LD14 April 17–20, 2009

Dying in Context

Good morning friends!

For anyone who feels like playing a very unfinished game, here’s the state of mine as of last night. The beginnings of the gameplay are there: notice now as you switch between your senses, sometimes you experience portions of the outside world. That’s what the deathbed experience is all about.

I have like 10 things on my list for the next 12 hours, so I better get to work.

CLICK HERE TO PLAY THE WORK IN PROGRESS IN YOUR BROWSER.

Click to Play

Tags: browser, closing my eyes, deathbed, demo, dying, flash, prototype

Comments

19. Apr 2009 · 12:35 UTC
surprisingly good! (thankfully I missed the tags before playing ;p )
19. Apr 2009 · 12:49 UTC
Thanks, Stephen. A compliment from you means a lot to me. :)
Endurion
19. Apr 2009 · 16:46 UTC
I can’t see the text, there’s just plain boxes in their place.

Failure, though I’ll keep going.

I’ll keep going since I’ve always submitted something to each LD I’ve done so far. The natural place for me to cut stuff out is AWOD (the advancing wall of doom) eating things, upgrading, and sound/music. So I’m going to rush to get AWOD shooting beams from his face, and blowing things up, and only if I can get that done will I add more.

As it is, it’s obvious to me that I underestimated the difficulty associated with starting with an entirely new set of tools in every way. TileStudio still rocks my socks, but Wiering’s basecode (though obviously very well designed) is too sparsly documented for a competition like this, where you need lots of documented examples to work quickly. The switch to flash itself was more difficult than I thought, and then deciding to go with haXe, which has fewer tutorials, was another debatable decision. As it is, I now think I know enough about haXe/flash game development to do a 48 hour game competition, but I’m 36 hours too late to take advantage of it. Ah wells. Lessons for the future.

Drag the Wall

Ok this will have to be good enough. I guess I’ll call this game “Drag the Wall”, because that is what you do. Your aim is to squish the bloxes that run around (imagine that they are humans!) while avoiding the “defenses.”

Drag the Wall

Drag the Wall (Windows, 2.5 MB)

Tags: final

Comments

20. Apr 2009 · 08:28 UTC
You should have called it “You Have To Drag The Wall” 😀

Standard Waiver

Yeah, I know it’s not the catchiest title. But it’s done! Explory first-person thing. I won’t spoil it with a description.

Thanks to my unstable connection tonight getting this thing online felt like more effort than actually making it. Three cheers for Morre for helping me finally get it uploaded.

Download (win + source)

As well as being my first LD entry this is also my first game made in Construct. I’m fairly happy with how it turned out. There’s still one odd problem with sprites sometimes obscuring each other and I could probably dress up the level transitions a bit, but I’m totally out of steam for tonight. I might get to it before the deadline in the morning but I think I’d probably rather sleep.

Tools: Construct, Goldwave, Paint Shop Pro 7, and a bottle of knockoff Lifesavers (they make terrific crunching and ambient wind noises).
Total number of Construct fatal errors: 16.

(If you get errors trying to run the game, please try updating DirectX. It seems to help.)

Tags: final

Comments

19. Apr 2009 · 12:51 UTC
Cheers to you for making 3D game using 2D game development environment.
Tommo
21. Apr 2009 · 03:03 UTC
You are from Guang Zhou ? (I find on the worldmap)

Are you a chinese?

I’m from Shanghai.
Radix
21. Apr 2009 · 03:41 UTC
I’m living in Guangzhou now, but I’m Australian.
21. Apr 2009 · 06:51 UTC
I see.

I used to have a short trip to Guangzhou with a Australian traveller.

Quite a long while ago.

Good Morning, lasers.

Photobucket

Something I meant to show yesterday, but the Internet was b0rked. So here are the Deadly Lasers of Doom.

Shower, Lunch, and Seven Hours Left

I had a good night’s sleep, got some coding in, and have decided on a plan of attack that should result in a completed game. But I have less than 7 hours left. It’s going to be tight.

First, I moved the laptop from the living room to my office. I had to clear a place for it on my desk, which meant moving papers and books to the coffee table in the living room, but what’s the point of having a dedicated work space if I don’t use it? It will be a lot easier to focus just by knowing I’m in a place to do just that.

Second, I showered. It’s almost subconscious, but knowing in the back of my mind that I hadn’t done so today is distracting.

Third, I had lunch:

Peanut butter and Nutella sandwich

That’s an awesome-tastic peanut butter and Nutella sandwich that I washed down with apple juice. Note the shout out to all LDers, everywhere, especially those who are essentially making an entire game in the last 7 hours of the competition. This sandwich was for you.

So, I’m clean, I’m full, and I’m in an environment conducive to hardcore concentration and hacking.

Now imagine I put on shades when I say, “Let’s do this” in as bad-ass a way as possible.

Let’s do this.

Tags: badassery, foodphoto

Clock is ticking..

screen4

So far I have a handful of levels. Needs way more. Still a little coding to do also. No sounds, no models.

The pressure is on!

Spacewalls update

I’ve made a quick update to my entry, to fix a minor api misuse that prevented it from working on someones’ machine last night:

http://www.ludumdare.com/compo/2009/04/18/i-hereby-dub-the-spacewalls-final-entry/

Still planning on:

  • Pulling out the starfield with something homebrew after a bit of time in photoshop — if I get the time.
  • Virtualboxing up a windows executable.

If anyone tries to play the game, leave a comment! I’m a bit paranoid that it only works on my machine…

For now, I’m off to go snowshoeing in a National Park!

final day

ahhh, breakfast!

Tags: coffee, food

Comments

19. Apr 2009 · 13:17 UTC
I read that as Coffee and Chicken, which sounded very efficient to me.

Breakfast.

Getting down to the wire here. I am still behind schedule, so I probably shouldn’t be doing stuff like this, but I’m still officially eating breakfast so it’s cool. Thanks to my awesome girlfriend Gail, I have pankakes for said breakfast!

Comments

19. Apr 2009 · 14:24 UTC
This is one exquisitely labeled deskphoto.

FAIL

Looks like i’ve been using Lua’s tables feature incorrectly, so much of the code i’d written for the past few hours is wrong. One word – oops.

I’d love to sleep on this and figure out a better way to do it in the morning, but i don’t think i have the time, so it looks like i’m dropping out for this round.

I decided to use Lua because i wanted try out the (admittedly excellent) Love framework, but it looks like i didnt do enough research to really master the language. And, ok, Lua could seriously use a few more features…

Anyway, i had a lot of fun, and best of luck to everyone still blazing new, amazing trails through the game-making universe! See ya next LD!

Something of Doom Something Something Non-entry

Right, so I decided to post this as a non-entry. Reasons include laziness and stuff. Here’s my last progress shot re-used as the ‘final’ shot.

While ‘playing’, press keys 1-3 to build stuff:

  1. is a tree zapper, it gets you power for nearby trees. It costs 15 power.
  2. is a mini tower of darkness, it creates darkness nearby. It costs 30 power.
  3. is an attack tower, it shoots blobs of darkness at the poor butterflies. It costs 50 power.

To goal was supposed to be getting everything dark, sort of. There’s not actually any winning condition, but there’s not much other things either, so that’s all right then.

Don’t resize the window (don’t tell me I didn’t warn you).

Download Something of Doom Something Something (Windows binary, uses OpenGL, should work in wine).

Tags: D, doom, GLFW, non-entry, opengl, Windows

Oh damn

Having bit of a problem with particles in multiple viewports. Using the DrawableGameComponent of XNA for it might have been a mistake:

Boosting Graphic Quality

Shaded Graphics!

From someone’s opinion, I shaded most graphics. I didn’t shade the baldies or the windows though, I’ll probably do that last.

Rocks, carrots, particles, no gameplay

Rocks, walls, carrots, particles

The wall crushes everything in its path now, and there’s blood. The rocks will continue rolling for a bit if you push them, the carrots attract bunnies, the player repels them, but there’s absolutely no gameplay still.

Crap.

Comments

sowbug
19. Apr 2009 · 14:39 UTC
That looks hilarious!
20. Apr 2009 · 02:03 UTC
Looks cool. Now add gameplay and replayability!

Sunday Brunch

I just made myself a huge omlette which my sister and I shared today for brunch. Here’s a pic:

It’s a 3 egg omlette with bacon and spanich and bell pepper, tomato, and basil, along with 2 pieces of toast and a scone. As you can already probably tell, it was delicious. I’m pretty happy now. Back to work now…

Tags: food

Rock Bank; Rock your way through the working day!

Hey-ho!

My game is finished! It’s a very simple game, and it turned out pretty decent. Skalle even gave me a neat idea when he asked if my game was meant to be a GH-Clone.

Concept drawing

I wonder what gave him that idea.. Oh well! Anyway, here’s my final. It can actually be played with your Guitar Hero or Rock Band guitar controller, so if you can connect that to your PC, I totally recommend it. Otherwise, you’ll have to hold your keyboard like one, fingers on F1-F5, and strumming with the enter key. 😉

Screenshot from Rock Bank

Enjoy!

Final: http://www.deepflame.nl/ld14/Deepflame_LD14_RockBank.zip

Tags: final

Unnamed Entry

So, here’s my entry. I don’t think I’m going to get any work done today, so I’ll upload it here, and mark it final when it’s done.

There’s not really a lot to it. In fact, the fight game play was never implemented, there’s no win condition, etc. Maybe you can see where I was going with this. Here’s the download. All you should need is python + pygame.

Tags: final

Crusher moving inexorably forward

So it’s animated and playable.  I’m not sure how well the concept actually works as a game, for a few reasons.  The whole idea of “everyone declares their attacks and then they are executed simultaneously” is interesting, but it doesn’t fit into any preexisting molds in my brain.

In terms of how the game plays, there’s so much surface area between players that it feels limiting that you can only move one piece at a time.  Currently, the (dumb) AI opponent can deal with the situation and put up a reasonable fight, but if I make it so that people can input more than one move per turn it will complicate the user interface and I don’t think the “AI” could cope with the change.

I wrote music late last night, and while it works on its own as music it’s really not appropriate for the game.  I should do the sound effects first, then come back to the music with a fresh approach.

Everything\'s pretty much working but the audio

Everything’s too dark and drab.  I should make one of the tile types a little brighter for contrast.

Updates…

Well, my game is almost done… Added gameflow, splash screen, instructions, game-over and hooray screen…

screen12.jpg

Just level design and music to go (already have sound effects, cortesy of the awesome sfxr!)…

As you have noticed (if you’ve followed my posts), I deviated from what was my main goal this time: have enough time for level design and balancing…

Making levels is pretty fast (in 30 mins I can probably build about 10 or 15), but they won’t be interesting unless I play them and test them and all that… Unfortunatly, I won’t have time for that, since my guild is raiding Ulduar for 3 hours now, and I wanna go…

Music is also pissing me off… All my previous entries had music in one form or another, but I’m simply not inspired enough to do anything decent that don’t make a person want to shoot himself in 3 mins… Maybe after my raid I can work on it…

After the raid, I’ll probably have 2 hours of solid work to finish my entry properly (need to sleep, I’m dead tired and I have work tomorrow)…

Looking forward to playing lots of stuff that came around… People really streched this (stupid) topic to the limit… :)

Standoff at dawn!

Particles fixed, added 3 seconds of STARING AT OTHER PLAYER. WHO WILL CHICKEN OUT FIRST? FILM AT 11.

8 milestones to go.

Uber Unmanned Wheelchair Deluxe: Final!

Well, I added a whole lot without journaling about it. :/ Anyways, the game has a total of 10 levels. If you can only find 5, don’t worry. Instead, play some old levels. 😉 Yep. Spinning sawblades. CONTROLS: Left and right to move, up to jump. 1,2, and 3 to operate the main-menu. DOWNLOAD FROM WILLHOSTFORFOOD (becuase ludumdare refused to, for some reason) : http://willhostforfood.com/?Action=download&fileid=63345

Tags: final

Comments

19. Apr 2009 · 15:22 UTC
My head exploded trying to get past the first level. I think the wall should move slower.
Cosine
19. Apr 2009 · 18:00 UTC
Do you think I should include a list of all of the password names, should someone find a level too hard?

Dry run for final tag

My distribution. That is a sticky link to the latest version; I’ll probably be updating it throughout the day.

Changes since last night:

  • Figured out py2exe. If you’re stuck, download my distro and check out setup.py.
  • Added the stuff the LD judges want (gameinfo.xml, screenshot.png, license.txt, readme.txt). Not that I really care whether this game gets judged, but I want to go through the formal steps of submitting an entry, regardless of the game’s quality.
  • A tiny bit of game polish.
So now that all the release-related work is done, I can spent the next 9.5 hours turning this into an interesting game, and in theory avoid any panics at the last minute.

Tags: LD #14 - Advancing Wall of Doom - 2009, notfinal

Gameplay

Yay. Rescue the escaping villagers from the AWOD. Rudimentary AI works, there is already one losing condition and I got a particle system ready. Finally some results.

Prost!

Tags: food, gameplay

Typo of Doom – final

Typo of Doom

Type faster to avoid that advancing wall of doom! You might get to the Hall of Fame, if you don’t make a Typo of Doom.

Download Python source code version

(I might add Win32 binary version later)

I can’t get py2exe to work with Pygame font (or mixer) module. If anyone knows how to do this, let me know.

Tags: final

Comments

20. Apr 2009 · 01:21 UTC
This wins you the Words Words Words Award for making a whole game about typing.
ker
23. Apr 2009 · 08:13 UTC
hehe, typotrainer for the easily addicted

I lost when I couldn’t read the word to the end before the wall hit me *gg*

maybe if no word is fully visible the words should appear faster

Die, you Stupid Hurdlers! final

Okay, here it is:

The (Windows, binary) download link is here.

The source code is here.

Also, you can download the command line program I did to convert RGB jpegs to RGBA pngs here (includes source).

I’m afraid I’m too tired to do Linux and OSX versions, but I do intend to put them up eventually (probably next weekend, considering).

Also, I just realised I forgot to say at the start that I was using libogg and libvorbis for the audiofiles.  Hopefully that won’t be a problem?

Tags: final, screenshot

Comments

20. Apr 2009 · 09:36 UTC
I really love the art style for this. The game itself seems impossible to lose, but it’s still pretty interesting. Probably the only game here where you play as the wall.

Wheat Thins and Hummus

Hummus is easy to make if you have the ingredients. One can of garbanzo beans, one clove of garlic (READ THAT CAREFULLY. IT DOES NOT SAY “ONE BULB.”), some olive oil, and tahini. Mix them up in a food processor and eat.

Since you don’t have tahini, your options are (1) leave it out, but put in more olive oil to make up for it, (2) see whether you have any sesame seeds in the cupboard, and put those in (again, add olive oil).

Comments

crux
19. Apr 2009 · 15:29 UTC
If you have a food processor + sesame seeds + olive oil, you can make a nice tahini by toasting the seeds in a pan (I do mine until they start to make little crackling sounds), letting them cool, then whirring up with olive oil until you reach a slightly runnier than peanut butter consistency.
19. Apr 2009 · 15:54 UTC
Mmmhhhhhhhhhh, hummus 😐
sowbug
19. Apr 2009 · 17:01 UTC
Ah, I haven’t tried the toasting step. Next time for sure. Thanks for the tip!

tombed

tombed.

Tags: final

Comments

georgek
19. Apr 2009 · 16:04 UTC
fantastic!
winferno
19. Apr 2009 · 16:18 UTC
cute character, hah!
Hempuli
20. Apr 2009 · 12:20 UTC
absolutely awesome!

Call me happy, because it’s content time!

Forgive the pun, but I’m excited. I’ve got a game here, mechanics are all in place and now I’m just building levels. The game is nothing special, just a physics puzzle (“Put the ball in the bucket”) — but I’m fleshing it out with interesting objects and new behaviors. For the next six hours or so I’ll be writing puzzles. How cool is that?

Now, let’s go test the bounds of my creativity. I’m betting it won’t take long.

[Wall Girl] Development log entry: 8 hours left

All the gameplay’s done except the boss. Gonna see how much of it I can implement in 8 hours.

The difficulty is pretty tough. I guess it’s about on the same level as the Extra mode in “Perfect Cherry Blossom”. If I have the time to implement scoring, I’ll start an unofficial highscore board here after the final submission is done!

Comments

23. Apr 2009 · 04:52 UTC
Ahaha, in hindsight, it’s a lot easier than PCB. Chalk that one up to me being sleep-deprived when I was testing it.

Step 13: Bugs

I don’t like bugs.

Tags: bugs, tigs

Comments

19. Apr 2009 · 16:00 UTC
I feel your pain.

Almost gave up, but decided to see it through

My project has been going pretty badly, but I’ve decided to see it through to the end. If I work super hard I should be able to get something I can share by 4am. o_o

Comments

sol_hsa
19. Apr 2009 · 15:41 UTC
pretty
0rel
19. Apr 2009 · 15:47 UTC
woa!! grraphical hotness. sweet!

(just hoping i can play it on my crashy latop here…)
Comtemno
19. Apr 2009 · 15:47 UTC
It looks pretty indeed! I think that since you have come this far, you should continue. Godspeed!
19. Apr 2009 · 15:52 UTC
looking great!

Finally, a little gameplay.

It’s 4.30am here, but the end is in sight so I’ll probably push through until it’s finished. Finally got some gameplay happening; no “goals” or win/lose conditions yet, but it’s something. Basically humpty is now a little under the influence and stumbles along his wall drinking ‘Nog and RadBuzz energy drinks, avoiding obstacles (OF DOOM) (currently the little red placeholder things, later to be egg-beaters and frying pans). The eventual goal will be to get him home to his bed at the end of the wall (OF DOOM) (not yet visually “there”).

The drunker he is the further the wall advances in front of him. “Buzz” doesn’t really do anything yet but will soon affect how in control of humpty you are. McDonald’s should be open in 1.5 hours, breakfast of champions.

Tags: compo

Woo sounds!

Sounds added, lots of cool stuff, be sure to check it out (REQUIRES XNA 3.0 redist, if you don’t have it’ll just lolcrash). it’s a ‘single player demo’: http://www.z00ttheater.com/mantis/Debug.zip Enjoy :)

Tags: preview

Scary Wall of DOOOOM! almost…

 Well I now have a start screen with basic destructions, some sound effects and almost a game….  Just a few more things to add hmm gameplay how does that work!

AWOD start screen

Tags: beta, startScreen

Almost Done!

Get it here.

I hope I didn’t forget anything, I’ll probably post a final submission soon.

It was my first LD and it was a good one!

Food, and a screenie

First night I had a chicken pot pie.

Second night I had a bunch of ham. (Not pictured.)

This morning (at noon) I refreshed myself with some ham&eggs!

Anyway, here’s a quick screenie of what’s done. (I’ve been kind of lazy this time around.) As you may guess it’s a standard flee-the-wall-of-lava-as-you-run-through-a-cave type thing. Still, even though it’s LD code, I think there’s some good code in here for me to use in the future. (And some very, very bad code.)

Tags: foodphoto, screenshot

Getting There

Here’s a screenshot! Got my texture loader going…. I’m never going to use any of this code again, ever.

Boss and Secrets for Lunch

I’m adding a boss, and some secrets.

After lunch.

Hooray for more noodles!

Comments

Cosine
19. Apr 2009 · 17:58 UTC
with sesame oil!

Woo, last minute entry!

When I first saw the theme, I had no clue what to do.  I recently got an idea, so I’m going ahead and making a last minute entry.  The name is called “Mood Fo Llaw”, and it is a side-scrolling shooter.  Here is a current screen shot:

Current

As this is being made last minute, I won’t make any more posts until I’m done.

Tags: Mood Fo Llaw

Comments

winferno
19. Apr 2009 · 16:33 UTC
I think you mean ‘minute’. =)
laremere
19. Apr 2009 · 16:41 UTC
…wow…. Thanks a lot. XD
Radial543
19. Apr 2009 · 17:13 UTC
Needs some clouds and detail 😉
winferno
19. Apr 2009 · 18:30 UTC
That tank is rad! Good job. I need to work on my pixel art.

BURN!

This still isn’t a game yet. It isn’t interactive. But it’s a neat simulation of hungry red dots eating green dots and procreating. And the advancing wall of doom should be a little more obvious now. >:D

wonderfl demo

Tags: peak

Falling Wall of Doom – Final!

Get it here.

The jar file (click to play) can be found here and the source at github (README).

Screenshot:

Tags: final

Comments

ido
19. Apr 2009 · 16:42 UTC
If you download the jar you can double click it on most systems to play it, or enter “java -jar ido_LD14_fwod.jar” on the command line if you’re into those sort of things.
ido
21. Apr 2009 · 07:05 UTC
Sorry about the bugs, it’s my first Java2D apps and I’ve done some stupid mistakes.

Coming on slowly

I’m at the stage now where I’m just mapping out the gameworld and populating it with words and people. It’s looking like I’ll finish in time, which I’m pleased about :)


Click to enlarge.

Tags: as3, dude, flashdevelop, flex, graphics, thread, tigs

Comments

19. Apr 2009 · 17:02 UTC
yay corpus is making a game 😀 😀 😀 😀 😀

At last, some gameplay

I’ve finally managed to get some gameplay going. You can throw rocks at the approaching enemies, and when they die they turn into bloody corpses.

I don’t think I have enough time to make the game fun, but I’m hoping to at least get the game finished enough for a submission.  I need an instructions screen, win detection and display, and lose detection and display, which is hopefully an attainable goal.

I only have 90 minutes until I have to leave for basketball.

For lunch I made some spaghetti with pesto and pine nuts and cheese, but my camera is dead so I couldn’t take a picture of it.

Journal #6. Or #7.

17:46
Ice drawing is almost complete. The ear-clipping algo had mega bugs. Now optimisation (dropped to 5 fps…)

18:11
Ice drawing is *really* done. Or at least I hope, because it’s starting to piss me off.

19:56
Bullets have sprite and particules. So cool.

22:11
Eating. Have starting producing sprites and arranging the interface of the game. It is taking too long. TOO. LONG.

Mmm, pizza ham-pineapple, an apple, and some of the best chocolate in the world. I am now ready for the last 7 hours. With Queen as musical background I can win this compo. Definitely.

Tags: foodphoto, journal

Woo, I think it’s actually turning into a game!

It\'s starting to turn into an actual game!!

Wow, finally!

I was freaking out bad, convinced I wasn’t going to be able to make it into a game when the nice people in #ludumdare suggested making the game about surviving the levels and having the bunnies just act as cannon fodder. I added a few random objects, and suddenly the game turned FUN!

Now I just need to add a bunch of levels, and hopefully even sound, and I’ve got myself a game!

You can try the first three levels by clicking here.

Well here ’tis

Baccie?

For instant gratification Go an play it here

It definitely have a wall of doom feel to it.  So much so that I haven’t completed it myself yet.  I _think_ it’s doable.

I wonder how this editor will screw up today….

 

Tags: final

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aworafed alpha 1 done

been a bit lazy today, but so far I have come up with a name, added health pickups and made the zombies slow.

The game is called Advancing Wall Of Rotting And Flesh-Eating Doom, or aworafed for short.

Currently there is no aoe attack to remove zombies, just run around as long as you can. Health pickup gives you 2 health and is shown as a blue * normally or as a green * if theres zombies in that square. zombies are green 1-9 and + (+ meaning more than 9 zombies). You can move trough zombies and they got 75% chance of dealing 1 damage each.

http://files.filefront.com/13624742 if there’s anyone interested in trying. requires linux and the ncurses library.

Tags: alpha

Still making progress

engine is done, things to do is to generate more mazes for more levels (quite simple) sound fx and a menu system / title screen

Step 14: HLSL. Writing pixel shader effect.

Construct doesn’t come with proper fade transition, so I thought about writing my own. Construct uses HLSL for effects, so I thought it’s a good chance to learn a bit about shader programming.

It was a failure (given the deadline pressure). I just gave up and decided not to use any transitions.

If by any chance anyone here is familiar with HLSL and knows or has an HLSL snippet which performs fade-away fade-in transition that would be great.

Tags: Failure, HLSL, shaders, tigs

Comments

jph
19. Apr 2009 · 17:21 UTC
humm,. can’t you do it with a simple alpha fade,. or colour shift? I have used both to good effect,. you also could draw a big sprite to fill the screen and fade it in or fade all the rest out,. . .
mathias
19. Apr 2009 · 17:28 UTC
Well, with opengl it would be something like this in the fragment shader, I guess:

Same result as last year

With twenty minutes to go before I have to depart for work, I sigh and admit that this competition turned out like the last one I entered. I researched lots of interesting things, thought my idea through, and managed to start on the first few lines of code before I ran out of time.

It’s been fun, and I’ll still probably try to make the game anyway. I just won’t have it up until after the contest is over.

Tags: Failure

The Final Solution

The game is the story of a different prisoner every time you start it. It is a short game with seven scenes. Your progress is not saved, but current scene is restarted when you die.

The Final Solution

Download “The Final Solution” (Windows)

Download source code (MSVC, C++)

Tags: final

Comments

dessgeega
24. Apr 2009 · 10:49 UTC
i wasn’t able to find this on the voting page! where are you hiding?
24. Apr 2009 · 18:14 UTC
:) just search for “fidaner”
dessgeega
24. Apr 2009 · 19:36 UTC
i don’t know why i couldn’t find you before! thanks!
omer
14. May 2009 · 06:07 UTC
Perfect atmostphere and cute game play. But collusion detection is weird sometimes. Quite short game and even it has different stories each time, it doesn’t feel like to play again.

Final: The Wall of (mildly irritating) Sunburn

Ok, I think I am done here. This is actually not only my first LD but also the first game that I ever completed, so yay me :)

(The sourcefile is extremely messy because I was figuring things out as I went along. sorry)

All in all that was a very satisfying experience.

Download

Tags: final

Comments

TimS
20. Apr 2009 · 03:35 UTC
I’m getting: “Failed to load plugin 4.csx (126)”
hroon
20. Apr 2009 · 12:33 UTC
@ TimS:

That seems to be a problem some people have with Construct. Can you run any other games created with it? I guess it could also have something to do with not having administrator rights on your pc.

Final Entry + Name

Wallcraft is complete! Yes.

Finished up some things and now its done. Some changes since the last version:

  • Solders are now deployed by pressing C rather than as soon as you purchase one
  • Highscore implemented (and scores to begin with, for that matter)
  • All upgrades remain at 10 gold each throughout the game and drop rates for enemies are consistant
  • Clouds!

Yep. 

 

Oh yeah, the link.

http://gamejolt.com/games/wallcraft/files/wallcraft/download/65/92/

Have fun.

Tags: final

Happy Blob is Unhappy!

A terrifying tale of intrigue, kidnap, danger and a cute little blob!

This LD I decided to do a game where you fly around as a little blob. Smashing things and trying to escape a horrible lab where experiments are being performed on you.

The Advancing Wall of Doom is your health, it constantly decreases causing you to run as fast as you can before you get splattered by the metaphorical Wall. You fight back the wall by smashing things which regenerates your health.

Full story and instructions are in the readme. But to put it short – Point mouse and click where you want to fly.

Download source:Fiona_LD14_Happyblobisunhappy-src.zip (Requires Python and Pygame 1.8)

Download Windows bin: Fiona_LD14_Happyblobisunhappy-win.zip

Vote generously!

Tags: final

Snap To Grid

He HEH! Finally in time!

Snap To Grid is a grid-based puzzle-‘platformer’ where you must escape from an advancing wall of doom before it catches you! Includes propellers! I fear the game came out too hard, but try anyway. Further instructions are with the game. I hope you enjoy! I had only 12 hours to work on this, but whatever.

No music this time, I’m really poor at making them and my composer friend was away. :(

Download

LudumDare 14 Snap To Grid screenshot

Tags: final

Taking it easier

Almost done.  Added sounds and music, but they still need just a tiny bit of tweaking. It’s also now possible to play on large boards:

A 24 x 24 board

My fiancee provided lunch- burritos:

Burrito-making supplies

I guess I should also make the game recognize when you’ve won or lost 😛

Doom Runner Final

So this is my final entry. Alas I didn’t sleep too well and couldn’t work very much on my entry. Here’s Doom Runner, available from my homepage: http://www.georg-rottensteiner.de/files/Endurion_LD14_DoomRunner.zip

Run for your life (and money) in a deadly game show. Grab prizes and try to reach the goal before the Advancing Wall of Doom crushes you!

There’s only a meager four levels included.

 

Have fun and Good Luck! 

Tags: Endurion, final, LD #14 - Advancing Wall of Doom - 2009

Comments

Cosine
19. Apr 2009 · 18:16 UTC
Pretty fun. I would recomend a saving function, but that’s all. Nice game!

The Triumph of Time

NOTE: This is the competition version of the game. If you just stumbled upon this, you’ll most probably want to be playing the greatly expanded post-competition version.

I’m done. And tired. (The game’s title is quite ironic when applied to the compo, huh…)

The Triumph of Time

Please read the readme if you have troubles, I don’t know how obvious the gameplay is. Also, fullscreen can be disabled in the config.ini file. So far, I only have a Windows build.

Quick instructions for the impatient:

  • left mouse button places pylons,
  • right mouse button scrolls,
  • mouse wheel zooms.

Windows binary (2.28 MB)

Source

Mirror

Very tired, but also quite proud right now. I actually made a game in less then 48 hours!

UPDATE: I wrote a post containing a brief strategy guide for those struggling with the game!

Tags: final, tigs

Shaping Up

Things aren’t coming along too bad, the basics of the gameplay are there, and I think I’ll have enough time to add a couple more features.

Some Gameplay

Currently the main character can dodge the wall, collect and drop bombs. The wall can take damage, when it has taken three hits a new wall will spawn to harass the player.

Murus Final

Woo Yay and Hoopla. I’m finished.  That was fun but I’m knackered and really need some rest. Good luck to the rest of you, hope you all get finished. I’m looking forward to playing some of the games tomorrow.

Heres a link to the download : danblack_LD14_murus.zip

It’s windows only. Have a play. Hope you like it. It’s better than the screenshot suggests.

Tags: final

Comments

sowbug
19. Apr 2009 · 18:07 UTC
Congratulations!

[Wall Girl] All gameplay done

Finally!

I will need to do the title screen, game over screen, and so on, but not just yet. It’s 5 am and I need to catch a quick nap first.

Hopefully there will be time for music (I have a track almost complete) and possibly even sound.

Back in a couple of hours.

Tags: LD #14 - Advancing Wall of Doom - 2009, wall girl

Run Away Little Bouncies is completed!

Sort of, anyways. Not sure it turned out to be that much fun of a game but.. It’s kinda hard to control.

Link to download:

http://www.2shared.com/file/5413920/f0738dc5/Srekel_LD14_RunAwayLittleBouncies.html

UPDATE: You need to *install* the latest pymunk to get it to run.

Save the bouncies from certain death!

Tags: final

Comments

viblo
20. Apr 2009 · 18:17 UTC
Interesting game idea, and a cool choice of tools you used! Python rules 😉
Mike_W
21. Apr 2009 · 08:13 UTC
I did install pymunk but still can’t get it to work. I have alot of python stuff installed now with the testing. Can’t judge this one.

Final: Flood of Air

Zipfile here. The executable is for Windows, but it’s written in Python so you can probably figure out how to run it on other platforms.

My kids seem to enjoy playing the game, so that’s sufficient for me to stop. If I get any great ideas in the next 5 hours and 54 minutes, I’ll re-upload, but as it is, my first LD attempt is complete!

Frequently Asked Questions

Q. What’s with the weird game name?
A. It rhymes with how I mispronounce Ludum Dare.

Update 29 minutes before end: new binary, new screenshot. Tiles now have gradient to look a little less sucky.

Tags: final

Comments

20. Apr 2009 · 16:10 UTC
how do I pause?
sowbug
20. Apr 2009 · 23:42 UTC
You select sleep or hibernate if your OS offers that functionality. Um, yeah.

Save Those People! Final

“Save Those People!” is a game made entirely in Microsoft Powerpoint.

I’m sorry in advance.

Tags: final

Comments

Strong
20. Apr 2009 · 02:26 UTC
Thanks a lot for that. I can’t do it right away- I’m using Powerpoint 2002 and in order to do all of the fanciness it requires I need to find one of my XP Disks first- but I’ll do it as soon as I can.
20. Apr 2009 · 04:04 UTC
This game teaches a valuable lesson in patience. If you just wait, the game wins itself!
SpindleyQ
20. Apr 2009 · 14:34 UTC
I love that clicking on the “You Win!” screen takes you to the “You lose” screen.
Strong
20. Apr 2009 · 17:47 UTC
You can never win in PowerPoint. Ever.

Release for testing

I want to make sure that this version is playable, so that it can be my backup submission if I don’t have any more time after basketball.

There’s no instructions in the game yet. Left click to throw stones at advancing enemies. You lose if the enemies breach the top of your wall. You win if they all die.

EDIT – Removed old link and old final tag.

YOU GOT A DEMONWALL! Final Entry

Here she is!

This is a very exciting and very… pink… game. I’m really proud of what I put together!

Download for Windows

Tags: final

Comments

Sliver
21. Apr 2009 · 14:47 UTC
I’m sorry but….

This Game killed my Vista 64 Bit Version in less than 1 Sec. ^^

Blue Screen of Death ftw! xD

Dinner

So I took a break from level design to sneak into my kitchen and see what I could find to eat. Turns out my flatmates beat me to it; I sat down and had dinner with the three of them. Costa Rican stew, rice, fresh carrot cake, and red wine. Yum. Thusly inspired, I completed Level 10:

And, of course, blurry iPhone pictures of dinner (remind me to dig out the real camera next time):

I promise it was better than it looks.

Tags: foodphoto, pitbit, screenshot

Step 15: Falling in love

I am tired, asleep, not that motivated, scared and to top it off I think I am falling in love with my idea. The fact that I am so careful with my idea proves this.

Having made similar mistake in the past I am confident that I can avoid falling into the trap once again. I will repeat the mantra to scale down my idea and be satisfied with it. It’s going to be a little bit hard, but hopefully it will work.

Wish me good luck.

And now onto some simulation stuff. I have to get rid of some interesting but not prioritized details. Less disorders. Less woman types. Less job types.

Tags: falling in love, tigs

Comments

19. Apr 2009 · 18:55 UTC
I think falling in love is OK when there is no time to find and implement another idea.

Final Entry:The Attack of the Evil Unicycles of Doom LD14

This has been my first LD and I actually managed to finish something! Woo! My game is called: “The Attack of the Evil Unicycles of Doom – Super Turbo Nitro HD Remix Edition”. The aim is to get the unicycles to the yellow bit by placing blocks to guide them over obstacles (or obstruct them) (like in lemmings) and then to press the red button to crush them with the wall of doom!. Watch out though, you only have so many blocks!

You can play using the webstart (Java 1.6) here (http://graveindustries.com/doohan/wall/launch.jnlp)

And the final archive with source and executable jars is here (http://graveindustries.com/doohan/wall/Doohan_LD14_taotuodstnhre.zip)

Tags: final

A Valiant Attempt

This is the first LD I wasn’t able to get game play in by the deadline. This project is a long way off from being something that could even resemble fun.

Well, unless you like clicking a box with a check mark in it and knowing that underneath the scenes, it is now the next player’s turn. B-)

Here are screen shots of the project as it stands at the deadline:
Screenshot-Walled Off by GBGames

Screenshot-Walled Off by GBGames-1

As some of the IRC members noted, the attempt was still beneficial. I learned a lot this time around, and I’m better at game development for it.

Tags: fail

Hackworth’s Last Kick

Screenshot of Noyb\'s LD14 Entry

Download (1.4 mb, source MFA included)

Mirror 1

Use the arrow keys to move and jump, and the space bar to kick the ball. Try to keep the ball in the air as the walls close in. Consecutive hits earn points.

Made in Multimedia Fusion 2.

Sound Effects by SFXR.

Music from the public domain MusOpen project: Sergei Rachmaninoff’s “Oh, My Corn Field” performed by Free Tim

Tags: final, MMF2, tigs

It’s almost playable

Well well. I was away for a few hours during the day, returned to developing my entry a few hours ago. Did some composing, since tunes are also the level content. It just started to take too much time, so there won’t be much levels.

Along the way the concept has changed again a few times (leading a bit of re-coding due to the iterations)… but for the better, I guess. The game isn’t very special, but at least I should have something to submit by the deadline…

GBGames Presents a Very Unfinished Game: Walled Off

Win32 binary (currently unavailable): 2.4MB

Linux binary: 2MB

Ok, so this isn’t even close to a finished game, so you don’t have to play it to know that. However, I might still be able to pull a medal out of the food compo, so I’m submitting.

Tags: final

superflat’s Balls Of Legend [Mac / PC] FIXED!

 

 

Balls Of Legend [Mac / PC Download]

 

Edit: Fixed a .zip error which stopped it from loading on PC.


Well here it is!  A game of balance.  Not much to say except get to the end if you can… Use the arrow keys to control the glass ball.  Post your orb scores in the comments if you like.  Think this might translate over to iPhone quite nicely.  There’s only one long level at the moment.  I’ll definitely add more after the compo.

 

Bed time, was great fun.  See you next time!

Tags: final

Comments

20. Apr 2009 · 03:56 UTC
I’m sorry. The Windows build doesn’t work for me. :( After I press space to start, the screen flashes a few times and then it quits.
Superflat
20. Apr 2009 · 04:51 UTC
Hey agj I think it’s fixed now if you wanna give it another try…!
20. Apr 2009 · 06:09 UTC
Wow man, this is great. Very polished! I love the soundtrack!!
Superflat
20. Apr 2009 · 06:20 UTC
Ah nice one, Hayden! Did you get to the end?
lokijki
20. Apr 2009 · 07:39 UTC
Ack, the zip won’t extract. It says there are already files with the same names no matter where I put it and then breaks.
Superflat
20. Apr 2009 · 08:11 UTC
Hmm I had all kinds of worries with the packaging… But I’m at work now and successfully downloaded on PC and played… Maybe you could try downloading again?
fullspectrum
20. Apr 2009 · 10:03 UTC
Loved it , made it to the end!
20. Apr 2009 · 16:01 UTC
I love the graphics and sound effects, but I don’t like the perspective, because often I can’t see the ball behind a wall. You should change it from diagonal to nearly top-down.

Also, generating levels procedurally would be cool.
superflat
20. Apr 2009 · 16:58 UTC
It’s an interesting point and I did consider it… I quite enjoy the fact that certain passages are hidden though, I think that’s part of the challenge, just dealing with the orthogonal prespective. Also from a higher p.o.v. you’d see much less ball bounce, which might be a different type of problem.
20. Apr 2009 · 17:44 UTC
okay, i played it too the end. i don’t know if i liked the bouncing sound too much. very nicely polished for an impromptu weekend game.
superflat
20. Apr 2009 · 18:37 UTC
Oh if only you could see the source, it would burn your retinas… Agree about the bouncing sound, it bugs me too!
lokijki
20. Apr 2009 · 20:06 UTC
Downloaded it again, still won’t work.
21. Apr 2009 · 05:29 UTC
MY BALLS ARE LEGEND.
superflat
21. Apr 2009 · 14:26 UTC
I’m really pleased to hear that, agj. Must play your game now…

Laser of Doom – Final

I’m calling it a day as I need to get up for work in less than 6 hours, so here’s my entry for LD14. Given my lack of available time this weekend I am surprised to get as far as I have. Laser of Doom is in a playable state, even if it’s not exactly cutting edge. For me this is a personal triumph – it’s the first time for about 8 months that I’ve had success in one of my own projects. Those I’ve been doing for work have been rock-solid, well-written pieces of code, but I’ve just not had the required focus on personal projects.

Download the source here (http://tinyurl.com/cfnmot)

Edit: backport to Python 2.5.4 here (http://tinyurl.com/csmly9)

Edit: Windows executable here (http://tinyurl.com/dg6xr5)

Edit: and yes, I did run out of time for making levels. The original plan was to gradually make it harder by including random obstacles, plus locked doors with keys, and a score that would be greatly enhanced by picking up bonus items.

Now I’ll get back to that game that I promised my daughter. Thanks LD14.

Killed by the Laser of Doom

Tags: final

Save the Sheep

I went to the park and recorded some sheep sounds with my ZOOM H2, and decided to change my game into “Save the Sheep”.

Now the game will be about getting enough sheep to the exit before they are swallowed up by the wall of lava. I still need to make the sheep and the lava, but pushing blocks and building walls works now.

Tags: progress

Not Exploding

This morning I started playing with the visuals, and got sucked into a vicious cycle of tweaking graphics, then playing the game to see them. After a couple of hours of this I realized I wasn’t getting anywhere and decided to move on to the sound. It looked like this- I liked it, but it was quite unplayable:

After working on more essential bits for a while , I returned and toned the effects down to this level:

Comments

winferno
19. Apr 2009 · 19:17 UTC
The colors, they burn!!

FINAL: Escape From Hell

and im done :-) first ever LD and its been a blast! Escape From Hell is done, help a dood who looks like packman’s evil half borther escape from the bowls of hell! Jump on the platforms and keep climbing, once you get high enough the exit appears. Clime too slowly and the wall of doom will destroy you ( love that animation though 😛 )


This is a pygame app, use left/right arrows and space to jump. Good luck to all those still working!l

link https://dl.getdropbox.com/u/971318/callidus_LD14_EscapeFromHell.zip


Tags: final

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