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SpaceManiac's Archive

towlrdf(screen);

Posted by SpaceManiac
Friday, April 17th, 2009

towlrdf(screen);

Now includes source.

LD14 Basecode

Posted by SpaceManiac
Friday, April 17th, 2009

With PlatyGame in hand, I’ve got some simplified basecode ready.

#include <PlatyGame.h>
using namespace PlatyGame;

int main (int argc, char* argv[]) {
if (!initialize())
return 1;
atexit(shutdown);
if (!initText())
return 2;
atexit(shutdownText);
if (!initSound())
return 3;
atexit(shutdownSound);

bool fullscreen = false;
if(argc > 1) {
if(strcmp(argv[1], “fullscreen”) == 0) {
fullscreen = true;
}
}

Screen screen(800, 600, “Game”, fullscreen);
if (!screen.good())
return 4;

Sound snd(”snd/platymuus.wav”);
BitmapSprite splash(”gfx/platymuus.png”);
splash_run(screen, splash, snd, 4);

return 0;
}

LD14 - My tools

Posted by SpaceManiac
Thursday, April 16th, 2009

Well, I’m ready and roaring for a great LD14 weekend. I’m going to break my programming-vacation for 48 hours and have myself at some code.

I’ll be using:

IDE: Code::Blocks
Language: C++
Libraries: SDL, SDL_image, SDL_ttf, and SDL_mixer, all rolled into one big PlatyGame (which I wrote myself), and possibly libcurl if internet is needed.
Art: GIMP and a little Paint.
Audio (if I do any): Musagi, SFXR, and Sound Recorder.

PlatyGame source and object files can be downloaded here:
http://www.platymuus.com/goods/PlatyGame.zip

Also, does anyone have any idea how to cut down on the number of DLLs I need to include with my application?

Not In

Posted by SpaceManiac
Friday, February 6th, 2009

I don’t think I’ll participate this weekend. I have no idea what cryptozoology is! I’ll get inspired and write a game outside the compo though.

Balloon Game Update

Posted by SpaceManiac
Sunday, January 11th, 2009

Thanks to pekuja for compiling Balloon Game! It should work for everybody now. I also included SDL.dll in the zip. No changes have been made to the code or graphics. Get the new version here.

See old post at http://www.ludumdare.com/compo/2009/01/10/balloon-game/

Balloon Game!

Posted by SpaceManiac
Saturday, January 10th, 2009

It’s amazing! It’s wonderful! It has potatoes.


Get it here. Uses C++ and SDL. Written & compiled in MSVC++ 2008 Express edition. MS Paint & GIMP for graphics. SFXr & Musagi for the sound & music that didn’t make it in.

Note: this is the Debug build because for some reason the Release build refuses to compile.

EDIT: See new post (http://www.ludumdare.com/compo/2009/01/11/balloon-game-update) for version that should actually work.

So tired… must sleep…

Posted by SpaceManiac
Friday, January 9th, 2009

But Balloon Game will be amazing, you’ll see.

Mini-LD #6 - Balloon!

Posted by SpaceManiac
Friday, January 9th, 2009

I have chosen the theme Balloon!. I think my color is going to be yellow. I’m itching to start coding even though I’m not supposed to yet. Normally I use C++ and SDL, but I’m considering using Flash as its capabilites might be better suitied to my project, though I’m not sure how to go about it.

If I do use C++ and SDL I’ll use my special library, which I am releasing right now here, if it’s not too late to be official. Please respond if you know for a fact this is valid or invalid! This is my own library, PlatyGame version something or other.

EDIT: I just realized this, apparently the compo already started.

BLDR Postcompo, Coming Soon!

Posted by SpaceManiac
Thursday, December 18th, 2008

I’ve begun work on the BLDR Postcompo version! The general consensus seems to be that this is necessary. I shall also be using the first versions of my LD/game library I’m developing as a wrapper around SDL. I’m open to suggestions! My current list…

  1. New name - Some people seemed to think BLDR was related to towlr, and some vowels would be nice.
  2. Improved graphics - The art was meant to be “temporary”, but all too often in Ludum Dare temp art becomes final.
  3. Modify to use the new library - save code space, etc.
  4. More gameplay elements - at least a few, though I’ll try to squeeze as much as I can out of the basics
  5. The roads - perhaps some changes to the way the road system works
  6. Animations - so when you die you don’t just get teleported back to the beginning
  7. Level editor - level editors are always nice
  8. In-game instructions - in-game instructions are always nice
  9. More levels - of course more levels
  10. Enhanced menus - ways to access all the new features

And I think that’s it about now… time to get going! Comment!

BLDR [tools]

Posted by SpaceManiac
Monday, December 8th, 2008

Forgot to mention the tools I used on BLDR (http://www.ludumdare.com/compo/2008/12/07/bldr-final/)!

I used Microsoft Visual Studio 2008 Express Edition and SDL 1.2.10 (I think). The binary is for Windows, source & graphics & SDL DLL included. Should be compilable on Linux & Mac, I haven’t tried.

I’ll also be seeing if I can get Chronolapse to compile video.

EDIT: That link was broken, fixed now.

EDIT again: the download link was dead. New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal). Still original compo version.

BLDR [final]

Posted by SpaceManiac
Sunday, December 7th, 2008

BLDR is done! It probably could have used more levels and obstacles, but I think it’s great! Postcompo version will definetly include more levels.

Download it here: http://www.filesavr.com/bldr

EDIT: I forgot to include it in the instructions, but arrow keys to move and R to restart the level.

Postcompo edit: New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal)

Looking good!

Posted by SpaceManiac
Sunday, December 7th, 2008

With 7 hours 19 minutes 20 seconds left in LD13, I’m looking pretty good!

The main menu’s still the same, but now there’s a pause menu (of sorts) and some semi-gameplay.

And in that 7 hours 19 minutes 10 seconds left, I just need to add a goal and something to keep you from reaching that goal.

Nearing the end of Day 1

Posted by SpaceManiac
Saturday, December 6th, 2008

The main menu! Yay!

The game. Aww.

Finishing up tonight - pause menu, driving controls

Tomorrow - people that follow you, obstacles, and a goal.

BLDR Concept

Posted by SpaceManiac
Saturday, December 6th, 2008

This is the concept for my game, BLDR. You basically have to build roads to guide things from somewhere to somewhere else. With obstacles, and not running over your people.

Oooh!

Posted by SpaceManiac
Friday, December 5th, 2008

I can hardly wait to hear the theme! I hope it’s Collosal Roads. I’m going to try to stay up to hear the theme, though I may have to get off before then. Tomorrow I’ll start work.

Anyway, I think I figured out what basecode is (a little bit of prewritten main code?), and I’ve got mine.

(more…)

Still Nothing

Posted by SpaceManiac
Friday, December 5th, 2008

Still haven’t made any sort of easy library I could use. My game’ll probably just use SDL and SDL_ttf, and possibly sound with SDL_Mixer if I have any time. I just hope the theme is good.

Too bad this starts so late here… I won’t be able to start tonight. I’ll try to get up early tomorrow though. I am definitely going to at least try to make an entry for LD13.

Worlde

Posted by SpaceManiac
Tuesday, October 21st, 2008

http://wordle.net/gallery/wrdl/260205/Ludum_Dare

Some thing that auto-generates word bubbles!

Collisions

Posted by SpaceManiac
Monday, October 6th, 2008

I need help with collision code. I want to keep the player from falling through floors, pretty much. Help?

EDIT: Okay, I’ve got some good collision detection, but there’s something wrong with my moving code.

bool checkCollision(SDL_Rect &movable, double &vx, double &vy, SDL_Rect solid, bool move) {
int moveLeft = movable.x;
int moveTop = movable.y;
int moveRight = moveLeft + movable.w;
int moveBottom = moveTop + movable.h;

int solidLeft = solid.x;
int solidTop = solid.y;
int solidRight = solidLeft + solid.w;
int solidBottom = solidTop + solid.h;

int clipLeft = max(moveLeft, solidLeft);
int clipTop = max(moveTop, solidTop);
int clipRight = min(moveRight, solidRight);
int clipBottom = min(moveBottom, solidBottom);

if(clipLeft == clipRight || clipTop == clipBottom)
return false;

if(!move)
return true;

int clipWidth = clipRight - clipLeft;
int clipHeight = clipBottom - clipTop;

if(clipWidth solidX) {
// moving to right
movable.x += solidRight - moveLeft;
} else {
// moving to left
movable.x -= moveRight - solidLeft;
}
} else {
// moving along y axis
vy = 0;
int moveY = moveTop + movable.h / 2;
int solidY = solidLeft + solid.h / 2;
if(moveY > solidY) {
// moving to bottom
movable.y += solidBottom - moveTop;
} else {
// moving to top
movable.y -= moveBottom - solidTop;
}
}

return true;
}

Please help! If you’re interested in seeing what’s happening, here’s the program: http://files.chocoboheaven.com/uploads/Guests/files/85267_PaintWorld.zip

Calling it a weekend

Posted by SpaceManiac
Sunday, October 5th, 2008

It’s not completely finished, but PaintWorld is as finished as it’s going to be within the deadline, which will happen in about 30 seconds.

http://files.chocoboheaven.com/uploads/Guests/files/PaintWorld.zip

Warning: the files are directly in this zip and not in a subfolder. If you want them in a subfolder, like Bleck does (stares at Bleck), the new zip is at http://files.chocoboheaven.com/uploads/Guests/files/87528_PaintWorld.zip

Go on, play it! I want to make the deadline, and so will edit in explanations. If anything doesn’t work, please tell me. I will begin working on the postcompo version now.

Well, there’s level selection/preview, view moving, a functional world, a you win screen, a you lose screen even though you can’t lose just yet, and that kind of stuff. Arrow keys to move, escape to exit.

Still working on my game

Posted by SpaceManiac
Sunday, October 5th, 2008

I’m still working on my game, but in the meantime here’s my level, which I have finished.

A small cave-type thing. You start in the top-midsection, and have to get under the lava by going through the water. Something like that.

I think I want my game to work a little like Hamumu’s. There will be black for walls, white for open space, start/end goals, and some other things, but if the color doesn’t match those, the properties of the open space are modified, such as slowing you down or speeding you up, that kind of thing.

Everything but the gameplay

Posted by SpaceManiac
Saturday, October 4th, 2008

I’ve randomly titled my entry PaintWorld! So far everything but the gameplay works.

The level selection screen, my first-ever real GUI!

Gameplay at the moment - nothing really.

The winnerdom screen is to remain a secret!

And you may or may not be playing as a robot/kitty/both.

That map thing

Posted by SpaceManiac
Saturday, September 27th, 2008

In case you still care, I found a solution to mrfun’s problem with requiring a wordpress template (http://www.ludumdare.com/compo/2008/09/07/where-is-the-world-are-you/). You need to insert Javascript that adds an event listener to the document’s onLoad and onUnload events. I’ll explain in more detail and in a cross-browser way in just a moment…

– EDIT –

Ok, first get core.js out of this archive: core.zip

Use a <script> tag to load it into the page (this can be anywhere on the page)

After the load/unload functions have been defined, add this code:

<script>
Core.addEventListener(window, “load”, load);
Core.addEventListener(window, “unload”, GUnload);
</script>

And you’re set.

Compensation

Posted by SpaceManiac
Saturday, September 13th, 2008

Well, I didn’t get a tool done for Mini-LD #3, but here’s some Flash movies instead. A total of four: FireSim, Run Around, Yayguy, and Yerfworks.
Fire!
I didn’t find a direct-linking file hosting thing, but I did find a really nice non-direct-linking one. Get the compensation here!

Source code is included.

Hosting?

Posted by SpaceManiac
Thursday, September 11th, 2008

Anyone know of a good direct-linking free file hosting thing, or could help me with one? I need a place to put my stuff…


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