Help?
I program games and stuff so I thought I would register on this site, but how do I judge? I can’t find the button. Thanks!
Tags: help
I program games and stuff so I thought I would register on this site, but how do I judge? I can’t find the button. Thanks!
Tags: help
Well, this is kind-of compo related, as I’m devoloping my library thing the wiki says I can have. I keep getting these warnings when compiling:
1>c:\program files\microsoft visual studio 8\vc\include\xlocnum(590) : warning C4312:
‘type cast’ : conversion from ‘uintptr_t’ to ‘void *’ of greater size
1> c:\program files\microsoft visual studio 8\vc\include\xlocnum(566) : while
compiling class template member function ‘std::istreambuf_iterator<_Elem,_Traits>
std::num_get<_Elem,_InIt>::do_get(_InIt,_InIt,std::ios_base &,std::ios_base::iostate
&,void *&) const’
1> with
1> [
1> _Elem=char,
1> _Traits=std::char_traits,
1> _InIt=std::istreambuf_iterator>
1> ]
1> c:\program files\microsoft visual studio 8\vc\include\xlocnum(1367) : see
reference to class template instantiation ‘std::num_get<_Elem,_InIt>’ being compiled
1> with
1> [
1> _Elem=char,
1> _InIt=std::istreambuf_iterator>
1> ]
1>c:\program files\microsoft visual studio 8\vc\include\xlocnum(590) : warning C4312:
‘type cast’ : conversion from ‘uintptr_t’ to ‘void *’ of greater size
1> c:\program files\microsoft visual studio 8\vc\include\xlocnum(566) : while
compiling class template member function ‘std::istreambuf_iterator<_Elem,_Traits>
std::num_get<_Elem,_InIt>::do_get(_InIt,_InIt,std::ios_base &,std::ios_base::iostate
&,void *&) const’
1> with
1> [
1> _Elem=wchar_t,
1> _Traits=std::char_traits,
1> _InIt=std::istreambuf_iterator>
1> ]
1> c:\program files\microsoft visual studio 8\vc\include\xlocnum(1373) : see
reference to class template instantiation ‘std::num_get<_Elem,_InIt>’ being compiled
1> with
1> [
1> _Elem=wchar_t,
1> _InIt=std::istreambuf_iterator>
1> ]
Anyone know what’s going on, or how to fix it? I’m using SDL and VC++ 2005 Express.
And also, anyone know an easy way to keep <pre> tags inside the column thing? I had to find where it went over and make my own line breaks… And I don’t know if it’ll still look right if you have a different screen resolution. Thanks in advance!
EDIT: Aiee! I give up… I’ll just use some other type of formatting…
Tags: compiler warnings, help, SDL, VC++
I’ve been thinking about Mini-LD #3. I’ve decided I want to make one of these:
I’ve started already on one of the first one – a set of classes to simplify interaction with the SDL graphics library.
The last one I’ve made before – and for a Ludum Dare entry! The Castle Smash Map Editor has a thread at the Hamumu Forums, but all the download links there are invalid. I don’t have a real website to put it on, so unless you people have any ideas, you can download it from MediaFire here. The zip actually includes Castle Smash, because that’s just the way I did things.
I think, given the current state of things, that I will go for the second choice. Good luck to everyone else who participates, and have fun!
Tags: castle smash, castle smash map editor, final, mini-ld 3
I’ve named my “tool” ChipmunkLand!
It can’t load files yet, but it does say “Usage: … filename” if you don’t give it a command line argument. I’m sticking to command line arguments because I’ve never made a usable GUI before. I’m using OpenGL and Glut so I can just use the drawing code from the Chipmunk Demos.
Tags: chipmunk, chipmunkland, glut, opengl
I gave up on making it load files, and in the first place it was never much of a tool. So, yeah. I gave up. Maybe I’ll release my modifications to the Chipmunk Demos, or something.
On an unrelated note, I self-congratulaified myself.
Tags: chipmunk, chipmunkland, final
Bleh, homework, yet yay, other things coming up to compensate for my lack of a finished Mini-LD #3 entry. Look forward to…
And also, going back through things, Towlr is awesome. I emailed it to my friends. Buahahaha!
Anyone know of a good direct-linking free file hosting thing, or could help me with one? I need a place to put my stuff…
Tags: file hosting, stuff
Well, I didn’t get a tool done for Mini-LD #3, but here’s some Flash movies instead. A total of four: FireSim, Run Around, Yayguy, and Yerfworks.

I didn’t find a direct-linking file hosting thing, but I did find a really nice non-direct-linking one. Get the compensation here!
Source code is included.
In case you still care, I found a solution to mrfun’s problem with requiring a wordpress template (http://www.ludumdare.com/compo/2008/09/07/where-is-the-world-are-you/). You need to insert Javascript that adds an event listener to the document’s onLoad and onUnload events. I’ll explain in more detail and in a cross-browser way in just a moment…
— EDIT —
Ok, first get core.js out of this archive: core.zip
Use a <script> tag to load it into the page (this can be anywhere on the page)
After the load/unload functions have been defined, add this code:
<script>
Core.addEventListener(window, “load”, load);
Core.addEventListener(window, “unload”, GUnload);
</script>
And you’re set.
I’ve randomly titled my entry PaintWorld! So far everything but the gameplay works.
The level selection screen, my first-ever real GUI!
Gameplay at the moment – nothing really.
The winnerdom screen is to remain a secret!
And you may or may not be playing as a robot/kitty/both.
I’m still working on my game, but in the meantime here’s my level, which I have finished.
A small cave-type thing. You start in the top-midsection, and have to get under the lava by going through the water. Something like that.
I think I want my game to work a little like Hamumu’s. There will be black for walls, white for open space, start/end goals, and some other things, but if the color doesn’t match those, the properties of the open space are modified, such as slowing you down or speeding you up, that kind of thing.
It’s not completely finished, but PaintWorld is as finished as it’s going to be within the deadline, which will happen in about 30 seconds.
http://files.chocoboheaven.com/uploads/Guests/files/PaintWorld.zip
Warning: the files are directly in this zip and not in a subfolder. If you want them in a subfolder, like Bleck does (stares at Bleck), the new zip is at http://files.chocoboheaven.com/uploads/Guests/files/87528_PaintWorld.zip
Go on, play it! I want to make the deadline, and so will edit in explanations. If anything doesn’t work, please tell me. I will begin working on the postcompo version now.
Well, there’s level selection/preview, view moving, a functional world, a you win screen, a you lose screen even though you can’t lose just yet, and that kind of stuff. Arrow keys to move, escape to exit.
Tags: final, paint, platformer, semifinal
I need help with collision code. I want to keep the player from falling through floors, pretty much. Help?
EDIT: Okay, I’ve got some good collision detection, but there’s something wrong with my moving code.
bool checkCollision(SDL_Rect &movable, double &vx, double &vy, SDL_Rect solid, bool move) {
int moveLeft = movable.x;
int moveTop = movable.y;
int moveRight = moveLeft + movable.w;
int moveBottom = moveTop + movable.h;int solidLeft = solid.x;
int solidTop = solid.y;
int solidRight = solidLeft + solid.w;
int solidBottom = solidTop + solid.h;int clipLeft = max(moveLeft, solidLeft);
int clipTop = max(moveTop, solidTop);
int clipRight = min(moveRight, solidRight);
int clipBottom = min(moveBottom, solidBottom);if(clipLeft == clipRight || clipTop == clipBottom)
return false;if(!move)
return true;int clipWidth = clipRight – clipLeft;
int clipHeight = clipBottom – clipTop;if(clipWidth solidX) {
// moving to right
movable.x += solidRight – moveLeft;
} else {
// moving to left
movable.x -= moveRight – solidLeft;
}
} else {
// moving along y axis
vy = 0;
int moveY = moveTop + movable.h / 2;
int solidY = solidLeft + solid.h / 2;
if(moveY > solidY) {
// moving to bottom
movable.y += solidBottom – moveTop;
} else {
// moving to top
movable.y -= moveBottom – solidTop;
}
}return true;
}
Please help! If you’re interested in seeing what’s happening, here’s the program: http://files.chocoboheaven.com/uploads/Guests/files/85267_PaintWorld.zip
Tags: C++, help, physics, platformer, walls

http://wordle.net/gallery/wrdl/260205/Ludum_Dare
Some thing that auto-generates word bubbles!
Still haven’t made any sort of easy library I could use. My game’ll probably just use SDL and SDL_ttf, and possibly sound with SDL_Mixer if I have any time. I just hope the theme is good.
Too bad this starts so late here… I won’t be able to start tonight. I’ll try to get up early tomorrow though. I am definitely going to at least try to make an entry for LD13.
I can hardly wait to hear the theme! I hope it’s Collosal Roads. I’m going to try to stay up to hear the theme, though I may have to get off before then. Tomorrow I’ll start work.
Anyway, I think I figured out what basecode is (a little bit of prewritten main code?), and I’ve got mine.
#include <SDL.h>
int main(int argc, char *argv[])
{
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0) {
return 1;
}
atexit(SDL_Quit);
screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE|SDL_DOUBLEBUF);
if(screen == NULL) {
return 1;
}
int done = -1;
while(done < 0) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) done = 0;
}
}
return done;
}
This is the concept for my game, BLDR. You basically have to build roads to guide things from somewhere to somewhere else. With obstacles, and not running over your people.
Tags: BLDR, concept, follow, LD #13 - Roads - 2008
With 7 hours 19 minutes 20 seconds left in LD13, I’m looking pretty good!
The main menu’s still the same, but now there’s a pause menu (of sorts) and some semi-gameplay.
And in that 7 hours 19 minutes 10 seconds left, I just need to add a goal and something to keep you from reaching that goal.
Tags: BLDR, LD #13 - Roads - 2008, roads, trucks
BLDR is done! It probably could have used more levels and obstacles, but I think it’s great! Postcompo version will definetly include more levels.
Download it here: http://www.filesavr.com/bldr
EDIT: I forgot to include it in the instructions, but arrow keys to move and R to restart the level.
Postcompo edit: New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal)
Tags: AI, BLDR, final, LD13 - Roads, pathfinding, roads, screenshot