rampantinsanity

LD31

First Ludum Dare, going for the compo

So, I think it’s about time to give my engine a spin on an actual game project, and this is good opportunity to see what it can do.

IDE: Visual Studio 2013

Libraries: glfw3.lib opengl32.lib kernel32.lib user32.lib glu32.lib winmm.lib OpenAL32.lib

Tools: Most of my tools are things I wrote, so I can’t really link them, but for sound I should be using Audacity

Engine Code: I’ve included a link to my base engine code below (sorry if it’s messy, It’s my first go at an engine)

https://docs.google.com/document/d/1iX4n4OED8c-0WCxsbrsH1_7-hKqFtyBB_rz9w–a6Jo/edit?usp=sharing

Good luck to everyone competing!

Tags: 3D, C++, opengl, visual studio 2013

LD33

I’m in for the compo

I’m going to use javascript and canvas for rendering and using paint.net for the art

LD34

I’m in

I’m jumping in for the compo, I’ve got exams coming up so I’m not sure if I’ll be able to spend too much time but I’ll make sure to make part of something.

I’ll be programming in HTML5/canvas, doing art in gamemaker and mixing any audio if necessary in Audacity.

LD36

I’m in

hopefully for good this time, using html and js for coding, notepad++ for editing code, paint.net for graphics (if needed) audacity for music (also if needed)

getting started

for the most part, thing are progressing smoothly, albeit slower than I had hoped.

So far, all I have done is make the animation tool I plan to be using with html5 canvas, and created a small walkcycle

I plan to do something of an adventure game where you run around as a robot created by a long dead civilization, right now the focus is on getting the world to display correctly and make it so you can navigate it. Once I’ve accomplished that I’ll start implementing the puzzle ideas, although there may not be enough time to implement more than one or two.

 

Here’s a little gif of the Player Character and his walkcycle (the framerate’s higher when running, promise)

Halfway there?

So, we’re halfway through the 48 hours, and this is going to come down to the wire.

Traversal and environmental effects are in, I still have to restrict movement so players can’t sequence break the puzzles, but that shouldn’t be too hard (but it will be jenky as hell)

What’s next on the docket is item pickups and the inventory screen. I might make a rudimentary puzzle just to see if flags will work. I still have to actually make the puzzles, so I don’t think I’m getting much sleep tonight.

Here’s a quick video of what I has so far-

well, it’s playable, kind of

first “puzzle” implemented, planning to have one or two more in this area. Progress is being made, been thinking about audio mostly, thinking of a all-guitar soundtrack (music and effects) or at least something to make the world feel alive

here’s a video of me going through what I have so far

at the finish line, a little worse for wear, but got there

It’s been a journey, haven’t had this many conflicting opinions about a project of mine in a long while. I think a finished definitive edition may be necessary, that way I can implement the larger story I wanted and also add music and sound effects (I’m really bummed I didn’t get to add these) but that said, it’s in a playable state, and one I’m not unhappy with.

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if you’re interested here’s the link to the LD page http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=45084

Ludum Dare 37

I’m In

I’m yet again in for another fun time. I’m not sure how much I’ll post around here, but I’ll try for at least the first few hours.

For development, I’m probably going to go with HTML5/Javascript. I’ll use audacity and paint.net if I need to edit pictures or sound. Text editing will be done in notepad++, testing mainly on firefox (for development)

I hope everyone has a good Jam/Compo!