LD15 August 28–31, 2009

The Eternally Grey! Released!

After tons of  last minute tweaks and fixes I’m done. As they say, the last 0.1% takes 99.9% of the time ;).

I’m happy how it turned out, and I got to put my new ruby/gosu framework Chingu ( http://github.com/ippa/chingu/tree/master ) to the test.

Oh.. and don’t awake him…

screenshot

final version of “Life is Guano and Then You Die”

I always feel like its bad luck to use the world “final” but, in any case, this is what I’m submitting!

Windows Executable + Source Code

It’s of course lacking in a few ways, but I feel I managed to finish the essence of what I set out to and even put in some polish!

Feels good to get to rapidly hack SDL on windows again, iPhone development can get boring.

I didn’t have time to incorporate the help screens into the game, so here they are.

help1

help2

help3

help4

Tags: final, screenshot

Spaceship in a Cave

Well, I spent way too much time on the level editor. I didn’t really have much of an idea anyways, it was going to be a platformer, but by Sunday morning I released I was running out of time and hadn’t started the gameplay, so I switched to yet another ubiquitious cave flyer. Anyways, it didn’t turn out.

Spaceship. In a cave.

Spaceship. In a cave.

On the plus side, I did end up with a nice (if rather barebones) level editor and a bunch of code that could be the basis for a shape-based 2D engine, if I ever feel like cleaning it up.

And I had a lot of fun! Thanks to everyone on IRC for keeping me distracted and amused.

Viridian Update 4: Good Try, No Cigar

Well…I bit off more than I could chew, but I might have managed if I hadn’t had some family distractions today.

So. The game was Star Kittens; the goal was Dungeon Keeper in space…with kittens. How close did I come?

Well, you have sculler droids that act like imps, digging out whatever areas you select. You can also tag dug-out areas as room types (the only rooms I got in were the dormitory (red) and cafeteria (yellow)).

Once you have a large enough dormitory and cafeteria, kittens will start spawning, but because they have no AI, they just stand there. So the game is not completable, indeed there’s very little real gameplay at all.

But here’s a screenshot!

I hope to do much better next time, and Star Kittens has so much good code in it that it would be stupid not to finish it…eventually.

Oh man, finally done.

I still had seven enemies, SFX, the title screen and a bunch of fixes to do when I crashed last night (at 2am, and the deadline is 11am for me). Good thing someone came stomping home from her “girls’ night out” at seven thirty.

2XUE

But it’s done. It’s up. I have no idea if it’s any good but I’d really love to watch two people play it.

It’s a game that needs two humans. One of you designs the next level while the other plays. It’s something I’ve wanted to try for a while and I have a hunch that interesting shit might emerge but for now I’m probably going back to bed.

Finished.

Spooky Cavern is finished. Playing it is an exercise in overcoming confusion, so download it if you’re into that sort of thing:
Download it (OS X/Windows, 7.5mb)

I don’t think I’m gonna submit it, on account of it being terrible. It looks nice, though:
screen

Cave Jimmy phailure

Cave Jimmy

Absolutely no fun to play at all. Ah well.

Tags: final

Off to bed

Finally finished. Again I pulled off an almost all nighter (i go to work in three hours), but I’, quite happy with the game.

It’s a very short game about being stuck in an underwater cave.

During the competition itself I decided to learn Löve2d and it was quite fun.

In the middle of day one, I actually became so angry with Löve, that I decided to throw away everything and start over in C++ and SDL – but I pursued the idea just for about two hours and then came back to Löve :).

screenshot4

http://optiq.hy.cz/cavedive.zip (3MB) can be played on Windows/Mac/Linux

Glaucon and the cave – final toughts

Clipboard02

ouch, that was close 30 minutes to the end and the jar file was giving me problems hehehehe, allways forgeting the deploy details !! but at the end everything is fine, and the final version is on the air.

thanks all !! that was a real fun !

zombie-left2

Tags: cave, glaucon, LD #15 - Caverns - 2009, ouch, zombie

Conway’s Game of Caverns – It’s over

Well, the competition is over, and I have submitted the rar with source. Be sure to rate well and give trophies. 😉 With my sister and nephew moving down this weekend from duluth to st louis, I probably had half the time I wanted to work on it. With a few more hours, I may have gotten the AI entities working. Oh well, better luck next time, eh?

Cavern Crawler (Final)

Well after many, many set backs I managed to cough up a finished “game”

[[ Right now its just a love package (renamed zip file) and you will need love installed to play

Windows “dbl click n go” soon to come for more convenience ]]

The original concept was a “shooter” but then turned twards “asteroids meets defender”,  but then collision with the walls proved  a major problem, which took a day and a quarter !

after seeing a simple solution to all of that, I had less than 6 hours to fix the collisions and make some form of game, so there is nothing attacking you,  its mostly another maze game, and the code is horrible

But after tossing in the towel 2 times I am just happy to have a product that qualifies as a game

gfx = inkscape

music = Osgeld + crappy old keyboard and SFXR

system = love 0.50

font = cheated

Screenshot-2

Screenshot-3

1024×768 window, Keyboard control (arrow keys, wsad, and keypad)

If you have love already installed on your system or use unzip for sources

DOWNLOAD LD15-OSGELD.love

Self exe windows package tomorrow when I get home from work

Tags: final

My Little Cavern is finished

After much work, my entry is finally finished.  Little Jimmy roams around in his cavern collecting points and mining away.

Arrow keys to move, z to mine. Explore the cave to gain points. A mining a wall gets 1 point, a stalagmite 10 points, and finding a mushroom gives 100. If you mine out of the room, you should find another cavern, continue to find more and more caverns, racking up the points. I had allot of fun making this entry, procedurally generated caverns and all, so I hope you have some fun playing it.

http://www.ludumdare.com/compo/ludum-dare-15/?action=preview&uid=530

Edit: View the timelapse here: http://www.youtube.com/watch?v=nNTvw0nG8o4

Tags: timelapse

Comments

Tindalos
29. Oct 2009 · 15:58 UTC
This is fun, and bonus points for the satisfyingly bass pick axe sound-effect. Yes, it needs more, but this could so easily be a marketable game that I had to get an account, just to post to you about it.

Angry Caverns – I’m finished!

I’ve used the snazzy new uploader tool to submit my final version of Angry Caverns with 10 minutes to spare even!

You can play Angry Caverns here in your browser.

Main menu

Main menu

Level 5 of the final version

Level 5 of the final version

You can play Angry Caverns here in your browser.

ANGRY CAVERNS – by HybridMind – August 28th-30th, 2009
Created from scratch for Ludum Dare 15’s 48hr game competition

Concept:

You are the angry caverns. You awaken one day to find many creatures living inside of you. This pisses you off. Destroy as many as you can.

How To Play:

  • Click on the stalactites and bubbling vents to trigger your attacks.
  • You will have limited time on each level
  • Chain attacks for big combo points
  • Glowing creatures are worth more bonus points
  • Bigger completion bonuses for more creatures killed
  • Supports online leaderboards!

Tools used:

Coded in Flash / ActionScript 3.0 using the Flash CS4 IDE and using Dr. Petter’s sfxr for sound effects. I composed both music loops in Reason.

Got Feedback?

Feel free to email me at dave [at] hybridmind.com or visit my blog and leave me a comment.

I’ll be working on this game some more so any thoughts or suggestions while be taken into consideration for the post-compo version! Thanks for playing and I hope you have a good time with it!

Tags: angry, bats, cavemen, caverns, geysers, highscores, leaderboards, stalactites, steam, vents

Cavern Defense finished

I’m not entirely happy with the result since there are still a lot of bugs and it’s not that much fun to play as I hoped.
If you just tuned in, Cavern Defense is a turn-based strategy game for two players.

Here is the final screenshot:
ld15

Download it here (Win32 binary and source)
I’ll be adding a linux and Mac OS X binary in a few hours. It’s 5:00 AM right now and I desperetaly need sleep. :)

Tags: cavern defense

Victory~~~!!!one

Well, I managed to submit something that works and is playable! That’s kind of stupendous news to me. It’s not really all that hard (or long) but I am still interested in seeing what people think of it. I’m sure the submissiony system will go up soon and we can look at everything, but till then…

Sufi: http://www.cs.stevens.edu/~pmainwar/ld15.zip

screen shot 3

Ascent

I can’t believe I actually got this in in time :)

I created “Ascent” in one day, after scrapping my project from saturday that wasn’t going anywhere. This one almost didn’t go anywhere either, but I changed direction in the last few hours and managed to produce something at least playable.

ascent

Play here!

Comments

31. Aug 2009 · 21:20 UTC
94 deaths. hmm. moving platforms have strange behaviour when hit from underneath. jittery and … sensitive…hmmm.
03. Sep 2009 · 21:42 UTC
HHHHHHHHHHHMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM

PHHHEEEWWWWWW

Talk about cutting it fine.

No, I didn’t quite finish my game, although it can now almost be described as a game, in that it has an ending and some sort of gameplay. It’s distinctly lacking in introduction, however, so I guess I’ll mention here how to play the damn thing:

Its a kind of text adventure, but you can walk about with the cursor keys and dig with the right control key. Type “help” for a summary of text commands. Your goal is to find the treasure.

I’m going to do a big ol’ post mortem for this one, so that’ll probably come tomorrow. But suffice it to say that I made some bad decisions that cost me a lot of time, and I vow to do better next time. I’ve also been taking time-lapse shots (because they’re awesome) so I’ll have to mash those together into some kind of video in the next few days.

So… yeah. There’s probably lots more I want to say but I’m mentally exhausted right now so I’m finding it difficult to… words….. Hopefully I haven’t missed out any crucial libraries from my executable. If the binary doesn’t work, you’ll need Python 2.6 and PyGame 1.8 – that’s all it should need as far as I can remember.

Once again I cannot wait to play the other entries tomorrow – they all look superb!

Cave of Peril!

I didn’t get a chance to post about it before, because I was in a hurry to get it finished, sent off, and then take care of a few other things, but I did get it submitted in time! Behold, the Cave of Peril!

As you can see, the cave is very dark, so it’s very lucky that you have that handy dandy flashlight. You are being chased by evil invisible zombie gnomes, so it’s generally in your best interest to get away from them, all the while avoiding traps and goo and finding your way through the maze of death. Each level is procedurally generated, so you can keep playing for as long as you can survive. Have fun!

Tags: final