LD10 December 14–17, 2007

Space Reactions – final entry – LD10

Hey everyone!

I’m happy to announce my final entry, Space Reactions. The aim of the game is to destroy planets using the pieces / fragments of other planets, which you ‘asplode using rockets! Bam!

There are 9 gutwrenching levels to tease your gravity-lovin’ brain, and it also features a totally original soundtrack! (special thanks to DrPetter, as I used his sfxr to generate the sound effects for this game)

SCREAMshots:

fydo-ld10-screen1fydo-ld10-screen2

Game download (includes both win32 executable and python source) right here:

http://fydo.net/programming/spaceReactions-fydo-LD10.zip

edit: Updated the zip to include a missing source file (check the dates, I didn’t cheat! 😉 )

You don’t need to re-download unless you’re interested in looking at the source, or playing on a non-Windows machine :)

Tags: final, gravity, kabooooom, rockets, space

Progress?

I have finished all the weapons and enemies, added shields and lots of other crazy stuff.

ludumscreen4.png

ludumscreen5.png

Again looks better in motion, download game so far here if so inclined: http://myrmidonprocess.com/ludum/Ludum10d.rar

(Windows bins, z to fire, arrows to move. Keys 1-7 summons things.)

Crates!

A real in-game screenshot this time. The game should rate highly on the crate index. Each colour tag indicates a different type of fireworks.

Mr. Splode Crates

Yikes.. 5 hours left. To do: fireworks, collisions, level design, audio. For sound, I’m going to jump on the sfxr bandwagon with everyone else. That program is so kick-ass.. I’ve been considering adding lasers just so I can make sounds for them.

Comments

saluk
16. Dec 2007 · 19:20 UTC
Lol the crate index. Creates in a screenshot are never a good sign 😉

Running around

I can run around and jump… still some glitches with the jumping but it’s kind of working. But I don’t think Im going to have something playable in.. what is it.. less than six hours?

run dude

Tags: fail

And burgers to celebrate!

Here’s me makin’ em:

p1007599.jpg

And here’s the goods prepared:

p1007601.jpg

Tags: foodphoto

Middle of day 2…

My first LD48, yay.

The theme is chain reaction, so I decided to make a chain first, and worry about the reactions later ^_^.

So far have had about 24 hours of sleep, nine hours of irc / onemanga.com idle, and nine of actual productive time. Most of which was wrestling with code::blocks, trying to paint decent graphics (before giving up and using GL_LINES), and coding buggy physics from scratch when I could’ve used a library… but there’s still almost six hours left, so maybe this’ll turn into something resembling a game.

vauhtia ja vaarallisia tilanteita

You’re probably supposed to protect the green planet.

Pillar, in 48, in wasn’t meant to be

I’m not sure if I grossly overestimated my available time, or just wanted to do it right, but I’m certainly not going to be done by the deadline. I knew this a couple hours ago, and decided to work on things that will help me after the compo ends.

I’ve been taking all kinds of notes, and doodling many pictures. I could have probably got the mechanics working correctly by the deadline (with a keyboard based control scheme), but I wasn’t going to have time to build a level. Man, a general purpose level editor would have been sooooo nice. ;D

So instead, I’ve continued on the game as if I entered a compo that ends monday or tuesday. :)

Rather than going out posting nothing, I decided to whip up a mockup, to see if my thoughts on paper would work. So in closing, here’s the mockup image.

Pillar Mockup
The idea of the game is you control this block mass. You (automatically) walk towards other blocks and add them to your mass. You don’t jump, but can pivot yourself at any block in your body (similar to a Tetris block rotation).

Legs sprout on the lower parts of your body to give you momentum (purely visual). The face goes on whatever side the of direction you are facing. The art look I wanted was one where everything was very rigid, made of rectangles. The mockup demonstrates that well enough. I wanted trees and little bushes in the mockup as well, but I wanted the collision to be a little more obvious in this mockup.

So that’s what I was/am working on. Hopefully I can put another day or two on it, and get it somewhat playable (I have my doubts I’ll get legs working, so it’ll just hover). I’ll post it as a “post compo” game if I do.

Thanks everybody for a great compo. See y’all again in April. :)

Tags: mockup

Starting at less than 6h till deadline :)

So this is where I start… about 5.5 h to deadline.  Right now I have one sheet of paper with gameplay plans, 0 lines of code, some gfx made and a cat to help me betatest when its done. Wish me luck :)

start

Tags: cat, start, workplace

Comments

saluk
16. Dec 2007 · 19:23 UTC
You can do it druggy!
druggy
16. Dec 2007 · 21:49 UTC
thx, but unfortunately I had this weekend occupied by other brain intensive thingies so better luck next time :)

done

“The Crawly Crab” is finished 😉 . I will upload a first version soon. One thing is left, the documentation about the controls, story and so on. There are still some things I wanted to implement, but I haven’t. I wanted the crab to be animated. After I have animated the crab with anim8or, I wanted to implement the animation in GLBasic, but I had a problem with the 3dconverter?? I don’t know where’s the problem???. However, now the crab isn’t animated. Furthermore, I wanted a hall of fame, but this is still missing. Maybe I will do.

ld8.jpg

Ms Green’s lovely day – final

Ms green’s lovely day, that’s the name of the game.

The idea behind the game is that laugh is infectious and causes chain reactions. The aim of the game is to get the green lady somewhere in the level to laugh. You can make her laugh by touching her with some other laughing thing. You start by placing some of your units from the right of the screen (select by clicking, place by left click, remove by right click) and trying to make chains of laughter. By pressing the start button, you can see how your chain goes in action. The laughter chain always starts with the gray grinning thing (that looks more like an oven or something), so the first thing you place must touch that to get your chain started.

The game was coded with python and the sources are
included in the package too.

Graphics were drawn with GIMP and sound effects were done with DrPetters sfxr tool (great little thing!) and the laughters were done in Audacity. There is no music, that’s the only thing I would’ve liked to do too, but don’t have the energy.

So that’s it, go play and learn by playing. The entry is by no means perfect and is very unfinished in many ways, but I feel this is the best I could do in this time. So have fun!

And here it is, I hope it works!

https://dl.dropboxusercontent.com/u/22232011/lovely_day/lovely_day_final.zip

Edit: added a screenshot for the image grid.

Ms Green’s lovely day - final - screenshot

Tags: final

Comments

saluk
16. Dec 2007 · 19:33 UTC
Very fun and funny :) Puzzles get pretty challenging, I like it.
PoV
16. Dec 2007 · 23:54 UTC
If you could you upload an image to the site and add it to your post, that’d be fantastic. They don’t show up in the image grid on the final entries page if you don’t. Thanks.

Final submission: PewPewLazor

 

I’m calling this done. I’m not happy with it at all but at least it’s playable.

My code and Python just wasn’t fast enough for what I wanted to do, I really think I could have made it a bit more fun had I gone with C++ instead.. More bombs.. more enemies.. But then again, being the slow coder that I am, I might not have finished if I did it in C++ ;>

Here’s the final file: Pew Pew Lazor
Here’s a version built with py2exe: Pew Pew Lazor py2exe
Here’s a version built with pyinstaller (not actually an installer though):
Pew Pew Lazor pyInstaller

 

And a screenshot to go with it:

SS5

Tags: old version

Comments

Papper
16. Dec 2007 · 22:12 UTC
Ah I should have mentioned that, it uses pyopengl 2, not 3!

HeliChain final

A helicopter physics game, made with XNA 2.0 beta.

You will need a pile of shit to get this to work, here it is:

  1. .Net 2.0 SP1 (we are currently uncertain if it ships with Vista)
    • Note you can also use the original .Net 2.0 but you will also have to install the C++2005 SP1 Redist (G4WL will also install this, so this is only needed if you are not also installing that redist)
  2. DirectX9.0c
  3. XNA runtime 2.0

I’ve had ppl not being able to run the game anyways, Im looking into the problem. Pls tell me if it works for you.

Anyways I hurried with the levels, Yay it was fun to make them :) I hope to release a map pack soon. Unfortunaly the editor is built within director, so I will have to work on it a bit to enable the community to build their own maps, unless you got director. All sound was made with DrPetters godlike sound effect app, sfxr. Kudos to him!

Game goals: make the red box be within the red rectangle for 3 seconds to go to next level.

Controls: (Xbox360 controller should work, not tested, buttons? test them!)
Arrows <- -> Steer

ArrowUp/Down throttle

Z – Open/Close the CLAW!

X- Turbo (For making panic manouvres)

R – Reset level (Yeah this key you will know by heart)

N – n00b?

Here is bin 440KB

Heli final

And here is source + editor + bin + other useless stuff 3MB

Tags: 2D, chain, final, heli, physics, sfxr

Shrapnel: Final entry

Shrapnel!

mjau-ld10-5.png

Downloads (both have windows exe + source code and Linux makefile):

Uses SDL, SDL_mixer and SDL_image. I used kate for code/text, gimp for graphics, sfxr for sound effects (thanks DrPetter!), and pxtone to make music.

If the Linux version crashes when you run it on 32-bit x86, use this SDL library (contains a fix for a bug in SDL_SoftStretch)

Edit: Figured out the Windows sound latency issue! Seems the SDL.dll I used was buggy. Replacing it with one from libsdl.org fixes things.

Tags: chain reaction, final, linux, pixels, pxtone, screenshot, SDL, sfxr, shmup, shrapnel, space, vertical, Windows

Mission Accomplished! Or, as Confucius would say, To go beyond is as wrong as to fall short.

Well, that rounds up the last day for me, and I managed to come up with a pretty neat game if I do say so myself. I’m quite pleased with it, it’s been tested by my little sister and she couldn’t break the final version anymore. (Though she pretty much broke all the previous ones.) And I’m going to put it up here for everyone to play and enjoy. :)

Today I started out with adding the last elements I needed for gameplay to commence. After I added those (and their graphics) I added a menu and a HUD, as well as the level transition code. Other than that I spend pretty much the entire day creating new levels and debugging. Debugging, debugging and more debugging. The release build used to crash right away when ran, I had to solve that. Release build also had other quirks that needed to be stamped out. I also had a timing bug that sometimes caused everything to explode, instantly winning the level. That has been fixed too!

In the past few hours I mostly made new levels, discovered a new bug and discovered a work-around for it. I worked around it, too lazy/late to fix it. (You pick the right one.) After that I made my dad play it, but the controls confused him a little. So I added some extra hits and tips on the HUD. (Yay for Confucius quotes!) I am looking forward to seeing who finished the puzzles and who got stuck. (My little sister got up to level 5, someone else I know finished it, discovered a really easy solution to level 5 and helped me make it harder.)

On the whole, I’m very glad I took part in this LD48 again. It was a good way to break free from playing World of Warcraft all day long, and it actually was nice to do something in C++ again. I had been using C# for the past year mostly, and a little bit of Java on the side. This resulted in some funky pointer things at first, like the 1 GB memory leak I had, or the 3mb/second one I had as well. I also started out making some newbie mistakes again, funny how you can lose basic control over a language so easily. Luckily, it picked up really quickly, and before I knew it I was in full control over the language and libraries again.

Code-wise, well, if I had turned this in when I was at uni my teachers would probably have died of a stroke. Several. I think I violated a bunch of programming standards again. 😉 The most satisfaction I got was when I got the A* algorithm implemented and working. My game has gas clouds that follow the shortest route to the origin, and to calculate that I needed a pathing algorithm. So I looked up how to do A* and I got it in. Took me about 3 hours to get it to work, and I’m pleased it did.

Other fancy feats include the omgRecursion of the detonation chain. I don’t think I ever programmed anything with this much recursion. I have two types of recursion in the chain links, one or two in the A* implementation, and another one with generating the arrows when you want to place the chain links. At some point my brain started to cry over all this recursion, and I managed to confuse myself once or twice. Debugging recursion is not fun I tell you. :(

Anyway, the game can be downloaded at: http://deepflame.deeplyswitched.com/ld48-10/CoA-Final.zip

I hope it will run for you.

Have fun!

– Deepflame

Screenshot of a level:

Level 5; Or is it?

Tags: final

Comments

saluk
16. Dec 2007 · 20:05 UTC
Yes, A* is the bomb. I still don’t really understand *why* it works, and I have implemented it several times. This game is fun, but for some reason it makes my head hurt :)
PoV
16. Dec 2007 · 23:51 UTC
If you could upload a screenshot to the site, and put it in your post, that’d be fantastic. :). Only shots that are uploaded to the site in a post show up in the image grid on the final entries page.

Final entry! I’m late!

Thanks Phil, owe you one there…

Just the link for now, will write post-mortem in a bit.

DOWNLOAD!

drpetter_11.gif

Tags: final

Last hours

Ok a lot happening and slightly less than 5 hours to go. The game itself is about complete. I tried to do sounds, but in XNA (1.0 Refresh) you need to do those with a Microsoft made audio authoring tool called XACT. Well it happens that it doesn’t work in Vista. Nice =). Also had a few “oh s**t” moments. One was where I realized the cannons can be placed to any place, including inside walls or other cannons. So I made a collision system for that (a simple 2D collision system, kinda like the data in the editor). Also when massive damage is done to the landscape, even on my new superfast quad core the frame rate went to seconds per frame. “Time to include multithreading” I thought, and I thought correctly. Now when the landscape is dynamically modified, the game starts calculating it in the background. Only the visual aspect hurts (it comes a bit later, depending on how fast your computer is) as the collisions for the bullets are done using the recent model. All in all looking pretty good. Now I think I’m gonna make some bats to make release packages (as the last minutes are always tough) and then make more levels. I don’t think 6 is enough. =) Here is a screenie with some damage in it:

4 Hours to go

4 hours to go: So I ended up implementing the animation system. It turned out to be a really good thing. It helped me out a lot… I even managed to constrain myself from over engineering it.

Overall things are looking pretty good. I have still some small things to do (tutorial screen), but I could probably “ship” the game as it is. Some more polish would be nice and sounds would be really cool (I’m looking at you SFXr) . I’ll probably have to sacrifice a hour to add them. It’s really hard for me to say how well the gameplay works. It’s interesting, but I’m not sure if it’s compelling enough. And now that I think about it, I wouldn’t be surprised if someone else came up with a very similar game mechanic…

Here’s a shot from the current build:

Tags: screenshot