LD12 August 8–11, 2008

More of a learning experience…

I chose to use Python with PyGame, PyOpenGL, and PyODE. (I had only written about one Python program, and had only written one OpenGL program in C++…)

The idea was a Jenga-like tower of bricks that you must defend from owls who fly by and remove pieces. It would topple with realistic physics.

Tall, proud tower:
Tall tower before adding \

PyODE (well, ODE itself I believe) unfortunately is apparently not up to the task of a Jenga tower. If I created more than about 8 layers of Jenga bricks, I’d get a segfault somewhere within the collision detection code.

I shortened the Jenga tower and PyODE stopped crashing.

Applying a force to one of the bricks seems not to break the tower… I think I’m just doing something wrong there, though. But PyODE slows down the program to the “watching ice melt” realm.

Pitifully short tower:
with PyODE and grass

I will try to throw together a 2D version of the game idea using Pymunk today, but with less than 11 hours, I may not submit anything.

Either way: a great, fun learning experience!

Tags: screenshot

An entry, there will probably be one

I’ve managed to get some game stuff into the game. So it’s possible to play it, and it’s possible to win or lose (only there’s not check for it yet). It’s not overly exciting. Or intriguing. There’s an AI that plays decently if it’s lucky, but almost never wins except if you’re stupid. But it’s something.

What’s left is to fix a few known bugs, add some kinds of instructions, and end of game check, and pack it up. Exciting, huh? I’m quite tired, so I don’t really jump around in joy, but maybe I would have been. Probably would have been more had this game turned out better.

I’ll write about how you actually play in the submission post.

And I forgot to post my lunch photo from earlier. It was lasagna.

And then I just had supper. It was toast.

And no, I did not take a lot of photos of the same toast and use them to post multiple times during the course of this compo. It really was different instances all of them!

Tags: foodphoto, lasagna, log, screenshot, toast

Udon

..and coffee.

Tags: foodphoto

Comments

Anonymous
10. Aug 2008 · 22:13 UTC
oh, u got some company there in the left corner! 😉

Tower Collapse Final

Tower Collapse

Ok, i couldn’t hold back.

Here’s the final version of Tower Collapse. I’ve added two more stages, fixed some small bugs, enabled window/fullmode switching and added the source to the zip file as well (forgot during the first preview-final).

Download from here: http://www.georg-rottensteiner.de/files/Tower%20Collapse.zip

If you take the time to test please tell me about any bugs! Thanks and have fun!

Edit: 20:27 local time, added a Compo Game Loader file for easier testing! It even works :)

Tags: Endurion, final, LD #12 - The Tower - 2008

Comments

10. Aug 2008 · 13:55 UTC
No bugs, but a lot of fun, and pretty challenging in the later levels.
HybridMind
12. Aug 2008 · 17:32 UTC
This game was a lot of fun and I liked reading about how you modeled the simple physics. It behaves really cool for the collapsing and timing of the bombs. Reminds me fairly well of real building demo videos / shows. Excellent job!

I’m out

I give up, this is what I’ve got so far: http://www.kekbur.se/junktower.rar

Comments

10. Aug 2008 · 14:04 UTC
Noooo, there is still good in you, I can sense it!
Papper
10. Aug 2008 · 15:47 UTC
Sorry, I’m a lost soul :)

I’m not going to be able to finish.

I tried, but I just can’t get anything going quick enough. I struggled with file I/O so much it wasn’t even funny. I am half convinced that something is broken in the libraries. I’m just going too slow to finish something. It is a shame since it is my favorite theme in a long time.

On the plus side besides learning just how weak my C++ skills have become, I did learn a little something about SDL_ttf. Not much but enough to write a string to the screen, and found some free fonts I could have redistributed with my game.

I spent too much time downloading updated libraries on my slow slow connection. I never did get boost to download. I also spent too much time trying to make my code cross-platform. Even though I have nothing to test whether it was actually cross-platform or not. However, so the whole thing isn’t a waste, I have included a screen capture below. Better luck next time I guess.

Oh, I tired out the compo game loader. It is really cool.

small screen shot

Comments

matrin
10. Aug 2008 · 14:25 UTC
What would you do if you wouldn’t worry about croos platform? I use mostly standard libs, and SDL which is cross platform, so i usualy don’t pay any attention to that, i assume it will work on other platforms as well.
10. Aug 2008 · 15:58 UTC
I was using SDL too. The platform specific things that were throwing me for a loop were getting all the files in a folder or having a platform independent path separator variable (I thought SDL had that one but I couldn’t find it). I also wanted something that would give me the folder the executable is located in. I don’t think linux has anything easy for that. I was largely wanting it to be platform neutral so people who only had linux/mac might be able to judge it. That and I wanted an excuse to buy me a linux based eee-pc, or maybe a mac laptop.

Mo’ Progress

9 Hours and 45 Minutes left. I just finished the music and got it working in game, making this my first LD entry with sound of any kind. The song is crap, but hey, I’m still proud of it. I did it all on my guitar (even the ‘drum’ parts) using audacity. The three phases are in, although there is no AI and the cannons don’t actually fire. The turns are still set on very short for debugging, but it does cycle all the way through. There are still some bugs to fix, and the AI to create. If I finish all that, I’ll put in sound effects.

Tags: journal

Nearing the End

OK, I’m back from a Pug Meetup, where my happy, happy pug partook in some made for dogs peanut butter flavored frozen yogurt:

As for the game, I think I am adding locked doors so that the key can go to something next.

Tags: dogfoodphoto, dogphoto, foodphoto

Pizza

There are about 9.5 hours left and it’s going very slowly. I should probably forget about the graphics for now and try to get the game finished with concept art.

Anyway, I just had a pizza.

Tags: foodphoto

Blocktastic

It’s a block that jumps on blocks. Soon it will be a ninja in a tower.

Tags: blocky, lowres, ninjas, tower

Comments

Tenoch
10. Aug 2008 · 15:07 UTC
gfx’ awesome power!

I’m out…

While I spoke a while ago of giving up, it didn’t happen. I got some sleep instead and worked on trying to fix the bugs.

A few hours later, however, and I still can’t figure out what’s wrong. I intend to come back some other time and compete, and I’ll make sure I’ve got my code base working first (since nearly all my time has been spent on non-game stuff).

I’ve uploaded what little I’ve got here: http://members.gamedev.net/sprite_hound/misc/tytus.zip

The Tower of You

I’m finally finished with a version that both runs and could be classified as a game. So here it is. All important information is available in the game, really, if you just pay a bit of attention. I might include play information here later when I don’t need to sleep so much.

If you want another screenshot, here’s after having won.

The Tower of You, Windows binary download + D source.

Update after deadline: I’ve updated the above link to include zlib1.dll which was missing. The original package is still available.

Tags: building, D, farm, final, GLFW, screenshot, tiles

Journal. Beggining of panic.

13:31
Drawn three levels. But they are not in the game yet!

20:02
OK, long afternoon. Friends were there. I made 4 more levels for the game. Hand drawn, scanned, vectorised, re-bitmapised, made floor detection aware. They don’t have colors yet, though. They don’t have content either. Had to code all the level transition stuff. Not that easy.

Next step: draw some gimmicks to throw in. Or go to eat…

Tags: journal

owls and ends

The little guy can run around and jump on stuff now, and I think I’ve got the jumping physics down. It’s actually a little bit fun just jumping around the screen. So that’s good. The engine is all Lua, with only a little bit C to glue into SDL and that, which is also nice.

The bad news is I’m about to throw in the towel. There’s less than 4 hours left, and the game doesn’t even have all the elements or logic for them, let alone any levels. What gfx there is are stubs, and there’s no sound. I’m also feeling like crap at the moment, all dizzy and my head seems to be throbbing for some reason. If it wasn’t for that last part I’d still give it a try, but I’m honestly having trouble just typing this right now.

Looking forward to play the other games, though. There’s some great stuff here.

Journal post 9: procrastination

LDT +2753

Local time: 20:53

Today has not been very productive, I had almost finished yesterday so there wasn’t much pressure. It’s rather short though, so I’m thinking about making a third level. Not sure yet…

My awesome girlfriend brought back some chicken wings on the way back from her walk. :) Overexposed photo:

Teaser screenshot bit:

 

Tags: foodphoto, journal

Lunch, with 8 hours left

Here’s my noodles and soda for lunch for today (oh, so healthy!):

As for my project, I’ve decided to throw in a few sound effects to make it more complete. Back to work (and simultaneous lunch)!

Tags: foodphoto, journal

Quick and weak entry from me this time

Started at local midnight, two hours ago. I had grand plans of making a generic scriptable text adventure engine when the compo started, but couldn’t find the inspiration and energy needed to get on with it. Instead I stalled and waited for the very last moment to get something half-assed out the door. It ended up completely hard-coded and very simple, but at least I got to write a text adventure. Last one I did was probably in AmigaBASIC twelve years ago.

Download and poke around a bit. You might have a minute or two of frustration fun: drpetter_ld12.zip

Tags: adventure, final, text

Back from my sister’s BDay thing

I’ve been unable to get any programming done so far today due to my sister suddenly turning 28, but now I’m back at the keyboard. Food has been eaten, girlfriends talked to, and bathrooms visited, so now I’m ready to really dig in these last 7.5 hours.

Good luck, all!

Woo, collisions with bullets work (Journal)

After quite a bit of coding I got collisions working for the “bullets” (eggs). So, now all of the enemies die when they’re hit woot. I’ve also made around 5 new maps (Total now: 10) and I’m thinking there’s going to be 15 or less maps in the finished product. Oh, and no the player can’t go to any maps after 7 currently… it’s because I’ve only drawn the maps, not added them into the game. Anyway; I’m trying to code a miniboss right now; and it’s not working in my favor. Very very annoying. I’m trying to make him randomly use one of his two attacks; but the animation gets all screwed up. *Sigh*… it’s sure to be some stupidly obvious bug that I’ll kick myself over when I find it. :( Until next time!

Tags: journal

Breaking the Tower is finished

Phew, finally. I had a few hours to go, but it’s probably safer not to get fancy.

You can play the game directly in your browser here, or download a zip file containing an executable jar file and all source code here.

Tags: final