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Thread: Anyone for Global Game Jam?

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  1. #1
    We finished a game: http://globalgamejam.org/2012/dr-moebius-vs-world It's not in Pascal though, we used Game Maker (so indirectly Delphi for the Windows version ). I did the art for the game. The game is actually quite hard (almost impossibly hard and very unforgiving), there is also a HTML5 version here: http://spellmaker.de/ggj/

    @Ingemar: I don't think doing the jam alone is a good idea. Were there no graphics or sound guys or gals that you could help you out with your game?
    Last edited by Stoney; 29-01-2012 at 01:32 PM.
    Freeze Development | Elysion Game Framework | Twitter: @Stoney_FD
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  2. #2
    That's a nice little game, Stoney. It's annoyingly hard, but at the time you still want to go on and try again, and again... and again.....




    and again.....


    good job!

  3. #3
    Quote Originally Posted by Stoney View Post
    @Ingemar: I don't think doing the jam alone is a good idea. Were there no graphics or sound guys or gals that you could help you out with your game?
    The few graphics&sound guys quickly dried up, since there were more programmers. That made the first evening pretty bad. Yesterday was better, thanks to a playtester showing up. And this third day got a bit better still and I ended up programming a simple game from scratch in the last 6 hours, with two more people helping with graphics and discussions! So in the end, the Game Jam result was one board game and one computer game, plus a graphics demo I made the first evening (but had no good game idea for).

    So the real game jam was the last six hours due to the problem of forming teams with mostly programmers around.

  4. #4
    Quote Originally Posted by Stoney View Post
    We finished a game: http://globalgamejam.org/2012/dr-moebius-vs-world It's not in Pascal though, we used Game Maker (so indirectly Delphi for the Windows version ). I did the art for the game. The game is actually quite hard (almost impossibly hard and very unforgiving), there is also a HTML5 version here: http://spellmaker.de/ggj/
    Looks nice. I wish it was in FPC, and for the Mac of course.

  5. #5
    Hey. I took part in a local edition in Krak??w, where I currently study. We did a game in C++, basing on Qt, using Chipmunk for physics, FMOD for sounds and drawing in OpenGL (http://globalgamejam.org/2012/panzer-sushi-knight). Since my C\Cpp is rather poor, I didn't really do a lot of coding - only some simple tasks, plus I took care of sounds. But other than that, the whole event was quite fun. It was nice getting to know all the people, plus the atmosphere was really cool.

    Ha ha, yes. I thought to myself - for the next GGJ, could try making an engine in pas and then just use it to create something nice.

  6. #6
    Quote Originally Posted by Super Vegeta View Post
    Hey. I took part in a local edition in Krak??w, where I currently study. We did a game in C++, basing on Qt, using Chipmunk for physics, FMOD for sounds and drawing in OpenGL (http://globalgamejam.org/2012/panzer-sushi-knight). Since my C\Cpp is rather poor, I didn't really do a lot of coding - only some simple tasks, plus I took care of sounds. But other than that, the whole event was quite fun. It was nice getting to know all the people, plus the atmosphere was really cool.

    Ha ha, yes. I thought to myself - for the next GGJ, could try making an engine in pas and then just use it to create something nice.
    Isn't it a pity when PGD coders have to use C++ for GGJ? Or make graphics and sound when you want to code?

    BTW, why did you need QT? Maybe there are windows and menus that I can't see in the screen shot? Those flames/lava effects look pretty nice, I suppose they are algorithmic?

  7. #7
    We used QT mainly because our team was kinda gathered from leftovers (we didn't know eachother before) and had an OS problem - we had two computers with Linux, two with 64b-Windows7 and one with WindowsXP, so we had to use something that was portable. Qt was proposed by one of the guys; we all agreed, as it is quite a big framework and offers a lot of features.

    All gfx is done in OpenGL; I don't know it (that was also one of the reasons I didn't really have much to do... Gotta try learning after the exam session), so I can't really tell much. I think they are either shaded circles or circular sprites (with alpha decreasing from the center). As for their behaviour, all physics is done by the Chipmunk lib - in case of lava, it's simply a lot (1k when project begun, later reduced to 700-800 to combat lag) of equal-radius balls. If you were really curious, I think there is a .zip with sources attached.

  8. #8
    Quote Originally Posted by Super Vegeta View Post
    If you were really curious, I think there is a .zip with sources attached.
    I am always curious, but a lot more curious when it is FPC code.

    I was a bit surprised about Qt, since that is more for GUI than games AFAIK. SDL would have been more expected.

  9. #9
    Quote Originally Posted by Ingemar View Post
    I am always curious, but a lot more curious when it is FPC code.

    I was a bit surprised about Qt, since that is more for GUI than games AFAIK. SDL would have been more expected.
    I guess they needed a GUI too LOL

  10. #10
    Quote Originally Posted by Stoney View Post
    we used Game Maker (so indirectly Delphi for the Windows version )
    BTW, it should be indirectly FPC for other platforms.

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