Archive for May, 2011
I’m done… but not done
I have done as much as I can on my game, Danger Cavern. I am not going to add anymore cause the clocks almost up. It does work though. The collision system is wonky, but it is playable. I only have one level done which you can see below. Basically, Danger Cavern is a cave escape platformer with an antigravity device. You can walk on the ceiling, but only if you have the battery power. You have to collect batteries and use them and your antigravity device to escape from each level and eventually make your way to the surface. Much more was planned including enemies, shooting, health system, time limits and a special MMORPG feature
CAT in the city (former Mailman) last progress report
:(
Only two hours left and I’m way behind. Couldn’t do any work on it in the past 12hrs due to unfinished moving business. If I can’t mash it all together now I’ll just have to hand it in for the jam. Oh well, always next time!
Love what I’m seeing so far. <3
Stupid Code…
Here’s a little C++ quiz for you. What’s wrong with this code?
struct Foo
{
std::vector<Bar> bars;
createBar(int x);
};
void Foo::createBar(int x)
{
Bar bar;
bars.push_back(bar);
someOtherThing[x].pointerToBar = &bars.back();
}
{
createBar(1);
createBar(2);
createBar(3);
}
[On that note, does anyone know a good C++ code renderer for WordPress? I apologize for the formatting.]
What’s happening in the code is that you call createBar() to create a series of bars. These bars get stored in a vector of Bars, which is fine.
someOtherThing is using that vector to store a collection of pointers to those Bars. Seems innocent enough.
In fact, if you later did something like:
someOtherThing[3].pointerToBar->someBarThing();
It would work perfectly fine.
But if you did:
someOtherThing[1].pointerToBar->someBarThing();
You’d segfault. Why is the 1st Bar suddenly invalid?
The problem is that someOtherThing is getting pointers to Bars that exist in the vector at that time they are requested. The next time a Bar gets added to the vector, however, might require the vector to be resized, and so while the Bars in the vector are all there, they basically moved house, so the pointers you stored while creating them are no longer valid.
And that is why I took so long to figure out why my Courier selection code would crash on only some of the Couriers, and that is why I probably won’t get an entry submitted for Ludum Dare #20.
2 hours left to go. I’m going to get dinner.
In the meantime, here’s a screenshot showing the couriers on the left and the enemy agents on the right.
I now have the ability to select the courier you want to move once I moved the “store pointers” work into a batch operation. I thought not using pointers in the first place would save me headaches, but I guess I should have just new-ed up the Couriers in the first place. B-(
Number of Entries – LD20
Like usual, I’m recording some totals. The number of entries submitted by specific times as we approach the deadline. So far we have: The results are:
Sprint, sprint, sprint
Two hours left and I have the choice of either more generic items, more generic phrases, better difficulty increase or better music.
… difficulty, then phrases.
Man, you really get to remove planned features viciously as time runs.
I’m done.
I’m really pleased with how this has turned out. Like really really pleased. First LD for me too
I’d have liked to add more levels, but ah well.
My entry is a puzzle platformer. Behold:
Anyway, you can play it here: http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3501
Timelapse coming soon!
Still Here going to end but with a limited game
I reduced the scope of my game right now basically it ended up being a one on one punching conteste betwen a kangaroo an aussie.
My game related to theme because his father gave him the hat that allows him to be powerful enough to punch kangaroos originally i wanted to also have weapons that you can acquired but that die to lack of time.
Still tracking progress at
Feature Creeper (sssSssssSSsss)
My original idea was too complex so I went for a pseudo-3D game where you go to a place called Inklake to take rare pictures and your professor gives you a backpack of tools. The thing is, now this one is nearly as complex as the first idea and I ended up making the map one square mile. I just don’t like making games that can be finished quickly, because I have yet to figure out how you give depth to characters in such a short time. That would be why this is called Ludum Dare though, not Narration Dare.
So I’m probably not even able to finish for the jam
2 hours to go.. so fail I will this time.
Current Features:
-Movement with jogging and sprinting
-Pseudo 3D perspective code on everything
-1 sq. Mile of space
-An axe and the ability to cut down trees in a hail of splinters
Coming Features:
-Hammer to build stuff using wood or rock
-Pickaxe to mine rocks
-Lighter to light stumps and wood on fire
-A couple guns
-More dialogue (right now it just has an intro)
-Lake monsters
-Friendly animals, if any
-Rare sights to see
-The camera
-Dirtbike
-Raft
-Cellphone
-Lighting and day cycle
FINISHED!!!!!!!!
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3031
Wow. I learned so much from this. Thank you everyone for a good LD.
Give it a try!
It’s done
Sunday, May 1st, 2011 4:58 pmHere is my entry. It doesn’t have a whole lot of features because I had to remake half of it.
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=4149
Progress – Part 3 – I’m done. Drum Hammer Dig
Presenting “Drum Hammer Dig”
I’ve got as far as i’m going to get before the deadline without breaking something.
Its been an exhausting, but enjoyable experience and a great learning experience.
Its also been a double set of firsts for me, first Ludum Dare, and first game i’ve completed (well, as good as it gets in 48 hours ) since becoming and indie.
There’s plenty of things I would like to do to this game (if i ever come back to it), such as add more levels or perhaps dynamically generate them, more items, ways to kill the enemies and other lovely effects. But its resting time now.
In the meantime please check out my entry
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=4202
All feedback welcomed. Its been a pleasure.
Enjoy.
P.S
Good luck to all those people still working on their games for the final 2 hours.
Finished, or at least that’s what I’ll pretend
After a devestating battle with VBO’s and mouse-input, I’m finally finished. Spent the last three hours on making a level, a song and some generated sfx to spice things up. All in all, I’m happy that I pulled through and I’m already looking forward to the next LD, especially since I wont have to learn new stuff (hate that). =)
Good work everyone! =)
*sleep*
Almost forgot, this is the thingy! -> http://www.ludumdare.com/compo/ludum-dare-20/?uid=2443
Final playable prototype of Waterfall Rescue!
Final countdown! The clock is at 2 hours remaining! This is the last prototype I will post before the submission build:
I did manage to work out a lot of the wonkyness in the physics with this build, while keeping my improved swing controls (and improving the feel of them just a little bit more.) I built a number of levels as well, and added some tricks to the later ones.
I have two more hours to take in feedback and fix problems, so let me know what you think!
Memes (funny bug)
At first i was like

but then i was like

Finished my game
I just finished first Ludum Dare entry EVAR, evvaaaahhhhr.
It’s a short story driven adventure platformer.
I hope you like it
Anyways, here is the link:
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3537
Btw, a screen:
Unknown planet is live!
Finally submitted my entry
http://www.ludumdare.com/compo/ludum-dare-20/?action=preview&uid=1447
Ok, i implemented 1/3 of planned feautures, spend way too much time on some features.
Lessons taken.
Thanks to ludum, and goodluck all!
















