LD13 December 5–8, 2008

Penny Arcade mentions Galcon

…The game from our own Philhassey. Way to go, Phil. Enjoy the sales bump.

http://www.penny-arcade.com/

Comments

06. Nov 2008 · 17:19 UTC
Wooo! Go, Phil!
07. Nov 2008 · 00:22 UTC
Alright ! Excellent pluggage. :)

Custom framework

Here‘s my custom python + pygame framework for the mini LD. It’s little more than the pyweek skeleton with image and sound loaders and a barebones state system. Consider it public domain so feel free to do anything you want with it.

Tags: framework, pygame, python

radenmuaz’s custom libraries for MiniLD #5

This zip file contains some games, libraries with barebone state and sprites handler etc. . Scattered like some kind of ‘junk’

Remember to not even look at the games’ game logic – I just want to give you the barebone but again, haven’t much time to remove it. Even I don’t use it ( the game logic)

Use pyglet or pygame to use this.

http://www.filesavr.com/radencustomlib

simplemenu pre-Mini-LD5 release

Not sure if I’ll participate in Mini-LD5 yet or not, but just in case, here’s an alpha release of my ‘simplemenu’ library. It could well be the simplest GUI framework you can imagine. It barely deserves the title of GUI, actually. It’s intended to make it easy to add clickable “Start”, “Options”, “Quit” buttons to the title screen of a game. It works for me, but it’s far from finished.

(Also, sorry to release code so close to the start time … won’t do it for a ‘real’ LD … but for a mini-LD … well … better lateish than neverish).

Tags: code, framework, pygame, python, rabbyt

Orangy Tang’s custom map editor

I’ve been working quite a bit on my map editor over the last couple of weeks, so this weekend’s mini-ludum seems like a perfect oppertunity to take it for a proper test drive (assuming that I come up with a design that needs manually created maps that is).

Editor info + download

If anyone else wants to use it you’re more than welcome, it’s designed to be game-agnostic and should suit a wide variety of game styles. Plus I’ll probably be on irc during the compo if you have any problems.

Tags: map editor, tools

Babby Of Towlr

YOU CAN’T FRIGTH BACK AGAINST BABBY OF TOWLR!!!

I did a cover of PoV’s Towlr from LD12. Good luck figuring out how to defeat it.
Download it (Windows only, 670kb)

Tags: babby, cake, epilepsy, final, towlr

Tenoch’s personal library for MiniLD

I spent the last few weeks coding evöL, a very small game engine in Lua.

It contains all the basic stuff I usually do with SDL, but in a light Lua API, which means super fast game prototyping. At least that’s what I found when I tried Löve, a game engine in Lua based also on SDL, last LD. Problem is that Löve uses hardware accelerated graphics, and on my Eee PC, I get terrible performance.

So I made my personal lib, inspired by Löve, and with a lot less feature. You can get it here.

The SVN version is really more recent and has a lot of new features.

EDIT: I just packaged and uploaded version 1.0 to the Gna project page. It is the latest snapshot of the SVN. Yay for evöL!

It runs on GNU/Linux, but it should run on Mac OS and Windows, since SDL and Lua are both portable. You just have to get your IDE/compiler/whatever to compile and link the lib correctly.

I have DECIDED.

I picked a game to do. It’s been a long time since I made an LD entry. The games I’ve done before are:

– Floateye (this was for an allegro speed game compo though)

– Miracle Bees

– Demonic Farmer GABO

– Something else I forget what?

I started another LD game once before, too. It was based around four ladies at tea-time, and I drew some great graphics. Then I quit making it! Haha…

Okay, it’s time to get started. I will remake the game that sticks in my mind most, the one I think about often, that I reminisce over. I’m not telling what it is, but the remake/cover will be incredible and include the shooting sword from LoZ.

THAT IS ALL.

Tags: LoZ

I have DECIDED! [too]

Soz I decided to do mrfun’s strongai. It’s one of my favorite LudumDare entries, and well, galcon would take too long to make 😉

Wish me luck!

maximalist screenshot : a ‘cover’ of GBgames minimalist LD#11 entry

I really enjoyed the simple, satisfying feel of GBGames LD#11 “minimalist” entry. The anxiety-inducing two-tone audio was also great touch. Not wanting to work too hard this weekend, it’s also simple enough that I was sure I could make a cover version without to much stress ….

Here’s a quick screenshot of where I’m up to.

These might turn out to be placeholder graphics (or they might just remain :) ). So far I have the basic feaures of GBgames original implemented, including the anxiety-inducing audio. I’m also adding a new spin on the idea … the enemies move a little, and can be ‘baited’ to coax them away from the exit.

Tags: minimalist, screenshot

Mr. Splode 3D

Mr. Spode 3D

I’m not sure I’ll have anough time to actually make this.  Most of the graphics are done, but programming and level design might take too long to actually complete.  To make matters worse, I’ve had a cold for a few days so I’m feeling pretty tired.  Oh well.

[edit]I forgot the ‘l’ in Mr. Splode’s name.  Title now corrected.[/edit]

Comments

nilsf
08. Nov 2008 · 19:17 UTC
Looks nice. :)

I hope you can finish.
08. Nov 2008 · 19:23 UTC
Yeh, looks like it’s worth finishing even if you don’t make the 48 hour deadline.
ArmchairArmada
08. Nov 2008 · 19:33 UTC
Thanks, but for now I think I might take a little bit of a break. I still have some time tomorrow to try to do something with it.
08. Nov 2008 · 20:40 UTC
Can’t wait to play it. OOC is this Python + PyGame + PyOpenGL?

Anathema RL

the roguelike

I’ve been making a cover of Phil Hassey’s “Escape from Anathema Mines” today.

I’ve been wanting to try writing a roguelike for a while, and what better time than during LD? :) It is beginning to be playable so hopefully tomorrow I can get enough gameplay in it to call it complete.

Tags: anathema rl, cover, escape from anathema mines, screenshot

Galactic Maze beta ..

Check it out.

If you dare ..

I’ll be resetting the data tomorrow probably .. so just mess around tell me if you find any bugs or whatever :)

-Phil

Juggle Paddle

Hello everyone, I never entered Ludum Dare before, but this is my first entry to Mini-LD.

The Juggle Paddle. Loosely based on Tower Construction Kit screenshot

http://www.ludumdare.com/compo/wp-content/uploads/2008/08/wjordanscreenshot3.png

maximalist: a cover of GBGames LD#11 ‘minimalist’ minigame

Here’s my entry for mini-LD#5.

It’s a cover of GBGames LD#11 entry, ‘minimalist’; turned evil. I like to think of it as a minimalist survival horror.

You can download maximalist and read more details here.

There is a gameplay video here … but it leaves off the surprise ending, so you still have to play the game :).

The goal is to complete 25 levels an achieve the highest score possible.

Libraries used: Pygame, Rabbyt (including the pygame_font.py font rendering code), my (alpha) simplemenu library.

Tools used: The Gimp, Sfxr (DrPetter saves the day, yet again), Audacity, oggenc

I used a scanner to ‘photograph’ various objects around the house (including myself) to provide source images for further manipulation.

Assests: “Squealer” font by Ray Larabie, A scan of my face, A scan of a carved wooden ‘skull’ box on my desk, some hand drawn sprites (exit and glowstick), me screaming into the microphone.

Things I learned

Rendering fonts using the Rabbyt library is a little ugly unless you are using Pyglet for textures. I was using Pygame, so while I was able to use the pygame_font.py code which comes with Rabbyt to render fonts, it just felt wrong.

Source control (SVN) saved my butt this time. I was happily coding away, when I realized a few revisions ago the game performance had really dropped … constant slowdowns and jitters. I checked out copies of several revisions back and tested them to see at which revision things started to go all sluggish. Then, looking at the svn diffs (using Trac), I could see that it was my implementation of the score rendering code that was the likely culprit. Sure enough, making some sensible changes fixed the slowdowns … silky smooth gameplay again :)

I also learned that I perform better when I’m more relaxed … I deliberately choose a very simple game to ‘cover’ so I could focus more on graphics and polish, and I wasn’t even fully committed to completing the game this weekend. Taking a laid back approach really helped (at least it felt better).

Tags: cover, final, horror

Comments

nilsf
09. Nov 2008 · 09:11 UTC
Superb ending! 😀
09. Nov 2008 · 13:32 UTC
Nice… this seems to be the LD for disturbing games. You know you can cheat by just leaving the screen in windowed mode!
ArmchairArmada
09. Nov 2008 · 19:13 UTC
I probably deserved what I got in the end. I cheated the whole way through the game. In windowed mode you can teleport by simply moving off the window.
10. Nov 2008 · 03:14 UTC
Hah! I’m honored! And I love your cover! The graphics are pretty scary and trippy.
10. Nov 2008 · 06:00 UTC
Hmm … you know I wasn’t that sneaky in my testing and didn’t even notice that obvious teleport exploit (*blush*) :) … it’s actually a nice test of simple lateral thinking (I failed). I guess I should make ‘electric’ edges or something ….

The Maze of MADNESS

The Maze of Madness is my cover of Hamumu’s Maze of Ludicrosity

Anyway, it’s a “user created content adventure game” of epic proportions. It even includes an exclusive ultra-awesome flash pixel art editor! So you are guaranteed to have a great time!

Check it out now!

-Phil

P.S. here’s a picture from within the game (not just the editor):

Mr. Splode 3D Finished!

Mr. Spode 3D

You can get this amazing 3D game here!

You’re all going to hate me!

[edit]So as not to decieve anyone, I ran out of time so I just quickly made a joke console program.[/edit]

Tags: fina1

Comments

ArmchairArmada
09. Nov 2008 · 19:03 UTC
By the way. I think I quit. Next time! Next time! … maybe.
radenmuaz
09. Nov 2008 · 21:03 UTC
Wow.

Give him a “Don’t judge a game by it’s cover” Trophy!
ArmchairArmada
09. Nov 2008 · 21:35 UTC
Yeah. My actual project wasn’t anywhere near a playable game. I have a tendency to over complicate project ideas. Next time I’ll have to remember to keep things as simple as possible — maybe not as simple what I put up here though! That was kind of a joke.
radenmuaz
10. Nov 2008 · 00:56 UTC
For this game, maybe you should create a pygame window, blit the screenshot and put a console in there. People had a though time imagining what is happening.
lexaloffle
11. Nov 2008 · 09:00 UTC
Fantastic!

Harry’s Questival

This is a remake of Hairy Chestival. It’s about a lawnmower who has to mow the hair off of Burt Reynolds Island. It’s not really done, but, you can run around, grab swords and heart containers, kill pylons, and die. Ahem. One day I’ll finish an entry on time!

I’m going to take and put together the actual quest for this game, since there’s not much to it. Then I’ll upload that version…

Download for linux

Harry\'s Questival

Tags: final, hairy chestival, harry's questival, LoZ

Comments

ArmchairArmada
09. Nov 2008 · 19:21 UTC
I like how the graphics are like a collage. The waves rolling in and out are interesting.
10. Nov 2008 · 03:38 UTC
Heh, awesome :) I can’t get it to run, I’ve got an old distro, but awesome all the same :)
PsySal
13. Nov 2008 · 00:50 UTC
I’m going to finish/polish it up and release a windows build, so no worries! Hahaha… hairy chestival is just the only game that stuck in my mind. =)

Revenge of the Orange

This is a cover of BenW’s Chain reaction:

http://www.ludumdare.com/compo/2007/12/16/finally-finished/

Since I met Ludum Dare only at the last compo, I don’t really have a “favorite entry” yet, so I picked one that seemed nice, and changed the gameplay, added personal things, etc.

Revenge

Here is the thing: revenge.zip

EDIT: see here about a Windows version

The goal is to blow the tiles marked by the pulsating squares. If there is only one, fine, but later there will be more, and the tiles marked have to be blown at the same time! To do this you take advantage of the chain reactions provoqued by the terrible Invisible Walker!

It just runs around the world, on the outside tiles, clockwise, and starts explosions as it goes.

To bring these explosions to the marked tiles, you can first move yourself, with arrow keys. You can also move some tiles: with X and V you rotate the 8 tiles around you. And with arrow keys while pressing C, you shift whole rows or columns. Beware: rows, columns and “ring around you” have to be full before they can be moved! No holes!

About holes…  Just don’t walk in them, or your life counter (right side of the screen) will decrease.

The similar counter on the left is the level counter. Of course, difficulty increases with levels…

Technical sadness:

The game is written in Lua and uses a personal lib that itself uses SDL and co. I included a compiled version of the library, made on Ubuntu. I have no idea if it’s going to work on another Linux machine, or even another Ubuntu, so be sure to read the README if you need to compile it yourself.

I unfortunately have no Windows machine available, nor Mac OS X, so no binaries for those. However, it is supposed to be portable, so if anyone manages to make it work, don’t hesitate to send me your binaries, so I can share them.

More details about the compo later.

Tags: cover, final, vector

Pixelman 3D is finished

For this competition I decided to cover Py Mike’s ‘Pixelman 3’ game which I remember finding quite fun we when I played it for scoring. It’s basically the same game but with less minimal graphics and a few extra fiddles. You should note that I stole erm… copied erm… paid homage to the original levels by including them as levels 5 to 9, but I did write 4 new ones at the beginning so hopefully nobody will consider that cheating. (If you do then delete map5.txt, map6.txt, map7.txt, map8.txt and map9.txt from the maps directory and pretend I didn’t include them)

Screen shot

Requirement : python (2.4) + pygame (1.8 but it should work with 1.7)

Should run on all platforms

http://www.patenall.org.uk/temporary/LudumDare/MiniLD5/Pixelman3D.zip

Edited: Small change to fix an issue that caused it to crash on some versions of pygame

Tags: final

Comments

ArmchairArmada
09. Nov 2008 · 19:26 UTC
After going through the starting menu I got an error:

Traceback (most recent call last):

File “pixelman3d.pyw”, line 1699, in

state.render(screen)

File “pixelman3d.pyw”, line 1547, in render

self.render_level(surface, rect)

File “pixelman3d.pyw”, line 1476, in render_level

self.drawTile(surface, tile, (current_x, current_y))

File “pixelman3d.pyw”, line 1320, in drawTile

surface.blit(self.image_block, pos, rect)

TypeError: Invalid rectstyle argument
robot_guy
09. Nov 2008 · 19:37 UTC
ArmchairArmada can you re-download it and check to see if the fix I’ve added works? I think I know what is wrong but of course it works fine on my version.
10. Nov 2008 · 00:21 UTC
Hey, cool! I didn’t think anyone would do a cover of Pixelman.