Platforms, Libraries, Middleware, and Tools

Platforms

Your game can be developed for any platform. Windows, Linux, OS X, Homebrew systems, etc.

However, it is worth noting that most entrants use (or have access to) Windows XP. To get the most possible votes, you should have a way for them to run your game (port, Py2Exe, Emulators, etc).

To be fair to entrants not running Windows, ports can be done after the deadline. You still must submit your version for whatever platform your default is by the deadline.

Usage Guidelines

Any readily available compiler, library or middleware can be used to develop your game, so long as it meets the following requirements. For custom libraries, see below.

  • You must have the legal right to freely share your source code.
  • You must have the legal right to freely share your executable/binaries.
  • Use of the compiler/library/middleware should not be subject to confidentiality and a Non Disclosure Agreement.

Generally speaking, this means any free and open source compiler and library is allowed, in addition to most readily available game creation middleware.

Compilers, Libraries and Middleware

This is not meant to be a comprehensive list, just some examples. If you can't find what you're planning to use, find something similar. Wherever that lands is where your choice should too.

Again, unless a Non Disclosure Agreement is in effect, it's a safe bet it's allowed.

Examples of allowed free compilers and IDE

Examples of allowed paid compilers and IDE

  • Visual Studio Standard, Professional, etc.
  • UltraEdit, UltraIDE, UEx

Examples of allowed free libraries and middleware.

  • DirectX - Graphics API
  • OpenGL - Graphics API
  • LWJGL - Native OpenGL bindings for use in Java.
  • SDL - Cross platform Graphics API
  • Allegro - Cross platform Game Library
  • ClanLib - Cross platform Game Library
  • PyGame - Python Game Library
  • Ogre - Ogre Game Library
  • Gosu - C++/Ruby Game Library
  • ODE - Physics
  • Chipmunk - Physics
  • Novashell - A high-level 2D Game creation system that utilizes Clanlib, Box2D, and Lua
  • Slick - A great 2D Java game library based on LWJGL.
  • Box2D - 2D Physics Middleware
  • Bullet - 3D Physics Middleware

Examples of allowed paid/special license libraries and middleware.

Examples of DISCOURAGED but allowed libraries and middleware

  • Apple iPhone SDK (discouraged, because providing a playable Ad Hoc is complicated)
  • Android NDK (discouraged due to the testing process)

Examples of NOT allowed paid libraries and middleware.

  • Renderware
  • NaturalMotion's Euphoria
  • Brew
  • Official Console SDKs (i.e. PS3, PSP, XBox 360, Wii, DS. Indie centric tools like XNA are allowed however.)
  • Beta Apple iPhone SDKs (NDA is in effect for Beta SDKs)

Custom Libraries and Startup Code

To be fair to users not opting to use 3rd party libraries and middleware, you are free to write or use your own custom library for the competition. Custom libraries must meet the following requirements.

  • You must have the legal right to freely share the source code.
  • You must either share the source code, or provide some way to use or learn intricate details of your library (”.lib” and ”.h” files, documentation, comprehensive “sales pitch”).
  • Your custom library should be declared before the start time.
  • Your custom library must be declared! (i.e. post and mention in your description that you're using it)

It does happen that some people run late in declaring their libraries, and it's not like you can get the time spent in preparation back. So you are allowed to declare a library after the start time. We do require that you tell us you're using a custom library, and provide some details as mentioned above. We realize some middlewares like Unity and UDK may provide a technological “unfair advantage”, so unless your entry is in contention by the community, we'll let most lackluster declarations pass.

Tools for Content Creation

You're free to use any tools for content creation you have available to you. All content must be created during the competition.

Tools for Art

No borrowing content! No clip art, stock photos, or previously created/acquired graphics.

There are no restrictions as far as what tools you can use to make your art. You need to draw it, scan it, model it, and/or texture it during the competition. Using reference that never makes it in to the game is fine, but don't trace. :) Note, if you are tracing an image you took yourself during the competition, it is ok to trace.

Fonts are allowed. You're free to use any font you're legally entitled to. Fonts are meant for text output, not as base for graphics (so you can't get around the 'no clipart' part by using windings/webdings/dingbats and whatnot).

Photography is allowed, as long as you take the photographs during the competition.

Mini Art FAQ

  • Question: I'm thinking about making a rougelike game. Could I use a pre-existing image of the IBM-PC Character Set (http://en.wikipedia.org/wiki/Code_page_437) in my game? For example using the box-drawing characters for walls and the smiley as the player? or would that count as using fonts as graphics?
  • Answer: Yes. As those are an intended representation of the code page, as opposed to WingDings where the letter A doesn't look anything like an 'A'. Besides I think people have done this in the past without comment.
  • Question: Why so strict?
  • Answer: We're trying to encourage good content creation practices. In the future we may evaluate the use of public domain art, but the consensus between the administration is you're better off not.

Tools for Audio

Music

Given music's reliance on sampling and sample use, you are free to use any public domain sampled or virtual instruments you have the right to. This includes percussion, drum loops, or sampled instruments (piano, guitar, strings, synth, etc).

No pre-made voice overs or clips (“Oh yeah!”, “Move it move it”, actual lyrics, etc). The exception is choir samples are allowed, since they're used more like a instrument than a voice over.

Sampling (recording) anything that isn't copyrighted material is fair game during the compo. The voice of your wife, dog, cat, or the neighbors stray duck.

Sound FX

Raw library samples for sound effects are discouraged. Layer them, reverb/compress/EQ them, create jingles with sounds. Many sample library license agreements disallow the raw use of samples, so you should be doing this anyways.

Synthesis is encouraged. You're encouraged to modify presets in some way, instead of using them like raw library samples.

Sampling (recording) is encouraged. Pick up the mic, and record yourself making bleep and bloop sounds, or saying something profound.

Audio Tool Suggestions

DrPetter made an easy to use Sound Effect synthesis app, sfxr.

Some alternatives we've recently become aware of include Melody Raiser and Wave Raiser.

Tools for Other Content

Open Office, Excel, map editors, 3D modeling or motion tracking software. Whatever you have, use it. Just make the content during the compo.

Tools for Ancillary Content

For creating timelapse videos and other extras, see the Log Tools page.

 
ld16/libs.txt · Last modified: 2009/12/11 17:54 by 206.53.59.5
 
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