LD13 December 5–8, 2008

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.

Time Machines

Tags: motivation

This entry was posted on Friday, December 5th, 2008 at 9:40 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.. 😉