AdamW

LD28

Entering the Jam

Hello!

I’ve been programming (not very efficiently) for less than a year and have only created one half/pre-pre-pre-alpha/garbage-game, but hopefully I’ll be able to create something playable, even though I’m going to use c++ and I’ve only made games in Flash before. I’ve never even used classes before… soooo… I might be taking on more than I can handle.

Programming language: c++

Libraries: SFML 2.1

Images/Textures/Sprites: Paint.NET, Photoshop

Music: Ableton Live, Pod Farm 2, Random free VST’s

Sound: Audacity, BFXR, SFXR

 

Comments

13. Dec 2013 · 21:24 UTC
Try your best to finish as much as possible, but don’t be too disappointed if you don’t finish it. You’ll still learn a great deal, and hopefully have lots of fun :)

So far so good

 

 

 

My first attempt ever on creating a tile-based game AND my first attempt at making a game in c++. The movement is horrible and  laggy as shit, but I’m really proud I have actually come this far with it.

you only get one

 

 

LD29

Recommended music software?

I am almost set up for the real competition, but there is one thing missing: the music.

For this competition I have decided to use 8-bit SFX and music, and I am set up with programs like BFXR and GXSCC, but I need a program in which I can create the actual MIDI file, using instrument tracks similar to Guitar Pro. But I do not have the money to purchase such programs.

So, if anyone have any recommendations for some easy to use MIDI software, feel free to comment here!

Comments

Cognizant Game Studios
22. Apr 2014 · 22:21 UTC
LMMS Linux Multi Media System (Windows build too)
23. Apr 2014 · 10:43 UTC
Hey thanks so much for this I have been looking for the same thing but couldn’t find what I wanted. Cheers:)

I’m in!

This is my second Ludum Dare. The first time I entered I joined the Jam, but I had very little experience and so I fucked up the game engine. This time I’m going to join the 48 hour competition and hopefully I’ll be able to, at least, make something playable.

Programming language: Java (only awt graphics)

Textures and images: paint.NET

Music and SFX: Guitar Pro, Audacity, BFXR, SFXR and GXSCC.

Tags: compo, java

Comments

Pontus_LSS
25. Apr 2014 · 09:48 UTC
wanna use my java 2d game engine? 😉

Downgrading to jam

So, I made a stupid decision. I decided to enter the competition the same weekend Dark Souls II was released, and I have realized that I have wasted too much time playing instead of working on the game.

So I have decided to “downgrade” to jam and use my pre existing 2D engine (with z-buffer and lighting, woho!).

Screenshot of my engine.

Screenshot of the engine

LD32

I’m in!

I’m joining the jam, but I will still make everything myself and from scratch.

I will program in java (because I’m lazy), using no libraries except for audio (I will probably use JavaZOOM or JLayer).

For music and sound I will use: Cubase 7.5, Various EWQL libraries, BFXR or SFXR (maybe), Audacity, Toontrack software, and a BUNCH of free VST’s.

For art, textures, and other visuals I will mainly use Paint.NET.

The level editor I will use (if needed) is Tiled.

I will focus a lot on music, and I hope I’ll be able to make something playable. So good luck to all of you!

My progress so far!

For the first time ever, I’ve managed to prioritize my time and and I’ve actually made something.

I haven’t even started on actual gameplay since I made the entire engine from scratch, but at least it looks good.

The title is “Limb by Limb”, and judging by that and the screenshot, it’s pretty easy to guess what the “Unconventional Weapon” is.

ehueuehuehue

screenshot from Limb by Limb

Java experts, please help!

So for the first time ever, I’ve actually managed to make a playable game. But for some reason I can’t export it properly.

After I’ve exported it from eclipse, using the “Package required libraries into generated JAR”, and tried to run it, nothing happens.

I think this has something to do with the external libraries I’m using (Java Audio Player). I’ve already checked the Main class-path in MANIFEST.MF. Normally I would just search for the solution, but I can’t seem to find anything that I haven’t already tried.

Tags: export, help, java

Comments

oskardevelopment
20. Apr 2015 · 18:20 UTC
If you start the game with the command prompt, “java -jar “game”” – what does the command prompt say was the problem?
20. Apr 2015 · 18:30 UTC
Are you using a library like slick2D by any chance?
20. Apr 2015 · 18:32 UTC
My mistake, didn’t read, you’re using Java audio player, Ok, I would recommend trying to use Jar Splice, then add your game’s .jar and the jar for the audio library. Then let jar splice created you an executable jar containing all of it.
AdamW
20. Apr 2015 · 18:40 UTC
It seems that I still get the same problem even with the jar created by jarsplice.
AdamW
20. Apr 2015 · 22:34 UTC
Thanks for all the help. The problem is now solved (almost), so that I can export and submit my game!

Limb by Limb – Post Mortem

All previous Ludum Dares that I’ve tried to participate in have failed miserably. For the first one I had no experience. For the second I had very little time. For the third I had no good idea.

For this one I had a good plan that I followed through with, and I managed my time well. I didn’t try to make anything more than I was planning on from the beginning.

Due to my inexperience with exporting Java programs, I didn’t manage to export the game with the sound library, so the submitted version has no audio. This is however something that I’ve “solved” afterwards using somewhat of a workaround.

The submitted version can be played here:
Limb by Limb

post

When I saw the theme I immediately came up with this idea (I don’t really know why). This was probably the first Ludum Dare I’ve entered where I actually liked the theme, and also came up with the concept even before starting to program.

The idea was to not only use an unconventional weapon, but also to use it in an unconventional way; I didn’t just want to make a normal shoot-em-up game and just switch the gun textures for a banana or something. I actually wanted to use the weapon as more than just a weapon. So I used it as both a health system, and as a level-puzzle-thingy.

In the beginning I planned to actually have enemies in the game, but I didn’t manage to add that in time, so I settled for making a puzzle platformer (although a later version of the game probably will include some simple enemies). So I guess I failed in making it a “weapon”, but rather a tool.

I quickly knew that I wanted to use the limbs as a health system, because it added a lot of possibillities regarding level design. I also came up with the idea of only being able to interact with levers if you have arms to further support level design.

In earlier projects I’ve saved all levels using a png file, but it has its limitations. And since the fun part about Ludum Dare is to always learn or try something new, I decided to use Tiled as level editor and implement methods that read json files. Which made level designing a whole lot more fun to do.

arms

I’ve decided to work on this project a bit more, but I want to finish it in a couple of weeks.

Some updates/changes that I plan on making (and have done) are as follows:
– Make sound work (done)- Add a new type of lever, further enhancing level design (done)
– Add falling damage (done) as a comical effect, and also to enhance level design
– Make some new bigger, more difficult, and more thought out levels (done)
– Add some sort of enemy
– Add some sort of trap block
– Add particle effects
– Add usable items (maybe)
– Add more decorations
– Add more cowbell
– Add sound effects
– Add pressure plates (works without arms, obviously)
– Fix the bad platform physics (done)
– Remix the music (I made it in a very lazy way)
– Add fullscreen mode

ps. Some alternate titles I thought about using were “ARMageddon” and “Man at Arms”. Sadly I think that “Limbo” has already been taken…

Tags: ARMageddon, post-mortem

Comments

KunoNoOni
23. Apr 2015 · 22:04 UTC
Yes Limb by Limb is a good game, but I gotta have more cowbell!