LD14 April 17–20, 2009

The Triumph of Time 2.0

Just a quick note to let people know that I’ve finished the post-compo version of The Triumph of Time from LD14. It has many more levels, a tutorial and a level editor, and hopefully a more forgiving difficulty curve. I’ve also implemented many of the suggestions people have been making.

It’s up on my web page, where I’ll also be posting updates to it.

Comments

22. May 2009 · 10:16 UTC
Sweet! I’m definitely gonna check this out.
22. May 2009 · 10:56 UTC
Sweet, indeed. Like sugar. Or molasses. Rich and syrupy (??), slow and easy.
Epitaph64
22. May 2009 · 15:47 UTC
Nice. Can get pretty tough but it was fun 😀
0rel
23. May 2009 · 09:16 UTC
nice work! i like how the interface is so simple to handle, and how easy it is to make levels in the edit mode…

also: pausing the game at the beginning of each level quickly solved my problems from the previous version! :) – it’s nice to tweak the fences without the pressure of the approaching “antimatter cloud”, and then sit back and watch your creation in action…

…so well done in many ways! :)

MiniLD #9 is GO!

And the theme is….

TIME

Rules:

  • All development will be done in 48 hours, solo, from scratch, except for whatever audio libraries you chose to use.
  • You must incorporate sounds from the sample archive located here. You can do whatever you want with the sounds, and they do NOT need to be played back in an audio form, just incoporated SOMEHOW into the final product. You could, for example, procedurally make levels based on them. :)
  • You may also download the entire soundpack here (warning – it is 156MB!)
  • You may manipulate the sounds however you like. You can cut apart the loops to get one-shot samples, remix the .XMs or rip the samples out of them, or whatever.
  • You may use as many sounds as you like, or as few as 1.
  • The theme, Time, is just meant to give you an alternate starting point for your brainstorming. :) Focus as much as you want on the soundpack, or not at all.
  • Edit: I am streaming the entire sample pack here for your listening pleasure. All told (without the MIDI data) there is 51 minutes worth of content. If you’re not already, consider joining #ludumdare on irc.afternet.org to discuss your ideas!
  • Have fun!

Track Tempos

Several people seem to be attempting beat-based music games, so for your convenience, here are the tempos of each song in the sample pack (not including the noise/static tracks):

Kontinuum – Pulsar – 170bpm
Destroysound – Maggies Circle Acid – 140bpm
Kontinuum – Safe, Asleep In The Library – 140bpm
Kontinuum – Sphere – 170bpm

They were all exported directly from a host audio program and so should sync up perfectly at those tempos.

Really excited to see how what you guys turn out. Have fun! 

Run (final)

FIXED PACKAGE DOWNLOAD (see Update 5) – 10MB – final

MIRROR DOWNLOAD

Plot: Try to beat the best speed category (#1)

How: Strafe jumping (a.k.a. bunny jumping, etc.). Run like hell and time your jumps.

Controls: A, S, D, W, Space (Press Escape to exit, Alt+Enter to switch between fullscreen and windowed)

Post a screenshot with your score if you win!

It’s actually more fun to play it than what it seems from these lame screenshots.

WARNING: Don’t play more than 10 minutes straight or it will mess up your brain.

Enjoy!

-Martín

Tags: brain damage, final, psychedelic, quake3, run, strafe jump

Comments

nitram_cero
26. May 2009 · 01:20 UTC

Time Travel Constructor

My idea: As a constructor/economic specialist something you need to gather resources in order to win the game. Unfortunately other citizens already build their houses on the best spots directly beside the wood you so desperately need. Now you need to gather time energy which allows you to jump back in time and build whereever you want to build before anyone else can.

And this how the game looks like at the moment:

What development tools am I using? The same as last Mini LD and last LD48, FreePascal with ElysionLegacy (a small wrapper around some functions of SDL + SDL_Image + SDL_TTF + SDLMixer)
How do I use the sound pack? I will use it for some background music.
Am I finishing in time? I sure hope so. There are still a few hours left.

Tags: delphi, mini ld, pascal, time

Comments

24. May 2009 · 13:32 UTC
Hm, I think that’s an intriguing premise. 😉
25. May 2009 · 21:17 UTC
Haha, I like the graphics style for this one.

You Have to Save Everyone but There Isn’t Much Time!

Here’s what a not-quite-final version of my entry looks like.  The game is fully playable and probably won’t change a whole lot now in the 8 hours or so that are left.

YHtSEbTIMT screem

You can try it here.

I also figured that a hey let’s playtest each other’s games mailing list would probably be cool to have?  link.

Comments

24. May 2009 · 17:19 UTC
It doesn’t seem to be loading for me 😮 Are you using a progress event in the preloader, by any chance?
24. May 2009 · 17:28 UTC
Yes. Shoot, now I’m getting it too. I will try and fix that. Thanks!
24. May 2009 · 17:30 UTC
I’ve had that problem before too :/ You can just use the usual enterframe event to fix it though, and use something like this to get your percentage loaded:
24. May 2009 · 17:33 UTC
er, not that you asked, sorry :/ I just remember that particular flash bug driving me crazy when I encountered it…
24. May 2009 · 17:48 UTC
I think it’s fixed. There seemed to be some issue with my FTP program, making the file bigger every time I reuploaded.
increpare
24. May 2009 · 18:22 UTC
beautiful game beautiful beautiful beautiful!

TICKR

[I’m posting this on behalf of increpare, who’s currently unable to access his LD account]

TICKR

download:
Windows
OSX 10.5+ (Intel)
Source

controls: mouse

Tags: final

Comments

24. May 2009 · 19:23 UTC
I haven’t been able to figure out how to play this one…
Bleck
25. May 2009 · 10:10 UTC
I kept getting the same screen constantly, so I looked in the source code, and it was the win screen.
25. May 2009 · 14:34 UTC
oops! that would be a bug ;p
25. May 2009 · 15:38 UTC
edit: fix uploaded, fwiw
25. May 2009 · 18:21 UTC
I tried the first version and was very confused/disappointed.
Anonymous
26. May 2009 · 14:34 UTC
I suck. I had to look at the source to figure this out.
26. May 2009 · 14:36 UTC
^(that was me. Forgot to sign in first)
27. May 2009 · 05:37 UTC
I haven’t been able to figure out how to play this one…

Time Travel Constructor Final

Allright, it’s final or as final as it can get. If you haven’t read my previous post, here’s the short description: You are a constructor who can travel through time with the only goal to make as much money as possible.

Download here: Stoney_MiniLD9_TimeTravelConstructor.zip (15,7 MB; Windows Binary + Source)

Tags: final, mini ld, time

Comments

increpare
24. May 2009 · 18:22 UTC
you left out sdl-mixer, you fool!
24. May 2009 · 19:17 UTC
You’re right. I just reuploaded the archive with SDL_Mixer :)
25. May 2009 · 15:18 UTC
Wow, I’m amazed! ^^

It’s not really fun to play, but the idea seems quite awesome! =D

I guess, if this would be worked out a little it would have potential to be something really cool!

You Have to Save Everyone but There Isn’t Much Time! Final!

This was my first LD, but it sure won’t be the last.  This was fun as hell.

YHtSEbTIMT screen

You have 10 seconds to save everyone! GO GO GO GO GO!

Play in browser: link

Windows exe:YouHaveToSaveEveryoneButThereIsntMuchTime.exe

Source:YouHaveToSaveEveryoneButThereIsntMuchTime_Source.rar (requires FlashDevelop and FlexSDK)

Tags: final, mini ld, time

Comments

24. May 2009 · 20:18 UTC
Nice game! frustrating but at least it’s quick ;] The text style is good too.
24. May 2009 · 21:48 UTC
Man, it’s like IWBTG spliced with WarioWare.
24. May 2009 · 22:21 UTC
Yeah– I enjoyed the funky text too..! :)
25. May 2009 · 12:14 UTC
This is really cool :)
Anonymous
26. May 2009 · 12:02 UTC
Really cool style and how it works! I’m not sure why Goombas can kill Superman though.
Rambonie
03. Jul 2009 · 03:57 UTC
That was fun! :)

timetris – this is the real tetris :P

Tired of a tetris that give you headaches ? tired of a tetris that show fancy pics as background ? tired of question ? play timeTris ! a tetris that clocks are the pieces, and in the hard mode … hummm not sure you can handle …

click here to download.

screenshots

Tags: clock, final, MiniLD, time, timetris

Comments

27. May 2009 · 15:10 UTC
i didn’t get too much out of this from what i played. partly this might be a legibility issue…

Wacky Audio Experiment

Each of the moving buttons plays a different sound. They create ripples in time to the music they generate.

More of an interactive screensaver than a game. I didn’t even come close to adding the time travel mechanic I wanted to, and even then there wouldn’t have been any gameplay.

Update:

Win32 executable
Linux executable

Needs a fairly decent machine to run sensibly: sorry!

Tags: final

Comments

26. May 2009 · 03:07 UTC
That was….weird…

I like it though! ^^

Putting all the petals on would drive you insane! XD

Just Started

Busy weekend for me. I just got started a about 2 hours ago. But I’m going to have more time to work on it tommorow so even though I won’t exactly line up with the official start time, I’ll see what I can get done in 48 hours.

Here’s what I’ve got so far — it’s not really going to be a game, more of a music-toy. “JamClock” the clock that rocks. Oh yeah.

Bullet Time Preview

I’m in the same boat as jovac – decided last minute to put something small together. It looks like it’s gonna take longer than I thought – I spent most of my night fixing some broken collision code in my framework… Anyway, should have a late entry to upload sometime tomorrow, with any luck!

idoyoudo

a bit too late… but here it finally is. it’s an experiment i always wanted to make.. – i’ve actually worked on this already before the weekend, but it didn’t came along so well… so, i’ve just decided to finish something small for now (the actual plaything was made during this weekend, so i hope that shouldn’t be much of a problem…).
thanks to destroysound’s soundpack, i’ve started to play around with these wav files, and with less straight rhythms, and it was fun :D. thanks for these loops!
but, hmm, there are still some bugs left… (random sound hangers, and even crashes – please let me know).
but it’s already early morning here. if needed, i’ll try to fix things when possible later…

download is here (win32 )

Tags: final

Jamclock

Well, I only had about 10 hours or so to work on this this weekend. But it’s coming along really nicely:

In fact, rather than release something that’s barely functional but a good idea, I think this has enough potential that I’m going to keep working on it and release it when it’s finished. I know I’m onto something when I can’t bring myself to hit ESC and go back to the code, instead I keep going just one more time around.  Plus it causes hallucinations, which is cool (Not like that — try staring intently at any slowly rotating pattern for 20 minutes and then look away). 

Basically, it’s a multitrack solo jam recorder. You need a guitar (or other instrument) for it to be any use. The innermost loop is the drums, next one out is the bassline, next is the lead, then the outside ring is the rhythm. The whole thing rotates at a specified BPM. The drums don’t change, but each time around it randomly picks a ring for you to play (if it’s the bassline, it drops your recorded input by an octave, fmod is great, it makes stuff like that easy).

And that’s pretty much it. It basically works, but all the options (like bpm and which loop to load) are hard-coded and it needs menu screens and a few more options and stuff before it’s really useful, and I’m hoping to add a “fakebook” style chord mode where you can put in some chords just so you can tell where you are. And the wheel never stops. 

It’ll probably take me a week or two to finish this up, knowing how little free time I have ahead. Anyways, thanks a bunch to destroysound for hosting this, great topic and great idea with the samples. 

Comments

DrPetter
26. May 2009 · 19:15 UTC
Seems like an awesome concept. I’m pretty useless with all “realtime” instruments, but something like this just might entice me to learn a bit. My brother is a synth/keyboard freak, so he could probably have some fun with it.
28. May 2009 · 23:55 UTC
Very cool. I have no idea what it does, but seeing sample data in a circle blows my mind.
05. Jun 2009 · 20:40 UTC
Good, interesting article, but where took information?

Bullet Time

Just finished my posthumous MiniLD entry! Next time I’ll try to make my mind up about entering a lot sooner, heh.

You can play it here! The goal is to survive as long as possible.

Tags: final

Comments

27. May 2009 · 09:48 UTC
This is ridiculously addictive, and I don’t normally even like shoot ’em up games.
27. May 2009 · 11:34 UTC
Congratz on finishing it! =D
27. May 2009 · 14:50 UTC
have you fixed the ‘top right-hand corner’ bug?
27. May 2009 · 14:52 UTC
oh, you did.
DrPetter
29. May 2009 · 13:24 UTC
Very nice. For some reason I love the way enemies shatter when you hit them. I wish the thing was running at 60 fps though, would really help in a super-twitchy game like this. I’m still fighting for the 30 second mark.
30. May 2009 · 10:00 UTC
It’s great, and because of its shortness it has that addictive “just one more try” quality, much like Self Destruct. I also think that the limited Flash framerate is hurting this game a little, but it’s still very playable.
30. May 2009 · 17:58 UTC
Yeah, I really wish I could have gotten this to run at 60 fps, but in my experience browsers really don’t seem to be able to handle it :( I read somewhere that firefox caps the actual framerate of flash apps to keep CPU usage under control; even if you get 60fps on your own machine there’s a good chance other people won’t.
DrPetter
31. May 2009 · 07:43 UTC
Terry: I got Chup running at 60 fps on most machines and browsers I’ve tried. Seems the latest couple of flash players are greatly improved over old ones in that respect. Having said that though, it also measures actual framerate (using a simple timer that triggers every second and counts number of frames drawn up to that point) and drops into frameskip mode if it’s too low. On my Eee the game only gets about 20 fps, but it’s still playable.

Are you using vector graphics (or bitmapData.draw), or are you copyPixels:ing into a screen bitmap? 100 small images shouldn’t be a problem at all if you’re just copying pixel data without transformations. I saw a demo somewhere that did like 2000 64×64 pixel sprites at 60 fps.
31. May 2009 · 10:02 UTC
Ah, interesting! I didn’t know you could handle your update code that way in flash, I thought it had to be through an enterframe event!
DrPetter
31. May 2009 · 18:16 UTC
Yeah, I still do it through enterframe, but basically when it detects a too-slow actual framerate it’ll increment a frameskip variable and reduce the stage framerate. Each time the enterframe event triggers, it’ll step through [frameskip] number of logic steps and then render one frame.

Run (final, I hope)

Download (10MB)

I had some problems with Microsoft, so I statically linked everything and now it should work.

The believed problem

Built in less than 48hs… it’s just a relinked version.

Plot: Try to beat the best speed category (#1)

How: Strafe jumping (a.k.a. bunny jumping, etc.). Run like hell and time your jumps.

Controls: A, S, D, W, Space (Press Escape to exit, Alt+Enter to switch between fullscreen and windowed)

Enjoy!

Tags: brain damage, final, psychedelic, quake3, run, strafe jump

Mini-LD #10?

Increpare, can you give some details about the date of Mini-LD #10? I want to produce some stuff to be (mini)reviewed 😀

Comments

03. Jun 2009 · 09:27 UTC
I’ll try have a date set by the weekend; this month’s pretty busy for me so I should probably choose carefully ;p