Posts Tagged ‘SDL’
Monday, August 25th, 2008
Well, this is kind-of compo related, as I’m devoloping my library thing the wiki says I can have. I keep getting these warnings when compiling:
1>c:\program files\microsoft visual studio 8\vc\include\xlocnum(590) : warning C4312:
‘type cast’ : conversion from ‘uintptr_t’ to ‘void *’ of greater size
1> c:\program files\microsoft visual studio 8\vc\include\xlocnum(566) : while
compiling class template member function ’std::istreambuf_iterator<_Elem,_Traits>
std::num_get<_Elem,_InIt>::do_get(_InIt,_InIt,std::ios_base &,std::ios_base::iostate
&,void *&) const’
1> with
1> [
1> _Elem=char,
1> _Traits=std::char_traits,
1> _InIt=std::istreambuf_iterator>
1> ]
1> c:\program files\microsoft visual studio 8\vc\include\xlocnum(1367) : see
reference to class template instantiation ’std::num_get<_Elem,_InIt>’ being compiled
1> with
1> [
1> _Elem=char,
1> _InIt=std::istreambuf_iterator>
1> ]
1>c:\program files\microsoft visual studio 8\vc\include\xlocnum(590) : warning C4312:
‘type cast’ : conversion from ‘uintptr_t’ to ‘void *’ of greater size
1> c:\program files\microsoft visual studio 8\vc\include\xlocnum(566) : while
compiling class template member function ’std::istreambuf_iterator<_Elem,_Traits>
std::num_get<_Elem,_InIt>::do_get(_InIt,_InIt,std::ios_base &,std::ios_base::iostate
&,void *&) const’
1> with
1> [
1> _Elem=wchar_t,
1> _Traits=std::char_traits,
1> _InIt=std::istreambuf_iterator>
1> ]
1> c:\program files\microsoft visual studio 8\vc\include\xlocnum(1373) : see
reference to class template instantiation ’std::num_get<_Elem,_InIt>’ being compiled
1> with
1> [
1> _Elem=wchar_t,
1> _InIt=std::istreambuf_iterator>
1> ]
Anyone know what’s going on, or how to fix it? I’m using SDL and VC++ 2005 Express.
And also, anyone know an easy way to keep <pre> tags inside the column thing? I had to find where it went over and make my own line breaks… And I don’t know if it’ll still look right if you have a different screen resolution. Thanks in advance!
EDIT: Aiee! I give up… I’ll just use some other type of formatting…
Tags: compiler warnings, help, SDL, VC++
Posted in Uncategorized | 2 Comments »
Sunday, July 6th, 2008

Finished I guess. The minions didn’t make it in. They are so close to being ready but oh well It’s already late. I had a unicorn with a horn-stab move all ready too. ah well.
What it needs is gamepad input. And some scrolling, and the minions!
Windows EXE with C source
Tags: ANSI C, brawler, cheap AI, Fighter, final, SDL, sprites, ugly
Posted in MiniLD, MiniLD #2 | 3 Comments »
Sunday, June 8th, 2008
It’s Done! sort of…

Download here:
Download Frogger X Master Shake V3 MS Windows Version
Download Linux version
* Source included
My web pages with other projects
There are a whole lot of things I wanted to add but couldn’t. I’m pretty happy though about getting sound working and doing some halfway decent tile collisions for my first time.
**UPDATED** made it a little harder and improved particle performance, also jacked up the timer freq. for particle events.
Tags: ANSI C, Detox, eye lasers, final, mingw, platformer, SDL
Posted in MiniLD, MiniLD #1 | 2 Comments »
Saturday, June 7th, 2008
This is my first Ludum Dare. I really like the theme and rules so I jumped in this time.
… so I stalled right out of the gate trying to pick a good pair of characters to face-off against each other. I had all kinds of ideas. My trouble was picking one and sticking to it. It’s definitely a fun theme. I picked Frogger from the 80’s arcade game and Master Shake from Aqua Team Hunger Force.
I like frogs and Shake is the perfect villain.
I picked a single-screen 1-on-1 duke-it-out style game with projectile and close quarters weapons. I haven’t done a 2D tile game before so I kept it simple: no scrolling, 1 screen, no OpenGL acceleration. it looks like the OpenGL acceleration isn’t that rough to add. I won’t have time tough.
So far I have a primitive particle system, my 2D tile drawing and loading from text files, and a simple sprite animated character. The mouse is used to aim the projectile weapon and fire. Keyboard moves left/right, jumping, change weapons, and can also fire weapons (as well as left mouse button).
The big stuff still to do:
very primitive collisions - rectangle-rectangle at tile level for jumping & weapon damage.
sound and sound content - this is a biggie for me. I haven’t messed with sound much before.
Draw Master Shake sprites
Draw “slap fight” hand-to-hand combat tile/sprite animations & add hand-to-hand game logic

Tags: ANSI C, Detox, mingw, platformer, SDL
Posted in MiniLD, MiniLD #1, test-compo | No Comments »
Sunday, April 20th, 2008

Windows exe + source (compo version; if it crashes, get the post- compo zip below)
Windows exe + source (trivial post-compo fix edition, see below)
Timelapse video
Updated with a fix version above. The game would crash if run at a bit depth lower than 24bpp, use the fix version if it does! The fix also removes a comma from brygge-s.lua to fix a copy/paste bug that prevented turning around/right when looking away from the wharf, this isn’t required to beat the game or even much noticeable though.
Tools used: kate (text), gimp (graphics), sfxr (sound)
Libraries used: SDL, SDL_image (png), SDL_mixer (ogg vorbis), Lua
Tags: final, fix, linux, lua, screenshot, SDL, Windows
Posted in LD11 - Minimalist | 2 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 LD10.5 - Unexpected/Surprise | 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, LD10.5 - Unexpected/Surprise, opengl, platformer, robot, robotfindskitten, SDL, SDL_mixer
Posted in LD10.5 - Unexpected/Surprise | No Comments »
Sunday, December 16th, 2007
Shrapnel!

Downloads (both have windows exe + source code and Linux makefile):
Uses SDL, SDL_mixer and SDL_image. I used kate for code/text, gimp for graphics, sfxr for sound effects (thanks DrPetter!), and pxtone to make music.
If the Linux version crashes when you run it on 32-bit x86, use this SDL library (contains a fix for a bug in SDL_SoftStretch)
Edit: Figured out the Windows sound latency issue! Seems the SDL.dll I used was buggy. Replacing it with one from libsdl.org fixes things.
Tags: chain reaction, final, linux, pixels, pxtone, screenshot, SDL, sfxr, shmup, shrapnel, space, vertical, Windows
Posted in LD10 - Chain Reaction | 2 Comments »
Saturday, December 15th, 2007
I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!
Download: sfxr-sdl.tar.gz
Just type ‘make’ to compile. You need SDL and GTK 2.
Tags: effects, explosions, fun, laser, linux, random, SDL, sfxr, sound, tools
Posted in LD10 - Chain Reaction | 6 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 LD9 - Build the level you play | No Comments »
Wednesday, December 5th, 2007
My entry for Ludum Dare 8.5. LD 8.5 wasn’t a 48 hour compo, we only got 24 hours to make the game in, but the start time was flexible so you could choose the 24 hours of the weekend the compo was held that was best for you. I managed to use exactly 24 hours on my entry =)
Themes were Moon (actually “But even if you doubt their overwhelming findings, the Moon will never be the same to you again. Never will you raise your eyes to look at her without wondering: IS IT OR ISN’T IT AN ALIEN SPACESHIP WORLD?”, but everyone interpreted it as just “Moon”) and Anti-Textmode, no text at all in the game.

The story, which you have to guess at since there’s no text (and the readme is rather sparse), goes: You’re a rabbit, minding your own business on the moon, when one day a butterfly comes flying from somewhere. It flies straight into a crater, which happens to lead to a huge system of caves beneath the surface. Curious rabbit as you are, you follow it, and so the game begins.

When I started making this I actually intended to make one of those bullet hell shooter games, but for some reason the game evolved into this cave-flying exploration game in stead. Or, well, calling it an exploration game might be a bit of a stretch since there’s only 5 rooms in the game, not counting the exit room (which is a very quick drawing of what’s supposed to be me in my bed, getting a good night’s sleep after 24 hours straight spent coding and drawing), but it would have been if I had spent less time fooling around with the code. For such an art-heavy game you’d think most of the time was spent drawing things (all the rooms are just bitmaps, there’s no tiles), but I actually spent most of the time on code. So, the art didn’t take much time, which kinda surprised me, though of course everything being lores greyscale had something to do with that, and I did rush it a bit too. Anyway, doing the art was a lot of fun.

So anyway, you fly around in this cave system, collecting flashing ring things to open gates while avoiding monsters and projectiles and such. It’s a shame the game is so extremely short, because I really like it and think it could be a good game with some more work. Maybe I’ll get back to it sometime =)
Download: [ Windows | Linux/source code ]
Tags: butterflies, caves, exploration, final, greyscale, linux, moon, post-mortem, rabbits, screenshot, SDL, Windows
Posted in LD8.5 - Moon, Anti-Text | No Comments »
Wednesday, December 5th, 2007
This was my second Ludum Dare entry, for LD#8. Theme was swarms. This time you’re playing the Master of Fireflies, out for revenge against some mushroom-dwelling things who didn’t invite you to some insignificant party last week. So you send your swarm of fireflies after them to torch their mushroom homes. That’ll teach ‘em! The mushroom-dwelling things doesn’t take kindly to this though, and starts spraying water around, which unfortunately kills your swarm and stops the mushroom fires. The battle is on!

This was the first time I made something with a swarm-like behaviour, which was nice. The game turned out ok, though not really finished — those mushroom-dwelling things only ever face right, for example, and the levels weren’t supposed to be that flat. There should have been platforms and stuff. Still, there’s a win condition and level progression and such, so that’s something at least. Anyway, it’s kinda fun-ish for a little while, torching mushrooms while those poor guys losing their homes at your hand try to kill off your swarm, but it gets boring and repetitive after a while.
Oh well, I had fun making it, and learned some new things in the process, so I choose to consider it a success regardless =)
Download: [ Source code ]
Tags: attack, final, fireflies, linux, mushrooms, post-mortem, revenge, screenshot, SDL, swarms, water, Windows
Posted in LD8 - Swarms | No Comments »
Thursday, November 29th, 2007
This was my entry for Ludum Dare #7, which was the first LD I entered. The theme (growth) eventually gave me the idea of growing a maze.
So, you create the maze as you walk around inside it. When the game begins, the maze is just a set of disconnected squares. Each of these squares can be linked with a set number of its neighbours (how many depends on the square, from none to four), and you create new links by walking from one square to another where there’s no previous link. Once a link is created it can be walked on as much as you want, but a link can’t be removed once created, so you have to be careful when creating your maze so you don’t get stuck.
Once I had that working the deadline was looming close, so I threw in some keys and locks and made the objective to clear all locks of each level, to make the thing resemble an actual game. In the end there was four levels, a random level generator, and also a level editor.

I wrote in the original README that I’d continue to work on the game, something I haven’t done. I still like the general idea behind the game, but it has this tendency to degenerate into just staring at numbers, which isn’t very fun at all, and on top of that it’s easy to get stuck, having to restart the level if you don’t pay attention. Perhaps some of the extra elements I didn’t have time to put in the game for the compo — more tile types, powerups, bombs, enemies — would have made it better (more varied if nothing else), but I think the interface is the main problem. It should be more obvious what tiles can connect, how many exits are left, etc, so there’s less guesswork, no number tracing, just puzzle solving. Since the levels are so “dynamic” getting that to work would be tricky, though.
Download: [ Windows | Linux (x86) + source code ]
Tags: final, jellies, keys, linux, locks, maze, post-mortem, puzzle, screenshot, SDL, Windows
Posted in LD7 - Growth | No Comments »