Mini LD coming up
Okay, I’m pushing this late in the month to the weekend 27/28. But it will be then
I’ll announce the theme that friday.
Peace out,
S
Okay, I’m pushing this late in the month to the weekend 27/28. But it will be then
I’ll announce the theme that friday.
Peace out,
S
Hey folks, Phil here .. So we’ve talked about this project for years, but I think it’s time we took action. Enough of us have been getting shape that I think it’s time we showed the world that game developers can be totally ripped.

Here’s the deal, I’ll get the calendar on cafepress or something, and all proceeds will go towards supporting the website. If we make lots and lots of money, we’ll come up with something way cool to do with it. Like fly everyone out to some tropical island and have a spectacular LD party for 48 hours sometime.
So the idea is to get your photo rounded up by October, so we can have the calendar available for sale in November. Photos should include yourself in a swimsuit as well as game related stuff in the background or something of equal or greater awesomeness. We may include some baseball card-like stats of “wins in LDs” or other such stuff somewhere. And maybe a brief bio. We’ll want these to be 300 dpi or some kind of hi-res image. When we get closer to the deadline we’ll work out more details on exactly how we want the pages laid out.
In the case that we have more than 12 people submit a page for the calendar, the entrants who have competed in more LDs will get preference.
Fine print: make it a current picture. No using a picture from 4 years previous when you were in shape. The idea is to get yourself into shape NOW so that you’re ready for the calendar!!
-Phil
Thought a few of you might be interested in another time limit compo. To keep it relatively short: GameJolt.com just announced a competition to push their ad revenue sharing program, which entered beta today. The contest lasts a week and the theme is “Shocking!”. Three winners will get accepted into the beta, and one will recieve a steam game. More information can be found on their forum.
Some of you may also have seen this via the gamecompo mailing list, if you’re signed up for that. I hope to enter the competition myself, though I’m a bit pressed for time.
Tags: competition, compo, shocking
Anyone notice this yet ? jSfxr: a Java applet by eigenbom, inspired by Dr Petter’s sfxr.
This could turn out to be a handy tool for those last minute sound effects (although for me, sfxr does just nicely) .. except it seems to lack a save-to-WAV function …
The theme is Domestic Violence.
Let’s put a not-too-strict deadline of midnight sunday GMT on it. (I’ll have a hectic weekend, so might not get my entry in until monday, say).
Assets, code can be premade/reused, &c.
Tags: motivation
0This entry was posted on Friday, June 26th, 2009 at 5:20 pm and is filed under MiniLD #10. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
I had a hunch an increpare mini-LD would squeeze an art game out of me ![]()
anyhoo its done, but dont go into it thiniking it will be the feelgood game of the LD ![]()

Tags: domestic violence, final, mini ld, thedomestic
A zombie game. You are supposed to stay alive from the zombie attack while picking up survivors. You have a pistol, but ammo is scarce.
Design is 99% complete, AI is 95% (Am I in the same height as the player? Then attack, else find closest stairway that goes in the right direction… repeat for each zombie. Oh yes!), Graphics 50% (Just have to create a better looking house and some survivors plus an ammo box), x-axis collisions 0%, shooting-part 50%, sound effects 0%, menu 0%

Zombies just love to march. Surprisingly, I get a solid 60 fps even when there’s 100+ zombies on screen thinking how they should eat that delicious player
This was a though theme for me. I had lots of ideas, but I keep worrying that it would be too emotional or gruesome to be fun. My worst fear was belittling of those who are victims of domestic abuse. But, I’m moving forward with the idea that play is sometimes about experimenting with real world problems. So, I’ve decided to make an RPG. You must steer the battered woman to a successful resolution of her situation.
I’m using SilverLight, Visual Studio 2008 and Expression Blend 2.
Feedback is encouraged.
Tags: MrPhil-MLD10
As probably a good portion of LDers were contemplating, what to do about the theme? I decided to go with a mixup of being the domestic abuser and saving others.. but the whole “saving others” and future AI cop system, is well non-existant.
Here’s a screeny of the game so far:

Ah yes, plain graphics. Even though using premade graphics is allowed in this miniLD, I don’t have any premade so it’ll have to do.
It’s got walking, jumping, bouncy pads, enemies, and destructible objects.
Work has been going along just fine. I wish I made more journal posts… Oh well.
*Added Feet damage system: shoot the zombie in the foot and it’ll move slower (both short-but-high-slow and low-but-permanent slow). Slowdown for player when attacked is permanent unless you heal it with band aid
*Added items (ammobox, records pickup, band aid, beartrap) + itemspawner
*Added sounds (right now I only have sounds for firing the gun and getting hit/hitting zombies)
*Added different types of zombies (“fat” and “dog”, I might add “bat”) + zombiespawner
*Added “stumble” functionality. Zombies are slowed down at random intervals
*Added roaming functionality. Right now only dogs roam, starting randomly (and lasting for 4-20 seconds) when the player isn’t on the same floor (dogs can’t walk up stairs).
*Added patrol functionality to dog. If the dog isn’t on the same floor as the player, the dog will go to the nearest stairway and patrol there (moving back and forth randomly)
*Added bullet collision
*Added player/zombie wall collision
*First house 90% complete (yes, it doesn’t get any better than this when I only have 48 hours). Added new floor, stairway down to ground floor, small cellar (not the best camping place…)
*Added health and feet status meters, also shows how much more ammo/records you have
*Added time attack. Try to stay alive for as long as possible! Right now items doesn’t respawn, but zombies do, so getting over 170 seconds is near impossible

Download current version HERE (beta, this’ll be final only if I die or something. The third house has no working ladders/playercollision)
(previous version HERE)
Python 2.x and pygame is needed (I’m using Python 2.5 and pygame 1.8.1). Unzip everything and run MLD_10.py
Controls: A/D for movement, W or S for moving up stairs/ladders, mouse1 shoots pistol, mouse2 throws records, ESC to quit
Bonus controls: F prints fps, C counts all the zombies and prints their types to console, N adds MAX_ZOMBIES zombies (right now it’s 350), M adds one zombie, K kills all zombies that aren’t roaming
Tags: domestic violence, journal, MarchoftheZombies, mini ld

So I have this great idea for a game for the theme. I had a pretty good idea the last few days, but I hit a major snag and… yeah. But it’s okay! Because I’m working on the new idea now. I should be able to crank something out tomorrow morning, so let’s hope the deadline is none-too-strict. I just wanna get it right for the theme, y’know?
The game /might/ be called “After School”, and it’s a realistic depiction of Domestic Violence (I’m not having houses try to kill you, for example)
It’s my first ever game. :/ WD to increpare for picking such an evocative theme.
I give up theme, you win. I just couldn’t keep up my motivation. The theme made it impossible for me to come up with something fun to play. I also think the RPG ideas was flawed because I couldn’t figure out how to earn xp without it becoming too gruesome.
Lesson learned: some themes just aren’t meant to be fun.
Tags: MrPhil-MLD10

I’ve been working on the framework most of the weekend, and it has come a long way. The game is simple enough that I should be able to whip together tonight, but I’ll likely not hit the deadline. Mainly this Mini-LD was an excuse for me to develop the new framework.
And it’s coming along nicely. OpenGL 2D vector graphics, sound synthesis, keyboard/mouse etc.
I think my game idea is pretty keen, so if I don’t hit the deadline I’m still going to finish it up.
Mirror 1: http://www.badongo.com/file/15744729
Mirror 2: Link: http://matt-shaffer.com/Plain%20Savior.zip
[ Windows only ]
Plain Savior is an interesting little platform game with the usual set of deadly tiles. You are in your company’s building, and suddenly decide to destroy anything and everything you can. (I will definitely expand this game in the future)


Game created by Matthew Shaffer 2009 for MiniLD #10
—————————
HOW IT WAS MADE
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Created with Game Maker
Sound FX created with SFXR
Graphics created with MSPaint
Everything was created in 48hrs
Featuring:
7 sound effects
6 levels
3 enemies (One of which is progressively created and stalks you)
4 destructible objects
NOTES
~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Arrow keys to move and jump
* ESC to quit
* R to restart the level (Or just die)
* Jump on stuff to destroy it
* There’s a certain number of people & objects that have to be destroyed
each level, but it’s not revealed. It’ll make a sound effect and activate
the portal when you meet the requirements.
* All statistics are generated after each completed level.
System requirements:
Windows 2000+
DirectX 8+
8-16mb video ram
500 mhz CPU
128mb ram
(These are estimates. May run on less)
If you want to run this from a VM, install DX first or it’ll whine it can’t find a DLL.
Feeling suicidal? Press escape or beat the game, then make your way to the portal on the right side for a rediculously challenging level.

http://rapidshare.com/files/249814080/domestic_abuse.exe
First time doing a LD. ><. Harder than it looks. Two players, left and right arrows control one player, z and x the other. Arrows is woman, needs to get to gun. Z and X is man, Z punches, X grabs. Punches only count if the woman isn’t moving backwards, grabs only work if woman is moving. Sorry about graphics, meant to do more sounds going for an ‘abuse in the dark’ feel, but I just need to get this out the door.Tags: final, MiniLD #10

Trust me, this looks awesome when in motion with zombies attacking from all directions
DOWNLOAD LINK (.exe file for windows (should work in xp/vista/7), also includes source code (copy data/ directory to src/ and run MLD_10.py))
Second download link (google code link, full setup file for windows)
Third download link (megaupload, so this might not be a very permanent link)
You are the lone survivor of… Uh, an zombie attack.
Stay alive for as long as possible! Beat your record!
Aim for the head for massive damage, shoot to the body to slow Zombie down and shoot to the legs to cripple them.
Don’t forget to conserve ammo!
Controls: A/D for movement, W or S for moving up stairs/ladders (hold down when you want to use a stairway/ladder), mouse1 fires pistol, mouse2 throws records, ESC quits, enter toggles fullscreen (800*600 pixels only)
Bonus controls: F prints fps, C counts all the zombies and prints their types to console, N adds MAX_ZOMBIES zombies (300), M adds one zombie, K kills all zombies that aren’t roaming (only zombie dogs can roam)
———————————————————————————
Finally! I spent three hours figuring out how to use py2exe, fixing a problem with fonts and trimming the package (py2exe created files worth 40 MB (exluding the temp build/ directory), I got it down to 8 MB).
Second and third house added and fully functional, including a line between the two houses (with corresponding semi-stupid Zombie AI). Also added health pack, 5 new sounds and re-wrote 600 lines of code to make it look better. Also did some simple docstring documenting. Difficulty is now well-adjusted, getting over 300 seconds is really hard: my record i 327 seconds. How long can you survive?
This is my first LD, and I must say that I have enjoyed it very much. Not so much for the community feeling (which is really bad: I guess it’s because this is just a mini-ld) but for the forced time limit (…which I broke by 7 hours. Oh well!). I have spent around 28 of the 48 hours (well, 34 of the last 55 hours) actively working on this game. I started with nothing but a 40-line code skeleton for pygame (which I had created some weeks ago). I didn’t like the theme domestic violence, but it gave me inspiration to use a house.
I made the game with following:
SciTE – Text-editing
MS Paint – Creating images
SFXR – Creating sound effects
Python 2.5 – Language
Pygame 1.8.1 – Graphics and sound library
Kebab, bananas and water – Little time for eating
Tags: domestic violence, final, journal, MarchoftheZombies, mini ld

I fortunately have no real experience with domestic violence, so it is more on my feelings about people treating the ones they love poorly. Just general misdirected meanness.
Early today I decided I hated how the game was turning out and gave up. Then later, a friend said something encouraging and I had to come back and at least get it presentable and post it.
for those interested: Source Code
Done! Started this one on Sunday morning, so just about managed it in 48 hours.

This is a game for two players, seated at one keyboard. Playing alone is not recommended. Once you’ve found a second player, play it here!
Better late than never! Took me a little under 72-hours, but finally managed to finish this to a point where I’m happy to release it. It’s a flash game, so you can play it here:
http://phuce.com/uploads/queens/release/
Thoughts before I crash:
Fun!
Tags: queens

Nothing done yet; my laptop spent the weekend in the service of a higher power. I’m going to get started on something tonight, though
Better late than never…

So, uh… I just finished my game. I made it with Game Maker 7, and it took aaaaaaages because I was essentially learning how to make games. At this rate, I’m glad I made it, even if it did take me a little under five days to make (eek!).
I’m really happy with it. It’s a game where you pick dialogue options. Try not to give Ted’s Mom a reason to hit him.
Any tips or criticisms are warmly welcome.
Yoyogames play/DL page
Download Link
Tags: final

I have come across Ludum Dare via the LibClan website. It looks like an interesting concept and hell I’ve decided to give it a try. Especially since it looks like there are no other Africans and that is just wrong.
I am still very new to this though and I have a lot to learn to be ready for the August competition. For instance I am not even sure whether a blog post like this is alright. Well I guess it’s trial and error from here.
Things are still a bit confusing and I haven’t figured out yet on which day the competition starts in August. In the meantime though it’s all about getting ready. Such as getting my toolset ready and knowing it well. Especially ClanLib. It’s a great library but I have only started working with it about a week ago and I will have to know it well come competition time. As for a graphics toolset and something to create music with, well I’ll still have to decide on that.
It’s exciting though and I’ll try and keep this blog updated as to how things are going and which tools I’ve decided upon and why.

This is (was) my entry to LD #08 48hr challange. I wanted to post it earlier but constraints of time and space delayed it. I wanted to update it a bit but I am posting it ‘as is’ back then. It was done during the contest.
I am glad that I took part in this contest and very glad to the experience I achieved thru it. I also liked it a lot to interact with all the contestants during the actual time and how things worked out. There was no intention to score but the only task was to be able to complete it in that duration which I did. Since it was one of my firsts I simply could not stand the stress after the compo though! I had a lot of headache’s hehe. But since then I became more strong physically. Later I did a lot of such “night stands” dusk to dawn to noon for other tasks in life.

Hello!
Final Release of my LD48 Entry.
GamePlay:
1 Use key W A S D to move around
2 Use key R to Reset the Game
3 MOUSE to Look Around
4 Esc to quit(Dont Quit!)
Playing
1 Goto the Rolling pillar to to Improve Health but be carefull, the pillar will
throw you away if you go too close to it.Just stay close to it to improve health
and dont stick to it
2 Goto the Exit Post to goto the next Level. Exit Posts change their
position every time level changes so you have to find its location.
3 When Level changes,Position of player changes
4 Stay away from swarns they eat you like crazy.
5 Dont foget to look around for the new position of exit post
6 Use Less Brightness and Contrast as possible 
Suggestion: Tryto play upto 25 levels.The 25th level is most difficult.THe planes will lock you up you you go close to them
FeedBack Nessary!
This game was made in DXSDK 8.1, VC++6.0,Jim Adams dx libraries.
All Coding & Artwork Done by me Groundup including 3DMeshes and Textures
Art Softwares Used: Photoshop and 3DMax5.Panda .Xporter
saurabh <AT> ITnauts.com




Best Regards
Saurabh!
Dear Ludum Darerers,
Are you tired of programmer art? Don’t you hate making sprites? Well, here’s the Solution: Pixel Extravaganza! PEx is an application which creates EVERY possible sprite EVER possible with 4×4 Pixels! All you have to do is press SPACE when you see one you want! PEx will save 3 different sizes of the selected sprite and put it in the \sprites folder! :O If you want a completely different sprite, press ENTER to randomize all colours! If you think it’s going to slow or to fast just press the UP or DOWN arrow key to adjust the speed! Marvellous isn’t it?
Okay, the shouty-add part is over. Now a little more serious. I found Dr Petter’s SFXR which can be used to create any retro game sound you want. So I thought…Mmmm, can’t that be done with sprites too? Well, the answer is obviously no. Still, this is what I made and I wanted to share it just for the fun of it’s ridiculousness. Maybe it could be used to inspire graphix or ideas for a Mini-LD? But mostly it should be used to laugh at and then be forgotten again! ^^
Cheers,
~Igor

I had a summer course and couldn’t enter at the time, and then I decided to fix every design flaw, but increpare said (and confirmed :P) the deadline is not-too-strict so that’s okay.
I have no experience with domestic violence, so it’s more about that one time I was in a bad mood.
Play until the end!
Download (Windows)

Prompted by Superdotman, I’ve been working on my own Domestic Violence game, helpfully titled ‘Domestic Violence’. (I actually started after the deadline – the original one – so it is hardly any later now than it was to start with!) I did not really feel like making a game about depressing real-life things. So instead, I made a game about houses beating each-other up with cannons and giant wrecking-balls.

The thing on the left is a mobile home, shooting at me with its cannon. (It is also like a Siege Tank from Starcraft, just because I really liked the way they deployed.)
Anyway, that is a thing.
Just a heads-up, July Mini-LD (mini LD#11) is coming up next weekend (7/24 – 7/26). Expect a “classic” format, should be a nice warm-up for August LD.


Dear Ludum Darerers,
I suppose all of you (or at least a lot) know about Dr Petters excellent SFXR application so Jonny D and I have decided to (specially for Ludum Dare) create an application called GFXR! Yes, that’s right! A Random Graphics Generator =D
In my attempt of making something (altough it was mostely a joke) I create PEx. Jonny D however was inspired to actually give the idea a go, and so the GFXR project was born.
We personally invite you to help in on this project, to make sure it sattisfies all your LD needings. If through coding or even only brainstorming, every help is gratefully accepted! This project is made for you, so your oppinion is highly valued! ^^
Don’t be afraid, please give us a hand and leave your thoughts in our Brainstorming section right here: clicky =D
Cheers,
~Igor
Greetings Sports Fans,
Phil and I have been incredibly busy as of late, but it’s that time of year. Ludum Dare time.
The 15th Ludum Dare 48 hour competition is scheduled for this upcoming August 28th-30th weekend. As usual, theme voting will take place the week of, and the competition will start at the usual time.
Theme suggestions are now open, so share your ideas on the Wiki.
http://www.ludumdare.com/wiki/ld15:themes
Before I talk about the other stuff, I’d like to quickly let you know about Mini LD #11 this weekend… tomorrow actually. It’s hosted by Jovoc, so tune to the site tomorrow for the theme.
http://www.ludumdare.com/…/july-mini-ld/
Now, the other stuff.
As you may or may not have heard, Phil and I were both finalist in the IGF this year. We flew out to San Fransisco for GDC in March, and exhibited our iPhone games (Phil with Galcon and me with Smiles). Between everything that happened, we still managed to run a competition a month later in April. Somehow, that competition was our biggest one yet with an incredible turn out of 121 entries! So wow, it seems we’re surrounded by awesome.
Our hope was (and still is) to set some time aside to improve the site and how we run the competition. But wow… I’m not sure who’s to blame (the IGF or the “hotness” of the iPhone), but stuff since GDC and the IGF has certainly snowballed in to lots more work for us both (especially stuff right now). We’re going to do what we can to try and make things run smoother, but I wouldn’t expect the super-magical perfect revamp by the end of August. We’re both quite fond of and committed to the community, but timing is such a delicate thing.
As always, feel free to leave us comments and feedback (call us slackers, etc).
Regards,
Mike Kasprzak (AKA: PoV)
This entry was posted on Thursday, July 23rd, 2009 at 1:23 pm and is filed under LD #15 - Caverns - 2009. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.
The gameplay theme is “Sandbox”. Sandbox games are about exploration and unexpected interactions. They often focus on emergent gameplay rather than scripted events, and avoid explicit goals even going so far as to omit explicit win/loss conditions. Examples range from simulators like SimCity or “toys” like the creatures in Black & White, to the non-mission-based parts of open world games like GTA. Alternatively, you can take the theme literally, and make any sort of game about sand or boxes or boxes of sand. Or really, any other interpretation of the theme that you can dream up is perfectly valid.
In addition to the gameplay theme, in keeping with the classic LD format, there’s also an “aesthetic theme”. The aesthetic theme is Cute (or Anti-Cute). As always, the aesthetic theme is COMPLETELY OPTIONAL and you are free to ignore it.
That’s it! Have fun!



Well, I think I’m gonna be taking part in this LD. I’m going to be using Flex with the flixel framework (http://flixel.org/forums/index.php?topic=6). I’ve only worked with Haxe for flash so far, so it’s gonna be a bit of struggle (Last LD taught me to never go into a competition with a language/toolset that you haven’t used before), but with any luck my Haxe knowledge should be translatable enough.
My game is going to be called ‘Super Action Ninja Agents’, and it’s going to be a procedurally generated side-scrolling sandbox game. The focus of the game is going to be on cool fluid movement, so hopefully you’ll have a ninja rope that you can swing with, along with being able to jump in any direction, and being able to run on the top, the side, and the bottom of platforms. I’m not sure if I’m going to have time to add things like enemies, so it might just be a pure platformer, where you search for coins or something.
Here’s a concept scribble:
The black line is the path the character takes. The ball represents the character at different times in the navigation. The long white lines represent the start and end of using the ninja rope. The short white lines directly under the character show when the character would be jumping.
Hope that lots of people participate in this mini-ld!
Peace out,
Gilvado
So I’ve decided to attempt this mini-LD, even though the last two main LDs I’ve taken part in, I’ve been unable to finish ( LD5 and LD11 )
Hopefully, this time due to it being a miniLD, the rules aren’t completely strict so that if something crops up, I’ll be able to finish it just slightly later.
I’m completely mad for doing this with the amount of work I have going just now, but my concept is quite simple, and so is my art!
So, without further ado, I give you my concept graphics:

Looking somewhat like “Steg the Slug” rejects, these little guys love climbing around things.
They can stick to walls pretty well and clamber over 45 degree inclines, but as our little red friend in the top right shows – they can’t do 90 degrees.
The colours are important too… but I’ll explain that a bit later once I have something running!
I’ll be using my SGZEngine again, as I did for GeVolve for LD11.. though no adding whole new renderers this time, which should allow me to actually finish it! 😉
Tags: concept, little quirks
Title for my miniLD11 entry. I decided to take make a sandbox type game of an actual sandbox. After the first day, I haven’t put much work into it, but I have a sandbox i can display and I can shovel the sand around.
Todo:
*Add phisic to the sand, making it collapse when a pile is too big.
*Add bucket with water. Wet sand has better building propreties ( I guess 😛 )
*Add some candy like music.
*Figure out some king of gameplay. :S
Tags: screenshot, TODO
Here’s a progress shot of what I have so far. I’m not totally into the game idea, but i’ll see if I can continue until it reaches at least a playable state.
It’s supposed to be a game about mining asteroids/stuff using your spaceships’ super-heated laserbeam.
I’m not entirely happy with the looks of the spaceship, but since it takes me forever to make anything (except asteroids) in blender I’ll probably skip that to gain more time for game mechanics.
Peace.
no pictures to show yet (mainly because i’m doing my stuff on an internetless laptop); but i’m getting something done anyway
hopefully will be less than three weeks late this time ;p
That’s the end of the first day and I’ve got quite a bit done.. most of the state machine for the Quirks is complete so they act… Quirky? 😉
Anyway, for a windows binary to see how it’s progressed click here.

I also managed to do authentic Spectrum style attribute clash by accident!
I’ve left this in for retro goodness, hehe.. I know what I did wrong too ( my pixel replacement routine goes over the entire screen buffer, rather than the individual animation frame buffer ) so it’s all good.
Basically there’ll be two modes.. puzzle and sandbox.
Puzzle is basically a Lemmings clone, get them from A->B without killing them ( falling from a great distance will kill them! )
Sandbox is a bit more interesting… taking on GEvOlve’s territory again, they breed.. and this is where the colours come into play. Each offspring is a combination of the parent’s colour
should be good for a random screensaver like thing! Basically, just keep them happy by building them things to clamber over and have them breed. As the puzzle part relies on everything in this mode, this is being done first ( and it matches the rules anyway 😉 )
Hopefully I can get this done for tomorrow night, so till then, enjoy the little quirks running around 😉
Tags: little quirks


If you have XNA installed, you can get the ccgame file at http://www.omnisu.com/virex.zip
You’re going to need a 360 controller to play it.
First post for my first ludum dare. Lucky enough to have this one to warm me up for the full thing at the end of the month.
Here’s what I’ve got after the first day.

A good shot of the main elements including an upgrade garage which should be operational by tomorrow morning.
Enjoying this very much, excited to see what everyone else is cooking up.
Tags: screenshot, wip
Spent most of the day today at the Berkeley Kite Festival, which was fun (and a great day for it), but wasn’t conducive to getting the game done. However, it’s progressing steadily…
That might not look like much more than there was last time, but in addition to making some improvements to the map code (I can actually handle decent sized maps now), there’s a lot of behind the scenes gameplay stuff. Oh, yeah, and there’s a player.
All of the other entries look really intriguing, I can’t wait to try them out.
I haven’t found a fitting name yet, so for the moment it’s called Robot Sandbox/Playground something. The basic idea: You have a few robots and you can control one at a time and there is a lot of stuff lying around to play with. For example: One robot can grab a box, move this box around and put it on a tile with water, consequently other robots can walk on this tile.
Furthermore, those robots can’t work forever, so they need to recharge and that’s why there are batteries.
That’s what I’ve done so far:
Yeah, the robots are missing at the moment.
I’m not sure if I’m gonna finish in time. I have three exams next week and I really need to study.
As the title suggest, i’m gonna give up this battle. I was not really prepared for a real ludumdare-weekend, so getting started took longer than it should have and I didn’t manage to maintain a steady progress.
Anyways, here’s a short video of what I produced. It’s not much, and certainly isnt a game, but it did make me realize that I need to prepare more for the next big one. And I learned how to make lasers, and sounds to match! (yay sfxr)

As I’m going by 48 hours since I started, I have about 20 hours left.
I have hit a problem in that the Quirks’ state machine is rather unwieldy and complex… a better solution would have been doing pixel detection, but my engine doesn’t currently support that ( something I’ve noted down to fix later ) as such, it does a variety of tile checks depending on the Quirk’s orientation and direction.
This is unbelievably nasty… and it’s forced me to go back a bit and redesign it all on paper first so I can see all the combinations I can get. It’s still going to end up a massive mess, but I can atleast tackle each segment at a time and make it a bit more bearable to code!
I’ve also realised that I’ve spent most of my time wrestling with the code and doing some ( basic ) graphics.. there’s no sound effects of any sort, and I’m thinking I’m going to have to squeeze them in in the last two or three hours before packaging it up.
On the plus side, there’s now interaction! There’s now randomly coloured Quirks! And the engine can sustain about 256 Quirks ( nice retro number to coincide with the graphics! ) before slowing down! I did have it throwing about 900 on the screen, but it slows a fair bit, as each Quirk gets it’s own monolithic 500 line state machine 😉 ( and that state machine isn’t even finished yet! )

Here’s a hundred Quirks, with an updated Graphics set, and the red box o’doom cursor 😉
Tags: half way, little quirks
have the interface working now anyway
it’s hopefully going to be a music-based puzzle game of some sort.
I wasn’t originally going to participate in this Mini Ludum Dare, but I wound up making two simple toys that are a little fun to play around with. I didn’t really want to commit to actually making a game, and since the theme is ‘sandbox,’ both programs are entirely pointless. Both require Python and PyGame — which are easy enough for anyone to obtain.
Squiggle Draw
It looks better in motion (along with perhaps a higher squiggle value.) Basically, you draw and it makes the lines all squiggly looking. As you can see, Left Mouse Button draws, Scroll Wheel increases/decreases squiggliness, and Space bar clears the screen.
Download: squiggle_draw.py
Particles
This program lets you play around with particles. You can place down ‘attractors’ which draw particles towards it or ‘repulsors’ which push them away. Left Mouse Button puts down attractor, Right Mouse Button puts down repulsor, Scroll Wheel add/removes particles, and Space Bar clears attractors and repulsors.
Download: particles.py
Tags: draw, final, MiniLD #11, particles, pygame, python, toys
Here’s my current alpha:
http://games.mochiads.com/c/g/super-action-ninja-agents-ld-version/SuperActionNinjaAgents.swf
The ninja rope physics finally work. They’re not perfect — gravity pulls you incorrectly (if you hang for a while you’ll slowly slide down), but it’s pretty serviceable. Right now you can attach the rope anywhere, to anything (including air :P). Also, there’s literally no game. Next is making the rope actually shot the little grappling hook bit out, and have it only collide with terrain. Then adding enemies and a goal.
Arrow keys move, mouse button jumps (you can aim the jump), mouse button activates ninja rope while in the air.
Sorry about it being arrow keys instead of wasd, but flixel defaults to arrow keys, and I don’t have time to go and change it.
Tags: alpha
After losing several hours of work due to a hard drive hiccup ( annoyingly while I was backing up the code to SVN at the time ) I won’t be able to finish this within the 48 hours.. I can’t even release anything just now as it’s currently very broken. 
The code I lost was most of the refactored state machine – which worked properly! So I’ve been having to rewrite that again, and it’s not pretty.. specially seeing as it’s not working as well as it was.
I shall be continuing this throughout the week when I get back from work, so I’m hoping to have it finished by the end of the week.. though if I was to restart it, I’d be writing an actual pixel detection routine as this tilecheck system is just hideous!
Once it’s done, I’ll write up a post mortem of what went right, and what shot me in the bum.
Here’s a picture of it’s current state ( clicky for full screen ):

That’s 256 Quirks running around a screen area of 1024×768.. it’s now got a dynamic playfield so if you set the config file to any ( reasonable ) resolution, it’ll create a playfield big enough for you.
That’s it just now.. as a warm up to LD15, it’s highlighted a few issues that I’ll need to resolve to take part properly… but it’s been fun anyway 
Apologies that I couldn’t finish in time, but I’ve had a lot of good feedback from this so far, so I’ll try get it done throughout the week.
Tags: little quirks, unfinished
just have to fix a few nasty bugs that suddenly appearedgrrrr
Well,..finally I got ready more or less.
It’s is a typical collect stuff in order to come further game:
It is about Sandro Sand that is searching the last Sandbox in the world as the government forbid everything that makes fun including sandboxes… 😀
In the second level (on the other island) there is a bug that the camera perspective is changing to very high above the player. You can still see him very very small (beside the mousecursor) so go on collecting and go then to the brown door of the tower! Actually to finish the game you need about 2-3 minutes 😀
Here two screenshots:
This my second try in python. First one was in pygame, now I tried panda3d (as I usally use jMonkeyEngine). It was quite cool. Nevertheless somehow I wrote everything in one(!) class. LOL….usally I’m a java programmer using for every small piece a class 😀 Quite a difference…Panda3d has a pack-function that makes an installer for you. Problem is that the package gets quite huge. This one is about 57MB. So be warned… 😀
Nevertheless I hope you are able to run it. (Starting it from the installer doesn’t work for me! Try to use it from start-menu) At the moment I have only a win-installer but will try to create a linux-deb as well.
Here is the LINK
And here is the source with all of the blender-stuff included also: LINK
CU, ToM
Tags: final

Well, I had the start of an idea, but then never really figured out where to go with it. It could have come out worse, I guess, but I really feel like I should be better at this by now.
In the future, I think I will actually spend time figuring out how I want the game to work instead of going with something extremely vague and getting right into implementing something before I know what I want.
Live and learn, I guess.
for those interested: Source Code
time-lapse: link
Here is my final entry for my first Ludum Dare, it’s been a blast.
I didn’t get too experimental with the gameplay or code as I had no idea what I would be able to do within the time alloted. In the end I’m fairly pleased with what I’ve made.
You are a robot sent into an open-world orange grove to stop a roaming wave of mutated eight-legged oranges. You can upgrade both your weapons and your body. Good thing the rules of this compo are loose, it’s only about half-sandbox and half-cute.
A few screenshots:


All in all a pretty good weekend, can’t wait for LD15 at the end of next month.
Tags: final
Well, it’s not finished but it’s close enough to be interesting. We’ve got dinner plans so I’m out of time for this weekend.
It’s kind of a freeform fantasy RPG, inspired by MrPiglet’s fauna entry with random critters, i used PixelRobots to generate random creatures and NPCs. You wander the land, adding to the landscape as you explore it. But right now NPC’s can’t do more than just join your party, and critters just get in your way.
Update: A release build is now available:
The Wanderer (700kb)
Tags: final, pixelrobots
I’m a little late with my final post. I finished early yesterday, I didn’t know what to do with my sandbox program. I went for a swim, thinking I might get a good idea, sadly that wasn’t the case. So this morning I decided to post this unfinished game area thingy.
The linux build need SDL and SDL_image libraries.
I tried making a windows build, but I only tested it in wine, so I am not sure it will work.
The source is all in one file, only ~500 line of code.
Maybe make a sand castle or two and post the pictures. 😛
Tags: final, sandbox, sandcastle

Hi everyone! This is my first entry ever for an LD contest… glad to be here.
The game is about a little dude named Beebo, who loves to stomp on cakes. Your job is to set up a tableau of pastries upon which he can wreak his havoc, and then point, aim, and fire him. There isn’t a win condition, but there are plenty of interesting ways to get points, or set up interesting chain reactions. I did all the scripting with GameMaker, and image modding in either Photoshop Elements or mspaint.
As I imagine is usually the case with most people’s first ever 48-hour design sumbission… I’m not 100% happy with it. I spent too long putting in content and not long enough designing the actual gameplay. What gameplay is there can be entertaining, but there are probably many more interesting ways I could have implemented the cakes to cause cool explosion chains. I make no apologies for the art either.
I am happy with the number of achievements I was able to squeeze in last-minute, and the overall number of different play styles that the game supports. Hopefully each of you will find something new to do with it.
The final version of the game can be found on the GameMaker site, here:
http://www.yoyogames.com/games/show/90841
Playable with Instant Play on the site (requires plugin), or downloadable, and manageable enough at only 2.7MB. Let me know what you think!
~pkubit
Edit: I accidentally uploaded the source instead of the exe. The standalone should be up now.
Edit2: Instant play working now.
Tags: final
I hosted my game on Newgrounds, ’cause I still don’t have my own hosting >.<
http://www.newgrounds.com/portal/view/505085
Instructions are on the Newgrounds page. I really really like the mechanics in this game, even if the gameplay as it’s implemented here sucks (collect stuff, dodge hurty platforms). I think I might expand this out into my next full flash game.
I took about 46 hours, counting the fact that I was out partying all Friday night.
Tags: final
Here’s my first entry into LD/mini-LD:
Play the game at:http://www.echelon5.net/max/STB.swf
—-
I present to you:
Stygian Tunnel Beast!
Stygian Tunnel Best is a game where, as you might have guessed, the player is a Stygian tunnel beast. Don’t worry if you’ve not heard of them, I made them up. They’re sort of like the worms from tremors, except they live in the underworld, feed on souls, and are responsible for managing the complex netherworld ecosystem.
The game is built around a semi-sculptable world where the player has to interact with a regenerating set of creatures that live in the world. The player can’t die, but if you only have 1 point of energy left, you will be unable to move. This doesn’t mean you’re dead though, because if you’re lucky and not completely cut off from the rest of the map, a soul might wander into your mouth, giving you energy to move again. If you’re really truly stuck and don’t have enough energy to move, you’ll have to restart the game manually.
There also isn’t any way to win. You can carve up the environment, place tons of obelisks, hoard up energy, thralls, and mana, and occasionally a tough enemy will show up for you to kill, but beyond that there is no end to the game, or any given objectives.
How to play:
– Move around with the arrow keys.
– You can climb along walls and even ceilings, but not around in space. (Note: Moving up along a wall costs 2 energy, and is slower.)
– The x button makes you eat any souls or thralls that happen to be near your mouth. Eating gives you energy. You can hold the button down and happily chow on an oncoming stream of souls.
– The number keys (1-7) select your powers.
– Press c to use the selected power.
– All actions require some energy to do, even moving.
– When you eat souls, you get a bonus 10 energy for each soul beyond the first you eat, so try to batch as many together as possible in 1 place before eating them.
– Mana is required by 2 of your abilities. To get it, you need to create thralls. Either keep your thralls alive and you will slowly gain maina, or eat your thralls for a quick boost.
—-
Gameplay reference: Read more here
—-
Tools used: Flixel, SFXR, WinLAME, FlashDevelop, GraphicsGale, GIMP
—
Bugs:
– You can get “stuck” in midair. I wanted to overhaul the player movement (and improve the animation), but didn’t have time. If this happens, you can try placing blocks and using them to reach dry land again.
– Souls on the right side of the map walk through the ground often. I have no idea why, but didn’t have time to really debug this. Partly because I like the middle area of the map more anyway..
– I’m sure there are more. In fact there are probably some things I just accept now that are actually bugs 😛
—
Things I havn’t tried doing in the game yet:
– Destroying/eating every destroyable block. I imagine it would be very difficult…
– Getting more than 200 concurrent thralls. I imagine the game will start slowing down at some point.
– Building a little undead city with a bunch of thralls and obelisks in it. (Wish I had time to expand the game in this direction.)
– make a colony of thralls using only golden souls
—
I’ll be uploading a dev timelapse later. Time to sleep 
EDIT: timelapse can be found here: http://www.youtube.com/watch?v=JDbMpd0U-dI
Tags: final


This game started as something vaguely inspired by the Grow series; now it’s a sandbox tower defence. Also, in my extremely humble, unbiased opinion, it’s pretty cool.
Link is here, with a standing bug involving complex mazes. (Sorry.) May try to create an improved version later, involving more stuff and a fix to that bug, but it’s pretty okay right now.
If you encounter any bugs besides that one (it’ll manifest as the red dudes attacking your towers when you’ve left them a clear path), please leave a comment. Also: Enjoy! (If possible.)
(Note: If you haven’t found a way to use stone, you haven’t seen everything there is yet.)
Edit: new version here, with a number of bug fixes and improvements. Feedback totally welcomed.
Edit Edit: Even newer version! Will probably move future updates to a Tigsource thread henceforth. Huzzah!
Tags: final
I started late, but still went over my 48 hours.
I used my Large Polygon Collider engine for the physics (with many modifications). It would have been much quicker to just use Bullet, but I learnt a lot more this way.
Tags: final

done, finally
this evening was all about fixing a single bug. i took saturday evening off. anyway; i’m counting it as 48 hours.
Windows (1MB)
OSX 10.5+ (Intel)(2MB)
Source (14KB)
EDIT: the previous version had nasty assert in it that caused it to crash at some generations. new version fixes this bug, tweaked the algorithm significantly, and, maybe most importantly, fixed the fact that it was outputting the wrong notes ;p
Tags: final
This could turn into a whole new musical instrument..