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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Posts Tagged ‘sfml’

Finished it last night..

Posted by
Monday, December 19th, 2011 7:32 am

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.

http://www.ludumdare.com/compo/ludum-dare-22/?action=rate&uid=6035

Check it out, play it please, let me know what you think :D

I’m in for Ludum Dare #22.

Posted by
Monday, December 5th, 2011 4:39 pm

This is my second Ludum Dare, I did reasonably last time, so I hope to improve upon that result this time.

Code: Python

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.

Knee deep in improv….

Posted by
Friday, August 19th, 2011 6:40 pm

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

 

 

 

Obligatory Declaration of Participation

Posted by
Sunday, August 14th, 2011 9:41 pm

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):
IDE: Xcode
Library: SFML
Graphics: GIMP
Audio: cfxr, Garage Band

(And hopefully, unlike last time, I will not screw up my timelapse)

Let’s make this one the best we’ve had thus far.

Posted by
Sunday, August 14th, 2011 3:56 pm

Alright. So this’ll be my real first official LD. Last time, I was a noob coder, had no engine or other code-base, had only 3 hours, blah blah blah.

This time it’s going down.

Tools:

Music – FL Studio 10
Language – C++
Libraries – SFML 2.0 and possibly Box2D, along with a small quick-prototype code-base.
Art – Photoshop CS5  and maybe my camera
Sound Effects – Audacity + Microphone

(Will link the code-base here when it’s finished.)

Let’s do this, and do it right.
I’m in.

~ BurnZeZ

Yet another first-timer

Posted by
Thursday, April 21st, 2011 6:03 am

Well, let me add myself to the giant list of new folks for the upcoming LD #20.  I dropped by the IRC room last night and got some nice advice on useful tools and whatnot… thanks everyone.  A snag though!  I realized this morning that I’m actually moving that weekend!  This might not be as big a deal as it initially seems, though, as I’m only moving to the other side of the same building I’m already in, and I’m already pretty well packed up; it just means some valuable time is going to be eaten up by lugging boxes.  I still plan to compete! 

I plan on using a SDL-based sprite framework that I’ve been working on lately… right now it’s in an unusable state though (being moved from using SDL blitting to sprites as textures in OpenGL).  Assuming it’s fixed in time for the competition, I’ll post the code somewhere for y’all so that I’m within the rules and whatnot.

Uuuhh… yup!  Nice to meet you all!  Let’s have us some fun!

EDIT:  Aaand… that SDL->OpenGL conversion I mentioned?  I think I’ gonna abort it and instead move to SFML.  I’ve been reading about it some today and it really seems like the way to go.  There’re benefits to working with SDL and learning how things like blitting work, of course, but if the API for SFML is as much better than SDL as people are making it seem, it would really speed things up for me… in addition to saving me from having to link in extra libraries for some of the stuff I’m doing.  I’m pretty sure this is one of the useful things someone told me about last night on IRC, but I never managed to get around to looking at it at the time because I was too busy playing with bfxr!  I should have listened to y’all better!  Belated thanks!

Tower of Doom (final)

Posted by
Sunday, August 10th, 2008 6:33 am

Ok. So I’m done! Thanks to timezone, I’m early too.

This has been my first competition, and it’s been a lot of fun.

Download it: http://www.ingeniumdigital.com/ldimg/TowerOfDoom.zip

Readme it: http://www.ingeniumdigital.com/ldimg/readme.txt

With all hope (due to its lack of being tested) it’ll actually work. It’s written in C++ with SFML. I’ve licensed the source under the MIT license. If this is a problem, yell.

Stay tuned for a postmortem and perhaps a less broken build after I sleep.


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