LD19 December 17–20, 2010

I’m in!

Missed out on LD18, but now I’m back! Some good themes so far, though nothing that’s screamed inspiration at me. In any case, tools and libraries include:

Code: Ruby + Gosu + Chingu (probably!)
Graphics: Pixen (probably!) or maybe just colored squares like in LD16 (if I’m lazy!)
Audio: Some form of SFXR

This time around, I aim to focus more on fun gameplay than doing something weird like last time. Capsize was fun to write, but it wasn’t any fun to play. Depending on the theme, I’m aiming for some top-down original-zelda-esque gameplay, but who knows?

You can count on me!

I’m in… and I’m not sure what kind of framework or language I’ll be using. I was planning to go with html5 and made some smaller tests, but giving that I couldn’t get sound working in a working state for the stable version of my main browser(the firefox 4 beta is awesome!) I’ll go with the tried and tested. This means, in my case, C++ if I get my current framework to a working state or flixel if not.

Tags: awesomeness, C++, Flixel, im in, prototyp-engine

First stop, jam!

Hi there, I may haven’t participated on the last compo, but I didn’t had the computer to do.
Which gave me more time to plan out what to do,  and this is going to be the Jam!
And I will not be using anything but game maker, my handy photoshop and a cup(that was made out of glass) of coffee every morning.

A Challenger Appears!

This should be good.

I’m Jack, and I’m entering LD #19.

I’m not certain where to put the library declarations?  So I’ll put them here.  I’ll be using:

Unity 3D free version.

Pixelplacement’s iTween.

The powers of darkness.

I’m fairly certain these are all available to all?

I look forward to testing your might!

Christopher ‘Jack’ Nilssen – Dark Acre

EDIT:

Art: Photoshop CS5, 3DS Max 2011, Crazybump.

Sound: FL Studio 9+

Additional “base code”: Pixelplacement’s just-released “Backdrop“, just in case.

EDIT+=1:

Font: Imagine Font.

Tags: Dark Acre, Jack, lame meme, unity3d

Comments

13. Dec 2010 · 18:11 UTC
Good luck and have fun! Can’t wait to see what you end up creating. =)
16. Dec 2010 · 23:20 UTC
Since I’m seeing these declarations as well, I’ll throw them in here for the later curious:

I’m in.

I don’t know what I’m doing in game development, but I have been working on my own project.

Might as well enter this guy and get my name out there.  Plus my girl is out of town this weekend, so nothing better than now to do it :)

Writing in JavaScript (cause thats all I know :( ) and using the Unity engine.  Hey, at least I was a 3d modeller and animator before I started this.

Cheers,

Marcin

Comments

14. Dec 2010 · 09:22 UTC
Hey now, don’t feel bad about JavaScript! These days, it’s not looked down upon as much. :)

Im in.

This wil be my first LD, so we shall see how I do.  I intend to make my library declarations, as soon as I decide on the language I plan to use.

I’m In, Going the Web Route Again

I’ll be using HTML5 and CoffeeScript on the Pixie platform. Now that it has integrated pixel editing with the code editor things should go a little smoother than when I first used the platform for Mini LD #21. Also, CoffeeScript will take quite a bit of the awful JS taste away.

Comments

14. Dec 2010 · 09:18 UTC
Woot! Another HTML futurist! Now I don’t have to feel so alone. :)

I am in!

My basecode isn’t ready yo be turned in yet, so it’ll be a Jam entry most likely, but yep, entering.

More later, when I’m not typing on a Pandora.

Up and Atom

EDIT: See there’s a lot of new comers in the declarations of intent. Here’s hoping we have a record number of entries! G’luck and please, treat the Jam as a safety net, aim for the compo!

This would be a clever pun if I was going to use Flixel, but I’m not.

After much humming and ha ha ha’ing. I’ve ditched my traditional C++ route for this LD48 and I’m going with Flex and FlashPunk.

Graphics will be IGNORED as far as I possibly can, because I always get caught up early drawing terrible sprites that I end up not using anyway. Once I have a functional fun game that is submittable… graphics will commence.

So here’s the obligatory list….

OS: Ubuntu 10.10
IDE: VIM (Vi IMproved)
Language: Actionscript 3.0
Tools/Libraries: Adobe Flex OSS SDK 4.1 & FlashPunk
Graphics Package : GIMP (& VIM for the extra masochism cherry)
Sounds Effects: Dunno, maybe /dev/urandom and VIM for even more self-flagellation

Coffee, Diet Coke, Pizza and other junk likely included.

No doubt a healthy dose of Guinea Pig intervention will also be involved.

Lets get it on.

Intent to Rock

Hello, LD. Time to bring the ruckus. Tools to be used include:

  • FlashPunk
  • The Gimp
  • sfxr
  • Music software

Themes all look pretty hopeful. I’ll be learning FlashPunk over the course of the compo. Let’s do this.

Here we go…

Fresh blood! Notch told me to :creeper:

I’ve never done ANYTHING to this level before, so priority will be release ready code, graphics and such can come later if time permits. I’m probably going to take a few days to brush up on my C#/XNA to save precious time googling.

The plan right now:

  • Engine: FlatRedBall (Windows XNA)
  • Sound: sfxer
  • Music: Modplug maybe? Depends on time.
  • Graphics: Inkscape or GraphicsGale. Will depend on the theme.

LD 19 Declarations

Here’s the pre-compo framework/library declaration.

Framework: Stego, the as3 framework I’ve cobbled together over the course of these events.  I may go with Unity instead if for some reason I feel like going three dee once the theme is decided.

IDE: FlashDevelop.

Graphics: A copy of Photoshop CS 1 which as far as you know was obtained completely legitimately.

Music: Yet again I’ll be trying using WarioWare DIY for music.  This hasn’t worked out so well in the past, but I don’t have any better ideas.

Sound Effects: I bet you can guess this one.

Timelapse: I will be using Keeyai’s Chronolapse, unless my laptop has problems with it again.

Will be listening to: Some combination of my DragonForce station on Pandora and my 8bitcollective favorites.

Sauce Control: Mercurial, pushed to Bit Bucket.

Twitter: @ExciteMike

Interweb pagesite: http://excitemike.com/

Strategy: I have a couple of super-simple game ideas that I’d really like to try out, so odds are I’ll be shoehorning the theme into one of those.  The main issues I’ve had in previous LDs were doing crazy graphical things that take a long time to make/tweak or doing something that breaks the assumptions of my collision response code (switching to tile-based, how sliding along a surface is handled, or resting contact).  I will just make sure to do pretty standard sprite stuff for graphics, and collision-wise I think I have a much more elegant solution now where I can use hitboxes (matched to sprite animations with this tool) to detect and handle the sorts of things that needed special handling in previous games.  If I need to come up with ideas for levels, this should help me come up with something fast.

To make this post more exciting, here is a random Star Trek image:

Comments

13. Dec 2010 · 21:29 UTC
Dude, that hat rocks.
13. Dec 2010 · 21:59 UTC
McCoy: “…a CHILD could do it!”
14. Dec 2010 · 00:52 UTC
Is he entering the Matrix?

Cheesy?

You know, I had an idea. Since we can write base engines for a for a while now, I was thinking, animation skeletons? *ducks from bricks*

Okay, to put more into perspective, it really is awful to try and design a platform character but it takes no time to draw a box. So, i thought, make a simple character sheet that anyone can use with running, jumping etc. Make it open source and declare it’s use (just like a code engine) and let everybody else use it too. Just a thought.

*ducks and runs from brick throwers*

Edit: A small adendum. Since it might not be clear, I’m making it so so there’s no confusion later. I’ll also be using any and all of these examples as well:

http://flashgamedojo.com/wiki/index.php?title=Open_Source_Games(Flixel)

Comments

Billy Wenge-Murphy
15. Dec 2010 · 01:12 UTC
I don’t think a character sheet is allowed within the rules. There are lots of CC-licensed assets on the ‘net – rights aren’t a concern – but you’re supposed to make your own assets.
xhunterko
15. Dec 2010 · 03:19 UTC
Hence my running from the brick throwers. 😉

Still, the whole post wasn’t meant to be taken seriously. Except for the engines mentioned.

First time for everything

I’m in this time, I suppose. I don’t expect to actually finish anything, but I guess I won’t know unless I try.

I’ll be using FlatRedBall and XNA/C#. For sound I’ll use sfxr and for graphics I’ll use GIMP. Chronolapse for the timelapse.

Yup.

Participating.

This isn’t exactly my first time at Ludum, but apart from my slacking off attempt at LD#18(didn’t hear it was on until 20 hours in, then spent most of my time watching Notches livestream), it has been awhile.

Really not sure what I am going to use at this stage, but will either be C++ or Java, most likely Java as I am not too familiar with any engine libraries for C++, and for simple games Java does have the development speed advantage over C++.

I do know I will be using Paint.NET, Sfxr and Musagi for other parts of the game however.

Ludum Dare #19 Round One Voting Statistics

I figured I’d make a fancy chart of the results from each round of voting this time around, for the fun of it.  After trying a few different types of charts, it seems that this method gave the most information.  Hope you enjoy!

The chart in google docs.

If you have any requests for different types of charts to display the info, feel free to suggest and I’ll see what I can do.

Tags: stats

Comments

14. Dec 2010 · 01:26 UTC
Ooh! Neat chart.
xhunterko
14. Dec 2010 · 01:27 UTC
Now this is rather nice!
14. Dec 2010 · 01:30 UTC
Hey, you did a good job here.

Context Switch

As always seems to happen, my current game project has gotten far enough along that I’m compelled to start something fresh and new – perfect timing for my first try at LD.

I’m going to leave my current comfort zone (XNA), and try my hand at doing a Unity game (just downloaded the engine today).

I’m too old and lazy to pull all-nighters, so I’ll have to be focused and efficient. The only problem is that I’m too old and lazy to be focused and efficient. We’ll see…

Comments

31eee384
14. Dec 2010 · 02:50 UTC
The Ludum Dare is a great place to leave your comfort zone, in my opinion. There’s no way not to learn something! :)
14. Dec 2010 · 14:24 UTC
Fortunately for me, Unity has C# scripting. I’m not looking for *that* much of a context switch… :-)

LD19 – Code Declaration

For the competition, I’ll be using “My Rendering Library”, a little C# library that provides helper classes/functions for SFML2. The most current copy of it can be downloaded from here.

Edit: Updated some parts of the code, and added an application which starts up a minimal copy of it.

Edit #2: Updated more parts of the code, now has particle emitters! 😀

Edit #3: Added “Object Shadows” :)

Edit #4: Fixed error in the culling algorithm (Was removing objects from screen when the screen was rotated).

Edit #5: Fixed problem where the offset was not being applied properly for objects that inherit AdvancedRenderable.

Here we go

I’ll have a go at this if time permits. Currently doing a small game for a course with some other people so I might have to work on that one instead this weekend. If I enter I’ll be using XNA+C# for coding, Gimp or Paint for graphics and sfxr for sound.

Popping my Ludum Dare cherry!

Sup doods.

Count me in! I will be using AS3 and FlashPunk, FlashDevelop, Photoshop and AS3SFXR.

Laters!