LD13 December 5–8, 2008

Penny Arcade mentions Galcon

…The game from our own Philhassey. Way to go, Phil. Enjoy the sales bump.

http://www.penny-arcade.com/

Comments

06. Nov 2008 · 17:19 UTC
Wooo! Go, Phil!
07. Nov 2008 · 00:22 UTC
Alright ! Excellent pluggage. :)

Custom framework

Here‘s my custom python + pygame framework for the mini LD. It’s little more than the pyweek skeleton with image and sound loaders and a barebones state system. Consider it public domain so feel free to do anything you want with it.

Tags: framework, pygame, python

radenmuaz’s custom libraries for MiniLD #5

This zip file contains some games, libraries with barebone state and sprites handler etc. . Scattered like some kind of ‘junk’

Remember to not even look at the games’ game logic – I just want to give you the barebone but again, haven’t much time to remove it. Even I don’t use it ( the game logic)

Use pyglet or pygame to use this.

http://www.filesavr.com/radencustomlib

simplemenu pre-Mini-LD5 release

Not sure if I’ll participate in Mini-LD5 yet or not, but just in case, here’s an alpha release of my ‘simplemenu’ library. It could well be the simplest GUI framework you can imagine. It barely deserves the title of GUI, actually. It’s intended to make it easy to add clickable “Start”, “Options”, “Quit” buttons to the title screen of a game. It works for me, but it’s far from finished.

(Also, sorry to release code so close to the start time … won’t do it for a ‘real’ LD … but for a mini-LD … well … better lateish than neverish).

Tags: code, framework, pygame, python, rabbyt

Orangy Tang’s custom map editor

I’ve been working quite a bit on my map editor over the last couple of weeks, so this weekend’s mini-ludum seems like a perfect oppertunity to take it for a proper test drive (assuming that I come up with a design that needs manually created maps that is).

Editor info + download

If anyone else wants to use it you’re more than welcome, it’s designed to be game-agnostic and should suit a wide variety of game styles. Plus I’ll probably be on irc during the compo if you have any problems.

Tags: map editor, tools

Babby Of Towlr

YOU CAN’T FRIGTH BACK AGAINST BABBY OF TOWLR!!!

I did a cover of PoV’s Towlr from LD12. Good luck figuring out how to defeat it.
Download it (Windows only, 670kb)

Tags: babby, cake, epilepsy, final, towlr

Tenoch’s personal library for MiniLD

I spent the last few weeks coding evöL, a very small game engine in Lua.

It contains all the basic stuff I usually do with SDL, but in a light Lua API, which means super fast game prototyping. At least that’s what I found when I tried Löve, a game engine in Lua based also on SDL, last LD. Problem is that Löve uses hardware accelerated graphics, and on my Eee PC, I get terrible performance.

So I made my personal lib, inspired by Löve, and with a lot less feature. You can get it here.

The SVN version is really more recent and has a lot of new features.

EDIT: I just packaged and uploaded version 1.0 to the Gna project page. It is the latest snapshot of the SVN. Yay for evöL!

It runs on GNU/Linux, but it should run on Mac OS and Windows, since SDL and Lua are both portable. You just have to get your IDE/compiler/whatever to compile and link the lib correctly.

I have DECIDED.

I picked a game to do. It’s been a long time since I made an LD entry. The games I’ve done before are:

– Floateye (this was for an allegro speed game compo though)

– Miracle Bees

– Demonic Farmer GABO

– Something else I forget what?

I started another LD game once before, too. It was based around four ladies at tea-time, and I drew some great graphics. Then I quit making it! Haha…

Okay, it’s time to get started. I will remake the game that sticks in my mind most, the one I think about often, that I reminisce over. I’m not telling what it is, but the remake/cover will be incredible and include the shooting sword from LoZ.

THAT IS ALL.

Tags: LoZ

I have DECIDED! [too]

Soz I decided to do mrfun’s strongai. It’s one of my favorite LudumDare entries, and well, galcon would take too long to make 😉

Wish me luck!

maximalist screenshot : a ‘cover’ of GBgames minimalist LD#11 entry

I really enjoyed the simple, satisfying feel of GBGames LD#11 “minimalist” entry. The anxiety-inducing two-tone audio was also great touch. Not wanting to work too hard this weekend, it’s also simple enough that I was sure I could make a cover version without to much stress ….

Here’s a quick screenshot of where I’m up to.

These might turn out to be placeholder graphics (or they might just remain :) ). So far I have the basic feaures of GBgames original implemented, including the anxiety-inducing audio. I’m also adding a new spin on the idea … the enemies move a little, and can be ‘baited’ to coax them away from the exit.

Tags: minimalist, screenshot

Mr. Splode 3D

Mr. Spode 3D

I’m not sure I’ll have anough time to actually make this.  Most of the graphics are done, but programming and level design might take too long to actually complete.  To make matters worse, I’ve had a cold for a few days so I’m feeling pretty tired.  Oh well.

[edit]I forgot the ‘l’ in Mr. Splode’s name.  Title now corrected.[/edit]

Comments

nilsf
08. Nov 2008 · 19:17 UTC
Looks nice. :)

I hope you can finish.
08. Nov 2008 · 19:23 UTC
Yeh, looks like it’s worth finishing even if you don’t make the 48 hour deadline.
ArmchairArmada
08. Nov 2008 · 19:33 UTC
Thanks, but for now I think I might take a little bit of a break. I still have some time tomorrow to try to do something with it.
08. Nov 2008 · 20:40 UTC
Can’t wait to play it. OOC is this Python + PyGame + PyOpenGL?

Galactic Maze beta ..

Check it out.

If you dare ..

I’ll be resetting the data tomorrow probably .. so just mess around tell me if you find any bugs or whatever :)

-Phil

Juggle Paddle

Hello everyone, I never entered Ludum Dare before, but this is my first entry to Mini-LD.

The Juggle Paddle. Loosely based on Tower Construction Kit screenshot

http://www.ludumdare.com/compo/wp-content/uploads/2008/08/wjordanscreenshot3.png

maximalist: a cover of GBGames LD#11 ‘minimalist’ minigame

Here’s my entry for mini-LD#5.

It’s a cover of GBGames LD#11 entry, ‘minimalist’; turned evil. I like to think of it as a minimalist survival horror.

You can download maximalist and read more details here.

There is a gameplay video here … but it leaves off the surprise ending, so you still have to play the game :).

The goal is to complete 25 levels an achieve the highest score possible.

Libraries used: Pygame, Rabbyt (including the pygame_font.py font rendering code), my (alpha) simplemenu library.

Tools used: The Gimp, Sfxr (DrPetter saves the day, yet again), Audacity, oggenc

I used a scanner to ‘photograph’ various objects around the house (including myself) to provide source images for further manipulation.

Assests: “Squealer” font by Ray Larabie, A scan of my face, A scan of a carved wooden ‘skull’ box on my desk, some hand drawn sprites (exit and glowstick), me screaming into the microphone.

Things I learned

Rendering fonts using the Rabbyt library is a little ugly unless you are using Pyglet for textures. I was using Pygame, so while I was able to use the pygame_font.py code which comes with Rabbyt to render fonts, it just felt wrong.

Source control (SVN) saved my butt this time. I was happily coding away, when I realized a few revisions ago the game performance had really dropped … constant slowdowns and jitters. I checked out copies of several revisions back and tested them to see at which revision things started to go all sluggish. Then, looking at the svn diffs (using Trac), I could see that it was my implementation of the score rendering code that was the likely culprit. Sure enough, making some sensible changes fixed the slowdowns … silky smooth gameplay again :)

I also learned that I perform better when I’m more relaxed … I deliberately choose a very simple game to ‘cover’ so I could focus more on graphics and polish, and I wasn’t even fully committed to completing the game this weekend. Taking a laid back approach really helped (at least it felt better).

Tags: cover, final, horror

Comments

nilsf
09. Nov 2008 · 09:11 UTC
Superb ending! 😀
09. Nov 2008 · 13:32 UTC
Nice… this seems to be the LD for disturbing games. You know you can cheat by just leaving the screen in windowed mode!
ArmchairArmada
09. Nov 2008 · 19:13 UTC
I probably deserved what I got in the end. I cheated the whole way through the game. In windowed mode you can teleport by simply moving off the window.
10. Nov 2008 · 03:14 UTC
Hah! I’m honored! And I love your cover! The graphics are pretty scary and trippy.
10. Nov 2008 · 06:00 UTC
Hmm … you know I wasn’t that sneaky in my testing and didn’t even notice that obvious teleport exploit (*blush*) :) … it’s actually a nice test of simple lateral thinking (I failed). I guess I should make ‘electric’ edges or something ….

The Maze of MADNESS

The Maze of Madness is my cover of Hamumu’s Maze of Ludicrosity

Anyway, it’s a “user created content adventure game” of epic proportions. It even includes an exclusive ultra-awesome flash pixel art editor! So you are guaranteed to have a great time!

Check it out now!

-Phil

P.S. here’s a picture from within the game (not just the editor):

Mr. Splode 3D Finished!

Mr. Spode 3D

You can get this amazing 3D game here!

You’re all going to hate me!

[edit]So as not to decieve anyone, I ran out of time so I just quickly made a joke console program.[/edit]

Tags: fina1

Comments

ArmchairArmada
09. Nov 2008 · 19:03 UTC
By the way. I think I quit. Next time! Next time! … maybe.
radenmuaz
09. Nov 2008 · 21:03 UTC
Wow.

Give him a “Don’t judge a game by it’s cover” Trophy!
ArmchairArmada
09. Nov 2008 · 21:35 UTC
Yeah. My actual project wasn’t anywhere near a playable game. I have a tendency to over complicate project ideas. Next time I’ll have to remember to keep things as simple as possible — maybe not as simple what I put up here though! That was kind of a joke.
radenmuaz
10. Nov 2008 · 00:56 UTC
For this game, maybe you should create a pygame window, blit the screenshot and put a console in there. People had a though time imagining what is happening.
lexaloffle
11. Nov 2008 · 09:00 UTC
Fantastic!

Harry’s Questival

This is a remake of Hairy Chestival. It’s about a lawnmower who has to mow the hair off of Burt Reynolds Island. It’s not really done, but, you can run around, grab swords and heart containers, kill pylons, and die. Ahem. One day I’ll finish an entry on time!

I’m going to take and put together the actual quest for this game, since there’s not much to it. Then I’ll upload that version…

Download for linux

Harry\'s Questival

Tags: final, hairy chestival, harry's questival, LoZ

Comments

ArmchairArmada
09. Nov 2008 · 19:21 UTC
I like how the graphics are like a collage. The waves rolling in and out are interesting.
10. Nov 2008 · 03:38 UTC
Heh, awesome :) I can’t get it to run, I’ve got an old distro, but awesome all the same :)
PsySal
13. Nov 2008 · 00:50 UTC
I’m going to finish/polish it up and release a windows build, so no worries! Hahaha… hairy chestival is just the only game that stuck in my mind. =)

Revenge of the Orange

This is a cover of BenW’s Chain reaction:

http://www.ludumdare.com/compo/2007/12/16/finally-finished/

Since I met Ludum Dare only at the last compo, I don’t really have a “favorite entry” yet, so I picked one that seemed nice, and changed the gameplay, added personal things, etc.

Revenge

Here is the thing: revenge.zip

EDIT: see here about a Windows version

The goal is to blow the tiles marked by the pulsating squares. If there is only one, fine, but later there will be more, and the tiles marked have to be blown at the same time! To do this you take advantage of the chain reactions provoqued by the terrible Invisible Walker!

It just runs around the world, on the outside tiles, clockwise, and starts explosions as it goes.

To bring these explosions to the marked tiles, you can first move yourself, with arrow keys. You can also move some tiles: with X and V you rotate the 8 tiles around you. And with arrow keys while pressing C, you shift whole rows or columns. Beware: rows, columns and “ring around you” have to be full before they can be moved! No holes!

About holes…  Just don’t walk in them, or your life counter (right side of the screen) will decrease.

The similar counter on the left is the level counter. Of course, difficulty increases with levels…

Technical sadness:

The game is written in Lua and uses a personal lib that itself uses SDL and co. I included a compiled version of the library, made on Ubuntu. I have no idea if it’s going to work on another Linux machine, or even another Ubuntu, so be sure to read the README if you need to compile it yourself.

I unfortunately have no Windows machine available, nor Mac OS X, so no binaries for those. However, it is supposed to be portable, so if anyone manages to make it work, don’t hesitate to send me your binaries, so I can share them.

More details about the compo later.

Tags: cover, final, vector

Pixelman 3D is finished

For this competition I decided to cover Py Mike’s ‘Pixelman 3’ game which I remember finding quite fun we when I played it for scoring. It’s basically the same game but with less minimal graphics and a few extra fiddles. You should note that I stole erm… copied erm… paid homage to the original levels by including them as levels 5 to 9, but I did write 4 new ones at the beginning so hopefully nobody will consider that cheating. (If you do then delete map5.txt, map6.txt, map7.txt, map8.txt and map9.txt from the maps directory and pretend I didn’t include them)

Screen shot

Requirement : python (2.4) + pygame (1.8 but it should work with 1.7)

Should run on all platforms

http://www.patenall.org.uk/temporary/LudumDare/MiniLD5/Pixelman3D.zip

Edited: Small change to fix an issue that caused it to crash on some versions of pygame

Tags: final

Comments

ArmchairArmada
09. Nov 2008 · 19:26 UTC
After going through the starting menu I got an error:

Traceback (most recent call last):

File “pixelman3d.pyw”, line 1699, in

state.render(screen)

File “pixelman3d.pyw”, line 1547, in render

self.render_level(surface, rect)

File “pixelman3d.pyw”, line 1476, in render_level

self.drawTile(surface, tile, (current_x, current_y))

File “pixelman3d.pyw”, line 1320, in drawTile

surface.blit(self.image_block, pos, rect)

TypeError: Invalid rectstyle argument
robot_guy
09. Nov 2008 · 19:37 UTC
ArmchairArmada can you re-download it and check to see if the fix I’ve added works? I think I know what is wrong but of course it works fine on my version.
10. Nov 2008 · 00:21 UTC
Hey, cool! I didn’t think anyone would do a cover of Pixelman.

Done

I finished my entry. Random and unedited thoughts follow. :)

Quick instructions: You are the “@”, use the nethack keys to move (hjkl and yubn for diagonal movement), t to toggle your light. Run into a wall to dig a tunnel with your pickaxe, make your way to the surface (“<” are the up stairs) collecting valuable gems on the way.

I didn’t get enough balancing in so chances are it’s too easy / hard. I wish I’d added an in game help thing (as it is pressing F1 will just tell go to go rtmf). I feel I did capture some of the original game’s essence (run away from the guards and don’t let your flashlight’s battery run out) so I’m pretty happy as far as that is concerned. Hopefully the learning curve won’t be too hard, which is a risk with roguelikes I think.

Codewise, feel free to look but it’s probably worthless except as an example of how not to make good software. One part I feel could have used more time was the cavern generator, it runs quite slowly (but not enough for me to take time to fix it) and I don’t fix the results for connectedness which is why I included the digging feature. I’m not too happy with that. :S

Anathema RL Python + Pygame

Tags: anathema rl, escape from anathema mines, final, roguelike

Comments

ArmchairArmada
09. Nov 2008 · 19:37 UTC
The play control is awkward. It would have been easier if the arrow keys were used, instead of a straight line of keys that go in all different directions.
nilsf
09. Nov 2008 · 19:54 UTC
You can use the arrow keys as well (but not for diagonal movement obviously). HJKL, YUBN are the standard vi keys used in many roguelikes (and I don’t have a numpad on my laptop 😛 ).
10. Nov 2008 · 03:39 UTC
Cool :) I don’t have the right version of python on my linux box (old distro) I really need to upgrade so I can play these games. Anyway, it looks pretty neat :)
11. Nov 2008 · 08:07 UTC
I love a good roguelike. Many pits. Reminds me of ET on the Atari 2600 😛

Nice clean code (something I’d like to emulate :) ).
nilsf
13. Nov 2008 · 06:49 UTC
From wikipedia: “E.T. is seen as marking the beginning of Atari’s downfall and is often viewed as one of the biggest commercial failures in video gaming history, as well as the worst video game ever made.” 😛

Juggle Paddle [final]

Finally, it’s (not) finished! 😀

I never entered the real Ludum Dare (yet), but this is my first entry ever to Mini-LD:

Juggle Paddle

A simple juggling game/sim/playground/whatever, although it’s more a
simulation as  there is no ‘game over’ yet. Also, the physics are a bit buggy.

I don’t if this game is accepted as the cover of Tower Construction Kit. The only thing the game has to do with that game’s cover is:

  • Physics.
  • The shapes of the objects – Bricks (Tower Construction Kit) & Balls and Paddle (Juggle Paddle)

I haven’t much time though – with all the school stuff,  tired, getting out of town, etc.
Made within 4 to 8 hours.

Here’s the link for my half-finished entry for this Mini-LD #5

Windows: http://www.filedropper.com/jugglepaddlewin32
Source: http://www.savefile.com/files/1878871

To run the source code, you need Python installed.
Pyglet, Rabbyt and Pymunk are included.

Tags: final

Comments

11. Nov 2008 · 08:26 UTC
I needed to make a few tweaks so it would use my local rabbyt installation before I could get it to run (and rename pymunk/libchipmunk32.so to pymunk/libchipmunk.so).
radenmuaz
12. Nov 2008 · 20:04 UTC
Hey thanks! I thought this quick ‘n dirty game is nothing but useless. 😉

Revenche of the Orange, now for Windows

Hey!

I apparently managed to set up cross compilation on my Ubuntu machine, so now comes my mini LD 5 entry, for you Windows users.

Grab it here.

Double click “run.bat” to play the game.

See my previous post for more information about the game.

(Note: this is my first experience with cross compilation and pretty much with Windows binaries in general. I may not have done it right or optimaly, but it seems to work. If anyone comes up with a better way to do it, please let me know.)

Enjoy!

Ludum Dare 13 – December 5th-7th Weekend

Hey there sports fans,

Ludum Dare #13 is coming soon.  December 5th-7th weekend.  You know the drill.

http://www.ludumdare.com

You can start suggesting themes now, with voting to start by the end of the month.

http://ludumdare.com/wiki/start

As for the start time, well, we’d like your opinion on that.  We know we have a number of regulars in various parts of Europe and the UK, so we’ve been considering pushing up the start time.  Post an opinion here.

http://www.ludumdare.com/compo/2008/11/12/ludum-dare-13-start-time-poll/

We’ll be updating the site as usual over the next few days.  We’ll send out a note for the final start time once we have it.

See you there,
Mike Kasprzak (PoV)

PyGL2D

Phew, got it finished 😛

PyGL2D is a simple 2D library for PyGame and PyOpenGL. It’s licensed under the GNU LGPL. See http://pygame.org/project/972/

You can download it here.

Tags: opengl, pygame, python

Comments

30. Nov 2008 · 05:46 UTC
w00t!

Vector library, collision detection library,…

My libraries i wish to use on LD#13 and probably even work on durring the competition, they probably aren’t of any use to anyone else but me, but if you find anything usefull, by all means, take it. There is a 2D vector math class, the monkey wrench for game programmers. A simple log writer, which also need work, to add ease of use. And collision detection methods and classes, that detect collisions between concave objects, but it’s buggy, so check code before use.

PS:

Right, the link

Tags: collision detection, log writter, vector math

Single Player Games

automotivator picture

Because there seems to be a lot of talk about creating a multiplayer game for LD. Thanks, jolle!

Tags: motivation

PyGL2D Bug Update

I made some important bug fixes to PyGL2D, one of which was a serious memory leakage problem. I also added a couple nice (but minor) features. The doc was updated too.

Get it here.

pygl2d! omgz!

Getting ready for LD13

Hi, I’m Dock, and I’m new to Ludum Dare!

I’m going to enter LD for the first time this weekend, so this week will be spent mentally preparing.  I’m fairly new to this sort of thing, and I only completed my first game, Tumbledrop, a couple of months ago.  I’m more of an artist than a coder, but I’m working hard to improve my coding skills and something like this seems like it should be a lot of fun no matter what.

I’ll be using Unity for the contest, and I’m hoping to do something in 3D, though beyond that I’m not sure. I’ll find out on saturday once I receive the theme!

Until then, I’ll be sure to read Sol’s LD survival guide, stock up on food, and get some coding practice in.

Comments

01. Dec 2008 · 10:55 UTC
Welcome, Dock! Be sure to read mrfun’s survival guide as well, even though it is more tongue-in-cheek.
brandonman
01. Dec 2008 · 17:57 UTC
Meh, I’m hoping that these themes will spark something in me. I’ve been in a programming slump since my last game I released in August.

Warning: Dangerous Games

The hub for games designed to destroy you, for delicious cake.

www.towlr.com

No one is safe.  Cake flesh is moist.

EDIT: Online Flash versions available, courtesy of Fydo.  Towlr is pleased.

Tags: towlr

This entry was posted on Tuesday, December 2nd, 2008 at 2:47 pm and is filed under LD-Misc. 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.

PYGGEL

Heya guys – thinking about joining up again, though I have a busy schedule this weeked, so I’ll have to see what I can do when we get there :)

Anyways, I am wondering if my lib, PYGGEL, is eligible to be used?

Here is the link: http://code.google.com/p/pyggel/

I released the first version 5 days ago – but beyond the tests and example program included there were no docs in the release itself.

I added doc-strings to the code 2-3 days ago, but I’m not sure what the deadline was, and there has been no official “doc’d” version released – though the source is freely available from SVN to anyone.

Thanks,

Matt

Comments

03. Dec 2008 · 02:47 UTC
Looks ok to me! :)
RB0
03. Dec 2008 · 13:31 UTC
Woot, cool :)

Thanks :)

48 Hours Later

Comments

03. Dec 2008 · 14:49 UTC
Nice “motivation” poster! 😀
03. Dec 2008 · 20:42 UTC
ahahah that’s great!

Hello world

Hi I’m Swergas, a French student in IT, and I’m new to Ludum Dare ! I will try to participate to this weekend’s competition. I’ve previously coded several Flash games and I’m learning to code with the SDL lib in C++. So if I manage to gather enough time this weekend to participate, my submission will be either in C++ or in haXe, I’m not decided yet (I think it will depend on the theme). See you !

Comments

urth
04. Dec 2008 · 19:16 UTC
Why not do your entry in Flash. Flash is an accepted development tool.
05. Dec 2008 · 12:15 UTC
simply because i want to use 100% opensource tools 😉

Well folks

I’ll be in on this Ludum Dare like bees on flowers, ah sweet nectar.

I’m riding on the clouds of my notification last week that I’ve been accepted into the Computer Science: Computer Game Design major at UC Santa Cruz for Fall 09 =D Many moons of dreadful calculus and so forth and still some moons to go, before my schedule has courses like: Game AI, Interactive storytelling, 3d graphics and animation, game theory, and many game design studios. It’s going to be awesome. I’ll be on the LD4Ever and probably get some folks into it there.

Here’s to our grande olde arte of gaem maeking and a fun weekend!

Comments

03. Dec 2008 · 19:27 UTC
Huzzah! Congrats 😀
jovoc
03. Dec 2008 · 20:21 UTC
congrats… when I was in school making games was what I did instead of doing my coursework.
03. Dec 2008 · 23:06 UTC
I’m still disappointed that all the schools started getting on the ‘Game Design’ bandwagon the year AFTER I graduated!

Towlr – Don’t give up.

Comments

04. Dec 2008 · 00:27 UTC
hahahahahahahaha AWESOME! 😀 😀 😀
04. Dec 2008 · 14:09 UTC
primo.

Journal…

Just getting an initial test for this journal. Seeing as I’m at a mad dash to try to get my Retro Remakes competition entry done, I don’t know if I’ll be able to put up such a good Ludum Dare entry, but I figure I’ll give it a go.

You can check out my website at http://www.otcsw.com/ if you’re curious about my background.

PyCatcher – Another timelapsy program

I decided that for this LD I wanted to do a Timelapse. I wanted a timelapse program that

  • Ran natively on Linux.
  • Produces a screen shot of the desktop with an image of my webcam inline – not the other way round.
  • Be something that I can start in a terminal and forget about.
  • Not spit out a movie at the end and decide on what format or quality it should be – instead it should give me a bunch of images in a numbered sequence that I can then concatenate with ffmpeg or something myself.

So I wrote PyCatcher, poking it for half an hour every day for the past week. I got my webcam displaying inline last night, so while it’s not as feature rich as I have planned it does work.

If this sound relevant to ones interests you can grab it here- http://github.com/Fiona/pycatcher/tree/master

This Ludum Dare I’ll be using PyCatcher for timelapse and writing my game in Python/Pygame using my Pygame-Fenix library to aid development.

Tags: fenix, pycatcher, pygame, python, time lapse, timelapse

Comments

04. Dec 2008 · 11:41 UTC
Thanks for sharing this with the community, I hope it makes a few more timelapse videos! I won’t be using it personally, because I’m on mac, but I’m hoping to use Snapz to record a video.

C library functions for LD13

I’m thinking about entering LD13 depending on what the theme turns out to be.  I haven’t done a full LD yet, just 2 mini-LD’s.  I wanted to use my standard C library functions for OpenGL, Portaudio, Ogg/Vorbis/Vorbisfile, and my GUI.  There isn’t any game logic routines or structures as per the rules.  It’s a collection of sound, text file, opengl drawing, and string tools for C.

I wasn’t sure what I have to do or if there is some type of time limit, but anyway here is a link to the library code.  It’s mostly a conversion of some old SDL stuff I liked to use.  I moved away from SDL lately though and have been using GLFW.

Tags: ANSI C, Detox, library, Ogg, opengl, Portaudio, Vorbis

Asterist – Asteroids Clone

I’m planning on doing LD13. This will be my second LD, after doing LD11. I used PyGame last time and made that leap gameboyish grasshopper/alien and falling tanks game if anybody remembers. It wasn’t very done. And it still isn’t. This time I’ve had my first programming class in c++ at DePaul here in Chicago and think I’m going to try using SFML (simple fast media layer) and c++.

So to start out the LD13 warmup I took the game we made in my class and made it considerably more interesting while porting it to SFML from the graphics library we were using in class.  So here is my asteroids clone, Asterist, which is a continuation of the 2nd program I ever wrote in c++ (the first being “hello world”). It still has a few bugs and issues I want to change but it should run fine most of the time. If anyone can beat 4300 hiscore let me know ;).

http://www.devonscott-tunkin.com/nonweb/Asterist.zip

 

Comments

04. Dec 2008 · 16:22 UTC
Oh, hey, a fellow Chicagoan! And fellow DePaulian! I’m a Class of ’04 CS grad myself.
Devon
04. Dec 2008 · 17:44 UTC
Yay Chicago! I just started the M.S. in Game Dev and have a lot of prereqs to fulfill :) being that I’m also a UIowa ’06 BFA Painting Grad…
HybridMind
05. Dec 2008 · 12:19 UTC
I really enjoyed the visual style of your ld11 entry and look forward to seeing your ld13 entry. Good luck!

Readiness

If you don\'t I\'m afraid you are a slacker.

Don’t get caught off guard.

Tags: motivation

Comments

04. Dec 2008 · 16:23 UTC
Yep! I always jot things down on Post-Its for the top vote getters on each day. Good motivational poster!
04. Dec 2008 · 16:59 UTC
Heh. Nice.
04. Dec 2008 · 19:33 UTC
LMFAO!
04. Dec 2008 · 19:46 UTC
Haha, awesome.
05. Dec 2008 · 00:50 UTC
Oh I’ve had a colossal flood of ideas climb the road to my colorful balloon of a brain, only to decay and shatter into a thousand tiny uncooperative pieces, but like a train going over a bridge, the circuits reconnect and evolve into new ideas and rise like hot air back into the orbit of good ideas.
HybridMind
05. Dec 2008 · 13:39 UTC
nice greencow.. heh

Hey there

Hello everyone. As you can see i’m new here, and i plan to participate in LD13. I’ll use my own game framework, which uses, Opengl, SDL, SDL_mixer, SDL_image etc. You can find the library here. Right now, there is only an old version is available from the sf.net project site but i’ll upload the current version before LD13 starts. Also i want to apologize for the damage you’ll suffer from graphics i’ll make for my game. It will be hard but i’ll do my best :).

No!!!

They extended the Retro Remakes deadline to next weekend! That means that I am totally obligated to slave away for another week to make an even better game (if my game is even that good at all 😉 ). Anyway, this means that I might not be able to do Ludum Dare 13, and even if I can I’m not going to be able to spend the full time period on it.

I’m waiting to see what the theme is. Go evolution!

Ludum Dare 13 Theme - Roads

The theme for Ludum Dare 13 is…

Roads

Good Luck!

This entry was posted on Friday, December 5th, 2008 at 8:00 pm and is filed under LD13 - Roads. 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.

PoV check’s in

Yep. I should in this weekend.

Will likely use my Ludum Dare 11 library again. I technically have a newer library, but I’ve not had the chance to clean it up since. But my LD11 library has my data and vector math stuff, so I can happily work with just those.

And Allegro (probably).

This entry was posted on Friday, December 5th, 2008 at 6:29 pm and is filed under LD13 - Roads. 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.

Road Signs

Tags: motivation

This entry was posted on Friday, December 5th, 2008 at 9:12 pm and is filed under LD13 - Roads. 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.

My Take on Towlr

You Can\'t Have Your Towlr And Eat It Too

I quickly hacked together a Towlr of my own.  You can play it if you have Python and Pygame installed.  You can get this game on this page.

Comments

Morre
05. Dec 2008 · 09:49 UTC
Cake in 13 tries. Woo \o/
ArmchairArmada
05. Dec 2008 · 17:24 UTC
Woo for you … and cake too. In the words of Mario, “Thank you so much for-a playing my game.”
08. Dec 2008 · 15:28 UTC
Somebody py2exe this! 😀

My custom library: Lith

Lith is the library that I will be using to develop my compo entry. It is written in C++ and has a Direct3D9 wrapper (that supports drawing triangles and sprites), a class for creating windows and a class for reading/writing files.

It also includes tlib. Another library I wrote that has a string class and various collection classes. Why did I reinvent the STL? I don’t know…

Lith can be downloaded here. There is no documentation for these libraries because I hurriedly cobbled them together over the past two weeks or so.

There is also a basic program skeleton that creates and empty window here.

Comments

05. Dec 2008 · 11:50 UTC
No need to explain about re-inventing part of the STL! I think we all write code like that from time to time. There’s probably no better way to get a good understanding than to just try it yourself.

Raden’s Game Manager

Here is the library I’ll use in this Ludum Dare, insha-Allah.

http://code.google.com/p/rgm/

Requires Pyglet, and also Pymunk if you want to run the demo.
Sorry for the dependencies as the library is incomplete – It’s originally for my personal use and I’m in hurry.

Comments

urth
05. Dec 2008 · 08:29 UTC
Assalamo Alaikom
Anonymous
05. Dec 2008 · 21:06 UTC
Wa alaykumusslam brother.

MAZE OF “TOWLR”

Windows Version: mazeoftowlr.zip

Linux Version: mazeoftowlr_linux.zip

Source: mazeoftowlr_src.zip

Tags: towlr evil

Comments

Morre
05. Dec 2008 · 09:52 UTC
I beat it in roughly… 50 tries? Good work!
ArmchairArmada
05. Dec 2008 · 17:55 UTC
Wow. I was getting pretty frustrated trying to figure this out, but then when I did … I felt a little cheated. Then again, maybe that’s what Towlrs are all about.
PsySal
05. Dec 2008 · 20:02 UTC
Haha, glad you like it!

Ludum Dare

Well this will be my second full LD. I have learned many lessons from LD12, and will be applying them;

First of all, familiarity.

– I will only use techniques and concepts that I am already familiar with, rather than trying to combine learning and the time pressure, which caused me to explode spectacularly last time when Flex and I didn’t get on well at all. So I have decided this time to opt for PHP and Javascript as my game platform. I have no pre-written libraries though, although if pressed for time I might use a couple of PEAR extensions and JQuery.

Second of all, simplicity.

– I will only make a game that can be feasibly completed within 24 hours, and will then use any time left over to hone and improve it. Last time I tried to make something hugely ambitious and failed miserably with very little time left, and was forced down the route of starting from scratch and cranking out an ass-nasty flash “game” with 2 hours left. This is not full of win.

Third of all, prioritisation.

– Sleep when tired, eat when hungry, drink when thirsty. If something interminable is defying my attempts to resolve it, I will go away and do something else while my brain processes it, rather than wasting 7 hours trying to fix it (yes, AS3 XML handling and Flex SDK debugger I’m looking at you.)

Finally, have fun.

– Last time I didn’t enjoy most of my time on LD because I spent so long stuck on the one problem (loading assets from xml files), which is not fun. By going down the route of PHP and JS (Both really fun languages to mess around with, and flexible enough to have workarounds for most problems), this should hopefully stop me getting helplessly stuck at the bottom of problems.

Good luck to everyone!

Comments

05. Dec 2008 · 09:56 UTC
Having fun is the most important part! Good luck!
05. Dec 2008 · 11:37 UTC
This is all sound advice! This is my first time, and I’m terrified of getting in over my head, but I want to do something great as well. I’ve been making sure I’m familiar with the tech I’m using as much as possible, and have plans to use art direction to make sure that asset production time is as fast as I can do it, leaving as much time for code as possible.
roig_a
17. Apr 2016 · 14:00 UTC
GAME FROUND

Ack, the time!

I’m finding it hard to find the time to find a game idea.

If you didn’t understand that sentence, just read it as “I’m short on time.” Anyway, I’m hoping to be able to participate with a 24-hour game (sunday only), but we’ll see.

Also, I urge you all to play some Towlr before the contest starts.

Good luck to everyone!

Tags: LD #13 - Roads - 2008

Comments

05. Dec 2008 · 10:04 UTC
There is no need to have an idea before the theme is announced :) Good luck!
Morre
05. Dec 2008 · 11:24 UTC
I meant “find a game idea” as in “participating in LD13”, because that’s more or less what it’s about. Thanks though! :)

Hello again LD

This will be my second time participating in the insanity that is Ludum Dare.  I was here for LD11 – Minimalist before.  Since people are posting a few thoughts about lessons learned or at least things to be cognizant of during the competition I felt I’d add my own as well:

My personal quest this time will be to leave a LOT more time to actually make the game ‘fun’.  I didn’t do very well on pacing last time around and while I was really happy with the art, style and environmental aspects of my ‘game’ it really fell short on play testing time and game play.

As a practical example of what I mean, most of the negative feedback my ‘final’ deadline entry received over the week of voting / rating I had already resolved on my own within hours of the submission deadline.  This of course couldn’t be uploaded as the final entry being past the close of competition.  Point being, given time to play it (which I honestly hadn’t really had a chance to do very much of) a lot of issues become quite obvious. If I had paced even a few more hours of actual playing time into the competition schedule I believe that my entry would have been a lot more fun to play for others.

That is what I will be keeping in my mind for LD13.  Make sure to play your own game or have thought out the game play as early as possible.  I don’t want to get bogged down in all the polish of art, style, look and feel and forget that a game should have a game in it and actually be fun to play.

Good luck everyone, I can’t wait to see all the entries!

Comments

Devon
05. Dec 2008 · 14:09 UTC
Good to see you back for another LD! Play testing is also something I never got to last time. I also want to focus more on making the game fun this time and less on nitpicking art and learning an API. We’ll see :)!

Here we go

A little mental preperation. Going to take this competition by storm,… or not. 😀 as long as it’s fun. I’ll keep a tight journal this time, document every crum i take into my mouth (i’m gonna take pictures of my finger nails – yes, i bite those), im gonna document every moment of progress. Make short movies and upload to youtube (time laps isn’t my thing, it wouldn’t be that interesting). This time it’s going to come together. 😀

Hope all lot of you finnish as well. And windows developers, don’t forget about us linux guys. We don’t forget about you. 😀 And a loud “Hell Yeah!!!” for all web-developers, for making porting a thing of the past.

Off to a party, hope i get up around 9 UTC to find out the theme.

Phil’s Basecode

I’m not at all sure what dev environment I’ll decide on ..  Anything from pygame, to tinypy, to AS3, to PHP, to iPhone.

In all these cases, I’ve got some code, or at least some minimal junk I might cut-n-paste a line from.  But nothing of importance.  Lets see if I can link to some of it ..

For pygame, I’ve got my pgu and pug projects which I’ve linked to in the past.

For tinypy, well, there is tinypy and the various snippets of code that come with it.

For AS3, I don’t have anything, except for a few crude lines of code to point me in the right direction, so .. probably less than 20 lines of code.  Probably stuff I took from Lerc’s entry a few LD’s ago.

For PHP, I just have a database wrapper and whatnot .. but it integrates into my galcon.com stuff, so I can’t actually share ALL of that.  But if I make a game that I enter, I will at least share the game code for viewing fun.  It’ll be obvious enough that someone could get it up and running on their own PHP site in a few minutes.

For iPhone, I have some horrible ObjC wrapper code.  The rest is just using SDL.  I probably won’t do an iPhone game though, so no worries.

Excited as hell!

I’m excited as hell to participate in my first Ludum Dare. I previously participated in the mini LD for “MS Paint is the best level editor ever”. Last time I wrote in python/pygame — I had been intending to set up a dev environment and get some experience with lwjgl, since I use Java at work, and I’m most comfortable with its syntax. I kept putting it off though, so I think I’m gonna work in python/pygame again. Since I have so little experience at this thing, I’m much more interested in trying to make something small that actually works, than having big plans and getting nowhere. It’s likely that my game will end up being more of a toy. Still, it should be a good time :D.

Comments

HybridMind
05. Dec 2008 · 23:31 UTC
I haven’t done one of the mini LDs yet, but had done LD11. Good playing L4D with ya ahead of the start of LD13.. 😉

Screen capture on Mac?

Quick question for any Mac users.

Is there any software that can take a desktop screenshot at regular intervals (once per minute?) and save it to a folder?  I would like to do a timelapse, but recording a video file over two days seems a bit too risky.

Tags: mac, osx

Comments

05. Dec 2008 · 16:02 UTC
You could improve the naming convention, but running the following as a Ruby script will do:
05. Dec 2008 · 16:03 UTC
Oh, and you’d probably want to sleep 60 seconds, not 1. :)
Diragor
05. Dec 2008 · 16:53 UTC
Or you could just use cron or launchd to run that screencapture command every minute.
05. Dec 2008 · 17:33 UTC
Ah, thanks for the responses… but I’m not really sure how to run Ruby scripts on the mac, nor how to run cron jobs on my mac. Sorry! o_o;
Devon
05. Dec 2008 · 18:42 UTC
how about applescript?
05. Dec 2008 · 19:42 UTC
Ah, the applescript almost works… but only saves one screen! D: I can’t seem to figure out how to fix that.
05. Dec 2008 · 20:35 UTC
Or you could use Automator.
05. Dec 2008 · 20:43 UTC
Ah, I managed to find a program called InstantShot that works for me. I run two instances of it, and each one is set to take a screenshot of a different monitor once per minute.

mjaulib

Bit late maybe, but anyway.. Here’s something I’ll probably use as baselib this time.

mjaulib-ld13.zip

Pretty basic stuff, nothing too fancy. Some functions for setting up SDL, Lua, PhysicsFS, and running things at a fixed logic rate with a free video framerate (for interpolation).  You call mjau_init first, then mjau_resize, then mjau_loop and handle the rest in the callbacks. Also got a png loader so you don’t have to pull in SDL_image just for that.

Allegro.Skeleton.Project

Hello,

Well I was supposed to be working on my compsci final project, but instead:

I’ve created a skeleton project for Allegro 4.2.2 on Microsoft Visual C++ 2008 Express (their free IDE).  This project includes a 2d graphics viewport, which can be scrolled/shifted, and a soundbox for your waves. There’s keyboard and mouse handling. There’s a sample background, sprite, and sound which obviously cannot be used in a Ludum Dare entry. These are just to make sure everything works right away.

This project and more info is here: http://sites.google.com/site/roboticarts/Home/allegro-blank-msvc-project

Post a comment if anything doesn’t work or if anything does work.

Another… erm.. ‘last minute library’

I did intend to tidy up and upload this a while ago, but never got around to it… It’s something I’m using for another project, but makes a fairly nice framework for quick little C++/D3D-based projects. Such as an LD48 entry…

www.bluescrn.net/ld48_13/ld48.zip

It includes:

– D3D init, window creation/resizing/windowed-fullscreen

– Texture loading

– 2D and 3D polygon blitter classes, using (very simple) shaders. (Easyish to add additional shaders)

– Bitmap font rendering (fonts created by the Angelcode BMFont tool, loaded using TinyXML)

– Basic render-to-texture support, and the beginnings of a postprocessing system – currently a fairly rough bloom effect

– Vector and Matrix maths classes

I know there’s still differing opinions over using ‘base code/custom libs’ like this – but this is all fairly basic stuff, and there’s nothing in here that couldn’t be found in other freely available libraries. Just judge my entry (if I manage to complete one!) accordingly…

A little thing I may use

I made this a while back which may be of use to some, and I may use it myself depending on what the theme comes out as.

http://screamingduck.fileburst.com/Cruft/FrameBatch.zip

Something for Flash,  Takes a bunch of frames and stores them as a jpeg for colour and png for alpha.  then breaks the fremes up into seperate BitmapData object on load.

I didn’t do any frame animation in Boomshakalaka, because it seemed to be fairly tricky to get animations into flash.  If  need them this time then maybe this will help.

 

i’m in.

ready to rok.

let’s go roads!

My sucky library

When I see all these awesome libraries people have, I feel ashamed I didn’t prepared properly :).

My library basically just creates an OpenGL context via SDL and that’s it.

http://ondrew.googlepages.com/angiine2008.12.05_21.15.20.7z

Usually I try to learn some new technology while working on Ludum Dare game, because the tight deadline makes me much more focused. So I would like to plug (and learn) Lua as a scripting language to my C++ engine. Let’s see how it goes.

Good luck to everyone.

Hi all, looking forward to my first ever attempt at Ludum Dare, should be a learning experience at the very least :-)

In the interest of upfrontness, and because it seems to be the done thing, have a link to the *extremely* primative base that I plan to use mrpiglet_base.zip.  It does very little, just provides a bit of a wrapper around some SDL + SDL_Mixer and OpenGL functionality.  Can’t imagine it’ll be of any use to anyone, but use/abuse as you wish anyhow.

Now I think it’s time to try and sleep off the Friday beers, see you all tomorrow for the event itself.  Cheers!

Tags: middleware, preparation, warmup

My LDKIT

It’s got basic graphics, sound, and lua interface stuff, as well as some handy things like random number generation, file load/save, fonts, matrix math and a few other odds and sodds. But it’s a major hodge-podge!

Notably missing is any kind of physics, but that doesn’t matter… This is just enough (well, plus a bit) to let me write my game in LUA with custom rendering stuff in C++, which is what I want.

http://kittylambda.com/ldkit

Good luck everyone!

1st time LD

Two weeks ago I thought to myself: Ok, this weekend I’ll write a 3D-Game. Well actually I stuck at a certain point and while browsing the internet I found “breaking the tower”! Made during a 48h competiton! Wow! Next one LD,…in two weeks! Yeah I will participate,…I need pressure to be able to do compromises!

Two weeks later I am sitting here in germany just coming home from watching a glorious victory of bayern munich in german football(soccer)league in tv and full of hope for tomorrow.

I’m going to code in Java trying to use the jMonkeyEngine that is using OpenGL. Too bad all I did until now was trying the tutorials and using Milkshape to model a very simple character.

Well, my goal is to finish a work. I am really curious about….

First Steps:

Kill the alarm at 4:55am! Start computer! Start coffee-machine! See the topic! Translate the topic! Shower! ThinkThinkThink….That my plan for the beginning!

This are my workspaces:

fridge

Cu in 5,5h, ToM

Count Me In

I’ve decided to enter again.  This will be Ludum Dare number 4 for me.  This time I’m planning to use BlitzMax and Jake Birkett’s Grey Alien BlitzMax Game Framework.  Here is the basic setup code I’ll be using (if you follow the “Start Here” document this should be your result, except I added a try-catch around everything for unhandled exceptions):

SuperStrict

?Win32
Import “../include/fullaccess.cpp”
Import “-ladvapi32”
?

‘Import various Mac OS API calls made in C.

?MacOS
Import “../include/GAGMacLib.m”
?

Include “../include/commoncode.bmx”
Include “../include/commontypes.bmx”

Try

ccCreateMutex(“BasicSetup”)

AppTitle = “BasicSetup”

ScreenWidth = 800
ScreenHeight = 600

Game = New TGame
Game.SetSubPathWrapper(“Grey Alien Games/Basic Setup”)
Game.Init()
Game.DebugDisplayX = 5
Game.DebugDisplayY = 95
Game.SetEscapeSound(“ButtonClick”)

Global images:TImageBank = New TImageBank
images.SetPath(Game.ImagePath)
Global sounds:TSoundBank = New TSoundBank
sounds.SetPath(Game.SoundPath)

‘Instance both types that we created
Global TitleScreen: TTitleScreen = New TTitleScreen
Global GameScreen: TGameScreen= New TGameScreen

Game.GraphicsCreate() ‘Create a graphics context
HideMouse ‘hide the mouse
LoadData() ‘load data using a function we will define
ccFlushAll() ‘flush keys and mouse

Local LoopExit:Int = 0 ‘boolean for exiting the main loop
Game.FixedRateLogic.Init()
Game.NoTimingTicks = 3 ‘only applied if Game.NoTiming=1

Repeat
‘do the logic separately from the drawing
If Game.MainLogicLoop() = -1 Then ShutDown()
‘draw the screen and flip it to show it
Game.ScreenDraw()
Until LoopExit = 1
ShutDown()

Function Shutdown()
Tgame.MakeGoodExit()
ShowMouse() ‘just in case it was hidden.
‘Exit the program
End
End Function

‘Instance both types that we created

Function LoadData()
AutoMidHandle True
ccClsVSync()’Ensure clear screen when loading

LoadSounds()
LoadImages()
TitleScreen.Load() ‘Call load method of TitleScreen
TitleScreen.Start() ‘Call start method of TitleScreen
‘Now loading is complete, let the main loop handle the drawing
Game.CurrentTScreen = TitleScreen

?Win32 ‘Has the app been suspended while loading? If so, deal with it.
If GetForegroundWindow()<>Game.WindowHandle
Game.SuspendedEvent = 1
EndIf
?
End Function

Function LoadSounds()
sounds.Load(“ButtonClick”) ‘load the sound “buttonclick”
End Function

Function LoadImages()
Game.mouse.Load(“pointer”) ‘load mouse pointer image
images.Load(“Paused”) ‘Load “paused” graphic
‘Create Paused sprite
Game.SpritePausedCreate(Images.Find(“Paused”))
End Function

Type TTitleScreen Extends TScreen
Field x#,y#

Method Load()
‘this is a TScreen method
ImageLoad(“title.jpg”,FILTEREDIMAGE)
MidHandleImage(Image)
‘this gets midhandled automatically
HeaderLoad(“logolarge”,screenwidth/2,100)
Menu = TMenu.Create(“ButtonMO”, “ButtonClick”,0,0,10)
‘Add a new Button
‘Allow Space and Enter to trigger it
Menu.AddNew(“playgame”, “playgameMO”).OKButton = 1
Menu.AddNew(“exitgame”,”exitgameMO”)
Menu.Centre() ‘Center the Menu
‘Move the Y position of the menu
Menu.SetY(Menu.Y+50)
End Method

Method Start()
Super.Start() ‘Call Start method of base type TScreen
Game.GameFade.Init(FADE_SPEED,0) ‘fade in
Game.Mouse.On()
Game.FixedRateLogic.Init()
End Method

Method Logic()
‘Call the logic method of the base type
Super.Logic()
‘If the start button is clicked, fade to the next screen
‘and set that next screen to the GameScreen
If Menu.FindButton(“playgame”).Clicked Then
Game.GameFade.Init(FADE_SPEED,1,Game.MusicChannel, True)
Game.DestinationTScreen = GameScreen
EndIf

‘If the exit button is clicked, fade the screen and exit
If Menu.FindButton(“exitgame”).Clicked Then
Game.GameFade.Init(FADE_SPEED,1,Game.MusicChannel, True)
Game.DestinationTScreen = Game.ExitScreen
EndIf
End Method

Method Draw()
SetBlend SOLIDBLEND
‘Image is a field of the base type TScreen
DrawImage(Image,screenwidth/2+x,screenheight/2+y)
SetBlend ALPHABLEND
Header.Draw() ‘Draw the logo that we loaded earlier
Menu.Draw() ‘Draw the Menu
End Method
End Type

Type TGameScreen Extends TScreen

Method Load()
ImageLoad(“bg1.jpg”)
HeaderLoad(“logosmall”,210,35)
End Method

Method Start()
Super.Start()
Game.GameFade.Init(FADE_SPEED,0) ‘initiate fading
Game.Mouse.Off() ‘Turn the mouse off
Game.FixedRateLogic.Init()
End Method

Method Logic()
Super.Logic() ‘handles menu core logic
End Method

Method Draw()
Cls
SetBlend ALPHABLEND
DrawImage(image,0,0)
Header.Draw() ‘Draw the header
SetColor 255,255,255
‘Draw instructional text
ccDrawTextCentre(“Press <esc> to Exit”,560,1)
End Method

Method SetEscDestination() ‘over ride base type method
‘if esc is pressed, go to the TitleScreen
Game.DestinationTScreen = TitleScreen
End Method
End Type

Catch ex:Object

Print “Unhandled exception:”
Print ex.ToString()

End Try

Tags: MrPhil

My base code

I’ll probably use haXe and make a little Flash game, just like last time. Here is my base code, which can use graphics and maps from Tile Studio. I added some extra code for basic objects, which I find myself writing every time. Depending on the theme, I might use Physaxe instead. Or maybe I’ll use BlitzMax and make a Windows game.

It looks like I’ll be able to spend most of the weekend doing the LD, yay!

Now it’s time to sleep!

LD48_13 Basecode

My basecode For LD48_13 is largely the same as the past two competitions.  I have updated it a little:

  • Classes are now organized into the package net.lonestranger.common, game and network.
  • Network isn’t really too useful yet.  The only class that exists in it is called Report.  It’s job is to take a string of data and send it via POST to a website, where it can be digested as fit.  For example, sending scores back to a central repository.
  • You can take jpg screenshots by hitting F10.  They are named based on the current date/time and dumped into the working directory.

Here is the link to download it.

I didn’t really list my goals in my declararion post a few days ago, so I’ll do it now.

  • Keep the same art style as last time.  I sketched things out on paper and scanned them in so I could colorize.  Keeping with bold colors and gradients is probably what I’ll do.
  • KISS – Keep It Simple, Stupid!  Making something too complex is just a recipe for a headache at 1pm on Sunday afternoon.
  • Make useful additions to the basecode that can be used in later competitions.  The screenshot stuff is an example of something I did previously that helps out a lot.
  • Finish most of the work by Saturday night so I can spend Sunday polishing.

Ok, time to finish work and then I’m off to Thanksgiving, The Sequel, but I’ll check in after 8pm Pacific tonight to see the theme I need to start thinking about.  I expect everyone to be in FULL CODE MODE when I get back.  😉

Hey, you people still exist!

I would so much enjoy joining you all this weekend, but I’m already overbooked.  I’m going to do my darnedest to participate next time.

Blame Phil Hassey that I’m here.  I was going through my PAX swag, and found a business card with his name on it.  With the game he started here.  His name brought up faint memories of 48 hour games and sleep depravation.

People probably forgot about me since I’ve only done three 48 hour compos.  I did games for construction/destruction/sheep, infection, and growth.  I’ll post up my games to the archives once I can find where I left them.

Tags: CagedRat

Theme: ROADS

So the theme is Roads. According to the voting results, it was the only one with a positive number of votes overall, and yet the IRC channel is erupting with people surprised that it was the theme that won out.

What are some ideas?
– Building roads between cities to facilitate commerce.
– Managing traffic congestion.
– Planning/Acting on The Road Ahead for your life.
– Maintaining a small town’s roads.
– Transporting materials along a long road.
– Find your way without a map, searching for a lost road.
– Strategically shut down certain roads to guide a getaway car to the police.

There are plenty of ideas, and I’m sure I’ll come up with more.

Still Nothing

Still haven’t made any sort of easy library I could use. My game’ll probably just use SDL and SDL_ttf, and possibly sound with SDL_Mixer if I have any time. I just hope the theme is good.

Too bad this starts so late here… I won’t be able to start tonight. I’ll try to get up early tomorrow though. I am definitely going to at least try to make an entry for LD13.

Comments

05. Dec 2008 · 20:54 UTC
Where are you? I know some people will stay up long enough to find out the theme, and then crash so they can dream about it and be fresh in the morning.

Roads

Roads

Tags: motivation

Tradition

Comments

05. Dec 2008 · 23:36 UTC
:)

I want to go to there.

I’m in! I’m going to try my hardest to keep it simple and fun, but the ideas I have already are way off on the complexity scale… but whatever happens i’ll do something. Should be fun!

oh and here’s my basecode:

int main( int argc, char *argv[] ) { return 0; }

Comments

05. Dec 2008 · 22:35 UTC
Hey, nice basecode!
jovoc
05. Dec 2008 · 23:09 UTC
thats awesome… I am in Berkeley.

Oh hai!

HAlp!  I’m in ur 48 hour coding project, not really sure what I’m doing.  I can has totally awesome project?

Oooh!

I can hardly wait to hear the theme! I hope it’s Collosal Roads. I’m going to try to stay up to hear the theme, though I may have to get off before then. Tomorrow I’ll start work.

Anyway, I think I figured out what basecode is (a little bit of prewritten main code?), and I’ve got mine.

#include <SDL.h>

int main(int argc, char *argv[])
{
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0) {
return 1;
}
atexit(SDL_Quit);

screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE|SDL_DOUBLEBUF);
if(screen == NULL) {
return 1;
}

int done = -1;
while(done < 0) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) done = 0;
}
}

return done;
}

My LD13 techs of choice

I will be using Ruby and the Gosu Gamedev Library developed by Julian Raschke (who participates here at LD sometimes) for my language and codelibs just like on my LD11 – Minimalist entry.  I’ll probably use sfxr for the sound.  I may try bazaar for source control (i’m more used to subversion but the syntax is similar enough.)  I’ve got Tile Studio for my sprites. I’ve got audacity for any sound work I may need.  I think that is about it.

Here is my workspace too.  Crummy photo I know.  Also, I’ve moved recently and this is the best area I could really cobble together in time for the compo.

First LudumDare

It is 04:50AM (19:50PST, hard to be french today) and I am ready for my fisrt LD !
I don’t know what I will make, but I know with what : I will use python and pygame.

Tags: begin

Title

Hello World.

Back for another LD… should be fun! Hopefully focus more on gameplay, and less on a large and complex architecture!

Will know the theme shortly.

Title

Roads.

Bugger.

Cruel World is Out to Get Us All

I was hit by the flu yesterday. So instead of setting up my coding environment and libraries and stuff (as I have a new computer), I was instead busy not doing anything but being in pain.

Then today, it turns out my favorite theme won. Great timing. Fever inspired game design and programming is sure to be a real winner. Might actually work. A bit of a problem that it feels like my brain is some distance away from me, though.

I’m bitching too much? Well, you would too.

At least I won’t have to spend time on food photos.

Tags: bitching, fever, flu, log

Desk Photo

Well, here’s my desk photo. A little messy but functional. Along with my LD mascot Holly. Believe it or not, this is her 3rd LD contest!

 

I’ve got mixed feelings about the theme. I’ve got a really good idea I think, but it’s really complicated and again more of a graphicsy idea than a gameplay idea. But I think I might go for it, next week the wife and baby are out of town so i might actually have a chance to make a post-compo version.. I’m going to start sketching out the design and decide if it’s “ambitous” or “impossible”.

First LD

Well this is my first LD, roads got me a bit off track, but I managed to come up with an idea for it. Strategy using roads as a basis, hopefully I can get something working later today (12:47 right now). I got a few ideas sketched out, I’ll post pictures later in the morning. To the rest of you, good luck.

=]

Tags: roads

Roads

It’s not evolution.

Comments

06. Dec 2008 · 03:46 UTC
You are correct.

Road Lockdown Mock-up

I liked the idea of the police strategically blocking certain roads so that the criminals can’t get away. Road Lockdown is my current name for the project, but it might change. B-)

Road-Mockup.png

From this mock-up, you can see the red getaway car of the criminals as well as the squad cars blocking the roads. I think I’ll keep the road images for the final game, and the cars seem to have come out fairly nice, I think.

I think I’ll go to sleep now. Tomorrow morning I have a lot of coding to do.

Comments

06. Dec 2008 · 08:32 UTC
Who you gonna call ?
06. Dec 2008 · 11:56 UTC
Yeah, now that you mention it, it does look kind of like Ghostbusters for the C64…

The Road to Pain!

Yes, Road to Pain. It involves Chuck Norris. You can not go wrong with Chuck Norris, thus I shall win. 😉

Road to Pain Splash Screen.

 

 

 

The road to success is paved with bacon…

Egg and bacon for breakfast!

Got up at 6am, and learned that the ludumdare theme was ‘Roads’!
Thankfully this was one that I have an idea for!
So, with bleary eyes, I cooked myself breakfast. Omnomnom!

Now I am ready! o_o

Best of luck to everyone!

Tags: food

Balls..

Hi, so this is my first time participating in LD and I’m looking forward to the whole weekend.  Gotta say I was a bit stumped when the theme was finally released, but now I think I got some ideas to toy around with.  Of course, I may well be sabotaged by my own carelessness by the time it’s all said and done.  First of quite possibly many blunders just occurred after the spending the last two and half hours of coding.  Basically instead of:

$ rm *.pyc

I did something more like:

$ rm *.py

on accident (damn you keyboard and your missing of crucial keystrokes!).  All I gotta say is thank you Subversion.  By the way, for you non-python programmers, I essentially blew away all the source files (about six or so files at this point) instead of the auto-generated bytecode.  Talk about no bueno.  Fortunately I have a revision not too far back from the state I was currently in, so it’s not too much of a setback, but definitely not cool either way.

In the meantime, I think I’ll quickly re-alias rm so it does something with a little less finality, say, just move things to a .trash folder.  Yeah…  Then it’ll be back to putting back in the new features I so indiscriminately smote out of existence.

Oh, and just to throw this out, as far as development goes I’m (currently) using Python on Mac OS X with the Pyglet game programming library, which is a simple library that’s got a lot of nice features.  Definitely worth checking out as a possible alternative to other libraries like PyGame.  I’m hoping that by using Python I can easily bring my game over on a Windows box and run something like py2exe to make for a nice easy install, though I guess we’ll see in a day or so’s time how well that works.  :)

Comments

MrPiglet
06. Dec 2008 · 04:17 UTC
Yep, this sort of thing is the reason everyone should use source control always, even on solo stuff. Glad it’s nothing permenant :)

and so it begins

Roads it is then, fairly happy with that as I’ve got a vaguely plausible idea for it. Time will tell just how plausible I guess. Woke up at 6am this morning, which is officially too damn early, but I couldn’t get back to sleep so I decided to get started instead.

Important Stats
Hot Brown Caffeinated Beverages: 0
Food Consumed: NULL
Time Spent Coding: 1hr
New Lines of code written: 53

Obviously I need to change some of those, and soon! For the moment however have a hour one screenie :)

Zero Hour Screenshot

Find idea

I had two ideas, the first was to make a tycoon game. Good idea, but 48H for make a tycoon game is too short ! It can’t be advanced, so it would not be very playable. So I will make a car-simulator in 2D. In this game, you will might be carefull to the conduit code (french conduit code, because I doesn’t know other code). The first step is to make a car which can forward on a linear and repetitive road. The background (road and grass) has been drawed, now, I will make the most difficult : the car. For this, I will use Inkscape.

Later ….
Now, I have a vitesse indicator.

My LD breakfast

as good as beautiful ;-).

Tags: food

Comments

06. Dec 2008 · 04:52 UTC
You win at breakfast! I’ve already eaten and yet this makes me hungry!

Deforestation game mockup

deforestation game mock-up

I have a game mock-up! You drive a steamroller through a forest and build a lovely new road!

Comments

06. Dec 2008 · 08:10 UTC
How would it look like in multiplayer?
Terry
06. Dec 2008 · 10:08 UTC
I love it already 😀

First Time

Hi everyone! This is the first time I am joining Ludum Dare. I will unfortunately use Game Maker since it is the only thing I know well. This said, I already have begun working on my game.

There is not even a road yet, but well, I am just beginning to work on it.

Evenings progress

Be amazed by the glory of placeholder art!

Of course I’ve had placeholder art become final art too many times in the past.  Lets hope not this time.