LD10 December 14–17, 2007

Partycle Popper 1.0

Phew, levels are (more) sane now. I still may update the entry, but this is pretty much feature complete now. Maybe if I can play around with some fractal music generators and make a soundtrack, or something. Who knows. Grab 1.0 from here

1612_534pm_more_sane_levels.jpg

I think I’ll go fry me an egg or something.

First screeny

 Most of my GFX are alright, except for the bicycle, which I can’t draw, then I was gonner take a piccy of my bike fore the game, but I couldn’t as it was at my grans, ah well.

My gameplay is finally coming together now though, you need to cycle into the pillow which will send you up, and you need to make sure you don’t start going down into the acid which will make your chain react in a most unpleasent way. 😀

screenshot-1.png

Some more progress

Things look nicer now, but I plan to make them look even nicer in the final version

nicer

Tags: chain reaction, space

Game tuning

hero_school_a.jpg

Have made a lot of progress, today has been mostly boring to code stuff like a level selector and GUI and few fun things like designing maps.

I’ve setup five test levels, each with vary different parms so I can get a feel for what works and what doesn’t.  For instance, bombs with flames spreading fast or slow, being able to build/destroy walls, diffuse bombs, and so forth.

I had numbers counting down on bombs and counting up on people (protect them for a higher score) but removed it because it was just visually distracting.  Now the bombs have a sequence of fall, blink red, blink fast.  Same info, easier on the brain!

I’m sort of burned out now so I’m done for tonight, hope to look it over with a fresh eye tomorrow before uploading the final.

Game tuning

hero_school_a.jpg

Have made a lot of progress, today has been mostly boring to code stuff like a level selector and GUI and few fun things like designing maps.

I’ve setup five test levels, each with vary different parms so I can get a feel for what works and what doesn’t.  For instance, bombs with flames spreading fast or slow, being able to build/destroy walls, diffuse bombs, and so forth.

I had numbers counting down on bombs and counting up on people (protect them for a higher score) but removed it because it was just visually distracting.  Now the bombs have a sequence of fall, blink red, blink fast.  Same info, easier on the brain!

I’m sort of burned out now so I’m done for tonight, hope to look it over with a fresh eye tomorrow before uploading the final.

Log entry: beautification

Since I woke up i’ve mostly been making graphical improvements, e.g. colored players, textured field barriers.. But I also implemented a better camera, so every moving thing should now be visible at all (most) times.

Later I will try to model a better looking goal, and possibly add a menu.

ld10_0_days_16_hours_0_minutes_left.png

Yawn

Just woke up.. I think I slept like 6 hours or something.. Well back to the grind =). Because most of the progress I made during sleep was mental, here is an image of the current version. This one has the fake fake-AO effect turned off just to show how much of an impact it does.

Day 2, nothing yet

It’s time to rush now. Yesterday was a time well spent reading blog posts and lurking on IRC, today I’ll try to stop doing that. No screenshots yet because I have no graphics yet…

RB[0], based on your blog posts, I might be working on something similar to your game (except you don’t need to kill yourself, but it kinda is a “chess/card/wesnoth/advance wars-esque gameplay” without terrain and with chain reactions). I’m not sure I’ll finish it, though; I’m late.

[Edit: Hmm. RB[0], I just saw you wrote your entire idea before it began. Mine’s similar but slightly different and simpler, but I guess that makes me an accidental copier. Sorry.]

By the way, some games are looking really nice around here.

I see stars

Food did indeed help. Then I coded up a scrolling starfield!

mjau-ld10-2.png

Things left to do:

  • Make sprite code support several frames per image (makes some later things easier)
  • Make more angles for shots and enemy shots
  • Make collisions work
  • Chain reactions
  • Make more enemies, maybe some powerups and such too
  • Make levels
  • Scoring
  • Sounds and music
  • Title screen and obligatory scroller

I think that’s doable in the time I’ve got left. I hope.

Tags: screenshot

Progress(?)

All right, here’s a screen from my game.
The concept is this, a level consists of several blocks, some “characters” and a lot of strings that connect them to each other. The strings are elastic and the player has got a scissor, and can therefore cut them, thus launchin the characters in sore direction (hopefully towards the goal).
I hav got a lot of work to do, the game is far from playable (maybe shouldn’t have picked an idea with that much physics in it…).
screenshot-16.png

I love the smell of Ludum Dare in the morning

Now it’s the beginning of the second day. Morning so to speak. I still have something like 15 hours to go, which should be plenty, if I don’t end up wasting it by doing something idiotic. Like starting to build this elaborate animation system, which seems really tempting… I sense the presence of a Programming Succubus.

Yesterday I got off to a really slow start. I over slept and lost something like 10 hours. But I got a lot done. The gameplay is pretty much there already (little tweaks here and there) and today should be all about the “polish”.

Here’s a screenshot of the game in action…

Yeah, it’s a color matching game… I feel so ashamed.

Tags: screenshot

Phil’s Breakfast Feast!

The wife got into the spirit of things and put together a feast of muffins this morning!  Ha ha!

p1007594.jpg

Tags: foodphoto

Chain Pain: In-game Screen

Here’s a screenshot of the in-game thing (taken by scrot, I was too lazy to do prt scr), featuring invisible Chains! (Except those holding the player down.) Once I implement the chains graphics I can work on prettifying it a bit more (sad to say what you see here is pretty much the limit of my art capabilities). You’ll understand what everything on the screen is when I release the full thing. =P

chain shot

Tags: pygame, python, screenshot

Log entry – You can has buttons

Sunday 18:47
Just writing to give you another screenshot really. You can now ‘win’ a level (you can get the ‘next level’ button, only it doesn’t do anything yet), and you can run the simulation if you want to. Yeah, and the buttons are all new. Next thing would be to actually have real actions you can do to achieve the goal.

shot41.jpg

Tags: log, screenshot

status quo

Most of the work is done, now the fine tuning is needed.

Here comes the story. The former evil arachnids are now tiny sweety crabs 😉 . They are  captured inside this big kind of crab trab. Using this red vehicle you can rescue them by controlling them to the exit or open water, respecively. The more crabs are rescued the more points are awarded.  But the problem is, that some crabs get infected by a virus, and if they come into contact with other crabs the virus is transmitted, which works like a CHAINREACTION. So you have to kill the infected crabs by pressing the left mousebutton if you are in contact with an infected crab. A huge cone will come up and destroy the bug.

ld5.jpg

Log: Snowroller(?)

First screenshot. We can see snowballs beeing pushed away with a explosion (notice the great explosion animation) and that is all. Now I only have to put some gameplay in this game and it will rock! :) As I have used pyglet and pymunk for this game, the little code Ive written myself is almost nothing, but that will change now when I have to make it playable…

Screenshot of snowroller showing snow, snowballs and a cabin.

Tags: avalanche, snow, snowroller, winter

Breakfast, Day 3

waffles

Eat ’em and weep, boys.  That’s homemade belgian waffles.  And a rose!  Actually, pen that looks like a rose.  Hmm, the colors didn’t come out right in this picture… Dadgum lack of sunlight.  Maybe I should’ve tried turning on a light.

Tags: foodphoto

Bullet hell

Progress! Finished the first few points of the todo list. Also, enemies can now have their own update/AI function to do stuff, such as shooting at you.

mjau-ld10-3.png

Hm, perhaps I should reduce the amount of shots a tad..

Tags: screenshot

taking some shape finally

well, I have started working on gameplay stuff.  I figured out how to make levels with trimeshes, but its going to take some more work to get it textured and have full scrolling.  The ship now has working landing gear and I can connect bodies to the ship and fly around nicely!  So all thats left really is flesh out the level format.

The objective of the game will be will have carry any items in the map to a location to drop it off and land successfully.  The trick is that these items can swing and can cause a chain reaction which can make you crash.  I was even thinking about adding motors to items when you pick them up so it can get really nutty.  I know its not really fitting with the theme as best I would want, but oh well…the game should be fun anyways.

34th hour

Food

I just HAD to make a food entry too, so I won’t get N/A in anything. So here goes, breakfast and lunch. :) Not much to tell, made rasberry+strawberry “soup”, (or something, my English is failing me here) that I made this morning and some bread. And lunch… argh! But it’s fast.

Breakfast!Lunch

The game is coming along slowly. Sounds are done (horrible, had to make a disable sounds option to main menu :) ). Menus are done. Now I’m doing a screen at the end that shows your scores.

Tags: foodphoto

So, I’ve been a bit lax in my food blogging!   This cannot do!   Luckily I took pics of most of what I did:

Saturday morning was coffee:

Coffee    Just like being at work, with less soul sucking.

Then, for lunch my lovely wife brought home Portillos.   With genuine Chicago-Style hot dogs.  Of course I forgot to get a picture of THIS before devouring.  :(   Oh well, maybe I’ll have more today.

Snack was popcorn and Amp:

Popcorn and Amp

Saturday Dinner was Salisbury Steak and Potatoes:

Salisbury Steak and PotatosDaughter eats hers!

And then this morning (Sunday) breakfast was Cereal with the daughter:

Crispiximg_2681.JPG

Tags: foodphoto

Would you like to play a game?

Ok well I foolishly decided to sleep last night so now I’m way behind! But here’s a screenshot of a nuclear war in progress:

screen22.jpg

Hopefully the chain reaction aspect of the game is becoming apparent now 😉

The animation gets a little jerky when there’s a lot being drawn at once – I’ll have to try and do something about that if I get time – but getting the damn gameplay in place on time is going to be hard enough at this rate.

Skolebolle!

My flatmate is at it again, making delicious foodstuffs:

dscn0213.jpg

Fresh baked skolebolle.  Mmm =)

Tags: foodphoto

Score screen is completed. I think the game is graphically pretty much done. Phew. Just have to paint some alpha masks for a few characters and that’s it. Then I’ll have to start churning levels and tuning the gameplay.

Score screen

Day 3, About Done

Looks like 7.5 hours to go, and I have what could be done.  I definitely want to add a bunch more levels, and maybe music… I’m going to try out Musagi a bit!  But other than that, we’re done.  Fully functional menu and instructions screens, all the gameplay is in and whatnot.  High scores are a go.  Here’s the menu:

ld10 screen 7

Tags: menu

Background artwork…

I’ve always wanted to spend a good solid morning working on LD background art.  Well, I took my opportunity and here’s 1 of the 5 pieces I was able to whip up…

philhassey7.png

I’m going to be busy for the next few hours working on the wrap up:  better edge detection (using the new backgrounds), menus, title screen, music, sound effects, scoring, maybe even high scores.

Looks familiar?

It’s Q*bert!

…not really though, but you can sort of modify the landscape by raising or lowering tiles, and the rest adapts to remove any greater-than-two differences between neighbors (basically a hack to avoid situations my draw sort can’t handle :P)

I’m trying really hard to think of a way to use this for gameplay, but it looks like I might be drawing a blank. There’s another mechanic in there as well though, the chain reaction one, but it’s sort of shaky too.  It would be nice if I could at least come up with some pathetic game-ish behavior for all of it before I start digging my nose into gfx and music… but maybe it is not to be. I should probably start tinkering with gfx for now and see if something comes to mind.

drpetter_09.gif

Wow, I can’t believe I did that

Whelp, I just (accidentally) rolled back a good amount of code. I’m about 4 hours back now, woo hoo. Anyway, right now I’m just looking into making a few sounds for the game. I’ve come to terms with its unappealing graphics because I think they fit the true purpose of my game. My is written to be fun and playable on my n800 tablet as well as on a full size PC.

Comments

16. Dec 2007 · 12:50 UTC
Yikes, that really bites. I feel your pain, once lost two weeks.
saluk
16. Dec 2007 · 14:27 UTC
Aw, that’s rough. It’s things like this that convinced me to always use version control.

First screenie

However I am significantly starting to doubt my ability to get anything game-like done.

No chain reactions yet though.

first screenshot

Chain reactions! Explosions!

Yay! Chain reactions work now. Also, explosions!

mjau-ld10-4.png

The explosion gfx is a bit square perhaps, but I spent way too much time on it already and time is running short, so it’ll have to stay as is for now I guess.

Next: Levels! The game is actually sort of playable now, but everything just sits there. The game needs levels that scroll, making new enemies enter and stuff.

Tags: screenshot

Throwing in the towel…

Well, I woke up this morning feeling really sick. I got better, luckily, but that meant no working on the game this morning.

I probably have about 6 hours good work left and I’m done – all the logic is in. Even the ai just needs some tweaking.

But, alas, I have a busier day ahead than I had thought. So not a lot of time to work from here on in. And the time I do have I would rather spend recuperating for this week than tiring myself out.

At least I know I would have finished, that is all that matters, right? :)

Good luck everyone else, I’ll upload my unfinished entry later – maybe people will award me for effort, innovation and technical – because technically it is done 😉

Here is the svn grab of the latest version, It is under the GPLv2 or 3, but I haven’t added the license info yet…

http://ludumdare-x-rb0.googlecode.com/svn/trunk/LDX-10–0.5.zip

First playable

Well it certainly took its time but I now got the first playable version of the game ready. Currently the controlling happens with the mouse and keyboard (holding keys changes the edit mode and mouse triggers actions). Here is screenshot:

In this image a few bullets have already been shot in a chain reaction and some wall pieces have crumbled. The last bullets are heading towards the last remaining cannon (the point is to start a reaction and use all bullets on all cannons). I’m also planning on adding a simulation time counter and a level specific highscore, so you can optimize each levels time for replay value. Also while testing this proto gameplay, it became apparent the game would be better if some cannons had more than one bullet to fire (so you’d need to make circular reactions).

The Chain Fight RC1

Here’s my The Chain Fight game.   TheChainFight.zip   There’s some instructions in the readme.txt.  You will need python and pygame to run it.  If you want to see it in action, set both AIs to Random and set the Money to $5000.  Chaos will ensue.

I’m planning on improving the AI, and adding a tutorial.

Heli editor!

Yay! I have a working editor! Im using director and layout out sprites and rect at positions and various sizes.

Heli editor in director

And here is an ingame view of the map, after a little playing

Heli ingame almost gameplay

I had some framerate issues, was only stuff intersecting at load (Phew)

Tags: 2D, director, editor, heli, physics

LD10 Final Entry: Short Fuse

ld10 screen 8

This is it! Pretty darn complete. Download here: shortfuse.zip (1.1mb)

I tried making music, and that was a bad idea, so I didn’t put it in. Love those SFXr sounds, though!

Note: If it runs way too slow, or just if you prefer, you can use the command line argument “opengl” to run it in openGL instead of directX.

Tags: explosions, final, mining, pixels, prospector, sfxr, tiles

Time is running out

If I had known that ludumdare would actually end, I’d have started earlier!!!
Here’s another picture of my game. I have updated the graphics a lot (and I think that these would do for my final submission unless I need more), what I still have to do is gameplay, sound and levels.
Nice Graphics

Tags: chain reaction, galectric, LD #10 - Chain Reaction - 2007, space

Late Start

breakfast

Well, I wasn’t able to work on ludumdare yesterday, so this will be a “mini-compo” for me. I’m just getting started now, with about 10 hours remaining. And here is my breakfast, english muffins with jam and coffee.

Tags: coffee, food

Ramuh-Shmoo Final

Ok, so here is my first ever ludum dare game, finished with time to spare!

I realise that the connection to the theme doesent hit all the way, I definately have chaining in there but not quite as many reactions, but hopefully you will find it fun.

Game Stats:
Genre: Puzzle/Platform Adventure
Runs On: Windows (let me know if you want it on mac, I might be able to do it ^_^ )
Tools Used: Flash CS3 Pro, Photoshop CS3 extd, Fireworks CS3, DrPretter’s sfxr and musagi
Trivia: my first ever ‘music’ so I made sure to include the option to turn it off.
More Trivia: The Evil Fairy Ninja is real, be afraid ne-er do wells!

umm, I think thats about it, enjoy playing :)

edit: oh ya, better post a link to the game huh =p http://www.sophiehoulden.com/randomstuff/ludum/RamuhShmoo.zip
edit 2: aaand, the source

Tags: final

First really playable version

Finished with my very simple system for advancing levels, spawning waves and stuff.. So you can actually play it now, although it still looks crappy and there aren’t many levels and you can’t be killed yet, just lose by failing to kill enough of the horrible block enemies.

From the looks of the other entries I’m definetly in the lower end as far as fancy graphics go, but I hope I can make some fun enemies and levels to counter it. Over all the game needs som tuning at the moment, especially the bombs…

First playable version

Also, for those brave enough to try there’s a test-version here: http://www.kekbur.se/pewpew.zip

It’s written in pygame with pyopengl for drawing. It will try to import and enable psycho to speed things up, hopefully it won’t crash if psycho is missing :)

You play with the arrow-keys, spacebar and left control. Move with arrows, shoot bombs with space, detonate them with left control.

breakfast

ld10-sg-200712161348.JPG

no meat? where’s the meat?

Tags: food

Log entry: last stretch

A few things have been implemented since last entry; most notably the springy goals. Well, only the back of the goals actually. They add nothing gameplay-wise, but they’re kinda fun to watch when a ball is hammered into them. Barrier advertisement textures have also been made, i’m not crazy about them but they’ll do for now.

What I really need to get started on are the controls. The gamepad controls are perfect, but the majority of people here does not have such a peripheral so keyboard/mouse support is essential. Keyboard is currently supported, but man, it feels quite crappy. I think pure mouse control would be better.

ld10_0_days_9_hours_10_minutes_left.png

time running short

Ok, slept about 7 hours then coded for about as long. Still far from finished. I spent some time looking into OpenGL shaders, then decided against using them and instead fiddled with some slow software solution.  Now there’s about 9 hours left, but I can’t stay up until 4am so it will be much less. Hopefully I can make some small levels so there will be about 10 levels.

lunte

Log entry – Shutting down

Sunday 19:07
I don’t think I got around to writing it down but I earlier considered the case with static vs. non-static planets and sun. Thing is that sun and planets wouldn’t really move if I used a realistic time scale, but on the other hand, it could be much more interesting that way. At the time, I decided to stay with static, but I’m think I will experiment with non-static (as that would push more important but more bothersome into the future).

Sunday 20:04
Has eaten supper. Can also report that non-static planets are tricky, because of how easy it is to not get stable orbits. However, with some math and physics, I got stable paths. Or path. With just one planet it worked anyway. With many they interfere with each other. I could make sure they’re longer from each other I guess. Oh, and there’s the ship too.

Sunday 21:21
Been a bit social.

Sunday 22:31
Been battling with multi-planet system stability and haven’t really reached a good solution, but I’ve reached ‘stable enough’ for up to three planets. It’s kind of big distance between them then, and the third planets aren’t even on screen most of the time. So, that’s a lot of wasted time. Yay etc. I don’t think this will work out, because I can’t really work that much during the night. I’m pondering whether I should just turn it in as it is as a non-entry, or just add something gameplayish, but if gameplay is just a boring hack then what’s the point of the gameplay?

Sunday 23:54
Been away a little while. It’s really like 4 hours until deadline but I’m going to try shut down now. There won’t be an entry. There will be a non-entry that you can play around with for a few minutes if you want to. I’ll just get the final stuffs together for it.

Tags: log

Final

All done, 5 levels. All dll’s included now (release build)

LD10 Final

Tags: final

New gear

No screenies this time, but I finally got all the logic together. This means you can now complete a level, it keeps score of your best time, you can switch between unlocked levels and so on. So I’m switching to level editing and polishing now. Of course I’m still missing audio completely, so meybe sfxr and some fractal music generator will find a home on my HDD later as well. Happy happy =).

sprite!

I has a sprite. He’s kind of inspired by megaman.

hero sprite

Chain Reaction: Detonator, not final!

So this looks like my final game. My wife’s got that look so i doubt i’ll work on it anymore 😉

Link removed. The final can be found in my latest blog entry.

It’s not the most innovative but it has been fun. It sports 14 levels, sounds due to DrPetters awesome sound effect tool and ugly pixel art by myself truly.

Position bombs and use the chain reaction of exploding bombs to fulfill your goals:

Either bomb open all diamond devices or push all target balls (with an X) onto any goal area (or both).

Do not forget, that you can go back and reposition bombs for another attempt. And another. And another.

An editor is included, which lets you build your own nasty contraptions.

There source comes with a Visual Studio 2003 solution file. It’s not the cleanest code, esp. the resource loading is an ugly hack.

The game itself requires any Windows since Windows 95, DirectX 8.1 and shouldn’t need any other DLLs beside the one i included.

You want a screenshot? Ok:

Tags: chain reaction, Detonator, Endurion, LD #10 - Chain Reaction - 2007, preview

Nearing final

I think the code, graphics and souds are just about final, few tweaks left maybe if I’ll bother. Added a particle effects for fun, just one. I just have to do a bunch of levels more and it should be ok. About 10 more should do it.

screen.png

mainly finalized

The game is mainly finalized. The name is “The Crawly Crab”. Now I will make the sounds.

ld6.jpg

ld7.jpg

Evening Journey – LD10 non-entry

Right. Didn’t get any game done this time, but I give you a fabulous non-entry called Evening Journey.

shot5-nonentryfinal.jpg

Download Evening Journey. It’s for Windows and comes with source.

How to ‘play’
Get ship (red beacon) to the jump gate (strip of green/yellow dots). You can add a thrust with right mouse button. There’s a time line at the bottom where you can select what state to do an action in (only action is the thrust). There’s infinite random levels.

What would have existed
A challenge.
Pickups.
More kinds of actions.
Actions limited by pickups.
Increasing difficulty on levels.
Levels connected so you can go back to previous level and get different pickups.

Stay tuned for post mortem tomorrow.

Tags: 2D, GLFW, gravity, non-entry, opengl, screenshot, time, Windows

Doesn’t look good

screenshot-ludum-dare-10-1.png

This is what i got so far. One movable circle (red) and a bunch of black circle’s randomly generated and flying across the screen. I would still need to do collision detection and explosions until i have an ugly and sucky game. I don’t think i will finish, but it was an effort. My second ludum ending as porly as my first one. Oh well, three time is a charm.

making good progress

Wow I am wicked tired right now, but I want to finish the game really bad.  I haven’t slept in 25 hours so far.  With 8 hours to go, i think I will make it.  I changed my mind about the game-play.

There is a base camp on the moon that needs supplies, and if you don’t deliver the correct packages on time the base camp instability will go down.  I guess ill have to finish it to see how it plays out.

8hoursleft.jpg

Post-Completion Lunch

lunch day 3

My lunch is actually the red cup (apple juice again, remember the empty fridge?), and the thai peanut plastic tray.  The rest is breakfast mess and wife’s salad-based lunch bits.  And assorted other junk that’s sitting around the kitchen island.

Tags: foodphoto, mess

Log entry: squeeze the lemon and stuff comes out

Added support for various control schemes, and prettied up the display:

A couple sounds are in also! Thanks DrPetter! (sfxr)

ld10_0_days_7_hours_21_minutes_left.png

Chain Reaction: Detonator, the final?

As usual after a bit of playtesting i happened upon one crash bug. Yelp.

Fixed the bug and added yet another level. So it’s 15 now.

The new version is uploaded; i’ll remove the final tag from the older entry.

Click here to get it.

 Tools used:

  • DrPetters über-awesome sfxr tool
  • my own crappy paint app
  • Visual Studio 2003

Tags: chain reaction, Detonator, Endurion, final, LD #10 - Chain Reaction - 2007

Comments

PoV
17. Dec 2007 · 00:04 UTC
Hi there. Could you upload your screenshot to the site, and edit it in to your post? Images don’t show up in the image grid unless they’re uploaded to the site. Thanks.

THE CAVES OF INSANITY!!

Hey – here’s my final entry for LD10. THE CAVES OF INSANITY!! I had a fun time making this game, the highlight being colorinig all those fun backgrounds. Be sure to check ’em out :) Enjoy the game, it’s pretty short-n-sweet. Download it HERE (win32). Or svn://www.imitationpickles.org/ld10/trunk or HERE (tgz source).

Here’s my wife, our hero, in this game:

philhassey-final-title.png

And here’s a shot from the final level of the game .. it’s a tricker, but this time I did test all the levels and they can all be beaten :) Good luck!

philhassey-final-play.png

Tags: coloring, drawing, explosions, final, gunpowder, pug, pygame, sfxr

Final-ly

I hope its the final

I have finally got something playable, I just hope its fun, the GFX are pretty nice except for the bike, and you don’t always lose a life when hitting the laser.

How does it meet the theme? The bicycle chain reacts to the laser making it go all acid, i just wish i had more time to really implement the theme more.
http://www.mediafire.com/?5tdzmtwmmen
Same file promise!

Tags: final

Comments

PoV
17. Dec 2007 · 00:03 UTC
If you could you upload a screenshot to the site and add it to your post, that’d be fantastic. They don’t show up in the image grid on the final entries page if you don’t. Thanks.
Endurion
17. Dec 2007 · 02:42 UTC
Hi john,
john
17. Dec 2007 · 04:34 UTC
Oh sorry about that, doh, I forgot that you can’t access our address, I’ll switch it to IP.
saluk
18. Dec 2007 · 15:26 UTC
I can’t download from the ip either. Upload it to mediafire or somewhere else please :)
john
20. Dec 2007 · 12:25 UTC
Fine then

Space Reactions – final entry – LD10

Hey everyone!

I’m happy to announce my final entry, Space Reactions. The aim of the game is to destroy planets using the pieces / fragments of other planets, which you ‘asplode using rockets! Bam!

There are 9 gutwrenching levels to tease your gravity-lovin’ brain, and it also features a totally original soundtrack! (special thanks to DrPetter, as I used his sfxr to generate the sound effects for this game)

SCREAMshots:

fydo-ld10-screen1fydo-ld10-screen2

Game download (includes both win32 executable and python source) right here:

http://fydo.net/programming/spaceReactions-fydo-LD10.zip

edit: Updated the zip to include a missing source file (check the dates, I didn’t cheat! 😉 )

You don’t need to re-download unless you’re interested in looking at the source, or playing on a non-Windows machine :)

Tags: final, gravity, kabooooom, rockets, space

Progress?

I have finished all the weapons and enemies, added shields and lots of other crazy stuff.

ludumscreen4.png

ludumscreen5.png

Again looks better in motion, download game so far here if so inclined: http://myrmidonprocess.com/ludum/Ludum10d.rar

(Windows bins, z to fire, arrows to move. Keys 1-7 summons things.)

Crates!

A real in-game screenshot this time. The game should rate highly on the crate index. Each colour tag indicates a different type of fireworks.

Mr. Splode Crates

Yikes.. 5 hours left. To do: fireworks, collisions, level design, audio. For sound, I’m going to jump on the sfxr bandwagon with everyone else. That program is so kick-ass.. I’ve been considering adding lasers just so I can make sounds for them.

Comments

saluk
16. Dec 2007 · 19:20 UTC
Lol the crate index. Creates in a screenshot are never a good sign 😉

Running around

I can run around and jump… still some glitches with the jumping but it’s kind of working. But I don’t think Im going to have something playable in.. what is it.. less than six hours?

run dude

Tags: fail

Middle of day 2…

My first LD48, yay.

The theme is chain reaction, so I decided to make a chain first, and worry about the reactions later ^_^.

So far have had about 24 hours of sleep, nine hours of irc / onemanga.com idle, and nine of actual productive time. Most of which was wrestling with code::blocks, trying to paint decent graphics (before giving up and using GL_LINES), and coding buggy physics from scratch when I could’ve used a library… but there’s still almost six hours left, so maybe this’ll turn into something resembling a game.

vauhtia ja vaarallisia tilanteita

You’re probably supposed to protect the green planet.

Pillar, in 48, in wasn’t meant to be

I’m not sure if I grossly overestimated my available time, or just wanted to do it right, but I’m certainly not going to be done by the deadline. I knew this a couple hours ago, and decided to work on things that will help me after the compo ends.

I’ve been taking all kinds of notes, and doodling many pictures. I could have probably got the mechanics working correctly by the deadline (with a keyboard based control scheme), but I wasn’t going to have time to build a level. Man, a general purpose level editor would have been sooooo nice. ;D

So instead, I’ve continued on the game as if I entered a compo that ends monday or tuesday. :)

Rather than going out posting nothing, I decided to whip up a mockup, to see if my thoughts on paper would work. So in closing, here’s the mockup image.

Pillar Mockup
The idea of the game is you control this block mass. You (automatically) walk towards other blocks and add them to your mass. You don’t jump, but can pivot yourself at any block in your body (similar to a Tetris block rotation).

Legs sprout on the lower parts of your body to give you momentum (purely visual). The face goes on whatever side the of direction you are facing. The art look I wanted was one where everything was very rigid, made of rectangles. The mockup demonstrates that well enough. I wanted trees and little bushes in the mockup as well, but I wanted the collision to be a little more obvious in this mockup.

So that’s what I was/am working on. Hopefully I can put another day or two on it, and get it somewhat playable (I have my doubts I’ll get legs working, so it’ll just hover). I’ll post it as a “post compo” game if I do.

Thanks everybody for a great compo. See y’all again in April. :)

Tags: mockup

Starting at less than 6h till deadline :)

So this is where I start… about 5.5 h to deadline.  Right now I have one sheet of paper with gameplay plans, 0 lines of code, some gfx made and a cat to help me betatest when its done. Wish me luck :)

start

Tags: cat, start, workplace

Comments

saluk
16. Dec 2007 · 19:23 UTC
You can do it druggy!
druggy
16. Dec 2007 · 21:49 UTC
thx, but unfortunately I had this weekend occupied by other brain intensive thingies so better luck next time :)

done

“The Crawly Crab” is finished 😉 . I will upload a first version soon. One thing is left, the documentation about the controls, story and so on. There are still some things I wanted to implement, but I haven’t. I wanted the crab to be animated. After I have animated the crab with anim8or, I wanted to implement the animation in GLBasic, but I had a problem with the 3dconverter?? I don’t know where’s the problem???. However, now the crab isn’t animated. Furthermore, I wanted a hall of fame, but this is still missing. Maybe I will do.

ld8.jpg

Ms Green’s lovely day – final

Ms green’s lovely day, that’s the name of the game.

The idea behind the game is that laugh is infectious and causes chain reactions. The aim of the game is to get the green lady somewhere in the level to laugh. You can make her laugh by touching her with some other laughing thing. You start by placing some of your units from the right of the screen (select by clicking, place by left click, remove by right click) and trying to make chains of laughter. By pressing the start button, you can see how your chain goes in action. The laughter chain always starts with the gray grinning thing (that looks more like an oven or something), so the first thing you place must touch that to get your chain started.

The game was coded with python and the sources are
included in the package too.

Graphics were drawn with GIMP and sound effects were done with DrPetters sfxr tool (great little thing!) and the laughters were done in Audacity. There is no music, that’s the only thing I would’ve liked to do too, but don’t have the energy.

So that’s it, go play and learn by playing. The entry is by no means perfect and is very unfinished in many ways, but I feel this is the best I could do in this time. So have fun!

And here it is, I hope it works!

https://dl.dropboxusercontent.com/u/22232011/lovely_day/lovely_day_final.zip

Edit: added a screenshot for the image grid.

Ms Green’s lovely day - final - screenshot

Tags: final

Comments

saluk
16. Dec 2007 · 19:33 UTC
Very fun and funny :) Puzzles get pretty challenging, I like it.
PoV
16. Dec 2007 · 23:54 UTC
If you could you upload an image to the site and add it to your post, that’d be fantastic. They don’t show up in the image grid on the final entries page if you don’t. Thanks.

Final submission: PewPewLazor

 

I’m calling this done. I’m not happy with it at all but at least it’s playable.

My code and Python just wasn’t fast enough for what I wanted to do, I really think I could have made it a bit more fun had I gone with C++ instead.. More bombs.. more enemies.. But then again, being the slow coder that I am, I might not have finished if I did it in C++ ;>

Here’s the final file: Pew Pew Lazor
Here’s a version built with py2exe: Pew Pew Lazor py2exe
Here’s a version built with pyinstaller (not actually an installer though):
Pew Pew Lazor pyInstaller

 

And a screenshot to go with it:

SS5

Tags: old version

Comments

Papper
16. Dec 2007 · 22:12 UTC
Ah I should have mentioned that, it uses pyopengl 2, not 3!

HeliChain final

A helicopter physics game, made with XNA 2.0 beta.

You will need a pile of shit to get this to work, here it is:

  1. .Net 2.0 SP1 (we are currently uncertain if it ships with Vista)
    • Note you can also use the original .Net 2.0 but you will also have to install the C++2005 SP1 Redist (G4WL will also install this, so this is only needed if you are not also installing that redist)
  2. DirectX9.0c
  3. XNA runtime 2.0

I’ve had ppl not being able to run the game anyways, Im looking into the problem. Pls tell me if it works for you.

Anyways I hurried with the levels, Yay it was fun to make them :) I hope to release a map pack soon. Unfortunaly the editor is built within director, so I will have to work on it a bit to enable the community to build their own maps, unless you got director. All sound was made with DrPetters godlike sound effect app, sfxr. Kudos to him!

Game goals: make the red box be within the red rectangle for 3 seconds to go to next level.

Controls: (Xbox360 controller should work, not tested, buttons? test them!)
Arrows <- -> Steer

ArrowUp/Down throttle

Z – Open/Close the CLAW!

X- Turbo (For making panic manouvres)

R – Reset level (Yeah this key you will know by heart)

N – n00b?

Here is bin 440KB

Heli final

And here is source + editor + bin + other useless stuff 3MB

Tags: 2D, chain, final, heli, physics, sfxr

Shrapnel: Final entry

Shrapnel!

mjau-ld10-5.png

Downloads (both have windows exe + source code and Linux makefile):

Uses SDL, SDL_mixer and SDL_image. I used kate for code/text, gimp for graphics, sfxr for sound effects (thanks DrPetter!), and pxtone to make music.

If the Linux version crashes when you run it on 32-bit x86, use this SDL library (contains a fix for a bug in SDL_SoftStretch)

Edit: Figured out the Windows sound latency issue! Seems the SDL.dll I used was buggy. Replacing it with one from libsdl.org fixes things.

Tags: chain reaction, final, linux, pixels, pxtone, screenshot, SDL, sfxr, shmup, shrapnel, space, vertical, Windows

Mission Accomplished! Or, as Confucius would say, To go beyond is as wrong as to fall short.

Well, that rounds up the last day for me, and I managed to come up with a pretty neat game if I do say so myself. I’m quite pleased with it, it’s been tested by my little sister and she couldn’t break the final version anymore. (Though she pretty much broke all the previous ones.) And I’m going to put it up here for everyone to play and enjoy. :)

Today I started out with adding the last elements I needed for gameplay to commence. After I added those (and their graphics) I added a menu and a HUD, as well as the level transition code. Other than that I spend pretty much the entire day creating new levels and debugging. Debugging, debugging and more debugging. The release build used to crash right away when ran, I had to solve that. Release build also had other quirks that needed to be stamped out. I also had a timing bug that sometimes caused everything to explode, instantly winning the level. That has been fixed too!

In the past few hours I mostly made new levels, discovered a new bug and discovered a work-around for it. I worked around it, too lazy/late to fix it. (You pick the right one.) After that I made my dad play it, but the controls confused him a little. So I added some extra hits and tips on the HUD. (Yay for Confucius quotes!) I am looking forward to seeing who finished the puzzles and who got stuck. (My little sister got up to level 5, someone else I know finished it, discovered a really easy solution to level 5 and helped me make it harder.)

On the whole, I’m very glad I took part in this LD48 again. It was a good way to break free from playing World of Warcraft all day long, and it actually was nice to do something in C++ again. I had been using C# for the past year mostly, and a little bit of Java on the side. This resulted in some funky pointer things at first, like the 1 GB memory leak I had, or the 3mb/second one I had as well. I also started out making some newbie mistakes again, funny how you can lose basic control over a language so easily. Luckily, it picked up really quickly, and before I knew it I was in full control over the language and libraries again.

Code-wise, well, if I had turned this in when I was at uni my teachers would probably have died of a stroke. Several. I think I violated a bunch of programming standards again. 😉 The most satisfaction I got was when I got the A* algorithm implemented and working. My game has gas clouds that follow the shortest route to the origin, and to calculate that I needed a pathing algorithm. So I looked up how to do A* and I got it in. Took me about 3 hours to get it to work, and I’m pleased it did.

Other fancy feats include the omgRecursion of the detonation chain. I don’t think I ever programmed anything with this much recursion. I have two types of recursion in the chain links, one or two in the A* implementation, and another one with generating the arrows when you want to place the chain links. At some point my brain started to cry over all this recursion, and I managed to confuse myself once or twice. Debugging recursion is not fun I tell you. :(

Anyway, the game can be downloaded at: http://deepflame.deeplyswitched.com/ld48-10/CoA-Final.zip

I hope it will run for you.

Have fun!

– Deepflame

Screenshot of a level:

Level 5; Or is it?

Tags: final

Comments

saluk
16. Dec 2007 · 20:05 UTC
Yes, A* is the bomb. I still don’t really understand *why* it works, and I have implemented it several times. This game is fun, but for some reason it makes my head hurt :)
PoV
16. Dec 2007 · 23:51 UTC
If you could upload a screenshot to the site, and put it in your post, that’d be fantastic. :). Only shots that are uploaded to the site in a post show up in the image grid on the final entries page.

Final entry! I’m late!

Thanks Phil, owe you one there…

Just the link for now, will write post-mortem in a bit.

DOWNLOAD!

drpetter_11.gif

Tags: final

Last hours

Ok a lot happening and slightly less than 5 hours to go. The game itself is about complete. I tried to do sounds, but in XNA (1.0 Refresh) you need to do those with a Microsoft made audio authoring tool called XACT. Well it happens that it doesn’t work in Vista. Nice =). Also had a few “oh s**t” moments. One was where I realized the cannons can be placed to any place, including inside walls or other cannons. So I made a collision system for that (a simple 2D collision system, kinda like the data in the editor). Also when massive damage is done to the landscape, even on my new superfast quad core the frame rate went to seconds per frame. “Time to include multithreading” I thought, and I thought correctly. Now when the landscape is dynamically modified, the game starts calculating it in the background. Only the visual aspect hurts (it comes a bit later, depending on how fast your computer is) as the collisions for the bullets are done using the recent model. All in all looking pretty good. Now I think I’m gonna make some bats to make release packages (as the last minutes are always tough) and then make more levels. I don’t think 6 is enough. =) Here is a screenie with some damage in it:

4 Hours to go

4 hours to go: So I ended up implementing the animation system. It turned out to be a really good thing. It helped me out a lot… I even managed to constrain myself from over engineering it.

Overall things are looking pretty good. I have still some small things to do (tutorial screen), but I could probably “ship” the game as it is. Some more polish would be nice and sounds would be really cool (I’m looking at you SFXr) . I’ll probably have to sacrifice a hour to add them. It’s really hard for me to say how well the gameplay works. It’s interesting, but I’m not sure if it’s compelling enough. And now that I think about it, I wouldn’t be surprised if someone else came up with a very similar game mechanic…

Here’s a shot from the current build:

Tags: screenshot

The Chain Fight 1.0

Here’s the 1.0 version of The Chain Fight

The Chain Fight 1.0

The python only link: TheChainFight.zip — Unzip the file, and run ‘python main.py’

The Windows link: TheChainFight-Win.zip (Mirror) — Unzip the file, and run ‘main.exe’

Please find me on IRC, or leave a comment if you find anything wrong. Thanks! If the debug info from the AI bugs you, you can hit ‘D’ during gameplay.

As a note, notice that above, the python is 133 KB, and the Windows version is 2.6 MB. You’ll save yourself a lot of downloading for the python entries if you download and install python and pygame

Tags: bombs, explosion, final, LD #10 - Chain Reaction - 2007, screenshot, sfxr, strategy

Comments

saluk
16. Dec 2007 · 20:18 UTC
Very innovative concept, fairly difficult to figure out the strategy, but I like it.

Kinda game-ish

Well I’ve got this thing to the stage where it does everything that I had planned out in my head at the start. The trouble is that I hadn’t fully thought through all of the rules of the game before I started and now I’m struggling to throw in rules here and there to try and warp it into something even remotely playable as a turn based strategy game.

Here’s a screenshot showing the player markers and some enemy icons. These indicate that the selected nation regards those nations as enemies.

screen32.jpg

I’m going to try and hack in some more rules in the next couple of hours or so but I’m not hoping for much at this stage. It works – its just not very fun to play.

Chain Pain: Final Submission

Here it is. All that’s in the zip is the source code and the data; if I get less lazy by the end of today I’ll compile it with PyInstaller and make a Windows executable. Requires Python and PyGame.

Edit: Fun facts that weren’t in the README: Graphics made with Gimp and KolourPaint, sound effects made with my voice with my microphone, the two music files were made in WarioWare Touched’s toyroom using its piano and harmonica. Pretty much all the sounds had to be amplified with Audacity, too. Edit: Another fun fact is that the moving bar thing was inspired from Star Fox Adventures. You remember the Test of Fear? Though I have to say that game’s better than this one. =P

EditEdit: The Zip now contains a standalone EXE file so you can just double click on main.exe if you run Windows.

Edit³: If you want to see the high score system in action, change the best_time.txt file in data/ to something low, like 00:00 (I forgot to do that myself when I packaged it).

http://server.mjzhosting.biz/~jach/shared/zips/ld10_final.zip

chain pain final

Tags: chain pain, final, pygame, python

Comments

11. Apr 2008 · 02:55 UTC
I’m a person, who knows what she wants. I’m not the one who has a lot of free time to write comments here and discuss stupid and silly news, like you do. It’s so funny that you all take it seriously, start thinking about it and so on. I would never spend my time on such stupidity. I just want to say that there’s a real word, where you can spread rumors and argue. Why are you doing this online? You look so funny!

Snowroller Final

Wow, “finished” the game with more than an hour left. Very simple gameplay, but at least playable in a couple of minutes (I hope!). Note: This version require that you have python and pyglet installed. Read the readme.txt! I will hopefully be able to make a py2ex’d version tomorrow.
The game can be downloaded here: Snowroller download (2nd try)

edit: Papper found a last minute bug that Ive fixed (within the time.) Now it is the final version (really!).

Snowroller Final

Tags: avalanche, chipmunk, final, pyglet, python, snow, snowroller, winter

Comments

saluk
17. Dec 2007 · 15:28 UTC
It’s nice, but the limited amount of dynamite really prevents it from being fun. I spend most of the game sitting around dying waiting for more dynamite.

Py2EXE version

Here’s a packaged version of my code for all you Windoze folk.
link

Sorry Mac Daddies, no binary soup for you.

Tags: double entendres, py2exe, soup nazi reference

This entry was posted on Sunday, December 16th, 2007 at 8:33 pm and is filed under LD #10 - Chain Reaction - 2007. 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.

Frist Rlease

I’m not done yet, but this is the first release of my game. I know all of you are busy as heck, but I’d appreciate if people tested if it even works. It requires a fast-ish PC, Vertex Shader 2.0 support, Pixel Shader 2.0 support. .NET Framework 2.0, DX9, XNA Framework (included) and some extra DX9 files (included).

Download link:
Direct link

If the link doesn’t work, a link to the page it’s hosted on:
LD10Tanks main page

Wordy final entry follow-up

Ok. Managed to upload and post the thing properly, so now I can relax and write some stuff about it.

This one was a shaky ride for sure. Throughout the first day I kept a laid-back attitude and sort of held a leisurly pace. Spent a lot of time on IRC and elsewhere, but still got a fair amount of code done. Second day started well, with some bugfixing and new implementation. Halfway through though, I started realizing that I didn’t really know exactly where I was going with this in terms of gameplay, and sensed a wall rising before me.

I was stuck for a few hours incabable of deciding what direction I should go with things and actually considered (briefly) forfeiting the whole thing… I came to my senses though and decided to salvage it as best I could by making some fun gfx and audio. As soon as I got a “living” player character and some sound effects in there it suddenly felt a whole lot better. I should have done that way earlier. With just one or two hours left on the clock I was all inspired again… dang.

The last hour was a blur of stressed music-making, panicked code-juggling to get it playing in the game, and some begging to get a few minutes to wrap things up in a respectable manner before making the final post. But it worked out in the end (sort of).

I just wish I could bend my sense of time/planning to actually fit reality a little better. I always act like I have all the time in the world until I’m literally running right out of it. THAT’s the point where I start doing actual work, and kicking straight into highest gear. If I had started working on the media 5 hours earlier (back when I didn’t do much of anything anyway) I would have had time to properly tweak things and maybe make a “good” song rather than a doesn’t-quite-make-you-rip-your-ears-off one.

Anyway, despite the little crisis and gloomy bughunts I will remember this compo fondly. I did have a lot of fun on IRC over the first day and a half, and the last pull-together of stuff for my entry made all the difference between a sense of failure and modest accomplishment. The final product didn’t end up being a proper game (as usual) but at least I’m not embarrassed of it.

I have an exam in 2.5 hours that I neglected studying for, so I’ll just sleep for a bit instead I think. Life’s tough, but you need to get your priorities straight… I’ll re-take it in March or thereabouts.

As for food, I don’t hold any sort of lightsource to the grand masters who have been posting here, but I did consume something like 10x the amount of sugar that I’d normally do over this time period. Lots of candy and soda, yuk. My tummy doesn’t quite like me atm. Also downed some chicken, pasta, vegetables and milk (which constitutes my staple diet) – and pilsnerkorv!

I kept a slightly more detailed/rambly timelog in my main.cpp which is included in the submission zip. Check it if you’re interested. Oh, also I forgot/neglected to put in some library code that’s needed for the game to compile… tinyptc, portaudio and playmu (which is my sort of in-development musagi playback library, used it for LD9 as well). I don’t see much point in uploading them at this point, but they’re available to anyone who might ask. I’ll have to clean up playmu at some point and upload it to my homepage properly.

Looking forward to checking out all the entries soonish, after some R&R. Congrats to everyone who joined/tried/failed/succeeded!

Tags: post-mortem

final entry

Ok, here a final screenshot:

Lunte

Download (including source and windows .exe) is here: click to download

Not sure the .exe works, it’s cross-compiled from linux.

Right now I’m tired and should go to bed as I have to get up soon again, but some short thoughts. I’m quite satisfied I managed to finish. But I’m somewhat disappointed by how disinventive I was. This is just the original’s gameplay, with different artwork. Also from the technical side, I didn’t try anything new. Well, I blame the theme :)

Tags: final

Comments

Endurion
17. Dec 2007 · 13:53 UTC
Hint for people not seeing the land:

Your desktop depth needs to be 32bit; you don’t see any ground if your desktop is set to 16bit.
17. Dec 2007 · 17:03 UTC
Thanks. Must be a bug somewhere, hopefully I can find it once I get access to a windows box.

First final entry

In case I don’t have time to do everything else I want to, here is my “final” entry. The core gameplay is pretty good, if you have played either zuma or space invaders it will make perfect sense, as it’s basically a combination of those two games. There are a ton of things I want to add but I’m not sure time is on my side at this point.

Anyway, I like my game :) It was fun to make a decent, fun game, in a little less than 4 hours.

Colorvaders progress

Here is the final entry, in python source:

http://www.divshare.com/download/3137920-91a

Didn’t finish, got pretty far though…

Hey, well that was a great 48 hours, the first time I’ve actually seen Ludum Dare to the end and had something that I thought was pretty good.

The theme of chain reaction was not an overly easy one to come up with something original. I didn’t. Haha.

The gist is – When you shoot an enemy, the enemy explodes and breaks into pieces which kill other enemies and so on.

But there aren’t really enough enemies most of the time in the level for it to be obvious, and too many enemies and it becomes even more impossible than it already is.

Either way, here is the first level of Colon:F. I wanted to have more sound effects and have a boss by the end, but I didn’t get time. :( Oh well, I got most of what I wanted done. Not like you’d ever have got to the boss anyway.

ludumscreenfinal.png

Windows bins are downloadable here: http://myrmidonprocess.com/ludum/Ludum10final.rar

Thanks to everyone for your help. (Those that did help!)

-Fiona x

Tags: final

Comments

saluk
17. Dec 2007 · 15:30 UTC
I’m glad there is no boss. This has to be one of the hardest shooters I have played :)

sg’s entry

ld10-sg-200712162320.PNG

you can find it here:

http://members.gamedev.net/steelgolem/downloads/ld10-sg.zip

you’ll need .net and dx10 i think 

wheeee!

edit: someone told me it wouldn’t decompress without winrar – anyone else having that problem?

edit 2: whooooaaa crap i just saw that you need to include source! its in there now. everyone else, don’t forget!

edit 3: whee bugfix!

Tags: entry, final, LD #10 - Chain Reaction - 2007, sfxr

Sweet timezone confusion

ok, so coding fireworks is a lot of fun and I spent way too much time on it. Now I just have an hour to finish designing the map, and come up with some sound and a title screen. Fek, there’s no way.

But wait! What’s this.. the comp finishes at 4pm NZT, not 3pm. SWEET, SUCCULENT TIMEZONE CONFUSION.

Mr. Splode Fireworks

TheCrawlyCrab

Here’s my goody, TheCrawlyCrab. Thanks to GLBasic for that what it is.

Thanks to all from LUDUMDARE, it was a great fun, but also lots of work, now I’m terribly tired ;).

Download TheCrawlyCrab.zip

Have fun!

thecrawlycrab.jpg

Tags: final

Final Entry

Ok well here’s my final entry. It’s not really playable but it kind of works. Not too bad since I only started this morning. I think this could be a fun idea if I keep working on it…

final

Link to final entry: jovoc_chainguy.zip

Tags: badphysics, chainguy, final, jovoc

Final entry

The outcome of these 48 hours is a reasonably decent game, that just barely stays within the theme. Taking that aside, I do think it’s good fun to play and that’s all that matters.

Hopefully at least a few people will be able to try it out, but since there is no single-player component it gets a little bit dull playing by yourself :)

ld10_final.png

The entry can downloaded from here:

Download Final! (src included)

Watch capture (stream)
Watch capture (xvid)

Tags: final, xna

Final Entry

This is the best I’m going to get it anytime soon. I’m pretty happy with how it turned out after I lost a whole night worth of work. It works, and according to my roommate, it’s fun. So here you go, Bubble Chain.

screenshot

And yes, it’s simple. It’s still fun as hell as far as I’m concerned.

.bz2, has .exe and Python source:

Download

Download #2 

(EDIT: Screenshot to grid.)

(EDIT 2: New link)

Tags: final

Comments

TenjouUtena
16. Dec 2007 · 23:32 UTC
Your SS doesn’t show on the SS grid. You should prboably reupload the screenshot while editting, and relink it into this post.
PoV
17. Dec 2007 · 00:26 UTC
Hi there. Could you upload your screenshot to the site, and edit it in to your post? Images don’t show up in the image grid unless they’re uploaded to the site. Thanks.

4 hours more…

And 42 kbs of code later.

My game is sorta, somewhat playable at version 0.2. I got done with all my stuff, and over feeling sick.

So, here it is, in all it’s blah glory 😛

http://ludumdare-x-rb0.googlecode.com/svn/trunk/LDX-10–version-0.2.zip

It’s more than I had, but actually not nearly as impressive as I cut a lot of features to make it playable :/

Anyways, have fun, if you can 😉

And here is the requisite screenie:

“final” - screenshot

Well, at least I learned not to pick a complex idea, and barely complex at that.

The ai really killed me this time – simple networking would’ve  been easier, except that then I’d need a gui :/

Oh well, lot’s of good entries on here, I look forward to playing them :)

Tags: final

Hero School Final

Hero School is an arcade game that forces you to nimbly avoid, disarm or block bombs while navigating terrain to rescue alarmingly ugly girls who tend to say snide things to you.

It’s sort of Bomberman with new play mechanics, you don’t throw bombs, you avoid/disarm them.

Each level has different rules or items in place.

Yeeehaw!

Heroes can’t cross water but fire sure does.

What a good looking hero!

Hero School

Download game with source for Windows
(will think about doing a linux/OSX build too.. hrm)

Postmortem comments:

This was a really difficult competition for me because my brand new computer arrived RIGHT BEFORE it started and I had to constantly fight the urge to go set it up! Yeah, that’s dedication.

Tags: C++, final, mrfun, msvc, sfxr, win, Windows

Final Release

LD10Tanks is ready (and yes, sorry for “LD10” in the name; just felt bad calling it “Tanks”, especially as it has no tanks in it :). So in the game your goal is to make the cannons shoot every bullet they have. The first cannon you select shoots first and the rest shoot only if they get hit with a bullet. When one chain reaction makes all cannons shoot all bullets, the level is complete. You can aim every cannon and some have more barrels and ammo than others. Some you can even move (gray cannons). You can also shoot through walls (the terrain deforms freely).

Direct download link (4.4mb download):
LD10Tanks v1.10

Website for the game (in case the direct download fails):
Homepage for LD10Tanks

The game requires:

  • Fast PC preferred
  • .NET framework 2.0
  • XNA 1.0 Refresh (included in the package; be sure to install the additional DirectX files too)
  • Vertex Shader 2.0 and Pixel Shader 2.0 support (not really sure what happens on any other hardware except NVidia 8800)
  • 32bit floating point buffers as render targets :)

NOTE! If the game doesn’t look like below, then this means that your graphics hardware doesn’t support 32bit floating point buffers as render targets (the game turns off the fake fake-SSAO post processing effect). The game should still be fully functional.

Screenshot:

Some technical details (more in the included Readme.txt file). All the meshes are generated using constructive solid geometry (CSG). A mathematical model is generated (currently out of spheres, boxes and cones/cylinders) describing the whole world. The a marching cubes algorithm is ran over the model to teseslate the scene geometry. This allows for deformable meshes, such as the terrain here (some volumes are solid, some are cutting volumes). I also wanted to try some sort of fancy post processing filer, and I came up with this fake fake-SSAO (ScreenSpace Ambient Occlusion). The basic idea was taken from some forum (found by google). I basically estimate the ambient term on each pixel by comparing the depth at the pixel with the blurred depth at the same pixel (so I blur the depth field). It’s not perfect, but for example on this screenshot you can see some nice shading in the small holes. I also made a level editor in .NET 2.0 (C#) and used that to craft these levels. The level editor is included in the package.

Alas, I couldn’t include sounds/music because for some reason XACT (the XNA audio authoring tool) refused to boot up on my vista.

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

Comments

02. Feb 2008 · 16:37 UTC
XACT probably didn’t run on Vista because you need to make sure you download the 1.1 version of the .NET runtime.

Next final entry

Final Entry Shot

Here is my next final entry, I have to run off. Too close to the wire.

pygame source: http://www.divshare.com/download/3138725-184

windows exe: http://www.divshare.com/download/3138857-ef8

Tags: final

Comments

PoV
17. Dec 2007 · 00:21 UTC
If you could you upload a screenshot to the site and add it to your post, that’d be fantastic. They don’t show up in the image grid on the final entries page if you don’t. Thanks.
saluk
17. Dec 2007 · 03:32 UTC
Thanks for the reminder. I just about had a cow when I went to the grid and it linked to my old post!