LD26 April 26–29, 2013

Byte Invaders

That the title of the game I made for warmup and Hack-a-Jam. In fact, it’s a demo, but I might submit the current version as it is. Linky

When I saw the title, “8-bit”, I thought that I’m not going to base the game on 8-bit graphics or music. 8 bits is a byte, right? So I made a game about binary calculations, where you have to operate with bytes.

Screenshot 3

I’m In!

Well, I’m in. This time I will be doing something new to me, unity. I am currently learning unity, and decided to give the compo a shot.
I will be using:
Unity(JS and C#)
Paint.net
Blender(probably)
I have no idea what to do for sound
I will timelapse and livestream using Xsplit.
Any suggestions are appreciated. 😀

Uploaded the source for codebase and tool list update

I’ve uploaded the Shadow sourcecode (aka codebase): https://dl.dropboxusercontent.com/u/74836805/LD/ShadowSRC.zip

It will be updated sometimes but the most important version is that one just before LD begins.

Also, I will maybe use Caustic (Android FL Studio “alternative”) instead of FL Studio.

 

I’m Jammin’

Just relaxing this time around. Might Unity, might GLBasic. No idea. Might even forget come next weekend.

First entry :)

This is my first Ludum Dare, thought I’d give it a go and see what happens :) I’ll be writing the game in HTML5 JavaScript

  • Language: JavaScript
  • Libraries: jQuery
  • IDE: Sublime Text 2
  • Audio: SFXR and Audacity
  • Graphics: Pyxel Edit

Can Anyone Please Help? (SFML)

Help Plox!

Why does this happen?

***EDIT:

The first comment here seems to confirm Stingray Polymathic’s (Thanks again!) description of the issue:

http://www.sfml-dev.org/old-forum/viewtopic.php?t=6665&sid=29867a0656278d75e3daec10b7417b8b

I’ll go see about adding in a floor() method to see if that solves things.

EDIT***

*****
Edit
2:
Floor() ‘ing and position update values did the trick for now, and seems to be the best way to handle pixel perfect rendering ( which in retrospect, is rather obvious).
******

Click for a better look at it. It’s a very small 128 x 128 px sprite which should be rendered at a 1:1 scale from my understanding, but for some reason is occasionally distorted. The blue ‘eyes’ are the wrong size and the red triangle looks off if you look at it closely. It might not seem bad looking at the picture, but it’s been annoying.

Background info:

I’m rendering an sf::Sprite in my update loop in a  sf::RenderWindow, with the texture from a png file. Everything seems fine usually, but sometimes the sprites seem to distort a bit. As you can see from the clipped screenshots in the background the sprite usually looks the same, but occasionally looks like it does in the running window.

Vsync is enabled, and the top middle yellow text is from a very simple frame rate display i wrote, the top right is from fraps.

If it helps, i use SFML 2.0 rc and you can find all of my library code & the sfml binaries here:

https://bitbucket.org/TheBenjaneer/libnucleode

I have no idea why this happens. It seems random.
Further, until I move the sprite, it continues to be distorted in exactly the same way every frame.

OpenGl 4.3 Context according to my logs. Anti-aliasing is at 8. depth bits at 24.

Nvidia GTX 550 ti, driver v 314.22 (latest)

Windows 7 x64 bit ( engine is built/running 32 bit though ).

Any help, tips, or pointers would  be vastly appreciated.
Thank you!
-ben

Tags: C++, opengl, please help, screenshot, SFML 2.0 rc

Comments

Stingray Polymathic
20. Apr 2013 · 14:42 UTC
I don’t have time to verify in detail just now, but it sounds like you’re drawing the sprite at non-pixel-aligned coördinates, which on a GL billboard would cause a similar effect; it’d be sampling the texture at an offset. If that’s so, you’ll have to hint your draw transformation so the edges of the quad are exactly at pixel boundaries. GL uses (−1, +1) for each axis of window/viewport space, so if you already have the final transformed coördinates C you can do P = (C + 1) * viewport_resolution / 2 (treating the 2D vectors elementwise) to get pixel coördinates, then do elementwise floor() or such as a quick hack (round() can work too but you have to be careful that related coörds don’t get rounded in different directions or you’ll get similar distortion), then invert the transformation again to turn them back into GL coördinates, C′ = (P * (2 / viewport_resolution)) − 1.

Capture

Learning Unity! This is what I have so far!
I have imported 3D Models from Sculptris, and made one a player! I will continue to work, and stream after I eat.
Stop bye and say hello on the stream! 😀
Also later I will be streaming Modded Minecraft with some friends

Comments

Suese
20. Apr 2013 · 16:23 UTC
I strongly suggest using an environment you are already familiar with for the competition. Unity is big and complex, might not be the best choice for the competition for you.
agmcleod
20. Apr 2013 · 18:10 UTC
That looks really nice. Unity is a pretty big application as Suese said. Tried it out a bit earlier in the week, and I can see why so many people like it.

Play around!

I have a build that you guys can play around with.
Note that there is dialogue at the beginning, because I was playing around with audacity.
Standalone

Comments

berkano
20. Apr 2013 · 16:28 UTC
Eep, I get an error when trying to run it (Windows 7 64bit):
ryebread761
20. Apr 2013 · 16:57 UTC
Same here, same error
Static_boy123
20. Apr 2013 · 16:59 UTC
Fixed

EZGS is in again!

We, a team of two, are in for our 4th Ludum Dare Game Jam. This time, we may try and go outside of our comfort zone, and create a game with Unity, instead of XNA which we have used for the previous three competitions. We really want to allow more people to play our games, and letting people play it in their browser will only help.  If we really get stuck, we may still use XNA as we still want to complete a project. If we use Unity and make a 3D game, we will probably use Sculptris for creating models.

 

Best of luck to everyone else in the competition, we can’t wait to see what you all make! :D

 

Tools:

Game Development: (If 3D) Unity (If 2D) XNA

Graphics:  (if 3D) Sculptris & Blender(If 2D) Paint.net

Audio: Audacity & Soundation

Post Mortem/Trailer Recording: Fraps or OBS

 

Links to previous Entries:

Ludum Dare 23: No Air Out Here

Ludum Dare 24: Evosmash

Ludum Dare 25: Metal Minions

Our Website: 

EZGS Logo

http://elementalzeal.com

Thank you Ludum Dare

Hi fellow indies,

 

I just wanted to write this post as a thank you to all the people that have brought me this awesome indie experience thus far.

Even though I am still in highschool and don’t know that much of creating games yet. Ever since I joined the community and began to talk on the irc channel I have developed my passion for games and creating games even more.

You guys have shown me what it is like to create a game in time to make a deadline. To work together to solve problems and all in all have a great time!

All of you continue to amaze me. Keep up the good work and good luck with LD26!

 

Cheers!

-Metal

I’m in!

I’m in for my 3rd Ludum Dare, hoping not to have much homework! Not 100% sure what I’m using yet, but I think I’ll use Flashpunk or Flixel. I will try to update this post if I have changed my mind.

  • Language and Libraries: AS3 most likely with FlashPunk, but if I do a platformer (unlikely) then Flixel
  • IDE: FlashDevelop
  • Audio: BFXR and FamiTracker
  • Graphics: Paint.NET and GIMP
  • Other: Chronolapse, Chrome, Miranda

Tags: flash, imin

Lobulos

this warming up is warm and wicked :E

lobulos

I’m in!

Well, we’re in for the jam.

First LD, currently working like a madman to ensure I’ve got time to do this.

As of now, here’s the tools we’re looking at:

IDE/language: XNA/C#

No idea what libraries we’re using

Graphics: mostly GIMP,might dabble in Pyxel Edit and Hexels too

Sounds: my partner’s got something for music, and I think I’ve got a sound effects program lying around on a harddrive somewhere

 

 

 

Tags: imin, jam

Comments

Puzzlem00n
20. Apr 2013 · 18:47 UTC
Welcome to the fray! Just shot you a follow on twitter. I hope you can get everything out of the way in time.
SnoringFrog
21. Apr 2013 · 03:02 UTC
We will probably end up with something. It’s just that we don’t entirely know how this process is going to go for us so I imagine that’s something we’re going to end up figuring out on the fly lol. With any luck, I’ll get a chance to look for some this week, but as I mentioned, I’m currently in madman mode with homework, so time is scarce.

Want to use twitter? Checkout tweetstream!

Potentially using twitter to create a text adventure game for LD. Since I’m a fan of using ruby, I found the gem: https://github.com/intridea/tweetstream. It allows you to follow a user’s stream, or any particular keywords. You can use it for example to follow any tweets that @yourbotaccount, and parse the tweets from there to break out commands. It’s pretty cool, was worried I’d have to write some sort of loop checking system.

Another warmup thing.

I made another warmup thing, so as to make sure that I’m adequately refreshed in the way of graphics programming as well as general Pythoneering. You can find it here.

I’m In; First LD!

I’m in for the compo! I’ve been wanting to do a Ludum Dare for a while, and now One Game a Month has helped me get myself in gear.  I’ll be using:

Language/IDE : Java + Eclipse 

Libraries: Slick + my personal library*, maybe TiLED

Graphics: GIMP, ASEPRITE, GraphicsGale 

Sound: SFXR, Audacity 

*My personal base project with slick can be found on BitBucket here. It’s not much, basically a base class for in-game objects and a simple camera.


Pixel Chaser

Come play Pixel Chaser!!!

Pixel Chaser

Want to play? Click here!!!!

Logging mention tweets with activerecord

To follow up my last post, wrote some logic to use an active record model and store things in a postgresql table. Just storing the tweet status text for now. Code is located here: https://github.com/agmcleod/twitterapitesting

Count me in.

Last time I made other plans without realizing they would conflict with LD, but I still managed to throw together a crappy little game with square graphics and submit it. This will be my second go around, and I’m hoping I’ll be able to contribute something actually good this time. I’ll be using C# with XNA, as well as my personal game library which uses Farseer Physics.

In like Flynn.

Welp damn I’m finally in. After years of missing many many many many LD48s I’m finally able to get away from my day job to do this.

I’m doing something in Unity and I promise you it’ll be a train wreck. I might even stream this train wreck.  All I do know is there’s going to be 48+ hours of good whiskey, bad coding and foul comments. Stay tuned for my magnificent shit-show!

UPDATE:

Declaring those tools I’m using.

Engine: Unity
Addons: 
Aron’s A* Pathfinding
EX2d for sprites
Bob’s iTween and iTween path because I’m lazy
Probably going to write a level populator and share it before friday.
Sound: Sfxr for sound
Whiskey: Bulleit Bourbon
Pictures: Gimp and Pickle
Coffee: Stumptown via Aeropress
Food: Teriyaki from across the street
Companionship: The voices in my head and my stuffed Cactaur for debugging.
Streaming: Video of a train wreck and sounds of me drinking and cursing.
-Xellinus