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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Löve, You failed me

Posted by ondrew
Saturday, September 5th, 2009 3:00 am

Hi,

I found out, that my game is not working on some computers. Grr.

After some tests I finally managed to reproduce it on my own computer and found out, that Löve is shipping without Microsoft.VC80.CRT .

If you look at the love.exe file, you’ll find, that the manifest describing dependencies explicitly lists this file.

love

So it’s nice from the Löve developers to ship msvcp80.dll and msvcr80.dll, but without the Microsoft.VC80.CRT is kind of pointless, because they won’t be find on computers that don’t have Visual Studio Redistribution Package installed.

I already filed a bug in the Löve bug tracker and added the file to my game. So if you couldn’t start it, you can now try again.

I assume it applies to all games that used Löve – so this is a nice standalone solution, that doesn’t force users to install VS redistributables.

Cave Diver Timelapse and a Pretty Graph

Posted by ondrew
Monday, August 31st, 2009 4:44 am

Here is my timelapse.

And here is a distribution chart of programs I used to create Cave Diver.

distribution of programs I used to create Cave Diver

The chart was created by sampling which window had focus when the screenshot for timelapse was taken.

Off to bed

Posted by ondrew
Sunday, August 30th, 2009 7:54 pm

Finally finished. Again I pulled off an almost all nighter (i go to work in three hours), but I’, quite happy with the game.

It’s a very short game about being stuck in an underwater cave.

During the competition itself I decided to learn Löve2d and it was quite fun.

In the middle of day one, I actually became so angry with Löve, that I decided to throw away everything and start over in C++ and SDL – but I pursued the idea just for about two hours and then came back to Löve :) .

screenshot4

http://optiq.hy.cz/cavedive.zip (3MB) can be played on Windows/Mac/Linux

More cookies

Posted by ondrew
Sunday, August 30th, 2009 4:57 am

No time for proper lunch, cookies will have to do.

cookies2

The game is coming together, but still needs a lot of work.

screenshot3

Collision detection finally working

Posted by ondrew
Saturday, August 29th, 2009 2:55 pm

After much struggling I finally got collision detection working. You can now swim around levels and that’s it :) .

However I have all the logic in place and tomorrow I will just work on content, content and content.

screenshot2

Cookies, desk and screenshot

Posted by ondrew
Saturday, August 29th, 2009 5:00 am

Time for some delicious cookies:

cookies

desk

And current screenshot:

screenshot1

Importance of Dive Knife

Posted by ondrew
Saturday, August 29th, 2009 12:54 am

Woke up, read the theme and started working on my sucky pixel art.

The game will be about the importance of dive knife. As a diver stuck in an underwater cave you will find yourself in an extreme need of one.

diver-1

I still haven’t decided, if I want to write my own 2D engine or if I want to experiment in Löve. Will decide later when I have more sprites :) .

Still not bored with Ludum Dare

Posted by ondrew
Friday, August 28th, 2009 5:09 am

This is going to be my fifth Ludum Dare, I participated already in

  • 4 – Infection
  • 8 – Swarms
  • 13 – Road
  • 14 – Advancing

So to commemorate my fifth anniversary I bought a new computer on Monday, which basically means I have nothing installed / configured.

quad

Sofar I have only Windows 7 RC and ViM, let’s see if I can actually setup my toolchain before the competition starts :)

Since I have a quad core machine, I would like to write something multithreaded, so that I can enjoy the tremendous fun of debugging concurrency issues, locks and critical sections, which I never had the chance to experience on a single core machine.

Or maybe this time I could actually concentrate on building the game :)

Locustats and timelapse

Posted by ondrew
Monday, April 20th, 2009 12:00 pm

Time for timelapse http://www.youtube.com/watch?v=HLFC40lIRA4&fmt=22

and some statistics. This graph shows the frequency of programs I used during the compo:

Wall of Locust

Posted by ondrew
Sunday, April 19th, 2009 5:45 pm

So here goes my game. It’s not my finest work ever, but I’m really happy with the result (especially when considered how the game looked couple of hours ago).

It’s called Wall of Locust and it’s about a farmer who’s not only under attack by locusts but bush fires as well. So he uses his windmills to control the fire and destroy locusts. Level ends, when there is no fire and no locusts any more.

I wasted too much time (5 hours) trying to figure out graphical problems with near plane. I accidentally set it too near 0.0001f and things didn’t work so well on my Intel card :) .

Windows binary and source 1MB

Now off to sleep, I have to go to work in three hours :) .

VBOs of Locust

Posted by ondrew
Saturday, April 18th, 2009 1:47 pm

Although it doesn’t seem like it from the picture, there are hordes of locusts swarming  there and back :) .

I’m usually trying to learn some new technology during these short compos :) . So this time I managed to get rid of immediate mode and use vertex buffer objects.

I want to finish up the base logic before going to sleep.

For tomorrow:

  • tune gameplay
  • design levels
  • replace ugly crap with pretty graphics :)
  • particle systems

Grid of Crops

Posted by ondrew
Saturday, April 18th, 2009 5:04 am

Not really 3D yet, but getting there :) .

Alpha blending for the win

Posted by ondrew
Saturday, April 18th, 2009 3:12 am

After much struggling with getting all of my tool chain setup, I finally have alpha blended particles in OpenGL. That’s what I call amazing progress in just three hours :) .

Alpha blending

Wall of Locust

Posted by ondrew
Saturday, April 18th, 2009 1:22 am

Not my most favorite theme, but already starting working a bit.

My game will be a strategy, where you as a farmer will fight against locust, who will eat your crops. Still deciding, if I should go for 2D or 3D.

Here is the motivator anyway :) .

Here we go again

Posted by ondrew
Thursday, April 16th, 2009 10:44 pm

Yeey for another Ludum Dare, this is going to be my third one.

No matter what theme, I will use quaternions for something. I never really got around to implementing them in any of my projects, so this is as good time as any to finally grok the whole thing.

Language of choice is C++, SDL and propably SDL_mixer for sounds. And if I have enough time, I’m going to do game logic in Lua.

Good luck to everyone.

Stats and Timelapse

Posted by ondrew
Tuesday, December 9th, 2008 12:18 pm

I finally uploaded my timelapse video: http://www.youtube.com/watch?v=PAu-JOiZpYk&fmt=22

I wrote a little program, that apart from taking screenshot every minute, records the window that currently has focus as well, so now I can tell, which programs I’ve been using the most during the competition.

As you can see I’ve managed to watch a movie in the meantime. That’s probably why my gameplay sucks :) .

[Update]

For anyone interested in my logging tool I uploaded the code and the binary to http://ondrew.googlepages.com/logger-0.1.zip

I wrote it just before the competition, because I needed some multimonitor screenshot making tool, but I didn’t have time to do it properly, so it saves each monitor as separate file s$ID-$MONITOR_ID.png.

The meta data gets saved to sqlite3 database (mainly because I wanted to try it out), you will get a table with these columns: process name, window title and time the snapshot was taken.

For statistics do SELECT process, count(*) AS sum FROM work GROUP BY process ORDER BY sum;

I ran it for two days straight and it didn’t cause any problems like memory leakage or performance trouble, but let me know, if you hit something like that.

And last – beware – everytime you start this tool, it will start taking screenshots from zero, thus overwriting all your old screenshots. If there is some interest I can fix it and add some more features, but first I have to vote and give out awards :) .

Chopper vs. Trucks

Posted by ondrew
Sunday, December 7th, 2008 7:52 pm

So here goes my game and I’m pretty happy about it.

I’m especially proud of the chopper’s propeller and the lazy camera. All the other stuff needs polishing.

The game itself is quite hard, so let’s see if anyone can beat it.

Chopper vs. Trucks

I learned a lot about OpenGL particles and I can say – they suck.

http://ondrew.googlepages.com/ludum2008_chopper.7z – 2MB

http://ondrew.googlepages.com/ludum2008_chopper.zip – 3MB

It’s five o’clock in the morning in my country and in three hours I’m going to work, so let’s see how that goes :) . But it was definitely worth it.

Ludum dare rules, thank you guys.

[UPDATE - five hours after deadline]

I just found out, that the game is damn slow on some computers, I made the following change outside the competition time, so feel free not to take it into account.

Plus it seems there is some issue on Intel cards.

Updated binaries:

http://ondrew.googlepages.com/ludum2008_chopper_speed2.zip

http://ondrew.googlepages.com/ludum2008_chopper_speed2.7z

Explosions

Posted by ondrew
Sunday, December 7th, 2008 6:07 am

Not very surprisingly I’m a little bit behind schedule. I learned how to do particle effects in OpenGL and did some explosions and shooting (it looks much better in motion, trust me :) )

Explisions, which look much better in motion

Now I’m starting to write the logic for truck attacks and level loading.

Trucks and choppers

Posted by ondrew
Saturday, December 6th, 2008 3:11 pm

I’ve managed to get the 3D models properly working. Apart from that I wrote control system, so now you can fly with the chopper around the screen and quite nice logic system, which allows me to define, how the objects interact with each other.

The game is however still not present :) . I’m going to implement shooting and destroying of trucks before I go to sleep, which leaves for tomorrow

  • truck following roads to the the base (which the chopper has to guard)
  • truck firing back
  • camera to follow the chopper around
  • different enemies
  • propeller :)
  • etc

Trucks and choppers

State of the art 3D

Posted by ondrew
Saturday, December 6th, 2008 4:22 am

Finally managed to get my 3D model loading and displaying :) . Took my an hour longer than planned and it looks damn ugly :) .

State of the art 3D

I wonder if everyone has problems finding their models in 3D? I usually don’t know, if I’m drawing them improperly or if they are just off the screen :)

Chopper as in helicopter

Posted by ondrew
Saturday, December 6th, 2008 1:02 am

Managed to get up, read the theme and eat some breakfast.

After about an hour of generic coding I finally came up with an idea for a game, did some modelling in Blender. I would like to write a chopper vs cars thing, so I’m aiming for

  • shooting
  • explosions
  • roads
  • 2D collisions (yeeey)

Let’s hope I can finish :)

My sucky library

Posted by ondrew
Friday, December 5th, 2008 1:52 pm

When I see all these awesome libraries people have, I feel ashamed I didn’t prepared properly :) .

My library basically just creates an OpenGL context via SDL and that’s it.

http://ondrew.googlepages.com/angiine2008.12.05_21.15.20.7z

Usually I try to learn some new technology while working on Ludum Dare game, because the tight deadline makes me much more focused. So I would like to plug (and learn) Lua as a scripting language to my C++ engine. Let’s see how it goes.

Good luck to everyone.

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