LD14 April 17–20, 2009

doomdoom

play it here

  • to start playing, click into the game window, then use then left, right, space, escape keys.
  • to jump higher, you have to wait. just rest on a platform till the blue bar on top charched up enough.
  • the levels are badly randomized, and not properly tuned yet. so if you got stuck: choosing menu > new game might help.
  • there’s no end.

(playable, but not finished (yet))

source (mirror)
(needs FlashDevelop / Flex 3 SDK )

Tags: final

Deathbeam

Update: For anyone who isn’t judging for the compo, you should get the patched version here with better performance and fixed collision edges.

Windows If you get a “This application has failed to start …” error, you need to install vcredist_x86.exe.
Mac

Python source
(python2.6 + pyglet)

Instructions:

Update: Visual instructions here.

Aliens have invaded and are exterminating the humans! Their massive deathbeam is tearing across the world, destroying everything human. It’s up to you to save them.

You are the white dot, and you have a jet pack. Use left-arrow and right-arrow to walk, spacebar to jump.

Grab the other colored pixels and take them to the rescue teleporters to send them to safety. The more people you deliver in one teleport, the more points you get. Some humans are worth more than others!

Getting hit by the beam will kill you and other humans. Your suit protects you against the turret fire, but the civilians aren’t so lucky.

Tags: final

Comments

20. Apr 2009 · 09:20 UTC
i had fun playing that. it seems relatively nicely balanced.
jph
20. Apr 2009 · 11:53 UTC
ha, very fine game! is there any way to get fullscreen?? the camera shake is a tad bothersome,. but perhaps adds to the tension.., nicely done!
20. Apr 2009 · 12:21 UTC
Didn’t get a chance to add a fullscreen command line option for the exe version.
20. Apr 2009 · 15:40 UTC
Good game. Did a little review of it on my site (thanks for notifying me of the update). A couple of complaints now that I’ve played it more. Collision detection is off, are you only checking the walls? more than a few times I’ve been flhying through the walls, which isn’t always a bad thing. Also rescuees that you take with you at the end don’t seem to count towards your rescued total. Also the turrets are frustrating. Seems impossible to dodge them. Do shot humans no longer count as rescued? Kind of cheap having so many there at the beginning.
20. Apr 2009 · 15:51 UTC
The update should fix the collision bugs. In the rush of things packaging the release I missed adding edges to quite a few of the tiles in the last section, but I went through the map and added them for the update.
27. Apr 2009 · 04:39 UTC
I just saw this on this week’s episode of Bytejacker. It seems fantastic, what a great choice of content.
12. Jul 2009 · 18:03 UTC
i relly like ps2 games because it makes me feel good when i am in a bad mood

Save the Sheep online version

My game can now be played online here:

http://www.wieringsoftware.nl/ld/SaveTheSheep/

I’ll probably also add a post-compo version with Mochi highscores.

This is how the game works: you are the yellow circle and you must save the sheep from getting caught by the lava. You can move around with the arrow keys (or wasd) and push blocks and kick sheep. The sheep need to go to the dark green zone all the way at the right. You’ll need to divert the lava to have enough time to get the sheep in safety. To do that, make walls to hold the lava for a while. The darker blocks will decay first, so you know where the lava will be coming out next. Be sure to use at least one of those. If you don’t, all blocks will break simultanously and you won’t have a chance!

All sounds and music were recorded during the competition. The background music is from an orchestra rehearsal yesterday (I’m not completely sure if that’s allowed).

Comments

telaviv
20. Apr 2009 · 04:09 UTC
Music was good. I didn’t really get a feeling of doom though. I was hoping the lava would advance. Instead the game just abruptly ended

Sucky

So yeah, got my first comment on the game and I thought I would respond to it (and all future comments). This game is not fun and didn’t get at all where I wanted it to because I literally only had 8 hours to spend on it. I made the sound effects in 20 minutes (so I guess they suck too) and was unable to test them out to see how I liked them (sound effects are usually really important to me in my games). The levels are definitely designed like a 3-year-old did it and I absolutely did not succeed in making a fun difficulty curve. I also was not at all able to make the ship control very good… in fact losing both of your wings doesn’t even seem to do much in that department. Plus the static from losing your antennae is way crappy.

But, I still had a bit of fun rushing to make this and I still think it’s a pretty cool concept. It’s also a bit pretty and maybe you can play it and ruminate over how it has the potential to be a fun game. :-)

Either way, thanks for playing!

Comments

5parrowhawk
20. Apr 2009 · 22:58 UTC
I guess I was a bit harsh. Sorry about that.
21. Apr 2009 · 15:08 UTC
Hey, thanks a lot for giving me more detail. I’m totally okay, don’t worry – I’m by far my worst critic. What you said was right on par with what I had already in my head. I’m pretty sure I’m going to go back to this and work on it some more.

SuperShred – Readme

I didn’t get a chance to post any comments in my entry post, so I thought I’d do that now.

It’s a sort of typing practice game.

The object of the game is to type the phrases that appear on the screen, scrolling from right to left.  As you type, you get points on an increasing scale.  One point for the first character, two for the second, three for the third, and so on.  The longer the streak, the more points you’ll earn.  However, if you hit the wrong key, you’ll lose your streak and start back over at one point.

That’s not all.  A little bit after you start the game, a SuperShred shredding device will start to make it’s way from left to right, waiting to eat the phrases you’re typing.  If at any point the untyped part of the phrase hits the wall, the game is over.  Every mistyped key will increase the speed of the SuperShred, bringing closer the inevitable conclusion.

You can get a minor reprieve, if you successfully type ten phrases.  It will reset the shredder back to the default speed.  You cannot get back your lost working room though, so you would do best to get to that tenth phrase as soon as possible if you make any mistakes.

The game was written in Java and requires the Java 1.6 runtime.  Let me know if you have any problems getting it to run.

Tags: ld48_14, supershred

Sky Upon Us – tiny bugfix

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:

Sorry about that!

Tags: Arrows, bug, fix, LD14 - Advancing Wall of Doom, Sky Upon Us, wall

Happy Blob is Unhappy! – Timelapse

Here’s the timelapse for my LD entry this time around. http://www.youtube.com/watch?v=X6TqFZE7Y14

The webcam flickers a bit due to issues with OpenCV but it’s mostly not noticable. It doesn’t include about the first two hours of drawing during which it didn’t work and I didn’t realise and it doesn’t include writing music/sound as I still haven’t been bothered to get it running in Windows yet. (I use Propellerhead’s Reason for audio)

Tags: blob, timelapse, wall

Comments

TenjouUtena
20. Apr 2009 · 12:09 UTC
What IDE are you using there?
Fiona
20. Apr 2009 · 12:19 UTC
Emacs.
Fiona
20. Apr 2009 · 12:20 UTC
Which isn’t really an IDE.

sob sob

got the main core going

got the idea for the intro (the real funny part of the game)

discovered that I have really no artist capabilities

got some beers with friends + GF

got to play pool with friends + GF

remembered that I’m f…ing late

ok, maybe I’ll be more lucy/productive nexttime

well at least I have a lot of games to try and judge :)

Tags: Add new tag

Comments

20. Apr 2009 · 08:30 UTC
well.. ya win some ya lose some. Like you said, lotsa games to play and judge this weekend.

Deathbeam 101




Aliens are attacking. This is the mothership.



It’s charring humans left and right with its deathbeam. How rude.



This you: Rescue Bot XLD-14Z. You’re the humans’ only hope.



You can pick up humans and use your jets to carry them off to safety and wellness.
left & right arrow to move
space to jet



Drop humans at the teleporters to beam them to safety. Teleporting many at once earns you extra points!



Some humans are worth more than others. This one, however, is boring. He is worth only 50 points.



This is a scientist. Scientists are worth 250 points.



This is Mr. President. The humans’ leader is worth a whopping 1000 points, robot.



Watch out for alien turrets. Your armor protects you, but humans aren’t so lucky. Poor guys.



Rescue as many humans as you can and use the rocket booster to escape to orbit!

Comments

20. Apr 2009 · 09:42 UTC
i love the little cropped instructions on this post. Very nice.. looking forward to playing this game!
Eckolin
20. Apr 2009 · 09:45 UTC
The floor is invisible for me.
20. Apr 2009 · 13:47 UTC
Wow, pretty awesome. More sounds would be more awesome :)
21. Apr 2009 · 02:50 UTC
Very cute!

I can see great potential out of it.

:)

Squeeze Maze as a browser game

Hello,

I have Squeezemaze up on scratch’s site.

http://scratch.mit.edu/projects/Mike_W/495022

It’s a java applet that runs it (technically the java applet runs a squeak interpreter) so I think windows, linux and Mac can play that version of it.

Tags: browser, final, linux, mac

Comments

20. Apr 2009 · 16:33 UTC
collision is a bit wretched,but i’m still impressed with what you managed to do :)

Small fixes for people that could not play.

screen6

Made a small fix for some people that couldnt run the game due to shader requirements.

I lifted said requirement, but its untested. Please let me know how it works out.

Also added a fullscreen version.

Same url here:

X0utFinal.zip

What if they never stopped building IT?

What if they never stopped building IT?

What I learned with this LD is that 12 hours is not enough to develop a game, at least for me. For first day the competition my only progress was that I had the idea for a game in the theme of “Advancing Wall of Doom”.

My toughts during innovation followed path quite similar to this:

  • What is the best known wall of the world? – The wall of china!
  • How it may cause DOOM? – Of course it would have caused DOOM for all mankind if the chinese people hadn’t stopped building it! Sooner or later it would have covered entire face of the earth!
  • The construction material for the “uber wall of china” would come from other human made constructs (cities and protective walls in my game) . The player tries to protect his cities by building his own walls (inferior to “uber wall of china” of course). Too bad that the hard working chinese workers can also use steal protective walls for building material, thus making the construction of their WALL OF DOOM even faster.
  • The gameplay would have been an hybrid between Amiga game Masterblaster (the advancing “spiraly” wall) and the game classic Rampart (building your own walls using wall blocks not entirely different from tetris). The gameplay should be rather hectic and emphasizing on intuition rather than logic.

So what did I manage to complete in 12 hours. A lot, if you look back:

  • I managed to set up dev enviroment on my secondary Ubuntu Jaunty box, consisting of MonoDevelop, SDL.NET, GIMP, Audacity, ffmpeg and others.
  • I got a world with advancing china wall, (for now) invisible chinese workers, dwindling cities and basic wall placement rules.

I’m missing:

  • Protective walls for players and mouse controlled way of placing them in Rampart style.
  • Animated chinese workers who carry bricks from cities and player walls to their own wall.
  • Score counting. Every tick with cities gives you points, when all the bricks from the city have been stolen to the chinese wall, points are no longer gained.
  • Menu, hi-score and some sort of winnablility.

Perhaps I will complete game project later this week. Well see.

Video of the “toy” version of the still incomplete game (not playable or winnable):
http://www.youtube.com/watch?v=fn-EVAtI2xw

Timelapse of my 12h:
http://www.youtube.com/watch?v=80kwKIIYsCk

Tags: .net, incomplete, mono, SDL

Snap To Grid walkthrough/gameplay vidja

The screenshot I posted with my entry was so ugly and distorted and the game was overall so impossibly hard that I decided to upload a video of how to beat it. Silly, but who cares.

Watch it here! I’m not sure if you can embed videos here, so you’ve got to use the link.

Overall I must say that I enjoyed the compo this time a lot, even though I was waiting for a different theme… 😉 There have been many very cool games, too!

Black Hole Comming – Fixed

Hello,

For all of those that want to try my entry and found an import error, i fixed it (it was caused by pymunk, i forgot to remove pymunk import from code).

I also reduced the zip package by half it’s original size by removing useless files and version control info. So for you that already download the broken version it will be less pain to download it again.

Download

http://bannergame.googlecode.com/files/rollbak_LD14_BlackHoleComming_Fixed.zip

Here it is also WIN32 .exe:

Download WIN32

Here is a screnshot of my entry running in Windows XP (at work pc..shhh):

Tags: fixed, LD14 - Advancing Wall of Doom, updated, win32

Windows port

After several hours of screams, cursing, tears and mild violence towards inanimate objects I have a windows binary for your enjoyment. In case it doesn’t work for you, (which wouldn’t surprise me that much :( ) you can shove it up your… 😀

Download

Tags: glacier of doom, motivation, windows port

Comments

Zak_Spark
20. Apr 2009 · 13:23 UTC
It says 403, forbidden.
20. Apr 2009 · 14:13 UTC
Hey, tag this ‘motivational’, will ya?
20. Apr 2009 · 14:15 UTC
Gack. Strike that. ‘motivation’ !
20. Apr 2009 · 14:36 UTC
Added the tag and fixed the download.

Timelapse – The Haunting

Here’s the timelapse for my entry… Text got cut off in someplaces because of the font I used… :\

Timelapse

Tags: timelapse

Darkness Game

http://www.zshare.net/download/5889969025612f1d/

The forces of light have killed your master, you have to go to the inner Sanctum to revive him!

The music can be found here:

http://www.ocremix.org/remix/OCR00498/

The game runs in fullscreen, at 1024X320 . After multiple attempts, I still can’t get this image to appear in 1024X320, so I give up.  PICTURE IN CORRECT RESOLUTION:

http://img7.imageshack.us/img7/9735/darknessgame.jpg

EDIT:  This post was made on time.  It would have been up sooner but I’m new to the word press system, and didn’t realize you have to hit “Publish” Instead of just save.

Tags: final, LD14 - Advancing Wall of Doom

Comments

necromango
22. Apr 2009 · 03:18 UTC
Fun game, great atmosphere.

Journal #too many. The final countdown.

22:43
Continuing sprites.

01:25
All boni have sprites. The ice and the sea are colored too. The bullets now have trails of smoke.

02:15
There is an island and a bunker on it. How come that took me 50 minutes??

Here stops the log because I clearly had something else to do than write a log… But this is what happened:
I drew the sprites for the collectible boni, which took a while. Then I made the seal sprite. I realised it was so small that I could cheat and rotate/flip it to make 3 other directions. Then I made the sprite used for the last two direction, and the code to take care of the drawing depending on the angle.
At that point I was supposed to do the same for the bears, but I realised it would take me took long, so I delayed indefinitely. Instead I made the opening screen.
Then some sounds, really fast with sfxr. I decided not to lose too much time with that. Actually I *was* fast. In maybe 20 minutes it was done.

Came the terrifying moment of parameters tuning and play testing. I must confess I didn’t do too much of this, so there is a chance the game is too easy, or too hard.

Then I had one hour left, and thought it would be awesome to make music while checking nervously the clock and all the people on IRC saying that they were done already. It went pretty well too.
Now five minutes before deadline, it was time for packaging. Which, with Löve, is supposed to be as simple as zipping stuff up and posting it proudly on the dev blog. Heh, something *had* to go wrong. The “compiled” game didn’t run. Cause: I used Lua modules to divide the game in several files. Worked OK as long as the running directory actually contains these files. Once inside the .love file, you can access them only with Löve’s special require function. So OK, I changed that. But then something else broke. The game half worked. Some stuff was there, some was not. The biggest weirdest Heisenbug I had ever produced. After half an hour of not finding the problem I still posted the game, instructing to run it unzipped (which forces people to install Löve, which I knew for sure would discourage 90% of them).
When I still didn’t find anything, I went to bed, at about 8:30.

A good day’s sleep later, I tried again to beat the beast. And it took a while. Finally, the problem was as follows (non Lua people, you may skip). At first, I used modules to separate my app states (menu and game), so every variable created inside of them was stored in the corresponding table. When I had to switch to non module separate files, almost nothing changed: instead of being table members, all new variables were simply global. Since I did happen to have no variable collision, it didn’t change anything. Except that one variable did collide, “debug”. debug is a standard Lua table, and overloading it with my debug boolean switch did screw everything up. I suppose that Löve uses these debug functions.
So all this time I just had to rename debug to debugmode and tadaa.
Packaging followed.

Now I have to play the 122 other games.

Tags: journal

Comments

Banni
20. Apr 2009 · 15:01 UTC
I had exactly the same issue, with minutes to go. Thanks to some helpful advice from IRC, I found that if you are using ‘require’ to link multiple .lua files, then you must use the full filename (with extension) to make it work in the .love file.
Tenoch
20. Apr 2009 · 16:03 UTC
Unfortunately it was more complex than that… My other files were not just plain code, they had a module structure, which doesn’t work quite well with love’s require() function…

But I converted everything back to normal files, and indeed used the full name with love’s require. Then the other bug came =)

Ah, coding is fun.

TD@tEotT strategy and spoilers

I’ve fixed some bugs in my game, and posted a strategy guide/spoiler sheet for it on my blog. The link provided in my final post still goes to the Ludum Dare version, bugs and all, but if anyone likes the game, has already voted on the official version, and wants to play an ever-improving, less buggy version of it, it’s at:

http://www.benefactum.ca/flex/dark_tunnel/

The blog post with better explanations of how everything works is at http://www.benefactum.ca/wordpress/

TD@tEotT… How’s that for an ugly acronym, incidentally?