Ludum Dare 32 - Page 4

Ludum Dare 32

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gajop
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Re: Ludum Dare 32

Post by gajop » 15 Apr 2015, 02:32

FLOZi wrote: May or may not be useful to you;

MCL Abilities (MASC (sprint, has a cooldown) & flush coolant) http://sourceforge.net/p/mwspring/code/ ... lities.lua
MCL Uplink Abilities (Orbital Arty strike, with cool down - could easily be range limited using this function) http://sourceforge.net/p/mwspring/code/ ... lities.lua
MCL Perks (one off upgrades paid for with xp) http://sourceforge.net/p/mwspring/code/ ... _perks.lua & config file http://sourceforge.net/p/mwspring/code/ ... k_defs.lua
Oh, cool, will check!
FLOZi wrote:
- Get a better clean project before starting:
- - Spring ABC (was ok)
- - gajop’s chili (was ok, but remember that it’s a submodule)
Any improvements to ABC? I dislike that git discards empty folders, there are some ugly ways to circumvent this. Why not 'C' based Chilli? (outdated?)
ABC is pretty good, only issue I have with it is that it has a custom widget handler which lacks TextInput so Chili's editbox doesn't work.
I think it might be best to remove that from the ABC:
https://github.com/SpringCabal/Corrupti ... 840262b6cc
(Related to any game that might want to do this too:) This also slightly changes the way to remove the default engine build menu: https://github.com/SpringCabal/Corrupti ... 168301c159

Regarding Chili, it's quite likely outdated, but I didn't bother to check. As far as I know, it's based on upstream, possibly even lagging behind it, and my repo is 10~ commits above upstream, so yeah. (I don't suggest using my version yet though, although I use it in all of my projects and it works fine imo)
FLOZi wrote:
- - OOP weapons/units with created files in BaseClasses (had some minor errors that were fixed)
These are the S44/ MCL ones? What errors? (so I might fix upstream) :)
I think this was the only bug, and probably our side (dunno?).
https://github.com/SpringCabal/Corrupti ... 012a390L12

Now, as a first time user of the S44/MCL OOP (and new to unitdefs/weapondefs in general), I had some difficulty in using it (I'm not sure how much of this is a Spring thing, and how much of it could be improved in the OOP defs itself).
There were very few verbose errors in general, which made it harder to debug, but my two issues were:
- I wasn't sure when (BaseClass vs regular class) I should use camelCase keys, lowercase keys, and when I should just use the lowerkeys function in the return
- I didn't realize BaseClass defs were actually abstract: https://github.com/SpringCabal/Corrupti ... 32e232eb6a + https://github.com/SpringCabal/Corrupti ... 03366b12d1
FLOZi wrote:
- - a working lups setup (wasn’t done)
Can be depended on externally now iirc, package is on rapid (though for S44 i ended up just including it directly as it was less hassle)
https://github.com/SpringCabal/Corrupti ... 6cc5b1f25d
->
https://github.com/SpringCabal/Corrupti ... a6e6202afe

:( It was just error spamming it with "invalid unitID" or something similar. It might be the result of some scripts being borked which causes a number of issues, so I can't really write it off as a lups thing, but will have to try again and see (thus it is still on the TODO)
FLOZi wrote: Thanks for the feedback on this, I find it very interesting. :-)
There will be more! ;) You can expect a final report after the Jam.
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hokomoko
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Re: Ludum Dare 32

Post by hokomoko » 15 Apr 2015, 02:35

I think this was the only bug, and probably our side (dunno?).
Yes, I failed copy-pasta.
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Anarchid
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Re: Ludum Dare 32

Post by Anarchid » 15 Apr 2015, 14:49

The power socket on my laptop has experienced unscheduled deconstruction. I'm out of ability to do things for a couple days.

I'll have it fixed by Friday or obtain a new machine, but i won't be able to do the things i wanted to finish with Corruption or with trying new techniques before the jam.
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FLOZi
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Re: Ludum Dare 32

Post by FLOZi » 15 Apr 2015, 18:08

gajop wrote:
FLOZi wrote:
- - a working lups setup (wasn’t done)
Can be depended on externally now iirc, package is on rapid (though for S44 i ended up just including it directly as it was less hassle)
https://github.com/SpringCabal/Corrupti ... 6cc5b1f25d
->
https://github.com/SpringCabal/Corrupti ... a6e6202afe

:( It was just error spamming it with "invalid unitID" or something similar. It might be the result of some scripts being borked which causes a number of issues, so I can't really write it off as a lups thing, but will have to try again and see (thus it is still on the TODO)
There are some gadgets in it which jK refuses to remove and insists we blank copy over if we don't want them (I would prefer them in /LuaGadgets like springcontent.sdz) Please bug him about it. :P
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gajop
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Re: Ludum Dare 32

Post by gajop » 15 Apr 2015, 18:42

FLOZi wrote:There are some gadgets in it which jK refuses to remove and insists we blank copy over if we don't want them (I would prefer them in /LuaGadgets like springcontent.sdz) Please bug him about it. :P
Alright, will investigate.

@Team
Since I managed to export the heightmap in Scened I can now compile this to a proper map (and I've included it in this post).
It would still require Scened as a dependency in order to run triggers and setup units and features, but it makes it drastically smaller, and removes the silly dependency on Red Comet that we had.

Link
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gajop
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Re: Ludum Dare 32

Post by gajop » 17 Apr 2015, 19:42

Posted our warmup "game" (let's call it tech demo :P): http://ludumdare.com/compo/ludum-dare-3 ... &uid=50121
Also made a post introducing ourselves that will probably be visible soon: http://ludumdare.com/compo/?p=441817
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PicassoCT
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Re: Ludum Dare 32

Post by PicassoCT » 18 Apr 2015, 15:40

Cant check out the Repo so traditional fileupload it is
Attachments
EvilRobots.7z
(409.03 KiB) Downloaded 8 times
GiggerTiling.jpg
(1.17 MiB) Not downloaded yet
GiggerDecal.png
(1.08 MiB) Not downloaded yet
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zwzsg
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Re: Ludum Dare 32

Post by zwzsg » 19 Apr 2015, 01:32

I'm not part of the Cabal, so I made a game of my own. Not using Spring because I'm not crazy enough.
http://ludumdare.com/compo/2015/04/18/made-something/
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gajop
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Re: Ludum Dare 32

Post by gajop » 19 Apr 2015, 06:45

Nice to see people participating (Godde's also in: http://zero-k.info/Forum/Thread/13022#125549). Post here when you make the final version of your games! I'd like to try them out. :-)
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gajop
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Re: Ludum Dare 32

Post by gajop » 19 Apr 2015, 09:12

1.5 day in
screen00036.png
(2.47 MiB) Not downloaded yet
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zwzsg
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Re: Ludum Dare 32

Post by zwzsg » 20 Apr 2015, 14:06

Image
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gajop
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Re: Ludum Dare 32

Post by gajop » 20 Apr 2015, 15:29

I promise to play it!
PS: @SpringCabal, I've made a separate account that should be shared. Sharing means we get coolness factor when we vote on games, and we need coolness factor if we want people to play our game

Our progress:
Image
Image
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jK
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Re: Ludum Dare 32

Post by jK » 20 Apr 2015, 20:34

:shock:
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azaremoth
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Re: Ludum Dare 32

Post by azaremoth » 20 Apr 2015, 20:52

Aaalter.... :shock:
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gajop
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Re: Ludum Dare 32

Post by gajop » 21 Apr 2015, 03:54

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Silentwings
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Re: Ludum Dare 32

Post by Silentwings » 21 Apr 2015, 08:01

Well, I dled the package and played... obviously iSuck since I died in room #3 :shock: But, I think we did a great job here, the game "just worked" & has nice gfx & feel.
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gajop
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Re: Ludum Dare 32

Post by gajop » 21 Apr 2015, 09:19

Silentwings wrote:Well, I dled the package and played... obviously iSuck since I died in room #3 :shock:
Glad it the package works on Windows (I was slightly worried about that xD).
Silentwings wrote:But, I think we did a great job here, the game "just worked" & has nice gfx & feel.
This, 10x over. The amount of work that we did was simply amazing, and I certainly learned a lot.
The stuff I was doing on day 1 now seems like a distant past (which will get uploaded eventually since I timelapse-recorded everything :twisted: ).

Of course the game could be better: more polished and balanced, which is what I fully intend to do once LD is completely over (and then package it properly as a Spring game/map - map part's already done, and game packaging is easy, but I just didn't want to risk it.).
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smoth
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Re: Ludum Dare 32

Post by smoth » 21 Apr 2015, 10:06

how can I run this in winders? I created a new portable install and then copied this into it but nothing.
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Forboding Angel
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Re: Ludum Dare 32

Post by Forboding Angel » 21 Apr 2015, 10:53

You don't need that, just unzip the 7zip file and run the bat. The instructions are on the linked page.
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gajop
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Re: Ludum Dare 32

Post by gajop » 21 Apr 2015, 11:00

What Forb said. It's only usable using the spring we included because of some springsettings.
It might act a bit differently for springers since the Windows version is not isolated (Linux one is).
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