LD12 August 8–11, 2008

Final submission

Here it is. I’ll say more later.

Tower Defender. EDIT: This is a source only version, and it is 8MB!

EDIT: Get your smaller Linux-binary here: Tower Defender for Linux

EDIT: Get your Win32-binary here: Tower Defender for Win32 Thanks, Entar!

Unfortunately I only got game play in at the last few minutes, and there are problems. For one, there is no way to win or lose. The enemies don’t know that they’ve already stormed the walls and will keep going until they hit the sky, but they do this cool floating thing…which is a bug. Mousing over the archers will make them fire arrows, and they take a bit of time to reload before letting you fire again. The arrows do hit the enemies and make them disappear.

I’ll have a post-mortem up soon.

Tags: final

Owl Tower Quest Final

UPDATE: Fixed bug where the second level wouldn’t let you start play. August 12, 1pm EST.

Finished! Play through Java WebStart here:

http://codebynumber.com/projects/ld12/Game.jnlp

There are two levels, and you can win or lose, depending on your skill in (dun dun DUN) snatching the owls! Think of yourself like a bird-loving Indiana Jones and it all makes a little more sense.

It works in the Compo Game Loader, and you can pull down the zip that includes the source, screenshot, thumbnail, gameinfo.xml, etc. at:

http://codebynumber.com/projects/ld12/towerzip.zip

To play it, go to the link at the top of this post, don’t use the zip. This zip doesn’t include the bugfix of August 12, so the second level is not playable (sorry!).

It’s been lots of fun, thanks everyone! Can’t wait to play all these games!

Tags: final

Better Hurry

Tags: motivation

Towerball, final

There, I’m finally finished with my game for LD12 :>

____EDIT, 12:20 GMT+1____

Here’s an updated zip. The game is the same, but it has a slightly improved XML file for the compo game loader:
Towerball, CGL XML updated
_________________________

The final version is here: Towerball

There is also a webstart version.

For instructions, check out the readme.

7-levels in total, one featuring a somewhat dodgy owl. It’s really hard to do art on a 1/5 scale in an overly simple map editor! :)

Here’s a couple of progress screenshots to show how things have been coming along:

It’s been loads of fun doing my first entry for an LD 48h competition – I will quite probably be back for more!

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

Escape From The Tower of DOOM

Unoriginal title isn’t it?

Hopefully everything works. It’s quite short but rather polished (by my standards in any event).

Arrow keys: move, shift: jump. (no it isn’t an xjump clone :P)

Download:

OS X

Source (python)

Hopefully windows sooner or later

 

Good luck to those still working on their entry. Now ice cream! :)

edit: fixed link (oups)

edit2: Oups, last minute changes created a bunch of nasty bugs, lessons: don’t make big changes right before releasing; test test test after big changes. Hopefully this time it will work.

edit3: Keeyai made a Windows version. Many thanks.

edit4: Fixed windows link, thanks to Entar for pointing out it was broken.

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

Comments

HybridMind
12. Aug 2008 · 17:36 UTC
I really liked the look and feel style of this game. It reminded me in some aspects of the old dark castle style games with puzzles mixed with platformer in a line-art / hand drawn way. The sounds were great too! Awesome job.
Anonymous
16. Aug 2008 · 16:01 UTC
is this encrypted or something… i just get empty files :<

6hour game: Part 2

About an hour and a half in, and I’ve got the engine working, and am now creating content for my game.  I’ve got a lovely ‘map editor’ working, which took more time than the engine.  The title will probably be “Enter the Tower”

How to Upload an Image

Here’s how to upload an image.  You need to do this for your screenshot to show up in the Image Grid.

Make or edit a post, and click the Add An Image Icon.

Then select “Choose Files to Upload“, and pick your image file.

Leave all the options default, scroll down and click “Insert in to Post“.

Presto!  Your image should appear in your post.

Tags: howto

Covenant – Brick Tower (Final)

Finally, I finished… It took me about 18 hours or so of work to get this up and running… and I had to do a plane travel from Lisbon to Dublin in the meantime and all… :)

This was by far the smoothest compo I was ever in, probably because the game isn’t as ambitious as my previous attempts… I don’t know whatever I should be happy for finishing a product (complete in terms of menus, music, sfx, even a pause key!) or unhappy because it’s so unambitious… I’m getting old, methinks… :)

Anyway:

You can download it here (Game)

Source (C++/DX9) can be downloaded here (Source)

You can also download a more complete journal here (Log)

Timelapse can be downloaded here (*.wmv)

And I think that’s it, looking forward to judging you all (eheheh, sounds funny said like that)… :)

Covenant, signing out…

Tags: brick, complete, final, journal, LD42, log, tower

Sort of playable

Well, it’s sort of playable. Not much though.

You can build a network of towers, they shoot the bugs, woo.. but right now there’s no win/lose and only the gun tower actually works.

New Sprites

Since the realistic look clearly wasn’t working, I’ve gone for a more familiary vector-y style with bold colours. Spent a couple of hours on these and I think it’s looking much better. My first attempt at a run cycle too, which is more like a limp but it’s better than nothing.

Still lots to do though…

Main character

I just spent a long time drawing a main character for my game.

Comments

10. Aug 2008 · 20:12 UTC
oohhh, them’s some shiny pixels !
10. Aug 2008 · 20:13 UTC
It’sa me! Italian Plumber!

Castle Attack (Final)

Castle Attack:

Download! (Windows)

EDIT: Apparently it does not work on Vista. Unfortunately I don’t have the time nor access to Vista to look at those issues. About the apparent crash, it’s really gameover (when you’re out of top men). I wasn’t able to get SDL images to load into OpenGL so I couldn’t put the beggining and ending images.

(to play execute the file bin\hydrus.exe)

You have to build a tower to invade the castle. You have three groups of men. Two push the tower left/right and the other is on the top, building upper levels of the tower. When it gets to the top it restarts but in a more difficult level. Also, you have to avoid some stones that are thrown from the castle.

Whenever a stone hits the tower, one level will be removed from the top and you lose one man on the top. If it hits one of the bars of man, you’ll lose one man from the corresponding bar.

You lose when you don’t have anyone on the top of the tower or have no more tower. When you lose you get out of the game (no Game Over screen :).

Keys:

Left/Right arrow – move the tower left/right

A key – send a man from the right to the left

D key – send a man from the left to the right

Esc – quit the game

Post-Mortem:

Gameplay wise is better than I thought I could do in 48h, but the graphics (or really huge programmer art :P), the lack of sound, and some real hard levels (I never got past the 3rd level).

I didn’t had the time to balance the game more. I wanted to make some Bezier curves to make the path of the rocks. I found some code on the net but it didn’t make it because I couldn’t make it to work.

Another thing that has gone wrong, it’s the textures with SDL+OpenGL. You can see the commented code that would show the openning screen and I didn’t make it, but I thought of a Game Over screen.

In the end I really saw what I could really do in 48h. I tried not to rush things (I worked for at least 6 hours before anything graphic would be shown on the screen).

Tags: final

Comments

11. Aug 2008 · 12:50 UTC
It opens then closes immediately. Nothing is dumped to the console.

Crystal Towers Beta -Final-

Ok here is my final entry. It is far from being polished but I am up for 17 hours 12 of which were programming… My brains are messy now 😀

So no sounds, no bunch of planed effects and sleek interface… And output codes may not be forum friendly… Not time to test and debug but mostly game works.

Also sorry for English don’t have willpower to go and check if I did some mistakes and ofcourse there are bugs and glitches 😀

But at least I did everything I wanted from mechanics point of view. Enjoy this game and share bugs and replays here plz.

Image

Links:

EXE file

Browser version

Source FLA and AS files

Well source codes. Half of the time I was waging war with interface which resulted in really messy structure and some bad dependencies. Also I go tired of commenting so I am not shore if it will be of any use to anyone :(

Used Box2DFlashAS3_2.0.1 and some my utilities of my own :)

Tags: as3, box2d, browser, final, flash, physics, tetris

Purple Reign – A love letter to awesome games.

Of course I didn’t finish!

So I didn’t manage to put more than one enemy in, or add any more than one weapon. (I spent most of the day doing pathfinding, and they still run around in circles in some situations!)

What I did come up with was a 6 level demo of something that may become an even better game, as it stands it’s very playable!

Windows binaries are here: http://myrmidonprocess.com/ludum/12/PurpleReign.rar

It comes with a readme to tell you how to play.

Thanks for another awesome weekend everyone!

[EDIT]

Turns out the dev tool I used has a ridiculous bug in Vista where it attempts to create a full screen window but most of the time just crashes. If you can’t play download this patch which simply just forces windowed mode. It might fix a couple of other crashes too.

http://myrmidonprocess.com/ludum/12/PurpleReignpatch.rar

Tags: final

Comments

Tooplex
10. Aug 2008 · 20:58 UTC
Brilliant Game, Very well done for under 48 hours. Love to see an update for it.
11. Aug 2008 · 16:15 UTC
That was a lot of fun. I really like the music 😉
Ariel Yust
12. Aug 2008 · 15:30 UTC
the game carsh for me with the patch too… I start walking and the I guess its the text… :S im using vista 64bit
Fiona
13. Aug 2008 · 05:39 UTC
I’m not sure what’s wrong with vista, i’m convinced it’s a bug in Bennu. :(
Fiona
13. Aug 2008 · 20:15 UTC
I spent an hour or two after work borrowing one of the Vista machines trying to fix this bug, but to no avail. There seems to be some sort of overflow with text printing that I can’t do anything about.
george
16. Aug 2008 · 18:08 UTC
This has some great atmosphere and visual style, I hope more is done with it.
19. Aug 2008 · 17:17 UTC
Stupid vista… game looks like its lots of fun :D. I’m a sucker for top down alien shooters.
24. Aug 2008 · 06:05 UTC
Yeh, I got caught on the Vista bug too. Runs fine using Wine under Ubuntu 8.04 though ! Sweet game.

The Siege of von Danken Tower: final entry

Here’s my final LD#12 entry: The Siege of von Danken Tower !*

It’s a game for the Atari 2600 VCS, but you can play it here in a browser based emulator. There is also a zip for Windows, packaged up with a standalone copy of the excellent Stella emulator, including the ROM. Hint for Debian/Ubuntu users: sudo apt-get install stella. For a laugh, take a look at the ugly source code.

Back in the day, every great Atari 2600 game had a back-story (to help you enhance the incredible graphics using your incredible imagination). Be sure to read the all-important cheezy back-story.

Tools used:

You may notice that my journal entries don’t really reflect the development process of this game. After a combination of electricity failures slowing me down, and my realization that I don’t actually know the best way (or rather, any way) to code a decent falling block game, I decided to try something quick in batari Basic. I’ve never coded it before, so I’m really stoked that I even got this much done. It would have sold a million copies in 1981. If you’d asked me at the beginning of the competition “Which is ‘easier’, Python+Pygame+Rabbyt or batari Basic ?“, I would have said Python+Pygame+Rabbyt …. I would have been wrong. Despite only having space for ~ 26 single-byte variables (+ a few bonus, if you are tricky), you can do quite a lot in batari Basic (and I had ~10 variables to spare !! Imagine what I could have done with those !!).

* 100 % Owl free. May contain nuts.

Tags: final

6hour game: Part 3

Final

Well, I finished with about 3 hours left, meaning I made the game in about 3 hours.  However, it’s not much of a game, and it’s somewhat unconventional for LD, since it’s a web based choose your own adventure.  A screenshot would be pointless because of this.  Sorry everyone who demands a screenshot.

The game itself can be found here.  I have included the source code, as well as the backend tool used to create the content here, so you too can make your own adventures.  An important note, though, is that you’ll have to have a webserver with MySQL, and PEAR::DB installed.  Additionally, the tool is NOT secure, and should NOT be used on a live server.  As always, use at your own risk.

Tags: final

Insert explitive here..

So I actually came up with a great idea: window cleaning the side of a tower from a swing stage. It had the potential to be lots of fun with linear game play, loads of obstacles, chances to peek in through the windows and spy on people inside the building for rewards and punishment, wind, rain, open windows, owls swooping in to steal your hat (since it has a rat logo on top :) ) etc. etc. etc.. Scoring would be based on the amount of time it took you to clean the side of the building and it would be presented as your paycheck. Of course there would be deductions based on complaints (from peeking into the building), damage, equipment losses etc. and bonuses based completion, good stories you tell your boss from peeking into windows etc.

Then about 5 or six hours after the compo starts the electrical storms start and I inevitably lose power.

I then consider my options, I decide to focus on some of the design decisions and gameplay options to refine my idea. I use pen and paper, do some math, create a plan and decide I will use the laptop until the power returns. However, since my only laptop was always plugged into ac, I hadn’t realized the battery lifetime had fizzled to about 30 seconds.

So I wait for the power to return, and wait, and wait, and I pretty much get to the point where I decide there is not enough time to proceed with my original goals. I needed a working engine in the first 24 hours and I couldn’t realize this goal. So this morning, I decided that I would not have enough to show for the competition and resign to completing some outstanding household chores. This time around it wasn’t meant to be.

I may choose to revive this idea at some point in the future, but I this isn’t realistic in the foreseeable future.

Tags: final post mortem

Super Tower Smashup – The disqualified game

Yes, we know that we got disqualified (teams not allowed), but we still wanted to make a game in 48H. So here it is, Super Tower Smashup!

Win32 EXE: http://rapidshare.de/files/40209706/stsuwin32bin.zip.html

Source DL: http://asgerbj.dk/upload/supertower10.zip

Title screen

Please leave comments.

Tags: game, LD #12 - The Tower - 2008

Comments

10. Aug 2008 · 22:09 UTC
EXE please. 😀
10. Aug 2008 · 22:23 UTC
Hey, I’ve removed the “final” tag so that it won’t appear in the voting section. Thanks for giving me the heads-up :) Hope you had fun!

Ok. I want to get a game done for this, so I’m cheating*.

*Cheating means usig GM to make my game. Later though, I’ll convert it to C++ and SDL and post it here. But I WILL get a game done! 2 hours or so to do it, but I will! 😀

Basic package finished

Have a basic package put together now, which is built for linux (slackware specifically), and is binary complete.  It requires the allegro 4.2 library to run, but I have provided said library in the package.  The library requires a quick build and install, but instructions are provided in the README.TXT, and is extremely straight-forward.

Of course, this needs testing to see if it will even work.  If it doesn’t work than the allegro development lib will need to be installed, and if that is the case I will package that lib instead.

Anyway.  A win32 version will be forthcoming.

More soon.