LD12 August 8–11, 2008

Crunch time!

I decided to finish my game anyway, and time’s almost up!

I plan on making one more map, and if there’s time throw in some sounds from sfxr.

Anyway, here’s a screeny:

Pfff – fin.

Oh boy, this one was rough.. THE TOWER?! I think I started out with that in mind, but I guess I kinda lost touch with the theme somewhere a long the way. Although I do keep the sense of heights (with the skyscrapers/roof and such).

Anyway, after a couple of huge coding sessions, here’s what I finally have to show for it:

YouTube

Vimeo (<3)

MUY IMPORTANTE:

You need all kinds of sweet stuff to run this bad boy:

  • updated directx
  • .net 3
  • shadermodel 1.1 (and hw support for scaled pointsprites, i think)

So, yeah.. I hope there’s at least one windows dude out there :)

DOWNLOAD

EDIT:
It would appear that it might crash if you don’t have any XNA redist installed. The problem lies with the non-opensource physics library that I chose to use; it tries to find the required xna dll’s through whatever-its-called-place where redist dll’s are placed, instead of using the dll’s i shipped locally with the exe. So, only solution is to install one of the XNA redists. What a mess.

Tags: final

Animation!

Created some proper steam engine and steam source sprites and threw in some simple animation so you can tell when they’re activated.

So very tired right now, but I don’t have any levels or sound yet, and I’m determined to get this to a playable state. 2h to go!

GBGames Time Lapse!

My first time lapse was over 10 minutes long, and so I had to cut out a lot of the repetitive images to shorten it. I also found a way to combine music with it.

Ludum Dare #12: GBGames Time Lapse

Since I can never remember the magical incantations for getting mencoder to do anything, I created a Makefile and uploaded it to the LD wiki:

http://www.ludumdare.com/wiki/ld12:linuxtimelapsemakefile

Tags: timelapse

Control Tower

First time in LD. So I am glad I made the deadline.

Actually I wanted to make the game about looking after many slower planes at once. Unfortunatelly I got stuck with the plane spawning pattern and wasn’t able to fix this. So it’s a never ending circle which just gets faster and eventually kills the player with cheap deaths. (and that with using cheap Multimedia Fusion 2, I think I should be very ashamed..)

Anyway better luck next time.

Download Link: http://rapidshare.de/files/40207537/Control_Tower.zip.html

Tags: Add new tag, final

Counting down the minutes….

I haven’t had any chances to really post anything today, so I thought I would do so as I begin my final push.

Here’s a screenshot.  So far, you can fire arrows at wave after wave of baddies.  I haven’t figured out how to give you more arrows, so I’ll probably just make them infinite and limit you to a couple.

Anyway, back to the salt mines.

Tags: ld48_12

WeatherTower – Binary Build Done + Win32 Build!

I am no longer working on the program itself, so I’m putting this up as a FINAL. I have provided both a binary linux and binary windows version.  I have confirmed the binary linux version works under Ubuntu once the allegro lib has been linked in to the system.  The readme has the info, but there is only one step that needs to be done to run the game under linux:

./link

This will link in the library and update the dynamic linker.  The binary should run after this is done.

The win32 version is straightforward and should work as expected.

WIN32 VERSION

LINUX PRE-BUILT VERSION

Both include source.

Here is a screenie:

Tags: binaries, final, screenshot

As good as it gets

I’m at a pretty happy stopping point with this now. The UI for interacting with the blocks is pretty stable, I’ve got all the visual elements I was looking for, and although the memory footprint is (much) higher than it ought to be, it’s not overflowing Java’s heap space like it was a couple hours ago :)

The game is called Blokks, and it’s split up into a free-form practice mode (which comes highly recommended) and a slightly more structured “challenge” mode. I didn’t have time to implement the logic for the challenge mode, however, so I’m relying on the honor system to believe that you successfully made it through the (four measley) challenges 😛

Oh, yeah — you can play it online here: http://www.andrewberman.org/projects/pulpfizz/blokks/

Now, it’s time to get some sleep and move on to some “real” work tomorrow — it’s been fun!

Tags: final

Comments

wjordan
11. Aug 2008 · 04:13 UTC
Congrats on finishing! I really like the overall aesthetic, and the title screen is sweet~
Morre
11. Aug 2008 · 07:56 UTC
Tried “practice”, didn’t understand much, thought to go back to challenge to see if I could understand and *wham* – java heap space error :)
kai
11. Aug 2008 · 10:58 UTC
I did the practice, and then went back to challenge, but got a negative array size exception, then I reloaded a few times and kept getting a NPE:

NewWorld.creatBody(NewWorld.java:109)

called by BodyUtils.java:424
gjuggler
11. Aug 2008 · 20:58 UTC
Moree and kai: Thanks for letting me know about the bugs… I shouldn’t have trusted myself to debug this thing at 3am Sunday night / Monday morning! Anyway, most of the problems should be fixed now, so feel free to give it another go :)
gjuggler
11. Aug 2008 · 20:59 UTC
Also — I forgot to mention: you can turn the hand left and right with either A/D or Left/Right, and the sideways “8” is actually an infinity symbol — in practice mode, you never run out of blokks!

No entry

I suck, I know.  I just couldn’t get my brian to function in a coding mode.  Instead, I watched the entire first season of Heroes.  The idea I was going to go with was building a tower out of words, kind of like scrabble, and having it check for balance to help cap your highest score.  Hopefully next time my mind is in a better place.

Stacker (maybe final)

Getting close to the deadline so I wanted to submit a backup final.

I’m calling my game Stacker. Goal is to get the little blocks to stack up to the line. If you are successful the next level raises the bar a little. I have not made it too the very top yet. It should reward you, but I haven’t been able to tested it yet.

How high can you go!
Here is the link: Stacker

Tags: MrPhil

Up!

I’m finally finished! And with 1 hour and 11 minutes left for packaging. Here it is: Up!

Up! is a rampart-like game where you have 3 phases – first you build your tower, then you get cannons based on your tower’s height, then you use those cannons to try to take out the enemy tower. Each turn gives you less and less time to build until finally someone is the winner!

Source Link: http://keeyai.com/files/up.zip
Source with wav (no AVBin dependency): http://keeyai.com/files/up-noavbin.zip
Source with no music (if it crashes in linux when looping the music, try this): http://keeyai.com/files/up-nomusic.zip

Windows Exe: http://keeyai.com/files/up_exe.zip

Linux executable on its way.

A Screenshot!
Up!

Tags: final

Comments

wonderwhy-er
11. Aug 2008 · 03:55 UTC
Interesting game idea :) Tough i is hard to compete with PC considering i have no idea how my cannonballs fly… Adding some mini-map or scrolling or camera following cannonballs would help a lot.
13. Aug 2008 · 13:08 UTC
Yeah, both of those were in the original plan but I cut them out to save time. I also wanted to do random distances or something, but it ended up just being the same every time you play. Oh well – I wanted to get the concept out there, and I did. It’s probably worth about 20 min of fun, if you can stand the music that long 😀

Timelapse!

Timelapse video (37 MB AVI), with music: “Fable (Message Version)” by Robert Miles. It synchs up eerily well — the video starts to really pick up a minute in when I was doing a ton of work and had increased “shutter speed” of the timelapse.

Tags: timelapse

done for now.

So starting the competition I had alot of ambition and wanted to make a Java3d game where you run for a tower as tons of baddies attack and owls drop rocks and divebomb.  Well, due to a mix of time and a lack of knowing java3d I did not get that far. 

I revised the idea some of the way through thinking you would try to get to the tower before getting hit by them (sorta like football).  Collision detection and movement did not work quite like I planned either.

:-(

So my final game has become look for the red tower hidden in the blue ones.  The collision detection I had I removed because it did not detect hitting the viewer, but they all detected hitting each other and ended the game before it started!

So its that great, but its what i got.  Here’s the screenshot:

 

The zip is located at: http://bikko.org/ld12/ashton379.zip  The runnable folder requires the subfolder for the java3d material.  For the source, I included the whole netbeans project file so that you may open it in the IDE if you wish.

-ashton379 (aim,yahoo&gmail)

 

*** edit *** made in java, works on any platform, to edit code, you need java3d ****

Tags: final

Comments

kai
11. Aug 2008 · 14:47 UTC
Yeah, I can’t figure out how to run it. I unzipped everything and did “java -cp My3d.jar my3d.Main” and got the popup with nothing else, then this stack trace:

Exception in thread “main” java.lang.UnsatisfiedLinkError: no j3dcore-ogl in java.library.path

at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1682)

at java.lang.Runtime.loadLibrary0(Runtime.java:822)

at java.lang.System.loadLibrary(System.java:993)

at javax.media.j3d.NativePipeline$1.run(NativePipeline.java:231)

at java.security.AccessController.doPrivileged(Native Method)

at javax.media.j3d.NativePipeline.loadLibrary(NativePipeline.java:200)

at javax.media.j3d.NativePipeline.loadLibraries(NativePipeline.java:157) at javax.media.j3d.MasterControl.loadLibraries(MasterControl.java:987)

at javax.media.j3d.VirtualUniverse.(VirtualUniverse.java:299)

at my3d.MyVerse.(MyVerse.java:29)

at my3d.Main.main(Main.java:14)
12. Aug 2008 · 00:22 UTC
I get the same thing. Something is missing.

Tower of Doom is Complete! :D

My first entry for LD is complete. I don’t know what came over me to make an FPS. It’s finished but I had to cut off many features that seemed cool, like levels with many floors and such. It seems that I slept too much, and made some organizational mistakes. Anyway it’s not the best game ever, but it is playable. It has a beging, end, gameplay, win/lose conditons and something that may be called a plot 😛

It is read for Linux  and Windows.

It has no known requirements for win, maybe somekind of directx, and any 3d capable graphics card. Linux users should make sure they have SDL and SDL_image packages installed.

P

To make this ‘killer’ game I used:

  • KDevelop
  • Dev-cpp (for porting to win)
  • GIMP

It is 4 AM where I live. I’m not sure I will be able to go to work tommorow :/ but anyway, I hopy You enjoy this little creation of mine :)

Linux:

http://paj.sourceforge.net/small-proj/ld12-yezu-towerofdoom.tar.gz

Windows:

http://paj.sourceforge.net/small-proj/ld12-yezu-towerofdoom.zip

Linux Source (this is actually a full KDevelop project after “Distribution Clean”, as far as I know it is full “makable”):

http://paj.sourceforge.net/small-proj/ld12-yezu-towerofdoom-src.tar.gz

I’m going to sleep. Have fun :) I had 😛

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

Comments

bikko
11. Aug 2008 · 00:27 UTC
It doesn’t show any textures on my system… all the surfaces are just white, weird!
12. Aug 2008 · 04:11 UTC
It is weird. If you’re running Linux, maybe something is missing in your SDL packages. On Windows, I don’t know… I included all needed .dll files.

Well there is one more possibility actually, that You’re graphics card is still loading the images into memory while the game runs, but in that case the game should also run bit slow…

This is a problem anyway, because I wanted use this framework for other things, so it I must make it work…

Ninj ya later…

I didn’t have enough free time to get this done, but I’ll finish it up over the next week or so.

Sorry, Im done

I did all I could do but I’m saying goodbye to this contest, I had it in full 3d and i worked on it from start to finish (I literally went the whole 2 days without any sleep, to boot.) My scripting kept getting fucked up however and i’m unable to go on at this point. But I’m not giving up on this, in fact im gonna work on this first thing tommorrow and finish what I’ve started and when I do, i’ll probabaly post up a link to it so ya’ll can see what the finished product “should’ve” been. 

L8r.

Tags: I quit

Moonbase Defense

I learned a lot about Ogre, but I didn’t quite finish the game. It’s still sort of playable but don’t get your hopes up.

Here is the entry:

Moonbase Defense Final

Includes a cgl info file for the game launcher.. that thing is great.

Tags: final

Cannon Hates Tower

Hello! This is a competition entry. It is a simple game where you shoot cannonballs at a tower. Eventually, the tower will succumb. You get more points for letting blocks hit the ground before the top of the tower does.

Hold SPACE to power up the cannon, release to fire. Up and down changes the angle. That’s it!

Requires pyglet/pymunk. Doesn’t run too fast. All those quads to draw, and all.

Windows Binary.

Source code.

Tags: chipmunk, final, physics, pyglet, pymunk, python

Comments

Henryk
24. Jun 2009 · 04:01 UTC
Hi,

From a time I looking for source for game Sokoban I workin with Delphi3 and I using also Delphix How to write codes for this game? I have some levels in txt files All of them have the same size of Columns and rows (rows – 19, cols – 16 I had to do it knowing I have no dinamic arrays in Delphi3 Besides In txt files ‘a’ = a man, ‘b’ = wal, ‘c’ = empty space, ‘d’ = target, ‘e’ = place for target How to “push” a target by a man? How to read levels to array? and how to display elements on form? Hope U can help me with

Greetings for U and all People U know ad love

Balkor FINAL [Platform independant]

Well I finished this (rather, uploaded what I had). I wanted to expand the game slightly more and FIX THESE DARN COLLISION bugs. Sorry :P. So yeah there’s collision bugs with: Tornados, miniboss’s attacks, and shooting the final boss. So anyway… I hope you enjoy this funny glitchy game! 😀 Also, the miniboss shoots missiles where I least expected them. He was supposed to shoot 7 on either side of him; that’s another one of the numerous glitches I couldn’t fix. Also there’s a glitch with the platform in the room where the final boss is. Too bad. You can still beat the game though 😀
LINK: http://willhostforfood.com/users/Dazappa/Balkor.zip

Screens from earlier:

Tools used:

1. JCreator LE – A Java IDE. Web: http://jcreator.com
2. Anvil Studio – Midi music creation. Web: http://anvilstudio.com/
3. Sfxr – A simple sound creation tool. Web: http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html
4. http://media-convert.com/ – A free online converter. Used to convert files to .snd Java sound format.
5. The Gimp – Image creation. Web: http://gimp.org/
6. MS Paint – Mostly used for determining good image sizes.
7. ETL – Used to screenshot at a certain interval. Created by me, matt-shaffer.com.

Java source included; run javac Balkor.java and it’ll compile.

*** THIS GAME IS PLATFORM INDEPENDENT. Made in Java.

Features:
1. An attempt and mostly pathetic storyline (limited with the time)
2. Pretty good graphics
3. Pretty nice music (6 compositions made total, 5 used in game.)
4. Sounds; only 2 used unfortunately (time limit)
5. Platform independent
6. Shooting
7. Dual movement system; walking + flying
8. Cutscenes (Skip with “s”)
9. A miniboss and a boss
10. Created with java – Platform independent. Runs on mac/linux
11. The source code! (Don’t bother, it’s 2700 lines in ONE FILE)
12. 8 rooms
13. Coded from SCRATCH; a 100% blank page.

Glitches (Mostly collisions):
1. You can land inside the first platform
2. Miniboss – doesn’t shoot as often as I’d like; spikes don’t hurt you, 7 missiles were supposed to come out of each side of him.. yeah that didn’t work.
3. Final boss missile glitches; doesn’t hit you when you’re inside the missile
4. Platform in the final boss room – twitches your position when you land on it.
5. If using firefox, the music will still be playing if you close the tab the game was in.

@ Responses to judge remarks:
First off, sorry. I forgot to put the known glitches and features in this post. I’ve listed them now. Many of the things you guys mentioned I did not have enough time to fix before releasing this game.

@ Edge: Yes, I wanted to expand the game more too (I had 1 extra song composed, 3 extra maps, and numerous sound effects that I did not have time to add to the game). Time did not allow for it. I submitted the game 12 minutes before the deadline as it was.

To all judges: Thanks for taking the time to even play this little game ;).

Tags: final

Comments

13. Apr 2009 · 23:40 UTC
Hey Matt love your work. This one is pretty darn good for a 2 day project glad you hosted it on here. So people can view how you made it within 48 hours. Hope your King of Lands game is going well. Hope to see you soon.