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Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘C++’

I’m in!!!

Posted by
Friday, August 19th, 2011 3:47 pm

Hello everyone!! Ludum Dare 21 starts soon and I wanted to say that “I’m in!!!”
This time I’m going to write my game in c++ using Microsoft Visual Studio 2010:

  • Graphics Engine / Game Engine / Libraries: Allegro 5
  • Sound: SFXR
  • Graphics: GIMP

I hope the this ludum dare will be a lots of fun and good games :)
See you after a good sleep, and Good Luck Everyone!!

Ecce ego particeps…

Posted by
Friday, August 19th, 2011 11:48 am

…since “I’m in” seems too normal… Smile

This is my 8th or 9th LD, and still is as exciting as ever! Smile

Anyway, I’m using the same framework as last time, done by me, just added a 3d tilemap system (doesn’t have any type of querying yet, just rendering at the moment, I’ll add the rest during the competition, according to needs).

You can download the framework here, if you want to use it (it has two sample applications that show most if not all the features):

  • D3D9 initialization and some helpers
  • FMOD interface for sound
  • 2d Sprites (with sprite caching, etc)
  • 2d Particle System
  • Text
  • 3ds file loading (only tested with 3ds generated by 3d Studio Max). Loads lights, meshes and cameras.
  • Small simple math library (vectors and quaternions)
  • Simple 3d camera handling system (just with a “look at” operation)
  • XML loading/saving (might come in handy for configuration files, load/saves, etc. The XML loader was created by Frank Berghen, not me… the writer is all me, although the loader also has save functions, but I’m too lazy to figure out how they work)
  • 3d particle system (based on the 2d one, so very rudimentary)
  • 3d sprite system (quads that always face the camera)
  • LUA library support (it’s actually ripped from my engine, so it’s a good support system for LUA)… Last time I used cutscenes and scripting, and loads of the game code was much simpler because of that…
  • DDS image loading for an offscreen buffer (just supports R8G8B8A8 images). Might be useful for some level design stuff, although I’ll probably go back to my old days of text files
  • 3d Tilemap (Kind of a blocky heightmap with an automatic texture atlas generation and partition of the map in chunks for possible culling (not implemented))
  • On the tools side:

    • Visual Studio 2005 (hope I can get used to it again, been using 2010 at work)
    • Photoshop CS5 (for 2d graphics and textures if I decide to adventure into 3d, and for map creation, etc)
    • 3d Studio Max (for modelling if I go 3d, or for title screens and such otherwise)
    • sfxr (or Bfxr) (for audio effects)
    • Wolfram Tones (for the music creation – fun tool, saves loads of time) and MIDI Converter Free (to convert the MIDI generated by Wolfram Tones to OGG)
    • Live Writer for blogging

    About the themes, I have a gut feeling that “Dreams” is going to win, although I don’t have any ideas for that… or any of the others, to be honest, since the times in the past when I tried to think of an idea for all the themes it didn’t work that well… Smile

    Anyway, very excited about this all!

    Good luck everyone!

I’m in???

Posted by
Friday, August 19th, 2011 10:59 am

So, decided like 5 days ago to work out what tools I’d need and do this….

Didn’t work out what tools I’d need though.

So let’s do this.

Using C++, probably Gosu, if I need art I’ll head to GIMP, if I need music sfxr/Audacity will get looked into.

My goal: Have something that can compile when I’m done. Secondary goals of having it do things and be a game. Actually being fun will get to be a tertiary goal.

I’m in, for a most variable definition of in.

Yoroshiku Onegaishimasu

I’m in!

Posted by (twitter: @torokokill)
Thursday, August 18th, 2011 6:06 am

After much humming and hawing, I’ve decided that I will participate in my first Ludum Dare! I had intentions of participating in the last one, but I ended up chickening out and sleeping early on Friday. This time I’m caught up on sleep and ready to go.

Tools:

  • Either C++/OpenGL or Flash CS4 (depending on the theme)
  • Paint.NET
  • sfxr
  • musagi or Fruityloops (if I have time for music)

Edit: If I go the C++/OpenGL route, I’ll be using some small base code I’ve written previously to create/manage windows and spawn a console for debugging purposes.

I’m a little afraid that my programmer-tier graphics ability will hinder my entry; I’m excited to find out for certain.

Giving it a shot

Posted by
Wednesday, August 17th, 2011 3:13 pm

I’ll be giving a go entering Ludum Dare 48h #21, which will be my first entry ever. (crossing fingers that I’ll actually get something playable done in such a short time)

The tools I’ll be using are: C++ (Eclipse being the IDE of choice) + SDL/OpenGL with my (very) WIP Framework, hopefully it’ll turn out to be usable even tho it is in very very early stage. I’ll have my trustworthy BlitzMax as back-up in case things get too hectic.

And for “art” I’ll be using: GIMP, TuxGuitar and SFXR

In, I am!

Posted by (twitter: @IamJacic)
Tuesday, August 16th, 2011 9:35 pm

This will be my first LD! :D

-I will probably use GameMaker, simply because it deserves much more respect than it gets (and because its easy!). If I am feeling confident enough, I may use C++ with SDL.

-The GIMP for creating graphics.

-Maybe sfxr for sound effects.

I wish everyone luck with their games.

May the source be with you, always!

!ni m’I

Posted by
Tuesday, August 16th, 2011 5:49 pm

I’m in! This’ll be my fifth LD.

As usual I’ll be using C++. Probably using Ogre, Bullet, OpenAL, and perhaps Lua/Luabind. I’ll link my base framework thingy once I’ve written it…

Tools/etc:

  • Blender: For making pretty 3d thingys.
  • Gimp: For making ugly 2d thingys.
  • vim: For making that stuff that tells the computer what to do.
  • g++: For making the computer understand that stuff.
  • scrot: For taking pretty pictures of my desktop.
  • CMake: For building.
  • CTest/CDash: For continuous integration (mainly because “continuous integration” is fun to say).
  • git (hosted on Github): For version control.

I’ll be doing 90% of the actual development in Linux, but I’m mainly targeting Windows, so I’ll be pushing changes to a github repo, and having a secondary Windows box continuously pulling changes and building. This should let me work in my preferred environment (Linux), but still ensure it’s working and building in Windows at the same time.

Here’s a little picture of my previous entries (I saw a bunch of these last time I did LD):

I suppose I’m in.

Posted by
Tuesday, August 16th, 2011 3:09 pm

I’ll probably end up doing something in C and SDL and maybe Lua if I feel like the type of game I’m making would be enhanced by it. I’ll probably draw the graphics in Inkscape and Gimp. The audio will be done in either Audacity or Sox.

I hope I don’t get brought down by crazy bugs like I did last compo. :’(

I should start getting my math figured out right away so that doesn’t happen.

EDIT: Why does it keep autocorrecting my C tag to C++?

I’m in for LD#21

Posted by
Sunday, August 14th, 2011 11:22 pm

This will be my first Ludum Dare. I’m going to try for the compo. My toolset will be:

Language: C++
SFX & Music: sfxr
Library: SDL
Graphics: Paint.NET, Corel PSP

I have some base code I’ll be using that I quickly put together this past weekend. I will post it on Wednesday, once I finish a few things up with it.

I’m in!

Posted by
Sunday, August 14th, 2011 7:21 pm

This will be my second Ludum Dare.

I’d like to submit an “I’m in” video clip, but my internet uploads at 1 MB/minute… :(

Language: AS3
Library: Flashpunk
SFX & Music: SFXR and Autotracker-C and Schism Tracker to make minor edits to the music that comes out of it
Graphics: MSPaint, Game Maker 8, Paint.NET
Text Editing: Flashdevelop
Target Platform: All flash capable devices with keyboards and mice. Sorry Macbook Air 2nd gen, you don’t have flash ;)
Fuel: Food and Water

Let’s make this one the best we’ve had thus far.

Posted by
Sunday, August 14th, 2011 3:56 pm

Alright. So this’ll be my real first official LD. Last time, I was a noob coder, had no engine or other code-base, had only 3 hours, blah blah blah.

This time it’s going down.

Tools:

Music – FL Studio 10
Language – C++
Libraries – SFML 2.0 and possibly Box2D, along with a small quick-prototype code-base.
Art – Photoshop CS5  and maybe my camera
Sound Effects – Audacity + Microphone

(Will link the code-base here when it’s finished.)

Let’s do this, and do it right.
I’m in.

~ BurnZeZ

Still standing!

Posted by
Tuesday, April 26th, 2011 10:32 pm

Hey. I’ve decided that for my game I might just go back to the roots of games like ZORK and Colossal Cave Adventure.

Expect hardcore getch() action!

Yet another first-timer

Posted by
Thursday, April 21st, 2011 6:03 am

Well, let me add myself to the giant list of new folks for the upcoming LD #20.  I dropped by the IRC room last night and got some nice advice on useful tools and whatnot… thanks everyone.  A snag though!  I realized this morning that I’m actually moving that weekend!  This might not be as big a deal as it initially seems, though, as I’m only moving to the other side of the same building I’m already in, and I’m already pretty well packed up; it just means some valuable time is going to be eaten up by lugging boxes.  I still plan to compete! 

I plan on using a SDL-based sprite framework that I’ve been working on lately… right now it’s in an unusable state though (being moved from using SDL blitting to sprites as textures in OpenGL).  Assuming it’s fixed in time for the competition, I’ll post the code somewhere for y’all so that I’m within the rules and whatnot.

Uuuhh… yup!  Nice to meet you all!  Let’s have us some fun!

EDIT:  Aaand… that SDL->OpenGL conversion I mentioned?  I think I’ gonna abort it and instead move to SFML.  I’ve been reading about it some today and it really seems like the way to go.  There’re benefits to working with SDL and learning how things like blitting work, of course, but if the API for SFML is as much better than SDL as people are making it seem, it would really speed things up for me… in addition to saving me from having to link in extra libraries for some of the stuff I’m doing.  I’m pretty sure this is one of the useful things someone told me about last night on IRC, but I never managed to get around to looking at it at the time because I was too busy playing with bfxr!  I should have listened to y’all better!  Belated thanks!

You can count on me!

Posted by
Monday, December 13th, 2010 12:20 pm

I’m in… and I’m not sure what kind of framework or language I’ll be using. I was planning to go with html5 and made some smaller tests, but giving that I couldn’t get sound working in a working state for the stable version of my main browser(the firefox 4 beta is awesome!) I’ll go with the tried and tested. This means, in my case, C++ if I get my current framework to a working state or flixel if not.

Foreach in c++

Posted by
Thursday, October 28th, 2010 10:58 pm

Hi

I created simple helper that might help few of you who use c++ with STL. It adds foreach to the c++ that traverses over all of the STL container, so the code is more readable, like in this example:

#include <cstdio>
#include <vector>
#include "foreach.h"

int main()
{
    // make int vector and fill it
    vector<int> k;
    for (int i=0; i<10; ++i) k.push_back(i);

    // show what the upper loop filled
    foreach_ (it, k) printf("%i ",(*it));
    printf("\n");

    // show all the data, but get rid of 4
    // http://en.wikipedia.org/wiki/Tetraphobia :) 
    foreachdel_ (it, k)
    {
        if (*it == 4) it=k.erase(it);
        printf("%i ",(*it));
    }
    printf("\n");

    return 0;
}

Will result in following:

0 1 2 3 4 5 6 7 8 9
0 1 2 3 5 6 7 8 9

More on my blog:  http://pleasanthacking.com/2010/06/17/foreach-in-cpp/

I hope some of you will find it useful during compos :)

Isaiah Mustafa – The man your game could smell like. 2hr mini mini pre-LD18

Posted by
Thursday, August 19th, 2010 5:21 pm

Okay, inspired by the 2hr warm up game idea from IRC, I made a 2hr game based on the best (but sadly downvoted into oblivion) theme “Isaiah Mustafa – The man your game could smell like”.

It was made in a little over 2 hours since I was a bit distracted and getting it all to package up took some finagling (good test of my pipeline though), but here it is:

Windows (Linux may come later)

The goal is very simple (and not terribly fun); avoid the green “Double Rainbow Body Wash” boxes, and collect the red Old Spice ones to reach 100%.

LD18 minimini2

LD18 minimini

My Secret Weapon for LD #18

Posted by
Monday, May 24th, 2010 9:12 pm

I’ve spent a little time creating some template code for the next LD event, after failing at LD #17. I wanted to share this, in case any other Linux devs can benefit.

My template doesn’t do much, which is sort of the point given the nature of Ludum Dare. I wanted to gather up some basic functionality that I consider to be fair to use, and probably already available to many other LD’ers using existing game engines like OGRE, etc. Using this I hope to be able to get a quicker start during the events.

I’m using Linux, C++, CMake, SFML, GLee, OpenGL, and OpenAL. Here are the features I’m going for:

  • Get a window up on the screen. Admittedly, this isn’t too hard thanks to SFML.
  • Load music / sound files from disk, and play them.
  • Load UV texture-mapped 3D objects exported from Blender (http://blender.org/) and display them using OpenGL VBOs. The Blender export script I’ve created is included.
  • Render bitmapped fonts using image files loaded from disk.
  • Build either a Linux or Windows executable by changing a CMake flag (I have a mingw32 cross compilation set up, installed).

You can download my template here: ld48_template.tar.gz

If you can use this, or have time to build the sample app and give me some feedback, that would be awesome. Thanks!

-Windsor

P.S. I just read PoV’s post about packaging Linux applications. I’ll have to put some of those techniques to use in the next version of my template.

Template application running.

Take 2…

Posted by
Wednesday, April 21st, 2010 9:47 pm

So I tried LD last time and didn’t quite finish my project in time (my failure post), and I’m going to have another go at it this time…

As before I’ll be making something 3D and using C++. I’ll be using Ogre for rendering, irrKlang for audio, OIS for input, Bullet for collision detection/physics and maybe Chaiscript for some scripting goodness.

Last time I used the beginnings of an engine I was writing, but it became sort of a hassle to work with something meant for a much larger project, so I’m starting from scratch this time; though I will probably hack up a quick bit of base code tonight.

Also, I just cleaned up my workspace, so here’s a ‘before’ pic:

(Note the sexy desk (made of 2×4′s and particle board) and 15 year old keyboard…)

Good luck everyone!

Thoughts on tech for LD15

Posted by (twitter: @isoiphone)
Thursday, August 27th, 2009 4:14 am

I spent a hunk of time today hacking myself up a proper library and deciding on what I’ll be using for LD #15, should I not wuss out at the last moment.

I am leaning towards things which I have used for the longest, this is to reduce the amount of figuring-out I have to do.

As tempting as it is to use python/pygame/macos, I have one half the experience with that, so it is best to stick to ancient and familiar technology, despite its limitations.

To implement:

  • C/C++, sloppy and mixed. The way I like it!
  • 2d vector graphics where possible, otherwise rotated/scaled sprites.
  • Win32 (though, I would like to have it compile/run on MacOS as well. This shouldn’t be a huge problem.)

Libraries:

  • SDL (sound, graphics, and input)
  • OpenGL (strictly 2D and orthographic, unless I drink too many trappists and decide otherwise)
  • mmgr.cpp/mmgr.h by Paul Nettle
  • vector2d and related math templates by Bill Perone (I can’t seem to find a link right now!)
  • MT19937 Mersenne Twister random number generator

To create:

  • Photoshop for Graphics
  • SFXR for Sound
  • SciTE for Text
  • Visual C++ 6.0 for Code
  • SVN for revision control / backup

To eat:

  • Water
  • Trappist Beer
  • Cola
  • Food with nutritional content yet to be determined

Random thoughts:

I have a feeling I may regret my choice to use a gamepad/keyboard for input. But for now I will.

  • Con: Mouse games have a lot of instant-appeal. Easier to get interaction “feeling right”
  • Pro: Keyboard/gamepad is oldschool and works on consoles.
  • Pro: Leaning back in a chair with a gamepad is more relaxing then hunching over a mouse.

I can do sound. SFXR is freaking cool. I spent a few minutes playing with it today and fell in love. This saves me from making corny sound effects into a microphone during the last minutes of the compo! Thank you DrPetter

All of the libraries, save for my starting template are freely available online. None of them resemble a game library / engine, so they are squeaky clean.

At some point I will post my starting source up for anyone interested. Hopefully there is something useful in there to be pilliaged by others during this compo, or future projects.

I’m curious to see what other people are using, or who else is using a similar (fairly heavyweight, rusty, and old) setup.

Right in at the deep end!

Posted by
Thursday, August 27th, 2009 2:44 am

Hello everyone,

First time LD’er here, looking forwards to seeing what odd combination of themes combine to inspire us to greatness this time!  I’ve got a long weekend free (it’s a Bank Holiday – woo!) and nothing to get in the way but my own procrastination.  I’m intending to do my entry in XNA/C#, if that’s allowed, using SketchUp with a .X exporter for any 3d graphics I may happen to need.  Of course, never having used XNA or C# in anger before, it should be a hell of a learning experience – hence the title of this post!

In real life I’m a professional Level Designer – which usually means I know a bit of scripting, and a bit of art – but not that much of either!  Wish me luck, as I wish you all the same!


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