BlockDodger by Jishenaz
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IMPORTANT: Visual C++ Redistributable for Visual Studios 2012 is required or you'll get a missing MSVCP110.dll error. Download on the URL provided below. Be sure to download the 32-bit version (x86)!
http://www.microsoft.com/en-us/download/details.aspx?id=30679
ALSO IMPORTANT: Make sure your computer has a decent graphics card (Nvidia or AMD). Computers without dedicated graphics can overheat to the point of shutdown!
If providing feedback, please provide some details. Don't leave vague feedback like "The game doesn't run". Tell me what you did, what messages you see, etc.
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This is a really simple game made in C++. You are the green cube and you must avoid all the red cubes. You can shoot blue bullets to destroy red cubes, but you can only have 1 bullet on the screen at a time.
The codebase for this game is a graphics wrapper for OpenGL that I made that's based off the tutorials at http://open.gl/
You can download the wrapper at the "GraphicsWrapper" here: https://app.box.com/s/p533pm7vea8ho9rihnuq
The point of this project was to make a robust GameObject system that would facilitate the making of little games. The GameObject system uses the GraphicsWrapper to render cubes on the screen.
Controls:
- Left and Right Arrow Keys: Move
- Space: Shoot bullet
- Enter: Restart game (only if Game Over)
- Esc: Quit game
Notice: This is a really simple game. There's probably more impressive stuff people made here. Don't expect anything innovative. The whole point is to demonstrate the GameObject system and GraphicsWrapper made in C++.
Libraries used include GLEW, GLM, FreeImage, and SDL. I didn't know how to do fast input with SDL, so the player movement will be odd. It will act like a text cursor being moved with arrow keys. May require a Windows computer that supports OpenGL 3 or greater.
I encourage anyone to look at the source code on Github (link provided above).
You can look at the list of commits here: https://github.com/JISyed/JIS-LudumDare28/commits?author=JISyed
==========================================
Update 01-12-14: A little late, but I made a post compo version of the game with more interesting block spawning behavior. It has difficulty scaling.
IMPORTANT: Visual C++ Redistributable for Visual Studios 2012 is required or you'll get a missing MSVCP110.dll error. Download on the URL provided below. Be sure to download the 32-bit version (x86)!
http://www.microsoft.com/en-us/download/details.aspx?id=30679
ALSO IMPORTANT: Make sure your computer has a decent graphics card (Nvidia or AMD). Computers without dedicated graphics can overheat to the point of shutdown!
If providing feedback, please provide some details. Don't leave vague feedback like "The game doesn't run". Tell me what you did, what messages you see, etc.
===============================================
This is a really simple game made in C++. You are the green cube and you must avoid all the red cubes. You can shoot blue bullets to destroy red cubes, but you can only have 1 bullet on the screen at a time.
The codebase for this game is a graphics wrapper for OpenGL that I made that's based off the tutorials at http://open.gl/
You can download the wrapper at the "GraphicsWrapper" here: https://app.box.com/s/p533pm7vea8ho9rihnuq
The point of this project was to make a robust GameObject system that would facilitate the making of little games. The GameObject system uses the GraphicsWrapper to render cubes on the screen.
Controls:
- Left and Right Arrow Keys: Move
- Space: Shoot bullet
- Enter: Restart game (only if Game Over)
- Esc: Quit game
Notice: This is a really simple game. There's probably more impressive stuff people made here. Don't expect anything innovative. The whole point is to demonstrate the GameObject system and GraphicsWrapper made in C++.
Libraries used include GLEW, GLM, FreeImage, and SDL. I didn't know how to do fast input with SDL, so the player movement will be odd. It will act like a text cursor being moved with arrow keys. May require a Windows computer that supports OpenGL 3 or greater.
I encourage anyone to look at the source code on Github (link provided above).
You can look at the list of commits here: https://github.com/JISyed/JIS-LudumDare28/commits?author=JISyed
==========================================
Update 01-12-14: A little late, but I made a post compo version of the game with more interesting block spawning behavior. It has difficulty scaling.
| Windows | https://app.box.com/s/l6pyqnrbty6u1uadtr3y |
| Source (Github) | https://github.com/JISyed/JIS-LudumDare28 |
| Post Compo (Win) | https://app.box.com/s/1wukh9itvz5fg3rr7g67 |
| Video (YouTube) | http://www.youtube.com/watch?v=IqhvK-bgRVU |
| Postmortem | http://jibransyed.wordpress.com/2013/12/16/blockdodger-my-second-ludum-dare-post-mortem/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=26581 |
Ratings
| Coolness | 66% | 3 |
| Overall | 1.90 | 1002 |
| Audio | 1.29 | 790 |
| Fun | 2.03 | 945 |
| Graphics | 2.23 | 814 |
| Humor | 1.14 | 776 |
| Innovation | 1.45 | 1001 |
| Mood | 1.57 | 922 |
| Theme | 1.75 | 977 |
Apparently, you need to download Visual C++ Redistributable for Visual Studios 2012 here:
http://www.microsoft.com/en-au/download/confirmation.aspx?id=30679
Tell me if that fixes the problem.
http://www.microsoft.com/en-au/download/confirmation.aspx?id=30679
If that doesn't work, you should try installing the redistributable again. Hopefully it won't crash Explorer again. Unfortunately, I have no control over that because the installer is made by Microsoft, no by me.
@bowlercaptain: I actually wanted to do a scorekeeping system of some sort, but ran out of time.
Yeah, I definitely should have worked on this engine before LD, but there's never enough time. Usually I would use something like Unity, but I need to demonstrate that I could make something in C++.
Thanks for the feedback!
The only issue I had was with controls - upon pressing and holding the arrow key, the player moved a bit and then stopped before moving again. It might be because of the framework limitations, but it'd feel much smoother if the player could move without the initial stutter.
Yeah, I was aware if the strange movement. I have to find a way for SDL to handle multiple keys. That will probably solve the movement problem. I would like to make a tiny post-LD version of this game fixing all the issues, but I wouldn't expect it soon.
When I was introduced to OpenGL in college, I couldn't get my head around it. It's programming style is a little weird and takes getting used to. The more graphics concepts you are exposed to, the more easier it is to understand. Good modern tutorials for OpenGL include <http://open.gl/> and <http://www.opengl-tutorial.org/>.