AlwaysGeeky

LD23

I’m in… (I think)

Hi,

I think I am going to give Ludum Dare a go this time. I have never entered one of these before and it looks quite fun. I previously had a go at the MolyJam even a few weeks ago and actually managed to finish a game in under 48 hours… Infact I didn’t get as much time to program as I would have wanted over that weekend…

Here is a link to a video of my finished MolyJam game from a few weeks ago:

I have been reading the rules about engine and libraries and was planning on using my own simple library/engine to create my game. It isn’t anything special, mostly just a wrapper around OpenGL calls and some basic Windows setup code, and 3d math… I would be writing ALL the actual game code over the LD weekend.  Is this allowed? And how do I go about posting it here publicly, as it describes in the rules? Thanks

Dev Tools:

  • C++
  • OpenGL
  • Windows
  • GIMP
  • Sfxr

Comments

16. Apr 2012 · 11:57 UTC
You should wrap up your framework code before the contest, put it online somewhere (Either on your own website if you have one, or some public download service) and make a post here saying ‘you can download it here and there if you use these programs’ blah.
AlwaysGeeky
16. Apr 2012 · 22:53 UTC
Thanks for the advice.

I feel like making something with voxels

Theme permitting, I feel like using this Ludum Dare to experiment with voxels…

Maybe also push in some procedural generation too, I’m feeling in a good mood about this. Only 4 days to go! :)

Comments

AlwaysGeeky
16. Apr 2012 · 22:53 UTC
Thanks for the links. :) Yeah I just have an itch for something voxel related recently. I know its a bit cliche there days what with minecraft and all… but you can do *OTHER* stuff with voxels 😉

My source engine

Hi, as per my previous post… I am sharing my library/engine code that I will be using for my Ludurm Dare at the weekend.
https://www.dropbox.com/sh/a0syqrxiqpxrsmr/Z7Mgj5KR5e/Juice.rar

It is called The Juice Engine… (cliché I know)

It is basically a number of projects that get compiled into static libs that I can easily and quickly include in a game project and make easy use of the functionality.

Included is:

OpenGLRenderer – This lib just wraps up the OpenGL calls so I dont have to have graphics code splattered all over my game code.
OpenGLGUI – This lib contains objects that allow me to create basic windows-like GUI objects, so I can easily prototype with user interaction during development.
ModelLoader – Supports for loading and rendering OBJ models, MS3D models and also keyframed skeletal MS3D animations.
3DMaths
– Pretty obvious… it has Matrices, Vectors, Quaternions, Planes, and Beziers.
WindowsFramework – A window wrapper class around creating Win32 Applications.
Utils – Includes helper classes for things like timing, interpolation, random numbers, etc…

I make no claim about the completeness or reliability of my engine. Mostly when writing it over the past years I have favored readability and understanding over speed/performance and optimization. Also there *could* (almost certainly are) be many bugs throughout…

I have thought about packaging and releasing my engine in some form previously, but never had the time to tidy things up and get around to it. After this Ludum Dare I might release an improved version, since I will most certainly be adding lots of functionality over this weekend, since I am planning to make something using voxels. (Read: My OpenGLRenderer will need Mesh support for that :P)

Texture generation/creation

Hi, does anyone know any good tools/applications for generating textures, that could be used this weekend for the LD?

Since ALL assets have  to be made over the weekend, it makes things kinda tricky for us programmer types who are not good and fast at creating semi decent looking textures.

I have GIMP and generally know how to use the tool well enough… but that doesn’t really help me when I want to say… create a floor texture, or texture my walls in a game, or have good looking doors…

I know there are tools out there for creating procedural generated textures using noise functions, filters, patterns, etc… but does anyone have any good recommendations for these or know of any good (free) tools that could be used?

Thanks :)

Comments

techforever
17. Apr 2012 · 13:22 UTC
I know that notch uses paint.NET but for tilesets, i use tiled.
AlwaysGeeky
17. Apr 2012 · 18:09 UTC
I actually found a good forum thread, that has a lot of cool resources for this… will definitely be investigating some of these:

2D or 3D?

So are most people planning to do a 2D or 3D game?

Looking at a lot of the previous comps and reading what tech most people will be using and writing in, I guess a lot will be 2D…

Bizarrely I always find writing a 2D game much much much harder than 3D, I guess maybe that is due to my 2D art skills being rubbish and never investing the time into 2D techniques.. I think its easier to make thinks look pretty and wing it in 3D 😛

So yeah I am going to be doing a 3D OpenGL game…

Comments

17. Apr 2012 · 22:34 UTC
How on earth do you find the time to model, skin, etc?
tunnel
18. Apr 2012 · 00:52 UTC
^ what he said
AlwaysGeeky
18. Apr 2012 · 11:35 UTC
Well because of my lack of 3d modelling skills , I wont be planning to make anything complicated, and probably wont be doing any animating or skinning. Use maybe basic 3D object creation and simple animations.

I’m in… (Definitely) UPDATE

Hi,

I think definitely am going to give Ludum Dare a go this time. I have never entered one of these before and it looks quite fun. I previously had a go at the MolyJam even a few weeks ago and actually managed to finish a game in under 48 hours… Infact I didn’t get as much time to program as I would have wanted over that weekend…

Here is a link to a video of my finished MolyJam game from a few weeks ago:

I am going to be using my own engine/source code that I linked to in a previous post.

Dev Tools:

  • C++ (Visual Studio)
  • OpenGL
  • Windows
  • GIMP / Paint
  • Sfxr / Audacity

I might also look into some of the timelapse/streaming options available, but I have never tried this before so not 100% sure on the tools available. I am going to look into this Chronolapse tool that everyone seems to be talking about…

To stream or not to stream?

Is it worth the setup hassle?
And would anyone actually watch and find it useful?

I’m thinking maybe it might be detrimental to the final game output that is made…

Comments

Snow
20. Apr 2012 · 14:56 UTC
Do like me. If I do decide to do a game this weekend, I’ll be recording screen caps. If I can’t finish it in time, or it’s just not working out, no big deal. No one will see the recording as I won’t submit anything. That way there is no stress of people watching you.
AlwaysGeeky
20. Apr 2012 · 15:32 UTC
Are you going to use a time lapse program? like chronolapse

So… Tiny World

Well I am super pleased with that theme… kinda works well with my pre-chosen destiny of making something voxel related… I don’t know what sort of gameplay I am going to do yet… but I can’t think for too long right now, I have got a voxel engine to write! :)

More screenshots

Making good progress… still no thoughts about gameplay yet… lol

Tags: alwaysgeeky, tiny world, voxel engine

Comments

21. Apr 2012 · 01:37 UTC
Yeah, not sure where you’ll go with the gameplay, but it looks pretty! I loves me some voxels.

Time for some sleep…

Ideally I wanted to stay up longer to work on my entry, but since I am not getting any flashes of inspiration about what type of game to make, I think I am going to get some sleep. Hopefully I will awake in the morning with some cool ideas.

Here is a video of the current progress on my voxel engine:

Need to improve the way that I am rendering blocks, its pretty dumb at the moment.

Tags: alwaysgeeky, blocks, ld23, tiny world, voxel engine

World Destruction

Starting to get some ideas for gameplay and mechanics now… just need to start implementing some and prototyping, see if they are fun :)

Trees…

Simple, yet strangely elegant…

When planets and worlds collide

Need to come up with some cool ideas for planets, worlds and asteroids colliding… shouldn’t be too hard, since that is already AWESOME… 😛

My 24 hour progress video

Here it is:

Now I am going to start implementing some of the gameplay features I have in mind and try to wrap this up into an actual game. (Proper controls, game interface, menus, HUD, scoring, etc..)

I feel sorry to say it, but I think audio might be getting the cut, I haven’t even begun to code anything for audio yet and unless I get all the other stuff that I have floating around my mind in super quick, I might have to give audio a miss this time. :(

Comments

22. Apr 2012 · 00:31 UTC
Looks neat though clueless about the gameplay.
bms
22. Apr 2012 · 01:05 UTC
Looks quite cool looking forward to playing it

Less than 10 hours to go!

Eeeeek! I’m going to be programming like a demon for the next 9 hours…

HUD progress

How long is left…