Posts Tagged ‘sfml’
Right, I should probably have written and posted this much earlier. But my life doesn’t always give me enough time for these things…
Regardless, prepare your eyes for the wonder that is;
Not Your Average Mining Emulator*
This would be my fifth finished game, but also the seventh Ludum Dare I’ve tried to join in on. And I’ve got to say that this was not one of the themes I was hoping for myself, but I still did what I usually do; Sit down for a few hours just after the theme’s released (3am here in Sweden) and sketch up a few game ideas. And then I can take those ideas and polish them after sleeping on it for a few hours.
The ideas I managed to sketch down for this LD were of a Diablo UI inspired rougelike, a submarine hunting game that also spun off as a wreck hunting game idea, an idea for a submarine shoot’em’up, and finally something of a clone of the old game Motherlode and Clonk. In the end I decided to go for the final idea, as that was the one I felt held the most promise with the lowest amount of graphical work (my weakest point).
So, with that in mind.
What went right?
- Had already prepared a simple framework that worked well for a 2D sidescrolling digging game, helped cut down some on the development time. Inputs and things prepared in advance is really nice, since otherwise such things would eat development time.
- Streamed everything, every second I was at the computer. This really helps with the focus, and I even managed to keep enough attention on the chat to be able to answer some questions that arose from viewers.
- My art ability seems to have improved slightly since I started Ludum Dare, so the first sprites I did for trees and ores came out looking really well.
- My thoughts on UI design turned out perfectly fine too, I’ve noticed that many people’ve commented on how nice and smooth the in-house UI looks.
- A crafting system turned out easier than expected, so I was able to throw it together and put in two recipes in only about one and a half hour.
What went less right?
- Didn’t think to grab an existing physics engine like Box2D, so lost a huge amount of time writing physics and debugging them. There’s actually a collision bug that slipped through when I was working on ladder support, since I moved some code about and accidentally removed the part of code preventing you from jumping when you have a wall above your head. I really need to cure my NIH syndrome I guess, but it’s just so much fun to recreate the wheel.
- Didn’t feel I had enough time to really work towards sound or music in the game, so it’s a very silent game. This is something I really suck at doing, so I guess I won’t be releasing any games that take in high scores on Audio any time soon.
- Still can’t draw a player character in any way, so the player stayed as a cube saying ‘IDLE’ until the last couple of hours. And even then I only really managed a simple stick man.
- I failed to put together an inventory system like what I originally thought of making, so lost several hours of development rewriting that. In the end I figured that only having a single object on the player was acceptable, and spent more time getting the house to be able to store things.
- Because the inventory system failed to be finished I had lots of code that was supposed to be used with in-game tools that you couldn’t craft or carry.
- Didn’t have ingredients for proper food laying about, so ended up with simpler food and that just doesn’t feel as good. No food photos from me this time.
- Another entry made from scratch in C++ using SFML, this is starting to look like a theme for my entries I think. Maybe I should sit down far in advance of the next one and create a larger base framework so I could use that instead, based on SDL maybe?
- This Ludum Dare I decided to try a simpler game without using my home-grown entity component system Kunlaboro, so this game is more of a statemachine based game. And while it feels really good to go back to my roots for a simple game, I can’t help but feel that I could’ve gotten so much more done if I’d used Kunlaboro for it…
- I should try to move game logic away from base C++ code and towards scripts, maybe using Lua or Angelscript. This needs for me to have more time before the start of the compo so I can properly prepare the framework though.
To finish, thank you to all the people watching me work. And those of you that commented on the entry, both during the stream and during judging, every bit of criticism helps.
I’ll be seeing about maybe cleaning this up later on and releasing a post-compo version, though I don’t know how much of the original code would be left afterwards. It started off so nice and neat, but now the codebase if just a horrible bunch of duct tape fixes.
So, almost a day into the compo and I’ve gotten myself done with the basic game looks. Going rather well I’d say then.
I’ve still got to add proper physics, proper digging, resource management, buildings, etc, etc, etc. But it’s still going rather well I’d say.
Plus, I’ve somehow managed to actually make the game look okay, which I’m the most surprised about. I was expecting it to look horrible at this point, and all it does is look unpolished.
You can watch me creating it on my twitch page, though I’ll be breaking for some food right after this post. Look back in an hour and I’ll be back, hard at work again.
This will be my second LD, and this year I’m taking a somewhat risky approach. I’ve been putting together a little entity/component/system in C++ over the last couple months, and threw a teensy little game engine on top of it with SFML. We’ll see how well it holds up (and if it doesn’t, I’ll get some work done on my engine :D). I’ll be working on throwing a few niceties into the engine in the next couple hours, in a last minute excuse for preparation.
My engine code is hosted on GitHub: https://github.com/stett/frame.
OK – time to run to the store to make some regrettable dietary decisions.
Let’s do this!
Well, now that I’m back on the internet again after my short vacation and gradma visit I’ll be making my entry statement to the compo.
Hopefully I’ll have time once I get home (on a train at the moment) to start working on a base framework, so I don’t have to spend the first hours doing that.
My tools however will be the same as they’ve been for all my other LD entries;
- CMake (Visual Studio on Windows, Clang/GCC on Linux)
- C++11 (Code for the Code god)
- SFML (Graphics for the Graphics throne)
- Gimp (Glorified stick figure drawing)
- Blender (In case third dimensional needs arise)
The code will, as always, be on my GitHub. And I’ll be streaming the entire process on my Twitch account.
I’m going to make an effort to try and answer any viewer questions that might arise, since I haven’t been very good at that the last few times.
I guess all that’s left to say is; Good luck to all the rest of you nice people, and let’s aim for a nice theme.
I’ve finally done it! I’ve made a game in less than 48 hours! It’s done!
The entry post page, http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=29029 , is up and running and has the Windows and Mac OS X version working! The Mac version is not a .app but just a unix executable but it works nonetheless.
If you want to see a video of the game play as well, just look below:
I hope you enjoy this little game, and merry christmas from Ginger Bill (Ginger Games).
- Programming Language – C++
- Graphics Library – SFML 2.1
- Audio Library – SFML 2.1
- Image Editor/Creator – Photoshop CS5
- Music Editor/Creator – Garageband
I’ve now made the game more polished and I’ve added pretty textures and “animations” such as snow fall and santa flying!
The following video shows what I’ve done so far:
To do list now:
- Create Christmasy Music
- Add said music to gain
- Refine controls
- Refine falling “logic”
- Compile and bundle for Windows/Mac/Linux
- Add Awesome Sauce
- Remove Rubbish
- Programming Language – C++
- Graphics Library – SFML 2.1
- Audio Library – SFML 2.1
- Image Editor/Creator – Photoshop CS5
- Music Editor/Creator – Garageband and Logic Pro 9
This is the first Ludum Dare I’ve done so I thought I’d keep it simple. The ‘plot’ goes something like this:
This year, you have been very naughty and Santa was only going to give you a piece of coal and an orange (and not even a good orange!). However, he accidentally dropped one and you are now trying to protect it as Santa throws rocks, pieces of coal, and oranges down at it to destroy it.
The following video is the first time I thought it was a game and not just a thing.
It’s better now but only in gameplay and not graphics.
This game was made using the following:
- C++ (Programming Language)
- SFML (Graphics/Window/Audio Library)
- Sublime Text 3 (Text Editor that is AMAZING!)
It works on Mac and Windows (and probably Linux too but have not built it yet) so everyone should be able to play it!
tonight will be my first time. I’m so flustered. Be gentle with me okay ? =)
I took part in the 7DFPS a few months ago, that was my first game jam ever and very fun. But this time is different: Harder rules, shorter time and it’s a real compo. Wow.
- Code: C# and the SFML.NET binding (Visual Studio 2013)
- Pixels: GIMP, Pickle (currently trying it out), Inkscape or whatever will be appropriate for the job
- Audio: Really depends on the game. Maybe a procedural music generator and bfxr
- Pen and paper
Good luck and have fun everyone!
Hi, this will be my 3rd LD! This time I will join the Jam.
My tools are almost the same as always:
- Library: SFML 2.1
- Library pt2: Thor
- Codebase: haha, codebase! Snippets from here and there, some from my not yet finished “official” codebase.
- Pixels: mainly Paint.NET
- Sounds and music: SFXR, http://www.abundant-music.com/,maybe my mic and audacity(this time I MUST include sound in my game!)
3 days to go and 3 days to prepare and clean-up some of my codebase.
Well, I’m going to be here for LD28 too. Not even sickness shall be rid of me this time…
Still going for the proven C++/SFML combo, maybe going to use Kunlaboro (My entity system) for this time too, might also decide to try a more scripted game instead of pure C++.
Visual Studio 2010 as my IDE
GIMP and Blender as content creation
Sound and music are not really a priority, since I sort of suck at making them but they’ll be procedurally generated if they’re there
SFML will be used, straight from Git and still warm.
There’s also a strong possibility for Kunlaboro and Angelscript, but we’ll see about those.
I’ll also be streaming this one, like I’ve done with the last couple, and I’ll try to have a timelapse done too.
So I made it. First time in Ludum Dare.
It’s fantastic experience. A lot of experience.
First I wanted to take part in the compo, but deadline came too fast, so I focused on the JAM.
More time to deadline gave me the opportunity to expand the game.
However, more expanded game == more bugs, and this are sometimes very hard to notice.
Most nerves brought me bug in the collision detection and I spent most of my time tried to fix it.
BUT 20 MINUTES BEFORE THE DEADLINE I DID IT!
Now, after the patching game probably hasn’t too much bugs, I hope, and is playable, so I want show it you.
It is difficult to make a bright screenshot of the game because most of the game take place in dark, so I upload here menu screen.
Full description of the game is here :http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=21095 and there you can rate and give comment, please play and do it!
HAVE A GOOD DAY!
PS Sorry for my english, it isn’t my language, google translate helped me
So, I’m finished with my entry: ‘Grig Saves Time’ and I gotta say: I’M FEELING AWESOME!
This has probably been the most fun Ludum Dare I have done, and I feel like I got a lot accomplished. The best news is this: I know I can do it better next time!
That’s right, I dedicated a lot to the development, but the platforming code could have easily been taken from basecode. I’ve done velocity, collision, and keyboard input almost exactly the same in a few other games, and decided I should just put all that into a library and use it as base code for future platforming. The point is, it was not outside my comfort zone, and I spent a lot of time just working out the odds and ends of how I wanted to portray the story. It took the whole weekend, however I did break for dinner and time with my sweetheart last night, and for church today. I slept a total of 14 out of the 48 hours. It’s possible that I make something even more amazing next time.
The storyboards are probably my favorite! It felt good to have a heavier narrative, even in a 48-hour game. Heavier, as in, more than one screen to explain the story, the premise, the reason why our fantasy creature is even going around jumping and attacking.
Livestreaming on twitch.tv: This was the first time I have ever used livestreaming, and it definitely had an impact on my computer. Compile times went through the roof, and I had to deal with wearing headphones to get rid of echo. The friends stopping by to chat was great, though. I stick with the fact that I move around the house a lot, as probably a reason not to keep doing that. Eventually, I can get a computer that can handle livestreaming and compiling and listening to playlist on youtube all at the same time.
So, I want to say thank you to all the friends who sent kind words about my progress, and to those who spent time with me on the stream. This has been, as predicted, the best Ludum Dare I’ve done. Thanks!
This has been a very inspiring Ludum Dare so far. Especially as it’s the first time I’ve taken part!
Looks like my game isn’t going to make it through in the Jam in a playable state, as I’ve got work tomorrow. However, I like the idea (which has been contributed to a lot by my lovely girlfriend) so I’ll try to finish the game during the next week or so.
My game is called Ludum Dare Simulator, or LDS #2.78e^-3 for short, and the idea is that you have to create a game for LD in ten seconds by clicking relevant things around your desktop. The game involves a lot of frantic mouse bashing and should be entertaining for at least 30 seconds. We’ll see, hopefully.
Here’s a couple screenshots from the game thus far. It has working intro, menu and game states, even though the game state is still quite empty and lacks the game mechanics.
Most of my time has sinked into coding basic stuff such as application class, state system, animation and UI systems, and this is my nemesis – it is hard to not create too large and complex systems for a project of this scope. I wrote and maintained a large cross-platform UI library at work during last winter and based on that experience I luckily realized what an endless mess I was heading to today, so I cut it short and decided to go the simple route with this project. So at the moment I have no generic UI code, all the drawing and events are handled in states. That aside, this LD has been a great way to learn to use SFML.
I have also burned many hours at drawing the art. I’ve never really done pixel art before, so it has been quite a learning experience.
I think I’ll head to bed soon, so I wish the best of luck to everyone and thank you for the awesome Ludum Dare! Next time I will be prepared!
This will be my 2nd LD! I plan to join the Jam this time, and I hope I wont fail miserably like last LD(I had fun anyway!).
Anyway I’ll be using the following:
-Library: SFML2.1 with my personal codebase(too terrible to share right now)
-IDE: Visual Studio 12
-Sound and Music: BFXR/SFXR/Wolfram Tones/my microphone
-Misc.: Paper,pen,water,tea, maybe my camera to shoot some backgrounds