Posts Tagged ‘C++’
…Feyleaf’s 7th time entering the Ludum Dare. I’m in!
Programming in: C++
Using: SFML 1.6 library
Ingesting: Lots of smoothies, eggs, toast, coffee, and vegetables
Producing sounds with: SFXR, PXTone, Audacity
Spriting with: GIMP and a drawing tablet (off-brand cheapo tablet)
Compiling for: Windows
In it to: Endure, finish the project, and score higher than I ever have before
I wish you all the best, and most of all, have fun!
This will be my 2nd LD! I plan to join the Jam this time, and I hope I wont fail miserably like last LD(I had fun anyway!).
Anyway I’ll be using the following:
-Library: SFML2.1 with my personal codebase(too terrible to share right now)
-IDE: Visual Studio 12
-Sound and Music: BFXR/SFXR/Wolfram Tones/my microphone
-Misc.: Paper,pen,water,tea, maybe my camera to shoot some backgrounds
Hey, I am getting all of my tools in order and working on a few different little projects to get setup for LD and I have ran into a problem, I have never good with sound. Like at all.
I don’t even know how to get sound playing and I am scared if I ever did, it would be unstable enough to make the game unplayable for some people. This brings me to a another topic, what is the best language (in your opinion, to you) for making sound?
I had minor success in Unity with sound, but in ‘dem hardcore languages I have never been able to get it working. (I tried Python, C++ w/ SDL, etc.)
Any help on the matter is appreciated.
This will be my second Ludum Dare, the first outside of the Jam. I’m planning on using C++ with SDL for OpenGL, but if the theme seems to need it I’ll use Unity3D.
No matter what, I’ll be using Photoshop for 2D graphics.
If I use C++:
- SOIL (Simple OpenGL Image Library)
If I use Unity:
- Blender for 3d graphics
I’ve been looking at ludum dare for a while since i started studying game development in school. This weekend it’s finally being held during a weekend I can participate in
My setup is as follows:
Editor: Visual Studio 2010 express
Base code: XNA
Art: Paint.NET or GIMP, haven’t chosen yet, and I’ll probably use some sprite animator as well.
Audio/Music: No idea yet..
I hope the theme is interesting and can be interpreted in a lot of different ways. I have only finished two games before but none of them had this tight of a deadline. It’s going to be fun to see how this goes
So, I figure that I might attempt number 27 of this ongoing quest for games. My previous attempts have been both more and less successful, generally of the lesser kind according to myself.
Regardless, I had a grieveous injury happen to my battlestation for this upcoming quest, which might very well bode badly for my attempts. The chair that is to be my throne decided that it was no longer as in love with its foot as when they first were assembled, and it had to break it all off.
Regardless, I shall be off on a search for a new chair worthy of my money this sunday. Hopefully with such a chair I’ll have a much larger probability of getting work done on the upcoming Ludum Dare, for the meantime (warmup) I’ll just have to do my best standing up.
As usual, I’ll be attempting this the way I learn the most. Using C++ with SFML as my framework, with my own entity system called Kunlaboro.
Regardless, the best of luck to the rest of you.
Just a short “I’m in” post that I should have made weeks ago.
This will be my 7th Ludum Dare (and all in a row too!), and I am IN! I was a planning to use Haxe + Openfl + HaxePunk again, but I’ve also been re-learning c++. SDL2 was also just released. There are so many choices, and I’m not exactly sure will I’ll use.
I do know I will use sfxr for sound effects, GraphicsGale for art, and caffeine to keep me going.
Good luck everyone, and may the Source be with you!
Hey! I don’t know if any of you have read my posts from the the past, but a couple of months ago I was going through some stuff when the last MiniLD rolled around, and I (foolishly) entered with very little experience of Flash, or ActionScript (the main way I was making the game. :/) this sort of left me in a rut of motivationless pain. No, but seriously, I just didn’t feel like making games for awhile! So, I took some time out and played (a ton a ton like too much for a normal person never get into CS it will murder your family’s babies) some Counter Strike. That, with a mix of watching my friends make stuff was able to get my creative personality going, enough to get back into the swing of things. I got up to chops with Python + Pygame, and I am now learning C++. So! Enough about me! To The LD!
This LD I am most likely going for a text based game in good ‘ol C++, probably something stupid like “What’s your name? ” Or something childish, anyway, I am still learning. Shush. I will do just straight C++ and compile a Windows Executable.
(There is a possibility I will have cross platform support, still working on it.)
See you in the Jam!
Soooooooo we’re a little late delivering our entry for 7dRTS… unfortunately a number of distractions raised their ugly heads during the second half of development but we soldiered on and are proud to present Troops!
Troops is a side-on 2D/3D game that mixes strategic unit placement and skill shots with real time multi-player mayhem. It was made in Unity from scratch in just over 8 days by 2 programmers and 2 artists from the lovely city Dundee, Scotland. Music and soundFX were obtained under Creative Commons licences which can be found on GitHub along with the source, linked below. All other assets were produced during the 8 day period.
- Game consists to two teams with 6 Troops each, placed at either side of the map. Shoot your enemy until there is nothing left to shoot.
- Adjust your Troops’ fire power and aim to perform skillshots at a distance or in close quarters.
- Weapons have a set reload time and Troops need to stand still to reload, moving them will reset the reload time. You can adjust aim & power without interrupting the Reload.
- Game ends when one army is wiped out. No base building, its all about the Troops.
- Multiplayer: Connect to a hosted game via the master server or by IP and become victorious!
- Practice controlling, aiming and shooting with your troops before joining the fray in offline mode. No AI yet
- Select your troops with left click / drag and move them by right clicking
- Manually aim troops’ shot trajectory & power with right click and dragging from a selected unit, or ctrl + right click to fire at a position.
- Scroll the camera with the middle mouse button
The jam was certainly a challenge for us but we had an absolute blast! Hopefully there’ll be more larger scale Ludum ‘mini’ jams in the future, the games produced have all be phenomenal.
Also, check out an entry made by one of our programmers for #LD26
An extreme amount of effort, mental stress, sleep loss, and caffeine have been put into my entry so far.
Code name ‘Lode Storm’, it is a tough effort to recapture the magic of the classic RTS games mainly C&C.
I am the sole developer, doing the programming and all the graphics too, and it is implemented in C++ and SDL.
Most exciting is the AI which uses some pretty gnarly algorithms, and is capable of some really nice stuff already.
Plenty left to do however…
More info will be posted up soon on my blog :
Hi guys !
I’m Lo-X, I’m a french programmer that try to make some small video games on my free time.
For the first time, I decided to try the next Ludum Dare (#27). The challenge for me is to have something playable within the 48hours.
For the next jam I’ll use C++ and SFML, wich is a great library built on top of OpenGL. You can find more information about it on SFML website.
I’ll also use my own “framework”, just a bunch of tools using SFML in C++. It’s not complete yet but not far from being it. Anyone who wants to use it is welcome to do so. Here is the GitHub link. I’ll update it in some days.
I’ll perhaps make a livestream too, but I never did that so I don’t even know if I have a right internet connection, plus I don’t speak english very well, but I still would like to do it…
See you !
It’s been a full year since my last LD… ::sigh:: But it’s great to do it once again!
This time I made Runaway Money, a party game about being invisible and stealing money. Sounds kinda fun, right? Does it also sound kinda strange that a multiplayer game would use invisible players? Yeah, me too. I had to think a while to make sure it was possible.
As it turns out, it is and it’s pretty fun. Give it a try with your friends!
Ludum Dare END
SUBMISSION: Cave Runner
And so ends my first Ludum Dare. It was a challenging experience, especially since I didn’t have as much time to work on it than I had originally hoped. My plans changed a lot throughout the competition. I’d like to highlight the biggest changes.
- My original plan was to submit my game into the 48 hour competition, but I ended up needing more time, so I submitted it to the 72 Jam instead. I hope to make an entry to the 48 hour competition next time.
- I did not add sound. This had to be cut in order to meet the 72 hour deadline.
- I code generated shapes rather then art. I made this decision after the theme was announced, since to me it showed minimalism.
- I chose to make an infinite runner game instead of a roguelike. I ended up making this change almost as soon as the theme was announced, since I felt I could achieve this, and my top objective was to get something I could submit.
- I ended up using OpenGL as well as SDL, since I knew it would fit well with my level generation. I did not know how to do this in SDL, and with a little research I realized it would require one of the extra SDL libraries. This could have been a bad decision, since I didn’t have any experience making a game with OpenGL, but I believe I learned a lot because of this decision.
This wraps up my thoughts so far. I might make another post after I get the results back. I’m hoping to get at least 2′s or 3′s, and maybe get some insight from comments.
You get psyched on an idea that you think is totally unique, and you start coding it… and bam, you see a video online, and someone already made it, and it’s better than yours (well yeah, ’cause you just started, duh).
Fuckers, dammit, fucking fuck, !$#@$^%&*.
Oh well, I’m'a keep going anyway… fuckers… stealing my ideas before I had them. ~sigh~
On the plus side, I’m learning a lot of new technologies (ones that I wanted to learn), like MVC4, and SignalR so that’s pretty bad-ass.
Anyway, as far as the “it already exists” thing goes, just *shush* don’t tell anybody, pretend it’s not there… and keep coding. XD
Good luck everyone, esp. all you LD48ers who are almost done for the weekend.
We have Audio and a Splash Screen now (and at least a working title, if not name )!
I worked with one of my friends (not sure what he wants to go by on here, and he’s left so i’ll just be sure to give him credit when i submit) on the audio and setup a splash screen, improved the physics and then started expanding the level. I also added messages displayed at the top of the screen and a timer.
More on all of that later; I have more to do.
So, spent lots of time and work on the sort-of-game idea I had for the theme. Math was involved and sketching occured, evidence can be found here:
All in all, I feel pretty good about how the game is coming along, haven’t started making it look good yet. Gameplay goes first.
There are a couple of command line switches you can use:
-b Rebind all controls before starting the main loop
-r WxH Specify resolution
-m 0-100 Specify music volume
-s 0-100 Specify sound volume
Standard controls are WASD, and if you’re using -b then you can bind to both keyboard and joystick controls. It’s been tested with both an original Xbox Controller S and the Xbox 360 controller.
Also, I know that something is strange about collisions, at times they don’t seem to register at all. This is a bug that I’ve spent too much time trying to track down, and so sort of decided to leave it there until it becomes a more pressing issue.
If you happen to have a 32-bit Linux system, then you could try to build the game yourself. The source is available on Github (C++) and it uses CMake to build, you might need boost and SFML 2.0 (Don’t know if the RC works since I’m using the latest git myself).
There’s a small issue with the CMakeLists file so you might also have to set Kunlaboro_BOOST to On in your cmake cache for it to build properly.
Hope that you’ve enjoyed reading this (And maybe even enjoyed what exists so far of the game). Please comment.
This is Ace, reporting to bed.
After most of the first days frantic coding, I’ve taken a short break to cook myself something simple.
I’m a bit amused at myself when I realize that an advanced omelet is the simplest thing I can think of to cook…
Eggs, shredded cheese, finely chopped ham, fresh basil, thyme, and just a dash of coriander.
Topped with mozarella and tomato.
Damn, this is tasty.
Also, here’s a small screenshot of my game progress:
This theme had me thinking of something either way too complex or way too simple for this competition. I’m no novice to the tools, so doing the least bit of work would be a waste. Pushing myself beyond what I feel comfortable with is the key to the Ludum Dare for me.
The Theme Announcement: After the theme was announced last night, I took a while to think about permutations of the minimalism idea. Admittedly, it’s pretty abstract, not easy to visualize. So I thought of the zen/taoist view of minimalism, which is the emptying of ones self, the binding of mind and body, and the ability to calm distractions. This narrowed it down, and I had considered some sort of heroic Rampage-style game. Way too big and most likely not readable by you great Ludum Dare judges/developers. After another hour of plans in my head, I was exhausted so I went to sleep.
That Archimedes Moment: A great experience occurred while I was drifting into dreams. I had a major ‘eureka’ moment, as visions of a hero became clear, and of a platforming game, a fun mechanic, and a theme tie-in boiled to the surface of my sleepy-brain. I lept up and jotted down everything I could, messaged my best friend the great news, and smiled widely. This game development challenge now has a direction!
Morningtime: So, this morning has been piecing together a platforming engine. It will be very similar to platformers I’ve done before. Except for the gameplay twist. (No spoilers this time). I drew a placeholder hero character, and have enjoyed a nice breakfast and iced coffee. Momentum is high! No fear!
Plans for the Day: Actually, even with this momentum and good vibes for dreaming up a good idea, I’ve only got about 3 more hours before a long break in the middle of the day, to continue at about hour 19~20. Not letting it bust my groove for this moment. My plan! The plan is to have the level map system and moving the player around, jumping, attack hitboxes all before hour 14. The graphics are all placeholder until tomorrow. I do my best sprite work at 3am anyway!
I’ll be participating in this, my 6th Ludum Dare 48-hour competition! This weekend is something to be excited for, and prepare myself mentally and physically for. Let’s start with the basics:
Programming: C++ in MSVC++ Express 2008
Library: SFML 1.6, for Windows only.
Sounds: Audacity, SFXR, PXTone
Ingesting: A power smoothie made from the finest vegetables.
I’m going to give progress updates throughout the weekend. On this blog, on twitter (@feyleafgames), my facebook (for friends & family), and most likely youtube (because I assume everyone wants to hear my dashing voice!) Saturday early afternoon will be a break-time to spend with my son and my girlfriend. They are important, too ^_^
Viva Ludum Dare 26~
This is going to be my first Ludum Dare. I’m pretty nervous.
Here are my choice for tools, libraries, etc. so far:
- Language: C++
- IDE: Visual Studio Express 2012
- Libraries: SDL
- Art: GIMP
- Platform: Windows
My goal for this competition is just to complete a game, and keep it simple. I want to work on scope control and focus. It will be a plus if I get any decent scores. I’m going to be spending most of my time until the start time making sure I can quickly bash out the basic code for setting up the windows, rendering, update, etc.
Here’s my game plan from the start time so far:
- Friday Night – Saturday Night
- Get basic program up and running [window, rendering, update, fps control, input].
- Create a basic game state control [nothing too complicated].
- Get something moving based of of input.
- Plan the game elements I want to implement.
- Break the game elements into there gameplay atoms, and check the scope of the game.
- Start implementing the high priority gameplay atoms, such as movement, attacking, GUI, etc.
- Get the core gameplay implemented.
- Start polishing the game, and looking for bugs.
- Add more/extend features if QA is finished early enough.
- Finish quality control at least 2-3 hours before the end time.
My current idea is to create a dungeon crawler style game, assuming it works with the theme. My priorities for the game are as follows:
- Core Gameplay
- Basic Art
- Extended Gamplay
- Polished Art
I will be hosting my game on my website here: