LD11 April 18–21, 2008

Minim Madness V1.0

Here’s a new version of Minim Madness:

Highlights:

  • Completed in-game instructions.
  • Added easy difficulty mode for people who found the original too hard. Activate it by pressing D to toggle difficulty.
  • Added playback/recording mode.

This version includes some recordings of me playing the game. There aren’t any new levels, but hopefully I’ll manage another release in another couple of weeks.

Comments

rale
06. May 2008 · 15:11 UTC
Oh no. The instructions are like 10 pages long and even after reading it i didn’t get this game. Managed to once interact with the dropping thingy. My line+circle thingy just disappeared after hitting the dropping piece of pixels. It is always good to show the game to your friend and see if they can play it or something. I’d love to give this a try but I can’t read the instructions for second time. :)

Exxon on Vista (Perhaps other systems aswell)

It’s a trap

I’ve found out that level mode is troublesome on Vista system. Running my game in a browser solved that problem. However, performance goes down a lot in the browser. To get decent framerate shrink the browser window until it feels good. Here is the game

http://enedahl.com/ld11/final/exxon.swf
Same as the exe but online.

Tags: 2D, flash, oil, topdown, vista

Mondrian : an update

Firstly, I’d like to thank everyone who voted for providing kind and constructive comments in the voting area. They’ve really encouraged me to continue developing this game. Keep in mind when reading my comments that I too am trying to be constructive, and I’m not trying to come across as a complete butthead. In my mind anyone who even got half a final entry completed has done an amazing thing in such a short time. Secondly, let me apologize for including a few levels that were far too hard …. actually I’m almost certain now that they were impossible.

Mondrian Level 15

So, I’ve prepared an updated version of Mondrian for those who’d like to play it. I thought I’d leave this release until after voting, to ensure that nobody could accidentally judge based on the non-48 hour version. You can get the latest version a my OMGWTF Games !!1! page. This new updated version includes:

  • 20 tested and achievable levels, loosely ordered in increasing difficulty.
  • Snappier graphical effects (subtle fades)
  • Full screen mode (-f, or ‘f’ key in the game on Linux)
  • Level restart with right click, spacebar or ‘r’.
  • A saner level editor. Edit any level with -e command line flag.

The README in the zip gives more details.

I’ll probably continue developing this over the next few months / years. My target is to make 100 decent levels, a title screen with menus to match the command line flag functionality, a level selector, better synth sounds, and some alternative “not-so Piet-Mondrian” colour schemes (maybe a “psychedelic” visual mode ?). There are also a few different game ‘rules’ that I’d like to play with, like making the colours “swap” when unmatched colours collide, rather than grey dead squares. This would totally change the game, but make for some nice tricky logic puzzles.

As always, feedback (and custom levels !) are apprieciated, and I hope those who like puzzlers will enjoy this more polished (but still not complete) game.

Tags: mondrian, pygame, python, update

Comments

05. May 2008 · 06:14 UTC
Like the gentler difficulty slope. :) However, I think it would look better if you just had them fade out and stay the same size, rather than shrink to the corner. Something about the change, just seems a little odd.
05. May 2008 · 07:00 UTC
Thanks for the suggestion. I may experiment with the visual tweaks a little more … it’s true that a simple fade may actually look better, and less distracting. I might save the scale+fade for one of the effects in the planned ‘psychedelic’ mode :)
05. May 2008 · 07:02 UTC
Whoops, forgot to use the alias ! Now my secret identity is revealed !! Please excuse me while I prepare to run from the paparazzi !

“Of Robots & Groglots”, Post-Mortem

 What worked well:

  • Building a good infrastructure: Clean object system & usable level editor = worth a lot. I only really started building levels around the 40 hour mark, and that worked like a charm.
  • Cutting stuff in the end: Music wouldn’t have helped me a lot. Not having an ending was smart too: Everyone who noticed that must have liked the game anyway 😉
  • Ruby, together with an ad-hoc autoloading mechanism, made for one of the smoothest coding experiences ever.
  • TIME MACHINE! I knew I’d need a backup system sooner or later (turned out to be true), but I really didn’t feel like bothering with Subversion because I always forget to add files etc. and it wastes time, so I just watched Time Machine do its background work every hour. Boy was that a relief.
  • Periscope: While my timelapse wasn’t highly interesting, it only took two clicks to create, so no time wasted here for a low score 😉

What didn’t really work:

  • People had various problems with the gameplay (controls, motion sickness, …), and even if I knew that earlier, I probably could not have done much about it except getting into a panic.
  • Needed to do more optimizing than I usually do, and some levels are still slow. Will revisit this and try to improve on this from the Gosu library’s side.
  • I had a cold that made thinking pretty hard. Anything that involved maths was buggy, which caused a minor panic just before the deadline. It also made IRC very hard to follow :(

Next time’s plan: Keep the solid workflow, hope that the game concept works out better with regards to the Fun, and consequently Overall category, try to be more experimental technically. Can’t wait :)

Also, did anyone play the game with a gamepad? Would be cool to know for the next time, because it was hard to decide between a small ending screen and gamepad support in the last few minutes :) Thanks!

Tags: gosu, post-mortem, ruby

Comments

HybridMind
05. May 2008 · 10:27 UTC
Since you asked, yes- I used a game pad on your game. :)

Sound

I put up an article on basic sound synthesis yesterday. It had been requested by some folks. Touches on fundamental aspects of sound in general as well as more specific details relevant to classic retro waveforms and the kind of stuff sfxr does.

Tags: audio, sfxr, sound

Hypno-Joe, a failed joke post

Being the jerk I am, I usually take any opportunity I can to pick on Uhf.  I set out initially to create a seizure animated gif to respond to those syndicated Uhf posts (I see hypno, and I start thinking seizures).  However, in analyzing the character, I ended up with a sketch I kinda like.

Hypno Joe… haha… erm… haha!

So there ya go Uhf, fan art.  See, PoV can be a nice guy sometimes.

PoV’s Fake LD - 8 Hours

I suppose the camera’s been fixed for a bit now.  Not quite done for the night, but if I do call it one, I’m at a good spot.

Zoomed out, for the win.

I still need/want to clean up the camera code.  It’s just some blah chunk of code sitting in main at the moment.  I need to sit down (in a different chair) and figure out what I want to do with it.  I would like this taken care of before I call it a night.

Next step is to perhaps hack together a level, or do the character particle stuffs.  The game I’m working on is one that would have suited the LD8’s “Swarms” theme.  Well, there’s aspects that could suit several themes, but it’s a swarm game more than any other.

Fun fun.

Tags: screenshot

This entry was posted on Monday, May 19th, 2008 at 5:35 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.

Tales from a Cavern

Maybe this is what I should have been doing for the last LD… It took me two days to make and it’s based on the code of my LD11 entry (I didn’t even miss Felicity!)

Download over herely

Making “just a game” was kind of enlightening, since I didn’t have any real technical challenges to overcome and could just get on with content and putting in simple control logic to make it all come together. It’s pretty much an unthinkable project viewed in terms of what I’ve been doing the last few years, but since both development and result were enjoyable it’s a pretty clear hint that I should be doing it more often.

However, I ruin that immediately by having a natural impulse to make some kind of convenient editor/engine which would reduce the need to write copious amounts of replicated-but-slightly-modified code for instance when I want new enemy types etc. I have made these before, and each time I end up spending weeks or months working on it and then never really use it because I get increasingly unhappy with how it’s built. Still, I couldn’t possibly make a game of say 10x the complexity/scope of this one without using more structured code at the very least. And defining animations, scripted events, enemy patterns etc would quickly get tiresome and repetitive to do in code+Photoshop if you have more than one or two types to deal with. The grunt of this game (discounting image loading and input code) is a 1500-line C file, where almost all logic is directly in the main loop – wonderfully spontaneous way to work but of course breaks down with increased program size due to convoluted value/flow dependencies, loss of overview and the need to repeat code.

The fact that I did manage to create this in just two days though, and that I didn’t run into any major hickups along the way, probably says something about suitable code vs application complexity. If I had gone and made “a perfect design” with fancy classes and streamlined algorithms for everything, I would most likely not be done yet. More importantly, I probably wouldn’t even have started since such a small project doesn’t really justify that kind of work. Not without the prospect of a larger product coming out of it, and if there was one I would probably be too intimidated by the thought of that and keep trying to out-think myself in terms of what stuff I’d need to make that “great big thing” work eventually.

I think Derek Yu recently said something about coders being able to “doodle” games like artists sketch with pencil and paper, and that’s probably an important thing. A sketch is never meant to be used for anything substantial, it’s just playing around with the tools of your trade to make something spontaneous and fun. If it turns out nice then you could potentially do it again from scratch but “do it right” and expand on it if you wish – but you should definitely not be doing it the roundabout way to begin with since that would destroy the spontaneity and make it a laborious task instead of a free-minded sketch. When sketching you can only use whatever skills and processes that come natural to you, without considerable planning or conscious mental effort. Of course, with increased experience this set grows larger and some people could probably do advanced class hierarchies without thinking too much about it. All the more power to them.

Since I made this thing in such a short timespan, I have a pretty good overview of all the techniques I used and the bare-bones code needed to make them work. This could provide some extra value when designing larger game systems as I might be able to target my efforts more carefully, and not get overly general or implement pointless things. For trying out pure game ideas though, I still feel that it would be sensible for me to “sketch” in a more streamlined tool… a kind of game maker for sure, but definitely not Game Maker (for the simple reason that I’m incapable of using any tool that is close enough to what I could potentially build myself, which is a most unfortunate condition in terms of productivity… but creating a tool to fill some (possibly imagined) need of my own is just so very rewarding)

Tags: music, pixels, platformer, rant, retro, sprites

Syndicated blogs

I noticed some talk last night about syndicated blogs and how to get your posts removed. The best way to do that is to start putting your posts into a “ludum” category or something, and then I can set this site up to syndicate that category instead of your whole blog.

However, I think it’s cool to have all your posts, even ones that aren’t really game related at all. I mean, it’s the off-season and it’s fun to read whatever the other LDers are doing, etc. So I wouldn’t worry about being off-topic. This way you just get a better readership, etc.

While I’m at it, if you have competed in a couple LDs and want your blog syndicated, send me an e-mail or something and I’ll be glad to add you.

PoV’s Fake LD – 5 Hours

PoV’s Fake LD Compo! Me versus me! Winner takes all.

I actually planned to start this on the weekend, but it’s Monday already. I’ve had a game concept I wanted prototyped for the past few weeks, but between library development work and some portability stuff, I just hadn’t got around to it yet. Maybe a little bit of slacking too. :)

So I started today just after 1:00 PM EST (not that I’m forcing a 48 hour limit). The first order of business was to butcher the test suite application from my work in progress geometry tests library. It currently uses a wrapped version of 2D Allegro for graphics (suspiciously featuring many function calls that make it work like a 2D OpenGL, matrix stack and all). Currently the only drawing operations supported are circle and line based, which exactly what I want for geometry tests and prototyping.

Prior to LD11, I was working on a file format and loader/saver for 2D geometry. I call them PolyMap’s. It’s whitespace delimited text based format, sort of like an assembly source file. Unlike the dozens of geometry formats I’ve written in the past, I wanted this one to be generic and extensible. The last one I wrote was was a convoluted 2D mess supporting vertex, texture, geometry and spring constraints animation. Eventually I’d like to assimilate that format in to this one, but I want to keep the format simple enough to do other random things with it.

As is, it’s suitable for creating static background collision (polygons), creating 2D paths/rails, placing “things” that you’d normally find in a game level, and numerous straightforward hacks. The format could also be used to make polygons/circles + springs objects, but I don’t need that right. I’m editing files by hand at the moment, but eventually I’d like to have an easily reconfigurable tool for creating stuff in the format. I’m expecting to hack something together soon.

So anyways, the first order of business was to load and use a PolyMap file with my fake OpenGL rendering code. That came together quickly, so I dived in to some camera stuff. That pretty much brings me to where I am right now.

Geometric Camera Fun

(The shape with the normals is actually a polygon, I was just too lazy to create a more obvious shape.)

Camera stuff “sorta” works. I can pan and zoom, and the camera is bound to a region of the map (noted in the PolyMap file). Cursor relative zooming doesn’t work right yet, and the bounds don’t restrict correctly when zoomed. Once that’s sorted out, I’ll probably gut the camera code and make it a feature of my fake OpenGL renderer.

Back to the fun.

Tags: screenshot

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This entry was posted on Monday, May 19th, 2008 at 2:31 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.

PoV’s Fake LD – 34 Hours

Started at about 2 PM today.

Spent pretty much all day working on cleaning up the camera, and the interaction (integration) between the mouse and the camera. It’s also to a point where it could nearly support multiple views, but it doesn’t yet (or at least I’m not happy with how that code would look right now). I don’t really need multiple views for the prototype, but the editor could use them… when I get around to that.

Hehe, it’s a good thing I don’t have a real Ludum Dare deadline. :)

I should just stop the clock, and start it up again once begin on actually hacking together a level/the mechanics.

Sketch Contest Thing

PoV told me to make shapes and make things out of them, so I did.  I also added notations of what shape made each sketch.  Pardon the complete absence of quality, this is a photo of my sketchpad.

Ham Scribbles

Tags: drawing, sketch

A Modest Proposal

There are 10 months of the year that lack an LD contest.  This simply cannot stand.  It is a blight on the game development community.  I feel that by filling those months, we will attract more regulars and more interest, and LD will be more popular.  But on the flipside, LD is a special event, twice a year, a big deal.  If it happened every month, you’d only have a small percentage of the contestants in any given event (and very little overlap, so you’d never get to know anybody).  And so the proposal:

 The LD48 Mini-Contest.  All that I am about to say is just the proposal and up for discussion as to what is right or whether it’s just stupid in general.  This is just my original basic idea for it.  It runs once a month, on the first weekend.  It does not occur in April and whatever other month Real-LD happens in (shouldn’t there be an official month for that too?).

There is no theme voting – the host simply dictates the theme.  Themes for this are encouraged to be different from the type that LD48 uses, though the host does whatever they want.  Basically, I’m picturing setting up a specific challenge for people, rather than a general theme.  Like we might finally see the “no graphics” theme in the form of “Make a game that communicates with the user only through sound.  The player can communicate back by any method you want.”  Something like that, but also something that can be shorthanded to one or two words if needed (“Audio only”), so people don’t have to explain the theme every time they talk about their game to other people.  Other challenges might be things like “Here’s a set of tiles, make a game with them”, “A maze game featuring zombies that is 64k or less zipped” (blah, I wouldn’t enter that one), or “You just got the Fight Club license.  Deadline is in 48 hours.  Go!” (I could see that one with a lot of movies… Office Space!)  If people don’t like your challenge, who cares?  There’s a new one next month.
Host also dictates the start time, so that he gets to announce the theme at a time convenient for him rather than at 4am.  Contestants have 48 hours from that start time to finish their project, just like in LD.

Rules are relaxed – you can use anything you want to make your game, start with any code.  If you just want to mod your existing game, go for it.  It’s almost the opposite idea as LD is – instead of seeing what you can build from scratch, we want to see what you are capable of with unlimited resources (and very limited time).  Content is just as unrestricted, just keep it legal.

The source code rule is equally relaxed (and rightly so, since you can use code that you’re not allowed to share anyway!).  We’d really like you to post your source, but it’s optional.

People sign up on a list to host this, first-come, first-serve.  You can sign up again only once your last hosting is off the list.  This means Fydo gets to run a Kitties contest.  Hosting is entirely simple: just come up with a theme and announce it when the time comes.  Phil’s amazing wordpress code does the rest, letting people upload their entries (well, links and such) and shutting it all off when the time comes.  All mini-LDs would go in one wordpress category, maybe, so we didn’t keep adding categories all the time.  Don’t have that bit worked out at the moment.

Hosts can participate in the contest too, even though they know the theme in advance.  We’ll trust their integrity.  Probably hosting would have some simple restriction on it, like you must have been in 3 real LDs previously (or you must spend at least 70% of your life lurking in #ludumdare), so we don’t get a flood of people signing up and disappearing.

After the 48 hours, the entries are up for voting, and you don’t have to have entered to vote.  You just need to be signed up on this site, to encourage people to check out the entries and see what they think.  The voting (which Phil of course implements for us!) is simpler than the full-on LD, maybe just 1 category: Awesomeness (maybe Gnarliness, or Radicality, or maybe it shows it with a random name each time, or does the host get to choose the category too!?).  You rate it 1-100, so it’s kind of like grading a paper.  Voting can simply remain open until the next Mini-LD (or actual LD) starts.

Of course, each of these mini-LDs will get a much smaller number of competitors, and nobody would do them all (well, somebody would, I bet you, but not many), but they are a nice option for the bleak wasteland of empty existence between LD48s.  I don’t think they’d detract from the bigness and participation of the real LDs, given their smallness and unofficiality.  My hope is that they’d pull more people in for those.  And we always have people in #ld saying “boy, I need a new LD!”, and with this, there’d always be one of sorts around the corner.

And yeah, it’s more work for Phil to get it up and working, but that’s what he’s here for, right?  What else is he good for?

Discuss.

Tags: contests, proposal

Comments

sol_hsa
22. May 2008 · 13:24 UTC
My 2c: don’t relax the rules. They are good as they are. The rest I’m fine with (host picking theme, etc).
22. May 2008 · 21:37 UTC
I think the only nice rules change would be to let people use pre-made media (like music, sounds, gfx, etc.)
23. May 2008 · 10:44 UTC
I think, don’t “by default” relax the rules, but if the compo host wants to adjust ’em a bit for their month they can.
sgstair
23. May 2008 · 10:46 UTC
I like the idea.

pymike: I don’t see the point to relaxing the rules just for resources. I favor either no relaxation, or the described “full” relaxation.
23. May 2008 · 14:15 UTC
Yeah, pymike, spoken like a true coder! (I mean yeah as in sgstair is right, not agreement with pymike!) Art and sound deserve an equal place at the table, one way or the other.
PoV
25. May 2008 · 05:00 UTC
I just want to throw this out there for consideration.
20. Oct 2008 · 03:23 UTC
Meow! 😀

Mini LD48!

Hey, visit the rules wiki to see what I’ve put down for Mini LD. I’ve got a set of rules (well, a list of ways it’s different from normal rules), and a host sign up page, which I conveniently nabbed the first slot on. Feel free to edit and improve the whole thing. This isn’t my deal, it’s the community’s.

Things still quite unknown include: how judging works, or not if we don’t do that, and what category/tags/whatever the entries and journals need to go into. Will each one have its own category? Maybe a general Mini-LD category? If so, how do we separate the entries for different months? These things need work.

Tags: Ludum Dare, mini

Announcement: Mini LD48 #1 – Hamumu Style!

Suffer, my minions! Friday, June 6th at 6:00PM Pacific Time (Someone else figure out the GMT there), we are hereby commencing the world of Mini LD with a grand explosion of Hamumu-time Fun-brand Entertainment-ness!

The theme will be announced at compo start, and the rules are standard Mini-LD rules. The only host change I am making is:

1 – You may use any preexisting code, art, sound or anything else. No limits on this one! Okay, one limit: What you use has to be legal. If you didn’t make it, you need to have the rights to use it. Yes, you can totally take something you’ve made before and modify it. No, you can’t take something you’ve made before and just shrug your shoulders and turn it in as is.

That’s it! As far as I know, this is an unjudged contest, just a chance for 48 hours of game developing madness. As the first ever official Mini LD, it’s probably going to go off with a lot of hitches, so bear with us and tell Phil to make it all better.

There’s no official signing up, but it’d be cool if you’d post a comment here announcing your intent. I hope we get lots of folks. Anyone can enter, and like regular LD, in the end, you’ll post a blog entry with a link to your game and a screenshot. Then we’ll bug Phil to make an image grid out of it.

Mike Hommel (Hamumu)

Tags: announce, hamumu, mini

Ludum Dare, Mini LD #1 – Hosted by Hamumu

From the mailing list:

Hey everybody,

Big news about Ludum Dare.

First off, ludumdare.com is back. After years of floating around the internets, we’re finally back home where it all started.

We’ve been extremely happy with how Ludum Dare 10 and 11 with WordPress have worked out, so we made it official. A bunch of us got together, threw some money in a pot, and set up a dedicated host. Phil Hassey has already migrated the combined LD10 and LD11 site over to our new host. If you’ve tried accessing anything off Phil’s Imitation Pickles site, you’ve already being redirected.

http://www.ludumdare.com/compo/

The syndicated community feeds of user blogs have been isolated from the compo site, and now reside on a separate section called Planet Ludum.

http://www.ludumdare.com/planet/

If you have a development blog that mostly covers your game making and related efforts, let Phil or myself know, and we’ll syndicate you. Be sure to have an RSS feed url handy.

Finally, we now have a work-in-progress hub website at the root, plus a news feed for those RSS inclined individuals.

http://www.ludumdare.com

We still have much work ahead of us. Several unfinished pages (about), streamlining the site navigation, plus an endless wishlist of ways to expand and improve the community. Think of us as now in perpetual Web 2.0 Beta. :)

Next, a new non compo coming up in under 2 weeks. Friday June 6th, Hamumu will be hosting the first Mini LD48 Compo.

http://www.ludumdare.com/…/hamumu-style/

We’re trying something new here. If things go according to plan, Mini LD Compos will be monthly. If you’ve participated in our “non competitions” in the past, it’s very much like one of those. They’re not judged competitions, but unlike the previous “non competitions”, somebody volunteers to be the host. The host chooses the date, can choose to change/tweak any previously established rules, and the theme. Ultimately, a host can choose to run their compo the classic way (theme voting), but one of the goals of the Mini LD Compos is to try some new things. Be it to bring back some of the more experimental themes, or to ‘beta test’ new ideas for the compo process.

Mini LD’s are new and evolving addition to the community. If you have any thoughts or feedback, get in contact with us on IRC or respond to the discussions on the compo blog. Or if you’re a Ludum Dare veteran and want to try your hand at orchestrating a compo, visit the Wiki to claim a spot, and join us on IRC to discuss it.

http://www.ludumdare.com/wiki/

And one final note about the next event compo (Ludum Dare 12). We don’t have a date set yet, but we’re (I’m) strongly considering (pushing) for some time in August 2008. Stay tuned.

Thanks,
– Mike Kasprzak (PoV)

LD48 Success Story: drZool

From wiki:

I’ve participated in a few ludumdare contests over the years, one with a friend. This friend gave me a call about me helping out with some flash stuff for JunglePeak. I meet up with them and pushed that I’m very interested in making games. I also took a lower price for game development. I did a few things, mainly flash website stuff, for them and it worked great, well, except for me working more than I want, I wanna work with games and have the time off with my family. So I introduced my current day job with this entertainment company hoping I could consult, that resulted in nothing.

A few weeks later Ludumdare 11 took place, one of the highlights of the year, I made Exxon – The oil contaminator a game based upon an idea I’ve pitched for this company. So the Monday after LD11 I sent the game to the entertainment company and a few days later the CEO called me up. He wants me to lead the development for their MMO flash game. Three weeks later the contract is signed and after the summer I’ll start making games for a living, partly thanks to Ludumdare.

Tags: success

Ludum ToyBox

For anyone who doesent have a webhost, I set up a little spot where you can upload your LD and mini-LD games.

introducing the toybox you can keep your games in ^_^

Tags: box, hosting, toy, toybox, upload, webhost