LD25 December 14–17, 2012

Here we go again

On the hard path of  learning about the sentence “FINISH A GAME IN 48 HOURS” in its full mystic meaning =D

Past LDs gave to me 2 projects that I’m still working on:

LD #23 Tiny World

LD #24 Evolution

 

Tools: Unity3D, PaintShoPro/GIMP, ModPlug and Faith

 

I’m also in

My first ludum dare. Let the theme be a good one and good luck to everyone!

I’ll be using Construct 2, JS, HTML5, Paint.NET.

LD25

This will be my second LD and I think me and my friend are doing the jam together, it’s my friends first time.

We will probably stream here I’ve been looking forward to this since my first LD

Second Time

I’m in again! This will be my second time, last time I probably spent too long on the non-game part making it look cool. This time I’m going to jump straight into the game play.

Ludum 24

I’ll be using:

Sublime Text 2

My own Lua powered 2d engine

Photoshop

Probably http://www.drpetter.se/project_sfxr.html for effects

I have no idea about music, I’ve played with some version of fruity loops  once in the past, so maybe that! 😀

 

I’d quite like to play with a point + click interface, or old final fantasy battles game interface but that will depend on the theme.

 

 

LD25 Reporting for Duty

My first event after seeing a friend suffer through a few on his own.

I am using this last week to learn and build a few more things before everything gets started:

  • Generating animation with my own art assets using TPEditor
  • Developing and exporting animations with Pixen
  • Metro needs to be able to import Tiled exports
  • Metro needs the concept of a viewport

Tags: gosu, ld25, metro, ruby

Html5 Base-App

This weekend I created the base that I’m going to use for the next Ludum Dare.
It uses cocos2d-javascript for graphics, box2d.js for physics and a custom Audiomanager.

If you want to get started with cocos2d-javascript, a look on my source code might be useful for you, since the tutorials are outdated.

Physics
I have a custom PhysicsNode class that provides a simple constructor for box2d shapes and synchronizes a cocos2d graphics node with the box2d.body.

Preloading images
I modified cocos2d-javascript to allow simple resource preloading from javascript.
Earlier versions required you to use the cocos2d commandline tool that merged all your files.
Now you can just write this in your Application.js file:

registerResource("images/myimage.png", "image/png");

Audio
The custom Audiomanager first checks which codecs are supported,
when you give it an audio file to preload it will use the first url for a supported format:

Audiomanager.instance.load({
 "ogg": "audio/blub.ogg",
 "aac": "audio/conversions/blub.aac"
 },"blub");

Then you can play it with using the given alias

Audiomanager.instance.play("blub");

The repository also contains a small bash script that converts all ogg files in the audio directory into aac and wav files using ffmepg.

Please feel free to use this base for your own games.
It’s licensed under the zlib license, which means: do WTF you want, just don’t claim, that you wrote code that was written by others.

You can test it here.

Tags: audio, box2d, cocos2d-javascript, html5, javascript, physics

3rd OR 4th Time?

I’ve lost count but I’m still in!

Language: BASIC (Visual Basic 6)
Graphics: Paint
Sound: SFXR

Bring it on!

I’m in!

May the force be with you!

I’m in with python/pygame, gimp and sunvox. Not so epic, but very useful. And RedEclipse as inspiration!

I’m in + new engine release/kickstarter!

I’m in barring any sort of emergency or being called in.

Just like past few LD’s, my toolset

  • Engine:Aether (my own cross-platform engine that’s been in development for quite some time)
  • Art:Sprite editor (soon to be renamed Aether Graphics Editor but the new improved version has a few bugs to work out still)
  • Sound: sfxr/atrk/lmms/audacity
  • IDE: Code::Blocks
  • Livestream: custom scripts (attached lower in this post)
  • Target platforms: Linux/Windows/Android (I unfortunately still don’t have a mac to test compile on)

This LD my engine now has all SORTS of new features and enhancements, and I have just launched a kickstarter campaign to try to get some funding to take it even further now that it’s gotten to the point where it’s more than usable for 2d games, you can check that out here

Kickstarter Campaign

Short version of the most notable engine changes

  • moved from GL2 and GLES11 to GL3.3 and GLES2
  • VASTLY improved performance on android, mostly due to the GLES2 migration, though the pipeline itself has been cleaned up and the old batch rendering system completley re-written with a far more efficient one.
  • huge improvements to the ttf rendering system, it’s faster and now also supports “tabstops” on the screen to make lining up text on non-monospaced fonts very easy
  • internal message pump and state manager
  • interactive debug console
  • built in file and compression handling, path decoding, and configuration objects to manage saving game data and settings
  • simple highscore manager object to retrieve and post highscores from a server

So far I’ve ported two of my android games on the market over to this new engine version

Jewel – my first game for android

Tiny Poker – Was the engine test for the new revision of aether, worked well so made it a full game

 

 

 

 

 

 

 

 

 

 

 

 

And again, here’s the latest modifications of the livestream script i’ve been kinda constantly tweaking.

#!/bin/bash

SIZE=”1600×1200″
BITRATE=”300k”
FRAMERATE=”5″
KEY=”live_xxxxx”

ffmpeg -f x11grab -s $SIZE -r $FRAMERATE -i :0.0 -f alsa -ac 2 -i default -vcodec libx264 -s 1280×720 -vb $BITRATE -ab 128k -ar 22050 -f flv “rtmp://live.justin.tv/app/$KEY”

 

 

 

 

 

 

Tags: C++, compo, ld25

I mean!

I’ve not written a single line of code since half a year now, but I will try to make a game and we’ll see what I’ll be able to do.

This will be my second Ludum Dare: I made the game Sprace during LD23 and I intend to do something incredibly better this time.

  • I will use plain HTML5/JS/jQuery, without any game engine, as I haven’t really taken time to learn something else. Maybe I will try and use the audio and gamepad APIs, but those will probably work only with Chrome.
  • GIMP will be my graphics editor, and Audacity will be my audio editor. Text editor will probably be SciTE or gedit.
  • Depending on how much time I will dedicate to the sound and music, and depending on my inspiration, I may use a guitar (and/or a harmonica?) with a Zoom H2 recorder. As well as anything I will find there if I need it.

I wish a very good luck to everyone! (including me)

1st time!

Ok, I’ll be trying this one, even though I’m going to be kind of busy that weekend, but hey that’s what the Jam is for, right?

anyway…

Game Engine : Blender

Art : Gimp/Photoshop / Blender

Music / Sounds : Fruity Loops

Can’t wait to do this!

Jam Practice

Making some music for a group. Going to enter the jam! Here’ something I whipped up in an hour. Just messing around with the mixer.

https://dl.dropbox.com/u/1333628/Music/chill_blue.mp3

Also, watch this for inspiration on your LD practicing:

http://www.youtube.com/watch?v=YJWI9wq97Bs

Comments

Zelen3d
09. Dec 2012 · 18:16 UTC
Oh, your music is so good. But the Youtube video: WTF !!!!!!!!!!!!!!!!1!!!!!
09. Jan 2019 · 00:09 UTC

Three Rubs : My Warm Up Android Memory Game

https://play.google.com/store/apps/details?id=com.scriptblocks.threerubs

Going to try and use jMonkeyEngine and make a android app this time.

Enjoy the Kitties.

IN!

This will be my fourth Ludum Dare and I am excited! In the past I’ve used Irrlicht with C++, but now I’m going to migrate to SFML since the API is MUCH cleaner in terms of 2D (which I would expect since Irrlicht is an outstanding *3D* engine 😉 ). My last game, Shrink Force, which I did with a team, was 3D, and it ended up being too much to be able to polish, so I’m going with 2D this time.

I have a serious addiction to writing my own game engines, so I will probably write a simple framework for SFML right before the competition.

Tool Box:
– CodeBlocks with MingGW g++
– SFML
– My framework that I haven’t written yet
– Root beer

LD25 Theme Interpretations

(Inspired by Sorceress)

First of all, I should note that I had some conflict with this, but decided to split my votes 3 Positive, 6 Neutral, and 3 Negative, so I had to work around that. May change it to 4/4/4 for the next round. My preferences were for themes that informed gameplay first and foremost, and offered lots of options, and were not too complex for a 48 hour period.

Construction – This is probably what would have gotten my last +1 had I had one. It’s a bit generic, but there are lot of possibilities in almost every genre, storytelling style, art style, etc.

End Of The World – Very common, and more of a storytelling theme than a gameplay theme, which is what I think the themes should be about. It’s not bad, though.

Ghosts – I frankly just stared blankly at this for a few seconds before downvoting. No ideas at all. Perhaps others will be less dense, but I’m not feeling it.

Guardian – This could have some interesting storytelling options in my opinion, and it made me think of Halo which is lovely, but in the end it’s like EotW – too broad and too story-based vs. gameplay-based (there is the gameplay interpretation of attack/defense but that’s too limiting imo).

Inverse World – Could be very awesome, but it seems like too much of a challenge to think up and execute a working concept for Ludum Dare, though I might be selling us short.

Mirrors – Too specific. It’s been a long time since I’ve seen an original game heavily using mirrors. I don’t want half our games to look the exact same.

Outer Space – while I love outer space, and it’s a great setting, it’s not a great gameplay concept.

Quarantine – This one I like a lot. You can basically do anything from creating, destroying, or exploring a quarantine, with any character or group of characters, in any control scheme/genre, with no restrictions on story arc or setting (though it might gather a lot of very stereotypical sci-fi/zombie settings, they fit rather easily).

Salvage – Again, very great from a gameplay standpoint imo (though not as good as Quarantine). Trading, collecting, working around, exploring, etc.

Symbiosis – it’s… not bad… it’s kind of like a weird mix of a backstory concept, mixed with the difficult-to-execute gameplay ideas of Inverse World. Though I might be underestimating us once again.

Trapped – Generic and very similar to the recent theme of Escape.

Unstoppable – Something I have a personal predisposition towards, but I like the idea of fighting the inevitable. And you can make basically anything unstoppable – the player, the enemies, the environment, anything affecting the gameplay or story could be the unstoppable thing. Or multiple things could be! Or they could be considered unstoppable, but not actually be such. Lots of meaningful options.

Comments

Osgeld
09. Dec 2012 · 18:13 UTC
why?

ludumDare.recurse(int times, Object toolChain);

Recursive Frog is curious.

  1. How many times have you done Ludum Dare?
  2. How many times have you used your chosen toolchain to make a game?
  3. Why did you choose the tools that you have chosen?

Comments

mantis
09. Dec 2012 · 17:40 UTC
1) 4 i think

2) for some it’s the first time, for others I used them since forever

3) I’m doing a lecture on Unity3D next week, and I haven’t used it in ages, so I wanted to refresh my knowledge of it. I combined that with warmup for upcoming Ludum Dare. Other tools – s/bfxr, graphics gale, paint.NET, blender, well, they just work.
09. Dec 2012 · 17:43 UTC
1. I’ve done 6 Main-LDs, 1 Mini-LD and hosted a Mini-LD (July 2012)

2. That exact toolchain: 0 times – I still use the same stuff for graphics, sound etc.

3. Because JS is cross-platform, and because I like web stuff in general.
xhunterko
09. Dec 2012 · 18:05 UTC
1:4

2:3

3: I knew multimedia fusion 2 a little bit but that didn’t feel like it had enough to offer. So I switched to Flixel 3 years ago cause it seemed the easiest to learn.
09. Dec 2012 · 21:22 UTC
1: 0

2: 0.25

3: It’s been my experience that even my good friends won’t go through the trouble of downloading and installing something I write. But if you can give them something that runs in a browser with no install people will actually play with it. I thought about Flash, but it’s kind of out of my price range and doesn’t work on my ipad. So I’m trying my hand at HTML5. I went with the Crafty engine because it seemed to have the most active community and the most extensive documentation. I’m running into a lot that’s not well documented though, so we’ll see how it goes :)

Warmup Code Base

Did some experiments on the warm-up weekend to get the basic low-level stuff working and adapted this simple code base from it to use for my competition entry. Code here: LD25 Warmup base code . Includes applet code, texture loading, drawing code, and sound loading/playback.

Testing framework for LD!

Last time my framework wasn’t really prepared for the competition and I had to mess around with things I should not. Good thing is, that I’ve joined TIGSource Advent Calendar  this year and I’ve used this chance to check the framework.

Quick preview to the TIGSource Advent Calendar game (click for full resolution)

A small idea about the ratings

Don’t run away yet! I know that the ratings system has been analyzed by many people and want the underlying system to change, but I just think we should change a small part. I have done two Ludum Dares previously and look forward to this one, except it always makes me mad when people don’t comment on your game after rating it. To make Ludum dare more of a learning experience I believe that to leave a rating, you should have to leave a comment. This would allow us to know any strange outcomes on even more platforms and have a greater idea of how the general public would think about this game. This would also block against people that would just post low scores and not play the games either to advance themselves in the leaderboard, or just get a lot of ‘coolness’. An example of this system is the website codeproject.com where you must leave a comment when you rate an article a 3 or lower. This is just my ramble of this Ludum Dare, but I hope someone else feels the same way.

Comments

johnfn
09. Dec 2012 · 18:27 UTC
I think the problem is that people who don’t leave comments don’t *want* to leave comments, so forcing them to do so would either (1) make them not rate your game at all, or (2) make them leave meaningless stuff comments like “nice game”, which isn’t what you want.

I’m in!

I’m in for my 4th Ludum Dare. In previous LDs I’ve made a fun game, an innovative game, and a polished game. Can I excel in all three this time? We will see.

I think I’ll make my game in LOVE since I want some practice with Lua. I’ll also use Photoshop, sfxr, and autotracker-c.

I’m looking forward to it! See you next weekend!