Posted by stuckie on December 12, 2012 – 4:34 pm
So I, along with my wife, will be entering this weekend’s Ludum Dare Jam.
This is scary.
I haven’t done any programming since I had to leave Atomicom due to ill health – which had been up and down all year with the breaking point being in August.
If things go particularly pear shaped, then it’ll likely crush my confidence and I’ll have to have a sit down and think whether I’ll be able to work as a programmer again.
But, this is also exciting.
We’ll be working together on something we both love.
And, if it does goes well, it’ll also set the grounding for myself getting better, as it’ll boost my confidence.
Bit of a double edged sword really… as it can go either way, but without risk there is no reward.
I am at least being somewhat sensible about this, in using Impact as an engine, and JavaScript as a language. While it’s not my usual go to, what with being out of the world of programming for a while, it’s perhaps the safest option for now! OpenGL, SDL, C++ et al aren’t the friendliest of things to deal with after a long break from using them
Additionally, we’ll be working together under the banner of Arcade Badgers.
This has been a little sideline thing I’ve been planning for a while, and if this weekend does go well, it may well give me the kicking I need to actually go forward with it – and seeing as I’ll be stuck on benefits for theĀ foreseeableĀ future, I’ve not got anything to lose in trying… especially as there are Test Trading and Permitted Work clauses I can poke at.
Now to do some tests… what’s a variable, again?
Posted by stuckie on June 3, 2012 – 11:27 am
Filed under Code, Ludum Dare
The vast majority of my projects seem to erode quite badly with bitrot, so I’ve taken all my LudumDare entries – including incomplete and unreleased ones – and splattered everything that I have of them up on github.
This includes:
- LD11 – GEvOlve
- LD15 – Moons of Subterrane
- LD16 – derelict_
- LD17 – Yargh!
- LD18 – T.I.T.A.N
- LD19 – Germies
- LD21 – Thieving Fingers
- Mini LD11 – Little Quirks
- October Challenge 2011 – Little Quirks
Interesting ones include:
- Yargh! – which used rather little of SGZ2D’s functionality, and did the vast majority of it’s logic in Lua.
- T.I.T.A.N – which uses it’s own unique little SDL powered engine, based on Components and Entities.
- Germies – which is one file, all C with SDL, and written in seven hours.
- Thieving Fingers – which is the first to use GLESGAE, and rooted out vast amounts of bugs and things.
T.I.T.A.N, Fingers and the both Quirks projects haven’t been released till now, so feel free to clone, fork, poke and prod 
GEvOlve is a load of mince… it can be thought of as the wooden spoon entry, as it was the first thing to use what turned into SGZ2D.
One final thing to note, is the main reason all these have been put up is that of bitrot as I mentioned above… Little Quirks has suffered the most, as the release included isn’t the final demo that I had done, which is shown in the screenshots on the project page. This is a shame, as there was a lot of extra logic put in, as well as some actual gameplay. The tileset was also more complete, with a few more interesting tiles of which some were recovered for the October Challenge re-do, but not everything, sadly.
That and I’m more likely to be able to go back to them when they’re in a more workable condition like this!
You can find them all on my github here: https://github.com/stuckie/ludumdare.
Posted by stuckie on March 24, 2012 – 1:14 pm
The past couple of months, I’ve been fiddling with JavaScript and writing a module for it within GLESGAE.
The way I’m doing this is so that the scripting modules are effectively separate libraries, so for example, there’s GLESGAEJS for the JavaScript portion, and GLESGAELua for the Lua portion.
Nothing in the main library will be dependent upon it, and if you want to use GLESGAEJS, you’ll need to pull in GLESGAE as well.
In terms of the JavaScript bindings, I’ve also been providing some support for some HTML5 elements, such as Canvas and Audio. The idea being that it can be used to power web applications as a native application, creating a hybrid application that can access both JavaScript and C++, or bridge to whatever other language you feel like ( some JavaScript/Lua mash-up, perhaps? )
I’ve not done any WebGL support as yet, but this should be relatively trivial, and also be a very nice fit considering the engine’s designed for GLES support from the outset!
I’m still planning on getting Lua support done as well. Lua’s still my favourite scripting language for it’s small footprint and easy extendibility, and as long as I stick to the framework I’ve laid out, I should be able to fiddle with other scripting languages too.
I had been aiming to get the engine ready for the next Ludum Dare, but with various commitments this year, it looks like I’ll be missing both the April and August competitions. So, hopefully by October, I’ll definitely be ready to tackle something this time!
This is looking like it’ll be a good year though… so here’s hoping I can find more time for random projects