LD11 April 18–21, 2008

Tremble in your boots!

Yes. See how far I’ve come. You all don’t stand a chance. Maybe, before time is up, I’ll even manage to make my sprites flip without glitching out in oldfashioned tilemapped glory… but who really wants that anyway? Tilemapped glitches are the best.

screen1.gif

Tags: bug, glitch, sprites

Bah! Stupid PC Engine!

Well, so much for those 14+ hours I was going to have.  A mere 5 left to go.

The PC Engine Duo (TurboGrafx-16 + CD) I picked up yesterday has been nothing but trouble. Didn’t come with a video cable, which was fine. So I took a couple hours to build one. No problem.

But immediately following building the cable, I go see if I can at least power the system on. Oh wait! The system doesn’t power on! Splendid!

So one thing lead to another. I discovered the power connector was bad, only passing one signal through it. No problem. Any easy fix. Dropped a new connector in it’s place, being sure to compensate for tip change on the power supply. A bunch of triple/quadruple checks later, poundings of the run button, still nothing.

Checked the board for bad caps. I can’t find a single leak anywhere. I did discover evidence that somebody else has been inside this system before. Grumble.

So anyways, this has been keeping me angry and occupied. Hangry perhaps too. So hangry, I didn’t photograph my lunch/breakfast. :(

I’m done fudging with it for now, as I wait to be authorized in a community where I can hopefully ask some questions.

Bleah.

Problems and Bugs

As part of my game, I needed some way to show damage to the player (and, damage to the monster, as well).  The method I used to render text was semi-hacked together yesterday, and it had a few problems that made it hard to really do what I wanted.  What I wanted (and what I now have), is to have the damage float up from a point on screen.  After some amount of re-writing, and some terrible bugs that nearly stopped me in full, I’ve got a better text rendering function.

LD 11 Battle Bug Shot

Now to fix it so that you can’t gain health by fighting the monster once you’ve above a certain level.  Hopefully, I’ll find time to get some actual graphics going, and maybe fix up the formulas so the game is a challenge, as well as fun.

Scope fears

I had a little less sausage and biscuits this time for breakfast this morning. The glass of grapefruit juice looks brown because I added some brown sugar to cut through the acid.

Ludum Dare 11 Sunday Breakfast

The scope of my project is too big for the time remaining. I keep getting bogged down in the internals of the user interface and little time has gone into the game play. So even though it feels like I’m wasting time, I’m brainstorming solutions.

Here is new screen shot. Not a lot has changed, but believe me a lot has changed in the code.

Sunday morning screen shot of my minimalist turn-based game.

Tags: foodphoto, screenshot

The Last Breakfast

We are officially on the final stretch. 10 hours to go, loads to do. For breakfast today I made kolaches by rolling up cheesy breakfast sausages in croissant dough with some provolone. It sounds iffy, but it is in fact AMAZING and I suggest you try it. I had 8 to start with, but the camera didn’t save the picture or something and I had already eaten a few when I re-took this one. That is one of two big-rig amps on the right, and a clementine I stole from my roommate decorating the center.

The Last Breakfast

Also, the jug. I thought I would get through more water, but whatev. I guess there are still 10 hours of nervous drinking to go, but I’ll probably be hammering caffeinated soda and/or gatorade instead.

The Jug  4/20 11 AM

Tags: foodphoto

Col-4 Final

Here’s my 10 hours entry: Col-4. It’s based on Columns, with the biggest difference being that you can swap the upper part of the playing field. This isn’t really so useful, but it can serves as a few extra lives, or half-lives, rather.

I didn’t much like the theme in the end, and that was why I didn’t start on an entry until today (well, partly — I couldn’t come up with a fun idea). And even then, I did a minimal effort. For matching the theme, there’s lots of minimalism. Columns to begin with is a very minimal game. Then I added minimal innovation that had minimal usefulness. Improvement in fun over the original is extremely minimal (probably negative). Readme is pretty minimal too. Features in game are minimal. Graphics are minimal.

03final.png

Line up three or more blocks in same color to get points and remove blocks. Left/Right/Down keys to move moving block. Space to drop it. Up to rotate colors. A/D to swap upper part. Esc to quit.

Windows binary and source. Compiling for GNU/Linux shouldn’t require more than a small effort, but I’m not sure it would be worth even that.

Tags: blocks, C++, colors, columns, final, GLFW, screenshot, Windows

eggy breakfast

Well, at least breakfast doesn’t need working collision code to be yummy. I’m thankful for the small things ya know? 😉

HybridMind’s Sunday Breakfast for LD11

I ate this while detailing out new collision code algorithms for MinMo on a notepad. Then, I went for a brief bike ride around the neighborhood while thinking about them. Time to implement!

Tags: breakfast, collision, eggs, foodphoto, journal, sunday

Comments

Jason
20. Apr 2008 · 17:03 UTC
Hmm, I should have come over fro breakfast!
HybridMind
20. Apr 2008 · 17:52 UTC
Heh! Hey Jason…!

Final

Screen Shot

Here it is screen shot and my final entry – Won’t have any free time this afternoon.

http://www.twobrotherssoftware.com/ld48/mike/PaperScissorsRock.zip

Run it using java -jar PaperScissorsRock.jar

In the dist directory.

Source code is in there, I used Netbeans 6.0 and the whole directory can be used as a project.

I didn’t have the time this competition truly deserved but still it was nice to be in one – I was in LD6

Thought minimal game – wrote 6AI’s and the system picks which one works best against you.

I enjoyed it – thanks and I look forward to seeing whatever feed back I do get

Tags: final

Framed! v1.1 Released (Final)

Well, after waking up and just drinking some juice, I fixed my music song and tweaked the difficulty levels a bit. So, Framed! is complete!

It’s pretty exciting. I think I’ll make an installer later and post it permanently on my website. For now here are the links for downloading:

Framed! v1.1 Final: (windows) (src)

The windows version was tested on XP on two separate machines, let me know if there’s any trouble.  The source requires Python 2.4 or Python 2.5 and PyGame 1.7.1.  Enjoy!

Framed!

You can see a recap of my progress log, after the break.

04/20/08 – 12:30 PM – Framed v1.1 Released
* Easy and Hard Modes Difficulty Difference

04/20/08 – 2:30 AM – Framed v1.1 Pre-release
* Contains Easy and Hard Modes (Visual Difference)
* Has Background Music Track

04/19/08 – 11:45 PM – Framed v1.0
* Game Complete
* Win/Lose Screens Added

04/19/08 – 7:00 PM – Framed v0.9
* Game Mechanics Completed
* Title Screen

04/19/08 – 4:00 PM – Framed v0.5
* Perfect Frame Field Generation Algorithm
* Game Mechanics Devised
* Frame Opening/Closing Animation Added
* Sounds Added
* Framed Named

04/19/08 – 12:50 AM – Framed v0.1
* Initial Frame Field Generation Algorithm

04/18/08 – 11:32 PM EST – Initial Concept

Tags: final, musagi, pygame, python, sfxr

Brainwave – Final

And with this I upload my final version of my entry. It’s quite a minimalist game, I wish I had more time to work on it, but real life is also demanding me to keep my time spent minimalist. So, with a minimalist post, I will wrap up the competition.

You can download the game at:

http://www.deepflame.nl/ld11/Deepflame-Brainwave.rar

The controls are quite simple, up and down to move the brainwave pulse up and down, and the right button to speed up the activity scrolling.

Brainwave - Final

Happy playing,

– Deepflame

Tags: final

I hate writing UI’s

But here’s my main-menu:

ld11_shrt_5.png

The colored text at the top is bouncing up and down, and the model below is rotating to give a preview of the level.

Working on Menu System

Menu Screenshot

All items aren’t yet functional, but I’m getting there. :)

The gameplay is pretty much set, now it’s only hack ‘n slash for the menus and content. Exciting…

AI + particles effects whooo!

I have added an AI into this game, its very aggressive, and it kinda gets to *cheat* as well (can instantly change its angle, i may change this later but for now its better). It sometimes gets caught trying to maneuvre between planets. I just made screencaptures of my game, but am feeling sleepy and its too difficult to make a movie out of them. Anyway i’ve decided to post at least one of them here.

lots of particles wooo

Particles follow gravity paths just like most of the other stuff does, looks pretty cool. Tomorrow morning, going to add configuration files, sound, and maybe a menu.. so i’ll see you all when i get up (probably only gonna get 3 hours of sleep :S)

Shaping up

19:45
Made some subtle differences to enemy spawn/movement behaviors.

20:09
Now it is finally starting to resemble a game… only if there would be more stuff in the level.

200804202009-small.png

Comments

HybridMind
20. Apr 2008 · 14:31 UTC
I really like the look of these screenshots.. i’m lookin’ forward to trying this out.

MinMo screenshot #3 and win32 test

So, after some sleep last night I have finally finished a good working pass on all the character vs moving blocks collision tests.  Had a few bugs / kinks to work out that I introduced due to tiredness last night.  Now everything seems stable and falling seems to work good enough for now.  Plus, the characters position correctly updates as the blocks move up and down and the character can now fall down and meet a moving block without problems.  Plus, thanks to the new algorithms I should be able to implement similar ones for any other objects / obstacles / enemies I manage to implement in next 8 hrs or so!  😉

win32 available here for anyone curious as to its workings / progress.

Screenshot #3 for minmo

Tags: gosu, minmo, progress, ruby, screenshot, win32

Comments

Jason
20. Apr 2008 · 22:14 UTC
The final stretch! How’s it going? (if you’re crunching, feel free to ignore)
HybridMind
20. Apr 2008 · 23:21 UTC
Oh hey- yeah, I was definitely crunching.. OMG.. my brain hurts.

Square Eggs on Toast

No entry from me this time around ): but I couldn’t resist at least designing a game for this theme. You can play it in the comment section! (well, not really). This one is a game about minimalism, rather than being minimalist.

  • The game is played in rounds between, say, 32 players.
  • At the start of the round, each player is given a list of objects to draw in an in-built pixel pusher. house, pineapple, kite etc..
  • For each object, the player must use the lowest number of pixels they think are necessary to communicate what the object is (see scoring).
  • Once everyone has submitted their drawings, they are randomly redistributed to other players who have not been asked to draw the same object.
  • Each player is then asked to guess what each picture is.

You get 2 points for drawing a correctly guessed image with the smallest number of pixels (each object is drawn by more than one player), and 1 point for guessing someone else’s.

Examples:

eggs on toast

Comments

erik
20. Apr 2008 · 14:47 UTC
Sounds like a fun game!
DrPetter
20. Apr 2008 · 14:54 UTC
I’d totally play that.

Maybe it could work implemented as an online/web game, with players entering and leaving randomly as they visit and leave a page? Sort of drop in, draw a few images, guess on a few others, accumulate a bit of score, then drop out. Could be combined with suggesting new items to draw as well, so you aren’t stuck with the standard boring things which have very distinct symbolic shapes (but still some system of approval to avoid near-impossible words).

Would be hard to arrange large-scale organized sessions with more than 3-4 people if the game was done as a standalone app or something. Play-by-email could also work 😛

…and, the score could maybe be derived directly from the number of pixels used, to make for some more complex/precise scores without the need for a massive number of players. Maybe each item/word could have an accumulated “par” pixel count that the score is based on, so that objects which really can’t be described by less than some 50 pixels don’t get penalized compared to words which are doable with 5.

Another variation (I need to stop now) could be to have a decreasing canvas that loses a 1 pixel border after each round, and you keep going until you hit a point where the other person can’t guess an object (in 3 attempts or something). So in the first round you might have to draw a cucumber in 20×20 pixels and later it’s a monorail in 6×6 😉
phren
20. Apr 2008 · 15:48 UTC
This is a really cool twist on the idea! :)

I’m back

I’m back from the concert, we played Beethoven’s well known 5th symphony (I made a little recording of the opening with my Zoom H2).

When I came home, I had supper right away. Now there is a little more than 8 hours remaining, so I have to start working hard!

rep3.jpg

food6.jpg

Tags: foodphoto

Typoworm – final

Hi again all,

haven’t made many blog updates since last post, but this is mainly because I haven’t worked on the project much. The game is done now though; I think the dev time took something like 3-5h total (trying to keep it minimal).

Grab the game and its source from the games website.

In Typoworm you try to fly the worm for as long as possible. You give the worm boost upwards by typing the text on screen. Wrong text will be penalized. The game requires .NET 2.0 to play (and maybe a Windows PC) and C# + MSVC 2008 to compile.

typoworm_screenshot2.png

Tags: final

win32.dll The Game

A few days ago my laptop got violently attacked by all sorts of bloatware. I’m guessing it was due to some IE hole or something, oh well. Anyway, it inspired this game. You get to destroy bloatware – yay!

Download for windows or get the source svn://www.imitationpickles.org/ld11/trunk/

phil7.png

phil8.png

Oh, and you can get all kinds of crazy combos if you don’t miss any boxes and are really fast.  So get playing!  Made with python / pygame as per usual.

Tags: adware, bloatware, bsod, dlls, final, pygame, spyware, win32, Windows