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Ludum Dare 30 — August 22nd-25th 2014 — Theme: ??? (VOTE NOW!)
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    Posts Tagged ‘basecode’

    I’m in …

    Posted by (twitter: @c023Dev)
    Thursday, August 21st, 2014 12:37 pm

    Hi, James from Bavaria here! I hope I’ll manage to get something done this weekend.

    My weapons:
    PHASER Framework with TypeScript in VS2013
    3DSMax 2013 with VRAY (Maybe a drop of ZBRUSH)

    Here is my:

    If you want to know more about me then visit:

    Wish me luck! This is my first time and it’s nice to meet you all! So…
    Hello world!

    well well well

    Posted by (twitter: @sbbls)
    Thursday, August 21st, 2014 5:59 am

    ludum darey

    That’s it. Good luck to YOU.

    I have made a JS palette-swapper&basecode, but this doesn’t mean I’ll do anything this LD, so here is a LD anim just for you, and the basecode to look at <33

    (heavily inspired by rxi’s love2d one, IF I make something I’ll tweak it a bit to adapt to the needs)

    I suppose I’m in …

    Posted by (twitter: @OMGWTFGAMES)
    Sunday, August 17th, 2014 11:17 pm

    Wait … we are up to 30 ! The big Three-O. That’s a special round number for all of us fed and raised on a base-10 number system. I can’t possibly pike on this one, even if I only do a quickie :)

                                   (             )  
                                  (*)           (*)      (
                                   |             |      (*)
                             x10  |~|           |~|      |        
                                  | |       x10 | |     |~|
                                  | |           | |     | |  x10
                         ,a@@@@@@@| |@@@@@@@@@@@| |@@@@a| |.
                    .,a@@@@@@@@@@@| |@@@@@@@@@@@| |@@@@@| |@@@@a,.
                  ,a@@@@@@@@@@@@@@@@@@@@@.@@@@@@@@@@@@@@| |@@@@@@@a,
                 a@@@@@@@@@@@@@@@@@@@@@' . `@@@@@@@@@@@@@@@@@@@@@@@@a
                 ;`@@@@@@@@@@@@@@@@@@'   .   `@@@@@@@@@@@@@@@@@@@@@';
                 ;@@@`@@@@@@@@@@@@@'     .     `@@@@@@@@@@@@@@@@'@@@;
                 ;@@@;,.aaaaaaaaaa       .       aaaaa,,aaaaaaa,;@@@;
                 ;;@;;;;@@@@@@@@;@      @.@      ;@@@;;;@@@@@@;;;;@@;
                 ;;;;;;;@@@@;@@;;@    @@ . @@    ;;@;;;;@@;@@@;;;;;;;
                 ;;;;;;;;@@;;;;;;;  @@   .   @@  ;;;;;;;;;;;@@;;;;@;;
                 ;;;;;;;;;;;;;;;;;@@     .     @@;;;;;;;;;;;;;;;;@@@;
             ,%%%;;;;;;;;@;;;;;;;;       .       ;;;;;;;;;;;;;;;;@@;;%%%,
          .%%%%%%;;;;;;;@@;;;;;;;;     ,%%%,     ;;;;;;;;;;;;;;;;;;;;%%%%%%,
         .%%%%%%%;;;;;;;@@;;;;;;;;   ,%%%%%%%,   ;;;;;;;;;;;;;;;;;;;;%%%%%%%,
         %%%%%%%%`;;;;;;;;;;;;;;;;  %%%%%%%%%%%  ;;;;;;;;;;;;;;;;;;;'%%%%%%%%
                                        %%%     Susie Oviatt

    Here’s a lazy copypasta birthday cake … demonstrating how not to get your compo assets :)

    Chances are I’ll use Unity.

    Other tools I’ll invariably use are the GIMP, Blender, bfxr (or maybe one of Mark Wonnacott’s tools). Maybe Caustic or NodeBeat or BeatWave for music.

    Chances are I’ll do the compo, unless I get an uber awesome idea that just can’t be done without pulling in some pre-made assets (like if the theme really lends itself to ASCII art birthday cakes).

    I’ve updated my basecode containing personal and adopted stuff today: https://github.com/omgwtfgames/unity-bowerbird

    The parts you might find useful are SoundManager, MusicManager and maybe Autoscreenshot.

    IceEntity (haxeflixel entity-framework)

    Posted by (twitter: @nico_m__)
    Sunday, June 8th, 2014 8:42 pm

    Since last ludum dare, I’ve been working on what was my basecode, expanding it, and making it generally more useful. Some cool features it now supports are:

    -Parsing in entities and components from XML

    IceEntity Demo

    -Live-Scripting of game-logic during play

    Live-Scripting Demo

    Note that this is a work in progress, it may be buggy, and often some things stop working correctly, which is exactly why I would love more people to check it out, and give me some feedback, be it bug reports, feature requests, or just your general thoughts, thanks:)


    You can find IceEntity here: https://github.com/NicoM1/IceEntity


    If anyone wishes to contribute, I would love that as well, just submit a pull request, or tweet me @nico_m__


    Thanks for reading, make cool games;)


    Base Code!

    Posted by (twitter: @tolicious)
    Friday, December 13th, 2013 7:13 pm

    Yo! I’m sorry that it’s so late, but here is my Unity3D base code! (You’ll need RageSpline to use it completely. Oh, and not everything is totally cleaned up, I ripped it right out of another game.)

    It does lots of cool stuff:

    • Unified button layout for XBox360 controllers on Windows (even with vibration there!) and Mac
    • Makes cool (optionally glowing) shapes (together with RageSpline)
    • Traversing spline paths (with RageSpline too)
    • Uses Scoreoid for a leaderboard
    • Basic text buttons and vanishing text for notifications
    • Easing
    • A few helpers for math, Unity and some general C# stuff

    Good luck everybody!

    Simple Game Manager

    Posted by (twitter: @LateTide)
    Thursday, August 22nd, 2013 12:48 pm

    Just created a small script for helping me with the game – admittedly not the most sophisticated tool around, but it might help me to create content faster.

    I can’t attach it to the blog (js files are not allowed) but I am obliged to show it, so here we go:

    // Base namespace
    var ben = {
    // checks that the object is not null, and has a function with the given name
    ben.hasFunction = function(obj, functionName) {
        var hasF = obj && obj[functionName] && typeof obj[functionName] === "function";
        if(!hasF) {
            console.log(obj + ' doesn\'t have \''+ functionName +'\' function');
        return hasF;
    // Orchestrates the player turns and the game updates
    ben.doUpdate = function() {
        if(!ben.hasFunction(this, "update")) {
        if(!ben.hasFunction(this, 'isSynchronous')) {
        if(this.currentTurn >= this.maxTurns) {
        if(this.isSynchronous()) {
            if(!this.isReady()) {
            var ndx;
            console.log('Processing turn '+this.getCurrentTurn()); 
            for(ndx in this.players) {
                var currentPlayer = this.players[ndx];
                if(!ben.hasFunction(currentPlayer, 'doTurn')) {
                this.context.currentPlayer = ndx;
        } else {
            // TODO: Work on this when needed
    // Starts the update thread
    ben.doStart = function() {
        if(!this ) {
        var that = this;
        that._updateThread = window.setInterval(function() {that.doUpdate()}, that._updateDelay);
    // Stops the update thread
    ben.doStop = function() {
        if(this._updateThread) {
            console.log('Has thread');
            this._updateThread = null;
    // Creates the base Game object
    // Params: 
    //   gameName: The human readable name of the game
    //   maxTurns: the number of total turns
    //   playerList: an array of players
    //   updateFunction: The update function to be called at an interval
    //   synch: Synchronous flag. If true, the update waits for each players, otherwise the players input are processed in the regular updates
    ben.Game = function(gameName, maxTurns, playerList, updateFunction, synch) {
        var game = {
            _updateDelay: 16, // ms, time between update calls
            _updateThread: null, // placeholder    
            _synchronous: synch, // Synchronous games wait for the players turn with an update
            _name: gameName, // the name of the game, for displaying
            players: playerList, // the players, incl ai
            maxTurns: maxTurns,
            currentTurn: 0,
            ready: true,
            context: {} // current game context
        // to get the human readable name
        game.getName = function() {
            return game._name;
        // to change the current players
        game.setPlayers = function(plList) {
            game.players = plList;
        // to get the number of current players
        game.getPlayerCount = function() {
            return (players != null) ? players.length : 0;
        // sets the ready flag to the given value
        game.setReady = function(rdy) {
            game.ready = rdy;
        // returns the value of the ready flag
        game.isReady = function() {
            return game.ready;
        // returns the value of the synchronous flag
        game.isSynchronous = function() {
            return game._synchronous;
        game.getCurrentTurn = function() {
            return game.currentTurn;
        game.increaseTurn = function() {
            game.currentTurn += 1;
            return game.currentTurn;
        // stores the update function
        if(updateFunction) {
            if(typeof updateFunction === "function") {
                game.update = updateFunction;
            } else {
                throw {message : "Passed updateFunction variable is not a function"};
        // this function is called with the update frequency
        game.doUpdate = ben.doUpdate;
        // calling this function starts the game
        game.start = ben.doStart;
        // calling this function stops the game
        game.stop = ben.doStop;
        return game;

    trace(“basecode and tools”)

    Posted by (twitter: @ZappedCow)
    Thursday, August 22nd, 2013 11:53 am

    var basecode = "http://www.zappedcow.com/ld27/ld27_basecode.zip";
    var tools = {"HaxePunk", "FlashDevelop", "Aseprite", "Bfxr", "Beepbox", "Audacity", "Fruity Loops"};

    function foo()


    trace("Oh yeah!");

    Embrace your inner kung-fu master

    Posted by (twitter: @McFunkypants)
    Tuesday, August 20th, 2013 2:04 pm


    I haven’t missed a Ludum Dare in a few years. Of course I’m in. I will likely use this HTML5 basecode, but I promise NOT to make a platformer with it.

    Good luck, everybody! HAVE FUN! Embrace your inner kung-fu master.


    I’m also in

    Posted by (twitter: @sirGustav)
    Friday, April 26th, 2013 2:19 pm

    I’m in, though my time this weekend is severely limited, so I’ll probably be making a platformer based on my incomplete haxe game.

    Well, here’s my base code

    Posted by (twitter: @kgs0142)
    Thursday, December 13th, 2012 7:03 am

    According to the rule, if I wanna use any personal code, it’s should be declared and shared ,right?

    here it is : http://dl.dropbox.com/u/59758578/LD25_Base_Code.rar

    (it’s also on my github )

    I didn’t do much special, just collecting some libraries and framework, like flixel, lua-alchemy, tweenlite.

    And revising the code of DAME smaples and lua-alchemy samples.

    Not sure I will really use these…just in case of failure.

    If there is something wrong,  tell me please :p


    Engine (Codebase/Basecode) update

    Posted by (twitter: @AngelDE98)
    Friday, August 24th, 2012 11:54 am

    Just a small status update for https://dl.dropbox.com/u/74836805/IGM2E.zip :

    - Bunched up some code here and there

    - Changed the way tiles (or entities on tile layers with the type argument set to entity) get loaded – Objects on object groups behave same .

    - Added an enemy base , the “Mob.java” , which is a modified entity which can walk, jump over obstacles or turn around if needed.

    - Added a tech-demo “Blob.java” as base NPC (currently does nothing). Also added two of them into the test level.

    This post was just to declare changes in the codebase / engine .

    Dynamic OpenGL for LuaJIT

    Posted by (twitter: @kamjau)
    Friday, April 20th, 2012 2:37 pm

    I’ve been toying around with LuaJIT lately. If you’re not familiar with LuaJIT, it’s a just-in-time compiler that not only makes your Lua code run super fast, but it also makes it possible to call native code from Lua without any native glue code at all. Pretty cool tech.

    OpenGL requires some special handling though, so I made an OpenGL loader for it that handles all the dynamic loading, version differences and extensions and such for you (based on the official spec files), and added some extra code to make shaders easier to work with. I didn’t really plan on using this for LD, but hey, might as well post it now so that I have the option: ld23base.zip (zlib license)

    That zip includes some example code using SDL + OpenGL to draw a spinning rectangle in pure Lua =).  I doubt anyone else will use this, but you’re of course welcome to if you want =). Please let me know if you do! It’s a bit WIP-y still, but fully usable and should be pretty straightforward if you’re familiar with SDL and OpenGL. It probably requires LuaJIT 2.0 (beta) to run, and it’s only been tested on 64-bit Linux, but it should hopefully run on anything supported by LuaJIT as long as SDL and OpenGL libs are available.

    My base code

    Posted by (twitter: @zapakitul)
    Friday, December 16th, 2011 5:15 pm


    I wanted to post (declare) my base code for Ludum Dare. It’s nothing out of the ordinary, it contains a base Object class that does the following:

    - Handles new objects;

    - Stores the objects position and outputs them;

    - Handles deletion of objects;

    - Enables collision setup for the objects.


    It requires DarkGDK and Sparky’s Collision library to work though.

    Here‘s the VS2008 solution.

    declaration of in-ness / dgl

    Posted by (twitter: @kamjau)
    Friday, April 29th, 2011 2:57 pm

    Yup, I’m in!

    Anyway, I was hoping to get some basecode ready for the compo for once, but it’s still missing some critical stuff (like sound, lack of bugs, etc), and while I could post what I’ve got so far and then work more on that during the compo, I don’t see that ending well for either the basecode or any eventual game. So.. I’ll just go from scratch, or maybe try Flash again or something.

    Well, almost. I do have one little thing I’ve been fiddling with lately: dgl! Calling it “basecode” is a bit of a stretch though, it’s really just a dynamic OpenGL loader and extension detector. Similar to GLEE and the like, except it’s smaller (less than 40k compiled), only covers the GL parts (no GLX/WGL/etc, you pass it a function pointer to use for resolving symbols, works great with SDL), and also it loads everything dynamically, not just extension functions (this actually makes cross-compiling from Linux to Windows much easier). Oh, and it’s a work in progress (most things work though), and I’ve given it a zlib-like license. If this sounds interesting, you can get it here: dgl-wip-ld20.tar.gz. (Not sure if I’ll actually use OpenGL for the compo yet, but I’m posting this just in case.)

    And now, I’m off to replace my slightly broken Linux install with Ubuntu 11.04, new Unity interface and all. What could possibly go wrong? This is surely an excellent idea at this point in time.

    [edit: turns out it wasn't. in my defense though, i really did need to fix my linux install. oh well, better luck next time..]

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