Posts Tagged ‘C++’
I just submitted my Flappy Jam game (For more information on the Flappy Jam, click me!) and it’s turning out to be pretty interesting! I am actually really proud of this game, as this was one of the first times I have taken more than a few days on a game. The main gameplay is just jumping over some randomly generated spikes. Really. It’s simple, but so was Flappy Bird. That was the point of this jam.
All in all, it was a lot of fun to make, I got to get better in a lot of areas and actually explored a lot of stuff.
It’s not super flashy, but I am actually pleased with the art.
Some things I learned how to do from this jam:
- High scores saved to a file, keeps scores after player closes game.
- Improved randomized spawning systems.
- More reliable and less buggy “scrolling effect”.
I reused the speaker icon asset from my last LD game! Woo! Reuse of assets!
Here is what the death screen looks like, as you can see, it has detected that my amazing score of five was greater than the score in the file (I set it to zero, for the demo.) and tells the player that they beat their score by showing the player a very fancy medal. I designed this system in about two days, without any prior experience with “long term” score capturing options. Pretty darn neat if you ask me.
Anyway, I thought I’d just share that with you guys.
I used the T-Rex C++ engine I made, with OpenGL (SDL_OpenGL) to draw everything, SDL for window and input management, MMSystems for the sound (I’ll get SDL_mixer working, someday.), glut for the text (I’ll get SDL_ttf working, someday.), and SOIL for texture loading!
|Current Title Screen of the game|
Yesterday, I posted the day zero development log of my Mini LD 48 game, Death Plot. Now I will explain the game. I am using a more literal definition of conspiracy and façade. The game is a top down two dimensional shooter/bullet hell. It is a single player game where you control two characters at the same time, tying in conspiracy.
|The graphics are OBVIOUSLY placeholder. They’ll be worked on tomorrow.|
One of the characters is controlled with WASD controls, the other with the arrow keys. You will fire bullets with the spacebar. It is intended that you use both hands on the keyboard, and control the characters single player. That adds a challenge. You could potentially do local multiplayer, but it is not designed that way.
The enemies come in two flavours: real and façade enemies. The real ones shoot bullets that one shot you. (It’s a bullet hell after all.) The facades’ shoot bullets that don’t harm you, but they serve as visual clutter to make dodging more difficult.
I haven’t completely decided on the visual style, but it will probably be ASCII or early sprite based.
Anyway, that’s the general gist of the game. If all goes well, I will have a playable prototype tomorrow. My Day 1 Dev Blog is coming next.
You can follow my Ludum Dare blogs on: www.ictuateanomaly.blogspot.com or twitter.com/Kerinova_xeon
Yay! That was so much fun, though. Unlike LD25 with the team, I felt so little stress I thought I was dreaming!
I don’t currently intend to become the best game jam dev evar, hehe, I just had fun making something, even if I didn’t get all the way with it in the time limit, I will always have the ability to return to it and flesh it out. I love LD because of what people end up doing with the always loved-and-hated theme both during and after!
Postmortem and top-down, plot/world-focused game design heuristic (for those of us who ain’t so good at starting bottom-up from a gameplay mechanic) after the jump:
So, I have been learning C++ for some four to five months now. Last Ludum Dare, I used C++ to make a text adventure game. That was the first ‘official Ludum Dare’ game I made with C++, and I was pretty happy with it. This game had no graphics or sound, and that’s because I didn’t know how to program those at the time. This LD, I made a game with graphics and sound, personally, I think it’s pretty cool I was able to learn these skills in just four months.
Or, as I put it in a post on the second of October; “I am still learning more and more about C++ and OpenGL, so maybe next LD I will have sound and graphics. Who knows.” I am proud that I was able to make something playable in OpenGL and SDL in the span of just 48 hours that also had sounds and graphics. Thank you, everyone.
I will still be doing a post-mortem after the voting ends, I just thought I could share this cool experience with you guys.
After adding the parts to flip the tiles it was still kind of crazy so I had to go through and clean things up, make some things work how I didn’t intend and make it so there could be more empty space. It’s much better, but there is still a decent amount that needs to get done.
The right side I have to deal with and I’m thinking I may need for it to fix up certain areas automatically because as is, the logic can’t fix all the problems due to it not knowing what the next piece will be. I may have it look ahead one space to choose the best piece, but that’s still a lot of work.
So I started the compo very late and I won’t be able to finish in time, but might for the jam.
Anyway since I haven’t made a post yet, I should explain.
My idea was to make a climing game where you only get one life and chance, meaning if you die you can’t play the game again, you know like real life, basically because I’m an ass (unless you delete the hidden file, then you can play again, but you lose your score). Well I decided on 2D and for it to be pixel art, haven’t done either before, main mechanics were pretty easy to manage, but the biggest thing has been making the level randomly generate, which I’ve also never done before. Let’s just say it’s taken a while to do that and partway through I realized I needed another piece. The art is actually pretty easy, though I’m not much of an artist, used the program Pyxel.
I’ve been working in Unity, as that’s what I’m used to, pretty easy for 2D games from what I can tell, was easiest to program my own controller for it instead of using anything built in.
As you can see in the image, it looks like crap, that’s because I haven’t added anything to flip the pieces, which is used to determine what to place, based on what’s below and to the left and if the one to the left is facing left or right. Once I get that, a lot of issues should clear up. I’ll also need to shrink the character, and make art for that.
I’ve now made the game more polished and I’ve added pretty textures and “animations” such as snow fall and santa flying!
The following video shows what I’ve done so far:
To do list now:
- Create Christmasy Music
- Add said music to gain
- Refine controls
- Refine falling “logic”
- Compile and bundle for Windows/Mac/Linux
- Add Awesome Sauce
- Remove Rubbish
- Programming Language – C++
- Graphics Library – SFML 2.1
- Audio Library – SFML 2.1
- Image Editor/Creator – Photoshop CS5
- Music Editor/Creator – Garageband and Logic Pro 9
This is the first Ludum Dare I’ve done so I thought I’d keep it simple. The ‘plot’ goes something like this:
This year, you have been very naughty and Santa was only going to give you a piece of coal and an orange (and not even a good orange!). However, he accidentally dropped one and you are now trying to protect it as Santa throws rocks, pieces of coal, and oranges down at it to destroy it.
The following video is the first time I thought it was a game and not just a thing.
It’s better now but only in gameplay and not graphics.
This game was made using the following:
- C++ (Programming Language)
- SFML (Graphics/Window/Audio Library)
- Sublime Text 3 (Text Editor that is AMAZING!)
It works on Mac and Windows (and probably Linux too but have not built it yet) so everyone should be able to play it!
The first day is done for me. I managed to do around 4 hours of game dev today (from 18:00-22:00 local time). Installation of tools took some time and being a family man, 4 hours is what I had so the progress was limited, but this is where I’m at.
The idea is to build a game of a cat with only 1 life (when everybody else around him has the typical 9). How he still can beat the others is something that you will see day 2… (hint: cats are stooopid, but the cat with only 1 life has to be smarter than the rest).
The tools used: Visual C# 2010 with JyPeli game programming library. Paint.NET was used for drawing sprite graphics.
What was produced in that 4 hours was 10 or so sprites and ~250 lines of C# code. (and then I spent another 1:30 to prepare the timelapse, screenshots etc., but where is the fun in LD if you do not share?).
If you are longing to see more of my process, see the timelapse:
Been coding now for eight or so hours, got the basic features in already. Now I just need to add some proper AI and a nice world for it all to happen in…
And actually draw some proper art I guess, though I doubt that will work out.
It’s Saturday morning here in Argentina and I already wasted a lot of time, but I think I can still make it.
I’m using my own opengl-based engine, Crimild, and standard tools for asset creation: Photoshop, Sketchbook Pro, Blender, Audacity and Sfxr for sounds.
Wish me luck!
This time I’ll make a really simple game due to the tools I’m using.
Libraries: SDL, GLM, GLEW, FreeImage, OpenGL
IDE: Visual Studios 2012
The base code I’m starting of with can be downloaded here:
I’m going to try something, though I’m not overly excited this time.
Either going to use the code of my last LD48 game as a base,
or the js code of my game from 1 year ago.
Hi, this will be my 3rd LD! This time I will join the Jam.
My tools are almost the same as always:
- Library: SFML 2.1
- Library pt2: Thor
- Codebase: haha, codebase! Snippets from here and there, some from my not yet finished “official” codebase.
- Pixels: mainly Paint.NET
- Sounds and music: SFXR, http://www.abundant-music.com/,maybe my mic and audacity(this time I MUST include sound in my game!)
3 days to go and 3 days to prepare and clean-up some of my codebase.
Something I am coming to learn well is being proud of the work that I do in games. I have quite a catalogue of 15-20 projects I consider ‘playable’, probably five of which I am proud to be called the father of. My latest project, a building block based game, is a game I am very proud of. It is one of the most visually pleasing games I have ever made, and the gameplay is calming. I look forward to the next Ludum Dare.
Thought I should share that with you guys.
Well, I’m going to be here for LD28 too. Not even sickness shall be rid of me this time…
Still going for the proven C++/SFML combo, maybe going to use Kunlaboro (My entity system) for this time too, might also decide to try a more scripted game instead of pure C++.
Visual Studio 2010 as my IDE
GIMP and Blender as content creation
Sound and music are not really a priority, since I sort of suck at making them but they’ll be procedurally generated if they’re there
SFML will be used, straight from Git and still warm.
There’s also a strong possibility for Kunlaboro and Angelscript, but we’ll see about those.
I’ll also be streaming this one, like I’ve done with the last couple, and I’ll try to have a timelapse done too.
Hey guys! Just finished up an amazing Jam where the point is to link a button in your game to a charity of your choosing. You may have heard of it as we have all been talking about it for a few weeks now here on LD. Anyway, my game is called MINIMALISTIC TURBO and I am very proud of how this turned out. This was my first game with a menu, sounds, actual graphics, and I really am just really glad with how it turned out. I think what I enjoy most is the tight controls, gameplay, and how there are very few bugs, no really, I gave this to my testers and they couldn’t find anything that was actually a bug. A few small tweaks, but no game breaking faults. This is pretty big, if you remember my last LD game, a text adventure that was pretty buggy and more often than not break for testers. I am still pretty proud of the text adventure, it was really big for me at the time and still is pretty complex, anyway, that just shows how much I have grown.
Something else I added in this game were sounds I haven’t really had any experience with sound in games, I mean, I had played around with some stuff, but this was my first game that really embraced that and did it well.
I am a little bit unhappy with how my text ended up on the main menu, the taglines at the top are different lengths, and I couldn’t figure out a clean and quick way to center it because I am using outdated OpenGL and GLUT. if I could learn how to do textures soon that would be more than helpful. .-. I tried to get SOIL to work DURING the Jam, and well, that didn’t really work. However; I didn’t try too hard on that. I learned about getting burned out and sticking on a problem a while ago, in a Mini-LD. (Pro-Tip: When stuck on a problem, find a kludge, make a note, move on, come back to it later.)
Anyway, all in all, I am really proud I was able to do this, and I hopefully helped the Red Cross along the way.
Wanna play my game? You can look for it here, or download the game.
Use the hashtag #MINIMALISITC_TURBO to tweet about my game! Or, follow me on the twittertwaters (@powderblock) for live tweeting late night fun.
In my personal slow-Jam I’m working on I decided to leave everything to Random and a few parameters.
Still there’s the need for levels, and the very basic requirements that everything should be connected, walled in and have a nice balance between narrow passages and open spaces.
There’s probably well known and better ways to do this, but any case, since I think the end result was more or less exactly what I wanted, I’m gonna outline how I did.
- Define an allowed geometry by normal sampling a width and height of the map (in tiles). I used a 2D boolean array as representation when doing the calculations
- Randomly seed some few (<1%, but more than ~7) positions so that each has a safety margin to the border of the array
- Iteratively connect dots by randomly selecting one not connected to the others and walk towards the closest other true position following Manhattan distance = 1 setting all passed positions to true.
- Repeatedly randomly select any edge pixel and randomly select one of its 4-neighbours that are unused and expand there.
- When sufficient number of tiles have been placed. For all edge tiles, place a wall in all unused positions with a chessboard distance of one
I only need quite small levels as each is only meant to last for maximum of 60s and the game is absolutely way too confusing to allow for larger levels, but in principle it would only require some parameter tweaking to get them too look quite differently.
I also like how one sort of can see where the seeds must have been placed.
Of course if anyone is interested in the code just let me know (it’s C# for Unity, and it’s not super-efficient by any means but since it’s only run at level start I figured it doesn’t matter too much).
So, recently I got bored and got an idea of creating a new game. First idea: MMO. Then “well, I’ll need to write both server and client and deal with networking stuff”. Goes out.
Second idea: make something small. And, after an hour here’s it:
HP and MP are hardcoded and unchangable, but hey, that’s alpha
Then decided to move forward. Already got mapping stuff (currently hardcoded table of integers, to be replaced with files), working walls (with deleted ghost-mode :] ) and with some nice green grass. Doesn’t it look beautiful?
Hey, this is my first game without using Game Maker or any other stuff, don’t blame me
It’s confirmed to be working on Debian, Cygwin and WinXP. Tested it through SSH on my phone, too :
If you feel interested, have a look into sources hosted on my GitHub. You’re welcome to drop your hates below, too!
PS: Maybe it’ll go for next 48h, who knows..
Time for our post-mortem
I won’t re-introduce the team, you can go to our “we’re in” post for that. Basically there were 3 of us and we’re pretty awesome!
So what happened?
Well, we made a time-bending tower-defence game called “10 Second Onslaught”. It’s about an onslaught you see, and the onslaught in question lasts 10 seconds:
The game wasn’t really “finished” after 72 hours even though it’s completely playable. I’m actually glad we were over-ambitious though: it’s a good beginning and something I’m still working on (in a separate branch of course )
What went well?
The art pipline was probably the one thing that went particularly well. Thomas is really a 3D artist, so soon reverted back from pixel art to making models and rendering them to bitmaps. To speed things up I wrote a couple of little ImageMagick scripts to mirror and then stick these images together into sheets. Then it was just a matter of using the haxelib spritesheet to have animated characters in the game
What went badly?
For various reasons, mostly the technology (OpenFL) being something only I had ever used before, I ended up writing a majority of the code, which is just stupid. Next time we’re going to have to organise ourselves better.
Read on for a rather long discussion of OpenFL, including comparisons to Unity 3D and Löve 2D…