crux

LD10

A bit of initial progress.

I don’t have a solid gameplay idea, but I do have a bit of a direction to go on. My laptop is rather pokey in general; and especially so with graphics; and I’m using Ruby…

 baby steps

Comments

crux
15. Dec 2007 · 04:37 UTC
Well, that screenshot upload was a miserable failure. I’ll have to improve on that…

LD14

Right, I’m in too.

Hello everyone; I’m Dan! I’m 29, don’t work professionally on games, but I am a GIS developer and it tends to involve a lot of the same graphics skills, and I’ve dabbled in gamedev for years including a few not-entirely-successful LD48 attempts. Hopefully I won’t be too far out to sea this time around.

Chances are, unfortunately, that this will be a 18-to-25 hour contest for me though. I’m going snowshoeing on Sunday morning/afternoon, tonight is date night, and I need to be (mostly) normal on sleep come Monday a.m.

Which means I’m going to have to seriously address the personal weaknesses that have kept me from finishing in the past:

  • Planning. I need to have a roadmap and stick to it! I’ve got something sketched out, and am now working on some base code to have that in before things begin.
  • Ambition. No full 3D rigid body dynamics for my game this time around, alas. (I consider a prior LD48 to be a resounding success, despite how pitifully far I still had to go, simply because I had a cube fall, bounce, and come to a rest on the floor. This was before ODE was considered kosher.)
  • Procrastination. As helpful as brain-breaks can be, I won’t really have the time for any (besides my already-scheduled prior commitments).
  • Commitment. In the past when I was limited to well under the full 48, I sort of waffled around and gave up within the first six hours. Won’t be the end of the world if I do this again, but this time I’m being a bit more serious about the goal of finishing.

Now that I’ve reminded myself of my priorites and committed myself to them by posting them for all of you to see….

Best of luck to everyone! Once I have a working basecode (priority #1 is to be able to start working on the actual game right away) I’ll see if I can get a pic o’ my desk, etc., before 9pm tonight.

Tags: iamin, intro, wellcaffinated

Framework “hello world”

Well, it means that OpenGL is working (2D ortho), along with texturing, mouse interaction, and a bunch of other stuff. Normally I wait until after the theme is announced to get this stuff working, so hopefully it’ll help with my reduced time budget!

But it’s not exactly impressive to look at.

Hopefully this is my Black Triangle, or at least something 80% there. Still need to add rotation support, but that’s not too bad.

Tags: framework, screenshot, sofar

Framework, sort of.

Well, it’s a start. :) Uploaded for reference. Less than 5min to go!

Tags: framework

Who doesn’t like spaceships?

Progress update: I’ve got a little bit of spaceship goodness, flying around and such. Lots of time to tweak things, still. Unfortunately there’s a math glitch somewhere; the camera is jumpy in an unpredictable way. Possibly just some numerical instability — debug it now, or keep making progress and wait until later? Decisions…

Tags: inprogress, screenshot

WIP continued

Blast them NMEs!

Yes, spaceships it is. ETA for “full” game (music won’t make the cut): 4 hours or so?

Wish I could get Ubuntu to take a screenshot when it’s in full-screen mode, but, alas.

Tags: inprogress, screenshot

I hereby dub thee: Spacewalls! [ FINAL ENTRY ]

At least, FINAL ENTRY round one.

EDIT: Round two — Fixed what was hopefully the only one or two misuses of the OpenGL API that worked on my machine but croaked on others’. Still no confirmation from a 3rd party that it runs, though. :( After I get back from snowshoeing, I’ll try to get it running in VirtualBox. Also, if time allows, I’ll pull out my nice nebula pic with something photoshopped since it was a photo from the ‘net.

EDIT TWO: Uploaded direct to LD. Final entry, python source version, hosted on LD. Wait, never mind. “File type goes not meet security guidelines. Try another.” … I thought I was following the instructions; I’ll try again later.

EDIT THREE: The background, although not nearly as nice, is now one done from scratch.

EDIT FOUR: Post-deadline: Added two bug fixes that ought to make it work nicer on other computers than mine. (a) Some sloppy python code was restarting the game, and not properly re-initing the display, when you clicked “start game”. (b) I was using non-power-of-two opengl textures. (c) stripped out all the subversion crap, slimming the download considerably.

EDIT FIVE: A million thanks to allefant, who wrestled with pygame + pyopengl to create a windows executable that seems to work!

Python source version. Run src/game.py from the ld48 directory.

Windows executable. Run game.exe.

I’d appreciate anyone letting me know how (if) it works. This is my first time using pygame or python, so… at least I’ve got a full day (minus all my prior engagements) to fix anything.

EDIT: Oh yeah, move with arrows and left control to fire. Use the mouse to work the menu.

Tags: final

Comments

crux
19. Apr 2009 · 02:23 UTC
Note: there are some version issues, if your pyopengl is different than mine you’ll want to edit framework/scene.py and change all the glPushMatrix() calls to take no arguments.
19. Apr 2009 · 06:15 UTC
That looks pretty. Would you mind telling how you got that spectacular backdrop? I’d love to use something like that myself, but if I understand the rules correctly I can’t use stock photos…
19. Apr 2009 · 07:31 UTC
heh.. I was wondering about that backdrop too.. looks great.. if there is a easy tool for space backdrops (like bryce3d is for canyons..) i’d love to know about it. Maybe you just went up to space though and took a photo yesterday? 😉
crux
19. Apr 2009 · 12:14 UTC
Alas, those of you asking about the backdrop… it’s a photo: I used google images to search for “extra large” nebulae pics.
19. Apr 2009 · 14:49 UTC
Thanks for sharing this code, and your development files, it is rather interesting. FYI it didn’t work well here on mac leopard with latest python 2.6/pygame/opengl from macports. I get the menu screen with two clickable buttons, but the game doesn’t render at all except for a few seconds each time the player dies.
crux
19. Apr 2009 · 15:21 UTC
Thanks for the feedback, Simon… maybe some OpenGL thing I overlooked, like ensuring the z-buffer is off, which is different per platform? I’ll tinker with it this evening, or maybe after the contest is over.
Simon
21. Apr 2009 · 00:36 UTC
That latest version works just fine on my mac, when run from the right directory. Very nice!

Spacewalls update

I’ve made a quick update to my entry, to fix a minor api misuse that prevented it from working on someones’ machine last night:

http://www.ludumdare.com/compo/2009/04/18/i-hereby-dub-the-spacewalls-final-entry/

Still planning on:

  • Pulling out the starfield with something homebrew after a bit of time in photoshop — if I get the time.
  • Virtualboxing up a windows executable.

If anyone tries to play the game, leave a comment! I’m a bit paranoid that it only works on my machine…

For now, I’m off to go snowshoeing in a National Park!

Thanks to allefant: Windows version is done!

http://www.ludumdare.com/compo/2009/04/18/i-hereby-dub-the-spacewalls-final-entry/

Thanks once again!

Comments if it doesn’t work, but it ought to since it does on my machine! 😉 (Fingers x’d.)

LD19

‘Tis a new day

And I’m going whole hog on the LD48.

Breakfast: Tea & Toast.

Gameplay: Ambitious.

Technology: Very Ambitious.

Yum.

Comments

18. Dec 2010 · 15:24 UTC
That breakfast seems so…civilized. I had a cupcake and a Coke. May yours fuel your ambition!

Update: Buddha boom de doom bah da doom.

Yeah, well, that title is as much music or sfx as you’ll see from me. 😉

Possibly not going to have complete gameplay either, but I’ll try, and I think I’ll have some nice exploration of the things I was interested in experimenting with, assuming the sleepies don’t get me.

I’m actually excited, as I’ve gelled some complex/ambitious ideas down to where it’s a Simple Matter Of Coding. Lots of coding, unfortunately.

Oh, also on the cutting board: That dude’s arms. Wiggly leg-circles are enough to tell he’s walking, and that’s already overmuch art/animation work for the likes of me!