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Ludum Dare 26 | Ludum Dare 24 |
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![]() Because I like java. Awarded by S0larCode on August 21, 2012 |
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Ok, here are the final details about my Ludum Dare #26 participation
Hello, World!
I’ll be participating in Ludum Dare in about 4 and a half hours so I just need to make things official.
My Tools:
-Eclipse SDK
-Paint.NET
-Abundant-Music.com by Per: http://www.ludumdare.com/compo/author/krasse/
-SFXR
-Java
Libraries:
-LWJGL (lwjgl.org)
-Slick_util (http://www.slick2d.org/wiki/index.php/Slick_util)
-My own base class: https://www.dropbox.com/s/s1xnqirbpa36b92/LWJGLGame.java
I’ve run into a few problems, so here’s my new “I’m in!” post.
LD26: I’m in!
I’ve run into a few problems with the development of my LWJGL speedcoding convenience class,
so I’ve decided to redo my Tools/Libraries list.
Tools:
-Eclipse IDE
-Paint.NET
-SFXR
-Java
Libraries:
-Java2D
-*Insert vorbis decoding library here*
-(Possibly) JBox2D
Well, I guess I’ll see you in the competition!
I’m in, and hopefully won’t be out early!
Hello, Ludum Dare world! I guess this is my obligatory “I’m in” post. This time I know my libraries and utilities better, so I shouldn’t run into the problem I had last time.
Libraries:
-LWJGL
-JOGG/JOrbis (most likely)
-Prewritten base code (to make sure there are no screwups with low-level drawing)
-Prewritten appletloader code (to make publishing easier)
Software:
-Java by Oracle
-Eclipse by The Eclipse Foundation
-Paint.NET by DotPDN
-SFXR by DrPetter
Uh oh…
Bad news:

Yep, that’s right. It turns out I don’t really know my libraries well enough at all. It should work, but it doesn’t. I should’ve known this would happen, especially considering that I’ve only known these libraries for less than a month.
I’m not entirely sure if I should keep going or switch to Java2D (really don’t want to do that) or even just quit. Maybe an idea will come to me later in the day, but for now, I’m probably out.
I’m in! and Other Unfinished Business
Well, it’s that time of year again! I can already taste (or smell?) the code in the air! This competition I’ll be using a new skill set that I’ve acquired since the last competition (August 24).
My Tools:
-Java
-Eclipse IDE
-SFXR
-Paint.NET
My Libraries:
-LWJGL (OpenGL, OpenAL, etc..)
-Slick_Util.jar (OpenGL textures, BufferedImageUtil)
-LWJGL_Util (GLUPerspective)
Speaking of Ludum Dare, I never got around to writing a Post-Mortem entry after the competition, so here it is:
Overview:
At the time I didn’t have much knowledge of font or 3D, so I used my knowledge of Java2D. I ended up encountering many problems during the competition due to my lack of experience (I had just started to learn java, my first programming language, in May). The first 5 hours were pretty mundane, with a lot of utility coding to handle buffered images and AWT frames, but I managed to create a fully functional game base code that served me well throughout the competition. After that, I started work on the game environment. The only problem was, I hadn’t much thought of an idea so I really had to go off of what I had in my mind at the time, which was a classic osmosis type of game style (which was the only thing I could think of with a theme like evolution). A little while into coding, I realized I didn’t exactly think of the most memory efficient way to implement this (a 5000 pixels square image) and I ran out of memory. I panicked, and quickly simplified the idea into a type of board game, which turned out to be too complex to code in the remaining time. In the last 10 hours, I finally just decided to create a simple remix of conway’s game of life to turn it into an actual game. Because this idea was a lot more fun to play than I expected and because I was placed 95th in innovation, I considered it to be a good competition overall.
Things that went right:
-The final idea that I came up with turned out to be pretty fun and creative
-While slightly flawed, I wrote some pretty good base code that reduced the amount of repetition required
-I used a language that supported all platforms, so I didn’t have to make an effort to port the game (except to fix bugs on mac’s demented JVM release)
-I wrote a pretty cool AI to challenge the player
Things that went wrong:
-I tried to implement too many mechanics into one idea
-I disregarded all boundaries of the java virtual machine and created tons of memory leaks
-Throughout my program, I wrote some pretty inefficient code that cost me some time
-I was new to coding, so I had to debug pretty much everything I wrote
Overall:
Because of the final product’s innovation, challenge, and creativity, along with it’s fairly good ranking , I considered this competition a success.
Photos:
-My Lunch, consisting of home-made macaroni and cheese,
along with a mixture of orange juice and mountain dew (which
tasted pretty interesting), and my coding station for the duration of the
competition:
Scripting language WIP
I’m currently in the process of making a very simple, basic, and powerful scripting language that would make the development of 2D games easy for new programmers and speedy for experienced ones. It will use the Java virtual machine to run and will not require any other software installations. There won’t be objects, but there will be some primitive types including float, long, sound, image, and boolean. The language will slightly resemble Scratch by MIT, but will only need one document of code to create a program. Also, there are no fixed objects or drag-and-drop features. It’s in the super early stages of development right now, so there’s nothing much to show. I’m really hoping to get a working prototype by the end of the year though, so wish me luck!
LD24: Day 1
Well, due to physical memory reasons, it seems I have to change my idea. I’m thinking maybe some type of board-game format with a similar idea as my original one. Because of this, I’ve ended up wasting 2 hours .
I have a very good amount of art done for it and I should be done by the deadline tomorrow.
Amino Progress…
Currently , I have all of the engine classes planned out and the menu system fully functional. All I need to do is program the game environment and AIs and i’m mostly done. Considering that I’m almost halfway through the competition, I think that’s pretty good. In amino you play as a cell that needs to evolve into a higher lifeform. To do this, you either absorb smaller cells through osmosis and acquire their amino acids (DNA material), or destroy larger cells with special abilities to make them drop theirs. In the shop you can buy mutations with amino acids and use them to your advantage in-game.
Five hours in…
and no rendering of any game-like environment whatsoever. Right now I’m focusing on making rendering easier by using some very simple image importing methods, having rendering elements, and other things. My game’s going to be a spinoff of the classic osmosis game. Instead of being at the will of the size of the cells around you, you will be able to upgrade abilities to be able to destroy larger cells and gain EXP. I’m not sure how much i’ll end up getting done, though. Wish me luck!
Streaming Soon!
Hey guys, just wanted to let you know that I will be streaming to http://www.twitch.tv/s0larcode . See you in a couple of hours!
Some updates on what I’m doing for LD24…
In case you missed my last post, here are my tools:
Language: Java
IDE: Eclipse
Art: Paint.NET/PyxelEdit
Sound: FamiTracker/SFXR/MixCraft
Also, I will be participating int both events at the same time, submitting 2 versions of the same game. I will be working alone for the first 48 hours, submit the compo version, then invite some of my friends to help me with code and art for the last 24 hours of the jam. Then I will submit the jam version of my game. That is, if it’s allowed (is it?). Well, that’s all for updates. See you at the compo!
I’m in!
You may remember me from MiniLD 35 when I attempted to make a game with my limited knowledge of java at the time. But now, after another book and much more experience, I finally think i’m ready to participate. I’ve been practicing my weakness lately, which is timing and synchronization, and I think that I’ve finally worked out all of the kinks in my timing script. Whatever the theme may be, I’ll try my best to deliver a good game. See you all on the 24th!
Tools:
Language: Java
Code: Eclipse
Art: Paint.NET/PyxelExit
Sound: SFXR/FamiTracker/MixCraft
Well, This isn’t good.
Well, I tried my hardest, and I wasn’t able to complete my entry in time. Too many glitches, too much trouble, not enough time. Total, I probably only had 6 hours of actual coding time available, but I’ve almost completed my game. I may submit it in 10 hours or so. Until then, I’m going to sleep. -.- EDIT: You know what? I give up this time. My game has far too many glitches, throws way too many exceptions, and to top that off, was poorly planned and structured. Well, I’ll take these mistakes into consideration for my next ludum dare entry.
Hello, World!
Hello, I’m new around here. I’m a 13 year old from the united states and lately, I’ve been studying java in my free time. I may compete in MiniLD #35 but due to me being at my grandparents’ house and just learning how to render sprites, I might be cut short on time. The only programming language I know is Java, but I’m also pretty experienced with the graphical scripting language Scratch (see my profile here). If I compete in MiniLD #35, the game that I make will be my first full game that I make using Java. Wish me luck!
What’ll probably happen when I have to leave mid-way through the compo:









