LD14 April 17–20, 2009

If You Don’t Run Away From the Fire Then You Will Die So Thats Why You Should Run From the Fire

This is the first time I have tried doing anything of this sort and I’ve had a lot of fun with it. I hope you enjoy my game!


Instructions

In IYDRAFTFTYWDSTWYSRFTF (If You Dont Run Away From the Fire Then You Will Die So Thats Why You Should Run From the Fire) you play as a little blockdude who flies around and tries not to die. The fire from the top of the screen constantly is growing until eventually it takes over the entire screen. You may stall your death with items, but it is only a matter of time until you die. Simply fly around and have fun!


Fun Facts

-The game was auctaully going to be a platformer. When I was making it, I accidently made it so that you could hold down the jump button and go into the air forever. I realized that this was auctaully quite fun, so I drew some wings on my guys and put him in the air and let him fly.

-The creator of this game finished nearly the entire game in the first day of the competition, and spent the next day fixing everything, writing the music, and such.
-The creator of this game listened to the following albums while programming:
1. The White Album — The Beatles
2. Sgt. Peppers — The Beatles
3. Rubber Soul — The Beatles
4. Aqualung — Jethro Tull
5. Thick as a Brick — Jethro Tull
6. Abbey Road — The Beatles.
-The following foods were eaten while programming this game:
1. A turkey sandwhich
2. A bowl of cereal
3. A 3 egg omlette
4. Some pizza
5. Another sandwhich


Tools

The following tools were used in this project:
-Macromedia Flash Professional 8
-SFXR
-Musagi
-GIMP

I hope you enjoy playing my game! I had a lot of fun making it!
–A game by FenrisWolf

Download Link:

http://www.2shared.com/file/5414453/b334e152/IYDRAFTFTYWDSTWYSRFTF.html

Edit: You can play it on your browser here: http://megaswf.com/view/dd21df432e2fbbcb11aee194587a9177.html

Tags: final

Comments

19. Apr 2009 · 19:35 UTC
Do we also have to burn the rope? :)
FenrisWolf
19. Apr 2009 · 22:16 UTC
Funny you should mention that game. It’s one of my all time favorites. 😀
24. Apr 2009 · 08:39 UTC
Woo 4095.

Step 16: Doctor says she’s pregnant

I’m just coming back from doctor and guys I have very important news to tell you – she’s pregnant. :) I am very happy, but kinda surprised. I am already thinking about name. I hope it will be beautiful, but I think I can live even if it’s the ugliest baby in the world. We don’t know when she’s going to come to our world, but we are routing for very soon.

I’ll let you know if anything new happens.

Cheers

Tags: happy, pregnancy, tigs

Comments

jovoc
19. Apr 2009 · 19:34 UTC
Congratulations! That’s wonderful!
Noyb
19. Apr 2009 · 19:42 UTC
Congratulations! I’m sure you’ll make an excellent father. =)
19. Apr 2009 · 19:42 UTC
Congratulations! We have an LD baby! It’s like we’re all parents…assuming that doesn’t scare you. B-)
dcower
19. Apr 2009 · 19:48 UTC
for a small price, i will purchase your infant
dcower
19. Apr 2009 · 19:48 UTC
please contact me with details of infant,
19. Apr 2009 · 19:52 UTC
…What?
19. Apr 2009 · 19:52 UTC
congrats to you both :)
19. Apr 2009 · 20:10 UTC
Judging from that picture you really should have noticed before today!
mirosurabu
19. Apr 2009 · 20:17 UTC
Meh. We’re already thinking about abortion. She does not seem to have extremeties. Hopefully, that ultrasound scan was wrong.
21. Apr 2009 · 06:01 UTC
I’m so sorry…

I lied, here is progress:


Ok, I said I wouldn’t post progress, but I’m happy with my progress.  The clouds I put there in the very beginning, and it’s on my list of things to change.  Currently the game is playable, and I would say just a hour’s more work or so.  Major, major thanks to sfxr, as it was very easy to make the needed sounds, and it gave me a great moral boost as sounds made the game seem to have so much more progress.

Right now I’m going to go microwave some burritos, eat them up, and finish the game.

Tags: Mood Fo Llaw

Final: Solar Lift

UPDATE: Windows binary added.

Well I was counting on working down to the last minute, but I have to quit for the day so this is going to be the final version, 5 hours before the deadline. The game is “done” in the sense that you can win and lose, but I wouldn’t really call it complete, there’s a list as long of my arm of things that need to be fixed up and added. All the art is placeholder, which especially hurts. Spent waaaaay too much time on the tech.

So overall, success! I made a game in 48 hours. This was my first LD and I had a blast, I’m definitely doing this again. And I’m definitely going with a simpler game next time. I think Solar Lift has some good ideas, but 48 hours wasn’t near enough time for me to experiment and pull those ideas out into a polished, enjoyable game experience.

The game is written in Gosu with Ruby. Intro is lacking, so here’s instructions: the goal is to rescue stranded people off the plummeting planets before they are consumed by the Advancing Wall of Doom. WSAD moves, left mouse shoots, spacebar fires your super laser blast. Rescuing people charges your laser, bullets are unlimited.

>> OS X Download <<

>> Windows Download <<

Source Code

Tags: final, first-timer, gosu, ruby

Bunny Press – FINAL

Bunny Press final screenshot

Download the zip file
OR
Play online right now!

Dev log below:

— day 1:

06:09 am:
Just woke up. Advancing wall of doom, eh. Right.
First, I google image search to see if I can find any inspiration..

06:49 am:
Got the game idea. You’ll play a care taker that tries to keep a bunch of bunnies alive in a room with advancing walls.
There will be blood.

08:00 am:
Sudden doubt. This isn’t going to be very fun, is it? Craaaap!

09:06 am:
Ok, I’ve got an animated main character now, and you can walk around.
I should start adding some bunnies. Or levels. Or.. arrrgh!!! I should make a todo list.

09:32 am:
I think I’ve figured out how to do the graphics now. It’s a pseudo 2.5d deal where sprites really are 16×16 pixels,
but are rendered from 16×24 pixel blocks.
Should look ok. =)

09:57 am:
Great, level collisions are in and seem to be working. I should add pushable blocks next.

11:45 am:
Pushable blocks are working, and so are the huge crushers.
Well, they don’t CRUSH yet, but they at least shove things around and stop when blocked.
Time to draw some bunnies, yay!

1:17 pm:
There are jumping bunnies now.. Eight colors of them!
I’m STILL not sure how this is going to become a game, but we’ll see.

2:52 pm:
Spent some time working on a title track. It’s very bad, but at least it’s music.
I made a silly title screen for the game with a scared bunny, and came up with the name “Bunny Press”.
Lovely. =D

— day 2:

9:37 am:
19 hours to go. I just woke up.
I think I’ve decided to turn the game into a turn based puzzle game instead.
I guess I should just be bold and do it.

4:32 pm:
12.5 hours to go. I list inspiration a lot and spent the day with my girlfriend. I ate a kebab!
I decided to finish the game regardless of if it’s fun or not. This should be interesting.
I’m sticking to the real time plan.

5:23 pm:
I’ve added particle effects for various crushes, like crates and bunnies. I HAVE to add gameplay now.

5:41 pm:
The bunnies now avoid the player in a fairly interesting way. It’s still not a game. 😉

6:53 pm:
Oh snap, after chatting a bit in #ludumdare, I just realized the game is about the PLAYER surviving,
not the bunnies. The bunnies are SUPPOSED to die. 😀

7:44 pm:
Time passes very very fast. There’s a bunch of blood effects now, but still no gameplay at all. I need to make it
possible to finish a level, AT ANY COST OMG! Crap.

8:08 pm:
There’s ice now. It’s slippery, but only for the main char.

8:22 pm:
Locks and keys! And a level exit that doesn’t really work yet.

9:07 pm:
The level exit works, the intro screen is in place, and there’s a small level splash screen as well. I think it’s
time to start building levels.

9:44 pm:
Things are going pretty well. I’ve got three fairly interesting levels done, and I think I’ve actually got a game
here somewhere.

12:38 am:
11 levels done, and I added sound. I think it’s time to call this a game and wrap it up.
Phew. I can’t believe I made it.

Tags: final

Comments

20. Apr 2009 · 13:10 UTC
Super! but ARGH needs retry button. in the level where the key gets moved away. I wasnt able to retry
Notch
20. Apr 2009 · 13:35 UTC
Yeah, I missed that. :-\
20. Apr 2009 · 15:35 UTC
This is a really great idea.. and hilarious in action. I got stumped on the back and forth level or whatever it was called.. couldn’t lure the bunnies out in time to escape. :)
TenjouUtena
21. Apr 2009 · 01:16 UTC
You gonna post source somewhere?
21. Apr 2009 · 09:15 UTC
Yeah, is this open source regarding code and/or art? – Just curious, because I would then post about it on FreeGamer (open source games blog)
21. Apr 2009 · 11:07 UTC
No, it’s not open source.
21. Apr 2009 · 11:13 UTC
Actually, I just noticed that source code is mandatory, so I will definitely be posting the source code tonight. Sorry about that.
22. Apr 2009 · 05:42 UTC
2bad
ParkerFarker
11. Aug 2009 · 04:57 UTC
None of the download or Play online links are owrking for me. I’m getting the 404 Error. ):

Stickman’s Escape – Final

The second competion game after my MiniLD #8 entry that I finished in time. But I still got some time management issues and I had to cut a lot of gameplay features which I originally intended to include.

So anyway, what’s this game all about? This time the hero in this game Stickman is trapped in a cave where the wall of doom is coming down from above. To rescue himself he has to get to the door at the buttom of the level. But there is one major problem: Stickman cannot jump. But he can use portals.

Download here: http://www.freeze-dev.de/files/games/Stoney_LD14_StickmansEscape.zip (2,6 MB; Win32 and Linux 32 bit binary included plus source code; Readme with instructions and a PDF with some drawings, first screenshot and stuff with like that which could be classified as a very short post mortem.)

Tags: final

First sneak preview demo thingie…

Here it goes, Mac-only and without source so far:

http://www.raschke.de/julian/temp/ld14_demo.zip

This is my moment of triumph. I fear the level design will show that my concept is not THAT well thought out :)

Tags: C++, demo, gosu, mac

abandon compo release

the compo release — you will need Python and pyglet installed.

abandon

While it obviously still needs a lot of work, I’m blitzed to have taken my first game from an idea to some kind of release. It was a lot of fun!

update: After an unfortunately busy week, I’ve finished my post-compo release. Now with more static:

abandon post-compo release

Still no .exe I’m afraid. I do appreciate that people have tried the game, and I should have included some kind of warning that the original release was rather unfinished, apologies for that. However I was unsure if I should reply to the comments, as I felt that I had committed to what I released and I wanted it to stand on its own, admittedly somewhat stunted, two feet. The new release includes most of the features I originally had planned. Now back to playing the rest of the games!

.exe update: Now you can get a Windows .exe bundled either as a .zip (about 9MB) or as a tar.gz (about 4MB).

abandon_windows_exe.zip

abandon_windows_exe.tar.gz

Tags: final

Still making steady progress

title screen and menu done, ending done, now just some sfx, and some script cleanup

WALLS OF DOOM!

Hello Ludum Dare.. this is my first entry and first post! I was supposed to be sprinting on something else, but this was just too darn much fun. I spent a bunch of hours looking for suitable haskell libs, but they aren’t there yet. I ended up going with pygame. I last touched it some years back, but had forgotten everything. It was a pleasure to work with!

This is a very minimal “game”, but the point was to go through the exercise and Ship Something. It has been tested on mac os leopard with python 2.6/pygame/opengl from macports.

Source zipfile: wallofdoom.zip ,
darcs repository: http://joyful.com/repos/wallofdoom.

Tags: final

Comments

19. Apr 2009 · 20:50 UTC
PS my high score: 27.
TimS
21. Apr 2009 · 00:49 UTC
no… Windows? mwaaaah. I’ll hook up the old mac. :(

Stomp – Final

First time entering an LD and I’m finally done! Strengthen your wall of doom and see how much of the city you can destroy.

There are a few glitches but none that would be game breaking and also there’s no sound. If the game doesn’t run you may need to use flash player 10.

Play Game in a browser

Download Source:
gzip
zip

Tags: final, flash

The Haunting – Final

Here it is, “The Haunting”.

Game includes all instructions and 12 levels of gameplay. In fact, this is my most complete game in terms of gameplay for a 48-hour compo.

screen12.jpg

Game can be downloaded from here: Covenant_LD14_Haunting.zip (6 Mb)

C++ source for game and framework is included in the zip file.

While making the levels, I’ve found some bugs, unfortunatly… It’s possible to get stuck on a level (doesn’t happen too often) and sometimes some possessed walls disappear.

Anyway, the game is actually fun (for me, at least)… Reminds me of those old-school games, where it was all about the gameplay…

For the first time in a LD submission, I didn’t make any music for this… Wasn’t inspired enough to do so, which sucks… The sound, although it was done very fast (with SFXR), is also not the best I’ve done (the funny sounds I usually do with my mike work better)…

Anyway, hope you enjoy, and feel free to send comments my way!

Tags: final

Comments

19. Apr 2009 · 21:42 UTC
Looks fascinating from the screenshot! Congrats on finishing!
TimS
21. Apr 2009 · 01:59 UTC
btw… after closing your game… the sounds just keep… on… going. aaaaaaah!

Nice experiment, didn’t work out

So I thought I was in with a chance of submitting something, while travelling in trains and planes … but it’s not gonna happen. Here’s the rundown:

In about 5 mins I decided to write a simple game based on the garbage compactor scene from one of the Starwars movies.

2 hours on the train from Florence to Rome, I wrote most of the engine in Processing on my little Eee PC.

Then I went and saw the Colesseum, Pathenon, Trivi Fountain etc. Walked lots, slept well.

Then, on the plane from Rome to Hong Kong I intended to finish the game … problem – the power sockets on the plane were malfunctioning, so I only had 2 hours of laptop battery.

Result: I’m here in Hong Kong, without a compatible power adapter, and an almost ready game stuck on my flat laptop. Ah well … it will be late.

Pic of eaten airline food (too hungry to wait):

http://twitpic.com/3mkn9

Tags: foodphoto

The extravagantly excellent game about a ball shooting walls extreme hd turbo remix plus alpha EX 2000: the legacy: the movie: the game

Yes. That is the title of my game. I got really lazy with the game at some point and decided to just finish it up quick so I’d submit at least something. It sucks, I know. Instrcutions are in the game, read them, and prepare to suck at the game. ‘Twas fun making, hope you enjoy it.

http://up.servut.us/14746.2jlwrw

Screenshottie

Tags: final, tigs

Comments

FenrisWolf
19. Apr 2009 · 21:52 UTC
Man, I thought my game was going to have the longest title. Oh well…
11. Sep 2009 · 09:04 UTC
I like the title of your game very much…. although there will be very little people who will be able to remember it to spread the parable of The extravagantly excellent game about a ball shooting walls extreme hd turbo remix plus alpha EX 2000: the legacy: the movie: the game.

I’m done!

Whew.

There were some more things I wanted to do, but on the other hand, I’m tired. Today wasn’t as productive as yesterday but I did get some music made and added some more walls, and general polish. Enjoy!

Play in browser

Windows EXE

Source zip

Flash sometimes has framerate issues when you view it in the browser, so if that happens please use the EXE or right-click-and-save this SWF and open it locally:

SWF file

Tags: final

Comments

dave
19. Apr 2009 · 21:39 UTC
Fun game, but seems impossible to kill the bad guy. Score would be nice too. Still was fun for a few minutes!
FenrisWolf
19. Apr 2009 · 21:52 UTC
Wow, that was really fun. I was confused at what to do at first, but then felt accomplished once I had figured it out. The music was really well made, and didn’t get annoying. I had a lot of fun with this one!
Cosine
19. Apr 2009 · 21:52 UTC
I can’t kill the third guy, you can’t get onto a platform high enough to get over him!
rob
19. Apr 2009 · 21:53 UTC
It’s possible, guys, you have to be clever 😀
lokijki
20. Apr 2009 · 00:24 UTC
Heheh, figured out all the walls. The last one was really clever.
20. Apr 2009 · 09:00 UTC
This is awesome =D
20. Apr 2009 · 13:00 UTC
Neat! Kind of too easy and the key input handling is kind of suck (multiple buttons at same time) but the game is super weird 😀
minasss
21. Apr 2009 · 06:12 UTC
This one is great! really fun to play :)

congrats
farvardin
01. May 2009 · 11:39 UTC
Loved your game, I’ve just finished it. Hope to play more levels :)
29. May 2009 · 18:39 UTC
Rob, apparently you don’t have an email address I can write to. If you have any place to do it I’d appreciate a link back to the mini-review, you can find it through the pingback here. If you don’t well don’t worry about it.

Wall Wrecker is a go!

Well, it’s not the most imaginative idea but I’ve finished something in good time so I’m happy and I’ll be even happier tomorrow if I’m not awake at 4am local time so this is it.

Screen shet

Introduction
Pilot your space going bat and destroy the invading alien wall before it reaches Earth. Only you can save all human kind.

Destroy all the bricks in the alien wall by hitting them with your nuclear ball bomb. Note that some bricks require more than one hit to destroy them and some are invulnerable. If you lose you bomb or take too long the alien wall will advance if it advances too far then Earth is doomed.

Controls

Left / Right arrow to move bat
Space to fire ball
Tab to pause game
Escape to quit

Requirements
Python 2.5 (2.4 should be fine)
Pygame 1.8.1 (1.7 should be fine)
Patience

Download
http://patenall.org/temporary/LudumDare/RobotGuy_LD14_WallWrecker.zip (1.1MB)
Sorry, no Windows exe (of course being python the source should work fine if you have python and pygame).

Tags: final

Comments

25. Apr 2009 · 03:00 UTC
as with all py, it won’t run, even tho i have python 2.5 pygame 1.8.1, no error message. ok i ran it from cmd and see the error: “import pygame” but i just installed pygame. ran python gui, which is actually just a text adventure, typed help, it says type help() for interactive help, which takes me to a slightly different text prompt, i type import and it doesn’t even have help documents. shnap, this game is hard!

Ludum Dare 14 is over! Record number of entries!

Wow, and that was Ludum Dare 14.

A humongous turn out this year, with a whopping 121 entries for the deadline. Easily a new record for us. A great way to kick off year 7 of the competition.

As usual, voting will last for 2 weeks. Hit the “View Final Ludum Dare 14 Entries” link at the top of the page to view and vote for entries. Only people that submitted an entry will have the option of voting. If we get enough demand on the last few days of voting, we may consider pushing the date back a few more.

If there’s anyone that was maybe unable to upload or link their entry properly, respond to this post or contact the administration inside the IRC chat room, and we’ll give you hand.

The next major competition will be in August this year. Subscribe to the mailing list, or follow our twitter to stay informed.

Looking for more? In the off months we also do monthly challenges called the “Mini LD”, where Ludum Dare veterans give you a theme to try making something from. They occur usually on the first weekend of every month, but do stop by to double check. See the Wiki for more information.

Congratulations, and thanks everyone for making Ludum Dare 14 a huge success.

– Mike Kasprzak (PoV)

Speed Blazer *Final*

Speed Blazer is a game where you must race for as long as you can avoiding the walls (of doom) to get the highest score.

Controls

UP key to accelerate

DOWN key to brake

LEFT/RIGHT keys to move sideways.

Preferred Method to play is via Java Web Start at http://bossattack.com/games/speedblazer/speedblazer.php this should work for (Windows 32/64, Linux 32/64, Mac OS)

or download at http://bossattack.com/games/speedblazer/speedblazer.zip (Windows and Linux)

Tags: final

Comments

minasss
20. Apr 2009 · 06:52 UTC
trying to launch from web start I got this exception

Non-Advancing Wall of Failure!

Well it looks like the only advancing wall of doom in my case was the deadline which, unfortunately, has caught up with me. I’ve not managed to finish anything even resembling a complete game this time :(

Final screenshot:

My idea this time round was definately too ambitious for the timescale. I was trying to make a simulator game, which because of the nature of the thing, just isn’t playable until all the components of the game are in place.

What I was trying to do was create a rolling-wall-of-death-fortress simulator with an ecosystem of employees to keep happy in order to drive the fortress forward and crush larger and larger settlements under its treads as the game goes on. What I’ve actually ended up with is a system where you can place rooms and people and watch the people die very quickly due to the lack of food. You must place tracks to support additional rooms.

Here’s the zip with source, screenshot and windows executable:

ld14awod_frimkron.zip

Note: python 2.6 and pygame are required to compile the source.

I’d really like to go back to the game and finish it some time – I felt that I managed to keep on top of the code quite well, in terms of keeping it managable and not like a big ball of mud. I guess clean code doesn’t get the job done on time 😉 Hopefully I’ll be able to find the time to work on this some more at a later date.

That is, after I’ve finished playing all the awesome-looking entries that have caught my eye over the last 2 days :)

Tags: bed time, final, gave up