Ludum Dare 42

Ludum Dare 42

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gajop
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Ludum Dare 42

Post by gajop »

After more than 2 years, I will be organizing a SpringRTS team for the next Ludum Dare, happening this coming weekend.
Anyone who wishes to make a game using the Spring engine is free to participate, regardless of previous experience. Please use this thread to sign up.

Date: 3 PM PDT/6 PM EDT/22:00 GMT (see the clock https://ldjam.com), for up to 72 hours (it's OK if you can only participate partially)
Communication: https://gitter.im/SpringCabal/ (a LD42 repo and chat will be created for this purpose)
General info: https://github.com/SpringCabal/SkeletonGame/wiki

As usual, we will be using Github (under SpringCabal's organization), and base our work on an updated version of the SkeletonGame repo. In all likelihood, we will base it on the maintenance version of the engine, as there isn't enough time to get develop ready (unfortunately porting Chili would take a bit too much time).

Right now I am working on a distribution system for Spring Games (built on top of pr-downloader/rapid), and I would like to test it during the jam itself. Other than that, I don't have any new technologies I want to introduce for this event. Let's just try to have fun and make something :)
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Anarchid
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Re: Ludum Dare 42

Post by Anarchid »

I'd do some artsy stuff for Saturday daytime and Sunday.
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Silentwings
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Re: Ludum Dare 42

Post by Silentwings »

I'd love to but I've got guests this weekend. Next one is in December, afaik no date set yet, but hopefully that one...
gajop
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Re: Ludum Dare 42

Post by gajop »

Silentwings wrote: 06 Aug 2018, 15:33 I'd love to but I've got guests this weekend. Next one is in December, afaik no date set yet, but hopefully that one...
If the dates aren't too bad, I can see us doing it again in December. Hopefully by then we could use the develop branch and some new features
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MasterBel2
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Re: Ludum Dare 42

Post by MasterBel2 »

How would this be in terms of learning the process of making a game? Would I be completely useless?
I probably won't be able to participate because I still can't run Spring 104 .-. I'll have to sort that out…
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Forboding Angel
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Re: Ludum Dare 42

Post by Forboding Angel »

Masterbel2
For me bootcamp would require: purchase of external hard drive, purchase of a win licence
MacOS 10.13 and iirc 10.14 still support OpenGL even if it's deprecated(edited)

Floris
i got a win license for about 30
https://www.kinguin.net/category/22175/ ... e-oem-key/
https://www.newegg.com/Product/Product. ... 6822235166

Masterbel2
Unfortunately that doesn't solve the external drive .-.

*Noticeable Bulge* 0w0
@MasterBel2 you do not need to activate windows. Windows 10 will work just fine non activated, you just can't change personalization options and the desktop has a watermark. Other than that it works 100% fine

Oh, and you don't get access to the windows insider builds until they become commercially available. Oh the horror :-).

And as far as hard drives, you can get a 120gb gb ssd 3d nand on newegg for about 30 bucks. SSD prices has been nosediving all year.
I used one of these for the OS drive in my new server:

https://www.newegg.com/Product/Product. ... -_-Product
Image

As far as I can see, your issue is solved by 30 dollars.
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MasterBel2
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Re: Ludum Dare 42

Post by MasterBel2 »

Some people can't justify spending thirty dollars on a game .-. I mean it's silly I know, but…
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ThinkSome
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Re: Ludum Dare 42

Post by ThinkSome »

GNU/Linux distro on an 8+ GB USB flash key that you probably already have ... $0.
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MasterBel2
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Re: Ludum Dare 42

Post by MasterBel2 »

Problem: No USB ports. Because apple went and removed them .-. sigh probably the first big thing Apple has done to annoy me .-. The fix would be a usb-converter… plus a hub because I've only got 2 usb 3 ports .-. aHhh wonderful

((Oh and sorry for polluting the Ludum Dare chat, oops, maybe if this off-topic conversation is to continue, should happen elsewhere))
gajop
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Re: Ludum Dare 42

Post by gajop »

You wouldn't be useless, and it might be an interesting learning experience for you. You're welcome to join if you can get your PC ready. We'll try to use a Mac compatible version next time, but no guarantees.
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PicassoCT
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Re: Ludum Dare 42

Post by PicassoCT »

I could do some art stuff- or add some code- if hoko doesent want to participate.
hokomoko
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Re: Ludum Dare 42

Post by hokomoko »

PicassoCT wrote: 07 Aug 2018, 21:00 I could do some art stuff- or add some code- if hoko doesent want to participate.
I won't be able to participate, so you're safe. At least from me :)
gajop
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Re: Ludum Dare 42

Post by gajop »

PicassoCT wrote: 07 Aug 2018, 21:00 I could do some art stuff- or add some code- if hoko doesent want to participate.
It's been a while. I say we give it a go.
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Re: Ludum Dare 42

Post by gajop »

Final announcement before the competition starts:

- As I understand it, this time we're going with three members: Anarchid, Picasso and me, and maybe MasterBel2 if he can setup his PC.

- The final theme voting phase is now in progress.

- The LD42 repository is here: https://github.com/SpringCabal/LD42 . Please use this during the jam. The corresponding chat room is https://gitter.im/SpringCabal/LD42 (be sure to join this as it is the main communication channel I want to use)

- The LD42 art repository is here: https://github.com/SpringCabal/LD42Art. Please use this to store art sources, and don't forget to assign a license. I want there to be a license for each art file within one week after the jam ends (or we will forget, as we have before..)

- Try to show up when the event starts so we can all do brainstorming together. It's a bit late for Europeans but actually better than usual, as it starts 3h earlier than normal. Refer to https://ldjam.com/events/ludum-dare/42/ for the exact time.

- We are going to use 104.0.1-616-g52f5f2b maintenancee engine version. It's kinda arbitrarily taken from the newer versions, because some of the latest ones couldn't be downloaded through pr-downloader.


PS: Here's the issue I had with one of the newer engines:. Thanks to a quick fix by abma this is no longer a problem. Leaving the log for thread consistency.

Code: Select all

./bin/pr-downloader --download-engine "104.0.1-616-g52f5f2b maintenance"
pr-downloader 0.7-394-gb3e0e6a
[Info] Using filesystem-writepath: /home/gajop/.spring
[Info] Free disk space: 410782 MB
[Error] ../../tools/pr-downloader/src/main.cpp:195:main(): No engine version found for 104.0.1-616-g52f5f2b maintenance
[Info] Download complete!
abma
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Re: Ludum Dare 42

Post by abma »

gajop wrote: 10 Aug 2018, 01:37 PS: Here's the issue I had with one of the newer engines:
oops, because of the server update php7.0-sqlite3 was not installed. should be fine in a few minutes.
gajop
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Re: Ludum Dare 42

Post by gajop »

abma wrote: 10 Aug 2018, 01:58
gajop wrote: 10 Aug 2018, 01:37 PS: Here's the issue I had with one of the newer engines:
oops, because of the server update php7.0-sqlite3 was not installed. should be fine in a few minutes.
Thanks! Seems to work great now.
gajop
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Re: Ludum Dare 42

Post by gajop »

Attack on Eskimo?

Image
gajop
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Re: Ludum Dare 42

Post by gajop »

Game's out: https://github.com/SpringCabal/LD42/releases/tag/LD42v1
LD page: https://ldjam.com/events/ludum-dare/42/my-cube

The game is playable and sorta-complete, so I'm really happy with the results, especially as there was only 3 of us this time. Special thanks go to FLOZi for helping out with some advice.

A post-mortem will follow in the next few days.
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Forboding Angel
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Re: Ludum Dare 42

Post by Forboding Angel »

It's cute! Silly, but cute, and entertaining. Those reinforcements came in clutch. The paratroopers is a pretty awesome and funny touch.

The only thing I didn't like was that when I right click to move, it puts all my guys in a line. Yes, I can line move, but if I want to move them in a clump (like put them near the stove), that's really hard to accomplish.

Edit: Picasso, I LOVE your models <3
gajop
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Re: Ludum Dare 42

Post by gajop »

Forboding Angel wrote: 14 Aug 2018, 02:56 It's cute! Silly, but cute, and entertaining. Those reinforcements came in clutch. The paratroopers is a pretty awesome and funny touch.
Thanks for the review!
Forboding Angel wrote: 14 Aug 2018, 02:56 The only thing I didn't like was that when I right click to move, it puts all my guys in a line. Yes, I can line move, but if I want to move them in a clump (like put them near the stove), that's really hard to accomplish.
I noticed that too but didn't know how to fix it (didn't try that much, there were bigger issues). Wasn't sure if this was a bug I introduced, and if so, where.
Forboding Angel wrote: 14 Aug 2018, 02:56 Edit: Picasso, I LOVE your models <3
Picasso did an outstanding job. We had some issues with our workflow early on, but once we fixed that, things went pretty smoothly. He was communicative, and he created so much art I feel a bit guilty since I didn't use it all: didn't have the time to use the icons, and there were some issues with unit texture2 atlas, so you're not actually even seeing the intended art to its fullest.
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