Posts Tagged ‘opengl’
Sunday, April 19th, 2009
Right, so I decided to post this as a non-entry. Reasons include laziness and stuff. Here’s my last progress shot re-used as the ‘final’ shot.

While ‘playing’, press keys 1-3 to build stuff:
- is a tree zapper, it gets you power for nearby trees. It costs 15 power.
- is a mini tower of darkness, it creates darkness nearby. It costs 30 power.
- is an attack tower, it shoots blobs of darkness at the poor butterflies. It costs 50 power.
To goal was supposed to be getting everything dark, sort of. There’s not actually any winning condition, but there’s not much other things either, so that’s all right then.
Don’t resize the window (don’t tell me I didn’t warn you).
Download Something of Doom Something Something (Windows binary, uses OpenGL, should work in wine).
Tags: D, doom, GLFW, non-entry, opengl, Windows
Posted in LD #14 - Advancing Wall of Doom - 2009 | 1 Comment »
Sunday, January 11th, 2009
Here’s my entry. You control a spider that is in dire need of getting more legs. Sort of.

Download
Windows 32-bit binary with D source
Instructions
Collect all powerups to complete level. This will give you a time bonus.
If time runs out or if you fall outside the world, the level ends, but you are left with the score you got for any collected powerups.
Controls
Enter to start game.
Esc to quit (also at level over etc).
Left click/hold to set target. Speed based on distance.
Right click/hold to set target and jump.
Hints
You need to walk slowly to round edges.
You can only sort of jump away from the current surface you are on.
Source
Some source was previously written, but only sort of texture loading, font rendering and some init code.
Uses GLFW, FModEx, sfxr and some other stuff.
Also, note that the title bar is a total lier. The game did not take 32h to make, but 40h. That math is tricky stuff.
(For the framework stuff, the score is read from and written to ’score.txt’.)
Tags: D, final, fmodex, GLFW, opengl, screenshot, spider
Posted in MiniLD #06 | 6 Comments »
Sunday, December 7th, 2008

Download here
Other screenies, time log and the above download here
It’s a board game for 1-3 human players, with AIs taking over the other 1-2 cars depending on how many humans there are. Cars can’t jump over each other, so if there’s no free lanes, you can block the traffic. Different routes are longer than others, and it’s possible to run out of gas.
Everyone plays with the same cards, only shuffled differently. Have fun!
Tags: boardgame, final, LD #13 - Roads - 2008, opengl, roads, SDL, win32
Posted in LD #13 - Roads - 2008 | No Comments »
Thursday, December 4th, 2008
I’m thinking about entering LD13 depending on what the theme turns out to be. I haven’t done a full LD yet, just 2 mini-LD’s. I wanted to use my standard C library functions for OpenGL, Portaudio, Ogg/Vorbis/Vorbisfile, and my GUI. There isn’t any game logic routines or structures as per the rules. It’s a collection of sound, text file, opengl drawing, and string tools for C.
I wasn’t sure what I have to do or if there is some type of time limit, but anyway here is a link to the library code. It’s mostly a conversion of some old SDL stuff I liked to use. I moved away from SDL lately though and have been using GLFW.
Tags: ANSI C, Detox, library, Ogg, opengl, Portaudio, Vorbis
Posted in LD #13 - Roads - 2008 | No Comments »
Saturday, November 29th, 2008
Phew, got it finished
PyGL2D is a simple 2D library for PyGame and PyOpenGL. It’s licensed under the GNU LGPL. See http://pygame.org/project/972/
You can download it here.

Tags: opengl, pygame, python
Posted in MiniLD #05 | 1 Comment »
Saturday, September 6th, 2008
I’ve named my “tool” ChipmunkLand!

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.
Tags: chipmunk, chipmunkland, glut, opengl
Posted in MiniLD #03 | No Comments »
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.
Tags: C++, final, LD #12 - The Tower - 2008, opengl, owl, screenshot, sfml, tower
Posted in LD #12 - The Tower - 2008 | No Comments »
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
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!
Tags: 3D, linux, opengl
Posted in LD #12 - The Tower - 2008, LD - Misc | No Comments »
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
Tags: final, Omnihunter, opengl, pygame, python
Posted in LD #11 - Minimalist - 2008 | No Comments »
Sunday, February 24th, 2008
Bit of a late entry for me, but oh well, here it is anyway:

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).
Tags: 3D, cubes, cubetendo, final, linux, opengl, SDL, Windows
Posted in LD #10.5 - Unexpected/Surprise - 2008 | 3 Comments »
Sunday, February 24th, 2008
Howdy!
Here is my entry. It’s basically a cross between robotfindskitten and a generic platformer.


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!
Tags: cats, final, kittens, kitties, LD #10.5 - Unexpected/Surprise - 2008, opengl, platformer, robot, robotfindskitten, SDL, SDL_mixer
Posted in LD #10.5 - Unexpected/Surprise - 2008 | No Comments »
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

Tags: final, opengl, tinypy
Posted in LD #10.5 - Unexpected/Surprise - 2008 | No Comments »
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.

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.
Tags: arcade, black and white, bouncy, C++, combos, cows, farm, final, GLFW, gravity, humor, intro, lip-sync, moo, Mr Head, opengl, silly, weird, Windows
Posted in LD #10.5 - Unexpected/Surprise - 2008 | No Comments »
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:

Tags: fire effects, opengl
Posted in LD #10.5 - Unexpected/Surprise - 2008 | No Comments »
Saturday, January 5th, 2008

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!
Tags: .net, 2D, chain, heli, opengl, port, xna
Posted in LD #10 - Chain Reaction - 2007 | 6 Comments »
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.

Tags: .net, heli, opengl, port, xna
Posted in LD #10 - Chain Reaction - 2007 | 4 Comments »
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.

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.
Tags: final, opengl, python, tech demo
Posted in LD #10 - Chain Reaction - 2007 | 2 Comments »
Sunday, December 16th, 2007
Right. Didn’t get any game done this time, but I give you a fabulous non-entry called Evening Journey.

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.
Tags: 2D, GLFW, gravity, non-entry, opengl, screenshot, time, Windows
Posted in LD #10 - Chain Reaction - 2007 | No Comments »
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.

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!
Tags: 3D, linux, opengl, python, RTS
Posted in LD #10 - Chain Reaction - 2007 | No Comments »
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.
Tags: library, opengl, python
Posted in LD #10 - Chain Reaction - 2007 | No Comments »
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.

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.

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 ]
Tags: final, gravity, linux, opengl, planets, post-mortem, screenshot, SDL, space fish, Windows
Posted in LD #09 - Build the level you play - 2007 | No Comments »
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.

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.
Tags: 2D, anti-text, D, final, GLFW, moon, opengl, pong, Windows
Posted in LD #08.5 - Moon, Anti-Text - 2007 | 2 Comments »
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.

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.
Tags: 2D, arcade, boids, C++, final, fleets, GLFW, opengl, pretty, ships, shooter, space, swarms, trails, Windows
Posted in LD #08 - Swarms - 2006 | No Comments »
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.

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.
Tags: 2D, arcade, boids, C++, dancing, GLFW, hats, humor, intro, islands, non-entry, opengl, random, silly, stick figures, swarms, Windows
Posted in LD #08 - Swarms - 2006 | No Comments »