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Ludum Dare 30 — August 22nd-25th 2014 — Theme: Connected Worlds
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    Posts Tagged ‘opengl’


    Posted by
    Sunday, August 24th, 2014 1:11 pm

    Entry Link

    The aim of the game is to travel through and place portals which will flip the player to the other side of the map in order to collect portal potions to create portals and keys to unlock doors, to complete the level’s end which is marked by a red flag. 

    !!__Windows Version Coming Soon__!! 
    If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell). 


    [W] Forward 
    [A] Left 
    [S] Back 
    [D] Right 
    [E] Use Portal or Use Door (with key) 
    [Space] Place Portal 
    [Esc] Pause 


    OS: Mac OS X (Windows Coming Soon) 
    OpenGL 2.1 

    Tools Used: 

    - Programming Language: C++ 
    - Graphics Library: SFML 2.1 & OpenGL 2.1 
    - Audio Library: SFML 2.1 
    - Image Editor/Creator: Photoshop CS5 
    - Music Editor/Creator: Garageband 
    - Text Edito/Creator: Sublime Text 3


    I’ll see you on the Flipside

    Posted by
    Saturday, August 23rd, 2014 6:12 am

    I’ve gotten the basic mechanic done for the game. I’m thinking I’ll call it `The Flipside` as you flip to the other side! The best name ever! /s

    I need to improve the graphics, make levels, and other stuff now.

    I’m getting ready for the Ludum Dare 30!

    Posted by
    Friday, August 15th, 2014 7:42 am

    This will be my 2nd Ludum Dare (the last being LD 28).

    This time, I’ll be using similar tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:

    • Platforms: Mac, Windows, and (maybe) Linux
    • Language: C++
    • Libraries: SFML, OpenL, (& if 3d, glm)
    • Editor: Sublime Text 3 (with a lot of plugins)
    • Graphics: Photoshop
    • Sound: Garageband, SFXR
    • Writing Instruments: Pen, Pencil, and Paper

    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.


    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!


    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.

    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.

    A ‘house’ I built in my game.

    Thought I should share that with you guys.


    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.

    - 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?


    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.


    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


    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.


    • Go
    • OpenGL 3.3
    • GLFW 3.0.2




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


    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!


    Can Anyone Please Help? (SFML)

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

    Why does this happen?


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


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


    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:


    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!

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