Progress 3 (and 100th post)
Yes folks 100 posts in the blog! Pity it couldn't be more significant.
I know this screen doesn't look like much but well it is. The sequence of events is as follows.
- Get PTK and Chipmunk setup and build framework.
- Discover PTK and Chipmunk screw each other over due to the one being compiled /MD and the other /MT
- Spend Hours attempt to fix this
- FAIL!!!
- Try some more with help, reinstall both libraries and tweak
- EPIC FAIL!!!
- Choose a new platform.... SDL
- Realise you haven't used SDL in over 3 years
- Go play a bit of Burnout: Paradise
- Get SDL working after a few tears
- Like a sensible person use OpenGL
- Realise you haven't coded in OpenGL in over 2 years.
- Cry some more
- With the help of X-Out and others revise your knowledge and dig up old projects to refresh memory.
- Swear at libaries
- Tinker
- Get Black Screen... run around in celebration.
- Get Lines on Screen
Intersperse that with a thumping headache, and extremly regular breaks to visit the WC (thank you being ill on a long weekend without access to doctor). Not to mention a few self inflicted incidents of head tramau as you punish yourself for a million stupid newbie mistakes.
Oh well now I can get back to the weekend of code.
WOC: Progress 2
Wooot I have a job offer for a games industry job. Went out with my Mum for Sushi last night and we caught up on gossip. Also really ill at the moment but still plowing on with the code.
Getting stuck at the moment as PTK is causing an error in Chipmunk. The two are completely unrelated so no clue why its happening. Trying to solve it at the moment.
Weekend of Code #3: A to Z with a Twist
Theme
A to Z with a Twist is an exploration into racing games and freerunnnig games where we are trying to get from A to Z but we add something to make it interesting. BE CREATIVE AS POSSIBLE as the whole idea of this weekend is to take risks and explore. Focus on the twist not the racing. Make it as fun as possible.
Rules
- Graphics, Physics and Sound Libraries are allowed: Examples PTK, SDL, Box2d, Chipmunk, OpenAL ect...
- No games libraries are allowed. If in doubt as me.
- All code must be written from scratch in the weekend, no copy and paste or code reuse.
- All content must be made during the weekend: photos and scans are allowed.
- The final code and all things required to run the game must be uploaded to the website prior to Monday Noon (GMT). Uploader will be on site from Sunday Noon.
Examples
- Assassins Creed: Free running with killing.
- Stuntman Ignition: Brilliant Stunt along course.
- Destruction Derby: Destroy other cars.
- Mario Kart: Weapons.
- Chase Hollywood Stunt Driver: South African Hollywood Game
Anything Else
Have fun, grab some sleep. You can contact me using the feedback form on the site or I'll be hanging around in an irc channel. #ludumdare on Afternet.
Game PIT #17: Two Point Oh

Welcome back folks. The new site is launched. We outline some PTK stuff that I showed the first years. We play a bit of catch up and talk about University work.
Topics
- Welcome Back
- Big Thank You
- PTK
- University Catch Up
Links
- Claire Blackshaw
PTK an Introduction
Hi everyone.
I presented a lecture to the first years on PTK my favourite lightweight 2D engine.
Full details can be found in Code - Reference section along with downloads.
I'll be posting the podcast to go with the slides on Friday night hopefully.
In other news the Dungeon Delve and Gamecube engine are sucking up all my time.
The aim is to get Dungeon Delve to a playable and presentable state by Tuesday night because there is a big meet and greet event with the industry on Wednesday afternoon.
As always feedback is loved and appreciated. Also use the feedback page if you have any questions.
Cheers and take care folks.
Game PIT #14: Rank and File

So I promised to continue the game framework discussion would continue. This week we dive a bit deeper into organising things.
Topics
- Our big first year maths assignment
- A quick talk about Headers and Objects
- Creating STL compliant Objects
- Using STL to manage data
- Event Handlers and Message Queues
Links
- Mumit's STL Newbie guide
- Source for this Show
- Data Structures
- PTK 2D Game Engine for Mac os X and Win32
- STL Containers
- Claire Blackshaw
Game PIT #13: Sky is Falling Down!

So lets get started on a little project. We shall from scratch create a PTK game framework which we shall be expanding on.
I'm not throwing you guys in the deep end yet but I hope to ramp up to speed soon.
Links
- Claire Blackshaw
Game PIT #11: 2D Games!

Come and let us tackle the pretty and fun world of 2D games. The best and funnest way for quick and small games.
On the plate this week we have an errata to last weeks cast, some announcements, the history of 2d games and the basic setup of 2d game.
Links
Good Text mode demo
PTK 2d API engine
Take a look at our code section.
Difference between Char* and Char[]
is &table\[0\] same as table
- Claire Blackshaw
The Aftermath
You never collapse the day after a true crunch, a feeble attempt you crash the day after but a proper grin you run on adrenaline and string for a while longer then after you get a proper sleep, zombie. I woke up this morning with a jolt of pain, my left leg had spasemed, twisted and knotted the muscle. I woke up in pain, I moved and cried. I really need to stop doing this to myself. It took me an hour of nursing and a warm cloth before I could walk without wincing. Defiantly no heels today.
Oh well I'll toss together the map pack tonight but I'm also getting used to early shifts now. Before this weekend I worked 1130 till 2000, mon-fri. On early shift you work 0800 till 1630 but then you work 4 days a week and get Saturday off. I switched cause this is more conducive to interviews and coding in my free time. After a nice slow start to this week I'm going to get back to the phantom project with a lot more knowledge, especially some vital lessons.
Sand Trap: Post Mortem
All projects bring a learning curve into them, this one was no different. My approach from the outset was decided on a SIMPLE, easy idea and get it done in time. No frills, no fuss. Normally I'm a feature freak but for this project I focused on a single goal, GET IT COMPLETE! A hard thing in 48 hours especially for myself.
The first smart thing I did was I went and asked advice from every experienced 48er I could found. I needed an engine that would take less than 5 minutes to write a base framework in and would support everything I need without jumping through hoops.
I got several candidates for 3d but an obvious winner for 2d was PTK. This brilliant engine has impressed me so much I'm considering buying a license for it. The locating of a 3d engine that grace still alludes me. Granted I haven't sampled many but time was short. I had some problems with PTK, wrote to the dev team and they had a quick response and solution.
So I was pooling ideas for the themes that looked good before hand. One idea that stuck was Dune. The worms being attracted to sound in swarms. So I tossed the thought around along with some others. When I woke up on the Saturday morning and saw Swarms I went for the worms idea.
2D or 3D
Yes the game was more suited to 3d and looking back on it I strongly regret the choice of 2d. The main reason is the worms. The sprite for the worms still makes me wince. I had a vision of these terrible beast of dooming rolling over the dunes. So was 2D the right choice? It was quicker to code but time making sprites was extensive. In the end the choice was made because PTK was such a good engine, and has limited 3d support. Given a second chance I would have chosen 3d, simply because its where my strength lies and the game was better suited.
Sprites of Doom
A scanner or stylus would have made this section TEN times easier but I didn't have one so I dealt with it. I made a quick choice to throw away any ideas of an isometric view. Top down was quicker and simpler. I did however glean a good piece of advice. Pixelated anything looks good, I refer you to my death animation. Something inspired at the last minute but something everyone comments on. A bit of humor that looks good at 80x60.
One File One Cause
To do this in 48 hours you throw all coding practices out the window. 90% of my code was in one file, loads of globals and such. What this taught me is that I should stick to coding practices but a hack here and there might not be such a bad thing. For one thing the code reuseablity and debugging would be nightmare.
Fun or Fud?
The fun factor worried me cause at times I felt this wasn't "fun". I'm keen to see the results of the voting and see the answer to that question. However some things regarding this. The death animation added a giggle, but no gameplay. The worms were either too hard or too easy I couldn't get that mix right. So the skill curve was thrown out of whack breaking one of the first principles of fun. Adding the death animation, intro screen and story added some immersion. Explosions helped as well. I'm not completly happy with the control system however. WASD keys would have been better for movement.
Overall
This is one of a handful of projects I've completed on time. Its also a handful of which I have stuck to spec. I need more self discipline and this is a good training ground so yes I'll be at the next 48hr contest I can find. I also need to set down on paper what I want from phantom and have clearly established goals. The other thing is the IRC helped loads simply because other people on the same wavelength were struggling through the same problems. Overall, I'm happy with the outcome but I'll do better next time
Rushing Deadlines
Okay I didn't update yesterday. Bad Claire, no chocolate, none not a piece. Okay back in the world of the sane I have recently raised the Cthulu alert to orange today. Sometime, somwhere insanity is highly likely to occur, more details cannot be released because they would totattly diminitise this system and the so called intelligence backing it. Still I do advise you wear a top today for fear of the sky loosing a rivet.
In the rushing peroid up to deadlines I've organised for the freezer to be full, 10 litres of soda and a six pack of energy drinks. I've been swamping through various engines and platforms to devolp this weekend on. In the case of 2d, the current winner is PTK. Sadly build errors and watermark as well as a requirement make what at first like a very attractive package a dwindling pleasure. Still I think I shall stick with it as my 2D choice.
The forerunner for my 3d coice is either my own base code (attempting to avoid jumping through hoops) is g3d and SDL base with extended 3d Functions. It might pack a little too much punch for what I need but its the best one I've fouund so far. I'll dig around a little more maybe. It supports everything from Quake Models to HLSL support.
I've voted for Contruction theme I hope it wins out. In other news I've worked out my budget and in one short phrase. OUCH!




