LD16 December 11–14, 2009

Monkey Kong

The Greatest Game in the World... Tribute

A clone of Gameboy Donkey Kong (a.k.a Donkey Kong ’94).

(there’s no winning or losing, just platforming around and watching the levels change)

compo entry page

PLAY ONLINE

Fixed version for folks without a sound device

Source code

Timelapse

Tags: final

Comments

24. Jan 2010 · 22:56 UTC
Cool. The continuous changing level is interesting. One question. How do you win/lose?
24. Jan 2010 · 23:02 UTC
There is no winning or losing… I pretty much spent all the time on the look and feel.
MrDude
25. Jan 2010 · 00:24 UTC
Very fun :)
26. Jan 2010 · 12:47 UTC
A most excellent game. I haven’t played the original though. How similar is this?

I hope you make more level-parts.

Inspiration and Plans for Tomorrow

At the time of writing, I just got done playing a game of Rampage in MAME. Very inspiring, and very, very cathartic.

Hookay, tomorrow. Tomorrow, I’m probably going to be at school ’till the early afternoon, but I have the entire day after that point, and will use it.

Tomorrow, I plan to get the tiles for at least one color of castle done. I will also try to get one of the monsters done. I’ll post a screenshot once I have a complete building.

I’m thinking that I’ll make the hill giant (Gregor) first. His art will probably be the simplest, and he’s also the reference point for the balance of other characters.

For the rest of the evening, I’ll be hanging out on IRC, and then I’ll go to bed.

Here’s to inspiration, and doing what we love!

—Mr.Dude

Might Try To Finish By Tomorrow

I took a little bit of a break today and didn’t accomplish as much as I could have.  Since the animated gif I pretty much just added the title screen, a land mine that explodes, and the damage meter.  I still need a few more enemies, levels, sound and music, and a few other things.  The hardest part, I think, will be in trying to make tracks that are actually fun to play.

TowerManager

So, I’ve been building a nice clone to a game probably only a few of you know. I’ll give you a hint: Maxis published this game in 1994. And for those of you who played the original probably already knew which game I’m cloning when you read the title.

And here is a screenshot of how I far I’m along:
towermanager

Yeah, that’s not very far. Damn you, exams and stuff. :)
I’m planning on finishing my game by the end of the week.

Comments

Aurel300
25. Jan 2010 · 11:24 UTC
Oh, I loved SimTower!

Funny Frog

screen2

I’ve sumitted my game clone “funny frog” yesterday, here is the link to the entry:

http://www.ludumdare.com/compo/minild-15/?action=preview&uid=1655

Try it and say me what you think!

Comments

26. Jan 2010 · 15:19 UTC
Nice nice,…I actually didn’t finish the 2nd level. It took me a while to try to jump out of the window and guessing that there is something! 😀 But actually I made it,… 😀 Good job as you made it in quite a small time frame!

As there was no time limit I didn’t stress myself too much (but still enough). But my game was more complicated that it seems before (I’m doing the same mistake over and over again ;D ) So I hope to finish something until thursday/friday… keep on rocking

Titans – Very First Demo

I have something to show for my efforts!

Download it here!

Click the building to damage it.

Left click is a small attack, middle click is a large but weak attack, and right click is a big, powerful attack.

Press R to reset the building.

It doesn’t fall down yet, and that’s for tomorrow, I think.

I’ve got a good feeling about this one.

—Mr.Dude

Comments

26. Jan 2010 · 15:13 UTC
Hehe,…yeah! I destroyed the whole building!!! Keep on rocking! I also started again and want to release before Thursday.

Congratz IGF Finalists!

IGFHere’s this years list of IGF finalists from the community.

Independent Games Festival

SparkyStar Guard – Excellence in Design
crackerblocksEnviro-Bear 2000 – Nuovo

Independent Games Festival Mobile

tonicStair Dismount – Technical Achievement
dockTumbledrop – Technical Achievement

Honorable Mentions
mrfunMind Wall (Ludum Dare 14) – Best Mobile Game Design

Congratulations everyone!

If I missed anyone (especially student competition finalists), let me know.

The mobile winners will be announced in a couple weeks (ahead of GDC).

- Mike Kasprzak (PoV)

This entry was posted on Tuesday, January 26th, 2010 at 1:00 pm and is filed under LD - Misc. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Titans – Buildings now Collapse!

I’m releasing a new demo! (Grab it here)

Now, the building will collapse if it takes enough damage. Damage to the bottom affects it more than damage to the top, so it will collapse under its own weight if the bottom is more damaged than the top.

Also, the building is randomly generated.

I’ve got a good feeling about this one…

—Mr.Dude

Blah

Have you ever found yourself in a situation where the more you mess with your game the less fun the game becomes?  This Mini Ludum Dare I decided to skip good programming practices and just hack stuff together to get gameplay up and running quickly.  The problem is, many of these messy ad-hoc solutions are now causing me trouble.

I don’t want to disappoint anyone, but I think I may take a break from this project.  If/when I pick it up again I will most likely do a complete rewrite of the code.

Comments

sfernald
26. Jan 2010 · 21:02 UTC
Oh, that’s too bad. Your game looked so cool.
27. Jan 2010 · 03:16 UTC
Ah well, these things don’t always turn out. I still love that animated gif though. :)
27. Jan 2010 · 16:00 UTC
I want to try it at least :/
27. Jan 2010 · 20:10 UTC
Ok Jonny, I’ll let you try what I have, but if you were hoping to blow things up with a barrage of missiles it may be a little disappointing.
28. Jan 2010 · 13:57 UTC
That was at least as exciting as the original. I’m not disappointed at all :)

Thanks for sharing it. I look forward to more when you get to it.

Help Dock get to GDC

Dock’s game Tumbledrop is a finalist in the IGF Mobile, but he needs some help getting to GDC. For a small donation, he’s offering a nod in his current and next game’s credits. Visit his blog for more details.

http://starfruitgames.com/blog/?p=103

This entry was posted on Wednesday, January 27th, 2010 at 7:26 pm and is filed under LD - Misc. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

New character for Mato

mato_moles

I thought I’d post a new screenshot here since I changed the main character, and was hoping to get some feedback. A lot of the work I’ve done since my last post was trying to make collision detection and response work right. I think it’s ok now, but I have a new idea that’s simpler and probably works for the benefit of playability.

So, any comments on the little moles? Or the old worm characters, as seen in an earlier post.

This entry was posted on Thursday, January 28th, 2010 at 1:52 am and is filed under MiniLD #15. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Some Music from my Non-existent Game

I was going to do a clone of Berserk for my game.

I never got around to actually doing the game, but I did do some music for it.

I use a vocoder extensively in it. Some of it is kinda funny. You might enjoy it. There is definitely a lot of influence from the game Portal, and some stories I’ve read such as I Have No Mouth, And I Must Scream.

Intro Song

http://www.bitjets.com/Music/StartGame.mp3

Level 1 Song (my favorite for some reason)

http://www.bitjets.com/Music/Level1.mp3

Level 2 Song (retro)

http://www.bitjets.com/Music/Level2.mp3

Level 3 Song

http://www.bitjets.com/Music/Level3.mp3

Lost Game Song  (this one is funniest I think)

http://www.bitjets.com/Music/LostGame1.mp3

Lost Game Alt Song

http://www.bitjets.com/Music/LostGame2.mp3

*** Note, I updated these files to MP3s so they would be more accessible.

Enjoy!

Comments

ElDoRado1239
04. Feb 2010 · 11:09 UTC
Eek, that’s some scary music you got there >_>

But interesting! Good work.

What I’ve Been Up To

I thought I’d take a break from coding, and share my next plan.

I’m planning a Java-based web game.

The premise of the game is this: It is a turn-based strategy game where instead of directly controlling your units, you must write their AI. There are more details about the game after the break.

Also, I’m looking for a host that can support the game. quin and demize have offered, but I’m still open to other offers. Support for Python on the site is definitely a plus, as I’d like to develop the site using Django. It’s not necessary, but it’s definitely something I want.

Units and structures behave individually in all ways, and there is no central control structure unless the person who wrote the AI implements it. This includes resources and movements, as well as communication between units. Units can run into each other and talk to each other. Also, producers (Both structure builders and unit factories) must be holding the necessary resources to complete the things they are trying to make.

Units will consist of a body (Such as a wheeled base or a boat base) and a turret (Ranging from guns to sensors to building tools) which can be paired arbitrarily. Additionally, some buildings can have turrets, and can have any turret, including builder turrets. This should allow for some interesting strategies, such as a line of regenerating defenses that has a direct chain all the way back to the source of the resources, allowing them to pass along materials to the front lines.

Initially, the game will only support AI being written in Python, but I may add support for other languages.

Comments

29. Jan 2010 · 20:50 UTC
One suggestion – you can host Django web apps on Google App Engine, with free quotas big enough to run a low traffic site. Might be worth looking into.
AtkinsSJ
30. Jan 2010 · 12:07 UTC
Sounds intriguing! And it might finally get me to learn some python.
01. Feb 2010 · 05:21 UTC
You know, communication could be a mechanic too. You could have a unit with a radio turret that can’t attack, but can send and receive messages remotely.
SpaceManiac
08. Feb 2010 · 00:26 UTC
This sounds quite cool! And as AtkinsSJ said, an excuse to learn python 😉
snowyowl
15. Feb 2010 · 15:32 UTC
If you implement the AI for individual units and make them have to send messages to each other, like Sparrowhawk suggested… this could actually end up as more than a game. I think there is some interest from the military on building robots with “swarm intelligence” that don’t need a single control unit to coordinate them, saving valuable bandwidth.

I’m VERY interested to see how this will turn out.

Feb Mini LD date announced (Feb 19-21)

Hey there folks–I’m hosting the Mini LD for the month of February and I wanted to announce the date!  It will take place the weekend of the 19th-21st.  I’ll have more specifics as the date approaches of course.

EDIT Feb 16th: More information posted!

Tags: announce, date, MiniLD

Comments

MrDude
07. Feb 2010 · 21:39 UTC
Ready to give it another go!
08. Feb 2010 · 11:59 UTC
I’m not ashamed to admit that I’ve been looking forward to this MiniLD for a while. I trust you’ve got some suitably offbeat idea to liven up our game-making weekend?
Sos
08. Feb 2010 · 23:23 UTC
Count me in!
SpaceManiac
13. Feb 2010 · 06:27 UTC
Just found out I’ll be busy start of the weekend, but I may still be able to participate.
snowyowl
14. Feb 2010 · 17:49 UTC
I think I can make it that weekend. Though I may forget about the existence of LD and hack something together in the last 10 minutes… :)

Sorry for being a noob, but where are the rules going to be posted? Specifically, what time zone are you in?
15. Feb 2010 · 18:47 UTC
I’m at EST (GMT – 5)
31eee384
18. Feb 2010 · 17:23 UTC
I’m going to try! I’ve been looking at the Ludum Dare for a while now but never had the guts to join in until now. Unfortunately I’m not going to be able to program for most of Saturday because of high school commitments–I guess I’ll just have to work twice as fast during the rest of the time.

Can you LD while traveling?

AirLudumDare

GDC is coming up soon, and it does seem like we have a reasonable sized group attending. The traveling part does suck however. So I thought I’d open up a fun little discussion topic. Can you LD on the go?

There’s a thread on TIGSource that reminded me of the idea. One key point this thread brings up is battery life. In their case, they were on a train without outlets, so they had to make the battery life of their laptops matter. Traveling by plane though, there are often several connecting flights, so there may be opportunities to find a power outlet at airports. Charge up for the next run.

Another point brought up is art, how it’s rather difficult to draw a straight line while on a train. In LD’s case, good art is never really necessary anyways, but it’s always nice to see.

Not to mention, catching flights often involves getting up early. You’re perhaps not in the best of moods, groggy, feeling ill, sitting a small uncomfortable seat, or such. Plus you need to spend a bunch of your time doing your travel duties (going through customs, waiting in a lobby, eating). So on an 8 hour+ flight, you’re not going to get 8 hours of work in. On the other hand, it’s an 8 hour flight, and what would your rather be doing? ;)

Post your thoughts.

This entry was posted on Monday, February 8th, 2010 at 10:24 pm and is filed under LD - Misc. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

A Game for a Change

Having started and gotten bored with any number of projects recently, I’ve decided to go in a different direction.

Instead of big projects, I’m thinking minimalism.

My current project is titled “Dash”, and it will be a stripped-down platformer with randomly-generated levels.

I currently have the majority of the sprites I need done, and have most of my engine. I have the code to generate uneven ground, as well.

I do not have the code to generate a full level just yet, but that will come once I’ve got the code to generate the types of level segments I want. After that, a full level structure, and then scoring.

The game will feature sound, as well. The sounds will, as per usualy, be made in sfxr. If I find the motivation, I may also make music.

I’ve made a demo of what I have, which anyone who is interested can download here. (It requires Python and Pygame)

Dash – Progress and Screenshots!

I’ve made some progress on Dash.

Spikes will now show up in some areas, first of all. Second, there are now floating platforms, complete with pits of death below them!

Next, I’m going to make sounds. That’ll be in the next release.

Anyone who’s interested can pick it up here.

Screenshots after the break.

This won't be easy...

This won't be easy...

I do believe that it's time for a flying leap!

I do believe that it's time for a flying leap!

Can our hero make this jump?

Can our hero make this jump?

Dash – Now with Sound!!

I’ve made a new set of sounds using the flash sfxr at superflashbros, after having issues with the sdl sfxr.

The new demo has sound! Jumping, landing, dieing, and starting each have a sound, and sounds for other events have also been made.

You can pick it up here.

Dash now has Levels!

I’ve got a new release done.

This time, the level generator is complete, and levels now have end points.

The rudiments for the scoring system are also in place.

The next release will be the finished product!

Pick up the latest version here.

Comments

14. Feb 2010 · 13:03 UTC
D: I Tried To Pick Up The Latest Version Here, But It Said “Error 404”!!!

Galcon goes to Steam …

Hey,

So remember Galcon? It was a Ludum Dare entry almost 4 years ago, and yeah, I’ve re-made it about 500 times now. And this time I re-made it in HD with a swell soundtrack and other goodies, and got it on Steam. And it’s available direct for Windows / Mac OS X / Linux too!

Anyway check it out :)

-Phil