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Posts Tagged ‘opengl’

ChipmunkLand Compiles & Runs!

Posted by SpaceManiac
Saturday, September 6th, 2008

I’ve named my “tool” ChipmunkLand!

ChipmunkLand runs!

It can’t load files yet, but it does say “Usage: … filename” if you don’t give it a command line argument. I’m sticking to command line arguments because I’ve never made a usable GUI before. I’m using OpenGL and Glut so I can just use the drawing code from the Chipmunk Demos.

Tower of Doom (final)

Posted by Sulix
Sunday, August 10th, 2008

Ok. So I’m done! Thanks to timezone, I’m early too.

This has been my first competition, and it’s been a lot of fun.

Download it: http://www.ingeniumdigital.com/ldimg/TowerOfDoom.zip

Readme it: http://www.ingeniumdigital.com/ldimg/readme.txt

With all hope (due to its lack of being tested) it’ll actually work. It’s written in C++ with SFML. I’ve licensed the source under the MIT license. If this is a problem, yell.

Stay tuned for a postmortem and perhaps a less broken build after I sleep.

The Mighty Penguin!

Posted by yezu
Friday, August 8th, 2008

It would seem that I will be another heretic not using Python. I’m not a fan of scripting languages, so I’ll be using good old C++ with OpenGL :D I will be trying to do something in 3d and I’ve prepared myself a small framework using SDL (loading models, loading images, window initialization etc.) Apart from that I will be using only free ( as in freedom :) ) tools, so no Visual Studio or Photoshop for me. But that’s ok, I always prefered KDevelop and GIMP.

It’s still a couple of hours till the compo. I just can’t wait. It’ll be my first LD actually. I tried to participate in LD10 but due to some circumstances I wasn’t near my computer through the weekend.

I hope I won’t be the only one developing on a Linux powered machine :) Good Luck!

Omnihunter: final

Posted by Dathgale
Sunday, April 20th, 2008

I finally settled on a name. Since this game is based on one of my past projects, a roguelike called “The Hunter”, I kept thinking of corny names like “Hunter 2D” for its contiguous 2d coordinate system, and “Hunter 360″ for 360 degrees of freedom. Yuck. Finally I came up with “Omnihunter” for an omni-directional version of The Hunter.

As for the polish I added since my last post, it was mostly a hour worth of minor bug fixes, and I replaced the alligator graphic with a rat because it matches the monsters’ movement pattern better. Here’s what it looks like:

It’s very… minimal. There’s a lot more I could have done with this game, like adding more types of monsters, give the player a choice of weaponry, make the monsters spawn out of things that the player can destroy, add walls and turn the environment into a labyrinth, add animations… even make the rats spontaneously combust. Overall, though, I’m pleased with how it turned out. It’s nice to see my entire development cycle outlined in my posts, and for my idea to have become a reality in about a day. Plus, I have fun playing my game, and I think other people will too.

According to my posts, it looks like I have spent around 9-10 hours of work on this project over the course of 26 hours. Somehow I think it should have taken me less time than that, seeing as it’s a very simple game, but I finished a project for once, and I have plenty of time to spare. Better that than not finishing in time.

Download the game here: http://www.mediafire.com/?xcmndkznj4n

EDIT: On second thought, there were still a few changes I wanted to make. I’m really cutting it close with only 17 minutes left. Download the updated version here: http://www.mediafire.com/?jdmmi1k5e7y

Dependencies:

Tools used:

  • Ubuntu
  • gedit
  • terminal + command line python interpreter
  • GIMP
  • Audacity Sound Editor

Cubetendo

Posted by mjau
Sunday, February 24th, 2008

Bit of a late entry for me, but oh well, here it is anyway:

Cubetendo

Download: cubetendo.zip (Updated with trivial fix for ATI cards)

Windows exe and source code included (compiles in Linux). Requires OpenGL 2.0. If it crashes, try running it from a console (updated the zip with a bat file that does this).

LD 10.5 - Kittay

Posted by fydo
Sunday, February 24th, 2008

Howdy!

Here is my entry. It’s basically a cross between robotfindskitten and a generic platformer.

kittay screen 1kittay screen 2

DOWNLOAD: http://kittay.ca/kittay-fydo-LD105.zip (1.0 mb)

Written in C, uses OpenGL. Didn’t have time to make a linux binary, sorry team.

I’m planning on doing a post-compo version, with bugfixes and better level graphics. Also, I’ll incorporate the other 3 mini-songs that I recorded, too. ;)

Enjoy!

EDIT: Note that I’ve created a launchpad project for kittay. So you can file bugs there! Yay!

Experimental Madness!!!

Posted by philhassey
Sunday, February 24th, 2008

Hey, so here it is. I managed to learn the basics of OpenGL and integrated with tinypy for a basic gamelett. I totally cheated by recycling one of my old games for the logic in this one. Which, I guess is cool, because I was able to get all that code working with tinypy. It uncovered a couple bugs which I fixed. Anyway, on with the game:

Download the goods - click on “main.exe” to run.
linux folks check out svn://www.imitationpickles.org/ld105/trunk ; python build.py

ld105-philshot.png

Mr Head and the Cow Drowning

Posted by jolle
Sunday, February 24th, 2008

Mr Head and the Cow Drowning is now complete. Or as complete as it will get this weekend. I have many ideas on improvements, but they must, alas, wait. But I’m getting ahead of myself.

As said earlier, the game is about drowning cows to prevent them from dying. Granted, they die anyway, but in a much more nice way, and outside the screen, mostly. Anyway, to drown cows, you must use key 1-5 to select which slot is currently bouncy, which will make any cows falling there to bounce out into the water. If you fail to catch a cow, you lose a life, but if you catch two in a row, you gain a life. You can have ten lives, and if they run out, the game is over.

final.png

During the game, Mr Head will observe and give you points and make announcements. He’s the mastermind behind everything, but exactly how is not certain. Do use his combo scheme to get many, many points. I’ve gotten 22 million as best so far. There’s no highscore in this version, but maybe I can add one later.

So, except for what has been told here, and what can be seen, there’s also a fancy intro, and mighty fine sound effects.

You probably want to download Mr Head and the Cow Drowning. Binary and source are included, the binary is for Windows, but with the right libraries and some changes to the makefile, you’ll be alright on other platforms too. Hopefully.

Also, make sure you don’t miss the Banana Ship text adventure non-entry, also made during this warmup.

OpenGL for all!

Posted by philhassey
Saturday, February 23rd, 2008

Yah, so I might not have a game, but diving into the wild world of OpenGL all the same!! Look at my peachy fire effect:

glfire.png

HeliChain reborn!

Posted by drZool
Saturday, January 5th, 2008

No xna, only OpenGL

Finally I’ve ported it away from XNA to OpenGL, still got the (almost) same lousy controls, for your pleasure. Still needs .Net 2.0 to be installed though, but should be compatible with Mono, and thus playable on Linux. If someone like to try to compile it on Linux, contact me. Some things have been tweaked and added. But the game play is the same. Added ugly clouds for better sense of height movement. Updated the physics lib to the newest version.

Arrows: (over) steer

Z: Claw claw claw!

X: TURRRRRRBO

Space: Reset heli position

R: Reset level

N: Next level

Download now! 441KB Now with dependencies included!

HeliChain - Post compo port in the worx

Posted by drZool
Tuesday, January 1st, 2008

Only 4 people rated my game. Thats unacceptable, I need get rid of XNA. So I’ve thrown all XNA stuff out of it. I needed to poke a bit in the source of the physics lib as well to cleanse out the filth, thankfully that was easy. Now I need to tame the horrible controls (That was my fault, cannot blame XNA for everything), and then pretty it up and I’ll make a release. I plan to port it to linux too, with Mono.

I’m only using Glfw, OpenGL and .Net 2.0 as we speak. For sound it will be OpenAL.

Whoho! OpenGL lines!

Towers of Skye “tech demo”

Posted by Archwyrm
Sunday, December 16th, 2007

Well, I ran out of time. =) This is not even the gameplay that I intended and it is not playable (unless you like to lose). I spent too much bloody time on collisions and missile trajectories, etc.. The “daleks” that you see in the screenshot were going to be gun turrets which you use to shoot down incoming missiles. If enough missiles hit the ground, the ground is destroyed and your tower plummets. I had other buildings and a point to the whole thing, but those were plans that had to be thrown out. ;) I think with another hour to two hours, this could actually be playable, though not polished. My greatest regret is that I did not get a chance to rotate the missiles so that they point in their direction of travel.

Final pic

Here is the zip. Download and run at your own boredom.

python source (64K) Needs pygame and pyopengl.

Edit: Uploaded new version with a .bat file that uses CRLF terminators.

Edit 2: Uploaded a non-zero length archive (for ‘archival’ purposes now that judging and whatnot is over). Not really sure how that happened in the first place.

Evening Journey - LD10 non-entry

Posted by jolle
Sunday, December 16th, 2007

Right. Didn’t get any game done this time, but I give you a fabulous non-entry called Evening Journey.

shot5-nonentryfinal.jpg

Download Evening Journey. It’s for Windows and comes with source.

How to ‘play’
Get ship (red beacon) to the jump gate (strip of green/yellow dots). You can add a thrust with right mouse button. There’s a time line at the bottom where you can select what state to do an action in (only action is the thrust). There’s infinite random levels.

What would have existed
A challenge.
Pickups.
More kinds of actions.
Actions limited by pickups.
Increasing difficulty on levels.
Levels connected so you can go back to previous level and get different pickups.

Stay tuned for post mortem tomorrow.

A screenshot at last..

Posted by Archwyrm
Sunday, December 16th, 2007

Ok, here is my first screenshot. I have been wrestling a lot with the underlying code, so things have been a bit slow. Plus I have to re-familiarize myself with a number of graphics tools.

First screenshot
The premise of this game is that you have a flying island high above a windswept planet. On your island you must gather the precious gas resource and defeat your rivals for control over it all. You have the choice of whether to build gas gathering buildings, defensive turrets (pictured), offensive missiles, or stability buildings.

The chain reaction is that when your island is hit with missiles neighboring areas begin to weaken. If there is too much weight on a weakened area from your buildings, whole parts of your island may crumble.

Ok, time for some shuteye and then the final push!

Matt’s Custom Library

Posted by mwest
Wednesday, December 12th, 2007

CEngine is a Python library I started writing mid-2007 for doing a remake of Chaos: Battle of Wizards by Julian Gollop. The library uses PyGame and OpenGL and is still far from complete - I haven’t even started on the remake yet, but there is some functionality in the library that may be useful for this competition.

Feature list and download.

LD9 (Untitled)

Posted by mjau
Wednesday, December 5th, 2007

The theme for LD 9 was “Build the level you play”. The premise is that you’re some god or something whose sole purpose in life is to control the path of some space fish, guiding them through gates that changes their colour, and get at least some set number of fish to go through the spectrum in each level. You control their path by creating planets, of course. Planets attract fish using the laws of gravity.

The game comes with in-game instructions, since noone ever reads READMEs, ever

This is actually the first game where I’ve used OpenGL, apart from some small fiddling. (This also made it easy to make the game window freely resizable with hardware scaling, and I made sure the window always keeps the correct aspect ratio by inserting black borders where appropriate. Incorrect aspect ratios are always annoying.)

That aside, this one didn’t go very well. I spent a lot of time just fiddling around with insignificant things and not getting any parts of the game done, and about midway through I changed the aesthetics from creepy-ish paper-cut-outs floating around — something which at least looked somewhat interesting — to badly drawn space fish, and also inverted the planets, for reasons which completely escapes me. I had also coded up an in-game level editor that I used to create the included levels, but this was disabled for the compo release. For a compo where the theme was “build the level you play”. WTF?! Why did I do this? I have no idea.

Space fish swimming through space, towards magentadom and beyond

The gameplay itself also had its issues. I think I made the gravity a bit too “realistic”, since inserting a planet subtly effects everything — so it doesn’t really matter if you’ve fine-tuned your existing planets to perfection if you have to insert a new planet or even move an existing one, the new gravity will upset the fish and you’ll have to fine-tune again. So, while the gameplay can be fun-ish for a little while, the constant required adjustments can quickly get annoying.

After the compo I played around with visualization of gravity by using a GLSL shader, which made the game somewhat more interesting (not to mention extremely colourful). Another thing I tried, both during the compo and after, was making the planets be effected by gravity, so they’d float around too (until they collided and launched themselves at light speed off the screen), and also make the fish generate gravity, attracting other fish and planets. Somewhat fun to watch and play with, specially with gravity visualization enabled, but the game was pretty much impossible then, heh =)

Download [ Windows/source code ]

Moon terraform pong

Posted by jolle
Monday, December 3rd, 2007

Moon terraform pong was a rather half-hearted entry for the LD 8.5 warm-up compo, with the themes Moon and Anti-text. It was an experimental entry, as it was my first using the D programming language. I don’t think I spent much more than an afternoon on it.

In the game you terraform the moon by playing pong using it. Get past the opponent paddle and you gain a bit of terraforming, if it gets past your paddle it loses a bit of terraforming. Also, when blocking successfully, speed is increased and size reduced, increasing the difficulty. Granted, it starts so terribly easy it’s only be the end of the game it plays at a decent difficulty, but hey, the moon really is rather big.

shotfinal.jpg

The game doesn’t feature any text, but an image at the ‘title’ screen really explains it well enough. Click to start, move mouse to move paddle. Easy.

You can download Moon terraform pong. It’s for Windows and requires OpenGL.

Ultra Fleet

Posted by jolle
Sunday, December 2nd, 2007

Ultra Fleet was my entry to the LD8 Swarms compo. For a bit of background information on it, please read about The Hat Swarm Attack on Dance Islands.

Set in space, you controlled a fleet of virus ships that could convert enemy ships. Fleets of enemy ships kept on attacking, and you needed to keep your fleet alive so you could go on fighting, gaining points while doing so.

work11-rc1.jpg

The game was, if anything, more pretty than fun, but it really was playable once you got into it. Although you probably got bored within an hour or so. Don’t know how it placed, but it received OK scoring, and also got praise such as ‘The game I’m supposed to be reviewing is more like a screensaver’, ‘I liked Hat Swarm better, though’, ‘Without a doubt, Hat Swarm is WAY better’, ‘I honestly would have given the hat swarm a higher score though.’ But seriously, some people (including me!) actually seemed to like it.

You can get the Ultra Fleet compo version. It requires OpenGL and is for Windows, but I’ve been able to compile it for Linux, although I have no idea where that port went, but it should be pretty easy if you want to try yourself.

The Hat Swarm Attack on Dance Islands

Posted by jolle
Sunday, December 2nd, 2007

The Hat Swarm Attack on Dance Islands is a game made within 14h for the LD8 Swarms compo. However, it was never really entered into the compo, because I felt it wasn’t quite enough, but also couldn’t figure out how to make something more of it. In the end, I abandoned it, and instead used it as a base for Ultra Fleet, which I did enter. This might not have been the best of decisions, but no matter.

You navigated your hat swarm around islands to destroy dancers that tried to defend the islands, while at the same time trying to avoid the deadly dances that was danced at you.

hatattackshot.jpg

The Hat Swarm Attack on Dance Islands prime features was an intro, an island generator (that I later used as a base for rather prettier islands), the famous Hoids algorithm that simulates hats in groups flocking behaviour (later adopted for the fleets in Ultra Fleet), stick figures, and a lot of dancing. Strangely, it was also my very first LD game (together with Ultra Fleet) that didn’t use tiles.

There’s no dedicated distribution for The Hat Swarm Attack on Dance Islands, but you can get it as the bonus in the Ultra Fleet compo version. It’s for Windows, but if you’re a bit clever, you can probably compile it for Linux. It requires OpenGL with 512×512 sized textures support.

The People

Posted by jolle
Saturday, December 1st, 2007

The People was written for the Growth theme, and in many ways it resembles my first two LD games—there’s the tiled world, and you can build things on it. Only in this case it looks more fancy due to some clever tile rendering. Like my two first LD games, it’s a puzzle game.

There’s seven levels of varying difficulty, with goals such as ‘reach a population of X’ or ‘get Y huts’, a sandbox mode, and a tutorial mode. While you build stuff, a simulation is going on where new people appear and so on. A good description of what you actually do is, as someone put it, playing a planetary engineer.

shot7final.jpg

My ‘post mortem’ for the game was pretty much the following:

So how did the game turn out? Good, and bad. My first idea was a kind of God game where you created land and such and people appeared. And there was supposed to be a kind of currency, that I called belief. So I coded the tile system and the simulation first, then I started to try to get it into a game. Well, it didn’t work, or at least it didn’t work without very much job, so I dropped it (the game idea, not the simulation and that). So I figured out another game: You have a limited supply of different kinds of land, and you have objectives to complete. Then there’s supposed to be interesting levels that are fun and challenging. I fixed up a tutorial mode, and a sandbox mode. These are pretty cool. Then there was the levels. I managed to come up with a few OK ones, but then it went downhill. So I ended with 7 levels, of which some are OK. Most are pretty easy, you just have to wait a while. I’m not very happy about them. But on the whole, the game’s pretty OK.

If you’re to believe the unofficial results from my own vote counter, The People did indeed turn out OK, and placed first in ‘fun’ and second in ‘innovation’ and ‘production’.

You can get the Windows compo version, or the Linux port version. They require OpenGL with multitexture support.

Uplighter

Posted by jolle
Saturday, December 1st, 2007

Uplighter was my entry for the Light & Darkness theme. It was a puzzle game centered on lighting up levels to certain percent by, among other things, placing lights, breaking down walls, and removing light sinks.

It’s was my first entry to feature 3D, although all gameplay and lighting is really in 2D, and it was also my first entry to not use Allegro. Instead it used GLFW, which is more lightweight, and I really didn’t need all the extra stuff from Allegro.

09final.jpg

Uplighter is probably my best and most innovative LD entry so far—it placed first in ‘innovation’, second in ‘fun’, and also won the ‘Best In Show’ award.

You can get the compo version of Uplighter. It’s for Windows, but there’s a shell script (kindly provided by alar_k after the compo) that will fix stuff so it will compile for linux. You’ll need GLFW, GLFT, FMod and FreeType2.

Small notice: After the compo, it was reported to run very slowly on 3.0+ GHz machines. I’m still not sure what that was all about, but it has been reported that this can be fixed by compiling it in VS. If this is still much of a problem, I might get around to fix it myself.

LD6 entry: Photon

Posted by allefant
Friday, November 30th, 2007

Photon was my entry to LD6. The theme was “Light and darkness”. I still remember all the time I fiddled with shadow calculations. In my game, each light source does exact shadow calculations with all the level geometry - and in order to still have it all run with < 1% CPU, this was quite some work. Now, there’s nothing special about this except, I wanted to do things in the most simple way possible, this being an LD. And I had to admit utter defeat when I later saw bluescrn’s entry. Instead of spending half of the 48 hours on it like me, he went for a dead simple approach - with the only difference that his was not 100% accurate. Which would have made no visual difference in my game whatsoever. In fact his shadow method would have worked a lot better in my game in just about every respect :)

I still managed to do quite well. Here’s some screenshots from back then:

Photon

The title screen.

Photon

The goal of the game is to send all the photons coming from the lamp to the prism, but the problem is, you only can see the areas of the map which are lit up by the moving photons.

Photon

To control the photons, you can place mirrors - to light up more areas of a level, and once you have found the prism, send them all to it.

Seems the original submission is still up: original zip at original site

Random Dungeon Exploration

Posted by jolle
Thursday, November 29th, 2007

Random Dungeon Exploration is the result of trying to push the Random theme as far as possible. It got random levels, random enemies, random quests (well, a little bit random!), random items, random player names, and random events. I guess it could have been even more random, but time was a limiting factor.

As for the actual gameplay, it’s fairly simple step based dungeon crawling. And a ‘town’ screen where you can shop and select dungeons. It felt pretty solid, but there were a lot of balancing issues that you’d notice once you reached some higher levels.

shot9.png

The game was well received, placing second in the ‘Fun’ and ‘Production’ categories, and also getting the ‘Best In Show’ UBER prize.

You can get the slightly improved post compo version, or the compo version. Both are for Windows and OpenGL.

The Destruction of the Viruses

Posted by jolle
Wednesday, November 28th, 2007

The Destruction of the Viruses was a fairly ambitious (but not very innovative) game written for the Infection theme. The player had to clean out the insides of a computer by killing all the viruses that resided there. The viruses could clone themselves, so it wasn’t always that easy.

It played like a top-down shooter, with FPS controls, and used OpenGL to draw a level that could be rotated around the player.

tdotvshot1.png

There were many good intentions, and much love for the number 5 (there being 5 levels, 5 enemy types, and 5 weapon types), yet the game failed badly. The biggest mistake was a bug which made some parts of the game framerate dependent, leaving it extremely hard if you had a low framerate (it played as intended at about 180 FPS). It’s hard to say how it would have fared without the bug, but as it were, it placed about 23th.

You can get the compo version, or its source, if you want to, but I really must urge you not to! Better to get the ‘made working dist’ released a few days after the deadline. Both of them are for Windows and OpenGL.

I have an even better version around somewhere, that I haven’t packaged and released yet. I’ll do that soon, and then I’ll include it here.


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