LD22 December 16–19, 2011

We’re in for Ludum Dare 22 Game Jam!

This is our first Ludum Dare! (How do you pronounce it? I’m assuming it’s “Loo-dum Dair”) Our team of 2-3 is planning on doing a live feed via twitch.tv and updating the blog as much as possible. Stay tuned!

Comments

balom
15. Dec 2011 · 14:36 UTC
To be honest, I’m not certain how it’s pronounced either, but I usually say “Ludd-Uhm Dair” or something similar. I’d be curious about the answer to this question as well!

XNA Devs Read!

First of all I’m in, going to be using C#, XNA, VSExpress 2010, Paint.net and AudioTool.

This is my second Ludum Dare so I have lesson learned from my first time round.

1. Better sleep management. Not sleeping at all is a bad thing, over sleeping is a bad thing too. Find a balance. Where I went wrong last year was I was already awake for ~ 20 hours when the Theme was announced.

I crashed hard.

2. You are going to eat. Have food handy. Nuff said.

3. Use the tools available. This is not a competition about beautifully perfect collision detection or beautifully tight code. Find API’s that you are comfortable with! That will do the hard stuff for you. Below is a pre-built template that I will be using, It’s 5 classes with a total of ~150 lines of code, It contains structures for my game states, collision, classes you can inherit from for obstacles, opponents, levels and triggers for moving between levels. Any XNA user reading this should think about using it!
https://sites.google.com/site/jiykohost/ld22/LDBackEnd.zip?attredirects=0&d=1

 

Other than that good luck to everyone! I am rooting for either snow, antihero, twisted or drone but I’m up for everything!
My place of work has a Christmas party on Saturday so I will be coding in parts while wearing a suit.

Comments

ericdpitts
14. Dec 2011 · 16:35 UTC
You mean you don’t always code in a suit? D:
7heSama
14. Dec 2011 · 18:07 UTC
First few apply to everyone though.
Jiyko
15. Dec 2011 · 08:19 UTC
I reckon I’m ok by the rules,

“Base code and personal code libraries are allowed, but should be declared and shared with the community prior to beginning your entry. To do this, make a blog post.”

Noobs gonna Noob!

Heya!
I wasn’t originally going to do Ludum Dare as I am extremely new to Game Developing (I just picked up Flash this week) but over the last week, I participated in a local ‘jam’ called Game Prototype Challenge (my game can be found here and it’s called “The Void” in case anyone cared) and I had so much fun making a game but it was also good to have that time constraint because it forced me to actually buckle down and get to work.

I am unsure of the tools I will be using but for now, I am playing around with Flixel, Paint.net and sfxr. I can’t wait to see everyone else’s creations as well, hope to speak to some of you soon! xo

McFunkypants is IN with a GRIN

Just wanted to join my fellow honoured gamedevs in declaring my intention to join this weekend in Ludum Dare 22. The themes so far have been absolutely amazing and fill me with ideas. I’ve been doing a lot of hardcore, low-level coding recently with book projects, client work and 3d gamedev, so I’m going to take a break and go LOW TECH. Here are the new tools of choice for me:

HTML5, using Ippa Lix’s lovely JAWSJS canvas-based 2d sprite lib.

No grid, no tiles, no level editor: all art will be hand drawn.

No IDE, no server, no database, no 3d: just a text editor and photoshop.

Low bandwidth, low resolution, low workload: simplicity is my goal.

No physics, no AI, no multiplayer, no optimizations: so simple it runs well.

No installer, no plugins, no downloads: an .html file, a .js file and a png or two.

No stress: I’m aiming to finish a playable working prototype a day early.

Lots of sleep, lots of playing with my baby son and going out with the wife.

Lots of free time playing Skyrim and going outside.

I’m not here to win, I’m here to grin!

Happy holidays, everyone! Can’t wait to play your games.

Here’s something to motivate you:

 

 

Tags: motivation

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This entry was posted on Wednesday, December 14th, 2011 at 2:18 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Well my first post didn’t do well on listing what resources my brother and I are going to use so here’s the list:

  • Java (For certain.  I’m only a novice, but if anyone has any questions about the standard API I’ll try and lend a hand, but I won’t make the game for you :P)
  • GIMP 2 (My Brother will be handling Graphics)
  • SFXR
  • Musagi
  • And Possibly Audacity
I’ll be handling all of the coding which hopefully won’t be too burdening.  My brother will be doing the sound and graphics although I will pitch in when necessary.  Hopefully we’ll have something nice to put up on here.

Im In! :D

Im In! I have only been in one Ludum Dare and had soooo much fun!

Im excited for this one because I have learned alot more about Unity

then I knew then! 😀

 

OS: Macosx 10.0 Lion

Engine: Unity

Other Tools:

photoshop

maya

still have to pick my music software 😀

 

see ya then!

Ludum Dare, we meet at last.

Going in for my first LD, not sure how it’s all gonna pan out but hey, should be fun.

Tools of the trade:

  • Language: Java
  • IDE: Eclipse, of course
  • Graphics: Adobe Fireworks
  • Sound: sfxr or bfxr
  • Base code: None

That sums that up then I guess, can’t wait to get started. =P

Ludum Dare!

Language: AS3 (Flash)
IDE: FlashDevelop 4.0
Graphics: Photoshop, Flash CS5
Sound: bfxr, Audacity

Ludum dare virgin is in!

First timer here, I’ve thought about doing this for ages and now it’s time. Got some tools ready and my post-its prepared, this is going to be sweet!

  • Language: AS
  • Engine: Flixel
  • Graphics: Probably Photoshop
  • Music: Not decided yet
  • SFX: No idea, maybe sfxr.

Fun times awaits!

I’m in for LD#22

So, I’m in! This will be my first official LD participation. I’m not even sure that I’ll be able to find the time, but I’m determined to try to at least (daughter, wife, and holidays all also require my attention).

I’m also hurriedly trying to finish my framework/template/thingy in order to facilitate actually participating :) I’ve made some good progress in the past few days, and am trying my hardest to get it out the door by Friday.

  • Language: C++
  • IDE: none (vi) and Code::Blocks
  • Graphics: gimp
  • Sound: not sure yet, probably one of the awesome free SFX tools found on LD for effects and reason for some simple muzak
  • Framework: JLDGT – Jesse’s Ludum Dare Game Template. It’s a home-brew mash of SDL, OpenGL and some classes to make the world go ’round. Designed to be simple, organized, and fast (that’s what the plan is anyway)

I work in Linux, but I know it compiles in Windows as well (and Mac is probably not terribly difficult, but I’m not targeting that yet, don’t own a Mac to test with).

It may end up that I just complete my template and a very very basic game, but I’ll be satisfied with that :) Just want to get something out there! Excited, nervous, and happy!

Probably in!

I’m most likely going to participate this time around. Missed the last LD because I was traveling and couldn’t come up with a good idea. I have a busy weekend ahead of me but if I can find a good idea with the theme quickly enough I might just try and squeeze my time to make it. If I do, I’ll be using JavaScript with HTML5 technologies. Always wanted to do a roguelike, too, so if it fits the theme that’s what I’ll do.

I’m in!

I’m in once again!

Last LD was quite hellish, due to large portions of my time spent coding tile and level loading systems rather than actually making the game. Coupled with me helping redecorate my bedroom in the same weekend… Yeah. After I finished my game I then proceeded to spend three days trying to get the damn thing to compile in Windows (I made the game in Linux), and then more time writing new shaders so the game would run on older hardware, but it still wouldn’t run on hardware that didn’t support OpenGL 3.0+ due to a flaw in my tile rendering system!

So, yeah. I’m not doing that again. It was my first LD and it was still fun, but at the same time quite horrible. I’ve decided that when it comes to making a game as fast as possible, using C++, SDL and OpenGL is not a good idea. Sure, I could probably do it quicker now this time, and cross-compiling is no longer a pain for me, but using those tools would still be unnecessary effort.

This time around, I’ll be using Flash with Flixel. I haven’t used it that much before; I used it for the first time yesterday, in fact, but it seems pretty damn simple and intuitive! I’ve got a day off school on Friday so I’ll be spending that day just getting a firm grasp with it. Best of all, it’ll be cross platform without any extra effort! Yay! I was originally intending to use Game Maker, but with Flash you just click a link in a web browser, and bam, it’s there!

I’ll be participating in the jam, as I’ll be working with a friend who’s going to do the artwork (hand drawn!) and music for the game. He (‘he’ being Ben) has a SoundCloud page here: http://soundcloud.com/dosage. He’s also doing the artwork and music for my main project, Station 6, a puzzle platformer (I have a devlog here: http://supermaximo.com/) </shameless plug>

And I think that’s all I have to say. Tool list:

Language: ActionScript 3

IDE: FlashDevelop

Graphics: Hand drawn by Ben

Audio: Dunno what software Ben uses, but it’s probably pretty good

Code libraries: Flixel

Development OS: Windows in a virtual machine, running on Ubuntu 11.04

Cake? Yes.

 

And now I leave you with Ben’s gentleman spider eye!

Gentleman Spider Eye

Re-booting!

Ok, lets try this again.  Last time, I ran into a problem with collisions that I ended up fiddling away way to many hours on. This time I’m thinking of going 3D and forgoing some of my later issues. I have a vague plan in mind taking into account the themes that are fairing well so far and I’m excited for the compo.

 

I will be using:

  • Blitz3D again
  • Paint.net
  • SFXR
  • Blender(?) …haven’t decided.
  • A whiteboard
  • Paper, Pencil, etc.
  • Food, air, squid…all that normal stuff.

Looking forward to 22!   I’m in.

 

Yah.. Kinda like that.

 

Tags: Blitz3D, im in, LD22

We’re in =)

We’re a group of university students who just handed in our final pieces of work for the semester. Now we get to relax by making more games =)

This is the first time any of us have competed in this competition, hopefully it’ll be fun =)

Programming Language: C#
Libraries: XNA
Platforms: Windows

I’m in like sin

I’m in for this one. Going to do a text adventure using inform 7. I’m hoping for some dark topic because I want to do something really dark this time.

Hope everyone has fun out there!

I’M IN!!

Yo, I’m totally in this time! I’ll probably be jamming cause my toolchain is so clogged with my commercial stuff now, but ya never know.

Compo code base:
– python / pygame
– AS3, which I don’t know, but I’ve hacked a few crummy things together in it before
– dev under linux and port to windows

Jam code base:
– C++ / PHP if I use any web backend stuff
– or just PHP if I do a multiplayer web game
– dev under OS X and port to windows

Tools:
– iPad with MultiTrack for recording audio clips and sound effects
– the gimp for graphics stuffs
– maybe modplug tracker for music
– sfxr if I need blips and beeps

Them’s the plans! I may do an iOS game if it’s the right theme. I think I might be leaning towards doing something with AS3, maybe I should spend friday learning it a bit in advance so I’m not scrambling to get my skills together.

-Phil

Questions for LD48 veterans

Hello all,

As I am a first timer to LD, as well as any sort of time restricted game jam, I’m interested in discovering best practices from those more experienced in this type of competition.  Any tips or pointers would be greatly appreciated.  Reading through a lot of the introductory posts here, I’ve noticed an overwhelming amount of first timers like myself, so I think this information will be valuable to a large number of participants.

Some things I’m specifically seeking advice on:

  • Time management – Specifically, I’m wondering if you’ve found that spending some time thinking through the design of your game before starting work (perhaps even writing down a few things about the gameplay, story, characters, etc.) was most helpful, or if diving right in and prototyping your idea(s) worked better
  • Art assets – Personally, art is my biggest weakness.  I honestly can’t draw at all.  I’m planning on either doing A) pixel art or B) a very sparse/minimalist art style, akin to Asteroids.  So I’m wondering how those less gifted with all things art related have dealt with this weakness and how it has worked out for you in the past.  Judging by past successful LD projects, having good art and presentation is immensely important.
  • Scope creep (or, overambitiousness) – Obviously, trying to do “too much” in a game in 48 hours would be a killer, but it’s kind of hard to judge or quantify what “too much” would be.  Any past experiences would be greatly appreciated here.

Thanks so much for any responses!  Certainly feel free to pass down any other advice you may have that I have not specifically asked about.

I’m in!

Let’s do this. My first LD and I’m exited as hell.

Tools of War:
Photoshop CS5
Synfig Studio
StencylWorks (Libraries: Box2D, Flixel, and my own path finding base if I can get it finished fast enough.)
XSplit
sfxr

You’ll be able to watch my stream at twitch.tv/sweeteststream

I’m in

this will be my first Ludum Dare, long time I watch what’s happen here from the outside, it’s time to get involve too

I think I’ll use:
– Python 2.7, with PyGame and maybe pyBox2D
– Eclipse with PyDev as IDE
– GraphicsGale
– SFXR

I’m in!

I am in and I am ready for ludum dare 22 (which will be my first) with all of my tools working. I will make a timelapse of the process and livestream some parts.

Tools:

  • Code: C++, SDL
  • Graphics: Paint.NET, Tile Studio (maybe)
  • Audio: sfxr, musagi (if I need music in game)
  • Timelapse: chronolapse
0

This entry was posted on Wednesday, December 14th, 2011 at 5:18 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

In like a penguin!

This will be my first successful LD. Assuming the theme isn’t arse.

I’ll be using AS3 and Flashdevelop probably unless I go suicidal and make something 3D in which case it’ll be Unity.

For “art” it’s GraphicsGale probably.

I’m trying to pretend audio doesn’t exist for now. We’ll see about that.

 

I’m looking forward too it. Trying to keep a clear head and not stress myself out like I have done previously.

 

Good luck everyone!

I’m in

I’m totally in. Managed to finish my game last time so I can’t do worse this time.

I will be using XNA 4.0.

And Milkytracker for music.

Best of luck everybody.

LD48 Voting system improvements

As the Compo seems to be getting increasingly more attention and entries, the voting process is getting longer and more difficult to manage.

How are you supposed to vote, or which game are you supposed to vote? Usually, with this amount of games you’d look for screenshots or names that catch your attention. But not everyone has decent graphics or is creative when giving his baby a name, that doesn’t make their games any less play-worthy.

We were briefly discussing this on irc, and i came up with the idea of batch-voting for the entries, in a similar fashion as the theme votes are being made. Every hour a list gets accumulated by games that 1. have not been voted for by you yet, 2. a good amount of games which didn’t receive that much attention 3. a number of games taken randomly from the remaining.
you will only be able to vote games from within that batch(this is only true for the voting list you can request, so you still can vote others when following direct links to the submission page), and to get the next batch you’ll have to wait for the refresh.
This will also ensure that people will be able to spend more than a minute playing your game, before throw it out of the window just to quickly get their hands on the next, because they have to wait anyways, they might just aswell spend it playing your game.

If you’re a diligent voter, you could *unlock* a view-all- entry list when voted 25% of the entries.

This is just a quick idea to get more fairness in the voting progress of such a huge submission pool.

[x] Check checkbox

 

You guys have any other ideas or suggestions?

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This entry was posted on Wednesday, December 14th, 2011 at 5:44 pm and is filed under LD #22. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Im in!

Alright! It’s on like Donkey Kong!

This will be my first LD, so I’m hoping everything goes well. Gonna be using FlashBuilder and Flixel/Flixel PowerTools, Photoshop for the graphics and sfxr for sounds, not too sure what I’ll use for music might just pull out sound recorder and bang some spoons together lol j/k.

No matter what happens its gonna be a great time! Good luck to all who enter!

 

-KunoNoOni

 

Can’t Wait!

My name’s Gregg, I’m 15 and have been developing games for about 4 – 5 years now, I mainly use GameMaker, and sometimes I’ll dabble with DarkBASIC with 3ds max.

This’l be my first LD, thanks to Notch’s tweets for letting me know this competition exists!

My tools will be:
GameMaker 8 Pro
Possibly Photoshop
And enough soda to kill an elephant!

I think I’m gonna get started on a warmup game right now 😀

I am In! (and a Delcaration of Tools)

I really enjoyed the last Ludumdare, so I am back again this time. Last time I created Escape the Wolf OHR using the OHRRPGCE. I might use the OHRRPGCE again, if the mood strikes me on Friday.

If I decide not to use the OHR this time, I will be programming in python, and I will be using pygame along with the files in http://hamsterrepublic.com/tmp/james_skeleton.zip which includes:

slices.py – my sprite/rect/text slices code

mathobj.vec2d – a simple fast 2d vector class that always comes in handy

gameclock.py – a framerate independence clock by deWiTTERS & Gummbum

EDIT: I used python, but I ended up not using any of those files, just plain pygame.

Base Code Declairation + Intent

Ok so I have a small library that I like to use for the LWJGL framework. This library includes a few different Classes used for matrix manipulation, texture loading, and bounding box tools. I plan to use this to cut the amount of time recreating these libraries for use (approx 2 hours), and to take advantage of the standard matrix calculations, collision, and texture tools I wrote.

My LWJGL Base Code

Edit: Added a texture map for font

Edit: Added Config files to simplify use of snakeyaml for adjustable keyconfig

Comments

Deza
14. Dec 2011 · 19:07 UTC
Could I steal these from you? They look really useful.

I’m in LD#22 ! ^__^

One year since my first attempt to LudumDare.

This is my 4th participation and I already feel like a veteran !!

 

>>ProgramminghaXe

>> Graphism :  Adobe Flash CS5 and/or GraphicsGale

>> SoundsBfxr

>> My personnal Librarylib  ( mostly for pixel sprite display and anim manager )

I’m in (for the Jam)

Hey i Just thought i would do this for the fun of it!!

i am a 15 year old who wants to know how to make games so this competition will be great practice for me!

i will be working with a team of atleast three:

myself for development, my friends for sound and art!

we are from Galway In the West Of Ireland We are doing this for Fun!!

see you there!

Deceleration of Intent (Slick2D)

I will be using Slick2D (really awesome, check it out), due to the speed you can make a game in it. No faffing around with textures, just plain hard images and their positions =).

That is all.

Comments

kibertoad
14. Dec 2011 · 20:29 UTC
Shameless self-advert in case you need some syntax sugar for image positioning in Slick :)
Deza
15. Dec 2011 · 14:19 UTC
I’ll take a look, thanks

I just wanted to say…

I’m in.

I made my very first game on LD21 and was pretty proud of myself, so let’s do it again.
I didn’t try to make any game since then so…maybe there won’t be any progress but whatever.

I’ll probably use Adventure Game Studio with GraphicsGale for the graphics.
If the theme fits, I might use an Andre Michelle’s tool for the audio ( http://lab.andre-michelle.com/ )

Comments

14. Dec 2011 · 19:35 UTC
Nice to have you with us again!

Temple of Boxtopia is done!


Play the game.
I finished my warmup game! It’s pretty simple. I mean really simple, but the thing that matters is I finished it. The Theme was trickster, and the last tiny puzzle you do tricks you a little, so I guess that counts. You can watch most of the development on justin.tv.

You can watch my development of Temple of Boxtopia on justin.tv:
Part 1
Part 2
Part 3
Part 4

Stay tooned to my justin.tv channel for the Ludum Dare Compo stream this Friday at 6pm Pre-coding and 7:00pm pst for the beginning of the codings!

Making it official: I’m in :3

I’ll be entering something in the compo.

This is my first LD and I am an incredinoob so don’t expect anything too nice, but whatever I have at the end of the weekend will be submitted.

[khajiit mode]  No backing out for this one..  [/khajiit mode]

I will be using Construct 2, GIMP 2, sfxr and autotracker-bu.

Genomitry Wars

So, I have never used Pygame before, and I think that it is a silly idea to use code I have never used before in Ludum Dare. So I am a bit late to the warmup part, but I am setting up to do my warmup game. I love AI algorithms, and I like applying them to video games, so I want to try and apply a genetic algorithm to a really simple geometry wars clone, so hopefully, with each level the enemies will get more adjusted to killing the player.

Quick, tell me why this is a crazy idea and I might listen (or I might ignore you, I do my best work when doing crazy ideas)

I am already having fun!

–Lesson Learned–

I have forgotten on of my core mantras “you are not a graphics programmer”

Time to add PygCurses to my tools list. http://inventwithpython.com/pygcurse

 

Here is for the truth any theme can be made into a rougelike

Comments

14. Dec 2011 · 20:04 UTC
Since it’s Python, all you have to do is

Things I fear, things I hope

With just a few more days before Ludum Dare, I want myself to be fully prepared. I sort of want everything to be perfect for Ludum Dare, no one who will bother me. I made a list for things I fear that will happend this weekend, that would bother me the whole Ludum Dare. And a list of things I hope that will happend, that will make this Ludum Dare even more awesome!

Fear: A stupid theme

Maybe not the biggest problems, but certainly something that could really bother me. I think that wathever the theme is, I’ll try to make something nice out of it but a stupid theme isn’t fun to make your game. Ofcourse, I trust you guys on choosing an awesome theme 😛

Hope: Getting an idea that is almost too large for 48 hours

Yes, whole nights without sleep, full with development, to be sure I can finish my game. I’m excited about how I am planning to develop the game the whole weekend long. Sleepless nights, dry eyes, starting to look like a zombie: Awesome! Give me that! I want this Ludum Dare to be a real challenge.

Fear: Not getting an idea at all

Last Ludum Dare I wasn’t able to get an idea. I was thinking, thinking, without succes. This year, if I can’t get up with an idea, I’m going to try to think less, and just do something, and see for myself what will happen.

Hope: Not getting bothered by anyone

When I’m making a game, and especially for Ludum Dare, I want all my concentration on making my game. Things like Skype, E-mail, irc chat (even though the LD IRC is awesome), no! Don’t bother me when I’m making my game. Ofcourse you have people like family and friends, who don’t understand how important this is for you, and think they can drop by.

Hmm.. The list is a lot smaller then I expected. Oh well, maybe you guys can tell me what you fear and hope?

Good luck this Ludum Dare, just 2 more days :)

Comments

TehWut
14. Dec 2011 · 21:33 UTC
Those who worry are the ones who don’t win

– Anonymous, on Ludum Dare
Sheep
14. Dec 2011 · 21:45 UTC
Haha, nice quote, I’ll keep that in mind :)
14. Dec 2011 · 22:07 UTC
Don’t stay up the whole time, you’ll just have sloppy work! Trust me on this one!

Like everyone else

I’m throwing my hat into the compo this time. No, not literally throwing my hat into it, but participating. I’ll try to keep a blog up on it, and everything.

Tools:

Good luck everyone!

Mike

Comments

14. Dec 2011 · 20:48 UTC
I love XNA, looking forward to more XNA games!

First Ludum Dare

Hi!

This is my first LD. I work in Unity, FL Studio, Maya, and Paint.NET.

Good luck to everyone!

EDIT: I’ll be chronolapsing my desktop just to have a LD memento for myself, but I’ll probably put it up on vimeo or something.

Tags: im in

Seems I’m going all out…

So last time was my first and I was a bit late to the party, never did all this before. So I hear it’s a good idea to. I plan on recording a timelapse of making the game, any suggestions for software and also intervals. Other than that,

C++ in Visual Studio 11,
I’ll be using SFML for graphics, if I require a gui I’ll use GWEN and if for some reason I need video recording I’ll use holly,
LMMS, if I get far enough to need music, chances are I won’t,
Photoshop, can’t live without,
sfxr for sound effects, I’ll try and be a bit more careful with choice this time.

My minimal base code can be found at http://dl.dropbox.com/u/11197643/LD22.zip, my generic small skeleton. I’ll also try to make full use of any C++11 features if it makes sense. I’ll try to keep the code portable so that it SHOULD compile under gcc.

As of right now, I’m in.

This is my first time doing something like this, despite how long I’ve always known I’ve wanted to. Getting something done, and actually enjoying the time spent are my goals here.

My weapons of choice:

Editor/Library: FlashDevelop/Flashpunk

Graphics: Gimp/old buggy wacom

Audio:  sfxr

Wish I could add music of some kind, but it’s not really my bag.

 

Ready and Loaded

Hey all I’m Skriglitz and I’m from Oklahoma.  First timer here but I hope to actually accomplish something. I’ve got like 1 or 2 alternate desk setups ready in case someone needs to steal the TV from me. And yes I was watching the video to party rock anthem in 1080p 😛

Language: Java using Eclipse IDE

Framework: LWJGL 2.8.2

Graphics: Paint.Net

Sound: bfxr, sfxr and possibly FL Studio 10

Screen Capture: Xsplit

Music Players for Enjoyment: VLC and Spotify

/a

Tags: deskphoto

My LD Game(s) – Requirements

Well, I’ve decided on some parameters to guide the design of the “microgames” that I want to make for LD.

  • The games’ state must be tracked as a collection of numbers, ideally integers
  • The games must use very simple stages (single-screen, four or fewer types of terrain element including open space) or a single stage
  • The games must has integer scores
  • The games must have one or more definite loss conditions, but must be continuous (IE: no definite win conditions)
  • The games must each give the player only two retries (three tries total), but must clear misses at certain score intervals (will vary between games)
  • The games must have some kind of event at a high score threshold (event and threshold will vary between games)
  • The games must not involve combat
  • The games must only use the arrow keys and space bar, but ideally not all of them
  • There must be four or five games (no fewer than four, no more than five)
These are all definite, measurable requirements. This should give me some direction to go in with these games. Peace, love, and defined goals, – Henry (Edit: “definite” not “definitely”)

All my base are belong to you

So i wanted to share my Codebase with you for something involving C/C++.

It is basically the same i used for my warm-up game, with a few tweaks and Box2D added in.

Its nothing fancy, just basic Allegro setup, main loop, keyboard events, shutdown event.

One neat feature is, you render into an Allegro Bitmap, which gets stretched onto the main display. This way, you don’t need to care about display size, the player can simply drag the window to whatever size he likes.

You still have to setup your build environment to include allegro and box2d and link against it, but this shouldn’t be too much of an issue.

So i hope you like it, or rather that it might help somebody building his or her game for the competition! Enjoy

http://dl.dropbox.com/u/16050401/BaseMain.cpp

I might be in.

Hey all,

 

Before I would be certain about whether I’m doing a Ludum Dare or  not.

This time however, I’m not so sure. It really depends on the theme as I’ve not been a fan of the recent ones.

Anywho, if I do it, I will be using:

XNA 4.0

Paint.NET

I think I’m in

I’m planning on participating this week-end. The last LD game I finished was for LD #17, so that has been a while ago. I’m not quite sure yet if I should join the compo or the jam, I guess I’ll cross that bridge when LD #22 starts. I’m not completely decided on my tools either.

  • Compiler/IDE: FreePascal 2.6.0 RC1 / Lazarus 0.9.31
  • Library/Framework: My own + Horde3D (if I decide to do something fancy 3D)
  • Graphics: Blender 2.6 (3D), GIMP (2D), Texture Packer Pro, Horde 3D Scene Editor
  • Audio: SFXR (Sounds), GarageBand (Music), Microphone (maybe)
  • Development OS: Mac OS Lion
  • Other stuff: Xbox 360 Controller
  • Food & Drink: Well, it’s almost Christmas, so I’m gonna trade my usual cola and chips diet in for mulled wine and gingerbread
Everything except for the food and drink part is not written in stone, but if anything changes I’ll write another post. I haven’t done any warm-up game yet, I’ll tackle that one tomorrow. I’m giving myself five hours to make a game and let’s just see what happens. I’ll probably record my coding sessions and put them on Youtube after the week-end. (My internet is pretty slow so it might take weeks to upload that stuff.)

Let’s Jam

This will be my first time participating in the LD game jam. I used to make little games all the time as a hobby but for the last couple years I couldn’t find the time. I’m very excited to get a chance to get back to game making.

My tools of trade:

  • Game Maker 8 Lite (I used to use GM6 registered but I”m not buying a new license)
  • OR FlashDevelop with Flixel
  • Gimp 2
  • Anvil Studio
  • sfxr

 

I’m In…

Hi,

 

I try to do Oct. Dare. However, I never made anything. D: So, I’m going to try again. I will be coding in Lua. Using LOVE2D. Also, live streaming http://www.livestream.com/Iprogramandstuff. I’m on the twitter too @NateAGeek. On my twitter I will post when I’m live streaming!

 

Wish me luck!

TheP3

Let’s Do This

I’m in for a project this year.

Weapon of choice: Python 2.7 with Pygame

Other armaments: I typically use MilkyTracker for sound effects and other music, but if I get far enough into it to need better sound I may take a look at some other free tools.

Other Resources: I’ll probably leverage a free, open-source font to keep my text sharp and clean.  I haven’t decided on a font yet, but Google Web Fonts have been good choices in the past and are a likely candidate for this project.

Good luck to everyone!

Edit: I may also livestream some during the event.  You can check that out here.

My LD 22 Warmup game – The Ram

When I realized I hadn’t really attempted a platforming game I decided to make this little venture. I’ve dubbed it ‘The Ram’. The premise behind this game is you’re a ram living in some mountainous region and looking for some green food to eat. The only problem is there’s all these purple blocks in the way and you have to push them out of the way to reach the food. I meaning for it to have a puzzle element in regards if you don’t move the blocks correctly you won’t be able to reach the food (and thus you’ll starve). I built this using my personal game lib, GIMP, and HTML5 Canvas / Javascript using Prototype. I should be able to push this up sometime tomorrow, I just need to add a couple levels and polish the player sprite.

I’m In :D

I’m in! Im so excited for this Ludum Dare! It’ll be my third one so Im planning on placing well this time for the combo. Im actually going to plan out my game so i can make it so awesome. Ill probably get no to little sleep but thats what i gotta do! Anyways im going to be using:

-GarageBand or MixCraft for sound

-FlashDevelop as3 code with FlashPunk Engine

-My brain 😀

-Pandora for music 😀

-Adobe Photoshop for graphics

Good luck to everyone! Its gonna be a fun one!

Robot Aspirador

La aspiradora robot sobre todo parece como un disco y no en cualquier lugar como un robot película con apéndices. Especie de botín de la diversión para los niños esperando los ojos y los brazos, pero luego se hace el trabajo. El aspirador tiene una estructura de disco similar a lo que puede pasar por debajo de sofás y armarios, los lugares de su aspiradora regularmente definitivamente no va a llegar. Artículo recomendado por Robot Aspirador

Comments

15. Dec 2011 · 01:11 UTC
SPAM!

Giving it a go!

All right, been awhile since I’ve written some game code, might as well take this oppurtunity to brush off some dust and rust using a collection of free tools.  With any luck I’ll actually throw together something worth submitting.  If nothing else it’ll be a fun attempt at a fist time entering such a compo.

Anyway, details:

–VC++ Express (game will be a win32 build)

–SFML – Media Library

–Blender + GIMP for graphic asset creation

–Audacity, sfxr for sound asset creation

 

Good luck to everyone and I look forward to many interesting games!

 

 

 

 

 

Genetics, Postmen and Curses, Oh My

So, to get deeper into pygame and now pygcurses I have been doing some playing around with it, not making a game per say, but fun toys none the less.

I made the mistake of hanging out on the IRC (a great place full of fun people!) and iFire trolled me into a challenge of writing a genetic algorithm to solve the Traveling Sales person problem in half an hour from scratch. Needless to say I failed; it took me 38 minutes to make a working algorithm. It was so much fun, it was the first time I had ever speed run coding before.

So, whenever I do an new thing, I have to combine it with my old things, so here is TSP hopefully shortest path map, calculated with a genetic algorithm, and rendered in ncurses.

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ cursesTSP2 cursesTSP

Here is the source: http://pastebin.com/WjSUB4Cz (it is just a script file at this point, sorry)

Thank you Ludum Dare, for a fun time already!

Might be in; Looking for Jam partners

I’m still undecided if I’ll be participating this weekend; if I can get plans cleared and make sure I have as much time as I can. There’s also the slight issue of being completely terrible at any kind of art, 3D or 2D or any other kind of D’s.

Depending on things, I might decide to opt in for the Jam instead of the Dare. So with that said – any Unity3D people looking for a C# programmer?

Tags: help, jams, LD22, unity

First Ludum Dare

I decided that I would enter this time after considering it for a long time. I’m not sure what I’m developing yet, but it’ll probably be 2D (I am not a modeler) and be in XNA. I have my coke and my Vimto, tomorrow I’m going to stock up on snacks etc. After voting on the themes I can see some I defiantly could develop games for and I want to do something either super serious or super silly. I’ve also looked at the warmup games and I’m very impressed with them, I don’t know how far I’ll get with my game though. I plan to work on all the mechanics which have to be added, then worry about music, and graphics because I think that’s where my time management will fail me. I thought about maybe streaming it as I do it, although I don’t think that would be interesting for most people so I’m going to probably use twitter and upload a screenshot every 1o-30mins so people can see how I’m getting on. What I’ll be using: XNA for the game, Photoshop/Paint.NET for the graphics, I’m not sure about the sound yet I’m really not very good when it comes to sound, I’m doing research now on reddit and probably be testing and practicing before LD starts.

All in all I’m looking forward to it.

I’m In Like A Wet Pet

Finals end at 4:00pm. LD48 starts 9 hours later. Coincidence?
I think not, let’s do this! This will be my first LD48. I will be in the compo, as I love having strict deadlines looming, but my goals are simply to finish and to have a ton of fun… no stress!

–Tools–
Framework: ImpactJS
IDE: Komodo Edit
Graphics: GIMP
Sound: sfxr and SONAR X1
Food: plant-based power!
Haunt for the weekend: Commonplace Coffeshop

Good luck and have fun!

This is going to hurt…

This will be my first Ludum Dare. And I’m not entirely sure I’ll have the time this weekend to do it any justice, but what the hell. My basic plan is this: Create a cool little JavaScript/HTML5 powered game utilizing open source libraries as much as possible. I mean really utilizing those libs. Far be it from me to deny those who have worked and slaved on one or a few of the tremendously cool open source JS libs the joy of seeing me use their work to make ME look cool.

In any case, many of those cool libs are familiar to me, but a significant portion are not, so… I may end up pounding my head against my desk over and over and over. If I had any friends they would ask “But how would that be any different from your usual behavior?” Touché, imaginary friends, touché.

I’m IN (oh NO!)

My girlfriend is taking over the Christmas shopping and I’m all set to give this Ludum Dare thing a shot! I will stand in defiance of my seeming inability to finish anything I start!

My tools:

Engine: Unity3d with C#

Art: 3dsMax and Paint.NET

Other Libraries: iTween

Audio: sfxr and musagi

Other: My lucky sweatshirt and my motivational wallpaper!

 

 

 

 

 

 

 

I WILL MAGIC JOHNSON, FIVE TIME NBA CHAMPION AND HIV ACTIVIST! I WILL!

Minijuegos

La cantidad de daño recibido se traduce directamente en el porcentaje de HP que el partido tiene en la lucha contra el Motor Ball. La parte que más tarde puede jugar a este en la Plaza de maravilla en Gold Saucer. Aquí el juego es basado en puntos, y el jugador ganará puntos teniendo a los motociclistas, pero se pierden puntos cuando el vehículo es golpeado. El jugador puede jugar un mini-juego de estrategia en Fort Condor donde tienen que defenderse de las fuerzas de Shinra. Artículo recomendado por Minijuegos

Iterative development. Or “How I will end up Hating Myself.”

My development approach: Iterative, in the sense of always having a “complete” game as I develop it, not as in agile development, SCRUM, Kanban, etc. So, for instance, even if I don’t have a demo-screen that is feature complete or an inventory system that doesn’t cause people to tear their hair out and throw their feces at strangers (and possibly loved ones too,) I will still have those things in the game if they are in my original conception and if I plan on having them there, in a more refined form, later.

That might mean static graphics for some things or barely running code for others, but the idea is to have a complete… err… experience… come the deadline. I find this way of developing tremendously helpful in general. Too many applications, in my opinion, games or not, feel unfinished or end up missing out on UI/UX opportunities because the developers got caught up in something that seemed like the most important thing at the time, but wasn’t.

Comments

15. Dec 2011 · 03:54 UTC
I think you may be missing the point of the competition. No one here ends up with a game they are completely satisfied with, that just not the idea. 48 hours isn’t enough time to polish, develop, and deploy a game that you are completely happy with. Being happy with your work as far as time spent, however, is a different matter altogether.
rationalthug
15. Dec 2011 · 05:08 UTC
Nope, I get it, I just didn’t express myself well. The idea is to meld the fast, prototype-oriented nature of the competition, with the idea of iterating over the game idea from a 10,000 foot view. So, no, I won’t be obsessed with polish, etc., just with having a game that has all its parts, even if those parts are rough and uneven.

I’m down with the mean frown

I’m going to try to make top 10 with the bare essentials: Notepad, MSPaint, and the default Windows Recorder…or whatever the Mac equivalents are because I forgot my comp at my place and only have access to a Mac. Using pure HTML5

Tools:

Server: MAMP
Tool: Text-Expander because I’m tight on time
Tool: Safari w/ Error Console
Tool: FontLab Studio to make dingbats, and FontSquirrel.com to convert them to webfonts
Libraries: HTML5Shiv, Modernizr, jQuery, jQuery-UI and the HTML5 Boilerplate just so I can @mention them

http://afoobar.com – I might pull the UI button animations from my project there, just click “View Source”, although really it shouldn’t be too hard to redo.
Follow me: @omgcarlos

Finally registered – and I’m in

After the spam filter stopped looking at me, I could now register for LD48 no 22. It will be my first one and pretty excited to join the Cape Town community in-person.

Tools are pretty much XNA and Photoshop. I’ll probably skip 3D for this one.

Good luck to all!

Comments

SonnyBone
15. Dec 2011 · 06:14 UTC
GOOD LUCK!!!

In It To Win It… Or Just In It?

Not feelin’ too sweet about this one for some reason. I wasn’t around for the last LD due to schoolwork. Now that finals are over… I just feel DRAINED. Been sitting at the computer way too much recently. Sitting at the computer for another 3 days straight? OH GAWD.

So maybe I’ll just jam a little.

Either way… rad games are gonna be made, and that’s always a good thing.

SEE YOU ON THE BATTLEFIELD, SUCKAZ!

Tags: declaration of intent

In, to help the rest of you be above average!

Well technically I’m in, but since I’m not around on Sunday, it seems unlikely I’ll make anything particularly competitive. Not here for Monday either, so the jam seems redundant.

There is, however, one advantage I have over some of my newer competitors:

I understand how truly essential cats are to a complete game!

Anywhom, nobody actually cares about the mad ramblings of an LD noob, so I’ll get to the important part (which again, people don’t really care about, but is there for purposes of rules): My tools!

  • Programing and stuff: GameMaker (as I said, noob)
  • Sound and music: FL studio 10 and a sweet guitar. Also, SFXR if I run out of time
  • Art: GIMP
  • Procrastination: The internet
Best of luck to all you guys out there! Give me some good games to play 😉

I Think This Is My Journal.

hmmmm , this seems to be realy confusing me. action plan (1ST) work out how to use the website (2ND) decide if im gunna do #ld48 or #ld72 (3RD) sleep

Comments

lurkingshadow
15. Dec 2011 · 06:58 UTC
it seems this is not my journal :/ my fail sorry everyone

My LD Gift

My LD secret santa gift arrived today! I’ve got no idea who’s it’s from – there’s nothing in or on the package to identify the sender, except an Irish stamp. What’s inside?

Alcohol! 😀

Oh, there’s something else in here…

More alcohol! Magnificent 😀

There’s also this game design book, which I don’t know much about but will have a look through over Christmas:

And best of all, a BAH HUMBUG Santa hat:

Thanks very much, Santa!

Tags: ldgift

Im in.

Well this is my first, not sure whether I am more excited for this is or for Christmas, but I am ready to go stocked up on cup noodles and caffeine also cleaned my desk. But I digress

Tools.

Flash cs5, Netbeans

Paint.net

The Internet, Solver of all problems

and whatever else i need to finish this

ah yep,

Brogan

 

I’m in!

IN!

Will be attending the jam in Cape Town :)

 

Im in!

Hi i’m Mazz,

This will be my first time entering, just hoping to learn while I go and have fun. I’m entering through the Cape Town game jam.

Me in!

So hi! This is my first LD so I’m pretty excited and quite sure to mess things up. Initially i wanted to go for a browser based game using HTML5 Audio and WebGL but I don’t have enough time to look for Frameworks and (re)learn JavaScript. So I’ll be using these tools:

  • Programming: Lua/Löve.
  • Libraries: LICK, HUMP, AnAL
  • Probably will use some other helper Libraries as well – don’t know yet! Will add them here later.
  • Editor: TextWrangler on Mac
  • Graphics: Gimp & Inkscape, maybe Pixen
  • Sound/Music: SuperCollider, Audacity & Logic Pro
I’ll also use some utility Lua code from another project and add some functions before the compo will start. I’ll add all this code to the LÖVECry repo. It’s a mess, don’t use it! As it’s my first time using Löve I’m aiming for a small but fine game idea. Hope the theme will make it possible! I also asked my girlfriend If she wants to cook for me all the time. Didn’t work out 😀

What I’m Using

Tools

Regarding the tools I will use for Ludum Dare, this is what I will use:

IDE/Editor
I’ll probably try and use Xcode, but only if I get the lua syntax working inside it, otherwise I’ll stick to Text Wrangler.

Graphics
For graphics I will most likely use Photoshop, because GiMP on Lion is really crap and my old favourite Pixen keeps crashing.

Music/Sound FX
I think like most people, I will be using sfxr for sound effects. And maybe at the end, I might make some music on LSDJ.

Coding

And now this is what I’ll be using to program.

Language
I’ll be using Love2D, which is a 2D game engine built on Lua , I haven’t used it for too long but It’s a really nice language and I think a nice simple game will be fun in it.

Libraries
If I make a top-down tile based game (Very Very Likely) then I will be using AdvTiledLoader to parse maps from Tiled and to also help me with collisions.

For the sound, there’s a nice little library called TESound which is nice to work with as it’s so clear.

Other than them definite ones, I may use LoveUI and a few others I decide when I know what I’m doing.

I’m in!

It’ll be my first entry to LD! I’ll use Java/gimp/mtpaint/sfxr and another app, I don’t know which one, for the music.

Good luck to everyone!

Edit: I’ve changed my mind and I’ll go with C++/Qt/OpenAL for the code! (and pixelblipz for the music)

I’m in

This is my first entry.  I have a dismal record of finishing games but I am optimistic that the two-day deadline will keep me focused.   What I plan to use:

Mantra: I WILL keep it simple!

Comments

martensms
14. Apr 2012 · 18:53 UTC
Hey, another guy that is joining the html5 stuff :)

I’m Not Sure What I’m Thinking

I have a final I need to finish for class. I’m in the middle of moving everything out of my room at college because I’m graduating. I need to look around for a job. I should be trying to find somewhere to live as soon as possible. I’m trying to get my own little software studio thing up and running. I heard about Ludum Dare just a few hours ago, and I’m considering using WebGL when the last time I attempted anything browser based was over 10 years ago.

This can only end well.

Comments

Gaeel
15. Dec 2011 · 10:53 UTC
Dude, do it. When life gives you lemons, you make lemonade, and LD is the biggest, juiciest lemon there ever is. Good luck, keep it simple, and I’m sure you’ll have something banging at the end of the 48 hours.
15. Dec 2011 · 23:42 UTC
I think the question at this point for me isn’t if I am going to do it, but rather how much I am going to hate myself afterwards for having done so.

I’m in With a Friend! (+ background & info)

Ok, finally an official word: I’m definitely in for Ludum Dare #22!

I participated in Ludum Dare #21, and it was there that I produced my first ever hand-made Java + Java2D game. I’ve made a hell of a lot of progress since then, and am moving into Java + OpenGL (LWJGL library). I’ve dabbled in C# and C++ as well. Another interest I’ve taken is teaching a couple of friends how to use the language and encouraged learning for them. I also took part in the LD One-Hour Jam for fun.

This time, I’m in with a friend. His name’s Nathan, and he’s pretty much in the position that I was in for my first LD. Working as a team, we hope to combine efforts and skills and produce something to be proud of in 72 hours for a Jam entry. I can at least guarantee that this’ll be better than my last attempt, Captain Starfire.

A lot of my posts will be on Google+, Twitter and my public blog, From The Beginning. I might be doing a timelapse of my screen as well depending on whether I have the hard drive space or not.
Nathan and I will be using Java with the standard Java2D library to produce this game. We may decide to dip into a bit of OpenAL for sexy audio, depending on the time we have towards the end.

Thanks for reading, good luck all, and do check out my G+, Twitter and blog:

Blog: From The Beginning
Twitter: @jonnopon3000
Google+: https://plus.google.com/100416291177265133194/posts

– Jonno

In, I am

This is my third Ludum Dare, and I’m going to make it the first where I actually finished my game. This LD starts few hours after my last exam, talk about good timing :). As usual, I will be using FlashDevelop + Flashpunk + stuffs from the tools page.

So… good luck to all other participants!

PS. I’m sad that we don’t have silly themes anymore

I am in.

My first Ludum dare. I will use libgdx and hopefully get something to work for all desktops platforms + android.

Keep in touch!

I’m looking forward to watching everyone make amazing games this weekend. I have a request: please connect with me so we can encourage each other to do amazing things! Be sure to post tons of screenshots on twitter using the #screenshotsaturday and #LD48 hashtags.

I’d be grateful if you followed (I’ll follow you back!):

Twitter: http://twitter.com/mcfunkypants

Google+: http://mcfunkypants.com/+

 

Tags: Google, ld48, screenshotsaturday, twitter

Laugh, and the world laughs with you…

I’m in!

This will be my second LD. My first entry’s scope was simply far too big, and it never saw the light of day. This time I’ve come back with a graphics/control toolkit of my own design, JLayer to help out with music playback, and a promise-to-self to spend more time in design and be ruthless in cutting out the fat. This year the whole shebang will also be in jnlp/Java Web Start, so you can launch it directly from the site.

A couple notes on tools: Sfxr/bfxr is absolutely invaluable for sound effects. Gimp is no replacement for Adobe Photoshop, no matter what open source evangelists say. Renoise and Reason/Rebirth are extremely powerful all-in-one music studios.

Finally, I have had my brain filled with cool ideas all year. I’m dying to use steganography to embed the levels into something else. There are UDP tricks I’ve been meaning to implement. Story ideas that haven’t seen prime time… yet. And they may not in the next couple days either. I have to be ruthless about these things. When the theme is revealed, I’ll start designing all kinds of crazy stuff. (seriously, people have asked me what I’m smoking. I’m not!) Then I’m going to kill my baby, crossing off more than half the things I want to put in until I have something I can implement in 24 hours, even though the compo is 48. If all goes well, for half of the compo I’ll be ‘done’ with my entry and adding pure gravy. If not, well, good thing I crossed those things off.

 

Good luck to everyone! Many of my favorite flash games came from Prior LD’s (yes, that was a pun), so I can’t wait to play what you’re writing! This is not an easy challenge, but keep plodding on – I believe in you.

–Falkreon

I’m in for 8 hours.

So it turns out I’ll have to work this weekend. I’ve figured out if I subtract work, sleep, driving, eating, and the inevitable stress-diarrhea, I have about 8 hours to make a game. That should be enough time, right?

Oh, and since I already went to the trouble to make this:

See you in 1 day, 12 hours, 48 minutes, and 53 seconds!

Hello and I’m in :-)

My first ludumdare weekend and looking forward to it!!

I’ll use game maker and all I wanted is to make circles in my painting pad but can’t use a spirograph on the wacom.

I have a weekend of packing and cleaning house ready to leave for christmas holidays from Berlin to Vigo (spain). So in the relax time at home, I will enjoy nice tea cups with the game making!

yeay!

Hurry up! It’s not too late to join the LD48

Yep, I’m in. This time I’ll try to use the following setup:

Code: Java and libGDX (uses LWJGL)

Graphics: Paint.Net, GraphicsGale and Inkscape

SoundFX: bfxr/sfxr or my mic if I need some fancy sounds.

Music: Sunvox or Ableton

We’ll meet in IRC, if you happen to be there.

I’m in.

First time, thought I would try my hand at this. There is a small chance I will get waylaid (ie. drink too much) at a christmas party and not be in any state to submit anything, but I will at least start on it :)

I will be using C++, SFML, GIMP, audacity + microphone. I have only spent a few hours with SFML so far but it looks good – this will be an opportunity to get some more experience with it.

Also will most likely use Box2D, Angelscript, and my editor for Box2D scenes.

I made a small project to use as my basecode, available here. It opens an SFML window and moves some dots around using Angelscript.

Ludum Dare – Here I come!

This will be my first Ludum-Dare.  I’m going to use XNA, paint.net/gimp/picroma (haven’t decided yet) and sfxr (of course).

I haven’t decided yet how am I going to broadcast my work.. maybe justin.tv

I understood I don’t have the full 48 hours maybe only a half of them, but still I’ll do the best I can.

Have a great Ludum Dare everyone!

Comments

16. Dec 2011 · 16:42 UTC
So, how do you plan to export image from picroma to xna (png)?

Im In!

I am going to give it a try. This will be my first LD so i dont know if i can finish anything. I will try though.

I will be using java for code, paint.net for graphics and sfxr, lmms and audacity for sound/music.

I might also use the ogmo editor, if it fits the theme and if i can get it to work with java.

In it like a boss

Some of you may remember me from last Ludum Dare jam, where I did Reveal with my friend.  This time, I’m going it alone in the competish.  Unity3d and Blender are tools of choice, and I’ll be streaming development w/chat a la http://www.justin.tv/offwhitefox.

P.S. no overtly nihilistic themes in my game this time.  Though on second thought…

Ludum Dare – I’m in

This will be my first Ludum-Dare. I’m founder of Islandworks, a “serious game” gamestudio.

Language: C++

OS of choice: Windows 7

Graphics Library of choice: Irrlicht

Audio library of choice: Irrklang.

3D Graphics: 3dsMax

2D Graphics: Photoshop/Illustrator

Have a great Ludum Dare everyone!

Tags: strong99

I’m in! For the Jam (Mmm, strawberry…)

I’m in, for the jam only though. First Ludum Dare comp I’ve been in, should be fun. Although currently I have no idea what I’ll be using.

Uploading my framework

I’m planning to use my 2D framework (built on xna 4.0) for my LD22 entry, so here it is: http://www.dynamicarcade.co.uk/downloads/xna/Dynamic2D/Dynamic2D.zip
It’s very bare bones, but it basically works like this:
Derive from Game for your game, which is just like xna’s Game but with a few more features. The only real difference is game logic should go in UpdateGame() instead of Update(), and try to Draw using GameObjects instead of overriding Draw().
Derive from GameObject for all of your game objects.
Derive from GameObjectBase for object templates. Set GameObjectType and use ConstructInstance() on the template to create an instance of a game object from that template. Then set the object’s initial properties (like position) then call AddToGame().

Participation go!

Okay, too many years of being on the fence.  I’ll be in the jam this time ’round.  Gonna be using Java/LWJGL, and a personal engine/library I’ve been rolling over the last couple of years.

tool update!

I’ll be using:

VS 2010

Unity3D with SpriteManager2, iTween

Photoshop

3dsmax 2010

TimelineFX

Audacity

sfxr

not sure how I’m gonna make music… maybe on the ipad app Rhythm Studio

 

dont know if it will be 3d or 2d but those tools should cover both

 

Declaring my framework

I mentioned in my “Im in” post that I will be using the code I made in the last LD as a base for this one, im not sure if using, or even looking, at that code again is a good idea, but I’m hoping it will give me the chance to focus more on the game and particularly on audio this time.

Anyway, the code repo is here https://github.com/callidus/Callidus-Ludum-Dare-Framework so there you  go. This also holds the code for my online tile map editor tool available at http://www.callidusrex.com/mapper

Good luck all.

Notes on framework building

In the past I’ve tried building “frameworks.” They never did what I expected them to do. But this past week I’ve worked on another one and it’s actually shaped up reasonably well. Calling it “TriadNME” – it is a haXe/NME/Flash10 2d platforming engine with applicability to other 2d games. Some notes on interesting elements of the design and things I discovered in the process:

  • Mostly based on stealing existing good code from old projects. Proven code is golden, and possibly worth more than the architecture itself. I would actually consider Triad a second generation framework(the first being some bits of code for timing, the entity system, build system, etc.)
  • Very centered around the haXe dynamic/static typing mix. Entities are anonymous objects, with a component system based on “conventions” of data layout(field names, an array of component destructors, etc.) attached to them. I’ve used this for about a year on many projects – it feels like the right mix most of the time.
  • Lax approach to performance to favor reusable functionality. Essentially, I give myself room to use a layer or two of  indirection(callbacks, lookups, etc.), but try not to go much deeper. So, e.g., instead of a hardcoded timer I now use an Alarm class with callbacks. Character controllers, camera movements, etc. are similarly based on callbacks, thus it’s easy to go from (e.g.) flipscreen camera to scrolling and centered around the player. If I want to regain performance from those things – I can usually rewrite the specific functionality.
  • Minimal contextual instancing. By this I mean – at the start I prepare all the core structures(whether as singleton instances or as static classes) and never destroy or replace them. Instead I call reset methods and toggle visiblility on the Flash displaylist. As a result, I never have to litter tests in the code for whether a certain kind of data is available, because it always is. To change contexts, I disable some functionality. As a result, there’s a whole body of code that simply doesn’t exist, since disabling is (in general) easier than destruction. This goes hand-in-hand with the approach to performance.
  • My approach to algorithms has generally improved. I’ve started making my own “xxxTools” static classes for common algorithms – so I have some for math/trig/probability now,  some bits for strings and hashes, some bits specific to my AABB/tile collision system. Conversions between measurements (degrees/radians, pixels/tiles) and alignments (centered, left, right, above, below) are a major part of the toolbox and my core data structures tend to include a lot of conversion methods. Similarly, more structural algorithms like “array of objects with name fields” to “string hash of objects” are starting to come into play. In the past I had a horrible tendency to rewrite simple algorithms and inline stuff that didn’t warrant the customization, but hopefully I’ve come around on that.
  • [haXe-specific] – I use many more anonymous structures. HaXe is structurally typed and lets me add a bit of extra type checking just by wrapping everything in a little structure – e.g. most of my points are {x:Int,y:Int} or {x:Float,y:Float], instead of being a class. This adds a bit more flexibility in writing the data because I can just inline the structure into a function call instead of going through writing a class, a new() method, etc. Doing this lowers performance for the Flash target somewhat, but adds a ton of code clarity.
  • While heaping on engine-level features with sprites, rendering, physics, I specifically tried to engineer them so that they’re easy to rip out if I don’t want to use them for LD. This had the effect of making them modular without an explicitly “modular/pluggable” system design – a field on the main class, one call to initialize, one call to reset, one call to update. Take those out and the system is essentially gone, although other things might reference them – but that’s more of an “integration” problem and usually just requires more things to be deleted.
  • The in-game console is increasingly central to the workflow. I try to cram as many in-game tools as I can because – besides the obvious iteration improvements – it has a knock-on effect on the architecture where I need to keep data in both editable and playable forms, thus it starts decomposing towards the “real” constraints.  The console works as a way to quickly expose editing functionality. This is something I could continue to refine considerably with tool-specific namespaces, unix-esque pipes, etc.
  • I opted for a tilesheet format that uses a “smallest size” of tile and rebuilds larger ones from that, similar to the character-mapped graphics of older consoles(NES, SMS, etc.). This has some interesting effects on editability – with an in-game editor the downsides are mostly covered, but the benefits in internal architecture are surprising: the structure of graphics access is greatly clarified when you have three ways to inspect a tile sheet – by set name, by set index, by tile index. It works particularly well with the autotiling algorithms I’ve made(one of the main reasons I started down this path). It also means that the framework should port more easily to a 3D-accelerated setting since only the rendering methods have to change – the original data for sprites and tiles is already a nice NPOT-sized thing.
I still have some things I want to fix up and test before I declare this ready – sometime tomorrow I’ll publish it, with a little video.

Comments

15. Dec 2011 · 13:14 UTC
“Mostly based on stealing existing good code from old projects.”

My framework

This is my framework, there are many like it, but this one is mine.

It’s basically bits of code that i’ve written for game jams over the ages, use them at your own risk.

I’ll upload the level editor that i’ll be using aswell, i just need to fix a few things first.

Src