pi_pi3

LD30

Hello World!

Hello everyone!

This year I will be attempting LD for the first time. I’m an 16 year old game development enthusiast. I will be aiming to do a simple game for the Jam. I’m hoping for positive, yet critic feedback. I will be using GameMaker Studio with bfxr for sounds, Audacity for music and Paint.NET for graphics. Cya in two weeks everyone!

Comments

10. Aug 2014 · 19:32 UTC
hey, i am 15 years old and i probaly going to join LD too this year ! have lots of fun with your project.

LD31

MiniLD #56 – I’m in

glBegin(LD_POST);

I knew I want to participate in this MiniLD for a couple weeks now, but I wasn’t sure if I’ll have any time for it, so I worked a bit on a game I’d submit if it would’ve been finished by this weekend. I’ve overhauled the whole project twice and a week ago I abandoned it, cause it s*#!ed. But last weekend I started learning lwjgl, and now I’m working on a voxel based 3d engine. No, it won’t be a Minecraft clone. It’ll be a fully customizable, editable and moddable dungeon crawler. I just finished the level loader, which loads a 3d level from a single png file. I’m using Eclipse, the engine is lwjgl based, VBOs for rendering and paint.NET for graphics. My goal for this MiniLD is to make collision work properly, create a customizable monster class (and customizable boss fights possibly).

Dungeon 0.3 Dungeon 0.3

I’ll change the textures later, so they fit -Use only 4 colors

If you’re interested in this project, make sure to check my LD #30 submission and vote on this one, once it’s submitted.

glEnd();

Update[20:33; 28.01.2015] – I probably won’t have time to finish the thing, but I’ll do my best.

Tags: 3D, java, lwjgl, MiniLD, opengl, submission, voxel

LD32

Progress

After about 4 hours of work I’ve finished the basics of the engine. It draws images and plays sound. Also input and entities. The background is most likely a placeholder. I’ve had very little bugs so far, none of them was hard. I hope the rest of coding will be as succesful as it was so far. Have fun everyone and may your code be bug-free.

LD320311180415

First LD Compo finished

My first LD Compo game is finished. Kind of. It has loads of bugs, the engine is crap (selfmade on the first day, will do better next time). I thought I underscoped, but it turned out I overscoped. And I was procrastinating a bit too much.

The game is about a game dev in Ancient Rome fighting sand monsters. For more infos, go here: Ludum Dare #-6192

LD3221022004

Ludum Dare #-6192 Post mortem

My second LD didn’t go as well as expected, yet I consider it a success. I improved my skills a lot, got some experience and I work a lot faster than I used to. During the LD I realised the engine I wrote at the start was crap. Cause I never liked engines like LibGDX or JME, I decided to write my own engine. I’m hoping to finish it until the next LD and use it then. Now for the what-went-well & what-went-wrong:

What went well:

– Finished core mechanics to a playable degree

– Textures don’t look like sh… Shoes. I totatlly meant to say shoes.

– Vector based collision detection instead of my usual collision boxes (first time doing that)

– Rather good planing

– Great motivation, even when I was struggling

– Very little bugs in the first 12 hours…

What went wront:

– … A lot of bugs in the other 27 hours of work

– Spent too much time procrastinating and pretending I’m workin (e.g drawing those bloodstains for 5 minutes; playing around with bfxr)

– No reaction from enemies on hit except for a sound and damage

– Only one skill (“cheat”) enabled

– Not a lot of options for creating skills

I think I covered all there is to say. Make sure to check out Ludum Dare #-6192.

First step to Post-Compo remake of LD #-6192

You might have played Ludum Dare #-6192 before. If not, play it here. Anyway, if you have played it, you probably noticed the glitches. So I decided to make a full remake of it in a completely new engine. The rendering part is pretty much finished now. On the gif you can see 16384 64×64 squares in random positions and random rotation in 720p at 50-55 fps. Each square has a 16×16 texture. Now I can get to the new collision detection and hopefully I’ll finish the remake ’til next weekend. If you’re interested in the engine, I might make it OpenSource and put it on GitHub once it has some more features.

apoEngine

LD33

I’m in

This is going to be my 3rd LD and 2nd Compo (first was jam). I’m hoping to improve my overall score (hoping for at least 3.0 this time). I’ll be using:

– My own LWJGL-based WIP engine. It already works partially and can be used for a 3d or 2d game

– Paint.NET for graphics and Blender for models if there is a need for that

– BFXR for sounds

GL HF

Tags: im in

Polls

LD #33 is coming. This saturday (or friday if you live in the US) you will start coding your 48-hour game. Maybe you’re a pro, maybe you’re an amateur, or maybe you have absolutely no experience at game making. However, each and every compo competitor will have to code. That’s why I made two polls. Check them out and let us see how many use C++, C#, my personal favorite, Java and many others, as well as what engines we will be using.

http://strawpoll.me/5238095

http://strawpoll.me/5238093

 

Tags: C++, cryengine, engine, java, language, poll, unity, unreal

Comments

komjaur
17. Aug 2015 · 16:14 UTC
javascript is love,javascript is life 😀

Source code question

If I use my own engine (still WIP) in the compo, do I have to upload its source?

Comments

pi_pi3
20. Aug 2015 · 09:52 UTC
Well, damn. It’s messy and unoptimized as hell. Hope noone will look into it

Request

Due to the trouble I had last time exporting my game to Linux and OSX, I made a test to see if it works now. I do not have a Linux or OSX, so I would like to ask you to test it for me if you do. Here it is

Comments

20. Aug 2015 · 10:28 UTC
You might want to test it in a virtual machine, this is a must have handy software anyway
pi_pi3
20. Aug 2015 · 10:32 UTC
Thanks for the tip. On it
20. Aug 2015 · 10:50 UTC
Doesn’t work on OS X 10.11 with Java 1.8.0.60, throwing this error when I start it through the command line (double clicking the Jar from the GUI does nothing):
pi_pi3
20. Aug 2015 · 11:22 UTC
I think I made a workaround that should work for now. I’ll fix it properly after the LD. If it doesn’t work, then, well, only the Windows build will be playable.
20. Aug 2015 · 11:55 UTC
I got the following error while trying to run on MacOs 10.10.4, java 1.8.0_31:
pi_pi3
20. Aug 2015 · 13:09 UTC
Thanks for the help. I still don’t know what’s the issue on OSX
ungarischeziegenspielen
20. Aug 2015 · 18:52 UTC
I see you’re using LWJGL… that library needs some natives. Since I haven’t downloaded your files or tested them yet, I’m going to make a wild guess, that you set your natives path to windows DLLs in eclipse or whatever IDE you’re using… But if you want to make it truly cross-platform, you need to set it dynamicly. In your main, before you would create a Display or an OpenGL context, set a System property, called “org.lwjgl.librarypath” to the folder containing the natives for the given OS. You can check the OS by calling System.getProperty (“user.os”). If it starts with “Win” -> windows, set “org.lwjgl.librarypath” to the folder of windows’ natives. if it ends with “nix”, or “nux” set it to the linux natives (.so-s). Otherwise, take a guess and set them to the OSX natives. If something fails, look up the OS names for OS X, and hardcode that too. If I covered anything you did before, and not this was your problem, I’m sincerely sorry!

LD34

I am in

I hereby declare that I, pi_pi3, am in for LD 34. I’ll be using my own engine, a.k.a. Apocalypse Engine, written in Java, based on OpenGL 3.3. It’s still wip, but it’s usable for 2D projects. As for my tools:

You can follow my progress right here: @pi_pi314
You can also check out my previous projects here and here

LD35

I am in for the 5th time and on my 18th bday

I am in for the Ludum Dare 35, which will be my 4th LD Compo, 5th LD event and 6th game jam. It also happens to end on my 18th birthday (18th of April), so it might be my best bday yet. This will also be a special LD for me for a different, more personal reason.

I will be using the following tools, as usual:

  • Eclipse IDE
  • My own OpenGL 3.3 based framework
  • paint.NET
  • Coffee
  • PulseBoy
  • BFXR
  • ScreenToGif
  • Possibly one of @somepx‘s fonts
  • More coffee
  • Lots of internet
  • Yet more coffee
  • Pizza
  • Still not enough coffee? Coffee.

I hope you all have a wonderful time and I believe you will all create tremendous games. Good luck and have fun.

LD36

AGE of OORGH is up!

It’s been sometimes uphill and sometimes downhill (mostly uphill though), but now it’s finished. AGE of OORGHT is here! I wrote and extensive premature post-mortem (aka pre-post-portem aka regular-mortem) on the submission page, so if you like reading stuff written by game devs, go here and read it. If instead you just want to play the game, go here and play it, however I highly recommend you to read the whole thing before posting comments or giving feedback.

oorgh

Oorgh performing his 3rd favourite activity – dancing

Ludum Dare 37

I think, therefore I am (in)

I’ve been doing this thing for 2 or 3 years now. Every time I had a different experience, I’ve had successes and failures, but every single time I was making a game from a low-level (except for the first time). I almost always used plain OpenGL. But this time will be different. This time I’ll take it easy and slow. This time I’m doing Lua and Löve2D. No hassle with the engine, I’ll just make a fun game.

If you’ve been following me, you might be thinking: ‘That’s not you. You don’t make games. You don’t use scripting languages. You don’t use premade engines.’ Just a month ago you’d be right. But lately I’ve been shifting my preferences and I think I might’ve finally gotten rid of my ‘not-made-here syndrom’. I still don’t like OOP as much as procedural, but now I’ve finally realized it doesn’t matter what paradigm you follow. There’s good code and bad code, no matter what paradigm or language you use. But even now, I still hate JavaScript.

Here are my poisons of choice:

  • Lua
  • Löve2D
  • Vim
  • Gimp
  • Maybe Tiled. Let’s hope I won’t be making a cheesy tiled-platformer or cheesy tiled-topdown.
  • bfxr
  • CSound (if I get to make music)

Tags: Ludum Dare 37

LD 38

We’re in!

For the first time, I’ll be taking part in Ludum Dare not alone, but in a team. Me and my long-time friend, Abaddon, Behemkot or whatever name he’s going by now, will be joining Ludum Dare 38 as “Drifting in Yellow”.

Our tools will be:

  • LÖVE
  • GIMP
  • Blender
  • bfxr (it’s better than sfxr)
  • … that’s it?
  • It’s not a lot.
  • No pizza or coffee for me this time.
  • Just lots of water and healthy food.

Have fun jamming!