LD14 April 17–20, 2009

Too Heavy For Re-Entry

I lied, I ended up making a game all tonight. Tomorrow is going to suck because I’ll have had no sleep. Oh well, so it goes. I made this one in Unity. I sort of sucks because I wasn’t able to spend any time balancing it (I spent about… 8 hours start to finish on this, including design). Still is a pretty nifty entry, I suppose. It’s even got 5 levels.

The idea is that you’re in a space ship and you’re trying to land on a planet, but your space ship is too heavy to do so without burning up. So, you’ve got to ram your ship against various obstacles in space in order to break pieces off and reduce your total weight. As you break parts off, your ship loses functionality. Breaking off your wings reduces your maneuverability, breaking off your antennae reduces your ability to see around you, and breaking off your cockpit actually kills you. If possible, you want to break off the body of the ship by ramming into something just as you pass it – once the cockpit is free.

Anyway, you can it for PC at:

http://www.otcsw.com/files/TooHeavyForReEntry-PC.zip

And for Mac at:

http://www.otcsw.com/files/TooHeavyForReEntry-Mac.zip

Screenshot:

THREE

Tags: final

Easy ways to add last minute polish

Hobnox Audiotool

The audio tool is a fantastic way to make cool sounding music all from within your browser. Make 10 short loops and randomly loop through them for a simple background track. The tone matrix tool is particularly awesome.

ColorLovers Palettes

Sticking to a palette will improve the appearance of programmer art tenfold. The palettes are only of 5 colours so try finding two matching palettes to get a good range.

If you know any other handy sites like these, post them so we can all use them 😀

Tags: art, music

Food- and screenshots!

Last night I wasn’t too happy with my mockup:

But I even switched to C++ because it allowed me to add some features that I wanted to do for a while. Also, I ate delicious tempeh burgers:

And suddenly, my game looked a lot better! I also had some ideas for more interesting gameplay last night, so today I’ll hopefully be more productive:

Tags: C++, gosu, tempeh

Oh well, Zip uploads to blog don’t work

Well, I’ve just been made aware that the media (i.e. Zip file) uploading doesn’t work for most people. Thusly I’ve hidden those instructions, and updated the “how to submit” post.

Oh well, maybe next time.

So, we’ll do submissions as we’ve done for years. Provide a link. The submission instructions page include an entry naming guide that you may want to look at too.

If you don’t have webspace of your own, ask in the channel and we’ll try and help you out.

Splat!

lol. Looks like the aftermath of a paintball game.

I’ve done quite a lot although it might not look like it. Game has an actual beginning. (This is the first screen)

Gonna carry on just making levels from now on I think.

Oh yeah, the game is now called “Happy Blob is Unhappy” too.

Tags: blob, cyoote, levels, messy, paintball, stuff

Eye candy

So what we have here:

…is my latest screenshot. I think it actually looks pretty nice by now: we have an actual backdrop (thanks to Universe Image Creator), slightly nicer sun sprite, and scrolling/zooming implemented.

There’s also some more gameplay now, hardy visible in that screenshot though. This may still go somewhere after all; I’m very afraid of time running out though.

For now, I’ll make myself some tortellini though.

Fancified the UI.

I think it looks pretty good. Made some other changes, to.

Working too slowly

Last night I spent way too long on making the ground for my game. I’m using a Perlin noise function and wanted to modify it so it the edges would fit together, but couldn’t get that to work that way. Anyway, this is my first screen shot:

This morning there was the yearly fair here (just like during LD12) and I went to take pictures for a local newsletter. Now I really need to work hard and get something finished!

And here is some more food I ate:

Tags: foodphoto, progress

Traps!

I’ve got the basic mud traps up and running (mud slows the hurdlers down so the wall can catch them), so hopefully I should be able to add the other trap types really quickly now.  A screenshot:

Mud traps!

Journal #5 (i think?)

02:44
Have a menu, and more importantly a working “game state” thingy to switch cleanly from menu to game and back, and possibly a help screen or prefs. Not always obvious since Löve don’t let you control the game loop (you overload functions like draw(), update(), mousepressed(), etc, and they are called by the engine). Also, it’s late and I should sleep a bit. Game mechanics are almost complete.

02:51
Yeah, going to bed. I’m affraid I’m now useless.

09:40
Allright, it’s a nice morning to make a winning entry. *Back to work, lazy ass!*

10:38
Now with a goal, a winning condition, and two game modes.

12:16
Added the critters. They just walk around and wait to be blasted away. Oh yeah :)

14:05
Face sorting is working. Took three different algorithms… And I’m pretty sure this one doesn’t cover every case either. But it seems to be quite OK anyway.

16:26
Just lost two hours researching and implementing an ear-clipping algorithm. Cause: opengl (and thus Löve) can’t draw non convex polygons. And I really need to draw one. I must admit I had fun coding that. But still, two hours…

Tags: journal, screenshot

Manually Operated

Manually Operated

I can’t get the media uploader working so I’m going to just link this for now. This is a game where you play an aspiring super-villain trying to make his big break and complete his thesis by crushing a hero in a death trap. Unfortunately, he cannot afford a very good death trap, or a lock to keep the hero from escaping. Push the wall to crush the hero before the cops take you down or rescue the hero!

Thanks to all who supported and encouraged me in the production of this game. First thing I’ve made without THE MAN telling me what to do! Woo!

Game is here

Source code is here

Tags: final, tigs

Comments

Super-Dot
20. Apr 2009 · 02:16 UTC
Congratulations on finishing! Is it possible to win, or is it supposed do be annoyingly impossible? The policemen are surprisingly evocative.
20. Apr 2009 · 03:34 UTC
Agh, I fail at being a super-villain. :(
Kobel
20. Apr 2009 · 04:11 UTC
It is absolutely possible to win, I just tried to make it difficult. Apparently too difficult for some!

Here’s some hints to help you out:

The cop helping the hero escape can safely be ignored unless they’re close to the exit

Cops pushing back on the wall should be eliminated as quickly as possible; just one of them can really slow you down!

Whenever you go over to get the cops off of the wall, kick the hero back into the corner to buy yourself time

Cops on the left side can often be ignored. Only take time away from pushing the wall if you think they pose a serious threat. Your health regenerates with time, so if it’s just one guy taking potshots then you can ignore him.

However, sometimes it only takes a moment away from the wall to slap a cop as he passes by. Take these opportunities!
Super-Dot
22. Apr 2009 · 05:26 UTC
I beat it on my fourth try! My first try, I didn’t realize that the door up top was a teledoor, so I didn’t take it because I figured I wouldn’t be able to find my way to the other entrance. (I might have played an earlier version where this actually was the case?)

The House That Eats People!

Play online! 😀 or download the source.

I would have loved to have worked on it a bit more, but alas I have to sleep for paintball tomorrow. Life is tough.

It has been great fun, and thanks to everyone on #tigirc and #Walls for keeping me awake.

Tags: final, tigs

Comments

sol_hsa
19. Apr 2009 · 10:48 UTC
the play online doesn’t seem to work for me..
19. Apr 2009 · 11:34 UTC
heh heh heh heh heh
Fuzz
19. Apr 2009 · 20:00 UTC
Cool idea, but there didn’t seem to be any difficulty at all involved… still, the graphics are nice.
Super-Dot
20. Apr 2009 · 02:12 UTC
I love the concept! The second level seems unusually easy–shouldn’t the fridge dragging across the floor make a noise?–but overall, awesome job!

coffee!

I didn’t get much done last night,. I work best in the morning.  must be the coffee!

the wall and the worm?

You can see the “wall” collapsing in the back,. and the loosely defined pac-“worm”, that is the player, runs toward the screen in an attempt to escape it,. . Here the Advancing Wall is an Advancing Collapse of Doom.  This is going to be a bit rought, but something will be done.  I’m going to add some good/bad objects to play with on the wall, and then synth some sounds and music,. .  this all depends on how much time I get to work today,. . fingers crossed.

Tags: coffee, collapse, doom, objects, wall, worm

Comments

19. Apr 2009 · 11:12 UTC
hey, if u like coffee so much , vote for a poll on my blog, its about caffeinoholics….www.padma-kannan.blogspot.com

In Another Realm- Complete!

It took me more than I had planned to finish the game, but it is done!

Music, ending, extras, all complete!

(Looks much better in full size)

Download Link 1: Download

Download Link 2: Download

I don’t seem to be able to upload it to the blog. It says “File type doesn’t meet security guidelines” even though it is a .zip file. I may need help on that issue.

Tags: final

Productivity (maybe (later))

Food photo for me and pythong (picture related).

Meetup at university, with three kinds of Fritz Cola and tasty food (except we forget plates).

Now if the wireless was a little bit more stable for me… :)

Tags: food, pythong, university

Comments

pythong
19. Apr 2009 · 11:42 UTC
I brought the food, YOU forgot the plates 😀

Sky Upon Us

UPDATE:

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart. I realize that this may not be taken into consideration when judging the entry, but I thought I should at least upload the entry as it was meant to be (and as I was certain it was!)

Sorry about that!

ORIGINAL POST:

Okay, here’s the final version of “Sky Upon Us!”, my entry for LD14.

I tried to upload the zip file containing launch files for Windows, Linux and OSX to the blog. Sadly, WordPress wouldn’t accept it even if I changed the file extention. Meanwhile, the game can be downloaded or started from all the following links:

While the game didn’t quite turn out the way I hoped, I’m still happy with most of it. However, the gameplay does get a bit repetetive; excuse!

As always, any comments are warmly appreciated!

A screenshot from the game:

Tags: Arrows, final, LD14 - Advancing Wall of Doom, Sky, Sky Upon Us, tigs, wall

Comments

Super-Dot
20. Apr 2009 · 02:07 UTC
Your sprites are delicious! I made it to the almost end of level 5–the wall on the bottom of your screenshot is what got me.
telaviv
20. Apr 2009 · 04:26 UTC
I’m having a bit of an issue on linux. I know you included the openAL library, but where should put what file to make this work?
Morre
20. Apr 2009 · 07:20 UTC
You shouldn’t have to move files around. Did you try both the webstart and downloadable version?

Squeeze Maze is finished

Squeeze Maze – Ludum Dare 14

This was my third attempt at Ludum – the first time I made something way to complicated – and while it did get finished it was too complicated and did not do that well. My second try I was only able to get on the PC 6 of the 48 hours so while I completed something it was also fairly week.

This time – I had my tools ready before hand, and a pretty good schedule. I picked a simple concept and wanted to see how far I could go with it and am happy with my work,.

The tools

PC Athalon 2600XP running Windows XP, 1 Gig or Ram

Scratch for those of you who are not familar with it – it’s designed by MIT as a teaching tool for young programmers.  You build blocks of code. It’s very visual which is why the code directory is all snapshots of the code from the different sprites.

Reasons why I think this is a good platform for Ludums.

Multi – threading made easy each physical sets of blocks is it’s own thread.

Good messaging – sending broadcasts to every ‘object/thread’ is easy – limited in you can only send a fixed message with no variables.

Sprite Tools – in the code, rotate, hide, resize and move are all right and standard commands.

Easy to debug – the visual nature of the code as well as the single stepping option helps stretch the 24 hours.

Other tools

Pixel Art – Kolourpaint, Harmwave, www.cooltext.com and my LG515 cell phone, took a shot of my lawn, some decorative rock and some bricks.

Audio tools – cgMusic, sfxr, audacity, my LG515 cell phone, and  format factory

I am getting the following error when I try to send it through the blog.

File type does not meet security guidelines. Try another.

So you can get it at

http://ludum.twobrotherssoftware.com/SqueezeMaze.zip

Final Squeeze Maze

Tags: final

Comments

20. Apr 2009 · 19:12 UTC
The game is laggy, when it is playable the wall is too slow and the game directory can’t be deleted without a reboot after playing.

There’s not enought time Chloe!

After sleeping late today, I’m needing to crack on.  Here’s the current state of play:

The backstory is something about pixel-world being invaded by the sugary-snacks-of-doom.  I think I’ve being eating too much candy this weekend…

The player is the purple cube.  The orange blobs are pick-ups.  The impending wall o’doom should be obvious.  The gameplay is basically ‘survive long enough to win’.  However right now, there is no gameplay code.  Things move around, but nothing interacts with anything else.  (Though the teeth do look pretty good when they decide to come charging forward.

Now i need to go eat.  Something non-sugary would probably be best.

Almost there…

All the traps are in, and now I just need to tidy up various bits and pieces.  Here’s a screenshot of all the traps:

All the traps!

And there’s another alpha build here: http://www.niallmoody.com/downloads/ld14/DieYouStupidHurdlers-alpha3.zip

Comments

19. Apr 2009 · 13:05 UTC
I really love your art.
NiallM
19. Apr 2009 · 14:13 UTC
:) Cheers! The visuals are the part that have turned out the best. I’m not so convinced about the gameplay…