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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 2 days, 8 hours, 14 minutes, 27 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 2 days, 8 hours, 14 minutes, 28 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]


    About GreaseMonkey

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    GreaseMonkey's Trophies

    The "Knows his tech" Award
    Awarded by sythra4
    on November 22, 2012
    Selected Hard mode
    Awarded by Jiggawatt
    on August 21, 2012
    The Autotracker Award
    Awarded by asiekierka
    on December 15, 2010

    GreaseMonkey's Archive

    World editor!

    Posted by
    Sunday, December 15th, 2013 3:35 pm

    Currently there’s only 3 terrain types and they’re graphically boring right now.

    You rock

    But I can make them look more interesting.

    OK, so the collision detection is kinda shit and there’s no enemies yet. I might as well focus on adding them.

    World editor now working sort of

    Posted by
    Saturday, December 14th, 2013 11:47 pm

    Let’s just leave a screenshot. (Also, all the screaming about bugs in the OpenGL implementation? They were all my fault. I think.)

    honk

    I can breathe.

    Posted by
    Saturday, December 14th, 2013 6:15 pm

    …ok, I still don’t have an actual game yet. But the character can breathe.

    honk

    …I need to sort my priorities out.

    Anyway, little tech demo – move the mouse around and the eyes will follow.

    Working on some music.

    Posted by
    Saturday, December 14th, 2013 3:06 pm

    Whipped up some samples in SunVox and started work on a simple loop. The samples pack quite well.

    It’s just the “chorus” section, so to speak. The bass didn’t come out very bassy though so I’ll need to chuck in some subbass, but it’s an FM bass so it’s still inherently awesome.

    http://segfault.net.nz/~greaser/ld28/ld28-gm-song1.it (~96KB)

    And my battery is running low. Should be home soon.

    JACK support!

    Posted by
    Saturday, December 14th, 2013 2:12 pm

    I’ve added JACK support to my game, because SDL2 doesn’t have a JACK driver and Fuck You PulseAudio.

    It acts as a wrapper around the SDL audio callback I wrote, and calls it whenever it needs a new buffer.

    Took under an hour.

    I’m in a van.

    Text boxes! (6h in)

    Posted by
    Saturday, December 14th, 2013 1:04 am

    They’re even a self-contained “class”. And they’re rounded, too!

    Certainly not!

    I think I’ll take a break from this now.

    5 hours in and I have part of a face

    Posted by
    Saturday, December 14th, 2013 12:02 am

    So this is where I go all artsy and focus on making my game look good.

    As some of you already know, this is highly unlike me.

    awwwww

    Note, my internet at the moment isn’t amazing, so don’t expect me to linger too much.

    Base code “complete” (Boilerplate 28)

    Posted by
    Friday, December 13th, 2013 1:36 am

    Because it hasn’t changed graphically, I’m just going to reuse this screenshot…

    recycling is good

    So what has changed?

    • It has sound!
    • It has music! (.it music, to be precise)
    • I probably fixed a few bugs along the way.

    So the links:

    Expect the graphical style of my game to be similar to that screenshot.

    So yeah, once more from the top…

    • Language: Primarily Lua, but I might have to screw with my base engine, which is coded in C.
    • Text Editor: VIM. What, you seriously think that anything else is even remotely worth using? (Important note: Sublime Text is in the “anything else” category.)
    • Base Libraries: SDL2, linmath.h (bundled), base engine (“Boilerplate 28″).
    • Craphics: OpenGL + a modified version of the PNG loader I made for seabase (which unlike Firefox’s PNG loader completely ignores the sRGB tag, so your blues won’t become purples). If I need more PNGs made, I’ll use GIMP. The graphics will be manually bashed in with Lua.
    • Sounds: A custom mixer. I’ll probably do vocal samples in Audacity.
    • Music: libsackit (bundled). Music will be written with SchismTracker. Might make some samples in SunVox. Will probably end up using ST-xx samples and/or mzxpack.

    Anyhow, consider me ready for this.

    Declaration of what’s actually in my base code

    Posted by
    Thursday, December 12th, 2013 1:45 pm

    So far on the Lua side I have support for:

    • glClearColor; glClear
    • Matrices + manipulation + loading them into OpenGL (projection, modelview – no texture matrix and not sure if I’ll add it)
    • Definition + flat-colour rendering of vertex arrays (of any GL_ type)
    • Loading + power-of-two-extending + rendering of 32bpp RGBA PNGs (any rectangular region – if you want it rotated, use a matrix)

    There is no depth buffer support right now. There’s also no stencil buffer support yet, but I’m hoping to add support for that… there will probably be no depth buffer support, though. VBOs might happen, but don’t hold your breath.

    The engine requires OpenGL 1.1, which means that it will probably run on your pile-of-crap GMA 3150. Amusingly enough, it also runs at a reasonable framerate with Mesa swrast (LIBGL_ALWAYS_SOFTWARE=”yes”).

    This used to spam stars and say “You’re a STAR!” but evilbetty wanted lollipops so here you go…

    that doesn't even make sense D:

    Links:

    • Git repo for source code: https://github.com/iamgreaser/boilerplate28
    • Windoze testing binary just because the screenshot cannot capture the awesomeness: https://dl.dropboxusercontent.com/u/32094129/boilerplate28/boilerplate28-1386840891.zip

    Hold the left mouse button if you want them to be attracted to rather than repelled away from the mouse.

    Time I announced my presence.

    Posted by
    Wednesday, December 11th, 2013 10:15 pm

    I’ve been prepping some base code, which is available here: https://github.com/iamgreaser/boilerplate28

    Boi-ler-plate twen-ty-eight. See what I did there? Yes. I rhymed.

    Anyhow…

    • Language: C for the framework (which will likely be extended during the compo); Lua for the actual game code. I’ve been doing this combo quite a lot these days (read: this will be the third time).
    • Libraries: SDL2, OpenGL, GLEW, linmath.h (bundled), libsackit (bundled), Lua 5.1, libm, might rip the PNG loader from seabase (EDIT: PNG loader has been ripped – thus ZLib is another dependency.)
    • Audio: SchismTracker for the music. May use SunVox for generating some samples. Vocal samples will be done in Audacity.
    • Graphics: I’ll use the 6×8 font I’m using in iceball and seabase. If I need more bitmaps, I’ll just use GIMP. The bulk of the graphics will be done as solid “blobs” of colour generated by Lua code, which will be chucked into vertex arrays on the C side.

    Let’s make this a good one. The theme better have more than one word in it, or else I will flip a table.

    The Fourth Dimension

    Posted by
    Monday, December 9th, 2013 3:53 pm

    Say, who remembers 7DFPS?

    Been there, done that. Sorry Sos for totally stealing your bandwidth.

    We can totally do this a second time.

    I’m not sure what I’m going to do, or if I’m even in, but I should be able to upload my entry if I end up doing it.

    Considering a C + SDL + OpenGL + sackit + Lua combo.

    More details once I’ve lulled it over.

    Mayyyyybe.

    Posted by
    Thursday, August 22nd, 2013 1:05 am

    I’ll be at a LAN party for about half the time so I’ll not be using my usual setup… whatever the hell that is. (It would have been C + SDL + libsackit + maybe OpenGL if I were.)

    • Platform: MegaZeux
    • Sound: Audacity
    • Music: SchismTracker

    Aiming to do typical DoZ crap for this LD really.

    Yeah.

    Web playable version of Rebellion released!

    Posted by
    Tuesday, May 21st, 2013 5:54 pm

    Thanks to Emscripten, you can now play my game in your browser with a bloated 10MB download over HTTP, awful framerate, and NEARLY ONE SECOND of sound lag… on Firefox, and absolutely NO sound on Chrome!

    Hell, I don’t even KNOW if it works on Chrome, but here we go:

    https://dl.dropboxusercontent.com/u/32094129/em/rebellion/em.html

    Let me know how badly it works!

    Everyone hates bullet hell. And I don’t care.

    Posted by
    Tuesday, May 21st, 2013 2:14 am

    Because I like it. And I’m willing to make it.

    Either that or it’s got something to do with the fact that I only rated about 7 games.

    But lulzfish_4 rated many more games than I did yet performed bloody awfully. Maybe people are vicious when they see someone’s made a few mistakes. Or maybe they just can’t cope with 8 enemies firing targetted shots at them. I don’t know. (It’s pretty easy to dodge once you know your hit region.)

    And he got 1.33 for audio? His game doesn’t even HAVE audio! DO YOU NOT KNOW HOW TO PRESS THE N/A BUTTON (obviously I had better people voting for mine because they knew how to press the N/A button for humour even though there was a bit in the game itself)

    His game wasn’t even terrible. It was just a bit incomplete, and a bit rough around the edges. I’ve seen worse games that deserve worse scores, most notably a particular game which involved going around a huge-ass cavern picking up 50 identical things. It was not fun at all. I am neither naming this game nor this author, as everyone does duds every now and then and he doesn’t need to be remembered for such a dud.

    Hell, his worst placing was in the theme department. I feel this is complete horseshit. If anything, this needed MORE things.

    Come to think of it, if his game were some Unity hackjob, he’d get a much higher score because shitny*. I really don’t like that.

    (* typo’d that, corrected that, decided to leave it in. It’s a new word, guys!)

    If it’s any compensation, I at least did well in the audio department, and somehow did alright in the fun department.

    MiniLD #42 is coming up. Provided my coursework doesn’t suddenly start kicking me in the crotch, I might take this time to learn how to use LÖVE, and then make a bullet hell shooter with it.

    Alternatively, if emscripten decides to work, I might be able to make an asm.js port of my LD26 entry, and then I can gut the engine out and use that as base code. Hell, I might even stick in a few #define macros just to save my sanity (getting the texcoords right was somewhat tedious, lots of copy paste, thank you vim for being awesome).

    And then I will make a bullet hell shooter.

    Because I like bullet hell shooters.

    And, to be quite honest, there are other people who do.—Maybe I’ll have enough time to stick in a few difficulty levels. I for one am not particularly good at my own game, but I can get a no-death run every now and then.At least I still find my game challenging.


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