Posts Tagged ‘code’
Ancient Rover
I finished my game in time for the jam. http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=1044
If you thought that my last compo typing game was bad, this is a morse code game.
I’m an evil game designer… and loving it.
The only button that works is the spacebar.
![]()
HELP! (Slick2D)
Sunday, December 18th, 2011 5:44 amSo I´m trying to pretty up my game, but I can´t get Slick2D to render fronts using the UnicodeFont class. (So I can´t use some of the fancier functions from that class)
using the Graphics Class, I manage to:
g.Drawstring(¨foo¨,x,y);
But when I do:
UnicodeFont font = new Unicodefont(new Font(fontname, Font.Plain,20);
font.draw(x,y,¨foo);
Nothing happens.
I have tried to add a font effect to UnicodeFont, but it is still not displaying
Halp, please?
EDIT: Thanks for all the help! It turns out that I have to font.loadGlyphs() at every render cycle to get my font to display.
Simple Screenshot Script – GameMaker
Hi guys.
I’m posting this code because I want to use it in my game (and I already wrote it). I hate the way Game Maker takes screenshots: labels them as screenshot101, 102, etc. If you want to move them in a dedicated ‘Screenshots’ folder, it starts the count over. Then you have to re-name every single screenshot and spend less time making your game. This system takes the screenshots, saves them to a folder named “Screenshots”, with a timestamp as the name. It could easily be modified to tell you the version of the game, too.
Here’s the script:
var dt, month, day, year, hour, minute, second, _datetime;
dt=date_current_datetime();
month=date_get_month(dt);
day=date_get_day(dt);
year=date_get_year(dt);
hour=date_get_hour(dt);
minute=date_get_minute(dt);
second=date_get_second(dt);
_datetime=string(month)+"-"+string(day)+"-"+string(year)+"_"+string(hour)+"."+string(minute)+"."+string(second);
screen_save(working_directory+'\screenshots\screenshot_'+string(_datetime)+'.png');
To use it, simply disable ‘Press F9 to take a screenshot’ under Global Game Settings, and put this under the ‘Press F9′ action in a controller object. Boom. Roasted.
I’m in!1!
I’m in. LD22 will be my first ludum dare. Looking forward to it ![]()
My tools of destruction:
Code: C++
API: SFML 2.0
Graphics: GIMP
Sound: LMMS, Audacity
IDE: Code::Blocks
I will probably be streaming during the competition. I just need to find a way to stream from ubuntu first…
yesh i done wit code :s
||||||||||
im done with all the code and now im just gonna make the sprites good! im so happy i finished with code
:D:D:D:D:D:D:D
so ya ill see you when im done spriting
-pants12
simplemenu pre-Mini-LD5 release
Not sure if I’ll participate in Mini-LD5 yet or not, but just in case, here’s an alpha release of my ‘simplemenu’ library. It could well be the simplest GUI framework you can imagine. It barely deserves the title of GUI, actually. It’s intended to make it easy to add clickable “Start”, “Options”, “Quit” buttons to the title screen of a game. It works for me, but it’s far from finished.
(Also, sorry to release code so close to the start time … won’t do it for a ‘real’ LD … but for a mini-LD … well … better lateish than neverish).
Likely Entering
Hi all,
I’m not exactly new to LD, but it’s been quite a while. I’m planning to enter LD11, and I have some interesting ideas up my sleeve
I’ll be writing all my code completely from scratch, using Win32 -I have a lot of experience doing this though, so I don’t think it’ll be a handicap.
I’ll also be recording a time lapse video of my progress, which might be amusing to watch afterwards – Good luck everyone (you’re going to need it
)
PSDImage class
I might want to use this for my entry, so I’m putting it up for free download to avoid cheating.
Just some loader code for PSD images, you can retrieve image data for each layer in the image through pointers to regular 32-bit ARGB pixel buffers (with individual bounding boxes and positions in the image). Haven’t tested it extensively, and it will probably crash for some images… but if it works for you then go ahead and use it. My idea is to do level layout and similar stuff in Photoshop to remove the need for a level editor. Being able to draw scenery (and collider geometry?) in multiple layers should be enough to make something interesting, and do it conveniently.
Get: psdimage.zip



