JumpyHuman_Bestdeath

Here is what the death screen looks like, as you can see, it has detected that my amazing score of five was greater than the score in the file (I set it to zero, for the demo.) and tells the player that they beat their score by showing the player a very fancy medal. I designed this system in about two days, without any prior experience with “long term” score capturing options. Pretty darn neat if you ask me.

Anyway, I thought I’d just share that with you guys.

I used the T-Rex C++ engine I made, with OpenGL (SDL_OpenGL) to draw everything, SDL for window and input management, MMSystems for the sound (I’ll get SDL_mixer working, someday.), glut for the text (I’ll get SDL_ttf working, someday.), and SOIL for texture loading!

(You can check out the game here, or you can get the source here. I highly recommend checking out the Flappy Jam and playing some games.)

Tags: C++, files, Flappy Jam, glut, Highscore, opengl, SDL, soil, source