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Traveler
24-04-2010, 10:46 AM
With the theme announced (Islands), who's entering? I've seen a couple messages about this event earlier. And so I thought I'd open a thread for all you competitors to post in. Maybe show some stuff, screenshots, a demo for us to test, etc.

Anyway, I'll be joining too. I just came up with a concept that may be doable within the next 36 (or so) remaining hours. I'm now going to try and get a prototype ready...

Stoney
24-04-2010, 01:12 PM
I have to say I don't like that "Islands" theme too much, I was hoping for something less generic. Anyways, my game is called "A Practical Survival Guide for Robots" in which you control a robot and help him survive by collecting electricity, fuel and stuff to repair his crashed space shuttle.

Here is the screenshot I also posted on the Ludum Dare site:
http://www.ludumdare.com/compo/wp-content/uploads/2010/04/ld17_screen1.png

dazappa
24-04-2010, 04:23 PM
Well, I'm going to try. Might've gone a bit overambitious though...
http://imgur.com/2I1Yv.png
http://imgur.com/Lbogq.png
http://imgur.com/sGZM3.png
http://imgur.com/ypLxT.png
http://imgur.com/sQ5yL.png

My little procedural engine can generate 1 island of any size. Only problem is, it likes to hang up when you start making the island size larger ;P I've got an idea for a workaround floating in my head, and I'll try to implement after I have some lunch.

Weapons of choice:
FPC 2.4.0 w/ Lazarus .9.28.3 beta
Andorra 2D
SDL_Mixer
GIMP
sfxr
Anvil Studio (run through GXSCC to make boring midi into 8 bit deliciousness)
Free Audio Editor (because Audacity BSOD's my computer)
media-convert.com to convert wav to ogg

I've got a working title screen, 1 song, and a couple of sound effects (which seem to have issues playing slightly delayed...)

Alternative builds for other operating systems will be created post-compo. I'll be able to create a linux x86_32 build (and windows x86_32) build, and while there is a Mac in my house, it's a PPC, so I don't know how it would build things :/

chronozphere
24-04-2010, 05:37 PM
Wow... looks promising. :) Keep 'em goin guys. ;)

WILL
24-04-2010, 07:34 PM
Ah nice. Well I like robots and I like hex-based tile games(I think it's cooler than your standard square tiles)

Let us know how it all goes. :)

Traveler
24-04-2010, 07:44 PM
Well, I'm no where near a game right now. I was kinda hoping I could use Jarrod's engine, but unfortunately I've hit a few bumps along the way. It's nothing serious, and I'm sure it will be solved soon, but it may not be in time for the deadline... :(

dazappa
24-04-2010, 08:34 PM
Well, I'm no where near a game right now. I was kinda hoping I could use Jarrod's engine, but unfortunately I've hit a few bumps along the way. It's nothing serious, and I'm sure it will be solved soon, but it may not be in time for the deadline... :(

I know that feeling ;) I was trying to throw in some random tile types to my island generator, but it seems that it either likes generating, or does nothing at all. (It's supposed to have a 50% chance to generate per tile, but it seems more like that's 50% per island xD)

dazappa
24-04-2010, 10:58 PM
*Coughs*
NEVER use randomize more than once in a proc/func. Now that I know doing so produces very odd behavior... on to a more lively island! [[ As a side effect, it takes approximately 10x less time to generate a map now ]]

http://imgur.com/IxU0I.png
http://imgur.com/s4R2Q.png
http://imgur.com/9irse.png
http://imgur.com/My59k.png

Lakes, mines, trees, palm trees, dirt, and sand hooray! The final island size will be approximately 5-10x larger, but I've not done so yet because I haven't made a way to scroll the map. :)

Wish me luck! There's still no gameplay yet. I hope to begin working on at least some gameplay tonight, finishing it up tomorrow.

(But I love the concept I have going here so much, that I'll probably spend the week after LD finishing it up to my liking. Networked multiplayer is something I'm thinking about.)

Also, as LD requires the opensourcing of the games, I feel sorry for whomever decides to poke through the procedural generation code, haha. It's already 500+ lines. (You wouldn't think it would take so much, would you?)

Ah well. It's nice to finally see something coming together and _working_, after I've had a lot of time to fiddle around with these various tools and libs.

Good luck to all other Pascal LDers! (I believe there's 2-3 others)

Traveler
24-04-2010, 11:06 PM
Ohh, that sure looks pretty sweet. I'm looking forward to playing it.

paul_nicholls
24-04-2010, 11:25 PM
Hi all, I would have loved to enter, but I was having internet problems for around 1 day and have now gotten it back just now. So I didn't even find out about the theme till right now.

I am also rather busy today so I won't have time to enter, bummer :(

very nice start dazappa and Stoney, looking forward to playing them :)

cheers,
Paul

JSoftware
24-04-2010, 11:45 PM
Here's some documentation of my "progress". It's not playable yet, and I don't really know precisely where it'll go from here. But well, I think it might be possible to get it playable. Maybe even fun!

http://i40.tinypic.com/fm5q8l.jpg
http://i41.tinypic.com/2wp5kp3.jpg

paul_nicholls
25-04-2010, 01:56 AM
neat! Love the programmer's art :)

Well, as I said earlier I am very busy, but I will see if I can get something going for the compo anyway LOL

http://www.ludumdare.com/compo/2010/04/24/my-first-ludum-dare-4/

cheers,
Paul

Brainer
25-04-2010, 06:30 AM
NEVER use randomize more than once in a proc/func. Now that I know doing so produces very odd behavior... on to a more lively island! [[ As a side effect, it takes approximately 10x less time to generate a map now ]]

Why don't you use something else instead? Here's a unit I once found when I was looking for a better random number generator:


{$R-} { range checking off }
{$Q-} { overflow checking off }
{ ----------------------------------------------------------------------
Mersenne Twister: A 623-Dimensionally Equidistributed Uniform
Pseudo-Random Number Generator.

What is Mersenne Twister?
Mersenne Twister(MT) is a pseudorandom number generator developped by
Makoto Matsumoto and Takuji Nishimura (alphabetical order) during
1996-1997. MT has the following merits:
It is designed with consideration on the flaws of various existing
generators.
Far longer period and far higher order of equidistribution than any
other implemented generators. (It is proved that the period is 2^19937-1,
and 623-dimensional equidistribution property is assured.)
Fast generation. (Although it depends on the system, it is reported that
MT is sometimes faster than the standard ANSI-C library in a system
with pipeline and cache memory.)
Efficient use of the memory. (The implemented C-code mt19937.c
consumes only 624 words of working area.)

home page
http://www.math.keio.ac.jp/~matumoto/emt.html
original c source
http://www.math.keio.ac.jp/~nisimura/random/int/mt19937int.c

Coded by Takuji Nishimura, considering the suggestions by
Topher Cooper and Marc Rieffel in July-Aug. 1997.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later
version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Library General Public License for more details.
You should have received a copy of the GNU Library General
Public License along with this library; if not, write to the
Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
02111-1307 USA

Copyright (C) 1997, 1999 Makoto Matsumoto and Takuji Nishimura.
When you use this, send an email to: matumoto@math.keio.ac.jp
with an appropriate reference to your work.

REFERENCE
M. Matsumoto and T. Nishimura,
"Mersenne Twister: A 623-Dimensionally Equidistributed Uniform
Pseudo-Random Number Generator",
ACM Transactions on Modeling and Computer Simulation,
Vol. 8, No. 1, January 1998, pp 3--30.


Translated to OP and Delphi interface added by Roman Krejci (6.12.1999)

http://www.rksolution.cz/delphi/tips.htm

Revised 21.6.2000: Bug in the function RandInt_MT19937 fixed
---------------------------------------------------------------------- }

unit UMersenneTwister;

interface

{ Period parameter }
const
MT19937N = 624;

type
tMT19937StateArray = array [0 .. MT19937N - 1] of longint;
// the array for the state vector

procedure sgenrand_MT19937(seed: longint); // Initialization by seed
procedure RandomizeMT(); // randomization
function RandomMT(Range: longint): longint;
// integer RANDOM with positive range
function genrand_MT19937(): longint; // random longint (full range);

const
MT19937M = 397;
MT19937MATRIX_A = $9908B0DF; // constant vector a
MT19937UPPER_MASK = $80000000; // most significant w-r bits
MT19937LOWER_MASK = $7FFFFFFF; // least significant r bits

{ Tempering parameters }
TEMPERING_MASK_B = $9D2C5680;
TEMPERING_MASK_C = $EFC60000;

var
mt: tMT19937StateArray;
mti: integer = MT19937N + 1; // mti=MT19937N+1 means mt[] is not initialized

implementation

{ Initializing the array with a seed }
procedure sgenrand_MT19937(seed: longint);
var
i: integer;
begin
for i := 0 to MT19937N - 1 do
begin
mt[i] := seed and $FFFF0000;
seed := 69069 * seed + 1;
mt[i] := mt[i] or ((seed and $FFFF0000) shr 16);
seed := 69069 * seed + 1;
end;
mti := MT19937N;
end;

function genrand_MT19937: longint;
const
mag01: array [0 .. 1] of longint = (0, MT19937MATRIX_A);
var
y: longint;
kk: integer;
begin
if mti >= MT19937N { generate MT19937N longints at one time }
then
begin
if mti = (MT19937N + 1) then // if sgenrand_MT19937() has not been called,
sgenrand_MT19937(4357); // default initial seed is used
for kk := 0 to MT19937N - MT19937M - 1 do
begin
y := (mt[kk] and MT19937UPPER_MASK) or (mt[kk + 1] and MT19937LOWER_MASK);
mt[kk] := mt[kk + MT19937M] xor (y shr 1) xor mag01[y and $00000001];
end;
for kk := MT19937N - MT19937M to MT19937N - 2 do
begin
y := (mt[kk] and MT19937UPPER_MASK) or (mt[kk + 1] and MT19937LOWER_MASK);
mt[kk] := mt[kk + (MT19937M - MT19937N)] xor (y shr 1)
xor mag01[y and $00000001];
end;
y := (mt[MT19937N - 1] and MT19937UPPER_MASK) or
(mt[0] and MT19937LOWER_MASK);
mt[MT19937N - 1] := mt[MT19937M - 1] xor (y shr 1)
xor mag01[y and $00000001];
mti := 0;
end;
y := mt[mti];
inc(mti);
y := y xor (y shr 11);
y := y xor (y shl 7) and TEMPERING_MASK_B;
y := y xor (y shl 15) and TEMPERING_MASK_C;
y := y xor (y shr 18);
Result := y;
end;

procedure RandomizeMT();
var
OldRandSeed: longint;
begin
OldRandSeed := System.randseed; // save system RandSeed value
System.randomize; // randseed value based on system time is generated
sgenrand_MT19937(System.randseed); // initialize generator state array
System.randseed := OldRandSeed; // restore system RandSeed
end;

function RandomMT(Range: longint): longint;
asm
PUSH EAX
CALL genrand_MT19937
POP EDX
MUL EDX
MOV EAX,EDX
end;

end.

chronozphere
25-04-2010, 09:03 AM
Wow... all looking great! ;) I especially like Dazappa's pics of his hexagon based Island. It reminds me of settlers of catan (http://en.wikipedia.org/wiki/The_Settlers_of_Catan) (Board game I like to play. :yes: )

http://farm1.static.flickr.com/54/132914327_1517a45434.jpg

Looking forward to playing these finished games. :P You've got 16 hours and 56 minutes left.

This makes me pretty excited. Would like to join the next LD compo, if time allows it. :)

Traveler
25-04-2010, 03:11 PM
Nice work so far guys!

Here's mine. I doubt its going to win a price for best graphics but, the way it's going I'm already happy when I get all gameplay in there. :)

http://www.gameprogrammer.net/pics/outside/ferry.jpg

Traveler
25-04-2010, 05:16 PM
A small update. There are now people waiting and all things in the water produce a small wake

http://www.gameprogrammer.net/pics/outside/ferry2.jpg

WILL
25-04-2010, 07:00 PM
Very cool. You've got talent Alex. You should make games more. ;)

BTW I own and LOVE Catan. Actually most of my current game projects are inspired directly by board game style play. ('Treasure Hunters: The Dark Labyrinth' and 'A Hero's Adventures')

chronozphere
25-04-2010, 07:19 PM
Awesome. You guys are almost there. 6 hours and 41 minutes to go. :)

dazappa
25-04-2010, 07:53 PM
The next screenshot you guys will see will be of my completed* game. Bit time consuming to make pretty pictures. As a sidenote, this is also why during LD I never release demos :: it takes way too much time to try to package everything up, and I figure 90% of the bugs in the final version will be ones I know of (because I test obsessively).

Wish me luck! I still have a lot left on my todo list.


* It's not going to be the absolute final version, because I really want to patch it up some more after the competition.

Traveler
25-04-2010, 08:37 PM
Thanks guys ;D

I'm afraid I wont make it though. There are too many things still to do and next to the available time, my knowledge of PyroGine is still quite limited. But, I'm satisfied with the work done considering I installed PyroGine only yesterday. And most of what you see here is just from today alone.
Jarrod has been a big help and from what I have seen so far, his engine is quite powerful. I definitely think more people should look into it.

paul_nicholls
25-04-2010, 08:44 PM
hmm....just over 5 hours 16 minutes left, I just got up from sleeping and having to get ready for work.

I haven't even got anything running yet ;)

Nope, I'm most definitely not finishing, but I really doubted I would anyway LOL!

Good luck with your entries :)

cheers,
Paul

paul_nicholls
26-04-2010, 01:07 AM
So how's everyone going, with 52 minutes, 30 seconds to go? :)

cheers,
Paul

paul_nicholls
26-04-2010, 02:02 AM
Well, that's all she wrote folks! The LD17 is over :)

LOL

What a lot of awesome entries! :)

cheers,
Paul

JSoftware
26-04-2010, 02:14 AM
Went completely of the track for me. The rts I planned to write became a design nightmare, so I scrapped it on the 42th hour and went for a crappy platformer instead :P

That resulted in ferry catcher...

dazappa
26-04-2010, 02:15 AM
Goodness me, that was a close one!
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=383
http://imgur.com/IfmD5.png

... and that's what I love about Ludum Dare. The frantic last 2 hour scramble xx(

(*Cough* PS: Don't actually play this build, ok? I just realized that my quickie scrolling job screwed over most things [because they're coordinate based]). I'll have it fixed within a day or two.

Stoney
26-04-2010, 02:39 AM
Here is mine:
http://www.ludumdare.com/compo/wp-content/uploads/2010/04/Bildschirmfoto-2010-04-26-um-03.36.59.png


I didn’t have much time to playtest, so balancing might be a bit off and if there are any bugs let me know. I ran out of time, that's why there is no instructions screen any more, but I guess it's pretty easy to guess the goal. :)
Just Windows build at the moment, but I will make linux and Mac OS build after I got some rest.

@dazappa: Wow, your game looks really polished. Can't wait to play it.

P.S.: Wow, 200 entries. :o

dazappa
26-04-2010, 03:00 AM
@dazappa: Wow, your game looks really polished. Can't wait to play it.

Hehe.. just wait a day or two for me to patch up that horrendous show-stopper (and perhaps add in the ability to create more HQ's/bases/cities). I'll get around to playing yours (and some others) tomorrow for sure, or at least when the voting is made public.

Also, I hope you have a recent-ish computer (last 5 years or so should do), because the generated map will have about 300 sprites being drawn, each with pixel perfect collision detection... heh. I'll look more into speed improvements later.

Fun fact: This is my first actual complete Pascal game. My experiences doodling over the past few months really made me feel a bit more confident, and what I've learned made this 2 day crazy-fest possible.

Thanks to all of you in this community. I came here knowing a small chunk of Pascal (from using Lazarus to develop GUI applications), and I feel I've learned so much more now. It feels good to a) finally have a Pascal game done, and b) developing a specific way I will develop Pascal games.

Perhaps it might seem trite, but now that I know a lot more about Pascal (and Andorra as well), I know exactly how I will structure all future games, with OOP, timers, collision handling & drawing, and organization of files and the interconnectivity between them. This is something I learned with Java, but struggled through for quite a while.
_________________________________________________
For those of you interested in looking at my source:
1. I tried to make it as beautiful as possible in 2 days, but the last 5 hours really killed parts of it
2. It's licensed under the GPL, found in license.txt
3. It's included in the main download.
4. It's going to be _very_ hard to follow, mostly due to my unintuitive variable names. I'm pretty good at naming functions/procedures though.

Anywho. I'll probably get around to writing an article on Andorra, basic principles to Pascal game design, and my experience with this LD in the near future.

chronozphere
26-04-2010, 07:08 AM
Nice. 3 Finished Pascal games. I'll check them out ASAP. :yes:

This really seems like a fun competition. If a new one is to be organized, somewhere during the summer, I'd love to give it a shot too. :)

dazappa
26-04-2010, 07:48 PM
Patched up my game so it's playable ;) http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=383 Silly 10 minute scrolling job...

In the nearish future, I would like to
- Add 1 AI player
- Make villagers smarter
- Make the stop button work
- Graphically display villager movement
- Add WASD support
- Make scrolling less awkward
- Make resources respawn

And then I might call it done. If I don't, I'll probably throw in multiplayer support, but I don't think I'm going to support more than 1 person or AI in single player or multiplayer mode.

Time for me to get judging on those other LD entries!

Stoney
26-04-2010, 08:19 PM
I fixed some critical bugs earlier today and am porting the game to Linux and Mac. Having a few issues with the Mac port, but I hope I can find a solution.

@Dazappa: I hope you will extend your prototype. I love the style and the idea. :)
There is one odd and serious bug though: If want to place the farm on the map I get the error that the file has not been found and leaves me either the option to continue (without the farm being build) or kill the application.

dazappa
26-04-2010, 09:12 PM
I fixed some critical bugs earlier today and am porting the game to Linux and Mac. Having a few issues with the Mac port, but I hope I can find a solution.

@Dazappa: I hope you will extend your prototype. I love the style and the idea. :)
There is one odd and serious bug though: If want to place the farm on the map I get the error that the file has not been found and leaves me either the option to continue (without the farm being build) or kill the application.

Thanks. Fixed it. If you don't want to redownload, you can simply create the file "ERROR_LOG.txt" case sensitive, in the working directory. I had left 1 last line of debugging code that saves to that file, and appends it (w/out checking if it exists).

Edit:
Update! Timelapse found here: http://www.youtube.com/watch?v=UjeU7ilMMmY

paul_nicholls
27-04-2010, 04:31 AM
Patched up my game so it's playable ;) http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=383 Silly 10 minute scrolling job...

In the nearish future, I would like to
- Add 1 AI player
- Make villagers smarter
- Make the stop button work
- Graphically display villager movement
- Add WASD support
- Make scrolling less awkward
- Make resources respawn

And then I might call it done. If I don't, I'll probably throw in multiplayer support, but I don't think I'm going to support more than 1 person or AI in single player or multiplayer mode.

Time for me to get judging on those other LD entries!


I loved the time-laps video you did on youtube :)

I also downloaded you game/code and will check it out ;)

Great job!

cheers,
Paul

chronozphere
27-04-2010, 05:19 AM
ZOMG. That time-lapse is great. :o ;D

It shows exactly what kind of activities are needed to make a game. Also, I can see you're very productive. are these a series of "hand made" screenshots or did you use software for it?

I'll also check out the source and your game. :)

P.S: I like the music you used in the timelaps vid. Artist? :P

dazappa
27-04-2010, 06:07 AM
I also downloaded you game/code and will check it out ;)

Great job!

cheers,
Paul

Thanks, and I hope you find it interesting ;) To say the least: I'm surprised the code isn't more trashy than it is, considering beautiful code isn't exactly a top priority during a 48hr competition. I did comment my code as well, to the utmost basic degree (so I'd be able to quickly remember what portions of code do), so it may or may not help in your attempted understanding.



ZOMG. That time-lapse is great. :o ;D

It shows exactly what kind of activities are needed to make a game.

Heh, I suppose so. Especially for Ludum Dare, where the rules are that you have to create every single asset yourself in 48hrs, so yes, you see everything from me generating sfx, to composing music, to drawing with gimp, to fiddling around on IRC/PGD/LD.com and programming.


Also, I can see you're very productive. are these a series of "hand made" screenshots or did you use software for it?

Yes, quite productive. With the extremely limited timespan, I really crunch down and get to business, because I want to create the finished product that I think of when the competition first begins. (Note that I did cut out the time when I was sleeping from the video, and the times when the screen cut to all black was when my computer was idle for 5-10 minutes and killed the screen for me.)

I used chronolapse (a program made by an LDer) to take the screenshots for me, as well as creating the base video from those screenshots. I then ran it through VirtualDub to add the audio track. The screenshots were taken every minute, and I compiled the video to 5fps so that the watcher hopefully

Was not overwhelmed
Could get some type of grasp as to what was happening
Could enjoy the video for longer than a minute and a half

... I'm pretty sure some people have set theirs to 15-30fps, which is too long to comprehend anything that's happening. My video isn't too long, and worth the watch as you two (Chronozphere and Paul) have thought.


P.S: I like the music you used in the timelaps vid. Artist? :P

I believe I put it in the youtube description, but it's Crush on Hardcore 4, CD1, First 6 minutes of it.
http://www.crushonhardcore.com/
(Free to download, and 4+ hrs of music)

PS: It's a lot of fun if you set the youtube quality to 480p or higher, then maximize the window. You can read the code, what I'm typing on IRC, stuff on websites, etc.

Stoney
27-04-2010, 05:19 PM
Here is my timelapse video: Click here (http://www.youtube.com/watch?v=L1SbLutdZIQ)
And here is the gameplay video: Click here (http://www.youtube.com/watch?v=Kh177ZEHOaE)
Post-mortem: Click here (http://www.ludumdare.com/compo/2010/04/26/bugfixes-timelapse-and-post-mortem/)

I also added builds for Linux and Mac OS X. The Mac OS X build is a bit slow at the moment, there are some issues with the texture loader which I need to rewrite for Mac OS X in the near future.
Anyway, the links are on my entry page: Click here (http://www.ludumdare.com/compo/ludum-dare-17/?action=rate&uid=321)

Traveler
27-04-2010, 07:30 PM
Wow, these timelapse videos are awesome. They show a lot of the work that go into making these games. Very impressive.

WILL
27-04-2010, 11:25 PM
Wow you guys really put in a huge effort for this compo. Nice work. I've been watching the gameplay videos and time-lapse videos. Very cool. When I get some time later this week, I've gotta get down of playing all of these. Or at least when you guys have patched or fixed the killer bugs as you say.

Hey Stoney, do you mind if I repost your post-mortem and maybe add some other development stuff in the next issue of Pascal Gamer Magazine? I think with the amount of work done, I'd like to properly cover all the Pascal-made entries that went into it. I'd also like to invite others who participated to do the same if they want for the mag? Or even if you don't want to write a whole post-mortem (even though like his it doesn't have to be too big) you can write a small blurb/paragraph about your entry and the compo.

So have the results come out yet? Is there a deadline for them?

Stoney
28-04-2010, 01:05 AM
Hey Stoney, do you mind if I repost your post-mortem and maybe add some other development stuff in the next issue of Pascal Gamer Magazine?

Not at all. It would be great to see something about this contest in the next issue of Pascal Gamer. :)



So have the results come out yet? Is there a deadline for them?

There are about 12 days left to vote on the games before results are going to be announced. I think a few Ludum Dare games are going to be featured on Bytejacker (http://www.bytejacker.com/), like it has been in the past. The chances it's going to be a Pascal game are slim though, but you can always hope for the best. :)

dazappa
28-04-2010, 01:45 AM
Wow you guys really put in a huge effort for this compo. Nice work. I've been watching the gameplay videos and time-lapse videos. Very cool. When I get some time later this week, I've gotta get down of playing all of these. Or at least when you guys have patched or fixed the killer bugs as you say.

Hey Stoney, do you mind if I repost your post-mortem and maybe add some other development stuff in the next issue of Pascal Gamer Magazine? I think with the amount of work done, I'd like to properly cover all the Pascal-made entries that went into it. I'd also like to invite others who participated to do the same if they want for the mag? Or even if you don't want to write a whole post-mortem (even though like his it doesn't have to be too big) you can write a small blurb/paragraph about your entry and the compo.

So have the results come out yet? Is there a deadline for them?

Well I patched mine up at least ;). Small little caveats like not-so-smart villagers and a broken stop button shouldn't be of too much trouble (although that means you can't fully control your villagers at any given moment).

I think it's perfectly possible to get covered on more popular sites if it's polished up a bit. That's what I plan on doing, at least.

Edit:
I've been working on some stuff that could be used for the magazine I suppose. I've expressed my experiences in 1-2pgs and created a little list of Ludum Dare tips. I'll probably finish it up tomorrow and PM it to you (Will).

In the future, I'll probably write up some stuff on Andorra (even though there's a nice set of tutorials and docs).

arthurprs
28-04-2010, 11:45 AM
Awesome videos :)



Here is my timelapse video: Click here (http://www.youtube.com/watch?v=L1SbLutdZIQ)
And here is the gameplay video: Click here (http://www.youtube.com/watch?v=Kh177ZEHOaE)
Post-mortem: Click here (http://www.ludumdare.com/compo/2010/04/26/bugfixes-timelapse-and-post-mortem/)

I also added builds for Linux and Mac OS X. The Mac OS X build is a bit slow at the moment, there are some issues with the texture loader which I need to rewrite for Mac OS X in the near future.
Anyway, the links are on my entry page: Click here (http://www.ludumdare.com/compo/ludum-dare-17/?action=rate&uid=321)


Looks like you model in 3d then render to tilesets? What softwares do you use?

Traveler
28-04-2010, 04:07 PM
Cinema 4D, I believe.

Stoney
28-04-2010, 04:38 PM
Looks like you model in 3d then render to tilesets? What softwares do you use?

You're right and Traveler already answered the question. The graphics were done in Cinema 4D. I am currently trying to switch to Blender 2.5, but there are some features I am missing that I'm used to from Cinema 4D and I didn't want to spend most of the competition time figuring that stuff out.

WILL
28-04-2010, 09:12 PM
Hey Stoney why don't you look into DeleD? It's free too and the PRO edition just went open source.

paul_nicholls
28-04-2010, 11:56 PM
Here is my timelapse video: Click here (http://www.youtube.com/watch?v=L1SbLutdZIQ)
And here is the gameplay video: Click here (http://www.youtube.com/watch?v=Kh177ZEHOaE)
Post-mortem: Click here (http://www.ludumdare.com/compo/2010/04/26/bugfixes-timelapse-and-post-mortem/)

I also added builds for Linux and Mac OS X. The Mac OS X build is a bit slow at the moment, there are some issues with the texture loader which I need to rewrite for Mac OS X in the near future.
Anyway, the links are on my entry page: Click here (http://www.ludumdare.com/compo/ludum-dare-17/?action=rate&uid=321)


Very nice Stoney :)

Pity there was no sound in your videos (mainly gameplay one) :(

cheers,
Paul

arthurprs
29-04-2010, 02:07 AM
Looks like you model in 3d then render to tilesets? What softwares do you use?

You're right and Traveler already answered the question. The graphics were done in Cinema 4D. I am currently trying to switch to Blender 2.5, but there are some features I am missing that I'm used to from Cinema 4D and I didn't want to spend most of the competition time figuring that stuff out.


Thanks, i will definetly try this
what's the steps to render the object (no luck with "Cinema 4D tileset" on google)?

Stoney
29-04-2010, 01:33 PM
Thanks Paul. :)
Hmm, sound... I wasn't thinking at the time that I need sound in the videos. But in the future, I will probably add some sound for my gameplay and timelapse videos.



what's the steps to render the object (no luck with "Cinema 4D tileset" on google)?

I usually use the isometric camera position. Then in the render settings enable saving, enter a filename, select the frames that needs to be rendered and you get a lot of images in your working directory which I make into a texture atlas with Paul's Image Packer (http://www.pascalgamedevelopment.com/forum/index.php?topic=4974.0).



Hey Stoney why don't you look into DeleD? It's free too and the PRO edition just went open source.

I have played around with DeleD a bit and I like a lot and I'm going to use it more in the future, but at the moment I'm not as productive with DeleD as I am with Cinema 4D or Blender. Pity there isn't a Mac OS X port of DeleD though.

paul_nicholls
29-04-2010, 08:47 PM
Thanks Paul. :)
Hmm, sound... I wasn't thinking at the time that I need sound in the videos. But in the future, I will probably add some sound for my gameplay and timelapse videos.



what's the steps to render the object (no luck with "Cinema 4D tileset" on google)?

I usually use the isometric camera position. Then in the render settings enable saving, enter a filename, select the frames that needs to be rendered and you get a lot of images in your working directory which I make into a texture atlas with Paul's Image Packer (http://www.pascalgamedevelopment.com/forum/index.php?topic=4974.0).



Hey Stoney why don't you look into DeleD? It's free too and the PRO edition just went open source.

I have played around with DeleD a bit and I like a lot and I'm going to use it more in the future, but at the moment I'm not as productive with DeleD as I am with Cinema 4D or Blender. Pity there isn't a Mac OS X port of DeleD though.



Hey, neato! I just noticed that you used my image packer program....yay! LOL

Nice to know that someone besides me is actually using it :D

cheers,
Pau

WILL
03-05-2010, 06:19 AM
So I counted a total of 3 that were pascal. Am I right? Was there more? Any 'sneekers' in there? :)

Definition: Sneekers - "Those who release games made with Pascal, but don't tell everyone in the PGD community all about it."

dazappa
07-05-2010, 12:42 AM
Post mortem, general tips, thoughts and brief summary of my LD entry: ---Coming soon to a magazine near you---
It's in open document format, I can convert it to doc if necessary.

PS: I wrote most of this when I was sleepy... so if I seem to wander off on random rabbit trails or generally lack any sense, that's why.

WILL
07-05-2010, 05:48 AM
Post mortem, general tips, thoughts and brief summary of my LD entry: ---shhhh---
It's in open document format, I can convert it to doc if anyone can't open it.

PS: I wrote most of this when I was sleepy... so if I seem to wander off on random rabbit trails or generally lack any sense, that's why.


Hey if this is for the magazine you can't just post it for everyone. :) Ever hear of exclusive coverage? :)

dazappa
07-05-2010, 11:04 AM
Sounds fine to me ;) I didn't quite think of that.

Anyway. I hope you guys enjoy it when it comes out in the next issue of the magazine. And lucky you, I didn't post any post mortem on LD.com.

dazappa
10-05-2010, 02:14 AM
Bump! Voting's over. How many Pascal entries were there? I saw more mentioned earlier but AFAIK only Stoney and myself finished and submitted a game.

Stoney's: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=321
Mine: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=383

My favorite (non-Pascal) entries:
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1503
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1540
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1070
http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=472

WILL
10-05-2010, 02:55 AM
How can you tell what place you guys came in? I guess none of you came in the top 20, but can we even tell what place you got in the end?

dazappa
10-05-2010, 03:12 AM
How can you tell what place you guys came in? I guess none of you came in the top 20, but can we even tell what place you got in the end?

I don't know that aside from the top 20 there's a list of chronologically placing games. You can base some stuff off of the judging guidelines
Inn Fun The Gra Aud Hum Ove Com

Which stand for innovation, fun, theme, graphics, audio, humor, overall, and community.

EDIT: Just went to the IRC and asked. Go to the top 20, and look at the bottom left of the post for "Show all entries". Hopefully a working direct link: http://www.ludumdare.com/compo/ludum-dare-17/?action=top&cat=Overall&more=1

And darn, I almost placed top 20.

Stoney
10-05-2010, 01:24 PM
JSoftware also made an entry: http://www.ludumdare.com/compo/ludum-dare-17/?action=preview&uid=1504

You can also view which place we scored in each category:
Innovation: http://www.ludumdare.com/compo/ludum-dare-17/?action=top&cat=Innovation&more=1
Dazappa: #50
Me: #58
JSoftware: #115

Fun: http://www.ludumdare.com/compo/ludum-dare-17/?action=top&cat=Fun&more=1
Dazappa: #38
Me: #93
JSoftware: #96

Theme: http://www.ludumdare.com/compo/ludum-dare-17/?action=top&cat=Theme&more=1
Me: #16
Dazappa: #28
JSoftware: #71

Graphics: http://www.ludumdare.com/compo/ludum-dare-17/?action=top&cat=Graphics&more=1
Me: #19
Dazappa: #39
JSoftware: #133

Audio: http://www.ludumdare.com/compo/ludum-dare-17/?action=top&cat=Audio&more=1
Me: #14
Dazappa: #51
JSoftware: #65

Humor: http://www.ludumdare.com/compo/ludum-dare-17/?action=top&cat=Humor&more=1
Me: #31
JSoftware: #35
Dazappa: #59