LD14 April 17–20, 2009

Babies vs Puppies

If you have XNA installed, you can get the ccgame file at http://www.omnisu.com/virex.zip

You’re going to need a 360 controller to play it.

Robot Kill Spiders

First post for my first ludum dare. Lucky enough to have this one to warm me up for the full thing at the end of the month.

Here’s what I’ve got after the first day.

A good shot of the main elements including an upgrade garage which should be operational by tomorrow morning.

Enjoying this very much, excited to see what everyone else is cooking up.

Tags: screenshot, wip

I am an island

Spent most of the day today at the Berkeley Kite Festival, which was fun (and a great day for it), but wasn’t conducive to getting the game done. However, it’s progressing steadily…

That might not look like much more than there was last time, but in addition to making some improvements to the map code (I can actually handle decent sized maps now), there’s a lot of behind the scenes gameplay stuff. Oh, yeah, and there’s a player.

All of the other entries look really intriguing, I can’t wait to try them out.

Robot Sandbox

I haven’t found a fitting name yet, so for the moment it’s called Robot Sandbox/Playground something. The basic idea: You have a few robots and you can control one at a time and there is a lot of stuff lying around to play with. For example: One robot can grab a box, move this box around and put it on a tile with water, consequently other robots can walk on this tile.

Furthermore, those robots can’t work forever, so they need to recharge and that’s why there are batteries.

That’s what I’ve done so far:

Yeah, the robots are missing at the moment.

I’m not sure if I’m gonna finish in time. I have three exams next week and I really need to study.

Tags: robot, wip

Throwing in the towel :)

As the title suggest, i’m gonna give up this battle. I was not really prepared for a real ludumdare-weekend, so getting started took longer than it should have and I didn’t manage to maintain a steady progress.

Anyways, here’s a short video of what I produced. It’s not much, and certainly isnt a game, but it did make me realize that I need to prepare more for the next big one. And I learned how to make lasers, and sounds to match! (yay sfxr)

http://www.youtube.com/watch?v=UjoG7ja74N0

Comments

rollbak
26. Jul 2009 · 17:08 UTC
Nice laser effect… can you share the way you are doing it?
27. Jul 2009 · 09:03 UTC
Of course. I just made a cylindrical gradient in Photoshop for the texture, and then threw that on a stretched quad (2 triangles). I rendered it using additive alpha-blending to make it look bright and nice. To make it pulsate I just rendered the quad twice; first using extra scaling on the x-axis, and then once more using no added scaling. Simple, right? :)

Sandbox

Decided to try something today. So far it’s a box, with sand in it! Also, you can rotate it.

It’s actually kinda fun to play with already. Not much of a game though ..

The Half Way Mark…

As I’m going by 48 hours since I started, I have about 20 hours left.

I have hit a problem in that the Quirks’ state machine is rather unwieldy and complex… a better solution would have been doing pixel detection, but my engine doesn’t currently support that ( something I’ve noted down to fix later ) as such, it does a variety of tile checks depending on the Quirk’s orientation and direction.
This is unbelievably nasty… and it’s forced me to go back a bit and redesign it all on paper first so I can see all the combinations I can get. It’s still going to end up a massive mess, but I can atleast tackle each segment at a time and make it a bit more bearable to code!

I’ve also realised that I’ve spent most of my time wrestling with the code and doing some ( basic ) graphics.. there’s no sound effects of any sort, and I’m thinking I’m going to have to squeeze them in in the last two or three hours before packaging it up.

On the plus side, there’s now interaction! There’s now randomly coloured Quirks! And the engine can sustain about 256 Quirks ( nice retro number to coincide with the graphics! ) before slowing down! I did have it throwing about 900 on the screen, but it slows a fair bit, as each Quirk gets it’s own monolithic 500 line state machine 😉 ( and that state machine isn’t even finished yet! )

Many Coloured Quirks

Here’s a hundred Quirks, with an updated Graphics set, and the red box o’doom cursor 😉

Tags: half way, little quirks

Comments

27. Jul 2009 · 05:51 UTC
I’ve seen the ‘demo’ in your earlier post and I think this might actually become something really nice! =D

progress

have the interface working now anyway

it’s hopefully going to be a music-based puzzle game of some sort.

Quick Simple Toys

I wasn’t originally going to participate in this Mini Ludum Dare, but I wound up making two simple toys that are a little fun to play around with.  I didn’t really want to commit to actually making a game, and since the theme is ‘sandbox,’ both programs are entirely pointless.  Both require Python and PyGame — which are easy enough for anyone to obtain.

Squiggle Draw

It looks better in motion (along with perhaps a higher squiggle value.)  Basically, you draw and it makes the lines all squiggly looking.  As you can see, Left Mouse Button draws, Scroll Wheel increases/decreases squiggliness, and Space bar clears the screen.

Download: squiggle_draw.py

Particles

This program lets you play around with particles.  You can place down ‘attractors’ which draw particles towards it or ‘repulsors’ which push them away.  Left Mouse Button puts down attractor, Right Mouse Button puts down repulsor, Scroll Wheel add/removes particles, and Space Bar clears attractors and repulsors.

Download: particles.py

Tags: draw, final, MiniLD #11, particles, pygame, python, toys

Comments

27. Jul 2009 · 00:24 UTC
Wow! Screenshots really don’t communicate the squiggle thing well. But that’s pretty neat!

Ninja Rope physics finally completed

Here’s my current alpha:

http://games.mochiads.com/c/g/super-action-ninja-agents-ld-version/SuperActionNinjaAgents.swf

The ninja rope physics finally work. They’re not perfect — gravity pulls you incorrectly (if you hang for a while you’ll slowly slide down), but it’s pretty serviceable. Right now you can attach the rope anywhere, to anything (including air :P). Also, there’s literally no game. Next is making the rope actually shot the little grappling hook bit out, and have it only collide with terrain. Then adding enemies and a goal.

Arrow keys move, mouse button jumps (you can aim the jump), mouse button activates ninja rope while in the air.

Sorry about it being arrow keys instead of wasd, but flixel defaults to arrow keys, and I don’t have time to go and change it.

Tags: alpha

Comments

26. Jul 2009 · 20:37 UTC
jumping mechanism is nice.
SpaceManiac
26. Jul 2009 · 22:25 UTC
Fun! I liked the art in the concept better though, I have no idea why.
27. Jul 2009 · 08:52 UTC
it’d be cool if you could just fall forever and there were no sides, it just deleted the path behind you and rebuilt it as you went.
crazysam1
12. Jan 2013 · 19:46 UTC
Hello good sir! I was looking to incorporate a similar mechanic (grappling hook) in my own game, would you mind sharing the code?

And it’s going to be late…

After losing several hours of work due to a hard drive hiccup ( annoyingly while I was backing up the code to SVN at the time ) I won’t be able to finish this within the 48 hours.. I can’t even release anything just now as it’s currently very broken. :(

The code I lost was most of the refactored state machine – which worked properly! So I’ve been having to rewrite that again, and it’s not pretty.. specially seeing as it’s not working as well as it was.
I shall be continuing this throughout the week when I get back from work, so I’m hoping to have it finished by the end of the week.. though if I was to restart it, I’d be writing an actual pixel detection routine as this tilecheck system is just hideous!

Once it’s done, I’ll write up a post mortem of what went right, and what shot me in the bum.
Here’s a picture of it’s current state ( clicky for full screen ):
A Small Army of Quirks
That’s 256 Quirks running around a screen area of 1024×768.. it’s now got a dynamic playfield so if you set the config file to any ( reasonable ) resolution, it’ll create a playfield big enough for you.

That’s it just now.. as a warm up to LD15, it’s highlighted a few issues that I’ll need to resolve to take part properly… but it’s been fun anyway :)
Apologies that I couldn’t finish in time, but I’ve had a lot of good feedback from this so far, so I’ll try get it done throughout the week.

Tags: little quirks, unfinished

Comments

27. Jul 2009 · 06:02 UTC
Don’t despair, this game WILL be awesome anyways ^^

aaaalmost done

just have to fix a few nasty bugs that suddenly appearedgrrrr

Sandro Sand and the Search for the Last Sandbox!

Well,..finally I got ready more or less.

It’s is a typical collect stuff in order to come further game:

It is about Sandro Sand that is searching the last Sandbox in the world as the government forbid everything that makes fun including sandboxes… 😀

In the second level (on the other island) there is a bug that the camera perspective is changing to very high above the player. You can still see him very very small (beside the mousecursor) so go on collecting and go then to the brown door of the tower! Actually to finish the game you need about 2-3 minutes 😀

Here two screenshots:

This my second try in python. First one was in pygame, now I tried panda3d (as I usally use jMonkeyEngine). It was quite cool. Nevertheless somehow I wrote everything in one(!) class. LOL….usally I’m a java  programmer using for every small piece a class 😀 Quite a difference…Panda3d has a pack-function that makes an installer for you. Problem is that the package gets quite huge. This one is about 57MB. So be warned… 😀

Nevertheless I hope you are able to run it. (Starting it from the installer doesn’t work for me! Try to use it from start-menu) At the moment I have only a win-installer but will try to create a linux-deb as well.

Here is the LINK

And here is the source with all of the blender-stuff included also: LINK

CU, ToM

Tags: final

Comments

26. Jul 2009 · 21:26 UTC
i keep on getting stuck in the landscape in the first levelhmm
dertom
27. Jul 2009 · 02:46 UTC
Argh…can you post me a screenshot? That would be very nice…. tom(at)tomtro.org

Brickplacer

Brickplacer screen

Well, I had the start of an idea, but then never really figured out where to go with it.  It could have come out worse, I guess, but I really feel like I should be better at this by now.

In the future, I think I will actually spend time figuring out how I want the game to work instead of going with something extremely vague and getting right into implementing something before I know what I want.

Live and learn, I guess.

PLAY IN BROWSER LINK

for those interested:  Source Code

time-lapse: link

Tags: final, mini ld, sandbox

Comments

26. Jul 2009 · 23:42 UTC
I like that you can’t collect coins, you have to “guide” the other character into getting them. That’s a neat idea.
Gilvado
27. Jul 2009 · 04:30 UTC
Some neat ideas, obviously could have used more design (characters that crawl up the sides of the bricks like slugs instead? I dunno.)

Also…

Best. Music. Ever.

The Orange Spider Machination

Here is my final entry for my first Ludum Dare, it’s been a blast.

I didn’t get too experimental with the gameplay or code as I had no idea what I would be able to do within the time alloted. In the end I’m fairly pleased with what I’ve made.

You are a robot sent into an open-world orange grove to stop a roaming wave of mutated eight-legged oranges. You can upgrade both your weapons and your body. Good thing the rules of this compo are loose, it’s only about half-sandbox and half-cute.

A few screenshots:

Windows Executable

All in all a pretty good weekend, can’t wait for LD15 at the end of next month.

Tags: final

Comments

Gilvado
27. Jul 2009 · 04:38 UTC
Really needs graphics to explicitly show where the world movement ends, much faster bullets for both you and the spiders, and auto-fire when you hold down the mouse button. Overall though, pretty impressive! Really pretty menu screens. I like that.

The Wanderer

Well, it’s not finished but it’s close enough to be interesting. We’ve got dinner plans so I’m out of time for this weekend.

It’s kind of a freeform fantasy RPG, inspired by  MrPiglet’s fauna entry with random critters, i used PixelRobots to generate random creatures and NPCs. You wander the land, adding to the landscape as you explore it. But right now NPC’s can’t do more than just join your party, and critters just get in your way.

Update: A release build is now available:

The Wanderer (700kb)

Tags: final, pixelrobots

Comments

Gilvado
27. Jul 2009 · 04:35 UTC
Awesome. You’ve totally got to finish this up — at least just basic mechanics. It’s just a really awesome idea.
pkubit
27. Jul 2009 · 12:05 UTC
Once things get complicated, it’s easy to lose your character in the sea of critters and followers (as you alluded to in your comment. Nevertheless, it kept my attention for quite a while. Good stuff!
increpare
27. Jul 2009 · 22:58 UTC
fantastic.
28. Jul 2009 · 22:22 UTC
The randomly generated things are a neat idea, but it looks like they came out too tiny and don’t look enough like people or animals, to be interesting.

My first sandbox

I’m a little late with my final post. I finished early yesterday, I didn’t know what to do with my sandbox program. I went for a swim, thinking I might get a good idea, sadly that wasn’t the case. So this morning I decided to post this unfinished game area thingy.

linux build

windows build

source

The linux build need SDL and SDL_image libraries.

I tried making a windows build, but I only tested it in wine, so I am not sure it will work.

The source is all in one file, only ~500 line of code.

Maybe make a sand castle or two and post the pictures. 😛

Tags: final, sandbox, sandcastle

Comments

Gilvado
27. Jul 2009 · 04:33 UTC
Cool ideas. This game is begging for simple water mechanics and puzzle game level design (dams, ‘save the town’, whatever).

Still fun to make sandcastles!
pkubit
27. Jul 2009 · 11:54 UTC
I like how the button with a picture of a house on it is actually the “quit game” button. Made me feel like I was coming home from a day of playing.
dertom
27. Jul 2009 · 13:04 UTC
Good job! This one has really potential to more….
increpare
27. Jul 2009 · 22:52 UTC
ah, it works well.
matrin
28. Jul 2009 · 05:38 UTC
Thanks. My game dev skills seem to be evolving, although slowly. 😀 I knew about the pointer mismatch bug, forgot to fix it. :(

Beebo Stomps Your Cake

Hi everyone!  This is my first entry ever for an LD contest… glad to be here.

The game is about a little dude named Beebo, who loves to stomp on cakes.  Your job is to set up a tableau of pastries upon which he can wreak his havoc, and then point, aim, and fire him.  There isn’t a win condition, but there are plenty of interesting ways to get points, or set up interesting chain reactions.  I did all the scripting with GameMaker, and image modding in either Photoshop Elements or mspaint.

Cakes gon\' get stomped

As I imagine is usually the case with most people’s first ever 48-hour design sumbission… I’m not 100% happy with it.  I spent too long putting in content and not long enough designing the actual gameplay.  What gameplay is there can be entertaining, but there are probably many more interesting ways I could have implemented the cakes to cause cool explosion chains.  I make no apologies for the art either.

I am happy with the number of achievements I was able to squeeze in last-minute, and the overall number of different play styles that the game supports.  Hopefully each of you will find something new to do with it.

The final version of the game can be found on the GameMaker site, here:

http://www.yoyogames.com/games/show/90841

Playable with Instant Play on the site (requires plugin), or downloadable, and manageable enough at only 2.7MB.  Let me know what you think!

~pkubit

Edit: I accidentally uploaded the source instead of the exe.  The standalone should be up now.

Edit2: Instant play working now.

Tags: final

Comments

increpare
27. Jul 2009 · 22:39 UTC
hahahahah

Pendulum Ninja!

I hosted my game on Newgrounds, ’cause I still don’t have my own hosting >.<

http://www.newgrounds.com/portal/view/505085

Instructions are on the Newgrounds page. I really really like the mechanics in this game, even if the gameplay as it’s implemented here sucks (collect stuff, dodge hurty platforms). I think I might expand this out into my next full flash game.

I took about 46 hours, counting the fact that I was out partying all Friday night.

Tags: final

Comments

dertom
27. Jul 2009 · 12:59 UTC
Man,…this one is really cool! Jump around and using the rope was really fun and had a feeling like being spiderman 😀
increpare
27. Jul 2009 · 22:34 UTC
ah, it works quite well in the form you’ve put it. some more feedback from collisions would have been nice.
jovoc
28. Jul 2009 · 14:58 UTC
This is really fun. Put some graphics for the blocks and it’ll be better than half the flash games out there. It’s pretty challenging to travel upwards, I kept wishing there was a way to add momentum by swinging back and forth (like kicking your feet on a swing). Great job!

Stygian Tunnel Beast

Here’s my first entry into LD/mini-LD:

Image of Stygian Tunnel Beast

Play the game at:http://www.echelon5.net/max/STB.swf

—-

I present to you:

Stygian Tunnel Beast!

Stygian Tunnel Best is a game where, as you might have guessed, the player is a Stygian tunnel beast. Don’t worry if you’ve not heard of them, I made them up. They’re sort of like the worms from tremors, except they live in the underworld, feed on souls, and are responsible for managing the complex netherworld ecosystem.

The game is built around a semi-sculptable world where the player has to interact with a regenerating set of creatures that live in the world. The player can’t die, but if you only have 1 point of energy left, you will be unable to move. This doesn’t mean you’re dead though, because if you’re lucky and not completely cut off from the rest of the map, a soul might wander into your mouth, giving you energy to move again. If you’re really truly stuck and don’t have enough energy to move, you’ll have to restart the game manually.

There also isn’t any way to win. You can carve up the environment, place tons of obelisks, hoard up energy, thralls, and mana, and occasionally a tough enemy will show up for you to kill, but beyond that there is no end to the game, or any given objectives.

How to play:

– Move around with the arrow keys.

– You can climb along walls and even ceilings, but not around in space.  (Note: Moving up along a wall costs 2 energy, and is slower.)

– The x button makes you eat any souls or thralls that happen to be near your mouth. Eating gives you energy. You can hold the button down and happily chow on an oncoming stream of souls.

– The number keys (1-7) select your powers.

– Press c to use the selected power.

– All actions require some energy to do, even moving.

– When you eat souls, you get a bonus 10 energy for each soul beyond the first you eat, so try to batch as many together as possible in 1 place before eating them.
– Mana is required by 2 of your abilities. To get it, you need to create thralls. Either keep your thralls alive and you will slowly gain maina, or eat your thralls for a quick boost.

—-

Gameplay reference: Read more here

—-

Tools used: Flixel, SFXR, WinLAME, FlashDevelop, GraphicsGale, GIMP

Bugs:

– You can get “stuck” in midair. I wanted to overhaul the player movement (and improve the animation), but didn’t have time. If this happens, you can try placing blocks and using them to reach dry land again.

– Souls on the right side of the map walk through the ground often. I have no idea why, but didn’t have time to really debug this. Partly because I like the middle area of the map more anyway..

– I’m sure there are more. In fact there are probably some things I just accept now that are actually bugs 😛

Things I havn’t tried doing in the game yet:

– Destroying/eating every destroyable block. I imagine it would be very difficult…

– Getting more than 200 concurrent thralls. I imagine the game will start slowing down at some point.

– Building a little undead city with a bunch of thralls and obelisks in it. (Wish I had time to expand the game in this direction.)

– make a colony of thralls using only golden souls

I’ll be uploading a dev timelapse later. Time to sleep :)

EDIT: timelapse can be found here: http://www.youtube.com/watch?v=JDbMpd0U-dI

Tags: final

Comments

PsySal
27. Jul 2009 · 12:32 UTC
Aha! I strongly liked this. I didn’t get far enough to where I understood how to collect energy/etc., but it was fun. What I loved:
Gilvado
27. Jul 2009 · 15:59 UTC
Thought it was awesome, but too punishing on new players. I’m sure that once you have the controls and concepts down it isn’t too bad, but maybe you could put in difficulty settings, and have the easiest difficulty start with more energy and even some magic.
increpare
27. Jul 2009 · 22:33 UTC
thralls? spitting acid? wow; i haven’t gotten too much into this at all it seems :)
afterthought
28. Jul 2009 · 02:01 UTC
Yeah, difficulty settings had to be cut before the end, but I probably should’ve squeezed them in. I think I fell victim to playtesting too much :p
matrin
28. Jul 2009 · 05:48 UTC
Loved it, would make a nice RPG story game. Did spend quite some time with it. :)
28. Jul 2009 · 10:38 UTC
Awesome job. I had a lot of fun playing this. I played it twice. Once without reading too much of your post and I didn’t get very far as I couldn’t figure out how to create thralls or what they were. The second time I read your post and realized more of how your sandbox worked. I buried my thralls deep in the ground to give me more time to defend and harvest mana. I then placed my obelisks above ground to attack the soul stealers. I was just coasting along happily fighting off some of the more aggressive soul stealers when a huge winged halo appeared and started blasting the ground and my obelisks.. that was awesome! I hadn’t realized that there was more content waiting to appear and it made me appreciate the strange little world you crafted even more. This sandbox has reminded me about the fun potential of creating a world with various elements and agents and allowing the player to affect them. The emergent gameplay that appears can often be quite rewarding as well as hard to predict. I love the name too.
jovoc
28. Jul 2009 · 14:50 UTC
Wow.. this is really epic. Lots of style, too. The name and art style is perfect, and it’s a great fit for the theme.