Getting an early start on the coding phase? Link your code here. :)
Greets!
Just a quick reminder: the rules require that if you're starting early on the coding phase of the contest, you must release all of your code written prior to the start date as open source before the code phase begins. So, if you've decided to get an early start, this thread is as good a place to post links to your code repositories. :)
Bart
I'm going to write my networking code before the code phase begins:
3rd party libraries I'm going to use:
This is a tarball of the code that I will use as a start (it's going to be heavilly modified though):
http://myckel.freeshell.org/rpg-world-0.93-python3.tar.bz2
The code is basically the one from Ulmo's Adventure: http://www.pygame.org/project-Ulmo%27s+Adventure-2042-.html
I changed the code so that it is Python 3 compatible (read: runs in Python 3). These are the only changes.
Engine:
For our actual project data. All stuff that was done before contest start will be here:
Good luck all!
http://tekk.com.ar/git/lpc
changes are going to be big though relatively rare though, I always forget to push to my repo :/
Server: https://github.com/Metalmeerkat/Facktor
I probably won't work on the client until the art phase is finished.
I'll be using Flare:
https://github.com/clintbellanger/flare
I'm in the process of enabling it to use orthogonal (as opposed to isometric) tiles right now.
This is As3 code that i will be porting to use in the contest.
https://docs.google.com/folder/d/0B3BBY0G4GMOWdFBiR0RhbVBNTm8/edit
I will add the lua versions when as i complete them.
i'm looking for a collaborator. My game is a tactical rpg like fire emblem, shining force, ff tactics, advance wars.... etc....
https://bitbucket.org/gr3yh47/bfcs/overview
My game is also a tactical rpg but it is written in lua and not python. I started working on it on the 27th of last month, using my own open source 'flash-like' game engine called Xenos Engine.
Dungeon Tactics - Open Source SRPG
We've not really started yet, just a couple JavaScript prototypes.
The repository will be at https://github.com/slowfrog/chickenpix
Anon, that's a pretty fun tech demo you've got there! I really like the pseudo-3d effects.
As I said on my own 'show off your project' thread, I will use my splashouille framework which is based on the SDL and libconfig libraries (both under LGPL).
Here's my engine. If I decide to make a Java game, this is what I'll be using. https://github.com/MagiMaster/unnamed-applet-engine
(I really should give it a proper name at some point.)
Probably will use this lib I've been writing: http://sivut.koti.soon.fi/~terop/GameApi.html, and newest version will be available in sourceforge: http://sourceforge.net/projects/gameapi/files/
I'm trying to make a turn-based rpg or something like that...
I'm collecting pieces of old, unfinished game projects and already writing new stuff, so here's the repository: https://github.com/buch415/Tales-of-Gydia; future updates will be placed in the same repository
I am not going to start early, but I might reuse code from previous projects not yet published/annouced anywhere:
http://www.weyer-zuhause.de/mark/software/anatris_0.0.tgz
http://www.weyer-zuhause.de/mark/software/oinm_0.0.tgz
Also, there is some code I use to test animations during the art phase, which I might want to reuse later. I don't want to publish all of it early so as not to spoil any surprise. (Obviously, I won't reuse the parts I don't want to prepublish.) Would it be sufficient to upload a tarball which contains all code minus (the OCaml equivalent of) the main.cpp somewhere? Or would it even suffice to include that code in my art phase entry?
EDIT: the animation testing code is fully (minus nothing) included in my entry:
http://opengameart.org/content/lpc-caeles-art
I'm currently addapting code from some experiments I have done before. It's about char movement control and tile based mapping construction.
Repo: https://github.com/italonascimento/LiberatedPixelCup
I'm doing this using an HTML5 framework, the LimeJS. Anyone can get the framework on their site (http://www.limejs.com/) in order to run my tests. :)
Oh, the commits and comments are in portuguese cause my partner does'nt speek english, but feel free to contact me if there are any doubts about the code (since the idea is to collaborate).
Found this on /. Haven't investigated it yet.
http://games.slashdot.org/story/12/06/22/186249/the-death-of-an-html5-game-breeds-an-open-source-project
The open source project is available here: https://github.com/wooga/Pocket-Island
Just github'd "ThisHackishMess" my personal gamekit-ish project I've been working on for a while in Python. Still a few things to be done on the code though. GPlv3.
https://github.com/Spummy/ThisHackishMess
I'll have to make a video showing what I've got it doing so far some time.
I'm toying with an engine based on Quake (the SDL port), which is under the GPLv2+ license. Shoehorning some 2D support is going to be interesting, though I'm not sure if I'll end up with anything worthwhile by the end of the competition.
Code snapshot: http://awwports.sourceforge.net/files/rempel-0.21-src.tar.gz
Bazaar logs: http://awwports.bzr.sourceforge.net/bzr/awwports/changes
I've been working on an HTML5 game engine/editor in preparation for the contest: https://github.com/nmrugg/Pioneer
I'll be using an existing open source GPL3 C++/Lua roguelike game engine made by someone else:
http://te4.org/
I don't have a repository set up yet, but I won't be starting any coding before 1st July.
I was hoping someone would do a T-Engine 4 game :)
I'm not sure if I will use this code myself, but I'm making a pygame tutorial using the LPC tiles and I hope that people will use that in the coding phase, so here it goes:
https://bitbucket.org/thesheep/pygame-tutorial
https://bitbucket.org/thesheep/pygame-tutorial-slides
I am going to use a slightly modified version of ENIGMA Game Maker (enigma-dev.org) to make the game. The modified version can be found here: https://github.com/forthevin/enigma-dev.
I'm terribly sorry for not posting this before, but I've got my code on github.com
Project: https://github.com/Nushio/Unsealed
Libraries:
I like competition 8)
https://github.com/bryanturley/trecena
Linky https://github.com/nat1192/RPenGine
Hi a have started coding a team survivor game in fantsy setting.
my repo: https://github.com/bark/Robinson
there can you alway downloade my latest version of the game.
Here's mine: https://github.com/cataphract-/LPC
Sorry for delaying it until the last minute, I wanted to get it into better shape before submitting it
I CC0-ed a couple of C# libraries I might or might not port for use during LPC:
[url=https://github.com/VDZx/VBXSE]VDZ's Basic XNA Sprite Engine[/url], which is exactly what it sounds like.
[url=https://github.com/VDZx/GNI]GenericNetplayImplementation[/url], a library to make network communication a whole lot simpler in C#.
[url=https://github.com/VDZx/MIDIRead]MIDIRead[/url], analyses a MIDI file so you can, for example, easily read which notes a specific instrument plays. Does not do anything with MIDI other than provide information about a MIDI file.
It's all public domain now, so have fun with them if you're interested. Basic instructions can be found on the relevant wiki pages.
I decided to go with Allegro for my entry, so to get familiar with the library I've been working for the last few days on building some components I'll surely need for the game (spritesheet and tilemap mostly). I have just created a repo on github with what crummy, still-half-baked code I have so far, here's the link:
https://github.com/fabiorodella/LPC2012Game
For now there's only a project file for use on XCode / Mac OS X as that is my main development platform, but I'll add Windows and Linux projects soon.
All I've accomplished so far is to set up github, and start from a fork of the frogatto engine.
https://github.com/extrahotchilipowder/lpc-entry
Kinda useless, but I thought I might as well "release" it just to be sure I'm in compliance.
Contest starts tomorrow!! :D
I have a landscape generator. It currently makes 3D images of rolling landscapes with rivers, based on a 2D grid. It could certainly be adapted to make tile layouts.
I have no idea whether I'll succeed in producing anything for this contest, but just in case I or anyone else would like to use what I've already got, I'm making this available for anyone to use.
I'm hereby releasing it under GPL2+ (whiich includes GPL3 as an option) and under the CC-BY-SA 3.0 License.
If someone needs another license, or help understanding or compiling the code, please ask. I'm hendrik at topoi.pooq.com.
Source code, description, and a screenshot are currently available at http://topoi.pooq.com/hendrik/dv/fun/rivers/
Have fun.
-- hendrik
I have migrated what I have done to sourceforge.net
https://sourceforge.net/projects/trinlibr/
Here's mine
https://github.com/cataphract-/LPC
It's not a lot, but it'll save me some time
I wanted to clean it up a bit, but I ran out of time. Probably the only entry written in dart (It's hardly anything ATM)
https://github.com/seveibar/liberated-pixel-cup
I'm planning on using a framework I wrote a while ago for a now-abandoned MMORTS project. I've uploaded a copy here, which can be taken as released under GPLv2.
http://www.4shared.com/archive/ElvOyvb_/eventserver-20120701tar.html
Me and my friend are using Crafty engine for LPC:
https://github.com/UniqueVN/CraftyGame
It's not much at the moment: (the link is self descriptive)
https://github.com/drawoc/js-particle-physics-demo-with-a-generic-name
I plan on using a slightly modified version of Pyglet. Here is the modified code and some extra helper classes pulled from another game.
https://bitbucket.org/mgreenstone/lpc
Here's what we, plaimi, have been writing. We will be making an action-adventure game using pygame and PyTMX. It's a mess right now, but will be cleaned up and put into a repository later.
https://secure.plaimi.net/lpc-pre-coding-phase.tar.gz
Hmmm.... tried an anonymous submission of this last night, but it hasn't turned up so I figure I'd best sign up an account & try again:
I'm planning on reusing this Java server-side framework I wrote for a now-abandoned MMORTS:
http://www.4shared.com/archive/ElvOyvb_/eventserver-20120701tar.html
With any luck, this should be fun. :)
Hello, I want to join the contest! I am coding in Java, with the latest Slick2D library
http://slick.cokeandcode.com/
It's based on Lwjgl, and if I am not mistaken I got the library from the slick website too!
With regards,
~Vivid.
hi all,
Just an average gamer. It would be nice if some of the people do add couple of lines as to what it it and what they hope to do in the next one or two months. What kind of game could we see.
For instance I see/saw many an entries while they tell on a technical level what library they are using, they are not sharing the big picture. Even README's are absent on that atm.
For instance let me take a random example.
https://github.com/cataphract-/LPC
https://github.com/fabiorodella/LPC2012Game
http://tekk.com.ar/git/lpc/description
While I have just taken a few, is there some sort of competitive advantage in not sharing what sort of game people are developing/going to develop or what?
Just curious.
Indie games can be bizarre, so it can be a competitive advantage if they surprise the judges with an innovative as well as well-executed game.
You also have to consider the fact that most of these games won't be released, so they might not want to let anybody down.
Personally, I don't want to get anybody's hopes up for my tower defense dating sim RPG.
Oh my, I totally missed this forum post. I did publish yesterday a simple framework I started, but I didn't know it was required to publish it here... am I busted? :(
It is an unfinished allegro5-based framework to build simple rpg-like games:
https://github.com/hiltonm/nostos
Anyway, good luck to everyone involved, cheers!
@shirish I think I could tell everyone about the concept of my game. My only doubt is: will the judges read what I say here and, somehow, my game won't surprise them anymore? Or, maybe, will them expect something of my game based on what I said and possibly get disapointed if I change it?
@shirish: for me it's not about any kind of competitive advantage. I just don't know what I'm going to make yet. Have to look at what art assets come out of the art phase, and figure out how good I can get with the frogatto engine in 1 month. Only then can I decide what I might be able to make (and hopefully get to some reasonable degree of completion.)
@shirish In the spirit of openness and because I think on paper anyway, I myself am running a devblog during the event over here: http://spummygamedev.blogspot.co.nz/ there's already a brief post outlining the basic premise, but it's not exactly a design doc.
Pages