LD10 December 14–17, 2007

Ludumdare 10.5 Screen So far

So here it is, what I’ve been working a bit on. Only spent about 2 1/2 hours of actual coding, art, and planning on this one. Will hopefully have collision-detected objects, jumps that launch you way into the air, and a timer & map at the bottom
Cutlass Extreme!

Woot 1970 Cutlass Extreme!

Tags: Ludumdare 10.5

Day 1

This theme was horrible to think up ideas for, I mean, games usually rely on the player expecting what happens. However, I did write a small platformer with just one level which tries to incorporate this idea of having something unexpected happen, so that the player then has to think up a way around.

I’m not sure i’ll continue working on it, as i’m not terribly excited about the game idea. Meh.

ld105_shrt.png


It requires .NET2.0, XNA 2.0, shader 1.1 and updated DirectX dll’s ( :( )

Try it here

Mid-day-1

I’m not sure how this happened, but we seem to have managed to democratically voted in a theme which is unanimously hated. Last night, after about an hour of developing and throwing away bad ideas (too much content, dead boring, and lame, respectively) I finally came up with what I’m now going with.

I came to this idea through a roudabout manner, but what it really boils down to is asteroids. One difference, though, is that the asteroids have behaviour. Instead of simply coming apart when hit, the asteroids react in a (surprising!) manner. Some retaliate, some just act silly, and some in turn shoot at the other asteroids. You don’t know which is which until you try shooting at them, so you’ve got to be careful!

Of course, now for the long part, implementation. So far I’ve progressed to the point where I can move around and shoot:

Shooting at. . . nothing

I hope I’ll have time to finish, I’m going out for dinner tonight and tomorrow my family is eating out to celebrate my birthday (which, strangely enough, is today).

End Of Day 2

No need for another screen, it would look almost identical to the last.  But big big progress.  It’s almost entirely done, and I’m quitting for the night.  Now, you can walk around in the world, pick up and drop items, and create new rooms.  The new rooms even include riddles and the use of items, and new items in them.  Riddles and using items are not implemented, but the presence of new items is.  The remaining stuff is probably an hour’s work.  Then clean up, polish, security enhancements (the big issue with doing a webgame as opposed to a single player one!), and it’s all done.  That’s going to be the best part – seeing people stuff it full of new rooms and insanity.  This is a really simple project, but it’s going to be a fun one!

Tags: surprise, text adventure, web game

Ah! Death!

Here is what my game looks like right now. Some fractal trees, some guys and a ladder. You can knock the head off the other guy with a spear if you like. Oh, and by the way, it’s just a coincidence that he is looking happy. He actually is terrified.

Tags: fractal trees, smileys, spear, weird

Bring on the Lawrence Welk show!

glwater.jpg

RobotGuy’s end of day 1(ish)

Well, end of day 1 and I’ve quite a lot done but not as much as I had hoped. I have a game that allows the player to fly around a psychedelic tube controlled by the mouse and bounce off the walls. Currently, there is nothing else to do which is the next thing that I need to deal with.

 

Oooh, psychedelic

 

The basic premiss is that you have having the weirdest day of your life. You’d just got a job at a research lab as an ‘Inventory Controller’, half way through the tour you were cold-clocked and when you woke up you found out that the ‘inventory’ you are to control is in the labs Synchrotron and consists of exotic elementary particles that they need shunted in to different storage rings.

Not the best match for the theme I’ll admit, but I thought that it was a really weird idea for a game so…

Cube in GB-land

Decided to try to do something in 3D for pretty much the first time this Ludum Dare (other than some very basic tests and such). Here’s what I’ve got so far:

Cube in GB-land

Just needs some gameplay now..

Towards the end of Day 2, now with levels & graphics

So still no real “gameplay” elements, but that should be coming in tonight.

I’m thinking to stick to the weird theme, somehow hitting cows with the 1970 cutlass either speeds you up, turns you into a cow car, gives you bonus points, or sprays milk or something?

The ramps will also launch your car into the air for a little bit of boosted speed, but the trade off is since you’re in the air you cannot get any powerups.

Quick screen of updates, look almost the same but I can also load custom levels now :)

1970 Cutlass Extreme 0.2!

Gameplay finally somewhat there

Okay, added in being able to run into cows, the Cowabunga bonus if you hit 5 cows in a row, and the ability to launch off the ramps. Your wheels do not properly update with the car, but its just a matter of hacking in the code. I didn’t compile the py2exe because it becomes gigantic, I’ll use pymikes setup and make it smaller later… sleep now.

http://www.geocities.com/cthulhuluke/1970Cutlass0.3.zip 

1970 Cutlass Extreme 0.3

Comments

pymike
24. Feb 2008 · 13:52 UTC
Lookin’ good :)

Lifes, scoring, screenshot

I now have a scoring system, combos, and lifes, so you can get game over. And announcements. Here’s a screenshot:

screen2.png

What’s missing yet is some effect for non-bounced cows, lip sync for Mr Head up in the corner when announcements are made, and some balancing.

Things that would be nice, but aren’t top priority yet, is a highscore table (for scores, most drowned, highest combo etc), a nifty pause feature, a skip intro thingy, and possibly web scores, only that probably won’t happend during this weekend anyway.

Tags: combos, log, Mr Head, screenshot

Mr Head and the Cow Drowning

Mr Head and the Cow Drowning is now complete. Or as complete as it will get this weekend. I have many ideas on improvements, but they must, alas, wait. But I’m getting ahead of myself.

As said earlier, the game is about drowning cows to prevent them from dying. Granted, they die anyway, but in a much more nice way, and outside the screen, mostly. Anyway, to drown cows, you must use key 1-5 to select which slot is currently bouncy, which will make any cows falling there to bounce out into the water. If you fail to catch a cow, you lose a life, but if you catch two in a row, you gain a life. You can have ten lives, and if they run out, the game is over.

final.png

During the game, Mr Head will observe and give you points and make announcements. He’s the mastermind behind everything, but exactly how is not certain. Do use his combo scheme to get many, many points. I’ve gotten 22 million as best so far. There’s no highscore in this version, but maybe I can add one later.

So, except for what has been told here, and what can be seen, there’s also a fancy intro, and mighty fine sound effects.

You probably want to download Mr Head and the Cow Drowning. Binary and source are included, the binary is for Windows, but with the right libraries and some changes to the makefile, you’ll be alright on other platforms too. Hopefully.

Also, make sure you don’t miss the Banana Ship text adventure non-entry, also made during this warmup.

Tags: arcade, black and white, bouncy, C++, combos, cows, farm, final, GLFW, gravity, humor, intro, lip-sync, moo, Mr Head, opengl, silly, weird, Windows

Mr Head and the Cow Drowning

Mr Head and the Cow Drowning is now complete. Or as complete as it will get this weekend. I have many ideas on improvements, but they must, alas, wait. But I’m getting ahead of myself.

As said earlier, the game is about drowning cows to prevent them from dying. Granted, they die anyway, but in a much more nice way, and outside the screen, mostly. Anyway, to drown cows, you must use key 1-5 to select which slot is currently bouncy, which will make any cows falling there to bounce out into the water. If you fail to catch a cow, you lose a life, but if you catch two in a row, you gain a life. You can have ten lives, and if they run out, the game is over.

final.png

During the game, Mr Head will observe and give you points and make announcements. He’s the mastermind behind everything, but exactly how is not certain. Do use his combo scheme to get many, many points. I’ve gotten 22 million as best so far. There’s no highscore in this version, but maybe I can add one later.

So, except for what has been told here, and what can be seen, there’s also a fancy intro, and mighty fine sound effects.

You probably want to download Mr Head and the Cow Drowning. Binary and source are included, the binary is for Windows, but with the right libraries and some changes to the makefile, you’ll be alright on other platforms too. Hopefully.

Also, make sure you don’t miss the Banana Ship text adventure non-entry, also made during this warmup.

Tags: arcade, black and white, bouncy, C++, combos, cows, farm, final, GLFW, gravity, humor, intro, lip-sync, moo, Mr Head, opengl, silly, weird, Windows

Maze Of Ludicrosity

maze final

All done! Already filled with lots of user submissions. I can already tell that making sure submissions work right is going to be murder. But we shall see! It’s pretty awesome already, with multi-part puzzles made by different people.

Play now: http://hamumu.com/maze.php

It requires a Dumb Account to play, but those are free and the most fun thing in the world, so you would be a fool to pass that up.

Tags: final, maze, mysql, php, text adventure, web game

Voodoo Fighters – Final

Here it is!

I think this ended up being more of a tech demo than anything. Regardless it’s a silly little thing that could be expanded in the future. I didn’t realize I had ADD so bad :(

http://whitlark.net/share/ld10.5.zip

arrow keys, x = left punch, c = right punch

Tags: final, qixl

Invasion of the Blobs – Final (2)

iob.png

I made a few more updates to my game, so this is the real final release. Enjoy!

The story of “Invasion of the Blobs”:

A satellite orbiting Earth detects a mass of weird lifeforms rapidly heading towards the sun, that seem to collect around a massive green lifeform. Alarmed, and taken completely by surprise, Earth deploys a top-secret spacecraft to destroy weird mass of blobs, and the strange lifeform they collect around.

Source: http://pymike93.googlepages.com/iob-src-final2.zip
Windows: http://pymike93.googlepages.com/iob-win32-final2.zip

Tags: final, pygame, pymike, python

My final game for realz. Text based, turn based defense game.

This is the final version of my game. It’s probably, hard, cruel, unbalanced and difficult. It’s wierd and not just because it makes no sense to make a text based defense game like this.

The final file

Tags: CLI, crazy, defense, final, Ludumdare

An entry this is not, I think…

Considered doing something for the compo, but kept getting into other stuff (fun stuff, important stuff, interesting stuff) so time ended up running out. I decided to make a mockup screenshot instead, of something weird that could have been. Maybe. Anyway, behold:

ld105mockup.gif

Oh, I also happened to make an asteroids game during the compo… didn’t mean to do that, but technically I guess it could have been an entry. Not quite weird or unexpected perhaps, but at least it’s asteroids.  Windows-only.

asteroids.gif

http://www.cyd.liu.se/~tompe573/asteroids.zip

Now where’s the Inquisition game? Me want play!!!

Tags: asteroids, fat people, mockup, pixels

DONE!

Ok, I decided to call it ‘ULTIMATE VENGANCE POWER 4: THE LEMON OF JUSTICE, and as a result spent an hour making the title ^_^

anyhoo, instructions are in the game.

the .exe:
ULTIMATE_VENGANCE_POWER_4.zip

the .fla(source):
UVP4_source.fla

Tags: final, LEMON OF JUSTICE