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Posts Tagged ‘port’

Pygame Programmers!

Posted by (twitter: @thedayturns)
Monday, August 22nd, 2011 2:47 pm

How the heck are the pygame users among us planning to port your game to all platforms?

 

I’ve been trying with py2exe and py2app and having absolutely no luck; I’ve been seeing crashes everywhere. Any tips?

Windows and Mac Ports

Posted by
Tuesday, September 1st, 2009 12:35 am

I added “ports” to make my entry easy to run on Windows and Mac OS X. Windows now has double-clickable ‘cavern.exe’, and Mac OS X comes bundled with love, so you can drag ‘cavern.love’ onto ‘love.app’. No source code changes, just some repackaging.

Thanks to those that commented remarked on why they didn’t run the game. Those encouraged me to make it easier on everyone else.

ld15-cavern-secelis-windows.zip Windows version

ld15-cavern-secelis-mac.zip Mac OS X version

p.s. I don’t know how to update the links provided on the actual entry. My hope is that an admin will see this and either show me how to do it, or that it’ll just magically happen.

HeliChain reborn!

Posted by (twitter: @drZool)
Saturday, January 5th, 2008 3:16 pm

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 (twitter: @drZool)
Tuesday, January 1st, 2008 2:50 pm

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!


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