Archive for the ‘Uncategorized’ Category
Batch is a scripting programming language introduced back in the time of MS-DOS by Microsoft itself. It started off as something basic and very slowly evolved to be the slightly version it is today. You may have heard of batch simply because it’s the same language as what you enter in the command prompt. For example, when you enter “ping” in command prompt, you can also enter it in a batch file. And as you enter “ECHO hello world” in batch, you can enter it in command prompt (noob note: command prompt is like terminal in Linux or OSX).
I recently posted here about a game I wrote in batch, which is quite good for something only 5kb and ~150 lines of code.
Batch also has the best debugging you will ever had heard of, as you can edit the code WHILE the program is executing. That means if you find a bug, you can create a loop around it and tweak the code until it works and then remove the loop without having to launch the program 10 times.
Batch is not cross-platform at all (or at least it’s very complicated) but it works on all Windows machines that ever existed (except for a few commands that appeared later). If you like, you can very very easily convert batch files to exe so people can’t read your code.
Batch is very easy to use. In fact, I learned it by experimenting. “ECHO My name is George.” is something a baby could write and “SET /p name=Your name is: ” is something a child could write. They’re also very easy to launch: just double-click the .bat file and you’re all set.
Finally, it includes a single command that is in every programmer’s dream: GOTO. GOTO covers every notion of loop you can imagine, and, combined with if, can make a whole program’s structure way simpler. Most newer programming languages dropped it for unknown reasons yet it turns out to be easy to use and very efficient and helpful in batch.
Now I hope you will stop whatever you’re doing and batch or not, and I wish to you a good programming!
Hey… (EDIT apologies… not sure why this is appearing above MiniLD50)
After seeing the excellent PillowCastle video, I made a demo Forced Perspective object resizing workspace… not a game as such, but if anyone is interested in making some models or creating levels, give me a shout – perhaps we can work together on something.
If anyone wants the code including whole project environment which borrows from snippets found in various Unity forum threads, then you can download that here.
The complexity (it’s not that bad…) is in FixedJointDragger.
Although this game is not from any LD challenge, I want to share it with my fellow indie developers =)
I made this game in SFML/C++ in a day and I thought that it would be fun (and it is) on mobile. I then (slowly) ported it to Libgdx on android, iterating and enhancing it along the way.
It is a simple memory game involving you remembering the position of all the 9 numbers. The numbers are then moved (either a row or column) and you are required to press the numbers in order.
The game is very simple to learn and addictive. I started with an average score of 20+ and now easily hit 80+.
I hope someone give it a try and help me share it with people who you think will enjoy it. Oh and if you share it on twitter, you can tweet me at @ZwodahS.
The Running Dead working on OUYA!
You can see the first 5 levels of the game.
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Hey fellow devs,
I’m here to bring to the table a small discussion on analytics. What I want to ask is: what do you guys think about embedding analytics in Ludum Dare entries? Something like http://www.gameanalytics.com/, for example.
I’m currently working on a full version of my last LD entry and thinking back I believe I could’ve benefited from input obtained from analytics. On what terms would you guys be comfortable with recording data from your gaming session?
Personally I wouldn’t mind anything that is non-intrusive (in other words, as long as there’s no recording any personal data). For instance the link I provided above is a great tool for developers (I don’t really care about their module for purchase intention, the cool part is analyzing hot spots to help level design).
Looking forward to some opinions, thanks!
The Running Dead is a small game with a high difficulty gameplay on you run to survive from zombies.
To survive you can shoot and jump(or double jump) to avoid the various type of zombies including birds and wolfs(And maybe i add some piranhas)
The GFX are simply dots of 8×8 using a pallete of non-saturated colors all to get the most possible “real” looking for this resolution/style.
Actually the game runs at:
Windows, Mac, Linux, Flash, Android, iOS(iPod, iPhone, iPad) and OUYA.
The overall progress is around 60-70% ans is planned to be released on next month, first on mobiles i guess and later on ouya/deskptop.
Links you maybe interested:
Tumblr with the last updates: http://dev.kronbits.com/
Tigsource Thread: http://forums.tigsource.com/index.php?topic=38878.0
GameJolt Page: http://gamejolt.com/games/arcade/the-running-dead/22793/
Kronbits Official Twitter: https://twitter.com/Kronbits
Personal Twitter: https://twitter.com/DavitMasia
Hey LD community,
some of you may know, that I’m currently working on a project called “Game Jam Management System”. As the name implies it’s supposed to make hosting game jams simple and accessible to everyone!
And now I need some help from all the game jammers out there.´
For the website I’ll create for it, I’ll need screenshots of game jam games to use in the head slider. So if you want to have your game jam game shown (including credits, i.e. mention of name and link to website) go here and submit a screenshot!
Ideally your screenshot should have a width of 900px or more. The height doesn’t matter much.
Thanks for your help!
I think the code base is ready to be extended now. But the gameplay hasn’t had a clear direction yet. Text-based strategy or resource management or zero player simulation game or something else, I don’t know.
Please let me know what you guys think of it. It’s an open source project so everyone can join too.
Xeewolf my humble homage to the classic Zeewolf try it on Kongregate
I made a very simple 3d game in unity. Here is what it looks like:
You can play it here: http://bashcode.co.nf/ (it uses Unity Player)
Please tell me what you think of it
I barely make posts here on Ludum Dare but I am planning on making a new game in the old, rusty and dirty piece of s*it “Batch”. If you don’t know what batch is. It’s pretty much a scripting language made for the old DOS operating system created by Microsoft.
I guess its no good for making graphical games. But I guess it will do for a good ole’ text adventure game. My new project is called “Spacecraft”. Its not what you think it is. Infact it has barely anything to do with spacecraft. Or space in that matter. Pretty much the game “Minecraft” the hit wonder. Re-created in the batch programming language. It seems pretty promising at the moment, although my will power is never good enough to carry a game past about a couple of weeks.
Here is a quick screenie of the code below:
And here is another screenie of the game:
As you can see it is only the starting screen and the world selector that is done at the moment. Although I just feel that this is a very promising project and will work hard on it for a bit of a while.
Thanks for reading this very rare post from me.
-James Foley(That programming dude).
Hello Ludum Darer’s,
I find that when I go to develop a game for Ludum Dare, or any other time for that matter, I find that I can never get anything done quickly, and that is because of the way in which I attempt to do things. One of the things that doesn’t help is that I have no real idea of how a game should be laid out, this causes issues when coming to add new screens, new levels, and other objects into a game.
I am hoping that someone out there will read this post and have some ideas to help me on in my journey of developing games, and how I should be tackling the task. I see people who, in the same amount of time that I have had, create much more of what is starting to look like a game when I have nothing because of the problems I encounter while trying to make one myself.
Comments would be appreciated, so please, if you have any ideas of how I should move forward please leave your ideas in the comments.
I made this entry for the rebellious candy jam… pretty sure it’s my best game so far!
Check it out!
Made with: Unity, Inkscape, Sfxr, Autotracker
Once, in a place not too different from ours, there was a people yearning for a life in peace. But they were ruled by a ruthless King who only loved one thing more than to see his people suffer. He loved candy. Most of all he loved playing a game he himself had “come up with”.
Each time the King got three candies connected, he scored. And when things were going badly, he cheated. The people had to produce new candy at an alarming rate to satisfy their King.
They had to resist.
The people started removing candies on the playing field right under his nose. They even went as far as to condition the King to play faster when they pressed a special buzzer.
The most daring used it quite often.
To gain the most, they needed the King to loose quickly while removing as few candies as possible. It was after all they who had to produce them.
Good luck, and save us all!
UPDATE: NOW FIXED STUPID TRANSPARENT MENU THING THAT WAS BLOCKING PLAY…
Give it a spin and let me know if you find it fun. Or if something could have been made better. Become the world record holder.
Lesson learned from this blunder of uploading games in the middle of the night while very tired and quite stressed: Don’t do it.
Hey guys, for those who don’t know, I’m making a game called NIKRA (pronounced n-eye-kr-ah). I have been making this game for about 8 months now, and popularity is growing!
NIKRA is being corrupted by a dark being known as Iinenea. You have to find the 13 hidden blades of Nikra, and use them to slay the Dark Angel… or imprison it.
NIKRA is a 2D platform game inspired by many RPG games. I’m trying to capture the pure essence and fun from my favourite childhood games, as well as modern games.
I would love it if you could stop by on my blog: CLICK HERE
The NIKRA Facebook page is almost at 200 likes too!
Please LIKE NIKRA here: CLICK HERE
Read what other people think about it:
“This simplistic nature of this game is unrivaled by the beautiful and breathtaking aesthetics of the art.” -powderblock
“Minecraft graphics with a plot to it, would play…hard” -JesusChrysler93
“So Starbound with a plot? I can dig this.” -salthetiller
You can also follow me on Twitter: CLICK HERE
Thank you so much guys
Lately, I’ve had a few decisions to make in terms of the difficulty of the games I produced. I made this soccer game, which was apparently insanely difficult. I did spend a lot of time trying to win a match, and felt pretty satisfied when I did. When it came to releasing a test run of that game, it turns not only nobody was able to beat it, but nobody could even get a draw! (ok I think one person managed to win). Still, I struggled before reducing the difficulty, because I felt that players should really try to beat the challenge. On the other hand, one thing to keep in mind is that a level of difficulty that’s too high really drives popularity down, because let’s face it, it’s no fun when you can’t win ;-/ I decided to tone down the difficulty so that winning a match now is as difficult as it was to get a draw, and now it’s still very difficult to win by more than one. (I’ll try to add more levels in practice mode to draw people in.). Okay, I had to cave in. It’s concerning though, have gamers become softer, are easy going games now becoming the standard?
I want to get started with C++ game development. I almost went with the obvious and did thenewboston’s series, but he doesn’t even leave the command prompt. What is the best way for me (having slight Java experience and nothing else) to get the ball rolling?
P.S. The reason I am pushing learning this instant is that I am thirteen, and want to learn while my brain is still malleable.
For the past couple of months, I’ve been working during my spare time on a project for the Stemfuse Got Game Competition. This competition is specifically for middle and high school Game Maker games. The RTS genre has always intrigued me, and I was very motivated after seeing the 7dayRTS challenge, so I figured a low stakes competition was a good opportunity to try to make my own. With some help from my friends for graphics and music, I finally finished the game, 1800. 1800 is a historically based minimalist RTS that takes place during the Napoleonic Wars and War of 1812.
Anyway, now for some thoughts on the project. First of all, RTSs are hard. Very hard. I was constantly attempting to optimize the game, while throwing on new features to add to the “strategy” aspect. I had a fairly decent vision of the project from the start, but it definitely evolved as I worked on it. The main pitfalls I fell into were not knowing what I was doing, resulting in some highly questionable design choices at the beginning, creating an AI that wasn’t terrible, and reducing lag. Unfortunately I waited until the end to add the AI, and that caused some problems. First of all, it was much harder than I had expected. I really had no clue how to do it and began piecing it together as I went along. Additionally, the AI made the game start to lag immensely as large amounts of units were on the map at a time. This is an issue I never really fixed, but instead tried to minimize in the level design. The original plan was to have 5 countries actively moving units as well as multiple others that were neutral. I maintained this original vision for the most part in the free play mode, along with the warning that it will lag on most computers. For the campaign mode, the American campaign being the only one I actually made, I removed all of the unnecessary countries. This reduced the lag significantly at the beginning of the game, but after playing for a couple of minutes the lag still gets pretty overwhelming.
Overall, I think the game ended up being fairly mediocre in terms of actual gameplay. However, I think that this was a great experience for me. I have learned a lot about what to do and what not to do when making an RTS, and would be able to approach things completely differently in the future. That being said, I’m really sick of RTSs right now and can’t imagine making another in the near future . I think had I chosen to to a turn based game instead, it would have saved me a lot of trouble with worrying about the lag, so I’ll keep that in mind for the future.
Now for the part where you can help me. Here‘s a link to my entry in the competition. If you could spare me about 2 clicks to upvote the entry, that would be greatly appreciated. Even if you don’t think the game is very good, I hope you could just take a moment to appreciate the effort that went into making this and support me. Currently the entry leading in the popular vote has over 500 votes, and is a simple and nearly broken maze game with one level. The effort that went into making that is so minimal that its number of votes is mind boggling. My goal is to get at least 100 votes in the competition, and with your help I can do it.
Thanks so much everyone!
I know that everytime someone came to question this, but somethings have been bothering me for a long time:
The first thing is, there is no rule about the content in Jam event, so, I could use every asset I can find as long I have the rights to use it?
So I could mod a game (I mean, use it’s assets to make another one), use personal libraries, use art that I made for other games and etc?
Just to be sure, it is really allowed?
I’m not criticizing, just asking if it really is like this.
About the Comp part, “4. All publicly available libraries and middleware are allowed”, so if I say before the start of the jam “hey guys, I’m gonna to use this package that has all the code that I need, you can download here if you want” it is allowed?
Again, I’m not criticizing, just asking.
PS.: I read the “For Jam games, you are free to use whatever artwork or content you like (preferably something you have the legal rights to), but you must accept all responsibility for its use”, just want to be sure.