Author Topic: Ludum Dare  (Read 12271 times)

will

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Ludum Dare
« on: 12 January 2012, 20:39:10 »
This April, the Ludum Dare competition celebrates its 10th Anniversary!

I encourage you all to go look at the various games entered in the 22nd (its more than once-a-year) Ludum Dare that has just finished.

There is a solo mode, where you make your own game in a weekend from scratch.

And there is a team mode called "jam" - like musicians - that has three days.

Nearer April I'll remind the coders here to book some hobby time that weekend.

Now, more important is all of you who are not *yet* confident coders.

Ludum Dare is a really really great fun way towards becoming a confident coder, and taking part is a fun, self-rewarding challenge even if you aren't actually a coder.

If anyone wants to set themselves the target of entering Ludum Dare in April and wants to talk through and prepare and learn some basic programming, I'm sure they'll find a willing and helpful audience here on this forum.

Go for it!

Psychedelic_hands

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Re: Ludum Dare
« Reply #1 on: 14 January 2012, 02:41:57 »
(This thread name looks far too similar to my real life name  :P it took a few looks before I realised, it wasn't.... )

I'll look into this maybe, I started making a few cool console programs awhile back (though that was pretty difficult for me). I'm fairly scared of win32 programs or OpenGL haha. But I don't have much time lately.

Mr War

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Re: Ludum Dare
« Reply #2 on: 15 January 2012, 08:57:21 »
I'm planning to enter as a team member although final details still tbc.

To anyone looking for activities to pad their resume/cv, this sort of think can be bluffed to illustrate teamwork, problem solving, working to deadlines, mixing creative and technical considerations, even exprrience of some agile or lean dev practices if you can.
« Last Edit: 15 January 2012, 09:38:49 by Mr War »

will

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Re: Ludum Dare
« Reply #3 on: 15 January 2012, 09:16:06 »
There's plenty of time t *learn* how to program!

The first step is to pick a basic game - pacman, for instance - a decompose it, work out how it would work...

For example, mist games have a 'game loop':

1. Handle all user input events
2. Note the current time, relative to game start time
3. Work out new positions for everything that moves, based on the current game time
4. Draw everything on screen
5. Exit conditions met? (Victory, quit etc)  If so, exit loop
6. Else go to (1) again
2. Move all objects that move

will

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Re: Ludum Dare
« Reply #4 on: 19 January 2012, 08:55:55 »
[big]There's a "mini" LD this weekend - 21st and 22nd of January, 2012 - and we have a mini Glest team entering![/big]

Myself, Ishmaru and Mr War.

Blog http://williamedwardscoder.tumblr.com/ <-- already a video of our preparation up

(click to show/hide)

Just this week LD had a special mini LD to protest SOPA/PIPA: http://www.ludumdare.com/compo/sopajam/?action=preview
« Last Edit: 19 January 2012, 09:06:47 by will »

will

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Re: Ludum Dare
« Reply #5 on: 20 January 2012, 11:43:38 »
There's a team room on IRC freenode #glest-mini-ld-31

You don't need an IRC client; you can go chat from your browser window: http://webchat.freenode.net/?channels=glest-mini-ld-31

All contribution and help testing during the weekend welcome!  We are starting roughly around mid-afternoon friday european time

ElimiNator

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Re: Ludum Dare
« Reply #6 on: 20 January 2012, 17:24:06 »
If you need graphics for this game I could help. Or testing once its play able.
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Mr War

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Re: Ludum Dare
« Reply #7 on: 22 January 2012, 17:57:54 »
progress as-of a few hrs ago. Of course this no-where near as cool as the finished product!
https://www.youtube.com/watch?v=-XcfVHUhWM0

Follow here http://williamedwardscoder.tumblr.com/
« Last Edit: 22 January 2012, 18:09:49 by Mr War »

Mr War

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Re: Ludum Dare
« Reply #8 on: 23 January 2012, 07:12:18 »
Hi

We finished! Well not everything we wanted to implement but we did manage to get a basic platform game together. All the models and backdrops are 3d but it won't show because the 3d shading was not implemented

Download and play here

http://www.ludumdare.com/compo/minild-31/?action=preview&uid=10313

Ishmaru

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Re: Ludum Dare
« Reply #9 on: 23 January 2012, 12:24:50 »
Its too bad the game doesn't run to well on windows, (cant get it to run on any of my machines).
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will

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Re: Ludum Dare
« Reply #10 on: 23 January 2012, 13:32:13 »
[big]UPDATE[/big] it works now?

Also, Google Chrome version works too?  The performance is shockingly slow; please everyone, if you can, run both the native version and the chrome version and report framerates for comparison.

http://www.ludumdare.com/compo/minild-31/?action=preview&uid=10313

Ishmaru

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Re: Ludum Dare
« Reply #11 on: 23 January 2012, 13:55:32 »
Hey it works now! Framerate seems fine for me. Haven't checked chrome yet.
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Mr War

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Re: Ludum Dare
« Reply #12 on: 23 January 2012, 18:24:13 »
Chrome loads for me but painfully slow

29 entries to the Mini-LD, I intend to play most of them.

In a few days we should do a debrief. Overall I think the result is something to be proud of, especially Will's coding. Writing any game in 48hrs is not trivial.

This game by someone else (jarnik) is very clever I think. http://www.ludumdare.com/compo/minild-31/?action=preview&uid=1163
« Last Edit: 23 January 2012, 20:17:22 by Mr War »

will

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Re: Ludum Dare
« Reply #13 on: 24 January 2012, 13:57:59 »
Chrome performance problems was a 5 minute fix on my side.

If you have previously tried the Chrome version, you'll have to clear your browser cache before playing again, else chrome will use the version it has already downloaded (ctrl-shift-del - clear cache; no need to clear history or anything else)

We're using github-pages for hosting, which isn't the fastest for the actual download at beginning of play.  Also, if we had control of the webserver, we could control whether chrome caches the program and artwork as aggressively as it does.
« Last Edit: 24 January 2012, 14:19:56 by will »

Psychedelic_hands

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Re: Ludum Dare
« Reply #14 on: 25 January 2012, 01:26:58 »
I did play it, I liked it. Good job guys! Worked fine for me on windows 7.

Are you going to work on it much besides fixes? I'd love to see those shaders you were talking about. ;)

Mr War

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Re: Ludum Dare
« Reply #15 on: 25 January 2012, 11:16:40 »
Thanks man. Yeah it's not really a finished game, I think we might continue improving it as a learning ground for future ludum dares. Making a game from scratch is pretty challenging obviously. I think there's lots for the team to be proud of, not least that we worked as a team right up to the 13th rush to fix a couple of bugs.

The game has promise. All the backgrounds a 3d so with lighting it should look much more atmospheric than now. Plus other basic features like more levels, sound, better animations, GUI for health points etc.


will

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Re: Ludum Dare
« Reply #16 on: 31 January 2012, 19:08:43 »
Can anyone look at the models in https://github.com/williame/ludum_dare_mini_31_fear/zipball/master and see if the tunnel sections have reasonable normals?

(My MG G3D viewer doesn't work, and I'm not on windows so can't try G3D Hack, but if anyone at all can take a glimpse at these tunnels I'd really appreciate it!  thx)

Mr War

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Re: Ludum Dare
« Reply #17 on: 31 January 2012, 22:09:07 »
Here's what the normals look like in G3DHack. No idea if this is how they should be, or how to change them in Blender - recalculating in Blender doesn't seem to change anything.

will

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Re: Ludum Dare
« Reply #18 on: 1 February 2012, 07:51:58 »
For example, a problem is the strip to the right between two posts, that appears dark unless you are right in front of it.



The top is in-game (without torch lighting), below that is normals as seen from the light; beneath that is normals without light, and bottom is my attempt at a quick auto-normals script.

As can be seen, auto-normals are almost the same as baked in the model.  There, the problem is:

You are sharing your vertices between faces that are not axis-aligned.  If you have an acute angle between two faces, they cannot share a vertex because they need their own normals.

Ishmaru

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Re: Ludum Dare
« Reply #19 on: 3 February 2012, 02:55:22 »
Oh you haven't put up the version with light yet?
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will

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Re: Ludum Dare
« Reply #20 on: 14 April 2012, 09:07:08 »
[big]WHAT ARE YOU DOING THIS COMING WEEKEND 20th-23rd APRIL?[/big]

I know what you want to be doing: Ludum Dare!

The absolutely super coolest thing you can do is your own entry!  Go on, don't make excuses, enter!

(You could even enter a Glest Mod if you made it in the time scales as a Jam entry, I believe.  Check the rules.)

Also, as per the practice in January, there's going to be at least one community effort!

You are hereby cordially invited to partake in a community effort entry for the Ludum Dare 23 Game Jam.

Mr War and myself have already discussed a general game type and concept, but of course it'll need bending to the theme announced when the jam starts.

We particularly want help with the plot and narrative and extensive play testing right from very early in the development.

Please reply here so we can gauge engagement.

I've announced our intentions on the Ludum Dare site: http://www.ludumdare.com/compo/2012/04/14/glest-modding-community-are-jamming/

Ishmaru

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Re: Ludum Dare
« Reply #21 on: 14 April 2012, 10:51:57 »
From what I read in the rules only one person is allow per team in the offical contests. Mini's are the exception.
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will

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Re: Ludum Dare
« Reply #22 on: 14 April 2012, 11:33:49 »
Yes there are two distinct catagories - we'll be entering the team contest, called the "jam".

So you're in, Ishmaru? :)

Ishmaru

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Re: Ludum Dare
« Reply #23 on: 15 April 2012, 19:19:53 »
I'm sorry but I don't have enough freetime that weekend...  :(
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ElimiNator

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Re: Ludum Dare
« Reply #24 on: 15 April 2012, 20:41:05 »
I might be able to help, what would you need me to do?
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