About wademcgillis (twitter: @wademcgillis)
Ludum Dare 27
Ludum Dare 26
Ludum Dare 25
Ludum Dare 24
Jam o'Clock #01
Ludum Dare 23
Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
Plz Forgive Me Award of Forgiveness
Awarded by Sos on August 17, 2011
I’ll probably be using flashpunk and paint.net and audacity or http://beepbox.co
I’m probably going to be in. I don’t have Internet access at my house at the moment (I’m at a friend’s.) Friday night I’m going to check the theme on my dumbphone, and hopefully service will be restored by Sunday night so I can upload my creation.
GFX: Paint.net &/ Pixelmator
Code: AS3&Flashdevelop / SFML & VS/Xcode.
SFX: SFXR&Beepbox.co / My voice
I’m in, again!
I’ll probably be using flash again, AND against what it recommended, I’m going to learn starling or some other 3d toolkit during this LD.
I’m in! This is my fourth or fifth time. Uh….. Fifth.
I’m probably going to use flashpunk and flashdevelop for code.
Gimp/paint.net for graphics.
Audacity + Me for sound.
I hate typing on an iPad.
I AM TIRED.
This will be my 4th time, and 4th consecutive time, participating in the Ludum Dare competition.
I’ll be using:
Graphics: Game Maker 8 and/or Paint.NET and/or Microsoft Paint
Sound/Music: SFXR and/or Beepbox.co and/or Audacity
Code: AS3 with Flashpunk or C++ with SFML 2
Shouldn’t Randomly Generated not be a theme? Certain people (not me), particularly those new to the field of game making won’t be able to create much that is randomly generated.
Sure, names. But not levels or worlds.
As much as I didn’t want kittens, I would have preferred it to this theme. Ugh.
Also, between my internet speed and this website, my game took way too long to get online.
As of 12:16 AM (00:16 for the ones who are too lazy to think) this is what I have for my game.
- ALMOST EVERYTHING
Click image to play. ~128 KB
I had to redo collisions, scrap the way the level was rendered, and get rid of cool liquid splashy effects because the game took up 700 MB of RAM. The game no longer uses enormous FlashPunk canvasses for everything anymore.
The build is a little wonky with spots where you have to restart to get out, messages are behind everything, and a few other problems.
This will be my third, and also third consecutive, LD.
Code: AS3 with Flashpunk in Flashdevelop or C++ with SFML 2 in Visual Studio 2008 / XCode 4 / Code::Blocks
Audio: SFXR and or Audacity & I
Graphics: Paint.NET or Game Maker 8
I’ll probably use OGMO Editor also.
I haven’t submitted my I’m in! video yet, but I’m going to do that soon.
Graphics, expanded world. Powerups.
Can we get the Ludum Dare Bot to block all tweets with “RT @notch” in them?
No death yet.
I have officially decided that I will be using AS3 to make my game.
Programming Language/Library: AS3/Flashpunk
Sound: SFXR (and maybe Autotracker-C & Schism)
Art: MsPaint & Paint.NET & Game Maker 8
This is my “base code”, and like LD20, it’s basically just a main class:
This will be my second Ludum Dare.
I’d like to submit an “I’m in” video clip, but my internet uploads at 1 MB/minute…
SFX & Music: SFXR and Autotracker-C and Schism Tracker to make minor edits to the music that comes out of it
Graphics: MSPaint, Game Maker 8, Paint.NET
Text Editing: Flashdevelop
Target Platform: All flash capable devices with keyboards and mice. Sorry Macbook Air 2nd gen, you don’t have flash
Fuel: Food and Water
For some reason the zip file of my windows build kept getting corrupted. After removing the mirror update feature thing from the files on GameJolt, I was able to upload and the problem went away. Since the zip file was normal, I decided to render my time lapse…
After waiting an hour, I quit after 50% of my time lapse was rendered because it was taking sooo blooody long in Windows Live Movie Maker and switched to OS X.
I found out from twistedjoe that I forgot to have two .framework files copy into the package, so I had to rebuild the game to put them in.
The windows build still uses the same code (no cheating!) and the mac build just required some tweaking for timing and file loading. For some reason 3*CLOCKS_PER_SEC on Windows lasts a lot shorter than on OS X, so dividing all times by three for the OS X build makes the extended times disappear.
I was told by PoV that I could upload ports after the compo was done, so I’m guessing that I’m allowed to have the ported code included in the source zip too. Right?
So if you’re running Windows (32 or 64) or OS X (intel only), play my game please?
Organs and Marriage
I hope the code doesn’t build for OS X users and the game crashes for them too.
My windows build was done around 9:20, so I should have uploaded it then. But instead I shut down and switched to OS X, and it was nothing but problems galore after I got the game to build.
Yeah. This is my first time actually making a game with a 3/4ish view.
I don’t know what to add.
I’LL ADD STATISTICS!!! AND OLD MEN!!!
SFML is not compatible with my IDE of choice, VS 2010, so a few days before the competition started, I downloaded the source code and recompiled it so it would be compatible.
It turns out the source didn’t come with libsndfile-1.dll and openal32.dll, so I couldn’t use sound until I obtained the binaries. Fortunately I found them in the folder of another project, so now my game will have sound.
I don’t think that I get disqualified for this since I previously declared that I would be using SFML for my project.