LD19 December 17–20, 2010

Conquer The Planet

A long time ago in a not so far away land called MiniLD#20 I attempted to make a game. It was called Conquer The Planet and it completely failed. This time, hopefully, it won’t. The theme was greed, which I’m still going for, but I’m screwing the “only one of an object rule” because that’ll add a whole ‘nother level of complexity I don’t want to deal with. :)

Here’s the original concept idea if you’re interested: http://www.ludumdare.com/compo/2010/07/16/my-brilliant-idea/
As for the game code, I’m too embarrassed to show anything from that. :(

Wish me luck! (and follow my progress and give me inspiration and motivation and stuff!) 😛

Tags: alien, conquer the planet, earth, MiniLD, MiniLD #22, pygame, python

MiniLD 22 – Eole

Hi,

For my first entry to a Ludum Dare contest (well, miniLD…), I’ll continue a project from a previous LudumDare-like game contest : Eole. It is a 2D time changing platformer that we (me and a friend) made in haXe this summer. We practically finished the engine, but there’s still some things that I plan to do this week-end : add some sounds, the fading of foreground elements when the player pass behind, finish the first set of levels, resolve some bugs… Sadly I wont make any new graphics, so it’ll be a bit square-ish. Oh and I’ll have to translate it in english too.

Website : http://trac.assembla.com/eole

To test the current version (the loading is a bit slow) : 

Title screen for Eole

Title screen for Eole

Hope you’ll like it :)

Edit: I added an english version.

Comments

TheLolrus
26. Nov 2010 · 21:18 UTC
Is it only in French?
Zilbuz
27. Nov 2010 · 04:31 UTC
I translated the texts in english, if you see some mistakes, please tell me.
TheLolrus
27. Nov 2010 · 05:06 UTC
In the beginning it should be and, not or. 😉

MiniLD #22 – GunDuck Force IV

There was a “R-Type contest” last year at a SDL tutorial site (eventually cancelled), and I contemplated writing something. I didn’t do much (a scrolling background and a movable “ship”), though that test app recently helped me test a lot of scrolling-related issues (vertical sync, crt vs. flat displays smoothness, opengl vs. software rendering in the galaxy of GNU/Linux possible configurations, etc.).

scroll

My goal for this week-end is to produce at least one playable and FUN level.

The title is a tribute to a well known side-scrolling shooter from the Genesis/Megadrive era (as for ducks, I’ve been crossing a few of them for the past few months, I can’t explain :p).

Over last week I experimented with fixed logic framerate and independent graphic framerate, as described at http://dev.koonsolo.com/7/dewitters-gameloop/ and in the Fixed Rate Pig demo (olofson: cheers! – and please name your variables better ;)). This is my starting point, written in Pygame. During the week-end I’ll try to focus on the game itself rather than toying with programming concepts.

http://www.beuc.net/ludumdare/minild-22/gunduck-20101126.zip

Being in the European timezone, I’ll start this MiniLD the best way ever: by having some mind-refreshing sleep :)

Mini-LD22: Revisiting Roads to Nowhere

This weekend I’m going to revisit my LD13 entry.

The game received reasonably high ratings in the judging, which surprised me.  I felt the game was very unfinished, but the feedback was quite positive.

The game is playable here:

http://disruption.ca/roads/roads.html

The LD13 details are here:

http://www.ludumdare.com/compo/?category_name=ld13&author_name=erik

Based on the feedback, I plan to work on the following things this weekend:

  • Interface improvements.
  • Better graphics.  More visual feedback for actions.
  • More levels, perhaps with some additional gameplay elements.

I’m doing this Mini LD!

Hello,

LD#17 was a lot of fun for me, I made a working telnet MUD with python. There wasn’t a lot of content, but PvP combat was fun if you were lucky to be online with someone else.

old islands


After the compo, I refactored the code, then started working on converting it to a rouge-like. It’s current state, you can walk around the map, chat, and build walls. Combat might be working, but kind of pointless. Since I gutted some of the old room based map code, you can probably attack anybody in the game despite your location on the ascii map.
IslandsMUD

The old version:

Get the server code here.

My plans for this weekend are to switch from telnet to a custom client using libtcod ( I would use curses but there is no windows version ). I’m also going to switch from the Twisted networking library to Chris McCormick’s PodSix Net, an amazingly lightweight and powerful TCP library written with pure python.

As for the gameplay, I have no definite plans. I would like to get some sort of resource harvesting and crafting system, with a simple hack and slash, level up gameplay.

Comments

Raspadsistema
28. Nov 2010 · 06:46 UTC
Put some propaganda into it when you finish eh? I’d like to try multiplayer with players online.

MiniLD – Grey

OK, this gets tricky.

This is my first LD. I’m doing it as a challenge to myself to take what I’ve learned in Game Maker and try to finish something. I’ve got a collaboration going that I’m putting on a backburner, this will be my first foray (with Game Maker) on my own.

So I don’t have a playable old project to share.

The only unfinished project I’ve got other than the one that’s still in active development was a game I was working on a couple years ago in Adventure Game Studio. It was a small project to teach myself the engine. A simple adventure game called Grey about a black & white man in a black & white world. All the puzzles centered on having to navigate around what you could and couldn’t see depending on whether the background was black or white. I abandoned it when I gave up on learning AGS, and the laptop with the last version of it has since died and been sold for parts.

So I’m going to attempt a re-imagining, using the core idea. We’ll see what I come up with in Game Maker. Best of luck to everyone else!

Comments

27. Nov 2010 · 19:46 UTC
Good luck and have fun! Remember, keep it simple so you can finish on time. I like the concept – can’t wait to see it! =D

Mini-LD Plan – Protean Arrow – Bending the Rules

Byte Vs. Gnomes has been getting less and less interesting as I’ve thought about it.

I’ve decided to bend the rules a bit. My game is titled “Protean Arrow” and it is “derived” from an old project. The old project was a half-page design document for a scrolling shmup featuring a space ship that could transform into three different modes via a Macross-style transformation mechanism.

Protean Arrow will be an arena shmup about a nanotech-based fighter craft that can shift between three forms. It will take place over a series of areas with procedurally created terrain, each with a boss. For this weekend, I will just be putting together one level.

I will be developing in ActionScript 3 using FlashPunk. I will make my graphics in Inkscape, sounds in as3sfxr, and probably no music for this weekend. (Eventually in LMMS, but for now I’ll leave that alone)

More about it after the break.

The protagonist is a space fighter pilot named Juliet Arrow whose squadron crash-landed on the planet Sapphire. Sapphire is inhabited by a handful of “races” of nanotechnology-based life forms. Arrow was the only one of the pilots in her squadron to survive the crash. Her wingmates’ bodies were completely destroyed when their ships’ power sources melted down. Arrow’s ship’s canopy broke off during re-entry and she was not caught in the explosion from her ship. As she lost consciousness, her body was absorbed by the resource collection system of the city of Deck, a city on the front of a war between the Sabre and Digger races. When Arrow came to, she found herself to have become a Sabre fighter craft, and thus her adventure began…

The core of the game is the three forms available to the player. The first, the “Gunner” mode, gives the player a charge-fire gun that can charge up over a few levels of power (Much like Megaman’s gun). The second, the “Blaster” mode, gives the player the ability to launch missiles that deal splash damage. The third mode, the “Splitter” mode, gives the player machine guns that, while not hit-scan, have projectiles that move very quickly.

I have a system in mind for how explosive, energy, and kinetic (Bullet) weapons will interact with energy shields and solid armor, but I’m still working that system out.

Missions will vary in objectives. Some will simply require you to kill several waves of baddies. Others will require you to destroy an important baddie structure. Still others will require you to defend a good guy structure. In the latter two cases (With the structures), the structure in question will make an effort to defend itself by building up a defence system over the course of the level.

Baddies, when killed, will be absorbed and processed into “Material” that the player can use to buy upgrades at the end of each level. The player will be able to increase their attack power, shield and armor strength, shield and armor regeneration, and some attributes specific to each weapon.

In missions with structures, the structures will get some resources as well. (Good guy structures will get the same amount as the player, baddie structures will get about half) Structures can use their resources to build various defence structures such as gun turrets, walls, and drone fighter “hangars” that deploy small fighter craft that help you. They will also be able to spend resources to repair themselves more quickly than they normally regenerate. These actions will all be controlled by AI, so the player can focus on fighting without managing a defence structure at the same time. Plus, I hate it when you need to defend something that doesn’t make any effort to defend itself.

Aside from all of that, I’ve got lots of ideas in my head, and I’m going to try to get to work on it.

Comments

27. Nov 2010 · 06:23 UTC
Huh, change already?
27. Nov 2010 · 15:18 UTC
Each level is an open area that the player can roam around in freely. This is what is known as an “arena” shmup. They’re quite common among flash games nowadays.

Continuing LD #18

mini_ld22_00

I will be continuing work on my LD #18 attempt.  I did not upload it to the site at the time, since it was not really a game at the time — no winning or losing.  It may be possible for me to create some levels and turn this into a little platforming adventure.

Here is the timelapse from the LD #18 weekend.

Tags: LD #18 - Enemies as Weapons - 2010, MiniLD #22

Comments

27. Nov 2010 · 01:33 UTC
Yes! Glad your choosing this project, it had a lot of promise!
TheLolrus
27. Nov 2010 · 05:01 UTC
Wonderful graphics. 😀
27. Nov 2010 · 07:45 UTC
this looks very promising.

Looking forward to play this game.
27. Nov 2010 · 19:44 UTC
Looks awesome!
27. Nov 2010 · 21:10 UTC
Sorry to disappoint, but it doesn’t look like I’d be able to do much with this. Between distractions and the code being a buggy mess I haven’t accomplished much. The only way I can really make progress on this is to rewrite the enemy behavior code, but I’m not sure how I might rewrite it to be less complicated. Because the enemies are weapons, and since their interactions with each other and the player are complex, their state changes sometimes result in undesirable or unpredictable results. I’m going to be away for most of tomorrow, so I’m not sure if I’ll have the time to finish this.
TheLolrus
27. Nov 2010 · 22:24 UTC
:( Aww man. Maybe you could finish it next weekend? I’d rather play it late than never.

!reply

Somethings wrong… I can’t reply to any post, I mean it looks like everything is ok but then I don’t see my reply.

Anyone else had the same problem? Well I guess you won’t be able to reply to this post then 😛

Comments

27. Nov 2010 · 11:11 UTC
You mean like THIS reply?
27. Nov 2010 · 15:20 UTC
I think I can reply to you. Just a sec.
Raspadsistema
28. Nov 2010 · 06:41 UTC
Well I gues I’ll just try to post a reply then… Here it goes.

So it turns out I’m actually doing this!

So I’ll be making a sequel/remake in 3D of my first Ludum Dare game ‘Ramuh-Shmoo‘ (here’s a link to the playable version on my site if you like)

rst02it’s super ugly but the key things are almost all working, so I can get to prettying it and then making some actual levels (yeah, those are my priorities, screw you practical people, you’re no fun! :P )

Much like 3 years ago, the biggest challenge was figuring out how to make the cables, but this time I wanted the cables to be 3D, have collision, and be grabable and fixable at either, both or neither ends, which I got working for the first time ever :D

anyway, I think this should be fun, to compare how I take a similar project with one weekend 3 years apart :)

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Getting somewhere

Firing

Firing

With the built-in screenshot feature, I can get rid of tearing in my pictures at last :)

Duckie can die, but not giant fly – working on fixing that injustice now.

Comments

27. Nov 2010 · 19:47 UTC
Lookin’ good!

Mini-LD 22 – End of the 27th – Pessimism About Time

I’m probably not going to finish on time. I’m simply not going to be able to. I’ve spent too much of today dicking around playing games and my family’s having a party tomorrow. So, I’m unlikely to finish the Mini-LD.

I’m really sad about that. I’m wishing that I’d managed my time better. *sigh*

I’ll do what I can with it tomorrow, and I’ll try to have something to submit. I’m really sorry, folks. I really am.

I’m thinking that I can hold myself to Protean Arrow after the Mini-LD. I think it really has potential, and I’m really looking forward to pursuing it. That would make this the first LD-ish event where I have picked an idea toward the beginning (Mind you that I “officially” began yesterday afternoon, making Protean Arrow the idea I began working with) and stuck with that idea. A curse has been lifted! Right, anyways…

With that, I’m going to call it a day, and come back in force (as best I can) tomorrow. I’ll have an eye to the future.

Peace

— Mr. Dude

Crystal Cave Miner

I’m not really doing the mini-LD, but I am working on a new version of one of my LD games, Cave Miner from LD 15 (Caverns). I’ve already spent several weeks working on it and here is what it looks like now:

ss1

Most notably, I’ve added a lighting/shadow system. I also changed the gold into crystals and added some statistics at the top. It also has some sounds now (using sfxr).

There is still a lot to do: power ups, enemies, level exit, health system, light battery system, doors, keys, switches, teleport, elevators, more decoration and probably something with little bombs and destroyable blocks. And then of course a lot more levels, music, a title screen, menus, high scores, etc.

Comments

28. Nov 2010 · 01:47 UTC
Looks fantastic!
TheLolrus
28. Nov 2010 · 02:18 UTC
This is the game I’ll be looking forward too… Good luck! :)

Progress. Yummy.

Ok, I’ve gotten things done! Feels good. 😀

The character now moves correctly and can shoot laser beams. (Thanks to HyrdroKirby in #pygame and cafesofie in #ludumdare)
I’ve also given the clouds a thicker border to make them look *nicer*
Here’s what it looks like:

Laser beams!

Laser beams!

Too bad it only gets a terrible 16-26FPS. :(
I’ll have to optimize it somehow. The code is extremely rubbish at the moment.
Next up: citizens and tanks.

Tags: alien, conquer the planet, earth, MiniLD, MiniLD #22, pygame, python

Comments

Beuc
28. Nov 2010 · 06:18 UTC
Yay, another pygamer :)
TheLolrus
28. Nov 2010 · 16:07 UTC
Yay ^.^

Im ready

I havent been on this site in a while and for some reason i thought to check whats goin on here at the ludum dare and it turns out i checked at the right time, i will be in this ludum dare compo. I will finish a game for sure in game maker pro. also i will attempt creating a flash game with the flash punk library.

Tags: 19, dare, for, im, in, ludum, sure, the

Let’s do this

All right, I’ve been lurking in the shadows for long enuf, it’s time to reveal myself. I’ve wanted to do an LD for a while now, but work/commitments/laziness/what-have-you have all conspired to keep me out. No longer! I have informed the world to leave me alone for this all important weekend in 19 days and some change (i live in japan so it actually starts around noon for me, but that’s neither here nor there…) and will be sequestering myself in what the family refers to as the Gundam Room. Half of my workspace has a half-complete VF-25 kit on it (diversifying…) but that should be cleared off in time. Dunno if i’m going to do the time-lapse thing yet; seems like a fun idea tho’. I’ve been goofing around with AS3 and Flixel lately so i think that’ll be my framework, and I might use Box2D if i have a good enuf handle on it by then. We’ll see.
Since this’ll be my first attempt at this particular feat of masochism, I’ve decided to get my feet wet with this weekends MiniLD. I don’t have any previous LD games to dust off, so I’m going to “finish” a game that only made it into the planning stages. Yay!
I’m going to use my idea for the Mini that had your worst fear as a theme, plus the colab with a non-designer. Before my son was born, i used to read him Mo Willems’ book, Don’t Let The Pigeon Drive The Bus. Awesome book btw. So there’s the colab, with my boy. The fear comes in that now if i see a pigeon near a bus, i make sure that the swine doesn’t get anywhere near the driver’s seat.

I’m starting kinda late, so who knows if this’ll get done, but from what I’ve seen that’s all part of the experience. So far, i have a whole swarm of pigeons flying in the general direction of the bus.
The idea is, the pigeons try to get to the bus to drive it away, you try and stop them by whacking them with the mouse. You can also periodically distract them by throwing a hot dog on the screen, since according to Mo, pigeons love hot dogs. Fortunately, since pigeons aren’t particularly intelligent creatures, my AI requirements won’t be too taxing. Planning!

Comments

TheLolrus
28. Nov 2010 · 05:34 UTC
Pigeons <3 hotdogs

mini-ld half way report!

Good morning! Hope it isn’t too cold for you all to get some LD action!

So here’s my progress report:

Remade the game using flashpunk! All levels are playable, so 90% of today’s work will be cosmetic, adding more levels and prettying things up :)

I’m pretty happy with my progress so far, as even if I stop now I will have done what I set out to do, and anything more for me is a bonus.

You can see the current progress here:

http://benn-gaming.co.uk/minild.html

Benn

Comments

TheLolrus
28. Nov 2010 · 16:05 UTC
Very fun so far actually! :)

Project Spitfire status

Well, I haven’t been able to spend all that many hours on it, and yesterday, I just couldn’t focus if my life depended on it! No idea what that was about… So, I’m still basically nowhere.

At this point, I’m not really expecting much, but nevertheless, I’ll spend the few remaining hours on it, and see if I can get something together. If nothing else, writing some code and actually taking a few steps in the right direction might take the edge of the intense frustration I’m feeling right now.

Code: RUNNER!

Um… So I guess I am one of the few people here who actually HAVE something fully playable 😀

Anyway – I’ve changed the title from Code Runner (running on code) to Code: Runner (yeah, you’re the runner). Such a big CHANGE isn’t it?

Screenshots + TODO after the BREAK.

As you might know, it is a Clone of lODE RUNNER (hence Code: Runner) – and it is currently working… quite well actually. Just a few things I don’t yet have:

  • ladders (DONE NOW)
  • special items (such as glue bucket or jack hammer in LD:TLE)
  • sounds
  • music
  • LOT of puzzling levels

Implementing the ladders should be quite easy.

The special items is something I would rather do in the ending, because they are not SO necessary.

Sounds… sfxr? mic?

Music. Yeah. I should find something free for Mac to compose music in… Something like FL Studio for PC. Any ideas?

LOT of puzzling levels. I am not sure about the “puzzling” part… Or the “LOT of” part… But making just “levels” is easy now – change a few numbers for tiles, make signs… Done.

Surprisingly I’ve got good graphics. Also, it seems I STILL have a lot of time – it is just 09:00 in LD timezone, and as I understood it will therefore end in 15 hours. Kekeke.

Title screen

Title screen

Level 1 - HOW TO MOVE

Level 1 - HOW TO MOVE

Blimey

Blimey

Dominator of the RED M.O.N.K.s

Dominator of the RED M.O.N.K.s

Edit #1: Ladders are implemented, just need to animate the player shooting and climbing in the ladder.

Tags: 2D, as3, progress, screenshot, sfxr

Mini-LD 22 – Kind of Throwing in the Towel, but Not Quite

This time around, I’ve run out of time. My folks are holding a late Thanksgiving party today. (They were out on vacation on Thanksgiving proper)

My family are very noisy people, and I’m unlikely to be able to get much done today. I certainly won’t be able to finish.

Tomorrow, I have my C++ class which comes with about 3 hours of bus time and a 3 hour class.

I’m throwing in the towel. I will pick up work on Protean Arrow this coming Tuesday. If submissions are still up, I’ll submit something. Either way,  I’ll be putting the occasional “release” up on SwfCabin until I’ve got it finished. (Once it’s finished, I’ll put it up on Kongregate)