int10h

LD13

Pondering a language for LD14

Well, I’ve diarised it, and set aside a weekend, so I know I’m all in for LD14. The only question now is: Which language?

I’m learning Haskell at the moment, and the sheer perversity of writing a game in a functional language appeals to me. That said I’d probably get very little done and be enormously frustrated.

I could use Blitz Max, but I forgot where I even left my copy of that and it’s a windows version. Not sure what the compatibility points are for linux.

I think I’ll probably settle on Python. My C is too rusty to pick up quickly and run with, and PyGame looks straightforward enough to learn properly before the compo.

Tags: LD #14 - Advancing Wall of Doom - 2009

Comments

16. Mar 2009 · 13:40 UTC
Give in to your Pythony desiressss! Use Pythonnn..sssss…~
16. Mar 2009 · 14:44 UTC
I’ve written a game and a few prototypes in haskell; it’s not that bad :) (in fact, it was considerably easier for what I was doing that C/C++ would have been…). It has good OpenGL support as well, so…
16. Mar 2009 · 20:54 UTC
Hehe – great nickname :) I always like using python, but LD is also a great opportunity to try out something new for a weekend.
16. Mar 2009 · 22:45 UTC
Actually, using a functional language shouldn’t be too bad, at least if you have a decent game library for it. I’ve worked with Clean (which IIRC is very similar to Haskell) and I could be very productive with it at times, since mistakes/bugs are usually very easy to find, code is very reusable and sometimes you can write complex stuff easily (but yes, sometimes simple stuff becomes complex when you have to write it in functions).
30. Mar 2009 · 23:51 UTC
I would get prepared to use Python and Pygame, but don’t rule out other languages until the compo starts. Maybe you’ll think of something that is easier or better in a different language. Or maybe you’ll realize that C++ is your long-lost love <3 :)
Detox
04. Apr 2009 · 09:55 UTC
You should use the language you are most comfortable and experienced with; whatever one you are most productive with. Also 100% check your build environment including all debugging and profiling tools. You won’t want to mess with any of that once the clock is ticking.
jaber
10. Apr 2009 · 17:30 UTC
You may want to consider LOVE game engine, a game engine built with C++ but all the game scripting done Lua.

It designed to quickly prototype a game, and

it combines SDL, OpenGL, Boost, Box2D and LuaSocket.
jaber
10. Apr 2009 · 18:28 UTC
in other words, Python kills flexibility over standardization.
13. Apr 2009 · 03:08 UTC
Try GLBasic maybe? It’s easy to get started any yet powerful.

LD14

LD14 Argh

Well, it’s Python after all, the prospect of simultaneously visiting my future in-laws and programming a game in Haskell is simply too much intensity for one 48 hour slot. Suffice to say that I *will* be like a member of the living dead come Monday morning, and that whatever I create after a 48hr no-sleep marathon will either be excellent or tripe.

Tags: LD #14 - Advancing Wall of Doom - 2009

Comments

14. Apr 2009 · 08:38 UTC
Or excellent tripe!
14. Apr 2009 · 10:17 UTC
Funny tripe perhaps, excellent tripe doubtful. :-)

Here we go!

Right, come on everyone, vote for Procedural Generation, you know you want to!

Here’s my desk. I’m finishing off a maths assignment at the mo, so I’m on the coffee.

My Desktop

Tools: Pair of Laptops (both Linux), Korg Nanokey, Python, Pygame.

Tags: LD #14 - Advancing Wall of Doom - 2009

MOTO-JUMP

Ah, well, I managed to get in 3 hours’ work tonight, and given that I haven’t been near Python in aeons, and I’ve never used PyGame before, I reckon I’m doing alright. MOTOJUMP is getting there, slowly. All that is left is to make the moto jump, as it were. Then slap on some sound with Musagi, some amusing effects and hey-ho! I fully expect to get plenty of zeroes, mind!

Tags: LD14 - Advancing Wall of Doom, MOTOJUMP

MOTOJUMP *Final*

Well, this is my entry for Ludum Dare 5hr. Given that I was somewhat otherwise engaged, I decided to interpret the theme rather liberally, and in the time available to me, have produced a rather atrocious remake of “Daredevil Dennis”.

By way of apology, I’ve not used python in ages and this was my first stab at using pygame! Keys: LSHIFT brake, RSHIFT accelerate, LCTRL jump.

Download here.

Tags: final, LD14 - Advancing Wall of Doom, MOTOJUMP, yeurgh

LD22

BBC Micro LD entry

Right, it has been a few years since I last entered, but I am in for this one. Again I’ll not have much time, but I’m hoping to mitigate the problem by writing my entrance on my trusty BBC Master.

I expect that’ll mean that only people willing to download a Beeb emulator will play the game, but doing something unusual is part of the fun, eh?

Comments

Osgeld
11. Dec 2011 · 15:46 UTC
I started to do an apple II game a few LD’s back but it ended up not working out due to technical difficulties (ie I had not really programed a game on a apple II in a couple decades and was scavenging through the basic manual for every little thing, running out of time)
14. Dec 2011 · 10:05 UTC
BBC BASIC doesn’t suck, fortunately! It’s got an inline assembler, although I expect I’ll not be using it much. :-)