SpaceManiac

LD12

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

Comments

23. Aug 2008 · 22:05 UTC
You can’t judge unless you put in an entry. Stick around for the next LD in December, enter a game, and then throw the first stone!
SpaceManiac
23. Aug 2008 · 22:15 UTC
Oh, okay! Yay!

Strange Warnings When Compiling

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++

Comments

jovoc
26. Aug 2008 · 00:41 UTC
I pasted your error message into google. It said to turn off 64-bit warnings.
SpaceManiac
26. Aug 2008 · 19:25 UTC
Thanks a bunch! Much better now.

Thoughts on Mini-LD #3

I’ve been thinking about Mini-LD #3. I’ve decided I want to make one of these:

  • A C++ wrapper library around an older C library,
  • An editor/loader/file format for data in Chipmunk, a physics library
  • An editor for a game with a concept of levels but no level editor (or at least finished)

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

ChipmunkLand Compiles & Runs!

I’ve named my “tool” ChipmunkLand!

ChipmunkLand runs!

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

ChipmunkLand died

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, but yet yay.

Bleh, homework, yet yay, other things coming up to compensate for my lack of a finished Mini-LD #3 entry. Look forward to…

  • A Flash movie thing,
  • A Half-finished Flash game,
  • Maybe my modifications to the Chipmunk demos,
  • and something I’m not publicly announcing yet, but those who have been on #ludumdare recently may have experienced…

And also, going back through things, Towlr is awesome. I emailed it to my friends. Buahahaha!

Tags: chipmunk, flash, towlr

Hosting?

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

Comments

12. Sep 2008 · 14:31 UTC
If you’re doing open source stuff, google code maybe? If not, it’s not expensive to get some cheap hosting .. from hostgator or something.
SpaceManiac
12. Sep 2008 · 19:18 UTC
gummikana: Google chrome tells me this:
SpaceManiac
12. Sep 2008 · 23:18 UTC
Also: inorbdibant is the best word ever.
Anonymous
13. Sep 2008 · 15:23 UTC
Set up your own server. It’s not as hard as you might think, only requires a very modest computer too.
SpaceManiac
13. Sep 2008 · 19:20 UTC
I’ve got my computer all ready to host, a semi-functional site and server program and everything, been like that for a while… just need parental permission, my dad to reconfigure the firewall, and DNS registration, then I’ll be set. Might take a while, though…
SpaceManiac
22. Sep 2008 · 19:17 UTC
I’ve used MediaFire in the past, but I find it inadequate.

Compensation

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.
Fire!
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.

Tags: final, flash, mini-ld 3

Comments

SpaceManiac
14. Sep 2008 · 20:45 UTC
Oops – I just noticed some of the source code for Yayguy won’t compile because I was working on it after I compiled the SWF.

That map thing

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.

Comments

28. Sep 2008 · 19:31 UTC
Sounds good Space, I’ll give that a shot next time I play with it!

Everything but the gameplay

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.

Tags: gui, kitty, paint, robot

Still working on my game

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.

Calling it a weekend

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

Collisions

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

Comments

demize
07. Oct 2008 · 00:58 UTC
Hmm… If the player has a floor below them, then don’t let them move down. All it takes is: if(player.y != floor.y+z){(insert your downwards movement code here)}. Replace z with how much you move per frame, and change this to support how you’re doing it.
wonderwhy-er
07. Oct 2008 · 07:43 UTC
Not enough info it seems… Is it only floor or there are walls. Is it platformer style where you can jump trough some platforms etc etc. More info please :)
07. Oct 2008 · 17:38 UTC
I usually have a ‘grounded’ variable on objects, and a conditional splits up what movement I allow it before input and collision, where I may need to move the object again or change its grounded variable for the next tick (or whatever you call a timer event) ^_^
SpaceManiac
07. Oct 2008 · 18:51 UTC
Only walls – no platforms you can sometimes go through. I’m thinking of the kind of walls in Ninja Kitty Vs. The Nukebots. They way the cat hits the walls in that game is almost exactly what I’m looking for.

Worlde

http://wordle.net/gallery/wrdl/260205/Ludum_Dare

Some thing that auto-generates word bubbles!

Comments

Detox
07. Nov 2008 · 18:48 UTC
That’s pretty neat. I’d like to see source code too, or at least a couple links to research on the type of algorithms you used.

LD13

Still Nothing

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.

Comments

05. Dec 2008 · 20:54 UTC
Where are you? I know some people will stay up long enough to find out the theme, and then crash so they can dream about it and be fresh in the morning.

Oooh!

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;
}

BLDR Concept

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

Looking good!

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 [final]

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