LD13 December 5–8, 2008

Polish-time!

No, it isn’t time for sausage — it’s time to celebrate, because I’ve got all the essentials for the game. You can add and modify truck routes, trucks do their own pathfinding to determine the cheapest route between cities, the player gets a notification every time a profit is made or lost. I still wish my damn roads weren’t straight (it’s like playing the game on some sort of ideal atlas, which isn’t quite what I was going for. Oh well. Starting the game takes you through a logical series of windows (splash screen, text introduction, main screen) and clicking widgets does pretty much what you’d expect. Hooray!

Also, there’s music now — four short tracks I mixed together in GarageBand. Before 6:13pm today I’d never even opened GarageBand. This is a testament to the easy-to-use Apple philosophy, I guess. Now if I only had any hope of porting my RubyGame/SDL app onto OS X. Yeah, right.

Throwing in the towel

You can now collect stars! They happily float around in little circles.

So that’s nice. But, there’s still a lot of stuff missing before this can be called a game, and there’s only one hour left now. Also I’m pretty tired. So, I think I’m gonna drop out again.

Tags: unfinished

:: RoadZ :: A bucketful of nostalgia.

Source and Win32 binary, in one convenient package (unzip with PKUNZIP.EXE for best effect)

This is RoadZ. It is a tribute to less troubled times; I could have seen myself being totally stoked when I downloaded this off the neighborhood BBS. Read README.TXT for ill ASCII. Check out all the directories for bonus stuff.

I didn’t get to do the sine scroller though :(

EDIT: I forgot to mention that -f runs the game in fullscreen. I meant to make a .bat file, actually included it in my readme, then forgot. Just know that you CAN run fullscreen, use the -f command line switch to make it happen. I recommend it.

EDIT2: Timelapse is here.

Controls:

  • UP – Accellerate
  • DOWN – Brake
  • LEFT/RIGHT – Steer
  • SPACE – Jump (velocity sensitive)
  • L ALT – Turbo

Tags: destroysound doesn't know how to read, final, LD13 - Roads, nostalgic, racer, roads, roadz

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This entry was posted on Sunday, December 7th, 2008 at 7:02 pm and is filed under LD #13 - Roads - 2008, MiniLD #05. 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.

Hexxxy final.

I spent about four hours total this competition. Unfortunately, I cheated, so I can’t win anyway.

http://www.omnisu.com/hexxxy.zip

Tags: final

Cutting back on features

This is definetly the way to go. I killed lots of things already: sound, level-editor, auto-initialization. I also skipped the massive multiplayer part, the “better than gta”-part and I stopped porting to the PS3.  I also called gamespot and told them to withold their rating until I can fix this mess. Still have two showstoppers. With almost 6 hours to go it could work out.

Dead End

#gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ mech-model5 mech-model6

This is a mech game thats in the make. Its split screen multiplayer.  Here are some pics of one of the mechs and Ill post some game footage in a bit. The game is almost done. The premise of the game is two guys are talking about each others moms and then they settle it with a dual and the whole city pays.

Midnight Break

My robot servant is arriving with some soup. Time for another break.

More Mech Pics

These are some pics of another mech. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; } /* see gallery_shortcode() in wp-includes/media.php */ mech1 mech2 mech3

Comments

Frimkron
07. Dec 2008 · 20:30 UTC
Cool! Mechs!
SpaceManiac
07. Dec 2008 · 20:39 UTC
Interesting, but doesn’t seem related to Ludum Dare at all.
OblivionCry
07. Dec 2008 · 20:47 UTC
No its not spam its just the models for the mechs fighting in the streets.
OblivionCry
07. Dec 2008 · 20:47 UTC
The Game is almost done being programed.
OblivionCry
07. Dec 2008 · 20:47 UTC
Scripted
SpaceManiac
07. Dec 2008 · 20:53 UTC
Okay. Just make sure your entry follows all the rules.
OblivionCry
07. Dec 2008 · 20:58 UTC
It Does
OblivionCry
07. Dec 2008 · 21:27 UTC
Crapy Mech

Soltcras

Yay, I’m entering! Spent about three hours on this, although I went most of this day thinking about the idea (which was initially a lot more ambitious). It turned out kind of cute though, and I’m happy with it. You might be able to have a few minutes of fun if you’ve got an opponent available, or even just putting down a few solo laps.

Win32 package: drpetter_ld13_soltcras.zip

(might be portable, for those who feel like compiling… get portaudio and glfw)

(edited 28 minutes after deadline adding a simple framerate limiter to make it playable if vsync doesn’t work)

original, packaged before deadline: drpetter_ld13_soltcras_old.zip

Tags: final

LD13 – Judging Time!

You’ve now got two weeks to judge them entries! Also be sure to pass out a few trophies!

Have fun! If you think your game has potential for additional awesomeness, please release a post-compo “deluxe” version for everyone! Just make it clear to people that they aren’t supposed to judge your post-compo version.

If you need to port your game to windows, or whatever, you can do that post-compo and people can still judge it. In fact PLEASE port it to windows, that’ll ensure that more than 3 people will be able to vote on it. Include all DLLs and other windows stuffs.

If you have any ultra-critical bugs you can fix those post-compo. But you MUST mention it on your “final” page and confess that you are inadequate and should have spent more time bugfixing during the contest and that you will do better in the future.

If you need an extra 30 minutes, well .. whatever .. just be ashamed of yourself for a few years and we’ll forgive you. Again, mention it on your “final” page.

-Phil

GBGames – Road LOCKDOWN! final entry


Here’s the final entry with link:

The binary-only download is about 1.5MB in size.
http://www.gbgames.com/downloads/ld13/roadlockdown-gbgames-linux-r71-test.tar.gz

FIXED SHORTLY AFTER THE DEADLINE: http://www.gbgames.com/downloads/ld13/roadlockdown-gbgames-linux-r77.tar.gz

I’ll leave the old version up in case anyone is worried about cheating, but I managed to fix all of the little bugs that were preventing it from being a real game. I’ll have source and a Win32 version up soonish.

EDIT: Source! (8.3MB)

ANOTHER EDIT: I have updated the build scripts for my game so that I can build both the GNU/Linux and the Win32 version at once. For both versions, the game should run as expected instead of requiring some tweaking on your end. For the GNU/Linux version, if running “roadblocks” doesn’t work, you can try the “roadblocks.bin” file assuming you have the right libraries installed.

GNU/Linux tar.gz file (1.5MB)
Win32 .zip file (1.7MB)
Source .zip file (9.9MB) Hey! It includes the custom libraries, too. The actual source is much smaller.

Tags: final

Alpha!

I’ve added the fireflies, and alpha blending!

I really have to get the ‘paths’ that the fireflies form, to make a (road-like) game!

screenshotFireflies

Tags: alpha, fireflies, wherearetheroads

Lunchey Munchey

I had some lunch today, believe it or not. It’s my famously delicious macaroni and cheese recipe, known throughout the world for its incredible ingenuity. Because I like you guys so much, I’ll fill you in on the secret ingredients, but if you tell anyone I’ll know it was you and I’ll be very angry.

Eli’s Top Secret Super Famous Macaroni and Cheese Recipe:

 

  1. Macaroni
  2. Cheese
  3. Cheese
  4. Cheese
  5. Milk product
  6. Milk product
  7. Cheese

 

So now you know. Here are the treacherously difficult steps to create this fine cuisine:

First, cut up some of the secret ingredient.

Cut up cheese

Next, boil that other secret ingredient.

BOIL

After the secret ingredient is all squishified (test with your fingers!), strain it and then put it back in the pot (not pictured). Then add the other secret ingredients.

Cheese!

Stir it until it’s all melty and then pour it onto a plate and eat! Best served with something else orange (like orange juice) so you can be color-coded. Make sure to be really happy and look like an idiot (pictured).

Eat!

 

Now you’ve got yourself some delicious Eli’s Super Secret Famously Created Macaroni and Cheese (it’s so famous nobody even can keep the name straight!).

 

Exproad, Improad, Reroad! is coming along well. There is actually a game at this point. The zombies run towards you, steal your rice, then run away with it. If you run out of rice you lose. You can shoot them to kill them (with an exproad), but then they explode into particles which float around. If you don’t get rid of the particles (with an improad) then they’re regenerate and come back to life. Things become even more frantic when you run out of bullets and have to recharge them (with a reroad)! Anyway reroading and improading aren’t put in yet, but exproading is all set. I’ve made sprites for different bullet types, but I dunno if I’ll have time to put in an upgrade system.

Left4Bread

Left4Bread is a game about roads and cars

And the undead.

Things happen.

Download source (requires Python 2.5 and PyGame 1.8>): http://www.myrmidonprocess.com/ludum/13/left4bread.tar.bz2 (optional update to the game library can be found here.)

Windows binaries (requires Windows): http://www.myrmidonprocess.com/ludum/13/left4bread-win.zip (Update to windows version here – need not download both)

Full story and instructions are in the readme! If you are impatient – Use arrow keys to go!

(I will post the timelapse tomorrow.)

Tags: better, final, roads, suck, zombies

Comments

galooph
07. Dec 2008 · 20:40 UTC
Looks awesome!
OblivionCry
07. Dec 2008 · 20:49 UTC
The game is great. Love the Name.
Z66831
07. Dec 2008 · 20:52 UTC
Seriously, this is a genius name and a great concept. I’m going to boot my MacBook to Windows just to play it. 😀

almost there

Well, it seems I almost have a fully functional “game”.

I wasted about 10 hours trying to figure out how to integrate the ragdoll physics into the Ogre engine.  I broke down and tried using the OgreOde ragdoll example, but compiling is a nightmare with different versions of Ogre and ODE.  So I decided to scrap that for now.  Instead of ragdoll physics, the player basically lays down flat on the ground.  Its good enough I guess.

Since I wasted alot of time on the physics I have to cut some of the features such as curved roads.  I have to integrate sound into the game still and some sort of menu for game startup and death.  Then ill try making at least 2 more levels.  So I think a total of 3 levels will be good enough.

More apple pie and tangerines :D.

Tags: food

I’ll keep trying =]

Well this is going badly at this point. No sound, and no AI. I just finished the abilities to build buildings that spawn units, working on the AI as quicky as I can, but I somehow think it won’t neccesarily work out too well. But here’s a screenshot anyway…

I’ll have something remotely playable soon, hopefully a little entertaining. I didn’t plan it out nearly well enough so the whole Roads genre kind of got lost when I realized I wasn’t getting enough done nearly quickly enough…

LineCount: 1783

Tags: Failure, progress, screenshot, unfinished

Gargh! But also Yay!

I am now officially spending more time playing than working. Maybe this is a good sign, since I do in fact have something to play, but I feel like I ought to be spending this time better. I am finding and fixing bugs, which is nice — but the bugs are really annoying me, because every time I fix one I have to start my game over.

Prices now change intermittenly, and random events (mostly dealing with the actions of your redneck brother) occur every 1-3 game days. I still need some sort of ratings screen for when you retire (and, probably, a better way to retire other than pressing ESC) so that it feels like you’re achieving something. Otherwise, it really is just playing around in a big sandbox with a lousy economy.

My music is really starting to get on my nerves, too. I’m not sure if making more is the solution, though. I mean, I made this stuff, and it’s really starting to irk me. I think I just fundamentally hate the artist.

Also, I am so not making a business sim for the next LD. Maybe a puzzle game, or something arcade-y. Nothing with this many internal mechanics, that’s for sure.

Checkpoint racer

Ok, my final submission. Here is a binary for linux. Compiled on Fedora 9, uses SDL version 1.2.13, SDL_image and SDL_ttf libraries. Compile friendly code, and Windows binary will follows in the next week, posibly with a postmortem.

Now what I was waiting for: good night and good luck. :) I’m going to bed.Sleeeeeep.

linux download

windows download

No source yet, sorry.

Tags: checkpoint racer, final, screen shot