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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 4 days, 15 hours, 20 minutes, 26 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 4 days, 15 hours, 20 minutes, 27 seconds
  • [ MiniLD 50 | Warmup Weekend April 19th-20th | Real World Gatherings | Ludum Deals | Wallpaper ]

    Posts Tagged ‘sfml’

    Into the fray

    Posted by (twitter: @Ananace13)
    Monday, April 21st, 2014 1:56 am

    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.

    The Present

    Posted by
    Sunday, December 15th, 2013 12:37 pm

    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).

    Tools Used:

    • Programming Language – C++
    • Graphics Library – SFML 2.1
    • Audio Library – SFML 2.1
    • Image Editor/Creator – Photoshop CS5
    • Music Editor/Creator – Garageband

    The Present v2

    Posted by
    Sunday, December 15th, 2013 8:07 am

    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

    Tools Used:

    • 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

    It’s a playable game – so far!

    Posted by
    Saturday, December 14th, 2013 3:43 pm

    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!

    I’m a LD virgin

    Posted by
    Friday, December 13th, 2013 11:15 am


    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!

    Aaaa! I’m not ready yet!

    Posted by
    Wednesday, December 11th, 2013 8:39 am

    Hi, this will be my 3rd LD! This time I will join the Jam.
    My tools are almost the same as always:

    • Language:C++11
    • IDE:VS11
    • 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.



    Into the fray

    Posted by (twitter: @Ananace13)
    Saturday, December 7th, 2013 2:48 pm

    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++.
    Either way;
    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.

    Good day, people ;)

    Posted by
    Tuesday, August 27th, 2013 4:39 am

    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.


    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. ;)

    Positions and scales of the pictures in the background are random.

    When light is enable, you can look around, but you lose one life.

    When light is enable, you can look around, but you lose one life.

    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! ;)


    PS Sorry for my english, it isn’t my language, google translate helped me :D



    It’s Been An Amazing Weekend

    Posted by (twitter: @feyleafgames)
    Sunday, August 25th, 2013 4:52 pm

    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!

    (followup screenshot)



    Oh man, look at the time!

    Posted by
    Sunday, August 25th, 2013 1:45 pm

    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!

    I’m in!

    Posted by
    Tuesday, August 20th, 2013 1:20 pm

    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:

    -Code: C++
    -Library: SFML2.1 with my personal codebase(too terrible to share right now)
    -IDE: Visual Studio 12
    -Pixels: Paint.NET/Gimp
    -Sound and Music: BFXR/SFXR/Wolfram Tones/my microphone
    -Misc.: Paper,pen,water,tea, maybe my camera to shoot some backgrounds

    Probability of LD#27

    Posted by (twitter: @Ananace13)
    Friday, August 16th, 2013 5:45 am

    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.

    Warning, horrifying gore

    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.

    My first Jam – Next Ludum Dare (#27)

    Posted by
    Wednesday, July 24th, 2013 12:40 pm

    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…


    If you want, you can find more information about me on my website (french), or on my GitHub account.


    See you !


    Posted by
    Sunday, April 28th, 2013 2:55 pm


    We have Audio and a Splash Screen now (and at least a working title, if not name )! :D

    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.

    Splash screen works. :D

    Splash screen works. :D

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