LD12 August 8–11, 2008

Not Sure

Well it looks like my collision detection problems are somewhat solved. I’m not entirely sure how playable this is going to end up, but I’m pretty pleased with how far I’ve gotten as a first-timer. Plus, I have owls.

I decided to, for the most part, take pictures of random crap around the room and include them as objects. And use myself as the sprite. For some reason, I have a owl-doll thing. Always watching me.

High Score Table

I’ve implemented a simple online high-score system for Cat Stacker. Well, actually the game will link to the comments section of this post, in case anyone wants to get competative. See what happened there? It was the act of telling you about something I made which allowed me to make the thing I’m telling you about.

Inconceivable!

Tags: scores

Comments

lexaloffle
10. Aug 2008 · 17:49 UTC
17
10. Aug 2008 · 17:57 UTC
13 is my best so far
10. Aug 2008 · 20:01 UTC
I can’t get past ten!! Haha.
jumps
11. Aug 2008 · 03:21 UTC
Got 10… they all fell off at once. Had good hanging off the edge action this time though. I will research this further…
jumps
11. Aug 2008 · 03:30 UTC
Hmm, 17 that time using hanging off the edge method, then the game froze while I still had ample oppurtunity for more cat placement. I declare myself the winner.
17. Aug 2008 · 19:05 UTC
12
Morre
19. Aug 2008 · 12:09 UTC
13
23. Aug 2008 · 18:49 UTC
14 is my best so far (after two goes). Cat ears are surprisingly sturdy… Anyone else reminded of the “things to do with a dead cat” books?
Edge
24. Aug 2008 · 14:23 UTC
14
04. Nov 2008 · 16:44 UTC
i got 8
04. Nov 2008 · 16:52 UTC
i got 13 meooooooow
04. Nov 2008 · 17:08 UTC
MEOOOWZERS I GOT 16
08. Nov 2008 · 21:57 UTC
meow meow meow i got 14
08. Nov 2008 · 22:01 UTC
MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOWWWWWWWWWWWWWWWWWWWWWWWWWZZZZZZZZZZZZZZZZZZZZZZZZZEEEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRRRRSSSSSSSSSSSSSSSSSS i got 23
03. Feb 2009 · 22:23 UTC
meow i got 15

done

[updated with bbfreeze link instead of just sources]

Here is the final entry: http://allefant.googlepages.com/OwlbyAllefantsourceandwin32.zip

It should contain now an “owl.exe” which supposedly will work without python/pygame/pyopengl. It’s made using bbfreeze. No idea if it actually works. If you have the three dependencies, then running run.py should work instead.

Not really done, but I’m too tired to do anything anymore. It’s possible to reach the top, just recorded a video of it, will post it later. It’s way too hard/tedious in any case. In the end, I wasted too much time on little things (like getting the 3d-wrap-around done) and spent way too little time on the actual gameplay and level design. Oh well, still was lots of fun, I coded more-or-less non-stop :)

[edit]

Oh, nice comments..  editing here as a reply. A few things:

If you run into a cat while carrying a block, it will respawn at its original position. So you can always get the map back to its original state.. just can be somewhat tedious :)

The tunnel cat jump is rather easy, harder jumps are waiting further up. The three mice below it should give you a hint about the solution :)

If you don’t want to repeat the two times of tedious block-building in the beginning, open up “data/The Tower.txt” in a text editor, then find the “P” in line 79 (and don’t ready any lines below to avoid spoilers :P), and replace it with a “.”. Then go to line 30 or wherever you want and replace a “.” by a “P” :) After tunnel cat some more difficult jumps and two less tedious blocks puzzles await, so if you actually played until up there, it might be worth it :)

Tags: final, kittens, mice, owls

Comments

erik
10. Aug 2008 · 18:34 UTC
You might want to know, I had to change all the glColor3f() calls to glColor4f() to get it to run with PyOpenGL 2.
11. Aug 2008 · 08:39 UTC
Thanks, will fix it and upload a new version. I wonder why it worked here. Oh well.
kai
11. Aug 2008 · 10:54 UTC
Might be the same error as above, but I get this:

$ python run.py

open /dev/sequencer: No such file or directory

Traceback (most recent call last):

File “run.py”, line 14, in ?

owl.main()

File “/home/kaijohnson/Desktop/owl_by_alefant/src/owl.py”, line 549, in main

game.init()

File “/home/kaijohnson/Desktop/owl_by_alefant/src/owl.py”, line 59, in init

self.svg = SVG(“data/owl/drawing.svg”)

File “/home/kaijohnson/Desktop/owl_by_alefant/src/svg.py”, line 121, in __init__

self.normalize_to_bounds()

File “/home/kaijohnson/Desktop/owl_by_alefant/src/svg.py”, line 125, in normalize_to_bounds

ob.normalize_to_bounds()

File “/home/kaijohnson/Desktop/owl_by_alefant/src/svg.py”, line 73, in normalize_to_bounds

glColor3f(r, g, b, a)

TypeError: glColor3f() takes exactly 3 arguments (4 given)
11. Aug 2008 · 11:44 UTC
Yes, it’s the same problem. For some reason, the PyOpenGL I have here didn’t complain :/ Anyway, new version is being uploaded as I write this

Finished.

Howllo everyone!

Ok, I didn’t really post much (At all) on the journal pages, but that’s because I was hard at work making my game and not slacking my time away on IRC! (No really!)

Anyway, I’m owlfully sorry for not posting much but eh, whatcha gonna do ’bout it? Here’s a screenshot to distract you:

Anyway, you can download the game from:

http://www.deepflame.nl/ld12/tower_master.zip

Good luck figuring out how it works. 😉 It’s not that complicated though, even my little sister worked it out on her own. (/taunt)

Good luck to all those who are still crunchin’! (And don’t waste too much time on those howlribble owl jokes on IRC.. 😉 )

Tags: final, LD #12 - The Tower - 2008

Cat Stacker (Final Entry)

Play it online here (requires Flash9)

Download with haXe source here

Ran out of time to do music ): I’m moving house later today, and need to start packing @_@.

Good luck with the rest of the compo — I’ll see you on the flipside.

Tags: cats, final, haXe, physaxe

Comments

matrin
10. Aug 2008 · 18:34 UTC
amazing 😀
Anonymous
10. Aug 2008 · 22:19 UTC
ohh wow! they are sooo slippery!

I can’t draw

I’ve realised I need an absolute ton of sprites to make this work, and while I can just about get away with drawing vector-y stuff, I can’t even slightly draw semi-realistic steampunk sprites. Which means my game actually looks worse with the sprites than it did with the wireframe rendering.

Still don’t have any levels created, and I need to add scrolling and the actual tower (plus sprites) in as well. This is going to be a long night…

2 Hour Game! Hour 1!

Oh my!

Journal post 10: nearing completion

LDT +3005

Local time: 23:05

I think I’ll turn my entry in without adding a third level, I don’t have any good ideas for it nor do I feel like staying up till 5. So hopefully my next post should have the final game. :)

I don’t have a windows box so if somebody could make an .exe with py2exe I’d be grateful. I’ll py2app it so the setup.py file should be pretty straightforward to convert, and I only used pygame so there shouldn’t be any weird dependancy issues. 

 

Probably the last foodphoto: (unless I have dessert :) )

Teaser screenbit:

Tags: foodphoto, journal

Near the end…

…and I’m starting to get pretty frustrated.  I don’t have a lot left to do, but I am consistantly beset with nasty memory bugs that have to do with the way I implemented linked-list data freeing.  I’m not sure exactly WHY its happening though.  Since I’m starting to get pretty sore, my wrists are hurting, and I’m exhausted, my enthusiasm is quickly waning.  Almost tempted to put the blasted thing up as final and call it a weekend.  : P

Here’s a current screenie:

Tags: screenshot

Tau finished

Well i put a lot into the graphics, but i guess it wasn’t really worth it. Should have added some music, but i just wasn’t prepared for it. Too bad, i would realy set a mood, if it were right.

A tower has colapsed due to an eartquake, and this poor little guy was standing a little too close. He can try to escape but eventualy he going to be crushed. Might as well have some fun with him. The idea was, that it would look funny as the game pauses when he trips, so the player could realy enjoy the expression on his face.

Here is the linux (Fedora 9) executable. Not sure what are the dependencies, probably just SDL.

BIN: http://ferisrv5.uni-mb.si/~ms5391/Tau.tar.gz

Here is the Eclipse project, source code, gimp files and everything i created in the process.

http://ferisrv5.uni-mb.si/~ms5391/LD12.tar.gz

The picture( a bit late :) ):

Tau tower

EDIT: Windows Port

Tags: final, journal, LD #12 - The Tower - 2008, tau

Comments

10. Aug 2008 · 19:10 UTC
Well… When I try to run I’ve got a memory error :/
11. Aug 2008 · 13:53 UTC
The win exe was missing SDL.dll. I added it to the version that is going in the torrent.
Ariel Yust
13. Aug 2008 · 16:14 UTC
cute character 😛

6hour game

With about 6 hours left, I decided to make a game.  A simple game, a game that will likely not win.  But hey, hopefully it’ll be fun to play.

Tower Infinite (Final)

OK, my first Ludum Dare project is finally complete! The code may be messy, but I had a lot of fun making it anyway. I call the finished product “Tower Infinite.” The .zip file includes Windows and Linux executables (thanks to Keeyai for the Linux port). Download links:

Windows and Linux Binaries

Source Code

The point of the game is to climb each stage of the tower, and destroy (and survive) enemies that will attack you on the way up. Be careful to conserve your jet power and get the most out of each boost, or you may find yourself in a sticky situation. Each level is procedurally generated, so there is a huge number of different possible levels to play. The gameplay is designed to get harder and more fast-paced with every level you play, in various ways like higher numbers of enemies, advancing enemy behavior, etc., so if you think the first level or two is slow, don’t worry.

Tags: final, LD #12 - The Tower - 2008

Rise Of The Owls

Rise Of The Owls

It’s a TD game that takes place inside a tower. You will enjoy it if you learn the hero abilities! It’s fairly easy to win (though sometimes it seems insane) once you know how, but to get a high score requires great skill and daring.

win32 version: Click On Me (1.12mb)

If it doesn’t work for you, you can try the command line argument “opengl” to run it in openGL instead of DirectX. Probably won’t help, but hopefully it works anyway!

Tags: final, owls, tower defense

2 Hour Game! 30 Minutes Left!

Yes.  It’s actually playable.  Finishing touches now…

Demonic Tower – Finished

New hotness:

Demonic Tower – Bugfix Release (Source and Win32 EXE)

Old and busted:

Demonic Tower – Source Package (.zip)
Demonic Tower – Windows Executable (No Music) (.zip)

This works fine in Linux, just run main-linux.py (or remove the SDL sound driver directive).

You’ll need PyGame and PGU to run it.

I couldn’t get the Windows exe to compile with music, so rather than fighting with it, I just took it out. Everything works fine when running the project itself, but when I compile the exe with py2exe, I get: AttributeError: ‘module’ object has no attribute ‘music’. The mp3 file is still in there (/jams/theme.mp3), so if you want to hear some horribly mastered, feel free to play it in Winamp while you play the game 😛

Yes, I am aware that the connections to the theme are tenuous since The Tower is simply one card of 77 in the tarot, but I wanted to do something different. I was going to make it a plot point, but testing all the cards took a really long time…

Bugs: Enemies can’t move to the right edge of the screen (past row 10).
I’ve been able to have the same card in hand twice (The Empress).
Music doesn’t play in the Windows executable.

Go here for the bugfix release.

Tags: final, LD #12 - The Tower - 2008, RPG, source, ultima, win32

Tower of DooM

There is a chance I will finish this one. Five and a half hours to go, and I pretty much only have implement win/lose conditions, and port the thing to win32.

The game looks and is a bit inspired by games like DooM or Strife. One of the reasons is that I didn’t have time to make any 3d models, sprites had to do… 😛

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ zrzut-ekranu61 zrzut-ekranu41

I’m tired. Everywhere are cans of energy drinks. Me… Want… Sleep… … Must… Finish… Game… First… Ugh…

Tags: LD #12 - The Tower - 2008, progress, screenshot

My final game

Here it is!!

Download (3.2MB)

I forgot to to add it on the screen but F1 brings the help screen.

EDIT: I’m still trying to resolve some dll dependencies, it doesn’t work on all machines currently.

EDIT2: Solved! the zip has been updated.

EDIT3: YouTube video available (also available as a higher quality avi (7.2MB)

EDIT4: I forgot to include the source code when i made my release (shame on me)

Tags: final

Dark Tower.

All done. I still havent managed to complete my game, but I suspect nobody else will :)

Didnt bother with sound in the end.

Hope its fun.

DarkTower

Tags: final

Final submission

Here it is. I’ll say more later.

Tower Defender. EDIT: This is a source only version, and it is 8MB!

EDIT: Get your smaller Linux-binary here: Tower Defender for Linux

EDIT: Get your Win32-binary here: Tower Defender for Win32 Thanks, Entar!

Unfortunately I only got game play in at the last few minutes, and there are problems. For one, there is no way to win or lose. The enemies don’t know that they’ve already stormed the walls and will keep going until they hit the sky, but they do this cool floating thing…which is a bug. Mousing over the archers will make them fire arrows, and they take a bit of time to reload before letting you fire again. The arrows do hit the enemies and make them disappear.

I’ll have a post-mortem up soon.

Tags: final

Owl Tower Quest Final

UPDATE: Fixed bug where the second level wouldn’t let you start play. August 12, 1pm EST.

Finished! Play through Java WebStart here:

http://codebynumber.com/projects/ld12/Game.jnlp

There are two levels, and you can win or lose, depending on your skill in (dun dun DUN) snatching the owls! Think of yourself like a bird-loving Indiana Jones and it all makes a little more sense.

It works in the Compo Game Loader, and you can pull down the zip that includes the source, screenshot, thumbnail, gameinfo.xml, etc. at:

http://codebynumber.com/projects/ld12/towerzip.zip

To play it, go to the link at the top of this post, don’t use the zip. This zip doesn’t include the bugfix of August 12, so the second level is not playable (sorry!).

It’s been lots of fun, thanks everyone! Can’t wait to play all these games!

Tags: final

Towerball, final

There, I’m finally finished with my game for LD12 :>

____EDIT, 12:20 GMT+1____

Here’s an updated zip. The game is the same, but it has a slightly improved XML file for the compo game loader:
Towerball, CGL XML updated
_________________________

The final version is here: Towerball

There is also a webstart version.

For instructions, check out the readme.

7-levels in total, one featuring a somewhat dodgy owl. It’s really hard to do art on a 1/5 scale in an overly simple map editor! :)

Here’s a couple of progress screenshots to show how things have been coming along:

It’s been loads of fun doing my first entry for an LD 48h competition – I will quite probably be back for more!

Tags: final, LD #12 - The Tower - 2008, Towerball

Escape From The Tower of DOOM

Unoriginal title isn’t it?

Hopefully everything works. It’s quite short but rather polished (by my standards in any event).

Arrow keys: move, shift: jump. (no it isn’t an xjump clone :P)

Download:

OS X

Source (python)

Hopefully windows sooner or later

 

Good luck to those still working on their entry. Now ice cream! :)

edit: fixed link (oups)

edit2: Oups, last minute changes created a bunch of nasty bugs, lessons: don’t make big changes right before releasing; test test test after big changes. Hopefully this time it will work.

edit3: Keeyai made a Windows version. Many thanks.

edit4: Fixed windows link, thanks to Entar for pointing out it was broken.

Tags: final, LD #12 - The Tower - 2008

Comments

HybridMind
12. Aug 2008 · 17:36 UTC
I really liked the look and feel style of this game. It reminded me in some aspects of the old dark castle style games with puzzles mixed with platformer in a line-art / hand drawn way. The sounds were great too! Awesome job.
Anonymous
16. Aug 2008 · 16:01 UTC
is this encrypted or something… i just get empty files :<

6hour game: Part 2

About an hour and a half in, and I’ve got the engine working, and am now creating content for my game.  I’ve got a lovely ‘map editor’ working, which took more time than the engine.  The title will probably be “Enter the Tower”

How to Upload an Image

Here’s how to upload an image.  You need to do this for your screenshot to show up in the Image Grid.

Make or edit a post, and click the Add An Image Icon.

Then select “Choose Files to Upload“, and pick your image file.

Leave all the options default, scroll down and click “Insert in to Post“.

Presto!  Your image should appear in your post.

Tags: howto

Covenant – Brick Tower (Final)

Finally, I finished… It took me about 18 hours or so of work to get this up and running… and I had to do a plane travel from Lisbon to Dublin in the meantime and all… :)

This was by far the smoothest compo I was ever in, probably because the game isn’t as ambitious as my previous attempts… I don’t know whatever I should be happy for finishing a product (complete in terms of menus, music, sfx, even a pause key!) or unhappy because it’s so unambitious… I’m getting old, methinks… :)

Anyway:

You can download it here (Game)

Source (C++/DX9) can be downloaded here (Source)

You can also download a more complete journal here (Log)

Timelapse can be downloaded here (*.wmv)

And I think that’s it, looking forward to judging you all (eheheh, sounds funny said like that)… :)

Covenant, signing out…

Tags: brick, complete, final, journal, LD42, log, tower

Sort of playable

Well, it’s sort of playable. Not much though.

You can build a network of towers, they shoot the bugs, woo.. but right now there’s no win/lose and only the gun tower actually works.

New Sprites

Since the realistic look clearly wasn’t working, I’ve gone for a more familiary vector-y style with bold colours. Spent a couple of hours on these and I think it’s looking much better. My first attempt at a run cycle too, which is more like a limp but it’s better than nothing.

Still lots to do though…

Main character

I just spent a long time drawing a main character for my game.

Comments

10. Aug 2008 · 20:12 UTC
oohhh, them’s some shiny pixels !
10. Aug 2008 · 20:13 UTC
It’sa me! Italian Plumber!

Castle Attack (Final)

Castle Attack:

Download! (Windows)

EDIT: Apparently it does not work on Vista. Unfortunately I don’t have the time nor access to Vista to look at those issues. About the apparent crash, it’s really gameover (when you’re out of top men). I wasn’t able to get SDL images to load into OpenGL so I couldn’t put the beggining and ending images.

(to play execute the file bin\hydrus.exe)

You have to build a tower to invade the castle. You have three groups of men. Two push the tower left/right and the other is on the top, building upper levels of the tower. When it gets to the top it restarts but in a more difficult level. Also, you have to avoid some stones that are thrown from the castle.

Whenever a stone hits the tower, one level will be removed from the top and you lose one man on the top. If it hits one of the bars of man, you’ll lose one man from the corresponding bar.

You lose when you don’t have anyone on the top of the tower or have no more tower. When you lose you get out of the game (no Game Over screen :).

Keys:

Left/Right arrow – move the tower left/right

A key – send a man from the right to the left

D key – send a man from the left to the right

Esc – quit the game

Post-Mortem:

Gameplay wise is better than I thought I could do in 48h, but the graphics (or really huge programmer art :P), the lack of sound, and some real hard levels (I never got past the 3rd level).

I didn’t had the time to balance the game more. I wanted to make some Bezier curves to make the path of the rocks. I found some code on the net but it didn’t make it because I couldn’t make it to work.

Another thing that has gone wrong, it’s the textures with SDL+OpenGL. You can see the commented code that would show the openning screen and I didn’t make it, but I thought of a Game Over screen.

In the end I really saw what I could really do in 48h. I tried not to rush things (I worked for at least 6 hours before anything graphic would be shown on the screen).

Tags: final

Comments

11. Aug 2008 · 12:50 UTC
It opens then closes immediately. Nothing is dumped to the console.

Crystal Towers Beta -Final-

Ok here is my final entry. It is far from being polished but I am up for 17 hours 12 of which were programming… My brains are messy now 😀

So no sounds, no bunch of planed effects and sleek interface… And output codes may not be forum friendly… Not time to test and debug but mostly game works.

Also sorry for English don’t have willpower to go and check if I did some mistakes and ofcourse there are bugs and glitches 😀

But at least I did everything I wanted from mechanics point of view. Enjoy this game and share bugs and replays here plz.

Image

Links:

EXE file

Browser version

Source FLA and AS files

Well source codes. Half of the time I was waging war with interface which resulted in really messy structure and some bad dependencies. Also I go tired of commenting so I am not shore if it will be of any use to anyone :(

Used Box2DFlashAS3_2.0.1 and some my utilities of my own :)

Tags: as3, box2d, browser, final, flash, physics, tetris

Purple Reign – A love letter to awesome games.

Of course I didn’t finish!

So I didn’t manage to put more than one enemy in, or add any more than one weapon. (I spent most of the day doing pathfinding, and they still run around in circles in some situations!)

What I did come up with was a 6 level demo of something that may become an even better game, as it stands it’s very playable!

Windows binaries are here: http://myrmidonprocess.com/ludum/12/PurpleReign.rar

It comes with a readme to tell you how to play.

Thanks for another awesome weekend everyone!

[EDIT]

Turns out the dev tool I used has a ridiculous bug in Vista where it attempts to create a full screen window but most of the time just crashes. If you can’t play download this patch which simply just forces windowed mode. It might fix a couple of other crashes too.

http://myrmidonprocess.com/ludum/12/PurpleReignpatch.rar

Tags: final

Comments

Tooplex
10. Aug 2008 · 20:58 UTC
Brilliant Game, Very well done for under 48 hours. Love to see an update for it.
11. Aug 2008 · 16:15 UTC
That was a lot of fun. I really like the music 😉
Ariel Yust
12. Aug 2008 · 15:30 UTC
the game carsh for me with the patch too… I start walking and the I guess its the text… :S im using vista 64bit
Fiona
13. Aug 2008 · 05:39 UTC
I’m not sure what’s wrong with vista, i’m convinced it’s a bug in Bennu. :(
Fiona
13. Aug 2008 · 20:15 UTC
I spent an hour or two after work borrowing one of the Vista machines trying to fix this bug, but to no avail. There seems to be some sort of overflow with text printing that I can’t do anything about.
george
16. Aug 2008 · 18:08 UTC
This has some great atmosphere and visual style, I hope more is done with it.
19. Aug 2008 · 17:17 UTC
Stupid vista… game looks like its lots of fun :D. I’m a sucker for top down alien shooters.
24. Aug 2008 · 06:05 UTC
Yeh, I got caught on the Vista bug too. Runs fine using Wine under Ubuntu 8.04 though ! Sweet game.

The Siege of von Danken Tower: final entry

Here’s my final LD#12 entry: The Siege of von Danken Tower !*

It’s a game for the Atari 2600 VCS, but you can play it here in a browser based emulator. There is also a zip for Windows, packaged up with a standalone copy of the excellent Stella emulator, including the ROM. Hint for Debian/Ubuntu users: sudo apt-get install stella. For a laugh, take a look at the ugly source code.

Back in the day, every great Atari 2600 game had a back-story (to help you enhance the incredible graphics using your incredible imagination). Be sure to read the all-important cheezy back-story.

Tools used:

You may notice that my journal entries don’t really reflect the development process of this game. After a combination of electricity failures slowing me down, and my realization that I don’t actually know the best way (or rather, any way) to code a decent falling block game, I decided to try something quick in batari Basic. I’ve never coded it before, so I’m really stoked that I even got this much done. It would have sold a million copies in 1981. If you’d asked me at the beginning of the competition “Which is ‘easier’, Python+Pygame+Rabbyt or batari Basic ?“, I would have said Python+Pygame+Rabbyt …. I would have been wrong. Despite only having space for ~ 26 single-byte variables (+ a few bonus, if you are tricky), you can do quite a lot in batari Basic (and I had ~10 variables to spare !! Imagine what I could have done with those !!).

* 100 % Owl free. May contain nuts.

Tags: final

6hour game: Part 3

Final

Well, I finished with about 3 hours left, meaning I made the game in about 3 hours.  However, it’s not much of a game, and it’s somewhat unconventional for LD, since it’s a web based choose your own adventure.  A screenshot would be pointless because of this.  Sorry everyone who demands a screenshot.

The game itself can be found here.  I have included the source code, as well as the backend tool used to create the content here, so you too can make your own adventures.  An important note, though, is that you’ll have to have a webserver with MySQL, and PEAR::DB installed.  Additionally, the tool is NOT secure, and should NOT be used on a live server.  As always, use at your own risk.

Tags: final

Insert explitive here..

So I actually came up with a great idea: window cleaning the side of a tower from a swing stage. It had the potential to be lots of fun with linear game play, loads of obstacles, chances to peek in through the windows and spy on people inside the building for rewards and punishment, wind, rain, open windows, owls swooping in to steal your hat (since it has a rat logo on top :) ) etc. etc. etc.. Scoring would be based on the amount of time it took you to clean the side of the building and it would be presented as your paycheck. Of course there would be deductions based on complaints (from peeking into the building), damage, equipment losses etc. and bonuses based completion, good stories you tell your boss from peeking into windows etc.

Then about 5 or six hours after the compo starts the electrical storms start and I inevitably lose power.

I then consider my options, I decide to focus on some of the design decisions and gameplay options to refine my idea. I use pen and paper, do some math, create a plan and decide I will use the laptop until the power returns. However, since my only laptop was always plugged into ac, I hadn’t realized the battery lifetime had fizzled to about 30 seconds.

So I wait for the power to return, and wait, and wait, and I pretty much get to the point where I decide there is not enough time to proceed with my original goals. I needed a working engine in the first 24 hours and I couldn’t realize this goal. So this morning, I decided that I would not have enough to show for the competition and resign to completing some outstanding household chores. This time around it wasn’t meant to be.

I may choose to revive this idea at some point in the future, but I this isn’t realistic in the foreseeable future.

Tags: final post mortem

Super Tower Smashup – The disqualified game

Yes, we know that we got disqualified (teams not allowed), but we still wanted to make a game in 48H. So here it is, Super Tower Smashup!

Win32 EXE: http://rapidshare.de/files/40209706/stsuwin32bin.zip.html

Source DL: http://asgerbj.dk/upload/supertower10.zip

Title screen

Please leave comments.

Tags: game, LD #12 - The Tower - 2008

Comments

10. Aug 2008 · 22:09 UTC
EXE please. 😀
10. Aug 2008 · 22:23 UTC
Hey, I’ve removed the “final” tag so that it won’t appear in the voting section. Thanks for giving me the heads-up :) Hope you had fun!

Ok. I want to get a game done for this, so I’m cheating*.

*Cheating means usig GM to make my game. Later though, I’ll convert it to C++ and SDL and post it here. But I WILL get a game done! 2 hours or so to do it, but I will! 😀

Basic package finished

Have a basic package put together now, which is built for linux (slackware specifically), and is binary complete.  It requires the allegro 4.2 library to run, but I have provided said library in the package.  The library requires a quick build and install, but instructions are provided in the README.TXT, and is extremely straight-forward.

Of course, this needs testing to see if it will even work.  If it doesn’t work than the allegro development lib will need to be installed, and if that is the case I will package that lib instead.

Anyway.  A win32 version will be forthcoming.

More soon.

Crunch time!

I decided to finish my game anyway, and time’s almost up!

I plan on making one more map, and if there’s time throw in some sounds from sfxr.

Anyway, here’s a screeny:

Pfff – fin.

Oh boy, this one was rough.. THE TOWER?! I think I started out with that in mind, but I guess I kinda lost touch with the theme somewhere a long the way. Although I do keep the sense of heights (with the skyscrapers/roof and such).

Anyway, after a couple of huge coding sessions, here’s what I finally have to show for it:

YouTube

Vimeo (<3)

MUY IMPORTANTE:

You need all kinds of sweet stuff to run this bad boy:

  • updated directx
  • .net 3
  • shadermodel 1.1 (and hw support for scaled pointsprites, i think)

So, yeah.. I hope there’s at least one windows dude out there :)

DOWNLOAD

EDIT:
It would appear that it might crash if you don’t have any XNA redist installed. The problem lies with the non-opensource physics library that I chose to use; it tries to find the required xna dll’s through whatever-its-called-place where redist dll’s are placed, instead of using the dll’s i shipped locally with the exe. So, only solution is to install one of the XNA redists. What a mess.

Tags: final

Animation!

Created some proper steam engine and steam source sprites and threw in some simple animation so you can tell when they’re activated.

So very tired right now, but I don’t have any levels or sound yet, and I’m determined to get this to a playable state. 2h to go!

GBGames Time Lapse!

My first time lapse was over 10 minutes long, and so I had to cut out a lot of the repetitive images to shorten it. I also found a way to combine music with it.

Ludum Dare #12: GBGames Time Lapse

Since I can never remember the magical incantations for getting mencoder to do anything, I created a Makefile and uploaded it to the LD wiki:

http://www.ludumdare.com/wiki/ld12:linuxtimelapsemakefile

Tags: timelapse

Control Tower

First time in LD. So I am glad I made the deadline.

Actually I wanted to make the game about looking after many slower planes at once. Unfortunatelly I got stuck with the plane spawning pattern and wasn’t able to fix this. So it’s a never ending circle which just gets faster and eventually kills the player with cheap deaths. (and that with using cheap Multimedia Fusion 2, I think I should be very ashamed..)

Anyway better luck next time.

Download Link: http://rapidshare.de/files/40207537/Control_Tower.zip.html

Tags: Add new tag, final

Counting down the minutes….

I haven’t had any chances to really post anything today, so I thought I would do so as I begin my final push.

Here’s a screenshot.  So far, you can fire arrows at wave after wave of baddies.  I haven’t figured out how to give you more arrows, so I’ll probably just make them infinite and limit you to a couple.

Anyway, back to the salt mines.

Tags: ld48_12

WeatherTower – Binary Build Done + Win32 Build!

I am no longer working on the program itself, so I’m putting this up as a FINAL. I have provided both a binary linux and binary windows version.  I have confirmed the binary linux version works under Ubuntu once the allegro lib has been linked in to the system.  The readme has the info, but there is only one step that needs to be done to run the game under linux:

./link

This will link in the library and update the dynamic linker.  The binary should run after this is done.

The win32 version is straightforward and should work as expected.

WIN32 VERSION

LINUX PRE-BUILT VERSION

Both include source.

Here is a screenie:

Tags: binaries, final, screenshot

As good as it gets

I’m at a pretty happy stopping point with this now. The UI for interacting with the blocks is pretty stable, I’ve got all the visual elements I was looking for, and although the memory footprint is (much) higher than it ought to be, it’s not overflowing Java’s heap space like it was a couple hours ago :)

The game is called Blokks, and it’s split up into a free-form practice mode (which comes highly recommended) and a slightly more structured “challenge” mode. I didn’t have time to implement the logic for the challenge mode, however, so I’m relying on the honor system to believe that you successfully made it through the (four measley) challenges 😛

Oh, yeah — you can play it online here: http://www.andrewberman.org/projects/pulpfizz/blokks/

Now, it’s time to get some sleep and move on to some “real” work tomorrow — it’s been fun!

Tags: final

Comments

wjordan
11. Aug 2008 · 04:13 UTC
Congrats on finishing! I really like the overall aesthetic, and the title screen is sweet~
Morre
11. Aug 2008 · 07:56 UTC
Tried “practice”, didn’t understand much, thought to go back to challenge to see if I could understand and *wham* – java heap space error :)
kai
11. Aug 2008 · 10:58 UTC
I did the practice, and then went back to challenge, but got a negative array size exception, then I reloaded a few times and kept getting a NPE:

NewWorld.creatBody(NewWorld.java:109)

called by BodyUtils.java:424
gjuggler
11. Aug 2008 · 20:58 UTC
Moree and kai: Thanks for letting me know about the bugs… I shouldn’t have trusted myself to debug this thing at 3am Sunday night / Monday morning! Anyway, most of the problems should be fixed now, so feel free to give it another go :)
gjuggler
11. Aug 2008 · 20:59 UTC
Also — I forgot to mention: you can turn the hand left and right with either A/D or Left/Right, and the sideways “8” is actually an infinity symbol — in practice mode, you never run out of blokks!

No entry

I suck, I know.  I just couldn’t get my brian to function in a coding mode.  Instead, I watched the entire first season of Heroes.  The idea I was going to go with was building a tower out of words, kind of like scrabble, and having it check for balance to help cap your highest score.  Hopefully next time my mind is in a better place.

Stacker (maybe final)

Getting close to the deadline so I wanted to submit a backup final.

I’m calling my game Stacker. Goal is to get the little blocks to stack up to the line. If you are successful the next level raises the bar a little. I have not made it too the very top yet. It should reward you, but I haven’t been able to tested it yet.

How high can you go!
Here is the link: Stacker

Tags: MrPhil

Up!

I’m finally finished! And with 1 hour and 11 minutes left for packaging. Here it is: Up!

Up! is a rampart-like game where you have 3 phases – first you build your tower, then you get cannons based on your tower’s height, then you use those cannons to try to take out the enemy tower. Each turn gives you less and less time to build until finally someone is the winner!

Source Link: http://keeyai.com/files/up.zip
Source with wav (no AVBin dependency): http://keeyai.com/files/up-noavbin.zip
Source with no music (if it crashes in linux when looping the music, try this): http://keeyai.com/files/up-nomusic.zip

Windows Exe: http://keeyai.com/files/up_exe.zip

Linux executable on its way.

A Screenshot!
Up!

Tags: final

Comments

wonderwhy-er
11. Aug 2008 · 03:55 UTC
Interesting game idea :) Tough i is hard to compete with PC considering i have no idea how my cannonballs fly… Adding some mini-map or scrolling or camera following cannonballs would help a lot.
13. Aug 2008 · 13:08 UTC
Yeah, both of those were in the original plan but I cut them out to save time. I also wanted to do random distances or something, but it ended up just being the same every time you play. Oh well – I wanted to get the concept out there, and I did. It’s probably worth about 20 min of fun, if you can stand the music that long 😀

Timelapse!

Timelapse video (37 MB AVI), with music: “Fable (Message Version)” by Robert Miles. It synchs up eerily well — the video starts to really pick up a minute in when I was doing a ton of work and had increased “shutter speed” of the timelapse.

Tags: timelapse

done for now.

So starting the competition I had alot of ambition and wanted to make a Java3d game where you run for a tower as tons of baddies attack and owls drop rocks and divebomb.  Well, due to a mix of time and a lack of knowing java3d I did not get that far. 

I revised the idea some of the way through thinking you would try to get to the tower before getting hit by them (sorta like football).  Collision detection and movement did not work quite like I planned either.

:-(

So my final game has become look for the red tower hidden in the blue ones.  The collision detection I had I removed because it did not detect hitting the viewer, but they all detected hitting each other and ended the game before it started!

So its that great, but its what i got.  Here’s the screenshot:

 

The zip is located at: http://bikko.org/ld12/ashton379.zip  The runnable folder requires the subfolder for the java3d material.  For the source, I included the whole netbeans project file so that you may open it in the IDE if you wish.

-ashton379 (aim,yahoo&gmail)

 

*** edit *** made in java, works on any platform, to edit code, you need java3d ****

Tags: final

Comments

kai
11. Aug 2008 · 14:47 UTC
Yeah, I can’t figure out how to run it. I unzipped everything and did “java -cp My3d.jar my3d.Main” and got the popup with nothing else, then this stack trace:

Exception in thread “main” java.lang.UnsatisfiedLinkError: no j3dcore-ogl in java.library.path

at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1682)

at java.lang.Runtime.loadLibrary0(Runtime.java:822)

at java.lang.System.loadLibrary(System.java:993)

at javax.media.j3d.NativePipeline$1.run(NativePipeline.java:231)

at java.security.AccessController.doPrivileged(Native Method)

at javax.media.j3d.NativePipeline.loadLibrary(NativePipeline.java:200)

at javax.media.j3d.NativePipeline.loadLibraries(NativePipeline.java:157) at javax.media.j3d.MasterControl.loadLibraries(MasterControl.java:987)

at javax.media.j3d.VirtualUniverse.(VirtualUniverse.java:299)

at my3d.MyVerse.(MyVerse.java:29)

at my3d.Main.main(Main.java:14)
12. Aug 2008 · 00:22 UTC
I get the same thing. Something is missing.

Tower of Doom is Complete! :D

My first entry for LD is complete. I don’t know what came over me to make an FPS. It’s finished but I had to cut off many features that seemed cool, like levels with many floors and such. It seems that I slept too much, and made some organizational mistakes. Anyway it’s not the best game ever, but it is playable. It has a beging, end, gameplay, win/lose conditons and something that may be called a plot 😛

It is read for Linux  and Windows.

It has no known requirements for win, maybe somekind of directx, and any 3d capable graphics card. Linux users should make sure they have SDL and SDL_image packages installed.

P

To make this ‘killer’ game I used:

  • KDevelop
  • Dev-cpp (for porting to win)
  • GIMP

It is 4 AM where I live. I’m not sure I will be able to go to work tommorow :/ but anyway, I hopy You enjoy this little creation of mine :)

Linux:

http://paj.sourceforge.net/small-proj/ld12-yezu-towerofdoom.tar.gz

Windows:

http://paj.sourceforge.net/small-proj/ld12-yezu-towerofdoom.zip

Linux Source (this is actually a full KDevelop project after “Distribution Clean”, as far as I know it is full “makable”):

http://paj.sourceforge.net/small-proj/ld12-yezu-towerofdoom-src.tar.gz

I’m going to sleep. Have fun :) I had 😛

Tags: final, LD #12 - The Tower - 2008

Comments

bikko
11. Aug 2008 · 00:27 UTC
It doesn’t show any textures on my system… all the surfaces are just white, weird!
12. Aug 2008 · 04:11 UTC
It is weird. If you’re running Linux, maybe something is missing in your SDL packages. On Windows, I don’t know… I included all needed .dll files.

Well there is one more possibility actually, that You’re graphics card is still loading the images into memory while the game runs, but in that case the game should also run bit slow…

This is a problem anyway, because I wanted use this framework for other things, so it I must make it work…

Ninj ya later…

I didn’t have enough free time to get this done, but I’ll finish it up over the next week or so.

Sorry, Im done

I did all I could do but I’m saying goodbye to this contest, I had it in full 3d and i worked on it from start to finish (I literally went the whole 2 days without any sleep, to boot.) My scripting kept getting fucked up however and i’m unable to go on at this point. But I’m not giving up on this, in fact im gonna work on this first thing tommorrow and finish what I’ve started and when I do, i’ll probabaly post up a link to it so ya’ll can see what the finished product “should’ve” been. 

L8r.

Tags: I quit

Moonbase Defense

I learned a lot about Ogre, but I didn’t quite finish the game. It’s still sort of playable but don’t get your hopes up.

Here is the entry:

Moonbase Defense Final

Includes a cgl info file for the game launcher.. that thing is great.

Tags: final

Cannon Hates Tower

Hello! This is a competition entry. It is a simple game where you shoot cannonballs at a tower. Eventually, the tower will succumb. You get more points for letting blocks hit the ground before the top of the tower does.

Hold SPACE to power up the cannon, release to fire. Up and down changes the angle. That’s it!

Requires pyglet/pymunk. Doesn’t run too fast. All those quads to draw, and all.

Windows Binary.

Source code.

Tags: chipmunk, final, physics, pyglet, pymunk, python

Comments

Henryk
24. Jun 2009 · 04:01 UTC
Hi,

From a time I looking for source for game Sokoban I workin with Delphi3 and I using also Delphix How to write codes for this game? I have some levels in txt files All of them have the same size of Columns and rows (rows – 19, cols – 16 I had to do it knowing I have no dinamic arrays in Delphi3 Besides In txt files ‘a’ = a man, ‘b’ = wal, ‘c’ = empty space, ‘d’ = target, ‘e’ = place for target How to “push” a target by a man? How to read levels to array? and how to display elements on form? Hope U can help me with

Greetings for U and all People U know ad love

Balkor FINAL [Platform independant]

Well I finished this (rather, uploaded what I had). I wanted to expand the game slightly more and FIX THESE DARN COLLISION bugs. Sorry :P. So yeah there’s collision bugs with: Tornados, miniboss’s attacks, and shooting the final boss. So anyway… I hope you enjoy this funny glitchy game! 😀 Also, the miniboss shoots missiles where I least expected them. He was supposed to shoot 7 on either side of him; that’s another one of the numerous glitches I couldn’t fix. Also there’s a glitch with the platform in the room where the final boss is. Too bad. You can still beat the game though 😀
LINK: http://willhostforfood.com/users/Dazappa/Balkor.zip

Screens from earlier:

Tools used:

1. JCreator LE – A Java IDE. Web: http://jcreator.com
2. Anvil Studio – Midi music creation. Web: http://anvilstudio.com/
3. Sfxr – A simple sound creation tool. Web: http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html
4. http://media-convert.com/ – A free online converter. Used to convert files to .snd Java sound format.
5. The Gimp – Image creation. Web: http://gimp.org/
6. MS Paint – Mostly used for determining good image sizes.
7. ETL – Used to screenshot at a certain interval. Created by me, matt-shaffer.com.

Java source included; run javac Balkor.java and it’ll compile.

*** THIS GAME IS PLATFORM INDEPENDENT. Made in Java.

Features:
1. An attempt and mostly pathetic storyline (limited with the time)
2. Pretty good graphics
3. Pretty nice music (6 compositions made total, 5 used in game.)
4. Sounds; only 2 used unfortunately (time limit)
5. Platform independent
6. Shooting
7. Dual movement system; walking + flying
8. Cutscenes (Skip with “s”)
9. A miniboss and a boss
10. Created with java – Platform independent. Runs on mac/linux
11. The source code! (Don’t bother, it’s 2700 lines in ONE FILE)
12. 8 rooms
13. Coded from SCRATCH; a 100% blank page.

Glitches (Mostly collisions):
1. You can land inside the first platform
2. Miniboss – doesn’t shoot as often as I’d like; spikes don’t hurt you, 7 missiles were supposed to come out of each side of him.. yeah that didn’t work.
3. Final boss missile glitches; doesn’t hit you when you’re inside the missile
4. Platform in the final boss room – twitches your position when you land on it.
5. If using firefox, the music will still be playing if you close the tab the game was in.

@ Responses to judge remarks:
First off, sorry. I forgot to put the known glitches and features in this post. I’ve listed them now. Many of the things you guys mentioned I did not have enough time to fix before releasing this game.

@ Edge: Yes, I wanted to expand the game more too (I had 1 extra song composed, 3 extra maps, and numerous sound effects that I did not have time to add to the game). Time did not allow for it. I submitted the game 12 minutes before the deadline as it was.

To all judges: Thanks for taking the time to even play this little game ;).

Tags: final

Comments

13. Apr 2009 · 23:40 UTC
Hey Matt love your work. This one is pretty darn good for a 2 day project glad you hosted it on here. So people can view how you made it within 48 hours. Hope your King of Lands game is going well. Hope to see you soon.

AkinTower Ready

AkinTower – rip your foes on this tower defence game!

Akin is a character I made – he came to me in a dream half a year ago

I made a doll out of him and now I thought why wont I make a game out of him :)

enjoy the game mates and dont forget to blow them up with Bounching Fireballs!!! yeeeesss

game have 3 enemys 3 shot types and a survivel mode

controls:

-use the left mouse key to shoot

-use the right mouse ket to shoot special rage drinking attacks

-hold rthe right mouse ket for attach menu and pick the attack you want

find the game here:

http://www.the-manatee.net/AkinTower__c_Ariel_Yust_2008.rar or here http://www.yousendit.com/transfer.php?action=batch_download&batch_id=Q01GOU1SZEsxUUEwTVE9PQ

Edit: Mirror 1 works now just added “http://” and it fixed the problem – lol 😛

Tags: final, LD #12 - The Tower - 2008

Comments

Morre
11. Aug 2008 · 07:00 UTC
The first link is broken – it links to “http://www.ludumdare.com/compo/2008/08/10/akintower-ready/www.the-manatee.net/AkinTower__c_Ariel_Yust_2008.rar”
11. Aug 2008 · 16:35 UTC
Fun game. I think I got to wave 15. How many are there in total?
Ariel Yust
11. Aug 2008 · 21:01 UTC
anought to make you try to pass the game forever 😛

but if you pass lv100 then really your one hell of a superman! 😀

Junktowers final

Screenshot of Junktowers

Got it done!

Jump through the levels and grab the golden owls to win.

controls:
left/right = move
spacebar = jump
r = reset level
ESC = exit

Used pygame, pyopengl and pybox2d.

Py2Exe version for windows here.
Source version for everyone else here.

EDIT: Check Bikko’s awesome comment if you want a quick guide on building pybox2d in linux

Tags: final, owls

Comments

bikko
11. Aug 2008 · 13:57 UTC
Hey! Took a while for me to get pybox2d compiled but that’s an awesome game! Way to go!
bikko
11. Aug 2008 · 14:02 UTC
also… I would LOVE to play more levels for this game!!! :) :)

Maybe some levels going downward? (Not sure how feasible it is to make it a challenge to get downward….)
Papper
11. Aug 2008 · 15:46 UTC
Thanks for the nice comments, and thanks for writing the description on how to build pybox2d!
ken
13. Aug 2008 · 11:43 UTC
Cool game. I wonder if walking on slopes/etc could be implemented? Some more usage of joints from box2d would be interesting, too!
Papper
13. Aug 2008 · 14:08 UTC
I’m quite sure it could be implemented, but as this was my first time ever using box2d I decided to keep it simple. :)
alia
16. Sep 2008 · 20:37 UTC
Rah! Awesome idea.. so simple.. so addictive! nice work :)
17. Nov 2008 · 05:38 UTC
I just played this, it’s great fun! I love how tense it gets when trying to avoid letting the platforms all collapse.

Holy Pineapples

Well, I think…I did it. Maybe. It’s playable, but who knows if it’s actually fun. I am particularly proud of the title, myself. The came-up-with-in-ten-seconds guitar theme was also entertaining. An awesome competition as a whole. I wish I could’ve tweaked with the gameplay a little bit more, but c’est la vie.

You’ll need the visual studio redistributable thingybobber if you don’t have it already. You can get it here:

http://www.microsoft.com/downloads/details.aspx?FamilyID=32bc1bee-a3f9-4c13-9c99-220b62a191ee&displaylang=en

You can grab the game itself here:http://www.sendspace.com/file/hfquoi

But hooray! This was endlessly fun and I can’t wait to do it next time, and check out everyone else’s games. Hooray again.

(let me know if there are any problems with the executable or anything)

Tags: final, lots of owls

Mr Blocker v1.0

Here’s my entry for LD12. It’s called Mr Blocker. The aim of the game is to build towers by dropping blocks from the top of the screen, while being hindered by earthquakes, lightning and fire.

Source – you need Perl, SDL and SDL Perl to run this.

Linux binary – you need SDL to run this.

Windows binary – just run the executable within.

As I was busy this weekend, I only managed to spend about 12 hours on it. There’s no sound and the graphics are limited to coloured squares, but it’s reasonably complete. I’m afraid the gameplay isn’t terribly deep or exciting, but hopefully it will keep you entertained for a few minutes.

Tags: final

Super Tower Ascent 2 – Final

Here it is, friends. I hope it works on windows. I was really laggy on the only windows machine I could test it on, but I’ll try it on my windows partition later tonight. It works as intended on my Mac though. I’ll try it on Linux tomorrow as well.

I was rather uninspired at the end, but I hope you all enjoy it anyway! I feel like I had time to do a game with larger scope, but I didn’t have an idea that was big enough.

Get It Here

The Mac and Windows dists should work now, please let me know if they don’t.

Tags: final, owls

Teenage Mathant Ninja Tower

Hola =]

Looks like I’ve finished with 10 minutes left..a new personal record! This is much nicer than finishing with 2 minutes left. Look at me writing this like I’ve got time ;]

I didn’t manage to have time for sound, which is probably good news, I was going to sing.

So Teenage Mathant Ninja Towers is a tetris clone, with numbers and addition, subtraction will be available in the retail version which hits shelves august 2012 for one million dollars MWAHAHAHA preorder now.

No, really, I could use the cash.

The file is here:

http://www.mediafire.com/?njp8o70rl5u

Let’s hope this one works! I included some redistributable files from MSVC2008 in the zip.

Good luck! Looking forward to playing some of your games!

Edit: Drat, well I found a bug, at level 3 there’s minus signs in the tower, however the code for computing minuses isn’t in, so some equations at level 3 and above will not clear. Here’s a link to a zip with no broken minuses, in case you’re really getting into the game and want to play it past level 3, but this version is not to be judged!

http://www.mediafire.com/?w9ptefdxbzc

Tags: final, screenshot

Cutting it Fine

Phew!

Gotta get this post written fast.. uh here goes.

My final screenshot:

And link to the zip:

Tower Rescue

Tags: final

Comments

bikko
11. Aug 2008 · 13:31 UTC
Can’t get it to run…
Frimkron
20. Aug 2008 · 18:23 UTC
Ah yes. I was really lazy with the setting-display-mode code. It just goes for 640x480x32 and if that mode isn’t supported, it dies. Sorry!

Femme Tower final

Edit: To all of you who think my game is too hard, I have beaten it twice! =P And the laser collision is just box-based, so if you shoot it diagonally you have tons of whitespace to possibly hit the things with. Also, a bug escaped the final version so the non-evil clouds sometimes get stuck indefinitely. It’s fixed locally but not in the zip; oh well.

Here’s the link, includes source (python + pygame) and windows executable (not guaranteed to work, though I have been told it works):

http://shared.nincheats.net/zips/ld12-femme-tower.zip

(If it doesn’t work try: http://67.212.186.26/~jach/shared/zips/ld12-femme-tower.zip )

Will add post-compo thoughts here later. NOW!

It’s about 20 minutes after now. So, what I did horribly wrong this time around:

I slept in too late twice, got distracted by all sorts of things, felt horrible demotivation and considered dropping out for most of the compo. I also didn’t pace myself well (submitted about 2 minutes prior to the end) so the art and sound could have been slightly better.

This game seemed pretty hard to me and to my EXE tester, but I assure you it is beatable. =P

Tags: final, pygame, python, tower

Comments

09. Jan 2009 · 06:01 UTC
hi

gz2zoprhrdvt4e2j

good luck
10. Jan 2009 · 19:34 UTC
hi

gz2zoprhrdvt4e2j

good luck

Tower of Abba!! Final!!!

Ok just in the nick of time – its uploading but should be there soon… my webspace is running REALLY slow

used libvorbis, ogre, ode, ois, sdl, cegui, all of which are included in the binary, thats why its so large! (12mb)

my source/content is just 4mb!

Anyway its a lot of fun and I hope you enjoy!

http://www.andrewbeckmusic.com/LD12/LD12-TowerOfAbbaSrc.zip

http://www.andrewbeckmusic.com/LD12/LD12-TowerOfAbbaAbeck.zip

Win32 : for those with Visual Studio

http://www.andrewbeckmusic.com/LD12/TowerOfAbbaAbeckWin32.zip

Win32 : for without visual studio:

http://www.andrewbeckmusic.com/LD12/TowerOfAbbaAbeckWin32NoVC.zip

Edit:: binary still has dependency problems – you need libogg and libvorbis installed to play it – will try to fix it (http://xiph.org/downloads/)

Edit:: binary seems to work on leopard- leave a comment if you have any problems running it

Tags: final

Comments

wonderwhy-er
11. Aug 2008 · 04:01 UTC
On which platforms can i play this. Can’t seem to find exe there…

Tower Construction Kit

OK, here’s my half-finished game. The idea was to make a full-featured block-based Tower editor to create a series of levels. Of course, I ran out of time and only included a few simple levels with one basic win mechanic – just stack the blocks high enough and let them come to rest, and you win. However, the editor is pretty full-featured and fun to just play around with, and it does a good job of showing off the underlying 2D Java physics engine.

Right click to drag around objects. Left click to create objects in the editor mode.

It’s a signed applet (due to the XML reader/writer I’m using for saving/loading levels), so you’ll have to click through a security permission to play. But hopefully it should be cross-platform enough so that you’ll be able to try it out. Have fun!

http://gamefight.org/fight/will/goliath

Tags: final

Stacker Final

I made it harder at higher levels.  Have fun!

Stacker Final

Stacker Final—(See note below)
It is written in C# for Silverlight 2.0 Beta 2.  It should run in Firefox and IE on Mac and Windows.

I used the Farseer Physics Engine and the rest was written from scratch.

NOTE: I found a bug that can lock up the browser: Here is the repair Stacker Final (Repaired) I now limit how many blocks you can use and make you restart the level if you go over. The Farseer engine starts to suck up all the CPU cycles after about 90 blocks.

Tags: final, MrPhil

Comments

Alsee
24. Aug 2008 · 12:33 UTC
Gahhh, yuck. It wants to install Microsoft Silverlight.

Commander Blunt – Final Entry

 EDIT: Mac OS X binary, uh, works only if you have pygame, apparently. I’ll keep it up but I’ll get a better binary compiled tomorrow. And here’s a link to a slightly better version of the game (source code), just for kicks. Same gameplay and everything, except the AI for the robots don’t trap themselves so you can actually have a chance to lose. As usual, python run.py should do the job. And by the way, even though it looks like tetris, you can’t rotate the blocks. The block displayer shows the permanent configuration of the block.

EDIT 2: keeyai graciously (and spontaneously, to my surprise!) hosted a windows executable at http://keeyai.com/files/commanderblunt.zip

Now you windoze users can experience my shameful hack of a game as well! :)

This is the story (it’s not anywhere in the game, actually): You are a builder of skyscraping towers, and there’s robots trying to pillage a beautiful and unseen suburbia behind your tower on the right side of the screen. You destroy the robots by building tetris-shaped tower components (containing rooms like banks, chairs, and sauron’s eye) on top of them, thereby crushing their metallic bodies. The robots, on the other hand, can fly and blow up your towers, and come in an endless stream.

OS X binary

Source (requires pygame)

The concept of the game is that you have to build a tower with tetris blocks. The catch is that there are these robots that you have to prevent from going to the other side, and they can do nasty things like scale your walls or blow them up. The tetris blocks also have a bit of (buggy) physics with them, but they’re supposed to fall down like normal blocks and crush the robots. I didn’t really have time to do levels, so I just put in a no-win condition and let it free. All in all it was a bit wimpy, but I’m happy with it since it’s my first try.

Sorry about the art, tried my best:)

Now, for some details:

Gameplay – simply move your mouse around and click to drop the tetris tiles. They’ll do their job of crushing the bad guys easily enough.

Running from source – run.py is the entry point for the game

The game isn’t quite ready as it is yet, since I rushed the enemies and the win conditions, but I don’t think I have the time to improve it.

Tools:
Pygame, Python for programming
Pixen for art

Tags: final

To Elaborate…

Now that I’ve got the damn thing uploaded and tagged, I can write a bit more about it.

I managed to get a reasonable amount of level built, although I think some of the later parts may be questionable in their do-able-ness as I didn’t have a whole lot of time to test. Sadly I didn’t leave myself enough time to add sounds or music or even a proper ending really. If I find time to work on it some more afterwards those are definately highest on the to-do list. Some pickups and enemies would be good too. And some of the platform physics needs some tweaking.

All-in-all I’m pretty happy with how it turned out. While its very rough around the edges I had a lot of fun making it and it did turn out pretty much how I’d visualised it on saturday morning. In particular I’m quite proud of the title screen as its the first time I’ve really tried to paint in Gimp in that way.

There’s more I want to say about the game but I’m finding it hard to stay awake right now so it will have to wait until tomorrow.

Well done to all who entered – I can’t wait to start playing some of these 😀

My game!

Made with Game Maker. I’ll change it to C++ and SDL some day, but until then, here it is! Use up, down, left and right. ANd I hope I got it in on time, I finished it RIGHT when it hit the deadline here.

http://forums.d-games.co.cc/index.php?action=dlattach;topic=42.0;attach=11

Towlr – 2 Hour Game

It’s here.  PoV’s 2 hour game.  Towlr

http://junk.mikekasprzak.com/Research/Towlr/Towlr.zip

Towlr is a puzzle.

I will not explain it.  You will be scarred.  You will be scored.

Share your score in the comments.

Source.  Made using Allegro and my LD11 library.

Audio courtesy of sfxr.

EDIT: Windows Version (Added Background Color Change)
EDIT: Linux Version (Experimental)
EDIT: MacOS X Version (Intel) (Experimental)

Tags: final

Comments

kutani
11. Aug 2008 · 15:57 UTC
Got it on 6th try.
wonderwhy-er
13. Aug 2008 · 06:23 UTC
Can’t download it now :( Seems that voting for this will need to wait…

Steam Tower – Final entry

The Steam Tower has fallen apart and it’s up to you to put it back together again. Run around, pick up the stray pipes and plug them into the rest of the plumbing so that the machinery works again.

Windows download

Webstart link (for Windows, Mac and Linux people).

Gameplay
Use the cursor keys to move and space to jump. X will pick up and drop a stray pipe. C will plug in a pipe to the wall or unplug it from the wall.
Activate all engines and you’ll complete the level.
If the tension in a pipe you’re carrying is too high you’ll lose your grip on it and drop it. A red glow around your player shows when the tension is getting high.

Notes
The use of the theme is a little weak unfortunately. It started off being based on window cleaning and then moved onto drainpipes and plumbing. Somewhere along the line I started thinking about the Steam Castle in Steamboy and Howl’s Moving Castle and decided to switch from water/drainpipes to steam/steam engines.

However I found out in the last 12h that I can’t draw steampunk sprites at all, so the steampunk theme (and hence tower) doesn’t really come across. I should probably have stuck with water/drainpipes and designed the levels to look more like a tower block with plumbing on the outside.

Oh yeah, levels. These got thrown in right at the last minute so there’s only a few of them unfortunately (especially because I found some bugs in the level loading right at the last minute). I really should have allocated more time to them because I think there’s some good gameplay struggling to get out under the hastily designed levels.

Tags: final

Comments

kai
11. Aug 2008 · 14:54 UTC
I got this exception trying to start it. I tried to apt-get install glibc, but the package wasn’t immediately obvious. Is this the only dependency I need to take care of?
Orangy Tang
11. Aug 2008 · 16:03 UTC
I’m afraid I don’t have a linux machine to test on, and it seems to be an issue with the LWJGL native library.
30. Sep 2008 · 14:41 UTC
Goodd

Owliver, space tower janitor

(edited for repackaging)

Here it is… Description comes later. I’m already late because I couldn’t upload the stupid file.

All in one Windows binaries:

Get it here. Unzip. To run, drag owliver.love on love.exe

Game and engine separated (required for Linux users):

Get the game file (OS-neutral) here: http://noe.falzon.free.fr/static/owliver.love

And get the Löve engine:

  • Windows users: installer is here. When it’s installed, double click on owliver.love to run the game.
  • Linux (Ubuntu/Debian): a .deb is here. When installed, run “love owliver.love” in a terminal.
  • Linux (other distros): sources are here. Compile, then run “love owliver.love” in a terminal.

Post deadline update:

I have been told that the game was too difficult to play some levels. I checked, and yes, a bug due to last minute savage editing made the lightnings very difficult to repair. Here is a post deadline version with this bug corrected, plus cosmetic details (level names, global offset for “correct” transition between levels).

I post it so you can enjoy the game anyway, and reach the last level, which was quasi unreachable in the other version.

You can get the Windows all in one binaries, or the Löve game file. Installation/running is the same as above, where stuff is named “owliver-postLD” instead of “owliver”.

Tags: final, screenshot

Comments

bikko
11. Aug 2008 · 02:01 UTC
Awesome game! I got to the fourth level or so. Man I wish I had extra lives… and a counter that shows when the next repair is going to whither away.
Tenoch
11. Aug 2008 · 12:48 UTC
Hi. Thanks a lot for your comments!

Did not come anywhere near finishing

What I have is far from a game.  Maybe if it was a 3-day competition I could have completed something interesting with it, but as it is now all you can do is run around a tiny test stage.  It’s a very quick and dirty 3D engine with terrain collision and animation.  I have a hard time thinking small sometimes.  Maybe next Ludum Dare I’ll learn my lesson!

My Tower Thing – Requires Python, PyGame, and PyOpenGL

Tags: LD #12 - The Tower - 2008

Falling Towers

well, for better or worse I’ll upload what I’ve done as the final.

Falling Towers
has “music”, sounds, reach the top to get an ending.


I really should have planned this out more, but got stuck when the theme was announced. I basically did most of it without any idea of what the gameplay was going to be. “hmm, going to need a tower graphic” “wouldn’t it be cool if you could see it building up?” “what would build the towers?” “what if empty towers fell from the sky instead” “oh! gotta have an obnoxious explosion sound” etc etc.

Tags: final

Comments

kai
11. Aug 2008 · 14:48 UTC
Trying to run on Ubuntu and this is what happened:

$python tower.py

ALSA lib pcm_dmix.c:819:(snd_pcm_dmix_open) unable to open slave

ALSA lib pcm_dmix.c:819:(snd_pcm_dmix_open) unable to open slave

Traceback (most recent call last):

File “tower.py”, line 684, in ?

main()

File “tower.py”, line 535, in main

pygame.mixer.init()

pygame.error: No available audio device

One Last Foodphoto

During the crunch I had a pumpkin pie baking, and here it is. Only eat happy food:

Happy Pie

Tags: foodphoto

So close

Well, I gave it my best shot. Day 1 was entirely taken up by my fighting the losing battle with Flex.

At about hour 34 I completely restarted my project in Flash8, but writing everything from scratch in 14 hours for my main, complex idea, became obviously beyond me, so about 2 and a half hours from the end I started again with an uber-simple game that I could pass off as a submission. I started the code at around hour 47 for this.

I will upload the finished game when I get a chance, but at the deadline it wasn’t finished, so here is a screenshot instead.

Almost final

Tags: LD #12 - The Tower - 2008

Heh, forgot about tools… :P

Well, here’s a screenshot and my tools. I used PDN and Game Maker.No! Don\'t Move! or \

EDIT(About an hour after the compo): WOw, I wonder how I somehow managed to get a screenshot into the first post. Anybody know?

Tags: screenshots, tools

Comments

11. Aug 2008 · 11:32 UTC
I fixed all the final posts.

Final Entry – Tower

Final Entry SS

So this is ‘Tower’ since I didn’t bother to come up with a better name.  (I did all my naming duty with Fiona’s Purple Reign.)

The object, of course, is to defend your tower from the onslaught of baddies.  Unfortunately, there is only one type of monster, but each wave has it’s own speed and interval.  Use the arrows to move the guy up and down the tower, or left and right across the top.  A/D change the angle and W/S changes the power of your arrows.

I’ll probably write a post-mortum later, but you can download Tower.

Tags: final, finally done, ld48_12, sleeptime, tower

Final Entry – TowerAssault0

As per my earlier post, here is the link to the hastily created TowerAssault0, which has absolutely nothing in common with my original plan apart from the name….

Look at the .fla at your own peril. This was written between the hours of 3:00am and 4:30am.

Play Online (Cursor keys to affect trajectory and power, space to fire. You need to refresh the page to try again :>)

Download ZIP containing source and gameinfo

(Entry edited for repackaging and changed host)

Tags: final, late, LD #12 - The Tower - 2008

Clean up

So i clened the project and makefiles, in hopes of it beeing i bit stable, and portable. To compile it, just run make LD in its directory (on linux, not sure for windows).

Here’s the minimal code.

hAnd the Fedora 9 bin.

The old files are no longer available, insted the same link download these.

I hope i didn’t break any rules. 😀

Tags: bin, clean up, source

Comments

11. Aug 2008 · 11:37 UTC
That’s fine. We usually give you a little time after the deadline to as quickly as you can,fix any problems, and then you can take as long as you need to port. But the sooner you do, the better your chances of somebody not discovering there’s no port for them.

I beat my own game!

Level 3 complete!

OK, so the three levels I included with the Tower Construction Kit were very quickly thrown together, mostly just to demonstrate the different features of the editor sandbox. I probably spent about 60 seconds total making the third and final level (and even less time throwing down blocks for the first two), and honestly I had no idea if it was even winnable. So, I just spent a little while playing with it to find out, and voila, I beat my own game!

It actually turns out to be quite close. The necessary arrangement of the blocks is kind of tricky, which is good. It means this level has a nice balance of difficulty and, well, actually being possible to win…not bad for a minute of furious last-minute scribbling, I’d say :)

Timelapse

Here’s my timelapse … it wasn’t all that exciting so I added a little running commentary.

LD#12: pansapiens timelapse

Congratulations to everyone who participated. I can wait to see what y’all have created ….

Some post mortem thoughts

  • Use remotely hosted version control. My Subversion/Trac server runs on my workstation … which left me without access to my code when we had a several power failures. If the code was remotely hosted, I could have quickly found some electricity and Internet access somewhere else and continued working on my laptop.
  • Take some time to think through implementations, write some notes.. I fairly quickly got a good idea for a two-player falling block game, where players competed to build the biggest tower, but could lower their opponents tower by shunting across matching blocks, which would annihilate each other. But I failed to think through exactly the best approach for the falling block game engine. I coded and discarded about three related but similar approaches, toyed with using the pymunk physics engine for a while (couldn’t get static Polys to stay still though …??), before basically giving up on the falling block engine after the second power failure. If I’d sat down and really thought the engine through before coding, I probably would have finished the game I originally intended to make.
  • It’s nice to have a fallback. Normally, I would make my fallback plan something like “okay, no time left, just polish now … no new features”. But that assumes you have a turd to polish. In this case, all I had about 12 hours and a useless pile of crap falling block engine that I didn’t understand anymore. Writing an Atari 2600 game would be a crazy ‘fallback’ if it was done in the traditional way: assembly language. Luckily, batari Basic is pretty much like a normal version BASIC, just more restricted (with a slightly fussy, touchy preprocesser/compiler). It’s been years since I coded in GWBASIC … but you never forget the basics :)
  • It’s about writing a game from scratch in 48 hours and having fun. (and maybe owls). I did have fun this LD, but I also stressed out a little bit too much for something that was supposed to be mostly fun. The power failures were putting me on edge .. even so, I’ve gotta relax and ease off on the coffee next time.

Tags: timelapse

Post LD Motivation

Post LD - When everyone stops caring about what you had for breakfast

Tags: motivation

Comments

11. Aug 2008 · 11:48 UTC
I care.
adamzap
11. Aug 2008 · 11:48 UTC
Aw cmon, I know you want to see more of my pancakes!
11. Aug 2008 · 12:08 UTC
That one made me laugh.

Timelapse video

My webcam timelapse video is available on youtube. I’m not posting the screenshots only one as it’s really boring.

A few tips for people testing my game:

Use the C key to test the alternate camera style (it’s very hard to play with it but it’s nice). EDIT: Also even in normal camera mode you use the END key to place the camera temporarily behind our blobby hero and view what lies ahead.

On the second level, you just have to get rid of the creature guarding the jump point. They always move in your direction so maybe you can trick it.

If everything else fails, use the cheat code: ctrl-shift-J makes a huge jump so you can skip levels or just have fun.

Tags: LD #12 - The Tower - 2008, timelapse

Demonic Tower – Win 32 Bugfix (with music)

Demonic Tower – Source and Win32 Binary – fixed!

I’ve made a bugfix release that fixes a fatal error. I’ll leave the previous versions up (see my last post), in case you want to see it as I submitted it, but everyone should play this version as there is a nasty crash that happens only when you pick up a certain card on a certain level. I also got the music to link correctly, and the package now works with the Compo Game Loader. No gameplay was impacted.

Enjoy!

Ludum Dare 12 Done – Game Voting Now

Hey everybody,

The 48 hours of Ludum Dare 12 have come and gone.  I’m pretty sure we’ve collected all the entries by now.

The final count: 57+1 entries

I say “+1” because we did have a team that decided to join us and make a game this weekend.  You can check out their game here:

super-tower-smashup

As for the other 57, you can check out the final posts and a lovely arrangement of screenshots here:

Image Grid and Voting

For the next 2 weeks it’s voting time (until August 24th, see clock).  All entrants that submitted a game can rate the other entries.  If you didn’t submit a game, feel free to leave a comment in the respected final posts.

Also, trophies.  If you feel a game deserves a special mention, something silly, something tasteful, feel free to award them a trophy.  Anyone can give trophies, so if you didn’t get your game in but feel an entry deserves a special mention, go ahead and give it a trophy.

– – – – – – –

As for everyone else, our next major compo will be in December.  Date TBD.

Coming up sooner than that, we’ve started doing monthly Mini LD compos.  A Ludum Dare veteran can choose to host a month.  They host can pick a theme, and choose to change/try out some new rules.  Like our previous “unofficial compos”, they are not judged.  You can learn more about it, or sign up to be a host on the Wiki.

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

Of course, I’d like to take this opportunity (and a few more) to shamelessly promote Mini LD #3 hosted by me (PoV).  It’ll start Friday September 5th, but I’ll really be abusing the rule change privilege.  The first big change, I’ll be announcing the theme on Monday September 1st.

The theme is different than our usual Ludum Dare fare, and could certainly benefit from a couple days to think about and plan what you’ll be doing.  Then on the weekend, you do it.  The nature of the compo is a little more forgiving than usual, but a weekend for most is the perfect time to do it.

If you’re up for a very different Ludum Dare, stay tuned.

Tower Defender Win32 port!

If you were waiting for the Windows versions of my game, Entar was gracious enough to compile a version for me. I put together a Win32 package, and the link is on my final submission post.

Thanks again, Entar!

Creating the Tower

I’ve uploaded a timelapse video of me writing Breaking the Tower. You can see it here.

The music was made by me several years ago, btw. =)

Tags: timelapse

.exe + video

I ran bbfreeze on the main python script, so should work in windows by simply double clicking the owl.exe (also contains the source, so i replaced the previous link in my final post as well): http://allefant.googlepages.com/OwlbyAllefantsourceandwin32.zip

And I managed to encode and upload a gameplay video i made yesterday while half asleep: http://www.youtube.com/watch?v=hWRXimhigvk

(removed embedded link as that seems to be an admin-only feature of wordpress (?))

Comments

11. Aug 2008 · 13:33 UTC
Awesome game!
11. Aug 2008 · 13:43 UTC
At the top right of the post, where it says Visual/HTML, click on HTML. Then on the youtube site, to the right of your video, it says “Embed:” and then some HTML code. Copy&Paste that code to the WordPress edit window. Switch back to Visual – it should show a yellow box where the video is to appear. Publish the post.
11. Aug 2008 · 13:59 UTC
That’s what I tried but that doesn’t work for me. When I save the tag gets removed. Do you have administrator privileges?
11. Aug 2008 · 15:00 UTC
Yeah. So does this only work for admins? Maybe there’s some wordpress setting or plugin which allows posting links to timelapses/gameplay vids instead? I’ll edit my post to just provide a link now in any case, don’t want to abuse my powers :)

Tower of Abba : The Win32 Port

Not quite a sequal – but I got it working, and I only had to change two lines of code! Yaay!

But compiling all the libraries/downloading dx sdk/converting images to jpg instaead of gif— thats was pains.

It’s a lot of fun, so try it now!

Win32 : for those with Visual Studio

http://www.andrewbeckmusic.com/LD12/TowerOfAbbaAbeckWin32.zip

Win32 : for without visual studio:

http://www.andrewbeckmusic.com/LD12/TowerOfAbbaAbeckWin32NoVC.zip

source:

http://www.andrewbeckmusic.com/LD12/TowerOfAbbaSourceWin32Abeck.zip

Edit:: added non-visual studio version

Comments

wonderwhy-er
11. Aug 2008 · 18:01 UTC
Hmm game does not work for me. I use WinXP Professional SP2. Says that exe is not correctly configured and should be reinstalled…
11. Aug 2008 · 21:18 UTC
Win32NoVC version runs under Linux using Wine just fine (Ubuntu 8.04, select OpenGL mode at OGRE dialog).