Posts Tagged ‘sfml’
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)
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!
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
Stay tuned for a postmortem and perhaps a less broken build after I sleep.