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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Posts Tagged ‘xna’

Tools finalized

Posted by 5parrowhawk
Friday, December 11th, 2009 5:40 am

So I’ve finished the improvements to Booon, the add-on library/mini-engine I’ve been using (thin layer on top of XNA). This version adds state control, simple collision detection, and improved audio support (with easy positional audio). The full source and example program are available from my compo site.

http://sites.google.com/site/haitaka/ludumdare16

Warmup Done-ish

Posted by TenjouUtena
Thursday, December 10th, 2009 9:13 pm

Cloud Game Warmup

Cloud Game warmup mostly done.   You shoot the clouds.   I didn’t really have an idea, I just started coding..

I was going to do something where you were the God of REAL Twilight fans, and you had to make clouds to shield your followers from the sunlight…. But it seemed a but too involved.

Concepts, but no Skill

Posted by Tinkergirl
Saturday, August 29th, 2009 4:08 am

Tinkergirl concepts for The Cavern Club

So, got lots of scribbles out, and lots of ideas on how to first progress – the only problem being, actually progressing!  I’ve not used XNA properly before, so this is a bit of an interesting learning experience.  Thankfully there’s shed-loads of documentation, and if I get really really stuck I know a couple of people I can ask for advice.  Heck, the last time I did any kind of serious programming, it was in DarkBASIC!

Anyway – I’ve got a project up, got a font in, and making a ‘punters’ class for all those Cavern Club patrons to be.

Right in at the deep end!

Posted by Tinkergirl
Thursday, August 27th, 2009 2:44 am

Hello everyone,

First time LD’er here, looking forwards to seeing what odd combination of themes combine to inspire us to greatness this time!  I’ve got a long weekend free (it’s a Bank Holiday – woo!) and nothing to get in the way but my own procrastination.  I’m intending to do my entry in XNA/C#, if that’s allowed, using SketchUp with a .X exporter for any 3d graphics I may happen to need.  Of course, never having used XNA or C# in anger before, it should be a hell of a learning experience – hence the title of this post!

In real life I’m a professional Level Designer – which usually means I know a bit of scripting, and a bit of art – but not that much of either!  Wish me luck, as I wish you all the same!

Ahahaha, finished Booon (XNA library)

Posted by 5parrowhawk
Friday, April 17th, 2009 6:31 pm

Well, I managed to do as much as I thought I could. Now with nice particle systems and a couple of other enhancements.

Source code: http://haitaka.googlepages.com/Booon.zip

Time to go find myself some food, and possibly a quick shower before the compo starts.

Booon – release 1 done

Posted by 5parrowhawk
Friday, April 17th, 2009 9:01 am

This is a little library for XNA to help with game making. It wraps stuff like object management, asset loading, shaders, etc. into a compact package. The idea is to make it easy to bang out something double-quick.

The library is based on Mike Schuld’s tutorials (www.thehazymind.com).

It’s not complete, but I don’t have the energy to finish it right now. Will try to add more functionality before the compo begins. No documentation but there’s an example program.

http://haitaka.googlepages.com/Booon.zip

Also, I made a page for my compo entry, whatever it will be.

http://haitaka.googlepages.com/ludumdare14

Blah, must sleep now. It’s 1 am here.

Joining LD14

Posted by 5parrowhawk
Thursday, April 16th, 2009 5:21 am

So I just heard that the compo’s this weekend. Might as well join, I guess.

My previous experience with *rapid* game development is limited to having coded up a simple shmup in Java with 3 enemy types (graphics courtesy of MSPaint) in approximately 6 hours. This was when I was on the graveyard shift and bored out of my mind. With any luck I shouldn’t have too much trouble cooking up something for this round.

The other problem, though, is that I have no idea how to do sound. Music, maybe, but not sound. I guess I should go find out about those two free audio tools that everyone’s raving about…

I’m thinking about making a custom library for simple management of assets and 3D models in XNA – probably built upon Michael Schuld’s tutorials (http://www.thehazymind.com/XNAEngine.htm) – I’ve done that twice in the past, so it should go pretty smoothly. Will see how that goes. In any case, if I do do that, it’ll be made available to everybody before start time.

Tools I’m using:

- XNA 3.0

- Photoshop 7 – yes, 7! I’ve never really felt the need to upgrade…

- Milkshape, if I do decide to do 3D graphics

- Possibly some audio stuff – what’s that one audio tool that everyone says is awesome?

- I may compose music using Daigasso! Band Brothers DX for the Nintendo DS, provided I have time. Since I have prior engagements during the compo period, the commute time should allow me to bang out a quick track or two.

Anyways, in my local time zone, the compo runs from 11am on Saturday morning to 11am on Monday morning – may actually take a half-day off work on Monday to finish up, but otherwise I fully intend to go at a relaxed pace. This probably means I’ll only have about 24 hours of working time – should be interesting.

Edit: Just downloaded sfxr. Thanks, DrPetter! Will play around with it when I have a bit of time.

Edit 2: sfxr is awesome. I’ll probably want to use Audacity to post-edit the sounds though, tweak the frequency or add echoes and stuff. I managed to produce a decent steam-valve effect in less than 5 minutes! Of course I’ll have to try and remember how I did it, since I can’t use it for the compo ><

Rolling Down the Road – Final

Posted by caturday
Sunday, December 7th, 2008 8:21 pm

The point of this totally awesome game is to roll a sticky ball down the side of the highway.  It’s kind of fun like pickup up trash and sharp plants next to the freeway on a hot day might be?  Eventually I’ll get some scoring in there.  Crack open a beer and enjoy playing on the freeway.  I sure did.  Scoring?  Do you keep score while wandering around next to US 15 in Las Vegas (think Bat Country from Fear and Loathing)?  I’d say everyone is a winner here.

This was my first LD competition.  I got started yesterday at noon (company party the night before, you know how that goes). I look forward to seeing what other folks have!

[Update: I fixed keyboard control so you don't need a 360 Controller]
C# Source (complete w/ models in both .mb and .fbx)

[Update: Fixed the installer.]
[Update2: Fixed keyboard control so you don't need a 360 Controller]
[Update3: Removed Shader 3.0 stuff - not needed - it's 2 lines in the src if you want to change it.]
Windows Binary 
If this doesn’t work for you, please let me know. It seems to want to install .Net stuff if you don’t have it. If this becomes an issue, again, please email or comment.

One bummer – this is better with a USB 360 style controller, but it does work w/ keyboard. I fixed keyboard control after the bell.

The white gazelle laughs maniacally

Posted by shrt
Sunday, April 20th, 2008 2:43 pm

Finally done, here it is!

Do not be afraid to shake it up, shake it up, sha..

ld11_shrt_11.png ld11_shrt_10.png

The entry can be downloaded from here:

Download

Watch capture (stream)
Watch capture (xvid)

Requirements:

.NET 3/3.5
XNA 2.0

up2date DirectX dll’s

HeliChain reborn!

Posted by drZool
Saturday, January 5th, 2008 3:16 pm

No xna, only OpenGL

Finally I’ve ported it away from XNA to OpenGL, still got the (almost) same lousy controls, for your pleasure. Still needs .Net 2.0 to be installed though, but should be compatible with Mono, and thus playable on Linux. If someone like to try to compile it on Linux, contact me. Some things have been tweaked and added. But the game play is the same. Added ugly clouds for better sense of height movement. Updated the physics lib to the newest version.

Arrows: (over) steer

Z: Claw claw claw!

X: TURRRRRRBO

Space: Reset heli position

R: Reset level

N: Next level

Download now! 441KB Now with dependencies included!

HeliChain – Post compo port in the worx

Posted by drZool
Tuesday, January 1st, 2008 2:50 pm

Only 4 people rated my game. Thats unacceptable, I need get rid of XNA. So I’ve thrown all XNA stuff out of it. I needed to poke a bit in the source of the physics lib as well to cleanse out the filth, thankfully that was easy. Now I need to tame the horrible controls (That was my fault, cannot blame XNA for everything), and then pretty it up and I’ll make a release. I plan to port it to linux too, with Mono.

I’m only using Glfw, OpenGL and .Net 2.0 as we speak. For sound it will be OpenAL.

Whoho! OpenGL lines!

Final entry

Posted by shrt
Sunday, December 16th, 2007 5:14 pm

The outcome of these 48 hours is a reasonably decent game, that just barely stays within the theme. Taking that aside, I do think it’s good fun to play and that’s all that matters.

Hopefully at least a few people will be able to try it out, but since there is no single-player component it gets a little bit dull playing by yourself :)

ld10_final.png

The entry can downloaded from here:

Download Final! (src included)

Watch capture (stream)
Watch capture (xvid)

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