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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Posts Tagged ‘3D’

Ahahaha, finished Booon (XNA library)

Posted by 5parrowhawk
Friday, April 17th, 2009 6:31 pm

Well, I managed to do as much as I thought I could. Now with nice particle systems and a couple of other enhancements.

Source code: http://haitaka.googlepages.com/Booon.zip

Time to go find myself some food, and possibly a quick shower before the compo starts.

Booon – release 1 done

Posted by 5parrowhawk
Friday, April 17th, 2009 9:01 am

This is a little library for XNA to help with game making. It wraps stuff like object management, asset loading, shaders, etc. into a compact package. The idea is to make it easy to bang out something double-quick.

The library is based on Mike Schuld’s tutorials (www.thehazymind.com).

It’s not complete, but I don’t have the energy to finish it right now. Will try to add more functionality before the compo begins. No documentation but there’s an example program.

http://haitaka.googlepages.com/Booon.zip

Also, I made a page for my compo entry, whatever it will be.

http://haitaka.googlepages.com/ludumdare14

Blah, must sleep now. It’s 1 am here.

Do shaders count as “content”?

Posted by 5parrowhawk
Friday, April 17th, 2009 3:08 am

Just wondering:

Do HLSL shaders count as “content” (in which case they must be written during the compo) or “part of a graphics library” (in which case they can be written before the compo)?

a bit late, but done!

Posted by negativegeforce
Sunday, December 7th, 2008 8:13 pm

Ok, I am about 10 minutes late.  I had to clean up everything bundle into a zip.  I only had time for one level, BUT you CAN modify or replace the level.  There is a level definition file named level1.txt if you want to peek at it.

INSTRUCTIONS:

arrow keys to move the character.
run across the road avoiding the trucks.
get close enough to the green box, and you win!

http://www.impellerhead.com/gamedev/ld13_negativegeforce.zip 3.4 MB

The Mighty Penguin!

Posted by yezu
Friday, August 8th, 2008 5:37 am

It would seem that I will be another heretic not using Python. I’m not a fan of scripting languages, so I’ll be using good old C++ with OpenGL :D I will be trying to do something in 3d and I’ve prepared myself a small framework using SDL (loading models, loading images, window initialization etc.) Apart from that I will be using only free ( as in freedom :) ) tools, so no Visual Studio or Photoshop for me. But that’s ok, I always prefered KDevelop and GIMP.

It’s still a couple of hours till the compo. I just can’t wait. It’ll be my first LD actually. I tried to participate in LD10 but due to some circumstances I wasn’t near my computer through the weekend.

I hope I won’t be the only one developing on a Linux powered machine :) Good Luck!

Cubetendo

Posted by mjau
Sunday, February 24th, 2008 8:57 pm

Bit of a late entry for me, but oh well, here it is anyway:

Cubetendo

Download: cubetendo.zip (Updated with trivial fix for ATI cards)

Windows exe and source code included (compiles in Linux). Requires OpenGL 2.0. If it crashes, try running it from a console (updated the zip with a bat file that does this).

A screenshot at last..

Posted by Archwyrm
Sunday, December 16th, 2007 2:08 am

Ok, here is my first screenshot. I have been wrestling a lot with the underlying code, so things have been a bit slow. Plus I have to re-familiarize myself with a number of graphics tools.

First screenshot
The premise of this game is that you have a flying island high above a windswept planet. On your island you must gather the precious gas resource and defeat your rivals for control over it all. You have the choice of whether to build gas gathering buildings, defensive turrets (pictured), offensive missiles, or stability buildings.

The chain reaction is that when your island is hit with missiles neighboring areas begin to weaken. If there is too much weight on a weakened area from your buildings, whole parts of your island may crumble.

Ok, time for some shuteye and then the final push!

Uplighter

Posted by jolle
Saturday, December 1st, 2007 5:51 am

Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.

It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.

09final.jpg

Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.

You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.

Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.

Swarm

Posted by allefant
Tuesday, November 27th, 2007 12:52 pm

Swarm was my entry to LD8. The theme of was, well… “swarm”. I know, I know, I’m no good with coming up with names for my entries. Anyway, for this game, I coded an entire 3D engine (octree based) from scratch. So, I spent most of the 48 hours debugging octree code, and crammed in some gameplay towards the end. Since I never spend more time on gameplay – it still should be as fun to play as most of my games :)

Swarm

This is an in-development screenshot, showing some octree debugging going on.

Swarm

That’s how the game looks like. Shoot down all the pink, eyed balls to encounter the uber-cool-final-boss-with-superior-AI. (I got feedback suggesting that at least one person actually played long enough to encounter the boss – so I consider the gameplay aspect successful.)

Here’s a mirror of the original submission: Swarm

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