ludum-engine-simple /

Filename Size Date modified Message
Android
Core
Desktop
IOS
assets
gradle/wrapper
html
722 B
3.2 KB
5.6 KB
94 B
5.1 KB
2.3 KB
53 B
13.4 KB

ludum-engine-simple

A starting point for game jams doing some tedious setup activities.

Built on top of LibGDX (https://github.com/libgdx/libgdx)

WORK IN PROGRESS!

How to use it

Clone from source, then modify it to your liking

Prepare assets

FIRST OF ALL: THE CURRENT ASSETS INCLUDED ARE NOT SUPPOSED TO BE PART OF YOUR CONTRIBUTION TO THE LUDUM DARE!

They are just provided as placeholders, and most of them are modified versions of graphics retrieved from http://opengameart.org and http://freesound.org - or even Google Image Search!

Prepare assets using gradle

To create sprite sheets and place assets at correct locations, go to the assets project and run:

gradlew packManaged - compress all images in the assets/managed catalog and create spritesheets, then copy them to the androd/assets catalog gradlew copyUnmanaged - copy all images and other assets from assets/unmanaged to android/assets catalog

Run your game (development)

Desktop: Set working directory to /android/assets so assets will be found and then run DesktopLauncher

Android: Run AndroidLauncher on a connected device or the emulator

Web: Run gradle task :html:superDev and when finished point browser to http://localhost:8080/html/ (or your specified context path) Sometimes you have to recompile (press the refresh button in the brower) to get the game to start properly. I don't know why this is...

IOS: Run IOSLauncher on a connected device or the emulator (requires Mac OS X!)

Desktop: Run DesktopLauncher

Deploy your game

Windows/Mac/Linux

gradlew desktop:dist This will create a runnable .jar-file in the desktop/build/libs-directory (desktop-1.0.jar is the default). From this directory start the program with 'java -jar desktop-1.0.jar' (and even better, create a start.bat/start.sh file that does this for you) Note that the java runtime environment has to be installed for this to work and java has to be on your classpath.

...or just use packr: https://github.com/libgdx/packr

If you want to obfuscate your distribution to avoid decompilation of your game:

Run prepare.bat (requires BASH shell) Then run obfuscate.bat (requires BASH shell)

The .bat files may have to be modified to use correct paths for your environment.

HTML/WEB You have to serve the contents of the war directory via an http server. Most browsers will not allow the async requests to load the additional files when running on the filesystem.

To generate a deployment via gradle, run gradlew html:dist. That will create a dist directory within your html/build directory and will contain everything you need to deploy (and more). The same rule about the http server applies.

Forum and homepage

http://darkdroid.com http://kodingnights.com

License

1) Please give credit where credit is due.

2) As long as you release your game using this engine for a Ludum Dare abiding by all Ludum Dare rules you can afterwards do with your game/product as you wish, including (of course) distributing your source code. Also, see 1)

Thanks

The people at http://shadertoy.com (IQ is my hero), http://glslsandbox.com, GameDev.net (http://www.gamedev.net/forum/11-game-programming/), and of course the LibGDX team (http://www.badlogicgames.com/forum)