Hi! I'm Sos!
I'm an average programmer guy and I suffer from untreatable compo addiction. That's how I got here :P
Also, I have a website: http://www.sos.gd/
About Sos (twitter: @Sosowski)
Hi! I'm Sos!
Ludum Dare 26
Ludum Dare 25
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Archive for the ‘LD #19 – Discovery – 2010’ Category
I’ve been playing the games like there’s no tommorow since the compo ended and I found some really interesting stuff. Some are better, some are worse, some are prettier and yada yada, but I like to see myself dragged in some of the entries up to the finish! I am a bit dissapointed that so many games still lack sound / music. It’s better with sound thaks to DrPetter’s sfxr, but music is a scarce. Maybe a tool for that one would be useful aswell? Well, I probably won’t have much spare time after christmas, so I’m going back to playing before my brains bleeds out.
Also, [by looking at the games] I suppose that a proper sh*tgame is sometimes better than an unfinished materpiece.
Ok, so few thoughts after the LD:
What did I plan to do:
I wanted to do a small demoscene like game with networking support
What did I do:
I did completely different. I made a 3D FPP game. I made it about furballs, I’m not sure why, maybe because that was easy. Also, I guess the furry thingies look rather well
What went well:
I managed to create engine that can display voxely 3D graphics using OpenGL lines and points that uses 2D bitmaps.
What went wrong:
Due to extensive engine programming, my level design is pretty RAD. But I hope eye-candy can make up for it.
Ok, so my engine uses 2D bitmaps to generate 3D voxels. It uses 3 functions for it, that can take 1,2, or 3 images. It adds some randomness to the voxels, and can multiply their number (e.g. 2 voxels per pixel). The other part of the engine, creates land out of two bitmaps, grass colour map and grass heightmap. It then generate grass blades with corresponding colour / height according to a map. There is also a third map, which contains positions of entities. Single pixels along it describe placement of different objects on game level ground. Furballs, however, are generated programatically. Oh, there’s also the ground quad. The ground quad is drawn on the fly sing grass colour map, and applies a checkerboard effect to it. It is done so that ground colour can dynamically change, as opposed to grass colour. The following images illostrate this all:
Overall, I’m satisfied with what I managed to do, and I hope you will have fun playing it.
There should be a time-lapse here too, but it’s still uploading. I’ll post it in 30 minutes or so.
PS: added timelapse:
*** SPOILER ALERT ***
DO NOT WATCH UNTIL YOU PLAYED THE GAME!!!!
So, the real fun is just about to start. I was so busy the weekend, that I haven’t even tried any of the in-production games.
Anyways, I managed to finish in time, 2 (sweaty) minutes before the deadline (as usual). My entry has ‘the alternative theme approach’, well, see for yourselves. I’ll love seeing 200+ entries, let’s hit 300 next time! It’s bee hard as hell to hit a Coolness medal this LD, but as I said, the fun is just starting and I’m looking forward to playing as much as my PC can handle.
PS. I’m too dlrrpy too uplooaaAAAAaaaaa… the tiemlaaaAAaa……..zZZZZzzzzZZZZzzz…..
Today I prepared a framework for my LD entry. I plan to do a minimum-size no-dependency game using it. Almost all of the source code is from a Direct3D tutorial (see description below). Framework is prepared for use in Visual C++ 2008. It displays a spinning cube (I hope that’s not too much ).
- This is a framework for creating small demoscene-style applications
- Source code for main.cpp consists 90% of this tutorial:
* link to the tutorial
- You need to put libs and includes from DirectX SDK to the 'dep' directory
- You need to put msvcrt_win2000.obj and msvcrt.lib from Windows Driver Kit (WinDDK) to the dep/lib/deploy directory for the 'Deploy' configuration to work
- There are 3 configurations:
* debug and release - depend on latest VC runtime
* deploy - depends on msvcrt.dll
- Deploy config should produce 8kb output
- compiler writes assembly output to src/asm directory
I’m in this for real and ready to learn new stuff this time as well. But I will want to have a secure dev environment option if the theme sucks like the last time, so, here’s my intent:
I want to do a demoscene-style piece, and learn some D3D in the process. I know GL, D3D seems rather easy. I know WinAPI pretty well too, what will save me some time. I want to make a piece that requiring no additional libs (including VC runtime crap) can take as little 64 (up to 96)kb
- IDE: Visual C++ 6.0
- Libs: DirectX, WinAPI (Windows only, yet fully wine compatible stuff)
- Graphics: PG
- Music: Impulse Tracker
- Sounds: PG
A secure option is allegro or flashPunk.