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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Slaughter Ends Soon!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 7 days, 21 hours, 57 minutes, 57 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 7 days, 21 hours, 57 minutes, 58 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]


    Posts Tagged ‘opengl’

    Jumpy Human (It’s a human, I swear.)

    Posted by (twitter: @powderblock)
    Sunday, February 23rd, 2014 7:04 pm

    I just submitted my  Flappy Jam game (For more information on the Flappy Jam, click me!) and it’s turning out to be pretty interesting! I am actually really proud of this game, as this was one of the first times I have taken more than a few days on a game. The main gameplay is just jumping over some randomly generated spikes. Really. It’s simple, but so was Flappy Bird. That was the point of this jam.

    All in all, it was a lot of fun to make, I got to get better in a lot of areas and actually explored a lot of stuff.
    JumpyHuman_Title

     

    It’s not super flashy, but I am actually pleased with the art.

    Some things I learned how to do from this jam:
    - High scores saved to a file, keeps scores after player closes game.
    - Improved randomized spawning systems.
    - More reliable and less buggy “scrolling effect”.

    I reused the speaker icon asset from my last LD game! Woo! Reuse of assets!

    JumpyHuman_Bestdeath

    Here is what the death screen looks like, as you can see, it has detected that my amazing score of five was greater than the score in the file (I set it to zero, for the demo.) and tells the player that they beat their score by showing the player a very fancy medal. I designed this system in about two days, without any prior experience with “long term” score capturing options. Pretty darn neat if you ask me.

    Anyway, I thought I’d just share that with you guys.

    I used the T-Rex C++ engine I made, with OpenGL (SDL_OpenGL) to draw everything, SDL for window and input management, MMSystems for the sound (I’ll get SDL_mixer working, someday.), glut for the text (I’ll get SDL_ttf working, someday.), and SOIL for texture loading!

    (You can check out the game here, or you can get the source here. I highly recommend checking out the Flappy Jam and playing some games.)

    Game Development; A Four Month Retrospective

    Posted by (twitter: @powderblock)
    Monday, December 16th, 2013 11:39 am

    So, I have been learning C++ for some four to five months now. Last Ludum Dare, I used C++ to make a text adventure game. That was the first ‘official Ludum Dare’ game I made with C++, and I was pretty happy with it. This game had no graphics or sound, and that’s because I didn’t know how to program those at the time. This LD, I made a game with graphics and sound, personally, I think it’s pretty cool I was able to learn these skills in just four months.

    Or, as I put it in a post on the second of October; “I am still learning more and more about C++ and OpenGL, so maybe next LD I will have sound and graphics. Who knows.” I am proud that I was able to make something playable in OpenGL and SDL in the span of just 48 hours that also had sounds and graphics. Thank you, everyone.

    difference_menus
    My progress over just four months, represented by menus.

    I will still be doing a post-mortem after the voting ends, I just thought I could share this cool experience with you guys.

    Here we go again

    Posted by
    Saturday, December 14th, 2013 7:33 am

    It’s Saturday morning here in Argentina and I already wasted a lot of time, but I think I can still make it.

    I’m using my own opengl-based engine, Crimild, and standard tools for asset creation: Photoshop, Sketchbook Pro, Blender, Audacity and Sfxr for sounds.

    Wish me luck!

     

    I’m in!

    Posted by
    Friday, December 13th, 2013 10:08 am

    This is my third Ludum Dare.

    I’ll be using SDL + OpenGL. I also have a small code base I use which can be found here https://www.wuala.com/pigletor/Share/base.zip/?key=laURNwCgnAkU

    Anyway, good luck everybody

    Being Proud of Games

    Posted by (twitter: @powderblock)
    Tuesday, December 10th, 2013 11:41 am

    Something I am coming to learn well is being proud of the work that I do in games. I have quite a catalogue of 15-20 projects I consider ‘playable’, probably five of which I am proud to be called the father of. My latest project, a building block based game, is a game I am very proud of. It is one of the most visually pleasing games I have ever made, and the gameplay is calming. I look forward to the next Ludum Dare.

    main
    A ‘house’ I built in my game.

    Thought I should share that with you guys.

    ~Blade

    I’m a bit in.

    Posted by
    Monday, December 9th, 2013 4:34 pm

    Actually, I’m a lot in. So far I don’t know what theme I *am* hoping for, however I know which one I’m *not* hoping for – “Bieber 4Evar <3″. PLEASE NO ANYTHING BUT THAT!

    I’m considering writing my game in html5 but I only half-know javascript etc. So I’m not so sure yet. (dart also looks good but I know that even less than straight javascript!)

    So if not html5 I’ll probably be using java again either with no libraries or possibly OpenGL if I’m doing some complicated thing.

    also:
    - Eclipse.
    - Sublime text 2.
    - Paint.NET.
    - Photoshop.
    - Sfxr. Bfxr (just noticed it’s better!).
    - FL Studio 11.
    -  Audacity.
    - My microphone.
    - Some other stuff I’ve forgotten?

    kthxbye.

    MINIMALISTIC TURBO Now on Charity Jam!

    Posted by (twitter: @powderblock)
    Tuesday, November 26th, 2013 1:49 pm

    Hey guys! Just finished up an amazing Jam where the point is to link a button in your game to a charity of your choosing. You may have heard of it as we have all been talking about it for a few weeks now here on LD. Anyway, my game is called MINIMALISTIC TURBO and I am very proud of how this turned out. This was my first game with a menu, sounds, actual graphics, and I really am just really glad with how it turned out. I think what I enjoy most is the tight controls, gameplay, and how there are very few bugs, no really, I gave this to my testers and they couldn’t find anything that was actually a bug. A few small tweaks, but no game breaking faults. This is pretty big, if you remember my last LD game, a text adventure that was pretty buggy and more often than not break for testers. I am still pretty proud of the text adventure, it was really big for me at the time and still is pretty complex, anyway, that just shows how much I have grown.
    Something else I added in this game were sounds I haven’t really had any experience with sound in games, I mean, I had played around with some stuff, but this was my first game that really embraced that and did it well.

    Gold_Title

    I am a little bit unhappy with how my text ended up on the main menu, the taglines at the top are different lengths, and I couldn’t figure out a clean and quick way to center it because I am using outdated OpenGL and GLUT. if I could learn how to do textures soon that would be more than helpful. .-. I tried to get SOIL to work DURING the Jam, and well, that didn’t really work. However; I didn’t try too hard on that. I learned about getting burned out  and sticking on a problem a while ago, in a Mini-LD. (Pro-Tip: When stuck on a problem, find a kludge, make a note, move on, come back to it later.)

    Anyway, all in all, I am really proud I was able to do this, and I hopefully helped the Red Cross along the way.

    Wanna play my game? You can look for it here, or download the game.
    Use the hashtag #MINIMALISITC_TURBO to tweet about my game! Or, follow me on the twittertwaters (@powderblock) for live tweeting late night fun.

    Posted by
    Friday, August 23rd, 2013 10:54 am

    Hello,

    I am in for the Jam! It’s my third time but I never finished a game.
    This time I will be using my closed source library which is more flashed out than my open source one.

    Technologies

    • Go
    • OpenGL 3.3
    • GLFW 3.0.2

    Graphics

    Gimp

    Sound

    No sound. Library has no sound support at the moment :(

    Goal:

    My goal is not to give up, if a bug or problem arises with my library.
    And to finish a game, which means just uploading something which can be considered a game.

    I’m in

    Posted by
    Friday, August 16th, 2013 3:48 pm

    This will be my second Ludum Dare, the first outside of the Jam. I’m planning on using C++ with SDL for OpenGL, but if the theme seems to need it I’ll use Unity3D.

    No matter what, I’ll be using Photoshop for 2D graphics.

    If I use C++:

    - SOIL (Simple OpenGL Image Library)

    If I use Unity:

    - Blender for 3d graphics

    Runaway Money

    Posted by (twitter: @grimfang4)
    Tuesday, April 30th, 2013 2:41 pm

    It’s been a full year since my last LD…  ::sigh::  But it’s great to do it once again!

    This time I made Runaway Money, a party game about being invisible and stealing money.  Sounds kinda fun, right?  Does it also sound kinda strange that a multiplayer game would use invisible players?  Yeah, me too.  I had to think a while to make sure it was possible.

    As it turns out, it is and it’s pretty fun.  Give it a try with your friends!

    http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=654

    Can Anyone Please Help? (SFML)

    Posted by
    Saturday, April 20th, 2013 9:20 am
    Help Plox!

    Why does this happen?

    ***EDIT:

    The first comment here seems to confirm Stingray Polymathic’s (Thanks again!) description of the issue:

    http://www.sfml-dev.org/old-forum/viewtopic.php?t=6665&sid=29867a0656278d75e3daec10b7417b8b

    I’ll go see about adding in a floor() method to see if that solves things.

    EDIT***

    *****
    Edit
    2:
    Floor() ‘ing and position update values did the trick for now, and seems to be the best way to handle pixel perfect rendering ( which in retrospect, is rather obvious).
    ******

    Click for a better look at it. It’s a very small 128 x 128 px sprite which should be rendered at a 1:1 scale from my understanding, but for some reason is occasionally distorted. The blue ‘eyes’ are the wrong size and the red triangle looks off if you look at it closely. It might not seem bad looking at the picture, but it’s been annoying.

    Background info:

    I’m rendering an sf::Sprite in my update loop in a  sf::RenderWindow, with the texture from a png file. Everything seems fine usually, but sometimes the sprites seem to distort a bit. As you can see from the clipped screenshots in the background the sprite usually looks the same, but occasionally looks like it does in the running window.

    Vsync is enabled, and the top middle yellow text is from a very simple frame rate display i wrote, the top right is from fraps.

    If it helps, i use SFML 2.0 rc and you can find all of my library code & the sfml binaries here:

    https://bitbucket.org/TheBenjaneer/libnucleode

    I have no idea why this happens. It seems random.
    Further, until I move the sprite, it continues to be distorted in exactly the same way every frame.

    OpenGl 4.3 Context according to my logs. Anti-aliasing is at 8. depth bits at 24.

    Nvidia GTX 550 ti, driver v 314.22 (latest)

    Windows 7 x64 bit ( engine is built/running 32 bit though ).

    Any help, tips, or pointers would  be vastly appreciated.
    Thank you!
    -ben

    Here’s what I have so far

    Posted by (twitter: @DJ_Link)
    Sunday, September 30th, 2012 4:27 pm

    So here’s what I have, a small iOS game =)

    I call it Puwang

    Huzzah!

    Posted by
    Sunday, August 26th, 2012 10:05 pm

    So many problems this LD, being the first week of the college semester had tons of homework and rolling blackouts in the area (thanks to the fact that a LOT of people are home doing homework, on a super hot day with the AC’s on, worst power outages of the year so far).  Actually lost power twice yesterday!  Thank god for battery backups and incremental saves though, I pushed through and though i lost a lot of time and didn’t quite do all I planned I managed to release a complete game again, just recorded a bit of it to show off the evolving aspect.  The creatures body parts are independant and when you kill anything you “absorb” it’s DNA/traits and it reforms you into some…generally pretty silly looking things. (blob with bat wings and a wolf head, wolf with bird head, etc…basicly any combination of the monsters found in the game)  It actually works pretty well and the dynamicly combining sprites don’t look half bad, especially for artwork I did :D

    check it out here, it’s short as i cut straight to the evolving parts, but then the game is pretty short too, there’s only about 7 map areas but they’re all linked and you can freely explore them. (the maps are all done in tiled so you can edit them and link in more maps too if you really want)

    http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=7131

     

    Unavoidable Delays

    Posted by (twitter: @LyndonArmitage)
    Saturday, August 25th, 2012 7:40 am

    I have to go out now to an aunts birthday and then see a friend off to their new house so I won’t be able to program for the rest of the day, hopefully I will be able to have something small and finished by the end of the Jam however!

    In the mean time here’s another screenshot, so far I have some collisions and death, it needs the AI and evolution part to come but for now it’s shaping up.

    Little Progress


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