Posts Tagged ‘libraries’
I’m proud to announce that I’ll be able to compete in the Ludum Dare 24 compo. I will be using someone of my own libraries, and as such, they are, open-source and free for everybody to use. You can download/gawk at/go to praise them here.
You may have noticed something about my libraries. They’re for the command line driver “ncurses”. That’s right, I’m going retro – this is going to be a command-line entry. I may use SDL for sound if I have time for that, but that’s the plan. Anybody who wants to watch me work during the compo can catch me on IRC with the nick “oldtopman”. Binaries will be released for Linux 64 bit, then cross compiled as soon as I have access to my other machines.
Also, for the first time, I will *not* be hosting other people’s entries. Dropbox has a fully functioning web host function, and their uptime surpasses mine by miles. If you need some help setting up Dropbox, or if you don’t have an account, sign up here and find me on IRC.
This will be my first attempt to…finish…anything really! But I love the crunch so we’ll see how it goes.
I’m going to be using Unity Game Engine, Photoshop and Blender for visuals, and Pro Tools and Audacity for the audio. I don’t plan on using any existing code, just drawing from what little knowledge I have and leaning strongly on the Google crutch.
I will also likely use a very basic sprite/texture animation script, which I will probably modify. You can find it here: http://pastebin.com/8gPqFU3D
I’m going to do my best to update with video (using Camstudio & Windows Movie Maker), as well as art concepts, etc as I go.
Anyway, cheers and good luck to all the other #LD23 entrants!
ps. Does anyone know how to change the profile pic for WP? I can’t seem to figure that one out…
So yeah, I’m planning to enter LD23, although we’ll see how far I actually get.
Going to be using Unity with Boo, and possibly any useful libraries that I find along the way. Graphics will be a mixture of Blender and Paint.net Sound will either be me shouting down a microphone or sfxr.
I may or may not also use a little personal library I’ve written, for editing, saving and loading into game a 3D tileset based level. At some point it might be nice to make this a tool others can use, but right now it is undocumented, under-commented and almost completely free of sanitization, so you can break it very easily, so I suggest that nobody as much touches it. In keeping with the rules however, here is an unordered collection of Boo classes.
I’ve only got one Unity game under my belt so far, and tat was hardly stellar, so wish me luck!
Hello everybody. This is my first LD, and I’m looking forward to it.
I’ll be using C++ for this one, along with:
> SFML 1.6
> OpenGL (I use it’s textures to store sprites for various reasons)
> OpenAL (Sound backend)
> Switching from my wrapper to plain GME: http://www.slack.net/~ant/libs/audio.html
And that’s probably everything. Now I’m just waiting like everybody else.
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:
// make int vector and fill it
for (int i=0; i<10; ++i) k.push_back(i);
// show what the upper loop filled
foreach_ (it, k) printf("%i ",(*it));
// show all the data, but get rid of 4
foreachdel_ (it, k)
if (*it == 4) it=k.erase(it);
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
First of, this theme is awesome and I hope for justas awesome entries.
For my entry, I’m going for a (RT)Strategy game. Here is some concept art:
In the game you will control a subterranian civilization, which evolved eyes, that can only see a single color on the spectrum. You will have the basic RTS objects: towers to expand your teritory ( emmit the light you can see), units, which will emmit a dim light, when out of the towers range, building that will function only inside the range of the towers, some for traning troops, some for housing, some for gaining monochrome energy. Every object you see distincly in your color.
You will battle other civilization such as yourself, who are able to detect a different color. All of your enemies will appear black or very dim and will not be distingushable from one another. So if you are a yellow civilization, and have green and red opponents, you can tell them appart.
The basic goal will be to destoy your enemies/neighbours by destroing their main tower. I was also thinking of doing something with the entrance of the cavern, maybe a goal or bonus for the team that has control of it. One idea was to have the you gain the color of the opponent you conquer, till you eventually see all the colors and can go outside in the light world.
The game seem to be carying some racial message with it or at least it has potential for it.
platform: Linux for development, Windows build after the compo, this time maybe even OSX
programming language: c++
libraries: SDL for graphics, input and sound. Do i need anything else? O_o
recording sounds: Audacity
sound and music: Hohner BBassV with Digitech BP50 multi affect and 60watt Vision AMP . I hope my music skills don’t let me down.
TODO list for first day:
So how much can I actually get done in the first day? I think this should be a realistic goal:
* resource manager: sound, graphics,…
* tile engine for the map
* create the cave
* implement ligh sources
*create the towers
* mouse input and HUD
*some background music
I think that would be about half. I hope I am not underestimating any part I left for day two (AI or troop control maybe?). If my goal are realistic, I think I can actually make a good game this time round.
Well good luck to you all.
As per compo rules, I thought I’d make available some random functions in torquescript that I might use since I don’t feel like rewriting such nonsense. They provide stuff like “generic button” behavior, gotoMount, changing the mouse cursor, having a splash screen, and “fade in / out”. No game code in there, I swear! Just some nice utility functions that I’ve come to rely on a bit heavily.
I am pretty sure I’m going to make a go of LD14 this weekend. I will be voting in the theme rounds all week long and take a look Friday to see the theme that is picked. I will make up my mind then for sure. Why the hesitation? Well, I have a lot of things I’m already working on game wise so I have to make sure working on ANOTHER game is the best use of my energy… I do love the LD compos though.. it’s what got me back into game programming again so it will always have a lot of pull on my heart. It is just so much fun as many of you know to participate in this event.
As far as programming tech and libraries go I will be making a change for the first time in all my LD experience! Previously I was rocking the Ruby language and using the excellent Gosu game dev library (which I still highly recommend!)
This time I’ll be using Flash / ActionScript 3.0. I have spent the past couple months learning ActionScript (first used AS2 for one game) and then another game I did in AS3 to work on my knowledge in that. Plus I’ve cranked through a couple really great books I picked up that I also highly recommend to anyone looking to make the leap. Essential ActionScript 3.0 (O’Reilly), ActionScript 3.0 Animation (Keith Peters), and Flash CS4 Professional (Katherine Ulrich). The Kongregate Shootorials were also a great place to start for AS2 and they have an AS3 version of the finished tutorial to learn from the code (it is well commented.) I learn good from books so I had to grab a few to help out. Anyway, I’ve been having a blast with Flash / ActionScript!
I’ve been very impressed by how quickly you can rough out a game prototype using the Flash authoring tool and some simple ActionScript classes. I used to think that I’d be hard pressed to find as rapid a dev environment than what I was already using with Ruby / Gosu but all I can say is DAMN.. flash is fast.
Plus, the added benefit of having both rapid playable cross platform versions for compo feedback as well as not worrying about the various builds after the compo and I think it builds a strong case as rapid prototyping tool geared for quick compos like this one.
Tool Set I want to use:
Flash / ActionScript 3.0
Libraries I want to use (if this seems ok par the rules?):
Looking forward to a great theme and a great compo everyone, take care!