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    Posts Tagged ‘sfml’

    Flipside

    Posted by
    Sunday, August 24th, 2014 1:11 pm

    Entry Link

    The aim of the game is to travel through and place portals which will flip the player to the other side of the map in order to collect portal potions to create portals and keys to unlock doors, to complete the level’s end which is marked by a red flag. 

    !!__Windows Version Coming Soon__!! 
    If someone could compile this to work with windows, I would be so grateful as I am having some problems compiling on Windows (dll hell). 

    Controls 

    [W] Forward 
    [A] Left 
    [S] Back 
    [D] Right 
    [E] Use Portal or Use Door (with key) 
    [Space] Place Portal 
    [Esc] Pause 

    Requirements 

    OS: Mac OS X (Windows Coming Soon) 
    OpenGL 2.1 
    Keyboard 
    Mouse 

    Tools Used: 

    - Programming Language: C++ 
    - Graphics Library: SFML 2.1 & OpenGL 2.1 
    - Audio Library: SFML 2.1 
    - Image Editor/Creator: Photoshop CS5 
    - Music Editor/Creator: Garageband 
    - Text Edito/Creator: Sublime Text 3

     

    I’ll see you on the Flipside

    Posted by
    Saturday, August 23rd, 2014 6:12 am

    I’ve gotten the basic mechanic done for the game. I’m thinking I’ll call it `The Flipside` as you flip to the other side! The best name ever! /s

    I need to improve the graphics, make levels, and other stuff now.

    I’m in for my first LD !

    Posted by
    Friday, August 22nd, 2014 10:14 am

    Hey !

    This will be my first LD. Don’t know if I will have the time to complete a game, but I’ll do my best.

    • Language : Python
    • Libraries : SFML + Ponypy (a little “homemade” toolkit that I wrote, I’ll upload the sources).
    • IDE : PyCharm
    • Softwares : PyxelEdit (gfx), will try Sunvox (music), sfxr

     

    Good luck all !

    I’m in :D

    Posted by (twitter: @DhantonGames)
    Friday, August 22nd, 2014 7:04 am

    I’ll be entering the jam. I’m looking for an artist, I know it’s a little bit late, but if anyone is interested just tell me on twitter :D

    • Code: C++ with SFML
    • IDE: QtCreator and qmake
    • Art: Aseprite (if I don’t find an artist)
    • Sound: sfxr
    • Music: Beepbox (if I have enough time)
    • Timelapse: gLapse

    I will be using my own simple collection of tools to make my life easier. Since I don’t really know if I will be doing compo or jam, here they are: https://www.mediafire.com/?5tk6xofwsgdi7au

    Oh, and I will be streaming. Maybe.

    Good luck to everyone :P

    I’m getting ready for the Ludum Dare 30!

    Posted by
    Friday, August 15th, 2014 7:42 am

    This will be my 2nd Ludum Dare (the last being LD 28).

    This time, I’ll be using similar tools but I’m not sure if the game will be 2d or 3d until the theme is announced. The tools I will use:

    • Platforms: Mac, Windows, and (maybe) Linux
    • Language: C++
    • Libraries: SFML, OpenL, (& if 3d, glm)
    • Editor: Sublime Text 3 (with a lot of plugins)
    • Graphics: Photoshop
    • Sound: Garageband, SFXR
    • Writing Instruments: Pen, Pencil, and Paper

    N.A.M.E. A (very late) Post Mortem

    Posted by (twitter: @Ananace13)
    Sunday, May 18th, 2014 2:30 pm

    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*

    * Gameplay may actually be average

    N.A.M.E.

    N.A.M.E.

     

    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.

     

    Other thoughts.

    • 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.

    Progress-iation

    Posted by (twitter: @Ananace13)
    Saturday, April 26th, 2014 8:09 am

    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.

    Game

    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.

    Settling In For 2 Days Of Microwave Meals & Junk Food

    Posted by
    Friday, April 25th, 2014 2:18 pm

    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 :P (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!

    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.

    http://www.youtube.com/embed/9XHwJs2ZGIg

    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

    Hi,

    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.

    Weapons:

    • 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.

     

     


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