Endurion

LD10

Magnetic Fields

Oh no! All your pocket money fell down the sewer! What now?

Just flip out your favourite magnet, tie it on a yarn and try to retrieve all your coins. The coins are attracted by the magnet. Wouldn’t it be easy to have common sewers like everybody else…

Can you retrieve all your money?
One rule of the contest is to give away the sourcecode. It’s inside the .zip with the binaries.

Duh, forgot the link:Click me!

The menu/title screenCarefully place the magnet

Tags: Endurion, final

Comments

PoV
31. Dec 2007 路 11:26 UTC
Where’s the file? 馃榾
Endurion
07. Aug 2008 路 13:20 UTC
Duh, how could i forget. And only notice half a year later. Here’s the link :)

Infection (Georg Rottensteiner)

This game is a little real time strategy game. A body has been attacked by viruses. It’s on you to fight back the intruder. Only armed with an antidote you have to revert ill cells and defeat attacking viruses. Simple graphic and funny sounds helped the game to get rank 24 out of 66.

Title ScreenBattle commences

Tags: Endurion, final

Silent Hunter

Your name is not of importance. Your mission is simple:
Top secret data has been separated and hidden in several countries. Break into the buildings and retrieve the secret data. The data is usually kept in a green cabinet. You must not be detected. Go inside unseen and find the cabinet. Once a guard sees something suspicious like a light which doesn’t belong or hears a sound he will start the alarm. Once the alarm is on you cannot escape. We will have to deny any knowledge.
As usual for those competitions the complete source code comes with the game.

The Title screenLurking in the DarkCaught!Hiding from a Guard聽聽

Tags: darkness, Endurion, final, LD6 - Light & Darkness, light

Comments

10. Dec 2007 路 03:17 UTC
Hey – can you upload your images to the blog entries? Tha way they’ll show up in the GRIDs :)
Endurion
10. Dec 2007 路 13:19 UTC
You asked for it :)

Chain Reaction, hm?

I’m yet to decide if i’ll enter.聽 If a good idea hits me in the next hour i’ll probably do.

Somehow i see bombs. Ticky Ticky time bombs.

Now that i pixelled up some items i think i do have to enter…. 馃槈

Yes, i am aware, it looks a lot like Lercs. And it inspired me to this. I hope that’s ok and it looks we’re going different directions anyway.

Tags: Endurion, LD10 - Chain Reaction

Chain Reaction continued

Looks like i can actually get something done. I won’t be able to use anything near to 48h so i aim for something simple.

Some of the game tech is already working so i can think up some nasty contraptions to stop the player. The basic goal looks like you need to get all diamonds. But before you can pick them you need to bomb their cover off. You can place non-timed bombs which need to be activated by the editor placed time bombs.

The story: What story? It’s bombs, it’s chain reactions, and it has shiny things. There is no story.

Tags: chain reaction, Endurion, LD10 - Chain Reaction

Kaboom, Version X

This is it probably for today, i’m going to a restaurant with wife and kid, empty their buffet and then waltz to bed 馃槈

Anyway, there is sort of a chain reaction going on, i decided to add another element, so you get a real goal. Any gameplay fun seems to be decided by level design. Again. Dang!

At least i’ve put an editor inside :)

Tags: Endurion, LD10 - Chain Reaction

Where鈥檚 the reaction now?

Yawwwwwwn…

Started to add sounds, DrPetter needs to auto-win this competition singlehandedly for his awesome sound effect tool. I can’t thank you enough for this one.

Now聽beside chain-exploding bombs there’s also an objective of the form “bomb-the-ball-into-the-goal”.

Innovation, where hast thou gone to?

Still, i’m happy with聽my programmer art and it’ll look like i can deliver an albeit simple but finished entry. Yay!

Sleepy good nighty night.

Tags: Endurion, LD10 - Chain Reaction

Yawwwn, 2nd edition

Woke up this morning after some nice sleep.

I added the solve code, menu screens, tuned up the editor and level names. It’s always nice to have that simple stuff out of the way in the middle, since in the end you always need to tune things a bit. The simple stuff usually takes quite some time, so don’t leave it for the last minutes!

I see that my game is not that chain reactionary, but it’s playable and i can spend most of the day coming up with levels and maybe some new elements.

Nice stuff is coming up from you guys (and gals). Hope to see a lot of finished entries!

Tags: Endurion, LD10 - Chain Reaction

Chain Reaction: Detonator, not final!

So this looks like my final game. My wife’s got that look so i doubt i’ll work on it anymore 馃槈

Link removed. The final can be found in my latest blog entry.

It’s not the most innovative but it has been fun. It sports 14 levels, sounds due to DrPetters awesome sound effect tool and ugly pixel art by myself truly.

Position bombs and use the chain reaction of exploding bombs to fulfill your goals:

Either bomb open all diamond devices or push all target balls (with an X) onto any goal area (or both).

Do not forget, that you can go back and reposition bombs for another attempt. And another. And another.

An editor is included, which lets you build your own nasty contraptions.

There source聽comes with a Visual Studio 2003 solution file. It’s not the cleanest code, esp. the resource loading is an ugly hack.

The game itself requires any Windows since Windows 95, DirectX 8.1 and shouldn’t need any other DLLs beside the one i included.

You want a screenshot? Ok:

Tags: chain reaction, Detonator, Endurion, LD #10 - Chain Reaction - 2007, preview

Chain Reaction: Detonator, the final?

As usual after a bit of playtesting i happened upon one crash bug. Yelp.

Fixed the bug and added yet another level. So it’s 15 now.

The new version is uploaded; i’ll remove the final tag from the older entry.

Click here聽to get it.

聽Tools used:

  • DrPetters 眉ber-awesome sfxr tool
  • my own crappy paint app
  • Visual Studio 2003

Tags: chain reaction, Detonator, Endurion, final, LD #10 - Chain Reaction - 2007

Comments

PoV
17. Dec 2007 路 00:04 UTC
Hi there. Could you upload your screenshot to the site, and edit it in to your post? Images don’t show up in the image grid unless they’re uploaded to the site. Thanks.

Chain Reaction: Detonator Post Mortem

Now before everyone’s going into hibernation again here’s a small Post Mortem for Chain Reaction.

First i was not sure i was actually going to enter. I’ve partitiated in a few Ludum Dare’s before, but usually only when i could really use the full time. This year round that was not the case. I didn’t even reserve some extra timeout from the family.

Still, once the theme was up i couldn’t help it. I strived for a rather simple game (simple as in simple to make) since any greater planning would go down the drain anyway. I’m rather glad how it worked out. My entry is not particularely innovative but things fell into place pretty nicely.

What went right:

  • Having the general gameplay up and running as the first step

This is actually the most important part for these kind of competitions. If you have a flaw in your gameplay design you still have time to refine it. It’s no use having nice technical gimmicks all around when the gameplay is crap.

  • A working editor

If a game is level based it’s one of the rather convenient things to have. Sure, with the given time nothing stops you to hardcode level data or even store it in some text file. Once you have an editor you can churn out levels at an alarming rate. And it’s a nice polish plus for the final version.

  • 聽Sound effect (thanks to DrPetters awesome tool)

Usually one of my bad points. It’s easy to use a microphone and grunt/hiss/snarl some stuff but it also sounds exactly that way. DrPetters tool is a most awesome help as you can experiment and modify in just a few clicks.

What went wrong:

  • Innovation? We don’t need to stinkin’ innovation!

Not thinking too much about what to do i was glancing over the first shots of the other competitors. Lerc’s shot looked very nice and i thought about these circles being bombs. I’m glad that the gameplay came out very different though.

Tags: chain reaction, Detonator, Endurion, LD #10 - Chain Reaction - 2007, post-mortem

LD12

Bombs away!

Ok, i think i will enter. Tower is not one of the themes i voted for but whatever 馃槈

Interestingly we had the same topic a while ago on the 3h Gamedev.Net compo.

Setting us up the bomb

This time i’m trying for a demolish-the-tower-with-as-little-as-possible-money-used. And probably some more stuff if i can get a decent damage routine going.

For now i’m still partially using some art from my LD#10 entry, but they’ll be replaced eventually. The goal is to get a working prototype as soon as possible.

Rubble Rubbish

And here we go with some demolishing action. You can switch from build mode to action mode and watch the whole building collapse. Or not.

Adding particles was a good idea, it makes it look quite nice pretty easily. And it’ll probably add for another game element: Try not to break too much from the nearby buildings.

Kaboom, crush, crumble and chomp

I can’t work the full 48 hours (family time!) but i’ll try to get a half decent game finished though. Anyway it looks i’m at stage based design again. Looks like i’ll never get rid of that :)

Whoever’s idea it was to put the Save/Publish buttons on the right side has some weird ideas. Do not listen to him/her again.

Where鈥檚 my gameplay?

Looks like i’m not the only one with the problem:

I have a working prototype but the game is not inherently fun. Dang. It does make kinda fun blowing up the building though. So far you can set up the bombs and some protection and need to get a certain percentage of the Tower razed. Right now there’s not too much challenge in there. I’ll have to find something tomorrow (i hope to dream the solution up during the night).

I’m leaving the level design for tomorrow as well. At least i have half the menu system going, so the drag part is mostly done. This leaves lots of time for late bug inducing 馃槈

Annoying stuff done, now to the game

Second day. Today morning i decided to get the usual annoying stuff done like proper menu screen, editor and general GUI. With most of that finished i can go to add more stages and refine constants to squeeze at least a bit of fun out of it.

Menu Screen

Here’s the probably final menu screen.

Tower Collapse

I’m feeling pretty tired, so i’m not sure i’ll add much more. I’ll try though.

To be on the safe side here’s a pre final version. The gameplay is there, as are 8 stages of bombing goodnees and a editor.

In game

The link for the pre-final version is http://www.georg-rottensteiner.de/files/Tower%20Collapse.zip. Anything else will be polish from now on.

Edit: Modified the zip file, this is now a newer version. Removed the final tag.

Tags: Endurion, LD #12 - The Tower - 2008

Comments

Sulix
10. Aug 2008 路 11:51 UTC
The source isn’t actually included; I’d try to upload a new version for the _real_ final 馃槢
Endurion
10. Aug 2008 路 12:41 UTC
Oops, yeah, thanks!

Tower Collapse Final

Tower Collapse

Ok, i couldn’t hold back.

Here’s the final version of Tower Collapse. I’ve added two more stages, fixed some small bugs, enabled window/fullmode switching and added the source to the zip file as well (forgot during the first preview-final).

Download from here: http://www.georg-rottensteiner.de/files/Tower%20Collapse.zip

If you take the time to test please tell me about any bugs! Thanks and have fun!

Edit: 20:27 local time, added a Compo Game Loader file for easier testing! It even works :)

Tags: Endurion, final, LD #12 - The Tower - 2008

Comments

10. Aug 2008 路 13:55 UTC
No bugs, but a lot of fun, and pretty challenging in the later levels.
HybridMind
12. Aug 2008 路 17:32 UTC
This game was a lot of fun and I liked reading about how you modeled the simple physics. It behaves really cool for the collapsing and timing of the bombs. Reminds me fairly well of real building demo videos / shows. Excellent job!

Tower Collapse Inner Workings

Since there have been a few question regarding the “simulation” i’ll explain a bit:

There is no grand simulation inside. It’s all聽tile based. I refrained from using a physics lib (there have been enough entries with one already) because i’d have to learn it during the compo time.

Every tile has two damage counters, one outer, one inner. The outer is mostly used for the appearance (cracks in the window) while the inner is responsible for the strength left. Once the inner structure value is down to zero the tile collapses.

Collapsing is done by moving all the tiles above one tile down. The tile below the collapsed one gets a damage applied which is calculated by the number and “health” of the tiles above it. This can lead to nice chain reactions of a column collapsing in itself.

Since the collapsing code only works vertically i have the particles. Half of the particles are able to inflict damage when hitting other tiles. Therefore it’s also possible to have columns affect each other.

Oh, and about Twin Towers: You actually have to raze the two towers on the left and right and protect the building in the middle. That’s probably the reason why some can fail spectacularely in that stage.

Did i mention that the game also has flying toilets?

LD14

Advancing Wall of Doom

When I first saw the theme聽I wasn’t sure if I should enter at all. It doesn’t seem to be all that applicable. Anyway, since right now I’m on a Buggy Boy trip i thought about this:

A future gameshow. Run towards a goal without getting stopped by the advancing walls of doom. Grab the cash prizes in between but don’t forget that the next wall is moving towards you.

Here’s a preview with a tiny wall of tiny doom advancing slowly:

Tags: Endurion

Doom Runner

There might actually be a game in there somewhere. There are walls running up to you and you need to jump about and collect prizes. There’s probably a wall of doom (with spikes and innards and blood and maybe zombie pirate spiders), but it’ll never be visible i fear.

Anyhow, looks like gameplay is once more up to level design mostly. Urgh.

Tags: Endurion

Comments

Cosine
18. Apr 2009 路 17:11 UTC
Looks pretty good. My only recomendation would be to make the camera follow the player, not be in front, unless that’s how it is already. Can’t really tell, that’s what they did in “CRASH: The HUGE Adventure!” for the GBA, and it was nigh-impossible to play.
18. Apr 2009 路 17:20 UTC
zombie pirate spiders..so you’re saying you have spiders who took up piracy with the eye patches and the swashbuckles and all that, who were then bitten by zombie spiders thus becoming zombie pirate spiders?
Endurion
18. Apr 2009 路 17:24 UTC
I of course forgot the robot ninjas in the formula, but I’m sure they’re behind the evil scheme and somebody has to move the advancing wall somehow 馃槈