Posts Tagged ‘3D’
Cosmic Conga is a fast paced strategy game that may… or may not be, balanced
Most of the feedback so far has been overwhelmingly positive (thanks everyone!) with the one exception of a psychotically insane AI difficulty.
Fancy a challenge? Try and beat the original LD submission Play [Web]
Sick of that stupid AI? Try our brand spanking new ‘balanced’ version Play Balanced [Web]
I stress ‘balanced’ as I’ve spent so much time testing this build I’m not entirely sure what constitutes ‘difficult’ anymore
Thanks to everyone who helps make Ludum Dare possible,
And congrats to everyone who submitted, the entries keep getting better every time.
The aim of the game is to travel through and place portals which will flip the player to the other side of the map in order to collect portal potions to create portals and keys to unlock doors, to complete the level’s end which is marked by a red flag.
!!__Windows Version Coming Soon__!!
If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell).
[E] Use Portal or Use Door (with key)
[Space] Place Portal
OS: Mac OS X (Windows Coming Soon)
- Programming Language: C++
- Graphics Library: SFML 2.1 & OpenGL 2.1
- Audio Library: SFML 2.1
- Image Editor/Creator: Photoshop CS5
- Music Editor/Creator: Garageband
- Text Edito/Creator: Sublime Text 3
I’ve gotten the basic mechanic done for the game. I’m thinking I’ll call it `The Flipside` as you flip to the other side! The best name ever! /s
I need to improve the graphics, make levels, and other stuff now.
Please use this code! I want games I can play on my new hardware.
But don’t use the included graphics (the holodeck wall texture and the eye-shaped flashlight mask) if you’re doing the 48 hour compo (LD’s rules, not mine). If you’re doing the 72 hour jam, it’s not against the rules, but you’re being lazy. SceneKit is this easy.
The podium is technically code, not a graphic, but use it as an example of how to do nested animations (the ring rotates around the ball, and the question mark follows the ring while also rotating in place) or glowing materials or player interaction (it lights up if you walk over to it) or whatever, don’t just drop the entire thing in your game. It’s not a rule or copyright violation, just lazy.
- LibOVR 0.4.1 support, including DK2 head tracking.
- Multiple standard control schemes (WASD, click-to-move). “Forward” is where the player is facing (requires DK2).
- Lights can autofollow the player. Spotlights can point where the player looks (requires DK2).
- Lots of hooks for common game functions (example: if the theme is Don’t Stop Moving, put your punishment in stopMoving: in Scene.mm or your subclass of it).
Missing Features / Known Issues:
- SceneKit is Mac only. There will not be a Windows version.
- Chromatic aberration correction is missing, aka “something’s wrong with the colors”.
- Only the OculusRiftSceneKitTest example has been updated. The other two are probably broken.
- 2D movement (walking) is in, 3D movement (flying) is not.
You will also need LibOVR. You’ll need a developer account, but it only costs an email address. You do NOT need an Oculus Rift. See the GitHub page for more details — Xcode is picky about where you put these files.
Replace HolodeckScene with your game.
Compile, test, distribute.
You can compile and run this without an Oculus Rift, but the screen looks like this:
and you’ll be able to move with WASD, but not turn (unless you code it yourself). Good luck testing that.
Screenshots and gameplay videos should be viewable by Rift users if recorded and played in fullscreen mode. If you have a Rift, try viewing the screenshot with it! (click for full size)
This will be my 2nd Ludum Dare (the last being LD 28).
This time, I’ll be using similar tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:
- Platforms: Mac, Windows, and (maybe) Linux
- Language: C++
- Libraries: SFML, OpenL, (& if 3d, glm)
- Editor: Sublime Text 3 (with a lot of plugins)
- Graphics: Photoshop
- Sound: Garageband, SFXR
- Writing Instruments: Pen, Pencil, and Paper
This the 3D game we did for LD29 Jam. Find your way to the Ogre’s gold in 4 different levels.
PERSONAL EXPERIENCE – Alexis
Had a blast on my first LD ever. Somehow we all agree to make a game at the last minute before the jam started. What makes me the most proud is that we are able to make a 3D game in such a short time and 100% remotely. Right now I am living in Florida, US; while the rest of the team is living in Lima, Peru (where I am from). We are conscious that this game has a lot of flaws, especially in what comes to the mechanics (we didn’t had enough time to make the illumination work as we wanted); however, this projects gives us the confidence that we can make 3d games in a short period of time.
Have unlimited fun playing autogenerated maps.
Web (Kongregate), Windows, Mac, Linux. Web version recommended.
-Made with Unity3D
SHOW SOME LOVE
I think our game is coming good along… this is the first Ludum Dare I have participated in and I think the result gets better and better. I have submitted it but we are still working on it.
I have made a level selection system and a few levels, some basic controls and gameplay.
Hopefully we will be able to make some more levels.
We are 3 persons working on the game. We are 13 and 12 years old.
Firstly, i wanted to find an innovative idea with the theme. I didn’t want to make a classic game in which you only get one life or one ammunition.. or something that simple. However, I didn’t achieve to get something better than a poor joke that nobody laugh about ^^
But i had so much fun developping my game that i decided to make a post compo version. To call your curiosity and show you what i planned to do, take a look to some special effects screenshots ;=)
Play it : http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=19058 and tell me what you think.
Next step : implement a better difficulty progression. Stay tuned
ps : Minko API for actionscript 3 is really a pure gem for 3D stuff, i recommand you to try it !
I’ve been wanting a programmer as a friend all my life! Finally, I have one, and he’s amazing! I’m so thrilled to have an outlet for my own graphic design skills I’ve worked to develop over the years. Please rate our game. It takes a little time to download, but it’s a solid experience all the way to the end.
Click and drag on the planet to rotate around it.
Click on problems that arise to try and balance the planet out.
As new problems develop, there are new solutions you must choose from in your tool bar.
Thanks alot! I can’t wait to play everyone else’s submissions too!
Thought of a name: Perfect Match
The gameplay is coming in now: one match can move, and burn itself (also burning the environment). – I want to make it multiplayer, so one player controls the match and has to burn as much as possible, and another player controls a ship with a hose to put out the fire.
This year I’ll be using InCourse® GameCreator. It’s a webbased game engine developed by Islandworks and dubbed ‘GameCreator’. It’s made in HTML5 and such, it will be quite different from my previous entries which were made in C++ and the 3d graphics engine Irrlicht. It’s going to be a challenge to make a game using only 2d art
OS of choice: Windows 8
Game engine of choice: InCourse 2.0 – Gamecreator
Audio: Audicity & Anvil.
I’ll post a “How did I do it” on the end as I did the last times.
Have a great Ludum Dare everyone!