LD10 December 14–17, 2007

custom library

Since everyone is posting custom libraries, I assume that was required somewhere in the rules? I’ll likely just use pygame, but if not, I might use this library or parts of it. I put the code on SF a few years ago, it uses Allegro and OpenGL: logo is here and code is here. It’s written in C disguised as Python (I converted it all from plain C after being inspired by pyplus).

Comments

TenjouUtena
12. Dec 2007 · 16:29 UTC
It’s not ‘required’ per se. But if you want to use code that you made before the compo, you have to release it to everyone to use before the compo starts.

Round 3 – final voting has begun

Make sure to vote!  It’s down to 10 choices now.  Results will be revealed to start the compo!

Custom Library

Well, this will be my first Ludum Dare, so I wanted to be prepared 😉

I had started a 3d library before, but it was buggy and cumbersome, so I later abandoned it.

Now I have retried it, and the result, after about 9 hours work, is PygLibsX.

It is a sibling to my PygLibs 2d library, except it is 3d.

you can get it here: PygLibsX

Let me know if it isn’t “acceptable”, but I’m sure it is :)

Cya Later :)

Tags: custom library, pygame, PyOpenGL, python

Get Psyched!

Wolf3D Psyched

Tomorrow is the big day people. Yee haw.

Tags: motivation

sfxr – sound effects for all!

Been tinkering with this over the last couple of days.

EDIT: Official sfxr homepage – http://www.drpetter.se/project_sfxr.html

As the audio geek I am, I find it a bit unfortunate that most LD48 entries are usually silent. I figure it’s probably due to the authors not having a quick ‘n’ easy application at hand for making sound effects and therefore neglecting that aspect of the game in favor of code and, usually, graphics. Even simple sound effects can add a huge amount of immersion and fun to a game, though.

What I present here is, if you will, an MS Paint for sound effects… or something along those lines. It’s meant to make it dead easy for anyone to whip up a few simple sound effects and save them as .WAV files for playback using most game/media libraries like SDL or pygame.

Basic usage involves clicking the left-most buttons to automatically generate random sounds loosely targeted at certain categories. For more advanced users it’s possible to spend some additional time to manually create fairly varied and interesting sound effects.

The interface is based entirely around sliders for controlling sound parameters, along with a few buttons. Even if you don’t want to spend time learning about all the sliders you can still have some fun just hammering away at them and listening to the various sounds that come out.

Hopefully this will mean that there’s no longer any valid excuse for anyone to get N/A in sound!

Download: sfxr.zip (win32, 48 kB) – Latest update: 2007-12-15 (see screenshot)

EDIT: Apparently it sort of works in wine 0.9.50, though with some stability issues. Fortunately though, the good Gerry JJ/mjau managed to port it properly. Here’s a copy of his post:

I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!

Download: sfxr-sdl.tar.gz

Just type ‘make’ to compile. You need SDL and GTK 2.

Source code is obviously included in the portable archive, and anyone is free to use or modify it for anything they please. There’s no need to credit me, although it would be nice if you did. I would also appreciate a little email note if you do create something cool based on my code.

If I get around to making a little update I’ll include source code in the win32 archive as well.

sfxr.gif

Tags: effects, explosions, fun, laser, random, sfxr, sound, tools

The Theme

The Ludum Dare Theme

Tags: motivation

GLORY

sport.jpg

Tags: motivation

GLORY

sport.jpg

Tags: motivation

LD10 Parade of Lights!!

There was going to be a town-wide parade of lights tonight where I live. But .. it got cancelled because of “weather”. Anyway, since the goat cart was already lighted up, I figured I’d just go out and have a Ludum Dare Parade of Lights!! Here’s pics of the first ever annual Ludum Dare Parade of Lights!

In this first picture you can see Cuzco the Goat’s head in the headlights. Cuzco was the star in my LD4 entry “Cuzco’s Goat Bloat Game”.

p1007565.jpg

Here’s just the cart, looking very stylish and colorful in the snow:

p1007557.jpg

Tags: parade

This entry was posted on Friday, December 14th, 2007 at 5:49 pm and is filed under LD10 - Chain Reaction. 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 Food - 47 hours to go

Corndoggin.

PoV Food 47

I’m embarrassed to say, I forgot to add Pineapple.  So much for a signature food item.

Tags: foodphoto

This entry was posted on Friday, December 14th, 2007 at 7:42 pm and is filed under LD10 - Chain Reaction. 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.

The helm

Nice and spartan…

Motivational ornaments…

Midnight dinner & X-Files, prep prep prep!

Tags: deskphoto, foodphoto

can never have enough ludumolcats

ldcat

Tags: motivation

Comments

NyanNyanKoneko
14. Dec 2007 · 22:01 UTC
You win.
15. Dec 2007 · 00:28 UTC
I think your actual desk photo wins by far :)

Lerc’s dump



This is my room. I took this before another LD48, but it hsn’t changed much, Just more mess now.

deskphoto

 Nothing much to see here – and interestingly to my cellphone everything but the monitor looks dark..

deskphoto

Tags: deskphoto

Pre Compo Desk Picture

This is about as clean as it gets. Note the xbox360 controller and plenty of reference reading material xD.

my desk

Tags: deskphoto

deskphoto – Vidar

wow, you guys are pedantic!
dsc_0015.JPG

Tags: deskphoto

Comments

negativegeforce
14. Dec 2007 · 22:16 UTC
what is that on the left, an amiga? Whats on the right?
Vidar
15. Dec 2007 · 05:50 UTC
To the right, under the joysticks, that’s an atari 520st. My amiga500 is not there (lack of space…).

To the left, that’s just two keyboards on top of each other (one with qwerty and one with dvorak).

Here’s the desk.   Complete with my cat Molly.

Desk!

And here’s my reference books.  In there with all the other books.  And the toys.  And you can see why they’re all on the floor right now…

Books1Books2

Tags: bookphoto, cats, deskphoto

Comments

NyanNyanKoneko
14. Dec 2007 · 22:00 UTC
It looks like your cat has been tearing up your chair. You should have a talk with her.
gummikana
14. Dec 2007 · 22:07 UTC
Do I see Earthdawn rule book in there? I thought that nobody played that game…
negativegeforce
14. Dec 2007 · 22:15 UTC
i need to change my pants after laughing so hard at the desk using the drawers as keyboard and mouse trays, and especially the clipboard with 2 mice on it. Lawl
25. Feb 2008 · 18:41 UTC
Hi there.

All Ideas

I got nothing but ideas… Well, I also have a black screen that you can press ESC to exit.  But anyway, none of the ideas are really kicking it.  The most unique one, but one I am not at all sure I want to do, is something like this: You’re a old prospector type guy, carrying a keg of gunpowder.  It has a hole, as they always do, so you leave a trail behind.  You’re in a place filled with explosives.  After a set time, the end of your fuse lights and begins chasing after you.  It blows up any explosives it gets near, and of course if it gets to you, it blows you up too.  You can put the keg down any time, so the goal is A> blow stuff up without getting killed (put the keg down and hide before the flame gets to you), and B> blow up as much stuff as possible.

The chain reaction is that obviously all the explosives blow up other explosivs near them.  So the strategy is in putting your fuse down well without getting blown up along the way.  Seems kinda fun, but I don’t know about actually making it… well, after writing it, it’s strongly considered.

Other ideas include a Bangaio-style shooter where guys who explode blow up other guys near them, so you want to cluster them up and destroy them.  Also, a guy with a chain who smashes enemies, sending them flying into other enemies for a chain-based chain reaction (but chain physics scares me).  Another is  something along the lines of pool, shoot out a ball that hits enemies, and they go flying and hit other enemies.

But behind all that stuff is the idea that I kinda wanted to make a turn-based thing, like a board game or card game.  I don’t know, though.  So many ideas, so little interest in them… maybe the prospector thing.

Tags: ideas

Working title “Pillar”

I think I found a concept I like. I’m currently calling it “Pillar”, as in a pillar/tower, and caterpillar. Here’s some concept art.

PoV LD10 Concept

A character composed of blocks, that acquires new blocks as he moves. The controls I haven’t figured out entirely, but at the very least I think it’ll be based around the idea of picking a block on the character as a pivot point, and rotating him.  Probably constanly moving, walking in to walls, until told to turn around (or automatic after a few seconds).

As blocks are collected, they become part of him, evolving in to Tetris like shapes and beyond. The rotating mechanic is your ability to get to new heights, and cross gaps. Physics wise, I think it’ll be entirely axis aligned, since it’ll be far too easy to make shapes that couldn’t normally keep balance.  Legs would sprout wherever needed, purely for look cohesiveness.  Face always moves to the front middle of the shape.  Perhaps tails and other things sprout if a shape deems it.

My only concern at this point is trying to figure out, level design wise, why you wouldn’t want to always create a long piece.

Tags: art, concept, concept art

Working title “Pillar”

I think I found a concept I like. I’m currently calling it “Pillar”, as in a pillar/tower, and caterpillar. Here’s some concept art.

PoV LD10 Concept

A character composed of blocks, that acquires new blocks as he moves. The controls I haven’t figured out entirely, but at the very least I think it’ll be based around the idea of picking a block on the character as a pivot point, and rotating him.  Probably constanly moving, walking in to walls, until told to turn around (or automatic after a few seconds).

As blocks are collected, they become part of him, evolving in to Tetris like shapes and beyond. The rotating mechanic is your ability to get to new heights, and cross gaps. Physics wise, I think it’ll be entirely axis aligned, since it’ll be far too easy to make shapes that couldn’t normally keep balance.  Legs would sprout wherever needed, purely for look cohesiveness.  Face always moves to the front middle of the shape.  Perhaps tails and other things sprout if a shape deems it.

My only concern at this point is trying to figure out, level design wise, why you wouldn’t want to always create a long piece.

Tags: art, concept, concept art

Idea Stuff

So I played with some ideas .. the one that kept coming up was gunpowder… so that’s what I’ll be doing.  You can see in my stuff below that I toyed with marble chutes, race car pile-ups, throwing cars into highways, toxic waste etc .. So maybe I’m going with the boring idea, but it seems like it’ll make for a fun game anyways.

scan0001.jpg

Tags: concept art

First things

Boomsh1

Here we go.   I’ve started.

An idea. Sort of.

game_bg.jpg

Yes,  a game screen consisting of a boring-ass grid.

I think I’m going to be really original and base my idea around… BOMBS! Erm, yes.

The idea is to cross bomber-man style chain exploding (tweaked to be slower though…) with saving children from fire by building walls and things.

Nyan’s Desk

I just got back from ice skating, and I noticed people were posting their programming setups. Well here’s mine with my trusty beast.

Nyan's Desk

Tags: deskphoto

Comments

TenjouUtena
14. Dec 2007 · 23:24 UTC
Tag ‘deskphoto’ please. :)

LuDumb Stare ;)

My bro, when he heard I was doing this, commented that this should be renamed LuDumb Stare, because I must be insane to try and look at a computer for the better part of 48 hours 😛

As for my setup – no pictures, but I have a 7 yo laptop I’m using for the last competition, before it gets retired.

I am also using a newer one,but just for all my webstuff. It was intended for the compo, but alas, I haven’t had the time to get everything on it to make it work, so eh :)

last supper

Just a bowl of soup for me – half an hour before announcement of the theme.

soup

Tags: foodphoto

a little progress?

Hello,

I’m off to a slow start. Due to some circumstances, I’m using my wife’s laptop to work on my entry. I was planning on doing something in C, but I couldn’t get the build env to work correctly and I didn’t feel like wasting more time getting it work. So I’m back to the good ol’ Python 😉

I’ve got an idea involving planets and gravitational physics. I made this nice intro/menu screen (it’s animated! wowee!)

fydo-prog1

Tags: spaaaace

Cockpit

hmm i need a refill of coffee

desk01-200712142239.JPG

desk02-200712142239.JPG

Tags: deskphoto

Comments

15. Dec 2007 · 00:03 UTC
Oohhh, I need that transformers poster

Which game idea to choose? The weight sits balanced at the moment.

Here the weight held up by a chain rests on a see-saw.

I still haven’t really thought up an idea for a game. Here’s one idea, but it’s kind of lame. maybe lame enough to use… the player shows the chain to different celebrities pictures from google images, and sees their reaction.

Maybe something to do with setting off a chain reaction in a plastiscene world. With weights, chains and see-saws. Or maybe just hitting celebs with chains to see their reactions. Not sure.

The start

So its chain reaction. Let’s see now… (-_-)?

I’ll think about it in bed. 😛

Tags: start

PsySal’s Room

My room!

Tags: deskphoto

This is what is ruining my eyeballs..

While thinking about how I am going to make my chains react, I took this photo. IRC stays on the laptop, terminal goes on the left monitor, and docs/game stuff goes on the right monitor.

deskphoto

Tags: deskphoto

My idea

I hope everyone will be responsible enough not to take this idea 😉

Ok, it is kinda long already, so I put it up at the paste.lisp.org

Voltzies 

Let me know what you think :)

Comments

15. Dec 2007 · 01:39 UTC
What a coincidence. I came up with the exact same idea. ;P
RB0
15. Dec 2007 · 01:47 UTC
Say wuh?

Desk Pic

Ok.. so i can’t start coding yet because i have to finish another project tonight first.. but here’s my desk.. ready to code.

desk

Tags: deskphoto, LD #10 - Chain Reaction - 2007

Comments

15. Dec 2007 · 01:38 UTC
Wow, nice collage. I hope that is your other project, because otherwise you should probably get back to it. 😉
jovoc
15. Dec 2007 · 01:42 UTC
yeah i couldn’t fit the desk and the shelf in one picture…
15. Dec 2007 · 01:46 UTC
tag it deskphoto :)

ScreenShotsville

Just to post something up while I think about other things, here’s a grid.

Screen Shot, mk. 1

I’m going to do something with a grid, and chains across the grid, and creatures that walk on the chains and interact in various ways.

Tags: screenshot

Heli chain

Perhaps not much of a reaction though. Here is my first sketch, I haven’t decided if I’ll do this yet.Heli sketch

Im thinking of using a physics lib on this one.

Tags: 2D, chain, chain reaction, heli, helicopter, idea, physics

Heli chain

Perhaps not much of a reaction though. Here is my first sketch, I haven’t decided if I’ll do this yet.Heli sketch

Im thinking of using a physics lib on this one.

Tags: 2D, chain, chain reaction, heli, helicopter, idea, physics

first screen shot of some thing

particle-systems.pngwell here is some particles

they move and you can pose them

game idea

This idea might suck, but I think I have it worked out so that its going to be fun.  Anyways its basicly a lunar lander type of game, but the trick is you have to pickup objects and the objects can be connected to other objects.  Each object can have its own mass and size wich effects your ship quite alot as the objects swing all over the place.  Your job is to keep the objects under control as you make your way through the level.  I was thinking about also adding the ability to do things in the level that have chain reactions using physics like opening doors by dropping something on a platform etc.

Heres a crappy drawing of what i have in mind. =/

25hr_idea.png

My idea is something to do with playing vs. an AI opponent on a grid. You have to put these Chainer guys down, and they lay chain for the rest of your guys. The rest of your guys will have other effects on the grid. I’m hoping to work out some chain reaction effects between the guys, but I’m not sure how to balance them.

Some Chainers work on spreading the path.

Tags: screenshot

Chain Reaction, hm?

I’m yet to decide if i’ll enter.  If a good idea hits me in the next hour i’ll probably do.

Somehow i see bombs. Ticky Ticky time bombs.

Now that i pixelled up some items i think i do have to enter…. 😉

Yes, i am aware, it looks a lot like Lercs. And it inspired me to this. I hope that’s ok and it looks we’re going different directions anyway.

Tags: Endurion, LD10 - Chain Reaction

End day one

Well, actually night 1, which lasted about 4 hours.

So far I have a complete design doc.

Units and UnitTypes.

Fighting between units.

A map and world class.

Tomorrow will see the end of most of the core gameplay stuff.

AI might have to wait, we’ll see though.

Then it will just creating a ui and enough content to make it really enjoyable – along with some sfx, and maybe some unbearable music if I catch the whim 😉

Cya tomorrow everyone :)

The story so far…

Today, after incitement by a CHAIN letter, a horde of villagers, armed with CHAINs, CHAIN guns, and CHAINsaws, attacked a shopping district in Washington DC, having crossed the CHAIN bridge. There our hero, a CHAIN smoker, sat nursing his drink at a coffee CHAIN. Killing the first villager to disturb his drinking, he took up the dead man’s CHAIN and proceed to battle the forces of evil. Little did he know that the same evil mastermind that sent the CHAIN letter also equipped his pawns with chemical tanks that would set off a CHAIN reaction when combined.
Our Hero
This..is..my..BOOMSTICK!

Tags: army of darkness, boomstick, chain, chain bridge, chain gun, chain letter, chainsaw, smoke

Bombs

bomber_crap.jpg

Ok, bombs in and smoothly chain exploding with Bomber-man-like mechanics.  It’s sort of mesmerizing to stare it.

But wow, isn’t that five frame explosion anim I did crap?

Lot more to do to turn it into a unique and possibly offensive game though.

After 2 hours thinking of an idea, and 2 hours of screwing with pyode I think im going to bed. I do have part of the physics working at the moment. Tomorrow I will try fleshing out the physics stuff completly and screw with collision detection. I hope to get the core of the game mechanic done tomorrow basically, and after that I want to work on level design, UI and the other stuff that really doesn’t matter xD.

A bit of initial progress.

I don’t have a solid gameplay idea, but I do have a bit of a direction to go on. My laptop is rather pokey in general; and especially so with graphics; and I’m using Ruby…

 baby steps

Comments

crux
15. Dec 2007 · 04:37 UTC
Well, that screenshot upload was a miserable failure. I’ll have to improve on that…

Put on your engineers hat

Because we’re going mining! Or rather, we were, until we discovered that we didn’t yet connect our detonation cord to the bomb. And rubble fell down in our way. And there’s gas clouds. And.. Where’s my coffee?

Ok, so, the theme is Chain Reaction and my idea involves blowing stuff up. Everyone likes blowing stuff up. Right? RIGHT?! Since the competition is now about 5 hours in and I got a bit of work done, it’s time to spam this place up. With pictures.

During the first 2 hours I worked on the level loader and world tileset. Right now it looks fancy colours because I need that to make sure what tile is which tile in the tile set. The result became something like:

Level1

Another two hours worth of coding and drawing later, and I had The Bomb™ and the detonator, as well as gas clouds. And I created level 2. Which looks roughly like this:

Level2

Then I implemented the chain reaction part, and my game is looking like it might become a game sometime. (There’s moving things on my screen!) This took me about an hour to do, but there’s a bug somewhere in my massive list of pointers. (Note to self: Hardcoding a recursive tree for testing purposes is not good on the brain. Really.) I’d upload a video but it’s not that awesome. 😛

During the next hours I will be adding the pictures of the combustibles themselves, allowing the user to select and place combustibles and add this to the chain. Then I gotta work out some other things such as how the gas clouds try and make a break for it to get to the exit. And explode when they intersect a fire. Stuff like that.

– Deepflame

Chain Reaction continued

Looks like i can actually get something done. I won’t be able to use anything near to 48h so i aim for something simple.

Some of the game tech is already working so i can think up some nasty contraptions to stop the player. The basic goal looks like you need to get all diamonds. But before you can pick them you need to bomb their cover off. You can place non-timed bombs which need to be activated by the editor placed time bombs.

The story: What story? It’s bombs, it’s chain reactions, and it has shiny things. There is no story.

Tags: chain reaction, Endurion, LD10 - Chain Reaction

Physics are up

Finally I have the Farseer physics lib working and showing the geometry of the collision objects.

Physics are up

Now I’ll have lunch and then play with some physics

Tags: 2D, chain, heli, lines, physics

First Screenshot

I decided before hand that I really liked the idea of putting the game setting in a microbial environment, and generating the graphics procedurally — using bitmaps as little as possible.  I think I’d like something like a simple 2D version of the tidepool phase of Spore, with the Chain Reaction theme in place.  I think the player will play the part of the single celled organizm that progressively grows and gets more complex by either gathering protien chains, which (when you have enough) react and make a more complex creature…  I’m not sure if this will also involve ‘mating’ with other similar looking creatures.

So far I have the initial cell body done with the shading.  So far both the shape and colour are functionally generated with alpha blending.  I hope to add some organelles (sp?) and other such things tomorrow, as well as some other shapes for the other microbes that you coexist with.  Since the shape and everything is generated through a function, the entire cell is animated quite easily and gives a ‘squishing itself through the water’ look as it progresses through the animation sequence. 

This is a kinda neat experiment, so far.  I’m usng Visual C++ 6.0 and DirectX 8.

 screenshot1

Sparkle sparkle, burninate!

My game is progressing nicely, and already I am starting to see signs of what the game will be like when it’s complete. There’s a little movement going on now, and the detonation cords are rendered. And I can now easily make the game end with a “Great Success!” when the bomb is hit. This was worrying me for a while, because I didn’t want to do some kind of ugly tile checking. Lucky, my chain tree is working without a hitch.

Det Cords! Sparks! Whee!

Also, as an example why hardcoding a recursive data structure is a bad idea, even if it is just for testing purposes and will be deleted once it’s confirmed to work:

pRoot->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetUp()->GetRight()->GetRight()->GetRight()->GetRight()->SetDown(pTile);

I wont do it again, I promise! 😉

– Deepflame

Starting up

Just woke up and noticed the theme was Chain Reaction. While, again, not too happy about the theme, I’m going to set out to figure out an idea for a game. Not sure what it’s gonna be, though. I was planning on making a marching cubes implementation (just for fun and profit) and use that for something. Still not sure how to make a chain reaction game out of it though :).

Blog awaken!

A bit disappoitend about the theme (done so many times already in proper games), I was hoping for some time travelling. I’m not 100% sure about the gameplay of this one yet, but it involves platforming so I decided to start with a level editor which is about 50% done here. I’m coding it with python and pygame.

I hope 2/3 of entries are not explosion chain reactions…. because that’s just lazy.

First screen

A Part Of This Complete Breakfast

cereal

I’m not vegan, I just like Silk better than milk.   It’s saturday morning, time to start crankinating!  I am going to make the stupid prospector game.

Tags: foodphoto

A Part Of This Complete Breakfast

cereal

I’m not vegan, I just like Silk better than milk.   It’s saturday morning, time to start crankinating!  I am going to make the stupid prospector game.

Tags: foodphoto

Idea found

Yay, nothing a long shower wouldn’t fix, it seems. I have got an idea, with all possibilities to include my marching cubes stuff and all. Though my current idea will require a LOT of work. I shall start right now and if it looks to be feasible, I will divulge some more details from what I’m going to do =).

Chain Reaction Reaction

So far I have mostly been sleeping. Woke up to find that the theme was Chain Reaction. I’ve had a couple of vague ideas, and I think I’m probably going to go for the least interesting because it’s the one I’m most likely to finish. Here are my initial thoughts:

– Some kind of physics-based puzzler, like The Incredible Machine, or maybe some sort of domino variant.

– Something like Lights Out or Reversi/Othello, where your move affects other pieces on the board.

– A looser interpretation of the theme (ie. kind of ignoring the “reaction” part): a scrolling shooter where your weapon is a morning star.

At the moment, I’m thinking the last of the three. I never liked Lights Out, and I think the first one is too much to do. I’ll give myself another hour to think about it, though.

Tags: theme

sleep as a catalyst for a chain of dreams about chain reactions

Hmm the evening continues! Here’s the first screenshot from my LD10 entry:

hmm wonder what it is!

So far, Friday I worked until 5:30, there was a lame xmas picnic for lunch in which I ate mostly starch. Starch and cookie. My Maia picked me up and I had 1 hour to divert my eyes from 7 hours of videogame testing before 48 hours of videogame programming, the simple act of observing a lamp brings tears to my eyes.

I had a pre-dare snack involving a Tofurkey kielbasa, the best Saurkraut in the universe, and etc. As I delved into the reactorium on #ludumdare, mama maia was making me-a stuffed vegetables, mm mm. Proof!

Also my lack of desk brings this intangible workspace:

Tags: deskphoto, foodphoto, screenshot

Proof of concept

Chain reaction? Hahah yeah right, more like things blowing up and blowing more things up.

ludumscreen1.png

Hell yeah! Purple things fly on the screen, player shoot, purple things blow up, purple bits come out, hit more purple tihngs, they blow up.. a chain reaction!

http://www.myrmidonprocess.com/ludum/Ludum10a.ra

(arrow keys and QWERTY z to shoot) Windows Fenix binaries included only. (If you get the equivalent foryour OS it sholud still work)

Woo…

-Fiona

Comments

Fiona
15. Dec 2007 · 08:22 UTC
(LOL I forgets to say to drags game.dcb onto fxi.exe.. stupid fenix interpreter!.. what the hells? Get back to making your game!)

Log entry Saturday 11:41 – First thoughts

After having relaxing sleep and relaxing breakfast and all that, I’ve investigated current situation. The theme that’s won is Chain Reaction, and it’s won by quite a lot. It’s not the theme I most wanted, but then, whenever do you get what you most want?

So, I really don’t have very much time today to work on things, just a few hours, but with some luck I have the whole of tomorrow available.

I’ve so far made two conclusions about the theme: It’s extremely easy to come up with a non-innovative game for it. Could be a tetris/columns/pool/TIM (the list goes ever on) game. So it can be easy. But how fun would that be? But if I can’t come up with anything else decent …

I do have two ideas so far though, that’s half-way innovative. Almost. Not quite though. A bit innovative to be sure. Not a blatant rip off of existing games. Much.

So first idea I had was an explosion chain reaction game. You had different kinds of explosives and maybe something else. The explosives had different explosion radius and critical explosion radius. If another explosive is within the explosion radius (but not within critical radius) it goes off too. Then you can get a chain reaction. Goal would be to blow something up, I suppose. Thing is I’m not sure it would be such a fun game really, and I’m not sure I could keep the goal tasteful. It would be too easy to make it all goreish. Not sure I want that, even though it probably would be popular among some.

And second idea I had was you have your space ship stranded in space, without any fuel, and you need to reach your home bay. Problem is, the home bay is several jump gates (or whatever they’re called, think like in Eve) away. So in each star system, you need to get to the gate that takes you to another star system, and so on until you eventually reach your home bay. Each system is a level, but ultimately, they’re connected. In fact I could allow revisiting of star systems, and multiple paths if I were to allow multiple gates per system. Anyway, in each system, you would need to get your ship to the gate. To achieve this you can make use of your initial momentum (not much), gravitational forces from planets and the sun, and hi-tech gravity modules and explosive weaponry you can launch from the ship. Or maybe just place. Dunno for sure yet. Then the idea is to plan a level, then let it go, get to the next level, and so on. In the end you’d have the full path through all the games automatically traverseable. I’m not sure if this is enough chain reaction… and interesting enough.

Well, that’s my thoughts so far.

Tags: log

Conclusion of day 1

kid1.png

Here is my “schoolgirl” sprite.  Not too shabby!

Well, it’s the end of day 1 for me so here’s where I stand:

  • Bombs explode
  • Player can run around
  • Using sounds made with DrPetters awesome sfxr app like oh, 99% of the rest of ya bastids!  Hope to augment this with some mic stuff later.
  • Need to add the items, walls, win/lose, levels, etc

explosions.jpg

Goodnight and good luck!

Get set, ready..

Bit of a slow start for me — lots of time wasted trying, and failing, to sleep. Got it eventually, but now a lot of time has gone by already. Oh well..

Got a couple ideas for what I’m going to make. I was thinking of maybe making a vertical shoot-em-up thing with enemies sending projectiles towards other enemies when they die, but it seems a couple other people have similar ideas, so I might end up making something else. Or maybe not, we’ll see I guess..

In the mean time, here’s a photo of my desktop:

gerrys-desktop.jpg

Tags: deskphoto

just started

Hi,

I’m a little late, the contest has begun here in Germany at 4 am, however I have just started. I’m developing with GLBasic (www.glbasic.com). It will be a 3d game and the modelling is done with anim8or (www.anim8or.com). I’m still thinking about the gameplay and I’m not really shure, but it will be something with lots of small insect-robots 😉 .

Here’s a first screenshot of my insect-robot-prototype (without legs and texture).

ld1.jpg

Comments

KungPhoo
15. Dec 2007 · 16:09 UTC
Looks quite good – but: you need a game, too. Thought about that? 😉

the idea

 A lot of you have already done so much. (O_O) It’s a litlle intimidating.

All i have to show so far is my idea (and some code, but you don’t wanna see that). I didn’t have a lot of good ideas for this one, so the best of them wasn’t realy oroginal.

You have you “ship” (pod or whatever), and you have to avoide getting

close to any projectiles, that are wooshing by. When a projectile gets close

to you or another projectile, it explodes, creating an explosion. If you get in

reach of it, you lose health. If another projectile gets in the area of the explosion

it explodes, creating a secondary bang.

You “ship” will be able to shot projectiles of its own, allthough they will be much

less powerfull, but will be able to destroy other projectiles. This is where you will gain points.

I hope i finnish it in time. If i don’t I’ll still try to complete it, at least to the point of playability.

idea

First Screen!

screen1 of prospector

Like so many, I have a random screen of tiles up and running now.  Guess I’ll make the editor, because this game will NOT work with random levels!  Well… hmm.  Better not.

Tags: tiles

First Screen!

screen1 of prospector

Like so many, I have a random screen of tiles up and running now.  Guess I’ll make the editor, because this game will NOT work with random levels!  Well… hmm.  Better not.

Tags: tiles

Log entry: springs are pretty annoying

I woke up this morning discovering the horrific theme of Chain Reaction, I was pretty bummed that something like Evolution didn’t win and to be honest, I was doubting if I could come up with anything that wasn’t just another Boomshine clone. Well, I sketched around a bit and came up with some ideas that involved chains reacting to input 😉

Originally I was gonna do some kind of “throw your rope and catch something” kind of game, but by tweaking spring properties I stumbled upon something that feels much better to play. You’ll play as some snake-like creature, and have to either kill enemies, or collect stuff by bashing your tail into them/it.

So this is a debug view of the current condition of the game. I prefer writing the gameplay mechanics before delving into doing the artsy fartsy stuff.

ld10_1-days_15_hours_36_minutes_left.png

still no idea

I still have no idea. That is, already when Chain Reaction won in round 1of the voting I thought I’d just remake an old puzzle game where you place to bombs to set up a chain reaction of explosions. Problem is, I already remade that very game in SpeedHack once, so it would be like totally un-inventive, a re-remake.

Another idea I’m toying with is, a chain reaction of light bulbs. Like, you have to light a Christmas tree with electrical bulbs, and a chain reaction is involved. A level is won when you manage to light the tree. Still don’t have a complete plan how it should work though.

First Post

beginings

Well its a start, but I dont really feel like working on it. Might just leave all the game logic until tommorow.

Partycle Popper

Frist post on ld blog.

Whoo boy. I still have ways to go, but I think this is turning out to be a game. Time log and bunch of screenshots are available at http://iki.fi/sol/ld10/ – here’s a recent one:

1512_649pm_little_things.jpg

it’s shrunk, so right-click and view image to see the full thing. I think.

so I better write something at some point

well I’m a little late to the party blogwise, anyhoo, heres a piccy of the game, I just got multiple wires working without too much fps loss (hey its flash, 20fps isnt that bad, heck its capped at 30 =p).

so I felt like putting wires up around the place :)

Tags: decorating, low fps, silly string

Mr. Splode and the Fireworks Factory

Hey ho. I’m on a very limited (and flakey) dial-up connection this time around, so I will be working on stuff that compresses well.

I had a hard time getting away from the obvious chain reaction ideas.. and ended up settling on one of them. Explosions. Whatever this game is going to be, I know that the chain reactions have to be big, chaotic, pretty, long-winded affairs for them to be satisfying. From this premise, I arrived at the concept of a fireworks factory.

For once, I could start off by drawing a run cycle. Just like the good ol’ days.
Mr. Splode Run Cycle

The story: There is this abandonded fireworks factory, see. It’s full of fireworks in storage, and noone knows how to dispose of them safely. It’s time to call in Mr. Splode.

Mr. Splode has a special fire-proof cloak that he can hide under. Most of the game consists of throwing matches into large stacks of boxes full of fireworks, and taking cover.

Doh, still thinking

Would you believe my luck? I’m 12, I know how to program etc. I want to take part in Ldum dare, but, as its a weekend and I can’t set my alarm I really overslept, still I have some strange idea for a game.

Basically its something to do with a train, and you need to drive it into pillows, cushions or something, and such a force it’ll do something else, I really need to fill in those gaps though.

First screenshot

First screenshot

Running app, chipmunk physics and really ugly art. But where are the chain reactions? I don’t know :)

Level Editor!

ld10 screen 2

Fully functional level editor!  Lets you draw the map, and saves and loads.  And check out that hardcore artwork!!  Hopefully I will update that later…

Tags: editor

santa lighting trees mockup

Ok, still no fleshed out idea – but somehow, it goes like this: Santa wants to light up all trees for Christmas, so he has to do some electrical wiring in the forest to cause a chain reaction lighting up all trees. So far all I have is some mockup drawn in Blender:

lunte

First signs of life

Ok, thought of proto-idea last night. Got a lot of sleep. Refined idea this morning in bed and in shower. Started work on framework code etc (kind of happy with it). Finished that after some 2 hours. Put in a few placeholder sprites and coded simple map drawing.

Prediction: Come voting I’ll get flak for blocky graphics and questionable theme adherence. Just the way I like it. At least this time it won’t be a sidescroller.

More info to come as I implement stuff.

maptest

Still not sure what to make

Five hours after waking up and finding out what the theme is, I still haven’t been able to come up with a good idea. I’m kind of surprised that so many people voted for “chain reaction”. Anyway, this is probably going to be some kind of puzzle/action game with bombs, so I started implementing some basic tile stuff.

ld10-1.png

Ai file format trouble

I thought using photoshop’s vector tool and exporting the polygon as a ai file would speed up the dev process… seems I was wrong. One point is just not where it should be.

AI trouble

arachnid

One main character in my game will be this arachnid.ld2.jpg

Screen 3 of Prospector

LD10 screen 3

Gameplay!  Nothing explodes, but your gunpowder fuse burns after you as you run.

Tags: fuse

Run Away Cloud

Huzzar! After about 3 hours of Recursive Pain I finally discovered what I did wrong with my implementation of the A Star algorithm. This has now been fixed and my clouds are making a regular run for the exit! I am really pleased with this, because I was getting frustrated. 😉

Run Away Clouds!

– Deepflame

A few graphics done, now coding starts

I’ve decided to change it so that you now need to see how far you can make the pillow go, which will lead to some obscure chain reaction.

Now the fun part…coding starts. 😀

Humble beginnings

Woo, first screenshot:

mjau-ld10-0.png

Seems I’m going with the vertical shmup idea after all. I think it could turn out to be fun.

Tags: screenshot

Behold My Labor of Love…

I’ve been working on this quad for the better part of the last 11 hours or so. It’s a pretty awesome quad though.

Tags: screenshot

First progress

Ok finally got some code down. I was planning on doing a plain C++ application this year (I haven’t made a C++ entry to LD48h yet) but XNA and C# got the better of me. Here is a screenshot of the first version. What this is, is 3 spheres defined mathematically (2 solid spheres and one substracting one). Then I run the marcihng cubes algorithm to the scene and this is the resulting mesh. It’s not perfect but probably good enough for my needs. I’m planning on adding boxes and capsules as well. The coloring is just a test that my shader rotates the vertex normals correctly.

HeliClaw!

I finally got a working claw on my heli! Yay!

HeliClaw!

The controls are really hard though. Its like… controlling a 1ton heli with a keyboard from remote that has a 1-2 sec response time. I guess I’ll have to fake it a bit.

Tags: 2D, chain, chain reaction, claw, heli, physics

first playable – menu added

http://iki.fi/sol/ld10/partycle_rc0.zip (~756k win32 binary)

1512_1008pm_title_menu.jpg

Phew.

First playable done. The game is pretty much “complete”, in a way that there’s multiple different stages, the player’s ship has been tuned a bit, etc. Audio is missing, and the game, quite frankly, isn’t fun. But it’s a game!

Concert

Unfortunately I have to leave now, I’m playing the double bass in a concert tonight (with a symphony orchestra and choir). Of course I’ll be making a recording on minidisc, which might be useful for background music in my game :) .

Health Sandwich

Always a believer in good eating, I put together this sandwich.  I was out of sandwich meat, so I put in some chips to give it some substance.  I feel healthier already!

p1007590.jpg

Tags: foodphoto