LD17 April 23–26, 2010

Tornado

Here you go, fellows! Enjoy, and make sure you turn on your speakers, cuz you cannot win without them.

Thanks for the art, Airbasher. Having just one guy as the extent of my art assets added an interesting constraint.

Submission page here.

PLAY IN YOUR BROWSER HERE.

tornado_screenshot_ldfinal

Tags: airbasher, blind date, final, tornado

Cow Rescue!

a little late on entering this, but whatever.

WARNING: UNPOLISHED GAME AHEAD

instructions: (because they’re not ingame)

-arrow keys to move the cow-copter
-pick up all the stranded cows then return to the launch pad in all 8 levels!

thanks to ShockedFrog for making a bunch of sprites, though i didnt use many of them, basically only had 4 hours to make this so not that many game-play elements

edit: see the same thing posted again but with download link at

http://www.ludumdare.com/compo/minild-18/?action=preview&uid=1548

Comments

shockedfrog
17. May 2010 · 05:06 UTC
I really like what you’ve done with this especially in 4 hours, it’s got that ‘frustrating but in a good way’ feel to it and I’m glad you found a use for quite a few things, especially the duck. :)

HELP!!!

i need to know how to change your avitar!!!!
respond please

Comments

18. May 2010 · 19:47 UTC
go to gravatar.com
pants12
18. May 2010 · 20:56 UTC
thanks 😀
airbasher
18. May 2010 · 21:18 UTC
and stop making posts… use the forums
19. May 2010 · 02:21 UTC
Dude, we don’t have forums.
24. May 2010 · 11:40 UTC
…but we do have an IRC channel.

avitar FTW

pants12 aproval

gonna be ma avitar if it works:D

IT WORKS !!!!!!!!

i feel like crying 😀

so this is the worlds bets avitar

Tags: this is the avitar wee all been wating for :D

Comments

pants12
18. May 2010 · 21:09 UTC
i dont get why you have to wate for the email to come than make your avitar >:(

why cant you just make it than poast it on the sight?!?!?!?!?!?
18. May 2010 · 21:22 UTC
stop posting, this isn’t your personal blog.
18. May 2010 · 22:52 UTC
Dear mr pants12 :

The answer to your request.

Register a Gravatar, this will serve as your *avatar* on the Ludum Dare site.
18. May 2010 · 23:06 UTC
I personally like the way Mr. Pants says things. I might just start speaking that way :p
18. May 2010 · 23:08 UTC
Now I know why I stay off the site, and remain only in IRC.
pants12
19. May 2010 · 17:15 UTC
thanks

lol i got a nother pants12 approval?

Arks of Mercy: the future

My game got 15th place on 204 entries. “Yay”, mesays.

And 4th in Innovation, Community and Theme.

So close to a medal! Thank you so much for your votes, and comments.

About the comments, they are very very positive, and this is extremmely rewarding. You all point out very clear downsides, that I am going to list here.

You big enthousiasm gave me the will to rewrite the game. Take your comments in account, try to make it better. More optimised, more fun, more functionnal, more beautiful. It might become my first full fledged game. And that would be nice.

Controls are awkward

True. As I wrote, I designed them with a gamepad in mind, and that was probably a bad idea. First because everyone doesn’t have a gamepad, and second because as it’s been pointed out, mouse controls would be a lot better.

Also, there are far too many controls. Moving, rotating, zooming camera is already 8 buttons. Could be reduced by suppressing the “strafe” left and right controls and probably still be functionnal. Given the height of the hills, we certainly need camera rotation, to reach “behind” them.

In the same vein, the “beacon” and “boat” shortcuts might be removed. They allow for faster play, but are confusing at first.

However, mouse controls were a lot harder to implement (I’m still not sure how to do the inverse transformation to get from screen to heightfield cell), so I went for buttons.

Solution: go for mouse control, as in classic RTS. Mouse to select buildings, mouse buttons to bring up menus, mouse at the edge of the screen to scroll. Mouse wheel to zoom. Maybe mouse in the top corners to rotate?

With of course keyboard equivalents for the poor chaps who still one one button mouses… Wink wink nudge nudge. And good old RTS keyboard shortcuts.

Gameplay is a bit confusing

Some of you mentionned this, and the fact that 3 pages of manual is too long. I can understand that, especially when you have 204 games to grade. Guilty as charged. When I decided to make a strategy game — with different types of buildings, each with its specificities — the game became inherently complex. And not “casual” anymore like many of the LD entries. That’s a choice that probably rebuked many players, and a risk to take. On the other hand, the only remaining ones were the most perseverent, and they seemed to find the game worth the effort. And graded well. Thanks again!

Solution: as suggested, inside help could be useful, as well as tooltips, maybe even tutorials. And pictures in the external manual.

Polish

Shading is a bit off at night time, menus sometimes disappear under water, aiming precision is not great, beacon rings should be visible at all times, colors didn’t get unanimity, etc.

Obviously, in a limited time competition, some polish gets left out. Especially since the technical part was quite challenging to me. All that would be corrected/improved in a post compo version. Notably, I would like to:

  • replace my lousy 3D icons by 2D, maybe have a HUD à la Warcraft, or just a bring-up menu.
  • use 2D sprites as well for the dezoomed view, instead of OpenGL square dots.
  • more eye candy. My lightnings are a bit lame, the uniform water is not that nice. could use a sky in zoomed views. Maybe more gimmicks on the land so that it doesn’t look so empty.
  • sound effects.
  • longer music, maybe different themes.
  • different environments, colors themes, etc.

More gameplay

No one commented on that, but I was thinking about it in my postmortem. Although many of you found the game enjoyable as it is, my intention was in fact to make it multiplayer.

  • cooperative mode. 2+ players share the same ressources (max number of stuff) on the same map, and try to save as many people possible, together. Allows for more micromanagment and interesting strategic interaction.
  • competitive mode. 2+ players share the map and people, but have their own ressources/buildings. In the end, the winner is the one who saved the biggest number of people.
  • versus mode. 2+ players play on totally independent games but with an identical starting point. Other players can be displayed as “shadows”. There is no interaction at all between players, the point is to see how many people is saved by each player, given the same map.

Now I’m not sure a solo campain would be interesting. There are few types of buildings, one type of guys, and the point of the game is to control them indirectly. There wouldn’t be heros, or real stories behind.

Of course, there could a be a series of tutorials, introducing the buildings one by one. Or I could radically change the whole thing and add lots of unit/building types, and make it a full fledged RTS with military and bloodbaths and whatnot. But that wouldn’t really uphold the original concept.

I could, later, make a wargame out of this, in a sequel. But for now I’d just like to remake *this* game, since you seemed to like it so much.

Technical notes

I’m not really sure what i mean by “rewrite”. Of course, the LD code is pretty much unusable. Globals everywhere, fake OOP with ugly shortcuts, last minute patches that became core functions, etc. Also, it’s written entirely in Lua, and performance is probably not excellent. That means I should probably move the computation intensive parts to C (or a C based language such as Objective-C that I happen to know): heightfield generation and altitude interpolation, drawing calls, etc.

Sadly I don’t really know where to put the limit, and I haven’t really experimented yet with C-Lua communication and design. For now my library is mainly a wrapper that makes low-level functions available to Lua, and everything from low-level to logic is in Lua.

Might be an interesting challenge. Might also be one of these things I get sucked into and in which I roam around for ages in technical desperation.

The good things

You mentionned awesome, fun, damn cool, interesting, great visual style, atmosphere, “perfect” music, great feeling of doom.

Mission accomplished. Thank you a billion times.

Stay tuned for a possible remake, and see you during the next LD!

Comments

snowyowl
21. May 2010 · 00:20 UTC
A remake, huh? That would be brilliant.

Of the 30 or so games I played on LD17, this was probably the best. Certainly it was the only one with enough replay value to keep me hooked for three playthroughs, and that’s without any sort of secrets or extras that I wasn’t able to get the first time (which is usually what makes me play an LD game twice :P)

Softpedia distributing my games without me

Earlier today, I googled my game Jump Pirate (hoping somewhat optimistically that had been reviewed as some other entries were) and I found a page for it on Softpedia with 56 downloads. This surprised me, as I had never before heard of Softpedia and I certainly hadn’t submitted anything to them. Yet there it was, under my name no less.

Further investigation showed that no less than 18 games I had placed on the YoYo Games website had been promoted on Softpedia, all without my knowledge or consent. I’m not sure how many other LD participants are concerned, but dock’s Turtle Ferry was also available for download.

Some of you may consider this a good thing – as you are right to, since Softpedia is a popular website and your game will be downloaded more if they feature it. I personally consider that they are benefiting from my work without my consent. I don’t mind YoYo Games advertising on my game’s page, since they maintain the tools I use to create games and the forums I use to discuss them, but anyone else is a no-no.

(Personally, I am on shaky ground with some of my earlier games, since I included a license agreement that specifically granted the player the right to distribute the game. Now that that clause has actually been invoked, I’m considering removing it. My own stupid fault though.)

Anyway, what do you think about this whole tangled issue? And are your games available anywhere without your consent?

Comments

21. May 2010 · 02:46 UTC
Esp. considering it was listed under your name, someone probably thought they were doing you a favor and helping your games get exposure. Softpedia is a Romanian site so it might be pointless to send a DCMA take-down request, but they still might take down your games if you send them an email explaining that you’re the developer and didn’t upload them yourself regardless of what the attached license says.
21. May 2010 · 10:41 UTC
Yeah, I noticed this same thing a couple of months ago, except that my game is not attributed to me. I’m not at all worried, since this compo is so open anyhow. While I do hope that Softpedia honors software licenses, I think that it cannot do so automatically, since however they get new software is either automated or user-driven. I expect that they’d comply with removal requests though. They are popular enough. Anyhow, like the LD wiki says, you only worked for 48 hours on the game. It’s not much of a loss even if someone pirates and pillages your work.
21. May 2010 · 15:29 UTC
It happens. I wouldn’t waste time worrying about it unless someone is selling it without your consent. Softpedia is notorious for this.
21. May 2010 · 17:33 UTC
My game from LD17 is there too. Well, it’s no big deal, as people have said it’s just a 48 hours game and they are not selling it but it’s surprising.
31eee384
21. May 2010 · 20:19 UTC
ArcadeTrack stole/took one of my games. They must have got it in an automated Kongregate crawl, because it’s no good. I have no idea why someone would go through the trouble to copy it by hand. (Another reason I think it was automated was that they gave me credit as the author, but the instructions were truncated. Seems a bit odd.)
Tenoch
22. May 2010 · 06:41 UTC
Softpedia got a few of my games too, and as said by others, they usually answer emails (one of my game had the wrong requirements, and they corrected it within a few days).
22. May 2010 · 08:32 UTC
They’ve got some of my games too. Sent me an email whenever they uploaded a new one as well.
22. May 2010 · 11:04 UTC
I have two games on there, one that I did for a past LD and a Tetris clone I wrote a while back.
22. May 2010 · 11:28 UTC
Softpedia posted my LD15 game on their page. I got a e-mail from them.

I don’t mind at all as long as it’s correctly credited and they follow the provided license.
27. May 2010 · 19:40 UTC
They put up my LD game and sent me an email to tell me so. I just asked them to make a few corrections and they did. When I make free games I’m happy to have them reach as wide an audience as possible. I think it’s counter productive to be over protective about stuff like this, let it get out there. Let people find it and play it.
Stefan Fintea - Softpedia
28. May 2010 · 06:34 UTC
Hello,
19. Nov 2010 · 13:48 UTC
My game’s tool has been published by them too, but they haven’t send any email to let me know yet. It’s ok because this is just a free tool and they’re helping to promo it anyway. The problem is that my tool was listed with its developer name is Google lol, not my name! I asked my self what’s going on?? I’ve contacted them and still waiting for reply. Anyone got the same problem?

Breaking The Tower in PC Gamer

PC Gamer (US) recently did a feature titled “50 games to play at work”.

Because you should be playing games, not working

Because you should be playing games, not working

And on that list, #32 is Notch‘s “Breaking the Tower” from Ludum Dare 12.

Pixels in print

Pixels in print

Congratz Notch!

Also, thanks to MrPhil for sending me the photos.

If you see a Ludum Dare entry on a major news site or gaming magazine, let me (PoV) know! Thanks!

Lets Go Find El Dorado in Retro Gamer

More Ludum Dare game sightings, this time in Retro Gamer.

One of the reasons why the UK rocks.  A gaming rag dedicated to retro/classic gaming.

One of the reasons why the UK rocks. A gaming rag dedicated to retro/classic gaming.

Ludum Dare 16‘s Humor winner, “Fuck Oregon, lets go find El Dorado” by Crackerblocks.

I'd recognize that green triangle anywhere

I'd recognize that green triangle anywhere

Thanks go out to doohan for the photos.

Woah! Island Hopping Stats

So I’ll keep this brief (it’s 2 am…), but I released an update to Island Hopping with online leaderboards and a few more features a bit under a week ago with the help of some friends. So we put it up on Mod DB (here’s the page) and got a surprisingly large reaction… I was just looking at the leaderboard stats:

  • 135,000 Runs recorded (!!!)
  • 13,629,036,774 total points earned
  • 796 Hours worth of runs (that’s 33 DAYS, and I released it 6 days ago….)
  • 1112 unique usernames (and there are about 31,000 runs by “Anonymous”…)

For 48 hours of work, plus a couple weeks’ on and off tinkering, I’m absolutely amazed…

Comments

24. May 2010 · 09:45 UTC
Wow! 100k!?! That’s crazy!
xeon06
24. May 2010 · 17:46 UTC
Small addicting games are the best. You would have wanted to come up with an idea so addicting voluntarily you wouldn’t have been capable.

My Secret Weapon for LD #18

I’ve spent a little time creating some template code for the next LD event, after failing at LD #17. I wanted to share this, in case any other Linux devs can benefit.

My template doesn’t do much, which is sort of the point given the nature of Ludum Dare. I wanted to gather up some basic functionality that I consider to be fair to use, and probably already available to many other LD’ers using existing game engines like OGRE, etc. Using this I hope to be able to get a quicker start during the events.

I’m using Linux, C++, CMake, SFML, GLee, OpenGL, and OpenAL. Here are the features I’m going for:

  • Get a window up on the screen. Admittedly, this isn’t too hard thanks to SFML.
  • Load music / sound files from disk, and play them.
  • Load UV texture-mapped 3D objects exported from Blender (http://blender.org/) and display them using OpenGL VBOs. The Blender export script I’ve created is included.
  • Render bitmapped fonts using image files loaded from disk.
  • Build either a Linux or Windows executable by changing a CMake flag (I have a mingw32 cross compilation set up, installed).

You can download my template here: ld48_template.tar.gz

If you can use this, or have time to build the sample app and give me some feedback, that would be awesome. Thanks!

-Windsor

P.S. I just read PoV’s post about packaging Linux applications. I’ll have to put some of those techniques to use in the next version of my template.

Template application running.

Tags: C++, linux, template

Comments

25. May 2010 · 07:24 UTC
I like this. Could you provide a preconverted version of the sample model though? It seems like the export script doesn’t work in Blender 2.49 and I don’t really feel like porting it.
25. May 2010 · 10:56 UTC
Very cool. I’m hoping to do something like that myself too. I have all the pieces, they just need to be cleaned up and assembled nicely.
pants12
25. May 2010 · 17:08 UTC
not much of a secret huh? but its nice:D
lurreluck
26. May 2010 · 11:51 UTC
Very nice
lurreluck
26. May 2010 · 11:51 UTC
Very nice :)
29. May 2010 · 13:48 UTC
Very nice :) :)

Announcing MiniLD #19

MiniLD #19 will take place the second weekend in June, more specifically June 12 to 13.

I’m planning to post the rules the next weekend (technically, the MiniLD rules says to post them by the 1st, but well, the first rule modification is that I’ll post them around the 5th).

Update, June 5: MiniLD #19 Rules have been posted.

What I’ve Been Up To – Lua and Cherries

I’ve recently begun learning Lua and playing with the LOVE game engine.

I’m making a space shooter, and I have a screenshot of what I’ve got so far:

Cherry - May 29 2010

Comments

30. May 2010 · 11:16 UTC
That’s some pretty authentic ‘space’.

Cherry – Particles and Missiles and a GoogleCode Page

I’ve decided to blog about my progress with my game “Cherry”.

Today, I added missiles and particle effects for the ship’s boosters and the missiles.

Here’s a screenie:

Aren't particle effects pretty? :D

Aren't particle effects pretty? :D

Anyone who’d like to try it can pick up a copy here.

(Note: Currently, you need Löve to play. Once I’ve got something I’m comfortable calling a game, I’ll start posting downloads that include the engine)

The Brainstormer Released!

Hey all! It’s not exactly a game but my first iPhone app has gone live in the app store. The Brainstormer is an idea generator for artists or writers or perhaps even game developers …. hehehehe

bstorm1

It’s kind of a simple little toy, but we ended up putting a lot of stuff in there by the end. It’s a lot of fun and was a good project to get me started with Obj-C and OpenGL-ES and stuff, and I find it pretty useful to generate ideas and stuff.

All the art and design was done by Andrew Bosley, the creator of the original brainstormer. You can check out Andrew’s site here. You can also try out the flash-based web version of the brainstormer on his site as well: linky.

App Store Link

Brainstormer Info Page

I haven’t tried this out for making game ideas, but it seems like it would be a good fit. Let me know if you try it.

So what’s next for me? Well, short term I’m working on getting a real blog set up so I can show up on the planet ludum. I’m also well underway on my NEXT project which is an actual game (a spin-off from one of my mini-LD ideas that I didn’t finish). More info and screenshots when they exist!

Thanks!

Joel (jovoc)

miniLD#19 here i come!!!!!!

well this is it on the 10th of june i am going to start my first ludum dare!!!!!!!

i know some of you where wating to see what i would make (how did THIT happen i dont know) so heres your chance to see bad spelling, ROFLING, and a game in 48 hours!!!!!!!

my tools:
game maker for the coding
Gimp for the sprites(no PS for me :( )
if i have time pxtone for sounds and music
and my hands to type

good luck to everyone else

Progress for “Cherry” – Now there are bad guys!

Cherry finally has AI baddies!

The latest demo includes 2 AI-controlled baddies that you can fight. There isn’t any combat (Or even projectile culling), so all you can do is knock each other around for now. Also, projectiles gradually pile up, so the performance will drop as you play. This will, as I’m sure anyone can imagine, be fixed probably in the next demo. It’s not a huge hit, though.

You may have to fly around a little bit before the baddies find you, though.

Here’s a screenie:

Those two guys will try to hurt you, but can't kill you yet

Those two guys will try to hurt you, but can't kill you yet

If you would like, you can pick up a copy of the .love file here.