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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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About wademcgillis

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Plz Forgive Me Award of Forgiveness
Awarded by Sos on August 17, 2011

wademcgillis's Archive

This Sentence is False.

Posted by
Sunday, December 18th, 2011 7:31 pm

Woo

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.

This site is dead.

Yay.

Time for bed / What I’ve got so far. ~18 hours left!

Posted by
Saturday, December 17th, 2011 10:16 pm

As of 12:16 AM (00:16 for the ones who are too lazy to think) this is what I have for my game.

TODO:

  • ALMOST EVERYTHING

Click image to play. ~128 KB

Public Screenshot #2

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.

What I’ve got so far.

Posted by
Friday, December 16th, 2011 10:32 pm

As of 12:28 AM (00:28 for the ones who are too lazy to think) this is what I have for my game.

TODO:

  • EVERYTHING

Click image to play.

Public Screenshot #1

p.s. this theme sucks.

I’m in!

Posted by
Monday, December 5th, 2011 8:20 am

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.

Boat Escapade – My Entry.

Posted by
Sunday, August 21st, 2011 8:16 pm

Game
Click to play

LD Page

More progress, more graphics.

Posted by
Saturday, August 20th, 2011 10:54 am

Linky

Graphics, expanded world. Powerups.

Notch blows up IRC.

Posted by
Saturday, August 20th, 2011 10:00 am

Can we get the Ludum Dare Bot to block all tweets with “RT @notch” in them?

Progress

Posted by
Friday, August 19th, 2011 10:49 pm

Linky

Testing stuff.
No death yet.

I’m in : Update

Posted by
Thursday, August 18th, 2011 4:15 pm

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
Timelapse: Chronolapse

This is my “base code”, and like LD20, it’s basically just a main class:

(more…)

I’m in!

Posted by
Sunday, August 14th, 2011 7:21 pm

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… :(

Language: AS3
Library: Flashpunk
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

Corrupted zips and forgotten frameworks.

Posted by
Sunday, May 1st, 2011 11:30 pm

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 don’t like OS X

Posted by
Sunday, May 1st, 2011 7:19 pm

I hope the code doesn’t build for OS X users and the game crashes for them too.

:D

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.

Downloads:

I should have made a platformer

Posted by
Sunday, May 1st, 2011 5:58 am

Yeah. This is my first time actually making a game with a 3/4ish view.

I don’t know what to add.

 

edit:
I’LL ADD STATISTICS!!! AND OLD MEN!!!

Missing dlls for SFML

Posted by
Saturday, April 30th, 2011 5:13 pm

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.

Screenshot of Progress

Posted by
Saturday, April 30th, 2011 11:56 am

Progress so far.

My game needs a name.

Brainless dude stuck in a magma place

Brainless dude stuck in a magma place

Enemy Choice

Posted by
Friday, April 29th, 2011 10:50 pm

The enemies in my game will primarily be Zombie Ghosts. Zombies because they fit into the game, and ghosts because I don’t know how to program the A* algorithm into my game. Having ghosts allow me to just make the enemies go through walls.

 

This isn’t the theme I wanted but…

Posted by
Friday, April 29th, 2011 8:46 pm

This isn’t the theme I wanted, I was hoping for Anachronism or Non-Euclidean rhubarb. But a day or two ago I thought of a fun game that I could do based on Take this! It’s dangerous to go alone.

It involves a person going out into the brain eater infested outside, and bringing (or not bringing) their brain. Hmmm….

First Time

Posted by
Thursday, April 28th, 2011 3:00 pm

Language: C++

IDE: Depends on the operating system. I’ll primarily be using Windows (which means VS 2010 Express), but in the last hour or so I’ll probably port it to OS X (XCode).

Libraries: SFML and possibly Box2D depending on the theme that gets picked. I would be using DirectX, which I’m more familiar with, but DX doesn’t port well to OS X.

Graphics: MsPaint && Paint.NET

Sounds: Sfxr, maybe Audacity to record whistling as music in the game.

The formatting is borked, but this is the “base code” I’m going to be using.

#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>

#pragma comment(lib,”sfml-system-s.lib”)
#pragma comment(lib,”sfml-window-s.lib”)
#pragma comment(lib,”sfml-graphics-s.lib”)

sf::RenderWindow App;

int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow)
{
bool exitgame = false;
bool isWindowActive = false;
App.Create(sf::VideoMode(640,480,2), “Title”, sf::Style::Close);
while(!exitgame)
{
sf::Event event;
while (App.GetEvent(event))
{
if ((event.Type == sf::Event::Closed) || ((event.Type == sf::Event::KeyPressed) && (event.Key.Code == sf::Key::Escape)))
{
exitgame = true;
break;
}
if (event.Type == sf::Event::GainedFocus)
isWindowActive = true;
if (event.Type == sf::Event::LostFocus)
isWindowActive = false;
}
App.Clear(sf::Color(192,192,192));
App.Display();
}
App.Close();
return EXIT_SUCCESS;
}


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