I'm a hobbyist coder with a background in science and engineering. I use C & C++, x86 Assembly, AVR assembly (ATMega8515 and ATTinyXXXX). I also spend time with coppersmithing. If I could figure out how to combine the two into something fun...
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.
Finished I guess. The minions didn’t make it in. They are so close to being ready but oh well It’s already late. I had a unicorn with a horn-stab move all ready too. ah well.
What it needs is gamepad input. And some scrolling, and the minions!
It’s Done! sort of…
Download Frogger X Master Shake V3 MS Windows Version
Download Linux version
* Source included
There are a whole lot of things I wanted to add but couldn’t. I’m pretty happy though about getting sound working and doing some halfway decent tile collisions for my first time.
**UPDATED** made it a little harder and improved particle performance, also jacked up the timer freq. for particle events.
This is my first Ludum Dare. I really like the theme and rules so I jumped in this time.
… so I stalled right out of the gate trying to pick a good pair of characters to face-off against each other. I had all kinds of ideas. My trouble was picking one and sticking to it. It’s definitely a fun theme. I picked Frogger from the 80′s arcade game and Master Shake from Aqua Team Hunger Force.
I like frogs and Shake is the perfect villain.
I picked a single-screen 1-on-1 duke-it-out style game with projectile and close quarters weapons. I haven’t done a 2D tile game before so I kept it simple: no scrolling, 1 screen, no OpenGL acceleration. it looks like the OpenGL acceleration isn’t that rough to add. I won’t have time tough.
So far I have a primitive particle system, my 2D tile drawing and loading from text files, and a simple sprite animated character. The mouse is used to aim the projectile weapon and fire. Keyboard moves left/right, jumping, change weapons, and can also fire weapons (as well as left mouse button).
The big stuff still to do:
very primitive collisions – rectangle-rectangle at tile level for jumping & weapon damage.
sound and sound content – this is a biggie for me. I haven’t messed with sound much before.
Draw Master Shake sprites
Draw “slap fight” hand-to-hand combat tile/sprite animations & add hand-to-hand game logic