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Ludum Dare 26 — April 26th-29th Weekend — Theme: Minimalism

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    Posts Tagged ‘free’

    Free Live Class on making game with Construct 2

    Posted by
    Saturday, March 30th, 2013 1:08 am

    Hey there! o/

    Kyatric and me will be holding a free online class on uReddit

    We will teach the basis of construct2 by following more or less closely the making of this little demo

    There will be a live session each saturday evening (GMT+1) for 4 weeks from Aprils 6th to April 27th.

    If you can’t attend, don’t worry, they will be recorded and replayable on scirra’s twitch and youtube.

    You’ll be able to directly interact with us during the live, and indirectly through our subreddit

     

    So please, feel free to enroll and spread the word (:

    LD COMP RULES: allowing pre-existing (royalty free) content.

    Posted by
    Thursday, December 27th, 2012 5:42 am

    I think the use pre-existing content, eg, royalty free images and sounds, should be allowed.

    1) Publicly available code libraries are allowed.

    I must admit that I myself never use pre-existing code or libraries and start all my projects from a blank canvas. I understand the rationale behind using such libraries – no need to reinvent the wheel – and I have no issue with it. But why doesn’t this reasoning apply to content? If I can use a royalty-free image of a simple space-invader why should I create it from scratch, especially if I have limited artistic ability?

    Currently, this seems biased towards artists. Game developers are, above all, programmers; they may have some artistic ability, but first and foremost they must be able to program. Yet, we allow existing code libraries to be used.

    Is it permissible to create, use and distribute a public code library which renders royalty free images or plays royalty free sounds?

     

    2) “We want you to create something free of copyright restrictions” (from Competition Rules).

    Surely, Ludum Dare is then the perfect place to delve into royalty free content then? It is a skill to find, assess, rework, and credit if necessary such content. This is the perfect place to practice such a skill, and a breach of copyright in the realms of a 48 hour programming competition is far preferable to a breach of copyright on release of a finished product.

     

    3) “Photos and recordings you make of people or things are acceptable content, just you must acquire them during the competition.” (from Competition Rules).

    Again, if coders complain of having to reinvent the wheel, isn’t this a far worse situation? For example, I want to use a siren. I now have to spend valuable time walking the streets, waiting for a police car to pass, while clutching a hand held recorder. It seems a bit unnecessary to me, when game development should be the priority – 48 hours is a much shorter time-frame when it comes to collecting media assets as compared to purely programming.

    Can I ask a friend to play the assorted sound effects I need, and stand beside him with an audio recorder?

     

    4) “Fonts, drum loops, drum samples, and sampled instruments are allowed IF you have the legal right to use them.” (from Competition Rules).

    So samples are OK? So to circumvent the rules as they stand I can create a soundback of royalty free sound effects, package them together and claim that I am using an instrument?

    I don’t see any practical difference between a “sampled instrument” and a “sample”.

    I also don’t see any different between a character from a “font” (esp. wingdings) and an “image”.

     

    I hope I’m not coming across as pedantic, or spoiling the “spirit of Ludum Dare”, but it seems to me that the current ruling as regards royalty free content fails for many reasons: It is difficult to “prove” if someone has used them or not; It is difficult to enforce; It can be circumvented in clever ways; It puts people with little or no graphic experience at a severe disadvantage.

    There exist content generators, and one can procedurally create content – but why remove the option of pre-existing free content?

     

    As an additional note, I love scrawly scratchy art and amusing sound fx generated solely for the competition – like people saying “BANG!”. Such content has it’s place, and it will always be used.

     

    Any thoughts on this?

    Panda7 game finished! 10 minutes over deadline.

    Posted by (twitter: @colincapurso)
    Wednesday, October 31st, 2012 3:41 pm

    Panda7, my October challenge game is finally finished. Sort of.

    I started on 1st October and finished 10 minutes into the 1st of November.

    This is the first game I’ve completed and by completed I mean the first game I’ve gotten to a decent playable state.

    On Development

    I feel like a Java pro. 
    I learn best by going head first into the unknown and making mistakes and this game was full of mistakes.
    I started this project not  confident with Java. It was fun and painful learning the quirks and weirdness of Java.
    Although similar, Java is not C#. C# makes life a lot easier.
    So many code re-writes.
    After writing hundreds of lines of code, my brain tells me,
    “You know what, I’m only going to tell you after you’ve spent 10 hours on code, a better way to do the whole thing”.
    This happened about twice a week and had me moving large chunks of code all over the place. Fortunately, I have a preference for re-writing things rather than fixing them, so this wasn’t too painful and I was used to things now working so no unusual problems there.
    The biggest code re-writes were;
    • Splitting everything into Controller / Input / View.
    • Moving all my sprite sheet slices and their destination rectangles into a single class. A class made up of nothing but static fields and methods.
    • Game Logic got re-written a few times. It finally found it’s home in a method that returns after each successful logic execution. Gave my game that staggered one after the other effect.
    • Removing my event system. The game was too small for an event system and the game logic also doesn’t traditionally run like a normal game. It only executes bit of logic per update (my normal games execute all logic)
    Android.. horrible Android
    Fragmentation. I know that word gets thrown around a lot with regards to Android.
    Some things to know about Android
    • There are a gazillion different versions
    • There are a gazillion different screen resolutions
    • There are a gazillion different screen aspect ratios
    • All 3 of these are common
    Display
    Originally I had coded the game to change all my screen elements to different sizes and different spacing depending on the size of the screen.
    It worked, but it was messy. The code was messy (I was inconsistent) and the game screens were inconsistent. The last run of coding was re-doing the display system.
    Essentially all I’ve done is designed it for a 480×800 screen and linearly scale it for different resolutions. It means it will look a bit silly for the more squarish screens with the extra space on the sides.
    Weird bugs and debugging
    When I first started making the game for Android I had crashes all the time. I had no idea what caused them and no idea how to fix them. The Internet helped a little. The biggest help was my house mate giving me mini lessons memory address and stack traces (I hadn’t learnt about it  before in class, I am a still a current student after all). So thanks house mate for that. It made tracking down bugs a lot easier.
    My game has HD and SD graphics. If your device is over 600px wide, the game will switch to HD mode. This was a problem in my emulator which only had 128Mb of RAM. I spent plenty of time fixing it, clearing memory and only loading images that needed it.
    For some reason, Android 2.3.3 would constantly throw out of memory errors when loading HD Bitmaps.
    Bitmap objects have a method called .recycle(). A lifesaver.
    UI
    I started coding a screen overlay, a menu with things like “Go to title screen, mute sound/music, restart game”. Mid way through I remembered that Android has a menu button. That was incredibly easy to implement so I used that instead.
    I ran into problems towards the end when I found out that later versions of android tablets don’t have menu buttons. It is still a problem I haven’t fixed yet. Not sure what to do.
    Graphics
    The easiest part of the whole process for me. I spent a couple of hours designing the game visually in Adobe Illustrator. The benefit of working in vector is I can just click on objects and I have the x,y,w,h coordinates immediately.
    Rects and Rectangles
    The default class Android uses for rectangles is called Rects.
    A Rect rectangle is defined by left, top, right, bottom. I think it’s the same in pygame.
    I hate it.
    I wrote a new Rectangle class which defines a rectangle as x,y,w,h. The way god intended.
    It ended up being a great idea, things got done a lot quicker and the code was tidier.
    They did a couple of extra things, take in pretty much any data type in the constructor.
    They remembered their original size, which allowed me to have a absolute scale method. Very handy.
    Adventure Mode
    Adventure mode was meant to be a main feature in my game and it’s the thing I wanted to add more than anything but time just didn’t allow for it.
    Now that the game is done and it is mostly nice code, it’s doable. So if I have the time I’ll add that.
    Ads
    My game is a free game. I needed to get some experience with monetization so to start with I’ve got advertisements. They’re horrible and ugly but I’m not going to make a dollar for the October challenge unless I have them.
    They were quite a tricky to put in. I’m not familiar with Android and I learnt everything as I went along.
    What I think I did was create my game view/surface independent of the typical Android way and I believe the Ads needed the typical way.
    I ended up creating a layout Java code, added my Game View and Ad View to that in code.
    The ad supplier I used was AdMob by Google. Besides the above, it was a painless procedure.
    Publishing to Play Store
    Incredibly simple process. I uploaded it at midnight and it didn’t appear on the store before I went to sleep. It was there in the morning so my guess is it takes about 4-8 hours to appear on the store.
    That’s it for now.
    If you read the whole thing, thanks for reading.
    Please  feel free to download it and leave positive feedback and click ads.
    It’s here and it’s free https://play.google.com/store/apps/details?id=com.handsomegoats.panda7

    free napalm’s (probably) in

    Posted by
    Friday, April 20th, 2012 8:50 am

    Hello,
    this is my first Ludum Dare. I will enter using GameMaker. For ressources I’m going to use the sprite editor of GM and maybe GIMP or Inkscape. Sfxr, which I got from here, seems like a good thing, too.
    Good luck everyone,
    free napalm

    Ludum Dare: Free software collection

    Posted by
    Monday, April 16th, 2012 12:19 am

    Hey there guys,
    I pretty much liked the PoV’S post about software being free for Ludum Dare. However, what about software that is always free?

    I encourage everyone to add their favorites in the comments ;)

    Don’t forget to read the Rules and check out this page too!

    Graphics

    PhotoFiltre 6 – Take it as a worthy paint upgrade. This editing software got your basic tools plus some nice features if you don’t own a PhotoShop license or have no patience to go through GIMP.
    PhotoFiltre 7 – Adds layer support.
    GIMP – Saw that coming? Pretty much a free PS equivalent.
    Paint.NET -It’s Paint but .NET and that means better.
    Inkscape – Vector graphics editor.
    Blender – Ludum Dare isn’t all about 2D art so get this 3D editor to work.

    Sound

    as3sfxr – Generator for sound effects. Link to online version. sfxr is Ludum Dare old school stuff :D
    MilkyTracker – Solid tracker software to write your 8 bit inspired songs. Supports at least .wav export.
    GoatTracker 2 – Another good but hard to learn tracker software.
    SunVox – A modern tracker i’d say. Gives you pretty output for dirty input.
    Audacity – Your favorite free audio editing software.
    Linux MultiMedia Studio (LMMS) – Fruityloops alternative for your Linux. (by dertom)

    Level Editor

    DAME Editor – Though it’s intended for flash games you can use this 2D level editor for pretty much every programming language as long as you are able to use two for-loops.
    QuArK – QuArK is a map editor for games of the Quake Engine. You may ask why the hell Quake? Because most open source engines do support the map format of the Quake Engine or there is at least a plugin for it. It’s just famous and old school and awesome.

    Engines

    Irrlicht Engine – 3D engine running with C++.
    OGRE – Ogre 3D engine supports C++, Python, .NET and Java. It is so open source!
    Flixel – For the flash addicts.
    FlashPunk – For the flash addicts.
    jMonkeEngine 3.0 – Some Java 3D stuff.
    RPG JS – For those familiar with the RPG Maker this one is a HTML5 version.
    OpenGL – Choose your favorite language and go!
    Allegro – “Cross-platform, open source, game programming library” for C and C++ (by Folis)
    Simple DirectMedia Layer (SDL) – “Cross-platform multimedia library” written in C but can also be used with several other languages. (by Folis)
    SFML – Yet another multimedia library for those C++ geeks (by Folis)

    Code Editor

    Notepad++ – This text editor supports most programming languages and their syntax. Pretty good for a beginner that is confused by IDE’s.
    Eclipse – Java/C++ IDE.
    FlashDevelop – Flash/ActionScript IDE.
    Codeblocks – C++ IDE.
    MonoDevelop – C#, ASP.NET, etc. IDE.
    VisualStudio – You could also use free Microsoft software< if you got a Windows computer.

    Resources

    Check the rules whether you are allowed to use the stuff from below!
    48h Compo:

    • “Photos and recordings you make of people or things are acceptable content, just you must acquire them during the competition.”
    • “Fonts, drum loops, drum samples, and sampled instruments are allowed IF you have the legal right to use them.”

    C64 font collection – For your retro dialogs.
    Freesound.org – Remember to put everyone in your credits.
    mayang.com/textures/ – Free (placeholder) textures. Give credit! Limit: 20 per day.
    cgtextures.com – Free (placeholder) textures. Give credit! Limit: 5 per day (as far as i remember).
    spriters-resource.com – Free (placeholder) sprites. Yet again: give credit!
    staticvoidgames.com – Place to upload your game to or learn a few things. (by KevinWorkman)

    Enjoyment

    Lasf.FM – How could you possibly not know this website? Free music dude!
    9GAG – No time to keep up with 4chan or reddit?
    z0r – 0M61 It’s so random :)

    10 Hour Torture

    Epic Sax Guy
    Nyan Cat
    Amazing Horse
    Dwarf Hole (Diggy Diggy Hole)
    What is love? (feat. Jim Carrey)
    I’m a banana

    TurnStyle (Spawn of Cryptid Puzzle Challenge) Released

    Posted by
    Saturday, February 28th, 2009 8:37 am

    Well after an incredible amount of work I have finally released my first Flash / ActionScript 2.0 game! You can play it here if you’d like. I hope it is cool to post here because it is relevant in that the original game play idea came from my Cryptid Puzzle Challenge entry in the Mini-Ludum Dare #7 competition back at the beginning of the month.  I also wanted to really share it all with my buds here at Ludum Dare!  :-)

    Here is level 3 from my first Flash game TurnStyle.

    TurnStyle is a unique visual and memory based puzzle game where each of the 15 puzzles are original illustrations that follow a complete story arc over the duration of the game.

    Every puzzle is made up of individual pieces which have been randomly rotated so that they are scrambled each time. You must work quickly and efficiently to rotate the individual pieces into the proper alignment before the timer runs out.

    There are easy, medium, and hard difficulty puzzles mainly guided by the amount of individual image pieces that make up each puzzle and the way that I break up the images into pieces.

    Personal best records are stored locally for score and rotation count per puzzle. Global high scores may be submitted to the Mochi Leaderboards at any puzzle progress screen. You are able to retry a level if the time runs out.

    I haven’t submitted it to any portals or whatnot yet so it is living at it’s mochi-ads home right now.  I’m using their encryption, version control platform, advert api, and leaderboards/facebook api.  Seems pretty easy to setup.

    I will try to post more about my adventure in creating this game and learning Flash over at my personal site but for now this is finished!


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