gingerBill

LD28

It’s a playable game – so far!

This is the first Ludum Dare I’ve done so I thought I’d keep it simple. The ‘plot’ goes something like this:

This year, you have been very naughty and Santa was only going to give you a piece of coal and an orange (and not even a good orange!). However, he accidentally dropped one and you are now trying to protect it as Santa throws rocks, pieces of coal, and oranges down at it to destroy it.

 

The following video is the first time I thought it was a game and not just a thing.

http://www.youtube.com/embed/9XHwJs2ZGIg

It’s better now but only in gameplay and not graphics.

This game was made using the following:

  • C++ (Programming Language)
  • SFML (Graphics/Window/Audio Library)
  • Sublime Text 3 (Text Editor that is AMAZING!)

It works on Mac and Windows (and probably Linux too but have not built it yet) so everyone should be able to play it!

Tags: 2D, C++, compo, LD28, linux, mac, Mac OS X, sfml, Windows

The Present v2

I’ve now made the game more polished and I’ve added pretty textures and “animations” such as snow fall and santa flying!

The following video shows what I’ve done so far:

To do list now:

  • Create Christmasy Music
  • Add said music to gain
  • Refine controls
  • Refine falling “logic”
  • Compile and bundle for Windows/Mac/Linux
  • Add Awesome Sauce
  • Remove Rubbish

Tools Used:

  • Programming Language – C++
  • Graphics Library – SFML 2.1
  • Audio Library – SFML 2.1
  • Image Editor/Creator – Photoshop CS5
  • Music Editor/Creator – Garageband and Logic Pro 9

Tags: C++, christmas, compo, LD28, ld48, linux, mac, mac os, Mac OS X, sfml, Windows, you only get one

The Present

I’ve finally done it! I’ve made a game in less than 48 hours! It’s done!

The entry post page, http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29029 , is up and running and has the Windows and Mac OS X version working! The Mac version is not a .app but just a unix executable but it works nonetheless.

If you want to see a video of the game play as well, just look below:

I hope you enjoy this little game, and merry christmas from Ginger Bill (Ginger Games).

Tools Used:

  • Programming Language – C++
  • Graphics Library – SFML 2.1
  • Audio Library – SFML 2.1
  • Image Editor/Creator – Photoshop CS5
  • Music Editor/Creator – Garageband

Tags: christmas, compo, LD28, ld48, linux, mac, Mac OS X, OS X, sfml, sfml 2, sfml 2.1, Windows, yog1, you only get one

LD30

Flipside: Progress

I’ve completed development of the my game ‘Flipside’. I just need to compile it for windows (as I am developing on OS X).

Could someone help me compile the game for Windows as I am struggling to do so?

Flipside

Entry Link

The aim of the game is to travel through and place portals which will flip the player to the other side of the map in order to collect portal potions to create portals and keys to unlock doors, to complete the level’s end which is marked by a red flag. 

!!__Windows Version Coming Soon__!! 
If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell). 

Controls 

[W] Forward 
[A] Left 
[S] Back 
[D] Right 
[E] Use Portal or Use Door (with key) 
[Space] Place Portal 
[Esc] Pause 

Requirements 

OS: Mac OS X (Windows Coming Soon) 
OpenGL 2.1 
Keyboard 
Mouse 

Tools Used: 

– Programming Language: C++ 
– Graphics Library: SFML 2.1 & OpenGL 2.1 
– Audio Library: SFML 2.1 
– Image Editor/Creator: Photoshop CS5 
– Music Editor/Creator: Garageband 
– Text Edito/Creator: Sublime Text 3

 

Tags: 3D, awesome, C++, cool, flipside, opengl, sfml, trippy, why are you reading this?

Need help porting to Windows!

I’ve been developing my game, Flipside, on Mac OS X and everything compiles fine. I’ve been trying to compile it to windows however I keep getting compiler errors not due to the code but because I am inexperienced with compiling on Windows. My previous Ludum Dare Entry (28) did compile on windows but that was only a 2D SFML game but this time round, I’ve made a 3D entry.

The game is programmed in C++11. The libraries I used were SFML 2.1, OpenGL, glm, glew.

If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell). 

 

 

Tags: help, help me!, Windows, windows build

LD31

Choosing a Programming Language for Ludum Dare

Last time I did the Ludum Dare, it was a complete failure because I could not get it to compile on Windows. This was mostly due to working on Mac and using C++. This is usually not a problem but I was using libraries that could not get to link on Windows.

 

This time (if I do get the chance to do it), is to use a different language. I was wondering which language would be a better choice to use:

  • Java
  • Dart
  • Haxe

All 3 languages will work on most platforms (natively or web) but I can decide which one to use.

If I was to use Java, it would use LWJGL (version 3 now!!!) and try get it to work in an applet. This however I would be using plain OpenGL (not WebGL).

If I was to use Dart or Haxe, I would compile it to Javascript/HTML5 and use WebGL. I don’t know if this would be good as I don’t know how many people can support WebGL (especially within the Ludum community). Also cannot decide upon Dart or Haxe. I’ve messed around with both languages for awhile now and I like them both very much. I like the fact that Haxe can compile to virtually anything but Dart seems to be closer to Javascript which is easier for the web. Of these two, I’m probably swaying towards Haxe but only ever so slightly.

 

So out of the 3, which would be the best option?

  • Java -> Applet/App with OpenGL
  • Dart/Haxe -> JS  with WebGL

 

 

 

Tags: programming language

Comments

30. Nov 2014 · 15:08 UTC
From what I can tell, all three of these languages are just that: languages, not engines. There is probably not a lot inbuilt to streamline the production of a game (collision detection, etc), which is very important for gamejams.
30. Nov 2014 · 17:08 UTC
For LD, use whichever you know best.
30. Nov 2014 · 17:41 UTC
I’m using haxe this time. I’ve used dart before too. Both work great, Use whichever you’re more familiar with. It also depends on which framework you pick, haxe has a lot of options (I’m using snowkit), dart has StageXL or you can use straight canvas drawing.

I’m getting ready for the Ludum Dare 31!

This will be my 3rd Ludum Dare!

I might be in this time however, if I am, I will most probably will only be able do 1 day’s worth or work rather than 2 (more like the original LD 24 hr).

This time, I’ll be using different tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:

  • Platforms: Web, Mac, Windows, and Linux
  • Language: Haxe (new choice for me! (C++ previously))
  • Libraries: HaxeFlixel, and any others needed
  • Editor: Sublime Text 3 (with a lot of plugins)
  • Graphics: Photoshop, Pickle
  • Sound: Garageband, SFXR
  • Writing Instruments: Pen, Pencil, and Paper
  • Musical Instruments: Guitar, Piano, Synthesizer, and others

 

Choosing Haxe

For previous competitions I have use C++; I very much enjoy using C++ but due to the fiasco of the LD30, I have chosen to use a different language as compiling on Windows was too much trouble.

I was deciding between, Java, Dart, and Haxe. I have a lot of experience with Java already but applets are not very nice for playing game in. So it was between Dart and Haxe. I like both languages very much. Dart is much more like C++/Java while Haxe is much more like AS3/C#. I finally chose Haxe simply because of its ability to cross compile to virtually any platform! Haxe has many good libraries for making games, many of which have been ported from AS3 and Javascript libraries. Haxe also allows for other language’s libraries to be used within (i.e. Java, C++).

Tags: im in

Progress so far!

I’ve decided to make a Populous-like God-like game but I only have 24 (rather than 48) to make it!

I’m just getting the basics down first but it’s going good so far.

At the moment, it isn’t fun but it soon will be!

Comments

elemel
06. Dec 2014 · 12:00 UTC
Looks promising!

LD32

I might be in!

If I have enough time this weekend, I will try and make a game. This will be my 4th attempt.

I was thinking of doing this in Haxe however, I prefer programming in lower lever languages as I feel that I am more productive and I enjoy it more.

Tools to be used:

  • Programming Language – C++
  • Graphics Library – SFML 2.2
  • Audio Library – SFML 2.2
  • Image Editor/Creator – Photoshop CS6
  • Sound Effect Creator – Bfxr
  • Music Editor/Creator – Garageband

LD33

“Important” Questions

This is not really that related to the competition but mainly a question of style. What do people prefer?

  • Tab vs Spaces vs Hybrid (tabs for indentation and spaces of alignment)
  • Indentation Width (2, 3, 4, 6, 8)
  • snake_case, camelCase, lowercase, etc.
  • If applicable, brace position: K&R, Linux, Allman, etc.

My personal opinions:

  • Hybrid (best of both worlds)
  • 4 or 8 or 2 (depends on the language)
  • camelCase or snake_case (depends on the language)
  • Allman mainly but trialling out Linux

Comments

Weloxux
17. Aug 2015 · 13:21 UTC
* tabs

* 1

* lowercase

* 1TBS
GoldPlatedXplodingFist
17. Aug 2015 · 13:30 UTC
Tabs always tabs. . .
17. Aug 2015 · 15:07 UTC
* Tabs

* 2 or 4

* snake_case or lowercase

* K&R
Scipio Xaos
17. Aug 2015 · 15:22 UTC
* Spaces. Tabs get distorted when switching editors and sharing files. 😛

* Width of 4.

* camelCase though some files are named LikeThis.

* And i’m not familiar with the brace names…. but after a quick search: K&R. Definitely K&R. 😛
SomeLad
17. Aug 2015 · 15:57 UTC
Depends. In my IDE I just hit tab. I actually don’t know the indetation width of it. In Sublime Text, I hybrid with tab (indents 8) and space three times.
17. Aug 2015 · 16:06 UTC
Regarding 1. and 2. : I’ll let my IDE worry about it.
iMer
18. Aug 2015 · 02:16 UTC
Hybrid

4

camelCase for most code, snake_case for files/database stuff

LD34

I might be in… Retro Style Again!

I might be in this time if I have enough time. Last time I made a very retro style dungeon crawler like Wolfenstein or Mode7 on the SNES. I enjoyed creating my own software renderer.

My previous game used emscripten which converted my C++ code to javascript. This allowed people to play it from within the web browser. This time, I am thinking I should just make it a native program rather and then port it to the web afterwards. If this is the case, I will need to separate the platform the game completely from the get go.

Does anyone know of a way in emscripten to just get the framebuffer pixels without using SDL? Or do you have to use SDL?

Tools:

  • Language: C++
  • Text Editor: Sublime Text
  • Web Browser: Chrome/Firefox
  • Painting Program: Paint.NET & Photoshop

 

Tags: gamedev, im in, ld34, retro