LD16 December 11–14, 2009

Finally done…

So, I finished my game. It is playable, but not exactly what I had in mind and there are definitely better games out there.

colonialage

There are a few features that didn’t make it into the game:
– Powerups
– Sea fights :(

Download it here

It’s 3:10 AM and I’m getting tired. Linux executable as well as gameplay and timelapse video will be uploaded tommorrow.

Successful weekend. Unsuccessful entry.

GOLD!!!

GOLD!!!

Well this weekend was great. I had a great time working on my first Ludum Dare and can’t wait to compete again! Although the weekend had its ups and downs, it was a great experience. However I was not able to actually deploy my game on time as an official entry, due to some stupid timing and unpreparedness on my part. My game is practically complete though, and I will post it up later in the week, as well as a description of how my first LD went, what went wrong, what went right, and what I will do to make the next LD a success.

Good luck to everyone who has submitted an entry!

Aaaannnnnnd Breathe.

Well I got my entry submitted – just.

It was nowhere near finished. I mean, it’s possible to play (if you ignore the bugs), but many of the graphics left in there were still placeholders, there’s no text on the title screen or end screen, no sounds, etc etc. If I’d not spent so much time on the procedural generation I would have had time for this stuff. Bah.

So, what did I end up with? As a daring adventurer you have broken into a long lost pharoh’s tomb in search of treasure. Can you find all 16 treasures hidden within the labyrinthian 5-level pyramid? If you are to do so, you will have to be on watch for sealed rooms and corridors which you can break open with your pickaxe (enter key). Every new game starts with a new random layout for infinite fun*

* actual fun may vary

There’s one big bug which I didn’t have time to fix – often when you start the game you get “assertion error”. I put an assertion in to check that treasures were being placed properly, and this assertion sometimes fails, meaning that not all the treasures can be placed for some reason. Hey – at least they game doesn’t let you start a game which is impossible to finish 😛

Timelapse to come soon :)

The First Frontier

My space exploring game thing is complete.
Go fetch!

Tomb Thief is finished

I was meaning to have the player go in and explore the tomb to find the skeleton leaders and defeat them, but I ended up spending too much time texturing the skeleton to build a proper battle system. It ended up being a game about a thief who runs around the tomb grabbing treasure, but then I didn’t have enough time to give the player a way to escape the tomb. So now it’s about a suicidal thief who runs around a tomb grabbing treasure.

skeleHit

Voting Page: http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=1128

LoneStranger’s Explore Incomplete

I uploaded my entry, even though it isn’t near complete.  I figured it’s worth getting feedback on what I have for future reference.

I’ll probably write a post-mortem in a day or so, but I know the number one thing that I did wrong was that I didn’t organize properly at the beginning.  I didn’t know where I was going to end up, exactly, so I didn’t know how to get there.

Here’s the screenshot.

LoneStranger's Explore

The compass isn’t linked to anything in this version, since navigation wasn’t completely implemented. The arrow keys aren’t supposed to move the ship.  The plan was to let the user select a direction, and then sail that way for a few spaces.  How far they traveled would depend on which direction the wind was blowing, and whether or not any events happened, like finding land, meeting pirates or running into hazards. Unfortunately, I never got the planned movement implemented and so the compass sit

Head on over to the entry page to check it out.

Tags: Explore, final, ld48_16, screenshot

Cubees Complete.

final_menu

Cubees: Age of Exploration.

This was my first LD competition. I took nearly the full 48 hours (definitely down to the last 30 seconds). I enjoyed the experience immensely and look forward to seeing what others think of Cubees.

For more details about the development, I’ve kept a log on my site. Now, I’m going to sleep.

The End.

gameoverSo, I’m done. While I did finish something, it’s not much of a game. I spent far too long on graphics. The characters just skate around and do simple damage. The source code quickly turned into a mess as I approached the deadline. I haven’t even played the game myself, so I’ll give it a go tomorrow. I think I need to do more unique landmarks, i.e. more graphics to make the exploration worthwhile… and an actual game of course. Although, I think I will still consider it a game for the sake of my new year resolution (promised I would finish something).

Like many people here, I’ve been awake for far too long. Good night!

Comments

SonnyBone
14. Dec 2009 · 03:48 UTC
Well, you can keep working on it and it’ll be way awesome. It LOOKS amazing. I can’t wait to try it out.

The derelict stumbles in..

About twenty mins late as my archive manager decided it would make bad zips – cause it felt like it.

Didn’t completely finish.. sadly… but this is something I’d definitely like to finish at some point.
You do get hot-seat multiplayer for your efforts of downloading though!

Skills were not implemented, which makes the Alien Queen utterly useless ( it can’t lay eggs that spawn into brood ) but the other classes work fine as they have weapons 😉 AI wasn’t implemented either.. so you can wander aimlessly through the HUGE part-designed ship and kill them.. but that’s about it, sadly. Lockers weren’t implemented either, so you can’t even gather loot! Yea, time managed to get the best of me, it seems.. I’ll explain more in the post mortem.
There’s also no win conditions… I forgot that… heh

I’m quite knackered after all that.. here’s a final screenshot showing what GUI I managed:

I currently only have an AMD64 Linux build as my Windows running laptop is in need of a reinstall.. I’ll get a Windows build done ASAP. You can grab the engine source from the SVN though, and compile it that way if you wish.
Other source is actually in the data zip – it’s all Lua script.

I’ll post up a post-mortem after I’ve had some sleep.. it’s been fun again! :)
Good Luck to everyone!

-edit-
Seems like my laptop was alive enough to produce a Win32 build! it’s up now too: http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=267

Lost in Phish world

I finished and submited it just 5 minites before deadline.

“Phish World” is simple 2D scrolling game. Only arrow keys are used for controll.

Absolutely, time mattered…. I couldn’t include musics.

phishworld4.

– Tech:  python1.5,  Dependency on pyglet and pybox2d.

– Art: Done with Inkscape and sfx.

For windows users, I included .exe file generated by py2exe. For linux users, python(over ver1.5), pyglet, and pybox2d are required.

Thanks in advance for playing my game. Welcome any feedback

Tags: final

Bah, out of time – had to submit a crappy unbalanced version.

In the end I turned it into a gratuitous battle in space – basically RTS meets 4X. Managed to squeeze it in just in time – the ZIP was up just a minute before the deadline, and the screenshots/description came after.

I might have added too many alien ships…

It might look as though the graphics took up a lot of time, but really those were easy. The tough bit was the ship AI, UI and fine details – things like how the ships bank when they turn. I tend to get hung up on crap like that.

screenshot6

GBIS.zip

– It controls almost exactly like your standard 3D RTS – mousewheel to zoom, mouse on screen borders to pan, click, drag or double-click to select, right-click to move or attack.

– Spacebar pauses; you can issue orders while paused.

– To colonize planets, you need to build a colony ship, move it to the little circle above the target planet, and then click the colonize button (lower left). The button only appears when you have only the colony ship, and nothing else, selected. It takes awhile to colonize the planet.

– You can build ships from planets, provided you have enough money. The other 3 resources, sadly, do nothing – I forgot to put special-resource costs in the ship data. Sorry, no build queue.

– The aliens should show up before too long, or you can go look for them if you are so inclined.

– Yes, the framerate is awful in big battles. Didn’t have time to optimize it, plus I added too many missiles, explosions and other stuff.

– There is no end. Close the window when you’re done.

– Edit: Lol, I tested it and found a couple of major bugs. One, the alien “attack” results in the aliens doing a happy dance (working as intended!). Two, under certain circumstances you can see the aliens even when they’re very far away. But, for the most part, it works (apart from the framerate issues).

“Lost in Exploration” is finished (and me as well)

After quite a rush in the end I got “Lost in Exploration” finished. Or let’s say that what I had time for is finished.

Actually most of the time I created a platformer-egnine based on jMonkeyEngine. That took lot’s of time and when I started using it (with the help of blender). In the end it was a real good job when I compare the result to my first LD (one year ago).

The first scene:

scr2

The whole scene how it looks in the  my blender-“editor”:

scr3

Have a look here (hope the webstart works for everyone):

http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=479

So,..still the sourcecode to pack…

It was really much fun again…

Stuff used for creating this pice of software:

eclipse,java,jMonkeyEngine,blender,reaper,drpetter’s supersound-generator

Penguinagain finished!

1aXC

Wow, that was close! I managed to have major tech problems at the end, but managed to submit it after all.

You can play it on the web here:  Penguinagain or grab a windows EXE HERE.

edit: or the mac one: HERE

Comments

SonnyBone
14. Dec 2009 · 01:02 UTC
OH MAN. So very very awesome.
14. Dec 2009 · 01:36 UTC
Thanks for playing, and I appreciate the bug report! I’ll have to check for that bug, I’ll see if I can fix it soon. Really glad you’re enjoying it!
jminor
09. Jan 2010 · 20:49 UTC
Great game! The Source link is busted. Can you fix it? I’m curious to see how it was built.

Finished Massacre at Misfit Toys Island!

Finished game just in time. Probably has a ton of bugs I had no time to test. But I think focusing on graphics was fun and actually a little inspiring. Next time maybe I can balance the graphics and gameplay a little better. I spent way too long in Photoshop cleaning up graphics this time. Oh well, it was quite fun!  At least because I used BlitzMax, there are PC and Mac versions of the game.

download here: http://www.bitjets.com/massacre.zip

FinalScreenshot

Succesful Failure?

So I didn’t get an actual game submitted this time, but I put in all the effort I could. Slept 3 hours since Friday morning, only break I took was to go to the store.. I like the concept and design for my game and am going to pursue it. Even if I rip the flash code to hell and back, I successfully prototyped an ‘infinitely’ (based on optimized server resources) persistent universe streaming through a flash client with mmo style multiplayer.


planetss
Play Live

I also am psuedo calculating the total gravity wells of all nearby planets and using it as propulsion. I’m pretty sure it’s not physically accurate, but didn’t have time to total up the force vectors of 100’s of fake planetary bodies myself. So it makes you move, worsk for me. I’m sure a little tweaking would make it more fun being able to fly around navigating by slingshotting around big planets.

For my first flash game ever it’s not too bad. If I go for a rewrite I might drop Flixel completely. Writing the crappy text input because Flixel completely seperated any event handlers from the game logic.. yea, shitttyyy. FlxSprite has no sprite elements, that was another fun one. What’s the point of using a graphics library, when you have to write pixel by pixel to the buffer to get around it..
On the other hand, there are several ways I could have used Flixels structure better. It seems really designed around using the tilemap class, which I didn’t touch.

I have a partial timelapse I’ll upload soon. I’m pretty sure it was responsible for the two blue screens of death I had this weekend though

Finished my first Ludum Dare!

Sweet, I managed to complete my first Ludum Dare! I was thinking of learning Push Button Engine for it, but after going through a couple of tutorials I decided I’d go for straight-up Actionscript instead. PBE has some neat features, but I need more time to get my head around its component-based programming model.

Anyway, SEEK*TOR is a game where you’re trying to locate the enemy by firing search flares from turrets. You have limited flares, and turrets have a limited range, so you need to carefully choose where you aim. It’s in Flash.

SEEK*TOR Voting page

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ screen01 screen02 screen03

Incidentally, I’m annoyed with Audacity because it added an initial silence to all the mp3 files I encoded with it. So all the sounds come in late. :( Also, I just realized that I forgot to have the background music loop…

Tags: as3, Explore, final, flash, ld48_16, screenshot

Failure…

Given another couple hours I could’ve finished it up, but at the moment it’s not ready… I slept late this morning, and I also missed the first 6 hours because of a party… It was my first LD though, and I intend to do it again. So, lesson learned.

My game was going to be called “Electromigration”, it procedurally creates the level as you go, it’s an fps and the goal is/was going to be to keep exploring and finding randomly placed upgrades while fighting off enemies. I had the level generation working perfectly, and enemies and shooting are all there. But I still need to make the game generate enemies and upgrades in the level (at the moment all you can do is walk around the endless level and spawn enemies via the console).

It looks sorta VR-y, with colorful grids (as the player explores, the areas that have been walked through fade from red to green, so you can see where you’ve already been).

I probably should have prepared better, I used a custom engine, but all I had finished in the engine (which was meant for another project, and had been started a week before LD started) was part of the lua scripting setup and the basics of the graphics engine (I used Ogre) setup, so I wound up writing a lot of needless low-level stuff… on the positive, I really did a lot in a short time (that was a couple thousand lines of C++…) and an ingame lua-based scripting console was amazing for debugging/testing.

Here’s a couple screenshots; I might keep working for a few hours just to get it done…

Comments

SonnyBone
14. Dec 2009 · 00:35 UTC
This looks AND sounds really awesome, actually. I’m sorry you couldn’t get it done in time. I look forward to a playable version.
mocker
14. Dec 2009 · 01:09 UTC
It’s like, Tron the FPS
14. Dec 2009 · 01:16 UTC
That looks really cool. A shame you didn’t get it in.

Finished something!

Yesterday i have gived up, but when i awake today, suddenly i decided to continue work. And i was awarded! I made real great progress today, and impelement most features i have planned. Even i made some sounds with sfxr (dont planned sound in the start!).

So, to my game.

You own a space ship and decide to enter nearby asteroid field to explore it! You have prepared planetary landing module to land on asteroids and search for resources to upgrade you ship. What you will find? Rich mineral asteroids? Or space pirates?

Game can crash on ATI cards, sadly.

Tools used:
-Delphi 2007
-3ds Max 2008
-Photoshop CS3
-SFXR

Libraries:
-My own STLEngine2
-GLScene
-ODE
-FMod, free for non-commercial use
-Graphics23

DarkFireLD48 2009-12-14 05-00-42-43DarkFireLD48 2009-12-14 05-07-55-64DarkFireLD48 2009-12-14 05-05-50-73DarkFireLD48 2009-12-14 05-01-27-54DarkFireLD48 2009-12-14 05-01-58-82DarkFireLD48 2009-12-14 05-01-06-59

Comments

14. Dec 2009 · 00:34 UTC
Nice to see someone else is using Delphi/Pascal :)
Stalker_23b
14. Dec 2009 · 00:36 UTC
Yeah ) There is not much of us left…
14. Dec 2009 · 00:37 UTC
Gorgeous, can’t wait to try this!
Stalker_23b
14. Dec 2009 · 10:12 UTC
If you get this
16. Dec 2009 · 05:15 UTC
Why don’t you fix that bug?