LD14 April 17–20, 2009

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

Comments

mirosurabu
07. Jun 2009 · 21:59 UTC
Excellent. One of the last opportunities for me to get back in shape. 😀 Looking forward to that.
24. Jun 2009 · 16:24 UTC
I’ve decided to participate. I’ll be working in SilverLight again. I hope the theme isn’t super hard like LD13’s was.
dertom
25. Jun 2009 · 21:39 UTC
I’m counting the seconds… 😀
26. Jun 2009 · 01:44 UTC
What time will it start? What will be the theme be? Who else is playing!!! I can’t wait!!!

LD48 2010 Swimsuit Calendar!!

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

Comments

matrin
11. Jun 2009 · 02:26 UTC
Just a quick question, what kind of shape are we talking about? Glass cutting diamond hard shape or shape of personal preference? 😀
11. Jun 2009 · 05:51 UTC
best idea ever guys, I cant wait to see it 😀
11. Jun 2009 · 06:01 UTC
Christ almighty, having my mug on a timelapse is bad enough!
11. Jun 2009 · 15:38 UTC
Do you have to be an incredibly accomplished game maker? I’ve made one so far and plan to participate in the next mini LD and LDD. Would that be enough, or should I wait until my game catalog is as strong as my rippling pecs?
urth
14. Jun 2009 · 15:18 UTC
Last time I checked round was a shape.
Saurabh
02. Jul 2009 · 04:11 UTC
why not have two entrants months or say one per week
26. Aug 2009 · 22:17 UTC
How old does the photo have to be, or are there any best before rules regarding the photo?

Game Jolt competition

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

jSfxr

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 …

Tags: audio, sfxr, sound

Comments

04. Sep 2009 · 09:27 UTC
I tested it. It’s correct ! Sure, it could be better with the save-to-WAV function ! Great work !
eigenbom
09. Feb 2010 · 07:29 UTC
Hi, glad you like it! There’s a newer version available as an Eclipse Project that provides a save to .aif format.

Mini LD 10 GO GO GO

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.

Comments

26. Jun 2009 · 10:56 UTC
wow, loose rules, fun theme. Hrm… but if I spend too much time on this mini-ld, I’ll be LIVING the theme.. hard choice
26. Jun 2009 · 11:54 UTC
This is a topic very close to my heart. Hrm.
26. Jun 2009 · 13:49 UTC
Oh…. tricky theme. I think I’ll spend the extra time brainstorming ideas.
26. Jun 2009 · 15:41 UTC
Hmm, a serious theme. I’m sure I am not the only one who has been exposed to violence at home. Home should feel like a place of safety more than any other, if there is fear in the home, there will not be a good foundation to grow as individuals and especially to be able to grow together as a family. Even the indirect and non-physical forms of violence at home can have a stunting effect on childhood development.
Cosine
26. Jun 2009 · 16:07 UTC
That’s a strange theme you’ve got there. I’ll probably just use pets to avoid anything too serious. 😛
Cosine
26. Jun 2009 · 16:11 UTC
…or not. I think I misread something somewhere.
26. Jun 2009 · 17:08 UTC
The “tame” interpretation we talked about in the channel involved houses doing battle with each-other.
Devon
26. Jun 2009 · 18:36 UTC
oooo this could be interesting, I wanted to do something with this theme for awhile. Hopefully I can get something done.
27. Jun 2009 · 07:49 UTC
I’m exactly 24 hours without the sleep at the moment, so I’m glad the deadline is not-too-strict. Hopefully, I’ll do something. (and hopefully it won’t be just saying this time)
27. Jun 2009 · 11:37 UTC
Mine is coming along nicely, ish. I’m terrified, and I have a raging boner. Is this what it’s like to make games?

March of the Zombies

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 marching

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

Tags: domestic violence, MarchoftheZombies, mini ld

Yet to be Named RPG

MrPhil\'s MLD10 1st Screen ShotThis 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

Queens

Making decent progress on the mini-LD. I asked the actors to pose for a quick photo:

Tags: queens

Plain Savior: The Basics

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.

Tags: journal, mini, MiniLD

Comments

28. Jun 2009 · 01:46 UTC
Warning: floor spikes are not to be confused with bouncy pads!

March of the Zombies: part two

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

Comments

increpare
15. Jul 2009 · 17:33 UTC
heh; I liked ho wi could go on playing after i was killed :)

First ever LD, first ever game, running behind, omfg, etc

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.

Meh, Theme Wins

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

Comments

increpare
28. Jun 2009 · 16:37 UTC
awwww :(
28. Jun 2009 · 17:23 UTC
Cheerful agreement, MrPhil. I stared at my screen, moving bits of python around aimlessly, for at least two hours trying to come up with something. But I knew, _knew_, that I’d just get sucked down by self-doubt halfway through if I got something started.
28. Jun 2009 · 17:24 UTC
(Oops)
Radix
29. Jun 2009 · 02:29 UTC
What’s wrong with gruesome?
29. Jun 2009 · 03:48 UTC
I like the theme. I don’t think anyone needs to enter, though.

Still going, but may be late

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.

Comments

admin x
08. Jul 2009 · 15:09 UTC
5555555555555555555555555555555555555555555555555555

Plain Savior

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.

Tags: 10, final, mini

Comments

increpare
15. Jul 2009 · 17:44 UTC
man, this game is pretttty hard; I like the mechanic, though :)

Domestic Abuse: The Fighting game!

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

March of the Zombies (final)

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

Comments

29. Jun 2009 · 21:52 UTC
Very cool. Very hard. Hope you keep working on it, this is bursting with possibilities.. one idea: Being able to jump out of windows at the expense of some leg damage. And of course.. some kind of area effect weapon like Molotov cocktails!
Ran
30. Jun 2009 · 00:10 UTC
mrfun: I actually thought of being able to jump out of windows. But right now there isn’t really any code for player physics (player movement is really simple: a player can only move left and right. All vertical movement is done via the stairs), so I don’t know how I should implement it in a good way.
joekirk
29. Aug 2009 · 08:53 UTC
wow cool work on it 😀

Punch the Red Ones Only

Punch the Red Ones Only screenshot

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.

PLAY IN BROWSER LINK

for those interested:  Source Code

Tags: final, mini ld

Comments

Anonymous
30. Jun 2009 · 15:05 UTC
I enjoyed the moment where I accidentally punched a green one because it was harder to tell the difference. However, the next play through, it became apparent that the red ones would die if you just walked into them, but the green ones didn’t. So that was a bit of a design flaw there.
30. Jun 2009 · 18:50 UTC
Hehehe, really clever actually. I like it. The more violent you get, the more likely you are to hurt those you care about.
22. Aug 2009 · 22:02 UTC
This is deeply, deeply fantastic. Of the entries I managed to play from this compo it’s by far my favorite — and yet, is subtly disturbing.

The Best Years of my Life

Done! Started this one on Sunday morning, so just about managed it in 48 hours.

Best Years of my Life screenshot

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!

Comments

30. Jun 2009 · 00:08 UTC
Cool. Not sure I get it the message, but the use of co-op is always an interesting twist, and appropriate given the theme.
eoferr
30. Jun 2009 · 15:06 UTC
Like it. Posted something for you on Kongregate to (hopefully) offset the idiotic comments.
01. Jul 2009 · 03:12 UTC
Good work! Puting spikes into a house-like environment is a good symbolic.

Queens

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:

  • Flixel is awesome.
  • Not having a level editor to use with Flixel is not so awesome. I am now very competent at adding and subtracting multiples of 32 for manually typing in levels. -cry-
  • Pixen… ah, pixen. Also not so awesome. Only good pixel editor I could find on Mac (I normally dev on my Windows box), and it had a ton of issues. Wouldn’t export sprite sheets correctly, kept crashing. I ended up having to patch the src for it multiple times over the weekend.
  • Someday I will learn to finish gameplay before art.

Fun!

Tags: queens

Comments

30. Jun 2009 · 09:29 UTC
Heh, this is excellent. Had a lot of fun working it out before I finished it. Absolutely love what you did with the theme :)
dertom
30. Jun 2009 · 18:32 UTC
I just can agree….that one is realllly goood! Good work…Keep on rocking! 😀
30. Jun 2009 · 18:46 UTC
A++++++. Would play again.
tmp134
02. Feb 2010 · 17:21 UTC
I particularly liked the icing on the cake – frills like randomly placed skulls as bushes. The game looks very polished and complete.

The gameplay however leaves something to be desired. As you said, you should have finished the gameplay before the art. This is most evident in the fourth screen, which is ruined by faulty game behavior- walking into a motionless stone pillar kills the character. This is something that should have been worked out before publishing, unfortunately.

Congratulations on your LD entry.

wwwwaaaaaaaaaaaaaaaaaaagh

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…

Comments

30. Jun 2009 · 19:08 UTC
Can’t wait :)

After School

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.

afterschool_title

afterschool_dialogue

Any tips or criticisms are warmly welcome.

Yoyogames play/DL page
Download Link

Tags: final

Comments

30. Jun 2009 · 19:07 UTC
Just tried it there; I like the concept a lot, but I couldn’t seem to select anything in the first menu (clicking didn’t do anything), so I couldn’t play it…
30. Jun 2009 · 19:26 UTC
Ruh roh! You mean that first set of dialogue choices, like in the screenshot? I can’t seem to make that happen on mine. I’ll try getting some friends to test it. Anyone else having that problem?
30. Jun 2009 · 19:30 UTC
Yep, exactly like that! I wasn’t able to highlight it red – all three options were in white.
30. Jun 2009 · 20:57 UTC
Holy cow! This game most definitely does the theme justice!
30. Jun 2009 · 21:38 UTC
Excellent work! I left a comment on twitter :)
30. Jun 2009 · 23:25 UTC
I’m probably gonna upload the source somewhere, then. I can’t replicate that problem at /all/. The highlighting and click detection are triggered by watching mouse_y, so maybe that’s it. Hmm. Do I sound like a programmer yet? I’m using Vista… maybe I’ll hack together a keyboard number-selection thing.
01. Jul 2009 · 14:13 UTC
jaz, drop me a line when you upload the source. i’ll look it over.
01. Jul 2009 · 17:07 UTC
I sent you an email, dess, and I can confirm that it seems to have this problem on XP and not on Vista, and that XP people can /sometimes/ play it by *shudder* installing the yoyo games plug-in and playing it in the browser. Eek!
eoferr
02. Jul 2009 · 00:49 UTC
I enjoyed this. I think that the only problem it has is the length/ability not to fast forward through conversations. I understand that this adds to the mounting sense of frustration and desperation, but I think that if you wanted it to be an effective anti-DV ad that would reach more people (as the ending seemed to indicate), it needs to be standard ad-length (or be more varied).
02. Jul 2009 · 08:55 UTC
Oh, you can press space to skip text. I was thinking of shortening the in game “days” and making them a little less independant (even though this conversation in real life really /is/ like talking to a primitive NPC) so she’ll, like, remember if you said something nice yesterday or whatever.
eoferr
02. Jul 2009 · 21:23 UTC
Ah space bar. How silly of me. I think that renders most of what I said invalid.
03. Jul 2009 · 05:04 UTC
Not at all, I didn’t mention it anywhere. I should have really let any key do it. NO WAIT NOT LETTING ANYONE SKIP IS A GREAT IDEA HOLD ON ITS PART OF MY VISION
increpare
15. Jul 2009 · 17:48 UTC
hmm; getting problems with mouse selection; it doesn’t seem to work (Except when my cursor is in the top-left-hand quadrant of my second screen, and then clicking doesn’t work). I have a feeling that a windowed mode might fix this. ah well :/

Representing Africa

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.

Tags: Africa, ClanLib

Comments

increpare
01. Jul 2009 · 08:33 UTC
Welcome, dude!
05. Jul 2009 · 00:48 UTC
Hey, welcome … always good to see more representation from the Southern Hemisphere !

Saurabh Swarms


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.


LD48 CHALLANGE.

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!

StartTheGame by going into Folder SaurabhSwarm
and Clicking SaurabhSwarm.exe

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

DOWNLOAD http://www.itnauts.com/LD/SaurabhSwarns.rar:


Best Regards
Saurabh!

Tags: #8, DirectX 8, ld, panda xporter, Saurabh, swarms

Pixel Extravaganza

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! ^^

Download PEx.zip

Cheers,

~Igor

Comments

PoV
11. Jul 2009 · 14:49 UTC
Haha, Nice. 😉
11. Jul 2009 · 15:16 UTC
Thanks! XD
SpaceManiac
11. Jul 2009 · 19:47 UTC
Yay?!
SpaceManiac
11. Jul 2009 · 19:49 UTC
I lack alleg42.dll, sadly.
12. Jul 2009 · 07:43 UTC
alleg42.dll can be downloaded like any .dll =D
14. Jul 2009 · 13:37 UTC
Well, it may be a good idea after all… Maybe I’ll try my hand at something similar.
14. Jul 2009 · 17:46 UTC
Actually, it’d probably be best as a community thing, so here’s my proposal:
PoV
14. Jul 2009 · 19:51 UTC
If I understand correctly, Petri (KlooniGames, Crayon Physics) has been experimenting with this sort of thing for creating Space Invader’esc art.
15. Jul 2009 · 04:07 UTC
Wow! It was nothing more than a stupid idea XD
16. Jul 2009 · 10:08 UTC
Wow! Awesome you started! =D

It’s a pity I have no clue on how to see what it does right now… :(

Convenience

Convenience

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)

Tags: final, tigs

Comments

15. Jul 2009 · 09:13 UTC
aaaaaaaaaaaaaaaahAAAAAAAAAAAAAAAAAAAAAAAAAAH
Banni
18. Jul 2009 · 08:24 UTC
Is it me, or is that game really difficult? That little guy at the bottom certainly makes me want to inflict some domestic violence him! Why won’t he just stop. Please!
Super-Dot
20. Jul 2009 · 17:29 UTC
That’s what the down arrow key is for! 😀
Banni
21. Jul 2009 · 20:42 UTC
Ahh….

Now I managed to get the thing :)

“Domestic Violence”

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.

Domestic Violence

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.

Comments

SpaceManiac
23. Jul 2009 · 19:37 UTC
Try to pick a nicer window title than “tk” :p

Coming Soon: July Mini-LD

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.

Comments

increpare
20. Jul 2009 · 15:49 UTC
excellent :)
20. Jul 2009 · 20:47 UTC
Ohhh… classic… does that mean pixelized stuff?? or oldies??
jovoc
20. Jul 2009 · 22:06 UTC
nah just “classic LD rules”… even though I’ve been really enjoying the creative mini-LD’s rules a lot — the ms-paint level editor was brilliant…
noonat
21. Jul 2009 · 01:31 UTC
woo, excited!
21. Jul 2009 · 02:44 UTC
You stay classy, Ludum Dare.
21. Jul 2009 · 10:11 UTC
Awesome!
bluescrn
22. Jul 2009 · 03:45 UTC
If it’s the last weekend in August, I might be able to join in the fun… any earlier and I might have to work :(
22. Jul 2009 · 09:39 UTC
But PyWeek starts on August 30th so that could be a conflict for some people…
increpare
23. Jul 2009 · 09:25 UTC
but that’s not overlapping at all!
24. Jul 2009 · 07:11 UTC
At what time will the theme be announced?
dertom
24. Jul 2009 · 09:54 UTC
That is a good question and I hope you didn’t meant with “classic” format strict (time)rules. Especially for us europeans it was really nice that the last MiniLD’s themes were announced quite early so we could start on “our” friday evening and were not forced to start at 5 am on saturday….

GFXR

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

Comments

increpare
23. Jul 2009 · 09:25 UTC
hmm; one of the main motivating reasons given behind sfxr was that people don’t put effort into sound effects; people already do put a lot of work into gfx, though, so I’m not sure it can philosophically parallel it too closely.
23. Jul 2009 · 09:50 UTC
That’s true, though if gfxr can do for ‘programmer art’ what sfxr does for ‘programmer sound’ (i.e. replace ‘bad’ with ‘cheesy’), then it’s a job well done ;P
25. Jul 2009 · 06:27 UTC
Cool idea. Can’t wait to see some screenshots.
26. Jul 2009 · 23:08 UTC
I mentioned this in IRC, so I thought I’d mirror what was said here. Petri’s experiments in creating Space Invader’esc graphics… a-la a GFXr. I believe he ended up using it in his post-it-note game.

Ludum Dare 15 – August 28th-30th Weekend

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)

0

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.

July Mini-LD — SANDBOX

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.

  • There’s no strict start/end times, just limit yourself to 48 hours over the weekend.
  • All gameplay code, art and assets must be created by you during the 48 hour period.
  • You may use any tools, engines or libraries you wish (unlike regular LD which has some restrictions on allowed tools).

That’s it!  Have fun!

Comments

increpare
24. Jul 2009 · 14:38 UTC
hmm…cool
24. Jul 2009 · 15:16 UTC
Awesome themes!
24. Jul 2009 · 17:37 UTC
Oh neat, commitment-free weekend and it turns out there’s a mini-ld! With a cool theme to boot! yay :)
24. Jul 2009 · 17:56 UTC
quite good theme :)
Super-Dot
24. Jul 2009 · 18:18 UTC
This should be interesting! I’ve been wondering how to make emergent gameplay.
24. Jul 2009 · 18:38 UTC
I’m out for this one, but I’m looking forward to playing the games :)
24. Jul 2009 · 19:11 UTC
I wish these Mini-LDs were a bit longer, and not on the weekends… I can’t do shit in those two days, but I’d love to participate in one. Oh well.
SpaceManiac
24. Jul 2009 · 19:30 UTC
Boxes of sand! Fun.
24. Jul 2009 · 22:55 UTC
I hope I can spare a day to make something for this. Something worthwhile, hopefully.
25. Jul 2009 · 02:58 UTC
Good luck people!

Super Action Ninja Agents

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:

Check out all of its majesty!

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

Comments

jovoc
24. Jul 2009 · 18:55 UTC
Looks pretty cool. I like the idea of a procedural sidescroller (i did one for TINS once). That looks like it will work great with the ninja rope.
SpaceManiac
24. Jul 2009 · 21:25 UTC
Looking good. I can’t wait to play it.

A map

Well, I’ve got some kind of iso map goodness going on. what’s next? critters I guess..

Little Quirks

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:
Little Quirks Concept

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

King of the sandbox

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

Comments

25. Jul 2009 · 19:24 UTC
I actually really, really like this idea. At first glance it seems like you’re making fun of the theme, but it could really be fun just to pile up sand and make things. Much more fun than making a “linear” game about a line travelling in a straight line to throw a line into a line.

Space mining

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.

hmm

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

End of First Day

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.

Screenshot 2

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

Comments

25. Jul 2009 · 21:26 UTC
they move pretty nicely :)

Babies vs Puppies

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.

Robot Kill Spiders

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

I am an island

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.

Robot Sandbox

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.

Tags: robot, wip

Throwing in the towel :)

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)

http://www.youtube.com/watch?v=UjoG7ja74N0

Comments

rollbak
26. Jul 2009 · 17:08 UTC
Nice laser effect… can you share the way you are doing it?
27. Jul 2009 · 09:03 UTC
Of course. I just made a cylindrical gradient in Photoshop for the texture, and then threw that on a stretched quad (2 triangles). I rendered it using additive alpha-blending to make it look bright and nice. To make it pulsate I just rendered the quad twice; first using extra scaling on the x-axis, and then once more using no added scaling. Simple, right? :)

Sandbox

Decided to try something today. So far it’s a box, with sand in it! Also, you can rotate it.

It’s actually kinda fun to play with already. Not much of a game though ..

The Half Way Mark…

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! )

Many Coloured Quirks

Here’s a hundred Quirks, with an updated Graphics set, and the red box o’doom cursor 😉

Tags: half way, little quirks

Comments

27. Jul 2009 · 05:51 UTC
I’ve seen the ‘demo’ in your earlier post and I think this might actually become something really nice! =D

progress

have the interface working now anyway

it’s hopefully going to be a music-based puzzle game of some sort.

Quick Simple Toys

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

Comments

27. Jul 2009 · 00:24 UTC
Wow! Screenshots really don’t communicate the squiggle thing well. But that’s pretty neat!

Ninja Rope physics finally completed

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

Comments

26. Jul 2009 · 20:37 UTC
jumping mechanism is nice.
SpaceManiac
26. Jul 2009 · 22:25 UTC
Fun! I liked the art in the concept better though, I have no idea why.
27. Jul 2009 · 08:52 UTC
it’d be cool if you could just fall forever and there were no sides, it just deleted the path behind you and rebuilt it as you went.
crazysam1
12. Jan 2013 · 19:46 UTC
Hello good sir! I was looking to incorporate a similar mechanic (grappling hook) in my own game, would you mind sharing the code?

And it’s going to be late…

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 ):
A Small Army of Quirks
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

Comments

27. Jul 2009 · 06:02 UTC
Don’t despair, this game WILL be awesome anyways ^^

aaaalmost done

just have to fix a few nasty bugs that suddenly appearedgrrrr

Sandro Sand and the Search for the Last Sandbox!

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

Comments

26. Jul 2009 · 21:26 UTC
i keep on getting stuck in the landscape in the first levelhmm
dertom
27. Jul 2009 · 02:46 UTC
Argh…can you post me a screenshot? That would be very nice…. tom(at)tomtro.org

Brickplacer

Brickplacer screen

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.

PLAY IN BROWSER LINK

for those interested:  Source Code

time-lapse: link

Tags: final, mini ld, sandbox

Comments

26. Jul 2009 · 23:42 UTC
I like that you can’t collect coins, you have to “guide” the other character into getting them. That’s a neat idea.
Gilvado
27. Jul 2009 · 04:30 UTC
Some neat ideas, obviously could have used more design (characters that crawl up the sides of the bricks like slugs instead? I dunno.)

Also…

Best. Music. Ever.

The Orange Spider Machination

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:

Windows Executable

All in all a pretty good weekend, can’t wait for LD15 at the end of next month.

Tags: final

Comments

Gilvado
27. Jul 2009 · 04:38 UTC
Really needs graphics to explicitly show where the world movement ends, much faster bullets for both you and the spiders, and auto-fire when you hold down the mouse button. Overall though, pretty impressive! Really pretty menu screens. I like that.

The Wanderer

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

Comments

Gilvado
27. Jul 2009 · 04:35 UTC
Awesome. You’ve totally got to finish this up — at least just basic mechanics. It’s just a really awesome idea.
pkubit
27. Jul 2009 · 12:05 UTC
Once things get complicated, it’s easy to lose your character in the sea of critters and followers (as you alluded to in your comment. Nevertheless, it kept my attention for quite a while. Good stuff!
increpare
27. Jul 2009 · 22:58 UTC
fantastic.
28. Jul 2009 · 22:22 UTC
The randomly generated things are a neat idea, but it looks like they came out too tiny and don’t look enough like people or animals, to be interesting.

My first sandbox

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.

linux build

windows build

source

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

Comments

Gilvado
27. Jul 2009 · 04:33 UTC
Cool ideas. This game is begging for simple water mechanics and puzzle game level design (dams, ‘save the town’, whatever).

Still fun to make sandcastles!
pkubit
27. Jul 2009 · 11:54 UTC
I like how the button with a picture of a house on it is actually the “quit game” button. Made me feel like I was coming home from a day of playing.
dertom
27. Jul 2009 · 13:04 UTC
Good job! This one has really potential to more….
increpare
27. Jul 2009 · 22:52 UTC
ah, it works well.
matrin
28. Jul 2009 · 05:38 UTC
Thanks. My game dev skills seem to be evolving, although slowly. 😀 I knew about the pointer mismatch bug, forgot to fix it. :(

Beebo Stomps Your Cake

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.

Cakes gon\' get stomped

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

Comments

increpare
27. Jul 2009 · 22:39 UTC
hahahahah

Pendulum Ninja!

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

Comments

dertom
27. Jul 2009 · 12:59 UTC
Man,…this one is really cool! Jump around and using the rope was really fun and had a feeling like being spiderman 😀
increpare
27. Jul 2009 · 22:34 UTC
ah, it works quite well in the form you’ve put it. some more feedback from collisions would have been nice.
jovoc
28. Jul 2009 · 14:58 UTC
This is really fun. Put some graphics for the blocks and it’ll be better than half the flash games out there. It’s pretty challenging to travel upwards, I kept wishing there was a way to add momentum by swinging back and forth (like kicking your feet on a swing). Great job!

Stygian Tunnel Beast

Here’s my first entry into LD/mini-LD:

Image of Stygian Tunnel Beast

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

Comments

PsySal
27. Jul 2009 · 12:32 UTC
Aha! I strongly liked this. I didn’t get far enough to where I understood how to collect energy/etc., but it was fun. What I loved:
Gilvado
27. Jul 2009 · 15:59 UTC
Thought it was awesome, but too punishing on new players. I’m sure that once you have the controls and concepts down it isn’t too bad, but maybe you could put in difficulty settings, and have the easiest difficulty start with more energy and even some magic.
increpare
27. Jul 2009 · 22:33 UTC
thralls? spitting acid? wow; i haven’t gotten too much into this at all it seems :)
afterthought
28. Jul 2009 · 02:01 UTC
Yeah, difficulty settings had to be cut before the end, but I probably should’ve squeezed them in. I think I fell victim to playtesting too much :p
matrin
28. Jul 2009 · 05:48 UTC
Loved it, would make a nice RPG story game. Did spend quite some time with it. :)
28. Jul 2009 · 10:38 UTC
Awesome job. I had a lot of fun playing this. I played it twice. Once without reading too much of your post and I didn’t get very far as I couldn’t figure out how to create thralls or what they were. The second time I read your post and realized more of how your sandbox worked. I buried my thralls deep in the ground to give me more time to defend and harvest mana. I then placed my obelisks above ground to attack the soul stealers. I was just coasting along happily fighting off some of the more aggressive soul stealers when a huge winged halo appeared and started blasting the ground and my obelisks.. that was awesome! I hadn’t realized that there was more content waiting to appear and it made me appreciate the strange little world you crafted even more. This sandbox has reminded me about the fun potential of creating a world with various elements and agents and allowing the player to affect them. The emergent gameplay that appears can often be quite rewarding as well as hard to predict. I love the name too.
jovoc
28. Jul 2009 · 14:50 UTC
Wow.. this is really epic. Lots of style, too. The name and art style is perfect, and it’s a great fit for the theme.

Monstroyka / Algae Eaters

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.

Early game.

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

Comments

27. Jul 2009 · 17:24 UTC
I’m very sorry to tell you that this game is F*Ing Awesome! =D

Really! Work on this! Work this out! =D

I love it ^^
PleasingFungus
27. Jul 2009 · 23:23 UTC
I think it is because you make things, and also you have guys, and they go thwip thwip thwip! That would be my guess.
28. Jul 2009 · 08:43 UTC
Sooo… What’s gold for? XD
28. Jul 2009 · 12:43 UTC
Same as in Mario! (Except without the 1ups, I guess.)
28. Jul 2009 · 13:42 UTC
XD lol

Are you working on it? Will you make it a full game? ^^
afterthought
30. Jul 2009 · 04:29 UTC
I played until it stopped spawning guys for me! I wasn’t sure why they wouldn’t spawn, maybe it was a bug.
01. Aug 2009 · 14:01 UTC
Wow, you played for a while! There were a bunch of “not spawning more dudes” bugs in that version, though mostly with the blue froods, not the red mooks. (I’m assuming that you mean it wouldn’t spawn any more enemies.) I just uploaded a new version with a bunch of bug fixes and a new enemy and tower, and, thanks to your advice and that of one of my other testers, a darker background. More forthcoming in future, hopefully.

DeformaBall

DeformaBall screenshot

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.

Download for Win32

Download for Linux

Tags: final

Comments

increpare
27. Jul 2009 · 22:31 UTC
“where’s the sound coming from? i thought i had my speakers plugged in” 😛
matrin
28. Jul 2009 · 05:50 UTC
The sound waas awesome, but a bit loud. 😀
28. Jul 2009 · 07:25 UTC
increpare: it’s not very intuitive, but you can change the size of the brush by moving the mouse left/right while you’re dragging.
jovoc
28. Jul 2009 · 15:00 UTC
the linux build ran but just said “Unable to set video mode: Invalid width or height”. Is there a way to get it to run in windowed mode or something? Otherwise I’ll try the windows one later tonight..
28. Jul 2009 · 16:24 UTC
Hmm, it sounds like it can’t detect your screen resolution but I’m not sure why that might happen.

concord

pic

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

Comments

jovoc
28. Jul 2009 · 14:29 UTC
Wow.. that’s amazing. And incredibly frustrating. You need to make a “nearly-tone-deaf” mode for people like me. :) This could turn into a whole new musical instrument..