LD10 December 14–17, 2007

The Chain Fight 1.0

Here’s the 1.0 version of The Chain Fight

The Chain Fight 1.0

The python only link: TheChainFight.zip — Unzip the file, and run ‘python main.py’

The Windows link: TheChainFight-Win.zip (Mirror) — Unzip the file, and run ‘main.exe’

Please find me on IRC, or leave a comment if you find anything wrong. Thanks! If the debug info from the AI bugs you, you can hit ‘D’ during gameplay.

As a note, notice that above, the python is 133 KB, and the Windows version is 2.6 MB. You’ll save yourself a lot of downloading for the python entries if you download and install python and pygame

Tags: bombs, explosion, final, LD #10 - Chain Reaction - 2007, screenshot, sfxr, strategy

Comments

saluk
16. Dec 2007 · 20:18 UTC
Very innovative concept, fairly difficult to figure out the strategy, but I like it.

Kinda game-ish

Well I’ve got this thing to the stage where it does everything that I had planned out in my head at the start. The trouble is that I hadn’t fully thought through all of the rules of the game before I started and now I’m struggling to throw in rules here and there to try and warp it into something even remotely playable as a turn based strategy game.

Here’s a screenshot showing the player markers and some enemy icons. These indicate that the selected nation regards those nations as enemies.

screen32.jpg

I’m going to try and hack in some more rules in the next couple of hours or so but I’m not hoping for much at this stage. It works – its just not very fun to play.

Chain Pain: Final Submission

Here it is. All that’s in the zip is the source code and the data; if I get less lazy by the end of today I’ll compile it with PyInstaller and make a Windows executable. Requires Python and PyGame.

Edit: Fun facts that weren’t in the README: Graphics made with Gimp and KolourPaint, sound effects made with my voice with my microphone, the two music files were made in WarioWare Touched’s toyroom using its piano and harmonica. Pretty much all the sounds had to be amplified with Audacity, too. Edit: Another fun fact is that the moving bar thing was inspired from Star Fox Adventures. You remember the Test of Fear? Though I have to say that game’s better than this one. =P

EditEdit: The Zip now contains a standalone EXE file so you can just double click on main.exe if you run Windows.

Edit³: If you want to see the high score system in action, change the best_time.txt file in data/ to something low, like 00:00 (I forgot to do that myself when I packaged it).

http://server.mjzhosting.biz/~jach/shared/zips/ld10_final.zip

chain pain final

Tags: chain pain, final, pygame, python

Comments

11. Apr 2008 · 02:55 UTC
I’m a person, who knows what she wants. I’m not the one who has a lot of free time to write comments here and discuss stupid and silly news, like you do. It’s so funny that you all take it seriously, start thinking about it and so on. I would never spend my time on such stupidity. I just want to say that there’s a real word, where you can spread rumors and argue. Why are you doing this online? You look so funny!

Snowroller Final

Wow, “finished” the game with more than an hour left. Very simple gameplay, but at least playable in a couple of minutes (I hope!). Note: This version require that you have python and pyglet installed. Read the readme.txt! I will hopefully be able to make a py2ex’d version tomorrow.
The game can be downloaded here: Snowroller download (2nd try)

edit: Papper found a last minute bug that Ive fixed (within the time.) Now it is the final version (really!).

Snowroller Final

Tags: avalanche, chipmunk, final, pyglet, python, snow, snowroller, winter

Comments

saluk
17. Dec 2007 · 15:28 UTC
It’s nice, but the limited amount of dynamite really prevents it from being fun. I spend most of the game sitting around dying waiting for more dynamite.

Py2EXE version

Here’s a packaged version of my code for all you Windoze folk.
link

Sorry Mac Daddies, no binary soup for you.

Tags: double entendres, py2exe, soup nazi reference

This entry was posted on Sunday, December 16th, 2007 at 8:33 pm and is filed under LD #10 - Chain Reaction - 2007. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Frist Rlease

I’m not done yet, but this is the first release of my game. I know all of you are busy as heck, but I’d appreciate if people tested if it even works. It requires a fast-ish PC, Vertex Shader 2.0 support, Pixel Shader 2.0 support. .NET Framework 2.0, DX9, XNA Framework (included) and some extra DX9 files (included).

Download link:
Direct link

If the link doesn’t work, a link to the page it’s hosted on:
LD10Tanks main page

Wordy final entry follow-up

Ok. Managed to upload and post the thing properly, so now I can relax and write some stuff about it.

This one was a shaky ride for sure. Throughout the first day I kept a laid-back attitude and sort of held a leisurly pace. Spent a lot of time on IRC and elsewhere, but still got a fair amount of code done. Second day started well, with some bugfixing and new implementation. Halfway through though, I started realizing that I didn’t really know exactly where I was going with this in terms of gameplay, and sensed a wall rising before me.

I was stuck for a few hours incabable of deciding what direction I should go with things and actually considered (briefly) forfeiting the whole thing… I came to my senses though and decided to salvage it as best I could by making some fun gfx and audio. As soon as I got a “living” player character and some sound effects in there it suddenly felt a whole lot better. I should have done that way earlier. With just one or two hours left on the clock I was all inspired again… dang.

The last hour was a blur of stressed music-making, panicked code-juggling to get it playing in the game, and some begging to get a few minutes to wrap things up in a respectable manner before making the final post. But it worked out in the end (sort of).

I just wish I could bend my sense of time/planning to actually fit reality a little better. I always act like I have all the time in the world until I’m literally running right out of it. THAT’s the point where I start doing actual work, and kicking straight into highest gear. If I had started working on the media 5 hours earlier (back when I didn’t do much of anything anyway) I would have had time to properly tweak things and maybe make a “good” song rather than a doesn’t-quite-make-you-rip-your-ears-off one.

Anyway, despite the little crisis and gloomy bughunts I will remember this compo fondly. I did have a lot of fun on IRC over the first day and a half, and the last pull-together of stuff for my entry made all the difference between a sense of failure and modest accomplishment. The final product didn’t end up being a proper game (as usual) but at least I’m not embarrassed of it.

I have an exam in 2.5 hours that I neglected studying for, so I’ll just sleep for a bit instead I think. Life’s tough, but you need to get your priorities straight… I’ll re-take it in March or thereabouts.

As for food, I don’t hold any sort of lightsource to the grand masters who have been posting here, but I did consume something like 10x the amount of sugar that I’d normally do over this time period. Lots of candy and soda, yuk. My tummy doesn’t quite like me atm. Also downed some chicken, pasta, vegetables and milk (which constitutes my staple diet) – and pilsnerkorv!

I kept a slightly more detailed/rambly timelog in my main.cpp which is included in the submission zip. Check it if you’re interested. Oh, also I forgot/neglected to put in some library code that’s needed for the game to compile… tinyptc, portaudio and playmu (which is my sort of in-development musagi playback library, used it for LD9 as well). I don’t see much point in uploading them at this point, but they’re available to anyone who might ask. I’ll have to clean up playmu at some point and upload it to my homepage properly.

Looking forward to checking out all the entries soonish, after some R&R. Congrats to everyone who joined/tried/failed/succeeded!

Tags: post-mortem

final entry

Ok, here a final screenshot:

Lunte

Download (including source and windows .exe) is here: click to download

Not sure the .exe works, it’s cross-compiled from linux.

Right now I’m tired and should go to bed as I have to get up soon again, but some short thoughts. I’m quite satisfied I managed to finish. But I’m somewhat disappointed by how disinventive I was. This is just the original’s gameplay, with different artwork. Also from the technical side, I didn’t try anything new. Well, I blame the theme :)

Tags: final

Comments

Endurion
17. Dec 2007 · 13:53 UTC
Hint for people not seeing the land:

Your desktop depth needs to be 32bit; you don’t see any ground if your desktop is set to 16bit.
17. Dec 2007 · 17:03 UTC
Thanks. Must be a bug somewhere, hopefully I can find it once I get access to a windows box.

First final entry

In case I don’t have time to do everything else I want to, here is my “final” entry. The core gameplay is pretty good, if you have played either zuma or space invaders it will make perfect sense, as it’s basically a combination of those two games. There are a ton of things I want to add but I’m not sure time is on my side at this point.

Anyway, I like my game :) It was fun to make a decent, fun game, in a little less than 4 hours.

Colorvaders progress

Here is the final entry, in python source:

http://www.divshare.com/download/3137920-91a

Didn’t finish, got pretty far though…

Hey, well that was a great 48 hours, the first time I’ve actually seen Ludum Dare to the end and had something that I thought was pretty good.

The theme of chain reaction was not an overly easy one to come up with something original. I didn’t. Haha.

The gist is – When you shoot an enemy, the enemy explodes and breaks into pieces which kill other enemies and so on.

But there aren’t really enough enemies most of the time in the level for it to be obvious, and too many enemies and it becomes even more impossible than it already is.

Either way, here is the first level of Colon:F. I wanted to have more sound effects and have a boss by the end, but I didn’t get time. :( Oh well, I got most of what I wanted done. Not like you’d ever have got to the boss anyway.

ludumscreenfinal.png

Windows bins are downloadable here: http://myrmidonprocess.com/ludum/Ludum10final.rar

Thanks to everyone for your help. (Those that did help!)

-Fiona x

Tags: final

Comments

saluk
17. Dec 2007 · 15:30 UTC
I’m glad there is no boss. This has to be one of the hardest shooters I have played :)

sg’s entry

ld10-sg-200712162320.PNG

you can find it here:

http://members.gamedev.net/steelgolem/downloads/ld10-sg.zip

you’ll need .net and dx10 i think 

wheeee!

edit: someone told me it wouldn’t decompress without winrar – anyone else having that problem?

edit 2: whooooaaa crap i just saw that you need to include source! its in there now. everyone else, don’t forget!

edit 3: whee bugfix!

Tags: entry, final, LD #10 - Chain Reaction - 2007, sfxr

Sweet timezone confusion

ok, so coding fireworks is a lot of fun and I spent way too much time on it. Now I just have an hour to finish designing the map, and come up with some sound and a title screen. Fek, there’s no way.

But wait! What’s this.. the comp finishes at 4pm NZT, not 3pm. SWEET, SUCCULENT TIMEZONE CONFUSION.

Mr. Splode Fireworks

TheCrawlyCrab

Here’s my goody, TheCrawlyCrab. Thanks to GLBasic for that what it is.

Thanks to all from LUDUMDARE, it was a great fun, but also lots of work, now I’m terribly tired ;).

Download TheCrawlyCrab.zip

Have fun!

thecrawlycrab.jpg

Tags: final

Final Entry

Ok well here’s my final entry. It’s not really playable but it kind of works. Not too bad since I only started this morning. I think this could be a fun idea if I keep working on it…

final

Link to final entry: jovoc_chainguy.zip

Tags: badphysics, chainguy, final, jovoc

Final entry

The outcome of these 48 hours is a reasonably decent game, that just barely stays within the theme. Taking that aside, I do think it’s good fun to play and that’s all that matters.

Hopefully at least a few people will be able to try it out, but since there is no single-player component it gets a little bit dull playing by yourself :)

ld10_final.png

The entry can downloaded from here:

Download Final! (src included)

Watch capture (stream)
Watch capture (xvid)

Tags: final, xna

Final Entry

This is the best I’m going to get it anytime soon. I’m pretty happy with how it turned out after I lost a whole night worth of work. It works, and according to my roommate, it’s fun. So here you go, Bubble Chain.

screenshot

And yes, it’s simple. It’s still fun as hell as far as I’m concerned.

.bz2, has .exe and Python source:

Download

Download #2 

(EDIT: Screenshot to grid.)

(EDIT 2: New link)

Tags: final

Comments

TenjouUtena
16. Dec 2007 · 23:32 UTC
Your SS doesn’t show on the SS grid. You should prboably reupload the screenshot while editting, and relink it into this post.
PoV
17. Dec 2007 · 00:26 UTC
Hi there. Could you upload your screenshot to the site, and edit it in to your post? Images don’t show up in the image grid unless they’re uploaded to the site. Thanks.

4 hours more…

And 42 kbs of code later.

My game is sorta, somewhat playable at version 0.2. I got done with all my stuff, and over feeling sick.

So, here it is, in all it’s blah glory 😛

http://ludumdare-x-rb0.googlecode.com/svn/trunk/LDX-10–version-0.2.zip

It’s more than I had, but actually not nearly as impressive as I cut a lot of features to make it playable :/

Anyways, have fun, if you can 😉

And here is the requisite screenie:

“final” - screenshot

Well, at least I learned not to pick a complex idea, and barely complex at that.

The ai really killed me this time – simple networking would’ve  been easier, except that then I’d need a gui :/

Oh well, lot’s of good entries on here, I look forward to playing them :)

Tags: final

Hero School Final

Hero School is an arcade game that forces you to nimbly avoid, disarm or block bombs while navigating terrain to rescue alarmingly ugly girls who tend to say snide things to you.

It’s sort of Bomberman with new play mechanics, you don’t throw bombs, you avoid/disarm them.

Each level has different rules or items in place.

Yeeehaw!

Heroes can’t cross water but fire sure does.

What a good looking hero!

Hero School

Download game with source for Windows
(will think about doing a linux/OSX build too.. hrm)

Postmortem comments:

This was a really difficult competition for me because my brand new computer arrived RIGHT BEFORE it started and I had to constantly fight the urge to go set it up! Yeah, that’s dedication.

Tags: C++, final, mrfun, msvc, sfxr, win, Windows

Final Release

LD10Tanks is ready (and yes, sorry for “LD10” in the name; just felt bad calling it “Tanks”, especially as it has no tanks in it :). So in the game your goal is to make the cannons shoot every bullet they have. The first cannon you select shoots first and the rest shoot only if they get hit with a bullet. When one chain reaction makes all cannons shoot all bullets, the level is complete. You can aim every cannon and some have more barrels and ammo than others. Some you can even move (gray cannons). You can also shoot through walls (the terrain deforms freely).

Direct download link (4.4mb download):
LD10Tanks v1.10

Website for the game (in case the direct download fails):
Homepage for LD10Tanks

The game requires:

  • Fast PC preferred
  • .NET framework 2.0
  • XNA 1.0 Refresh (included in the package; be sure to install the additional DirectX files too)
  • Vertex Shader 2.0 and Pixel Shader 2.0 support (not really sure what happens on any other hardware except NVidia 8800)
  • 32bit floating point buffers as render targets :)

NOTE! If the game doesn’t look like below, then this means that your graphics hardware doesn’t support 32bit floating point buffers as render targets (the game turns off the fake fake-SSAO post processing effect). The game should still be fully functional.

Screenshot:

Some technical details (more in the included Readme.txt file). All the meshes are generated using constructive solid geometry (CSG). A mathematical model is generated (currently out of spheres, boxes and cones/cylinders) describing the whole world. The a marching cubes algorithm is ran over the model to teseslate the scene geometry. This allows for deformable meshes, such as the terrain here (some volumes are solid, some are cutting volumes). I also wanted to try some sort of fancy post processing filer, and I came up with this fake fake-SSAO (ScreenSpace Ambient Occlusion). The basic idea was taken from some forum (found by google). I basically estimate the ambient term on each pixel by comparing the depth at the pixel with the blurred depth at the same pixel (so I blur the depth field). It’s not perfect, but for example on this screenshot you can see some nice shading in the small holes. I also made a level editor in .NET 2.0 (C#) and used that to craft these levels. The level editor is included in the package.

Alas, I couldn’t include sounds/music because for some reason XACT (the XNA audio authoring tool) refused to boot up on my vista.

Tags: final, LD #10 - Chain Reaction - 2007

Comments

02. Feb 2008 · 16:37 UTC
XACT probably didn’t run on Vista because you need to make sure you download the 1.1 version of the .NET runtime.

Next final entry

Final Entry Shot

Here is my next final entry, I have to run off. Too close to the wire.

pygame source: http://www.divshare.com/download/3138725-184

windows exe: http://www.divshare.com/download/3138857-ef8

Tags: final

Comments

PoV
17. Dec 2007 · 00:21 UTC
If you could you upload a screenshot 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.
saluk
17. Dec 2007 · 03:32 UTC
Thanks for the reminder. I just about had a cow when I went to the grid and it linked to my old post!