AngelDE98

LD23

I am in ( wow , original title )

Hi , guys ! This may be my first LD I am participating .

I will use this chance to just let me inspire and maybe finish the game if I will not finish it in these 48 Hours full of school and LD .

Tools :

Eclipse ( Code ) ; Gimp ( GFX ) ; SFXR ( SFX )

Libs :

LWJGL ( + JInput for JoyPad support ) ; Paulscode SoundLibrary

Most-Likely using external fonts like Ubuntu .

Problems :

Eclipse crashing ; My mouse batteries ; School ; Time

 

 

Comments

18. Apr 2012 · 00:49 UTC
Good luck! I heard that a hammer is good for fixing eclipse and pesky mice :p

PRE-Commit update Nr.1 : Base Code for GFX and INPUT Engine

After some rethinking I just tought : Why not reinvent the Engine I am working at as an Game Engine , not as an Menu / UI only engine ? So IGM2 Engine was born .

InGameMenu2 , name of an Project I am working on for my Minecraft Launcher , has an nasty engine ” on base ” / inspired by Catacomb Snatch ( Another game ) . IGM2 Engine is it’s engine only : Menus , Graphics , Input . I will play around it to get some sin cos drawing per tick and then finally remove unneeded , maybe even not allowed resources ( Paid fonts ) . Then I will publish it .

Screenshot of an ” PS3 like Background ” simulated with it comes soon , done one on my calc per simple sin cos transforms . Still not realistic but maybe on the PC more realistic for testing .

Sound : As said , gonna use paulscode . Dunno if got to add or not to add to the Code Base but may add it .

Edit : *facepalm* must do the LWJGL , JInput and also paulscode binding ASAP .

 

My Post-Mortem Summarry

Yeah , it is comming kinda late . I will also do the ” post-mortem ” release of the game in a polished engine .

It was kinda fun for the first time . First porting the menu engine I made for window designs into a game engine BEFORE the compo , then reach it in . Then all the graphics , level designing – or better the fails of it – and collision fails .

What went right

Graphics –

These were easy to do , even were fun to do . Even if the spikes were unuseable later on .

Sounds –

SFXR was my best friend . Even if there were background music loops , I could not loop them with the release of my engine I had there .

– Concept / Idea –

Even if there was no real concept / idea , I had one in a fast time . Even when the theme wasn’t fitting pretty well , I made it as well as I could . See ” What went wrong > Level Generator ” for some info .

What went wrong / horribly wrong

– Java and Eclipse –

They both made jokes out of me … not really , but I had weird BSODs hunting me when porting the game into JRE6 . The current engine version uses JRE6 natively now .

Level Generator –

Nothing went more wrong than that one . I had planned levels , but the bmp format was too inconvinient . ” TilED ” support ? Nope – as long as I had that version of the engine . The post-mortem release will have even custom level support for sharing levels . So what to do ? The level generator came in – and it just created noise of blocks . So I had to move into jam for fixing the generator to make mazes . The first of many tests went wrong . Then it made better mazes . The size was dependent : I had a size of 1024×1024 pixels before , now it’s smaller . This gives the ” tiny world ” feeling .

– Collisions –

Collisions were mainly the engine part not working properly . They went sooo wrong that you stick on the wall or get stuck easily . I have rewamped them with per-pixel-collision checkings in the new engine version .

 

Conclusion : It was fun , it was cool . I’ve learned for my next LD .
BTW : My engine will soon be open-source and as it seems I will use it next LD , too .

LD24

I’m in

Hi , I’m Maik Macho . This will be my second LD ( my last one failed due to inproper map generating code ) .

Tools and stuff I will use :

Language : Java

Libraries : LWJGL

Imaging : Gimp , Pickle

(*)Sounds : SFXR , BFXR , FL Studio

(*)Mapping : TilED

CodeBase : IGM2E TBOTW-PM-Port-Build ( Latest stable , replaces IGM2E itself but IGM2E may contain changes the port-build will contain )

Library sources / modified libraries : Parts of JPlayground , Custom Slick2D Source Build ( custom maploading ‘n stuff )
If you ask yourself :

” What is IGM2E ? What is IGM2E TBOTW-PM-Port-Build ? ”

IGM2E ( IndividualGameModifyable2Engine ) is the engine I used my last LD ( build 1 beta 1 ) . This time I will use build 1 beta 2 , but because of me working more for TBOTW-PM ( the PostMortem of TBOTW ) than the engine , I may modify TBOTW-PM to the engine itself and call it build 1 beta 3 . TBOTW-PM is already a frozen project .

Hopefully I will focus on code and then later on graphics this time .

Good luck to you all ,

Angel

 

( Links may come as seperate post later on )

(*) means added with edit because I forgott to write it in here

I’m In Part 2

Here’s the missing part of my ” I’m In ” post :

“Engine” up now ( I name it engine , but it is kinda an game-base , literately ” codebase ” for LD , that can be modified to represent a real game , currently just represents a small room ) . Removed every sounds excepting one jump and one BGM file . Tilesets are for the testing level , tilesets , sprite sheets and testing map get replaced while LD : https://dl.dropbox.com/u/74836805/IGM2E.zip

Added libraries :

– Merged JPlayground , also removed unneeded classes . Isn’t the best merge , but needed to do it .

– Added ” kryonet ” .

Don’t expect anything from me.

My parents just explained me that LD is nothing more than an useless event … now I am thinking so, too. Maybe I will do something for LD or maybe not. Don’t expect anything from me.

Comments

quill18
23. Aug 2012 · 17:25 UTC
Yeah, the last thing you want to have – for a successful programming career – is any kind of experience or a portfolio.
MinerCraftGuy
23. Aug 2012 · 17:25 UTC
Angel, to be honest: LD is just 3 weekends in a whole year. And it’s meant to be as a “development challenge”.
sorceress
23. Aug 2012 · 17:45 UTC
Do they also think that every event in the olympic games is nothing more than a useless event? The spirit of LD is the same: people from all over the world coming together, stretching their mind and body to the limit, and doing their absolute best.
23. Aug 2012 · 17:54 UTC
Nah. It’s good practice, not only in programming, but also in general discipline.
23. Aug 2012 · 18:00 UTC
Parenting FAIL :/
23. Aug 2012 · 18:04 UTC
This post broke my heart. I wish your parents understood what Ludum Dare is. This is a chance to meet with LOADS of people who are in your field. It’s a chance to test your metal and push your limits. It’s to learn with other and to get better. It’s to get that wonderful feeling of success when you finish the game just in time and submit it for everyone to see.

Thanks, LD Community! I’ll do it!

Just a status update:

I have talked with my parents about LD. I have showed them what I am currently work on. They understand NOTHING of the code I write. So they told me that if it’s good for my future, I will do it.

LD is like computing and game creating school for me because my current school has too less teachers for teaching at PCs because sometimes they don’t even know how to use the DVD-TV …

Thanks, Community! I’ll do it!

Comments

24. Aug 2012 · 10:14 UTC
I’m glad you’re back! 😀

Engine (Codebase/Basecode) update

Just a small status update for https://dl.dropbox.com/u/74836805/IGM2E.zip :

– Bunched up some code here and there

– Changed the way tiles (or entities on tile layers with the type argument set to entity) get loaded – Objects on object groups behave same .

– Added an enemy base , the “Mob.java” , which is a modified entity which can walk, jump over obstacles or turn around if needed.

– Added a tech-demo “Blob.java” as base NPC (currently does nothing). Also added two of them into the test level.

This post was just to declare changes in the codebase / engine .

Tags: basecode, codebase, engine, IGM2E

Idea? Abadoned project of evoluting kittens…

… and a engine update I got from a co-worker recently (due to missing GitHub repo I uploaded to the dropbox link).

Changes :

– Performance and resource issues fixed (thanks, @patrikspengler @ twitter !)

 

Currently working on basis gfx of a base 16×16 kitten that can move left, right or stand still. Also, the player will be a HUMAN. Good luck 😀

 

(PS : Yeah, I asked in IRC if the update that didn’t got uploaded to dropbox due to a coworker of the ENGINE, NOT the GAME so it doesn’t break rules, and me not using github but my dropbox can get uploaded . I will tell him to use dropbox so we can share the zip.)

Post-Mortem Summarry

Let’s take that short.

This time the theme was the biggest challenge. If it wouldn’t be “Evolution” and if I would prepare my Engine for top-down stuff, everything would go better.

What went… “right” :

Kinda nothing. The AI was buggy, the time flew away. The only thing that went out not-so-bad was the BGM.

What went wrong :

Everything: From “Level design” over “Player and Mob graphics” up to “simple if checks”, all went wrong. Maybe it was just the lack of time because the theme was kinda a challenge itself. Map3 \ Room3 \ How you call it (I name it “lab3”) was the most messy thing: It crashed all the time because of an AI nullpointer OR dunnowhat. Also, the launcher was a mess, too. I also had to do a bugfix just after jam.

What I have learned:

– Prepare yourself. Preparing is the best thing you can do. Even just before LD, go thru EVERY single theme and get bunch of ideas for it.

– Extend. If you aren’t happy with the result, extend into the Jam. If you still aren’t happy, just continue on.

– Check everything before publishing. I had no time for that point, but the best thing to do is to check if everything works.

– Make easy level layouts and controlls. If people just don’t know what to do in one level, they may not know what to do in the other level. Misleading signs like “Rescue kittens” in a level where you CAN’T rescue kittens BUT in the level after the level in the sign… these signs should be clearified.

 

I hope your game went out waay better 😉 Here’s my game if you really want to play it … http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=11776

LD25

I’m in (maybe)

I’m back… yeah, maybe. “Authorization pendingz” – Patrik (the co-founder of fourbytes) must approve that I can participate and not work on our game. Looong story…

Yeah, my last 2 times were just fails 😉 Everyone does them. But I have learned from them.

I will code on Ubuntu this time, not on Windows 7. Gimp will still be by my side, but I do not know if SFXR and my other music creating tools will. Eclipse, my favourite Java IDE (and only one) is somewhat buggy (still), but “no problem” about that one. IGM2E is on GitHub ( https://github.com/AngelDE98/IGM2E ) but needs tweeks. Hopefully it will end better this time.. 😉

Challenge Accepted (Status Update)

Small status update:

Challenge

Tommorow I will finish work on “the game” (fourbytes is kinda the indiedeveloperstudios behind it) and then smash myself into the LD Compo as always, fail, extend deadline to jam, fail again, …

Secondary theme set: byte[4]

Stress.

I’m in stress. I got the idea for the game half day after publication of theme. Forgott to push latest update of IGM2E I made for LD25 just before LD25 (engine I am using). Nah… at least I have got some Mentos UP2U.

Plans for now:

– Upload picture of food  (Can’t find it)

(Done)

– Port platorm engine to topdown engine

 

– Start working on resources

– Start working on maps

– Start working on engine (polishing, fine tuning)

– Do forgotten things

 

 

 

I’m Out.

I have changed my Plans. It’s impossible for me to finish a game this time.

Yeah, I am out. Good luck everyone 😉

LD26

I guess I’m in.

This time I’m sure it will be a hard time BUT I won’t give up. So let’s keep it short:

Engine: No more IGM2E. Since joining Fourbytes and splitting up from Forlorn Existence (and re-joining to Novum Mundum) I’ve been working on a new engine named “Shadow”. I must merge some changes from NM to SH ASAP (mainly performance stuff and fluids and stuff) and then upload the source. It’s based on LibGDX. Maybe I’ll release an Android version of the LD game..?!

Music: I’ve got some random app on my Android phone. I’ll use it for ‘inspiration’. Later on I’ll try to re-create the project in FL Studio.

Graphics: Gimp.

Coding: Eclipse.

Operating System: No. Not Windows. Linux is my best friend!

Streaming (only sometimes because of LAG): You may guess… FFMPEG? Yeah.

 

Comments

GreaseMonkey
21. Apr 2013 · 07:07 UTC
Tip, if you build ffmpeg yourself you CAN build a version that due to licensing clashes is technically illegal.

I have one of those builds 😀

Uploaded the source for codebase and tool list update

I’ve uploaded the Shadow sourcecode (aka codebase): https://dl.dropboxusercontent.com/u/74836805/LD/ShadowSRC.zip

It will be updated sometimes but the most important version is that one just before LD begins.

Also, I will maybe use Caustic (Android FL Studio “alternative”) instead of FL Studio.

 

Unity + Linux = ….

Why not use the Linux export support given in Unity 4 (if any)? I don’t use nor know Unity but I just want to play games made with / in it after LD. So why don’t you export as both web and / or standalone AND (if possible) linux client (NOT native client)?

Please respond to me as comment. I – as Java coder using Linux – want to really know why you are not doing this.