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Posts Tagged ‘ogre’

Framework Declaration

Posted by (twitter: @bitgriffin)
Friday, August 19th, 2011 6:17 pm

This is my messy/buggy framework (I always seem to find a bug to fix in it every project I make)

I will be using C++ with Ogre. Assets will be made with Blender and Photoshop.

This will be my first LD since LD18 so I hope to finish something this time, and get sound in which I have never managed before.

Ogre plans

Posted by of Polygon Toys (twitter: @pekuja)
Saturday, December 5th, 2009 4:33 am

Lately, I’ve been mostly using Unity for my game development needs, but I’m kinda bugged about the various limitations the free version has, so I’m now looking at using the Ogre 3D rendering engine for my graphics. OIS for input, OpenAL for audio, Bullet for physics if I need any. Ogitor for a scene/level editor possibly. Does anybody have experiences with any of these? I suppose I am still missing some sort of unifying “game engine” part here, but I have to do some work, don’t I? ;-)
In other news, I just went through some surgery on wednesday, so I’m not quite sure yet whether I’ll be fit to participate in LD16, but so far I’m feeling really good so I think I’ll be able to make something.

a bit late, but done!

Posted by
Sunday, December 7th, 2008 8:13 pm

Ok, I am about 10 minutes late.  I had to clean up everything bundle into a zip.  I only had time for one level, BUT you CAN modify or replace the level.  There is a level definition file named level1.txt if you want to peek at it.

INSTRUCTIONS:

arrow keys to move the character.
run across the road avoiding the trucks.
get close enough to the green box, and you win!

http://www.impellerhead.com/gamedev/ld13_negativegeforce.zip 3.4 MB


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