Ohm My, Color Me Squared by amras0000
IF YOU HAVE ISSUES RUNNING THE GAME, MAKE SURE YOUR DRIVER SUPPORTS OPENGL AND CONTACT ME ON IRC.
A peaceful, gentle puzzle game. Starts out simple but some of the later puzzles may prove challenging.
Serving suggestion: Get as far as you can on your first go. If you like the mechanics, let the later puzzles sit in your head a while, give them some thought. They're not easy, but they can be reasoned out!
Let me know how far you're able to get :)
CONTROLS-----
Mouse and LMB - move things around, interact with things
F and R - rotate things
--------------
This is an experimental distribution method, and as such is subject to crashing and issues. The Windows build has worked on 4/5 tested machines.
I'm currently working on linux (and possibly mac) builds, hold tight *nixers.
If your gpu/driver does not support OpenGL, you will have issues running this game. See the readme for details.
Made with Panda3D and RenderPipeline, using Gimp, Blender, and Audacity.
Because I was writing in Python, the entry runs straight from source. Ie. the source is included in all distributions.
Good luck!
A peaceful, gentle puzzle game. Starts out simple but some of the later puzzles may prove challenging.
Serving suggestion: Get as far as you can on your first go. If you like the mechanics, let the later puzzles sit in your head a while, give them some thought. They're not easy, but they can be reasoned out!
Let me know how far you're able to get :)
CONTROLS-----
Mouse and LMB - move things around, interact with things
F and R - rotate things
--------------
This is an experimental distribution method, and as such is subject to crashing and issues. The Windows build has worked on 4/5 tested machines.
I'm currently working on linux (and possibly mac) builds, hold tight *nixers.
If your gpu/driver does not support OpenGL, you will have issues running this game. See the readme for details.
Made with Panda3D and RenderPipeline, using Gimp, Blender, and Audacity.
Because I was writing in Python, the entry runs straight from source. Ie. the source is included in all distributions.
Good luck!
| Windows | http://amras.dowolnanazwa.pl/ludumdare/35/OhmMy_win64.zip |
| Windows 32 (only use if not on 64-bit system) | http://amras.dowolnanazwa.pl/ludumdare/35/OhmMy_win32.zip |
| Linux (not well-tested) | http://amras.dowolnanazwa.pl/ludumdare/35/OhmMy_deb.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=47448 |
Ratings
| Coolness | 62% | 3 |
| Overall | 3.60 | 173 |
| Audio | 3.03 | 312 |
| Fun | 3.52 | 200 |
| Graphics | 3.40 | 305 |
| Innovation | 4.10 | 34 |
| Mood | 3.07 | 354 |
| Theme | 3.23 | 559 |
European plugs are hateful things.
Running Panda3D from "C:\games\LD\LD35 others games\OhMySquared\windows_build\pa
nda3d_build"
[>] CORE Using native core module
Warning: pandac.PandaModules is deprecated, import from panda3d.core instead
:express(warning): Filename is incorrect case: /c/games/LD/LD35 others games/OhM
ySquared/windows_build/panda3d_build/etc/config.prc instead of /c/games/LD/LD35
others games/OhMySquared/windows_build/panda3d_build/etc/Config.prc
[>] RenderPipeline Using Python 3 with architecture win_amd64
[>] RenderPipeline Using Panda3D 1.10.0 built on Apr 9 2016 06:24:28
[>] RenderPipeline Using git commit f0cd1ce3158e52c4b3b8ed338ec510c9d
2a33398
[>] MountManager Auto-Detected base path to /c/games/LD/LD35 others
games/OhMySquared/windows_build/RenderPipeline
[>] RenderPipeline Mount manager was not mounted, mounting now ...
[>] MountManager Setting up virtual filesystem
[>] MountManager Mounting auto-detected config dir: /c/games/LD/LD3
5 others games/OhMySquared/windows_build/RenderPipeline/config/
[>] MountManager Mounting ramdisk as /$$rptemp
[>] RenderPipeline No settings loaded, loading from default location
Known pipe types:
wglGraphicsPipe
(all display modules loaded.)
:display:windisplay(warning): SetForegroundWindow() failed!
:display:gsg:glgsg(warning): gl-debug enabled, but NOT supported.
[>] RenderPipeline Render resolution is 1280 x 720
[!] RPLoader Loading '/$$rp/data/gui/loading_screen_bg.txo' too
k 94.69 ms
[>] LightManager Tile size = 24 x 16 , Num tiles = 54 x 45
[>] GPUCommandQueue Allocating command buffer of size 4096
[>] GroupedInputBlock Native UBO support = False
[!] RPLoader Loading '/$$rp/data/environment_brdf/slices/env_br
df_#.png' took 140.59 ms
[>] PluginManager Loading plugin settings
[!!!] psetting:PCSS Penumbra samples Invalid value: 2
[>] PluginManager Creating plugin instances ..
[>] plugin:scattering Loading scattering method for 'eric_bruneton'
[!] RenderPipeline Experimental feature activated, no guarantee it wo
rks!
[>] StageManager Setup stages ..
[>] StageManager Preparing stages ..
[>] CollectUsedCellsStage Allocating 77760 cells
[>] CullLightsStage Using 304 culling lines
[>] StageManager Writing shader config
[!] RPLoader Loading '/$$rp/shader/default_post_process.vert.gl
sl, rpplugins/scattering/shader/scattering_envmap.frag.glsl' took 96.17 ms
[!] RPLoader Loading '/$$rp/shader/default_post_process.vert.gl
sl, /$$rp/shader/flag_used_cells.frag.glsl' took 80.14 ms
[!] RPLoader Loading '/$$rp/shader/tiled_culling.vert.glsl, /$$
rp/shader/cull_lights.frag.glsl' took 81.4 ms
[!] RPLoader Skipping further loading warnings (max warning cou
nt reached)
[>] ScatteringMethodEricBruneton Precomputing ...
:display:gsg:glgsg(error): Could not create a GLSL compute shader.
:display:gsg:glgsg(error): An error occurred while linking GLSL shader
Link called without any attached shader objects.
Assertion failed: _supports_compute_shaders at line 5936 of c:\buildslave\sdk-wi
ndows-amd64\build\panda\src\glstuff\glGraphicsStateGuardian_src.cxx
Traceback (most recent call last):
File "main.py", line 3, in <module>
from globals import base, render_pipeline, world, plug_nodes, HOLD_DISTANCE,
SNAP_DISTANCE, WORLD_BOUNDS, Sound
File "C:\games\LD\LD35 others games\OhMySquared\windows_build\globals.py", lin
e 19, in <module>
render_pipeline.create(base)
File "C:\games\LD\LD35 others games\OhMySquared\windows_build\RenderPipeline\r
pcore\render_pipeline.py", line 194, in create
self.plugin_mgr.trigger_hook("pipeline_created")
File "RenderPipeline\rpcore\pluginbase\manager.py", line 172, in trigger_hook
getattr(plugin_handle, hook_method)()
File "RenderPipeline\rpplugins\scattering\plugin.py", line 49, in on_pipeline_
created
self.scattering_model.compute()
File "RenderPipeline\rpplugins\scattering\scattering_methods.py", line 169, in
compute
}, (self.trans_w, self.trans_h, 1))
File "RenderPipeline\rpplugins\scattering\scattering_methods.py", line 157, in
exec_compute_shader
(ntx, nty, ntz), attr, Globals.base.win.get_gsg())
AssertionError: _supports_compute_shaders at line 5936 of c:\buildslave\sdk-wind
ows-amd64\build\panda\src\glstuff\glGraphicsStateGuardian_src.cxx
[>] MountManager Cleaning up ..
Press any key to continue . . .
Running Panda3D from "D:\Games\LD35\windows_build\panda3d_build"
Fatal Python error: Py_Initialize: unable to load the file system codec
ImportError: No module named 'encodings'
Sean: create an empty file in panda3d_build\python\Lib\encodings and name it __init__.py . Get back to me on the ludumdare IRC channel (#ludumdare on AfterNet) if the issue persists.
Great little puzzle game! There was quite a leap in difficulty on the yin-yang puzzle, and the final two were especially challenging.
I found that judging depth was pretty difficult though, this made the larger stacks harder to deal with. Similarly, it was sometimes hard to tell which side of a piece you were looking at. I think it would have helped if the camera wasn't looking directly at the outlet or there were some more depth cues.
panda3d_build"
[>] CORE Using native core module
Warning: pandac.PandaModules is deprecated, import from panda3d.core instead
:express(warning): Filename is incorrect case: /c/Users/Daniel/Downloads/Games/O
hmMy_win64/windows_build/panda3d_build/etc/config.prc instead of /c/Users/Daniel
/Downloads/Games/OhmMy_win64/windows_build/panda3d_build/etc/Config.prc
[>] RenderPipeline Using Python 3 with architecture win_amd64
[>] RenderPipeline Using Panda3D 1.10.0 built on Apr 9 2016 06:24:28
[>] RenderPipeline Using git commit f0cd1ce3158e52c4b3b8ed338ec510c9d
2a33398
[>] MountManager Auto-Detected base path to /c/Users/Daniel/Downloa
ds/Games/OhmMy_win64/windows_build/RenderPipeline
[>] RenderPipeline Mount manager was not mounted, mounting now ...
[>] MountManager Setting up virtual filesystem
[>] MountManager Mounting auto-detected config dir: /c/Users/Daniel
/Downloads/Games/OhmMy_win64/windows_build/RenderPipeline/config/
[>] MountManager Mounting ramdisk as /$$rptemp
[>] RenderPipeline No settings loaded, loading from default location
Known pipe types:
wglGraphicsPipe
(all display modules loaded.)
[>] RenderPipeline Render resolution is 1280 x 720
[>] LightManager Tile size = 24 x 16 , Num tiles = 54 x 45
[>] GPUCommandQueue Allocating command buffer of size 4096
[>] GroupedInputBlock Native UBO support = False
I also get an error: The loading screen appears, but then closes. I have Windows 8 64bit.
[!] RPLoader Loading '/$$rp/data/environment_brdf/slices/env_br
df_#.png' took 81.98 ms
[!] RPLoader Loading '/$$rp/data/builtin_models/skybox/skybox.t
xo' took 101.28 ms
[>] PluginManager Loading plugin settings
[!!!] psetting:PCSS Penumbra samples Invalid value: 2
[>] PluginManager Creating plugin instances ..
[>] plugin:scattering Loading scattering method for 'eric_bruneton'
[!] RenderPipeline Experimental feature activated, no guarantee it wo
rks!
[>] StageManager Setup stages ..
[>] StageManager Preparing stages ..
[>] CollectUsedCellsStage Allocating 77760 cells
[>] CullLightsStage Using 304 culling lines
[>] StageManager Writing shader config
[!] RPLoader Loading '/$$rp/data/film_grain/grain.txo' took 302
.05 ms
[>] ScatteringMethodEricBruneton Precomputing ...
:display:gsg:glgsg(error): Could not create a GLSL compute shader.
:display:gsg:glgsg(error): GLSL link failed for program 1, "": Link called witho
ut any attached shader objects.
:display:gsg:glgsg(error): GLSL link failed: Link called without any attached sh
ader objects.
:display:gsg:glgsg(error): An error occurred while linking GLSL shader
Link called without any attached shader objects.
Assertion failed: _supports_compute_shaders at line 5936 of c:\buildslave\sdk-wi
ndows-amd64\build\panda\src\glstuff\glGraphicsStateGuardian_src.cxx
Traceback (most recent call last):
File "main.py", line 3, in <module>
from globals import base, render_pipeline, world, plug_nodes, HOLD_DISTANCE,
SNAP_DISTANCE, WORLD_BOUNDS, Sound
File "C:\Users\Daniel\Downloads\Games\OhmMy_win64\windows_build\globals.py", l
ine 19, in <module>
render_pipeline.create(base)
File "C:\Users\Daniel\Downloads\Games\OhmMy_win64\windows_build\RenderPipeline
\rpcore\render_pipeline.py", line 194, in create
self.plugin_mgr.trigger_hook("pipeline_created")
File "RenderPipeline\rpcore\pluginbase\manager.py", line 172, in trigger_hook
getattr(plugin_handle, hook_method)()
File "RenderPipeline\rpplugins\scattering\plugin.py", line 49, in on_pipeline_
created
self.scattering_model.compute()
File "RenderPipeline\rpplugins\scattering\scattering_methods.py", line 169, in
compute
}, (self.trans_w, self.trans_h, 1))
File "RenderPipeline\rpplugins\scattering\scattering_methods.py", line 157, in
exec_compute_shader
(ntx, nty, ntz), attr, Globals.base.win.get_gsg())
AssertionError: _supports_compute_shaders at line 5936 of c:\buildslave\sdk-wind
ows-amd64\build\panda\src\glstuff\glGraphicsStateGuardian_src.cxx
[>] MountManager Cleaning up ..
Press any key to continue . . .
Overall very good effort. I will come back and beat that last (?) level! (the sun dial one)