Posts Tagged ‘sfml’
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
So, I figure that I might attempt number 27 of this ongoing quest for games. My previous attempts have been both more and less successful, generally of the lesser kind according to myself.
Regardless, I had a grieveous injury happen to my battlestation for this upcoming quest, which might very well bode badly for my attempts. The chair that is to be my throne decided that it was no longer as in love with its foot as when they first were assembled, and it had to break it all off.
Regardless, I shall be off on a search for a new chair worthy of my money this sunday. Hopefully with such a chair I’ll have a much larger probability of getting work done on the upcoming Ludum Dare, for the meantime (warmup) I’ll just have to do my best standing up.
As usual, I’ll be attempting this the way I learn the most. Using C++ with SFML as my framework, with my own entity system called Kunlaboro.
Regardless, the best of luck to the rest of you.
Hi guys !
I’m Lo-X, I’m a french programmer that try to make some small video games on my free time.
For the first time, I decided to try the next Ludum Dare (#27). The challenge for me is to have something playable within the 48hours.
For the next jam I’ll use C++ and SFML, wich is a great library built on top of OpenGL. You can find more information about it on SFML website.
I’ll also use my own “framework”, just a bunch of tools using SFML in C++. It’s not complete yet but not far from being it. Anyone who wants to use it is welcome to do so. Here is the GitHub link. I’ll update it in some days.
I’ll perhaps make a livestream too, but I never did that so I don’t even know if I have a right internet connection, plus I don’t speak english very well, but I still would like to do it…
See you !
We have Audio and a Splash Screen now (and at least a working title, if not name )!
I worked with one of my friends (not sure what he wants to go by on here, and he’s left so i’ll just be sure to give him credit when i submit) on the audio and setup a splash screen, improved the physics and then started expanding the level. I also added messages displayed at the top of the screen and a timer.
More on all of that later; I have more to do.
I’ll be participating in this, my 6th Ludum Dare 48-hour competition! This weekend is something to be excited for, and prepare myself mentally and physically for. Let’s start with the basics:
Programming: C++ in MSVC++ Express 2008
Library: SFML 1.6, for Windows only.
Sounds: Audacity, SFXR, PXTone
Ingesting: A power smoothie made from the finest vegetables.
I’m going to give progress updates throughout the weekend. On this blog, on twitter (@feyleafgames), my facebook (for friends & family), and most likely youtube (because I assume everyone wants to hear my dashing voice!) Saturday early afternoon will be a break-time to spend with my son and my girlfriend. They are important, too ^_^
Viva Ludum Dare 26~
Not sure if it’s going to be something.
I did not prepare at all compared to the previous contests.
I’ll copy one of the following repositories as basecode:
Obviously I will throw away the existing games and only use the technology utils part of the code.
If I feel like it I might use SFML and C++ without any basecode except from my eternally unstable monster of a serialization library.
Set sail for fail!
So after having worked on MiLWaDS for many (As many as 48 even) hours now, I feel like a short post-mortem might be useful.
So MiLWaDS, or as it’s really called; “My Little World Domination Simulator”, don’t ask about the ‘i’ and the ‘a’.
I was in luck about the theme choice because this is a game idea I’ve been wanting to make for a long time, a sort of demake of the world domination part of the RTS Evil Genius. Using the minions you gain through recruiting efforts you’ll slowly but surely complete nefarious acts and villainous deeds on the road to complete global domination.
Decided to again make my game in C++, because I figure that using a tool I’m comfortable with is better than using a simple tool that I’ve never used before. Plus, with building it in C++ I was able to use the Yarn engine I’ve been working on for university projects, which also lead to some interesting features being available that I had absolutely no use for. Full angelscript based script engine support and google breakpad exception handling among them, I did use other parts of it though. And SFML, let’s not forget SFML.
Just like last time I was in my tools are;
- Visual Studio 2010, for writing my C++ code.
- GIMP, for all my art.
- Blender, for 3d-modeling, even though I haven’t really needed them.
- Spotify, because music helps creativity for me.
So some thoughts afterwards;
What went well?
- I love the simple but still stylish color scheme I managed to create early on in the development process, simple dark-grey with cyan borders worked well and gave the game a sort of hollywood-hacking feel.
- Loading the data from basic csv style formats worked much better than I expected it to, at point I was hoping to instead save them with JSON but decided against that to save the time need to implement something like that.
What went less well?
- The agency system ended up having far too many parts that never got used, I delegated too much work to them in the design phase.
- I never got my minions fininshed completely, each minion was supposed to gain in strength when levling up them as well as being able to specialize in different abilities.
- I ended up breaking Kunlaboro (An entity system I’ve been working a bit on) enough that I had to add triply redundant error checking to most messages. Since I was low on time I didn’t really want to try to get a clean clone done of it either.
Play the game here: http://www.ludumdare.com/compo/ludum-dare-25/?action=preview&uid=10247
So I’ve fixed a few annoying bugs and gottens something that while not yet playable at least is heading on the right track.
All I need to do now is implement minions and add a few more nefarious activities.
Also, since people find it interesting; Have a picture of my breakfast:
Going to use C++ with SFML and Visual Studio 2012.
Thinking Fruity Loops for sound and Paint.Net for graphical assets.
This will be an interesting weekend.
Right, third LD time I guess.
Still going to go with C++ because I love that language. With the help of Visual Studio 2010, SFML, some home-grown libraries and a fair amount of code snippets just wanting their glory.
Let’s hope this one works out better than the last, where I got sick halfways through and was forced to quit it.
Stream will be available at http://twitch.tv/ananace and this time I’ll remember to run a timelapse program in the background, I want a nice video after all.
Good luck to the rest of you people I guess.
Well, let’s see if LD#24 goes better than the last one.
C++ and SFML, with the help of Visual Studio 2010, GIMP, and Blender.
It’s on now.
Hello everybody. This is my first LD, and I’m looking forward to it.
I’ll be using C++ for this one, along with:
> SFML 1.6
> OpenGL (I use it’s textures to store sprites for various reasons)
> OpenAL (Sound backend)
> Switching from my wrapper to plain GME: http://www.slack.net/~ant/libs/audio.html
And that’s probably everything. Now I’m just waiting like everybody else.
Yep! Finished my entry last night.
It’s very short, but I thought it was pretty cool. Good production quality. I spent most of the time on the art and physics, I did it all from scratch.
Written in C++ using SFML2.
Check it out, play it please, let me know what you think
This is my second Ludum Dare, I did reasonably last time, so I hope to improve upon that result this time.
Libs: SFML2 with the Cython bindings.
Audio: I’m thinking of making some stuff with my rock band (yes, the game) instruments, if I get the time extra, might be something a little interesting.
Graphics: The GIMP and what little skill I posses at art.
As with last time, I’ll get Linux and Windows builds made, along with source code for those that want it.
This time, I’m actually deciding to do this in advance, so got a timelapse program ready, and done an I’m In video. I’m also at Uni this time, not home, which is actually useful as I have more room here. Just before the start I’ll upload some pictures of my desk space.
This is my first LD entry, and it should be lots of fun, or at least very interesting!
I was thinking of possibly using C#/XNA, but I recently decided I will be coding in C++ instead. As a result, I’ll be using a new framework I started writing only a couple of days ago, and a bunch of other libraries of which I have little or no experience using. So the goal is to keep it simple. In a short moment we’ll all know the theme, at which point I can start pondering on the gameplay. Lots of improv (and learning) ahead!
Libraries used: SFML, OpenGL, boost, Eigen, and possibly lots more.
You can find the source code here: https://bitbucket.org/Trancelucid/ludum-dare
I’m in. I probably won’t make it in time for the contest (since vacationing with my family is a full time job), but I’ll try to get it in for the Jam.
Tools (assuming that I make a 2D game, which is probable considering that meshes are time consuming; if I do make a 3D game, it’ll be in Unity):
Audio: cfxr, Garage Band
(And hopefully, unlike last time, I will not screw up my timelapse)