Author Topic: Ludum Dare  (Read 12210 times)

Mr War

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Re: Ludum Dare
« Reply #25 on: 17 April 2012, 08:59:15 »
I'm very excited about this. Right now I'm confident we'll have a kick ass game that is bound to win!! But of course the reality will be mire challenging and when you try other entries it'll be like wow!!! How did they cone up with that?!?!!

 Ludum dare is great.

Eliminator. Play testing is probably main thing - right now we are thinking of only 2d graphics based on how fast I can churn stuff out, so less need on that side. Will is the coder and story writer.

ElimiNator

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Re: Ludum Dare
« Reply #26 on: 17 April 2012, 19:47:55 »
I could make 2D art as well if you want.

But is you don't need it I can just test for you.
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wciow

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Re: Ludum Dare
« Reply #27 on: 17 April 2012, 20:30:32 »
Count me in for this weekend  :)

I can do 3d work or just help with ideas and play testing over the weekend.
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Re: Ludum Dare
« Reply #28 on: 18 April 2012, 05:06:57 »
Maybe if I didn't work weekends. :-\  I look forward to seeing what you guys come up with, though. :)

will

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Re: Ludum Dare
« Reply #29 on: 19 April 2012, 21:46:59 »
The Ludum Dare keynote is now out: http://www.ludumdare.com/compo/ludum-dare-23-keynote/

The contest starts - the topic announced - about 3am European time; a bit more Friday-evening-ish for Canadians, obviously.

So when, early Saturday morning but maybe already several hours wasted, us Europeans log in, we can all be in #glest-ludumdare on irc.freenode.net

Everyone meet there; wait around if the room is empty.

Brainstorming and chat will be a fun start to the task!

Mr War

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Re: Ludum Dare
« Reply #30 on: 22 April 2012, 15:02:51 »
we've been busy. It's going ok. Look out for "The Small World of Professor Strange" on LD. The Theme we had to build for is "Tiny World"

will

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Re: Ludum Dare
« Reply #32 on: 24 April 2012, 21:16:12 »
Drum roll please...

play the completed game on-line, it's free:

http://williame.github.com/ludum_dare_23_tiny_world/

Ishmaru

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Re: Ludum Dare
« Reply #33 on: 26 April 2012, 03:23:09 »
Game looks + plays quite well! Programer at work mode is pretty genius though the greatest advantage would be in the illustrated mode as you could keep track of your rivals + see things in rooms that you may not know was there otherwise.

Good luck to you in contest!
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Coldfusionstorm

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Re: Ludum Dare
« Reply #34 on: 26 April 2012, 15:19:36 »
The music is quite fitting, im not into games like this, but the start music fits the "mood" of the start area fine.
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will

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LUDUM DARE 24 is happening now! We're entering!
« Reply #35 on: 25 August 2012, 02:51:24 »
LUDUM DARE 24 is happening now!  We're entering!

Mr War and I, I mean.

The theme is Evolution.

We are on IRC on freenode.net in the room #ludumdare_glest - see you there!

Come join our team! :)

Mr War

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Re: Ludum Dare
« Reply #36 on: 28 August 2012, 19:55:09 »
Play the game here http://williame.github.com/ludum_dare_24_evolution/ - multiplayer space-fight

will

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Re: Ludum Dare
« Reply #37 on: 29 August 2012, 07:06:19 »
Mr War's post doesn't tell you how super-cool this is, but these pictures will:

Actual gameplay:



The splash screen:



And the ships:





(just noticed there are *more* ships than those 6..)

Edit by Omega: Merged minute apart posts
« Last Edit: 29 August 2012, 08:01:11 by Omega »

Mr War

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Re: Ludum Dare
« Reply #38 on: 29 August 2012, 19:15:13 »
Ishmaru's gameplay video (no sound). Wonder which glestians he shot down - but I bet it was me who got him!!
https://www.youtube.com/watch?v=yGSGiY9sISs


Ishmaru

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Re: Ludum Dare
« Reply #39 on: 30 August 2012, 23:26:25 »
Ishmaru's gameplay video (no sound). Wonder which glestians he shot down - but I bet it was me who got him!!
https://www.youtube.com/watch?v=yGSGiY9sISs

Ha ha, speaking of which, it would be nice to see which player flys which ship, so you could know who you shot down and who shot down you.

Its a fun game if you can get a group of friends 3 or more to play. There seems to be some issues with collisions but not to problematic. Good job guys!
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will

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Re: Ludum Dare
« Reply #40 on: 31 August 2012, 10:11:10 »
yeah I decided not to model collision.  You can park intersecting with another player if they let you.

how could you fairly model collision?  if take points off, or take a life, how can you do it fairly?

if I can kill us both by ramming you, that's unfair.

so I just left it out.  There's a lot that got left out ;)

Ishmaru

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Re: Ludum Dare
« Reply #41 on: 31 August 2012, 16:25:24 »
yeah I decided not to model collision.  You can park intersecting with another player if they let you.

how could you fairly model collision?  if take points off, or take a life, how can you do it fairly?

if I can kill us both by ramming you, that's unfair.

so I just left it out.  There's a lot that got left out ;)

Fair enough but that wasn't the collisions I was referring to.

I meant between lasers and ships. Sometimes a shot will seem far off and somehow game will register it as a kill. Check out my "kill" in the  the vid after 1:35. My shot did not collide with the spacecraft yet it says "[player 12 leaves game, died, shot by player 1]" (me)   Could this a network lag issue and spacecraft was in a different place in server?

https://www.youtube.com/watch?v=yGSGiY9sISs
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will

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Re: Ludum Dare
« Reply #42 on: 2 September 2012, 06:14:47 »
yes the hits on the models is approximated by spheres.  Sphere/ray intersection is simple and fast.  Each ship is a little sphere, and its the same size regardless of model.  All models are much the same size but there is variation, and none are spherical.  This means a head-on shot might look like it misses the model but actually there's a whole sphere of vulnerability.

Additionally, I picked the number at random and calibrated it by openning two browser windows and firing at ships from point blank range.  I could easily have set it too generous.

This is the (C++, but still) code for sphere/ray intersection; the only intersection simpler is sphere/sphere:
https://github.com/williame/GlestNG/blob/master/3d.cpp#L271

And here's the code for a triangle:
https://github.com/williame/GlestNG/blob/master/3d.cpp#L393

There's a lot more ops like dot-product in the triangle code and its just massively slower.  Additionally you have to test every triangle (until hit) in the model, and there are at least a few hundred of them.

The normal way you'd do things is to do sphere-sphere intersection of the ray/sphere, then if it hits its ray/sphere intersection properly, and then if that hits you check the individual triangles.  There are actually people who use simplified mesh hierarchies and spatial indices before checking the full mesh too.

I say all this because I find it an interesting subject.

It would be interesting to imagine what this game *could* be, with some polish...

Ishmaru

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Re: Ludum Dare
« Reply #43 on: 6 September 2012, 05:30:24 »
Just randomly checked out this and noticed that it is way better now. I would play if anyone is interested :)

I like the auto respawn added to game :)

I think the collision spheres are too big.  They seem good for wing span, but for above and below the ships its too big. Perhaps reduce it some to make it more even overall.

Its to bad that your project is getting judged on issues with lag caused by server, though I feel i have even better FPS than before. Its a fun game and a pretty ambitious one for a 72 hour game. 

Wish you the best of luck!
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Re: Ludum Dare
« Reply #44 on: 7 September 2012, 14:16:47 »
Play the game here http://williame.github.com/ludum_dare_24_evolution/ - multiplayer space-fight
This just hangs at loading for me...
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Re: Ludum Dare
« Reply #45 on: 7 September 2012, 15:19:11 »
@Ishmaru

yes I agree with you.  I've just done proper hit-testing and its surprising me how fast it is.  Perfectly useable.

However, I can't change the submitted game like that.

the *next* game will obviously be slicker.  I think the next game is in February or so.

@ElimiNator

are you using chrome or firefox?  Does it show a splash screen?  Deos it say its connecting?  Does it say you have a problem with your webGL?  Are you using Linux or Windows?

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Re: Ludum Dare
« Reply #46 on: 8 September 2012, 16:04:41 »
I am using windows 7, It shows the splash, then fades to a grid box, on the top lefthand corner it says conecting. It stays like this for ever.
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will

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Re: Ludum Dare
« Reply #47 on: 9 September 2012, 20:43:43 »
hmm sounds like network problems your end e.g. routing/firewall/etc, Eliminator :(

will

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Re: Ludum Dare
« Reply #48 on: 8 December 2012, 10:36:12 »
[big]Ludum Dare 25[/big] is next weekend!  http://www.ludumdare.com/compo/ [big]December 14th-17th, 2012[/big]

Of course a glest community team will be entering!  If you want to make a game with us, even if you cannot find a whole weekend of free time, you are most welcome!  And if you can be a play-tester for us, you are most welcome too!!

If you can think of any general game ideas, please list them here too!  Its great to have a few well-thought-out and varied game-ideas to work with when we hear what the theme is.

And, if you are near a "real world gathering" http://www.ludumdare.com/compo/2012/11/13/real-world-ludum-dare-25-gatherings/ next weekend, you would love to contact the organisers so you can look in on them, or sit in there - even for just a short while - while you play-test or code with the glest community team!

will

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Re: Ludum Dare
« Reply #49 on: 14 August 2013, 15:17:36 »
Ludum Dare 27 is on the 23rd-26th August 2013!  That's next weekend, as I type this.  Its any day now, real soon!

Hobby Game Making needs You!  You are going to join in, right???  Book time now! :)

 

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