LD13 December 5–8, 2008

Interstate Trucking – Final

I’m done, it’s finished. At least, it’s finished enough. Interstate Trucking is a business simulation game, where you take the helm of a small shipping company. Buy new trucks, expand your shipping routes, and try to keep your balance in the green in face of a changing economy, fluctuating gas prices, and a younger brother who simply cannot stay married.

Interstate Trucking final screenshot

Download Interstate Trucking for Windows.

This was my first time participating in Ludum Dare, and I’m quite proud to have come up with an entry. I fully expected to be one of those folks who gave up halfway through Saturday night. Next time around I will almost certainly be back!

If I’d had more time I’d have improved the economy — right now nothing the player does has any effect on the world. It would be nicer if prices increased steadily in general, but decreased each time you delivered a particular good, forcing players to constantly adapt to the changing economy. Beyond that, I really wanted a second, competing shipping company, but it was simply too much to do in time. Instead, I chose to polish what I had, and I’m quite pleased with the outcome. I’m not going to win (who even likes business sims anymore?) but I do feel like Interstate Trucking is at least a decent first effort. Next time, folks. Next time.

The game is written in Ruby, on Linux, using Rubygame/SDL. The Windows exe is courtesy of the excellent tar2rubyscript and rubyscript2exe tools (I’ll package up Linux and possibly Mac builds tomorrow). I used Photoshop, The GIMP, and Inkscape for the graphics (again, such as they are) and GarageBand (along with Audacity) for the music and (single) sound effect.

Tags: business, final, interstate, trucking, Windows

Comments

08. Dec 2008 · 00:20 UTC
slow-paced, but it looks like it might be pretty gripping!
08. Dec 2008 · 00:25 UTC
(erm…it crashes not infrequently…)
08. Dec 2008 · 01:37 UTC
I’m having lots of crashes too :( (Windows)
08. Dec 2008 · 09:26 UTC
Bugfixed and re-uploaded. I changed sound formats from mp3 to ogg during the Windows porting, and forgot to update the music loader — it was trying nobly to load files that were no longer there. Teach me to do without error handling…

Potholes [FINAL]

So here it is, my entry is called Potholes and you can play it here, dowload it here, and get the sources here. Have fun !

Tags: final, LD13 - Roads, potholes, roads

Comments

08. Dec 2008 · 00:42 UTC
That is…incredibly difficult. But plenty polished. Nice!
08. Dec 2008 · 01:39 UTC
hard indeed :/ but quite polished…but hard…and…I guess you could make something more manageable out of it…but if you like it as it is, then so be it :)
08. Dec 2008 · 13:05 UTC
Thanks a lot for your comments :) actually I noticed only today that the game was too hard :/ During the LD I’ve spent a lot of time on playtesting it. So when I tweaked the difficulty on the end of the remaining time, it didn’t come to my mind that I was already quite good at the game. As for the gameplay, the idea was that the player would have to approach the potholes enough to fill them, but not too much to fall into them. So I thought that it would be more fun to learn how to master a game where both the crane and the vehicle are controlled by the mouse, rather than for example the combination cursor keys / mouse.

Submission: Roadate

I had fun. I hope you like it.

Get it here:

http://www.mediafire.com/file/ozdz3zkmfmm/Roadate.zip

The source (.blend) file is contained.

Tags: final

Comments

Daid
08. Dec 2008 · 12:54 UTC
I get a runtime error as soon as I try to run it.

Windows XP SP2, extracted to H:\Roadate\
rtsl
08. Dec 2008 · 15:00 UTC
I just tried on a separate PC with Windows XP SP3 – no problems. I get some messages from Python in the console window but the game runs.
Daid
09. Dec 2008 · 13:21 UTC
No python nor blender here. I just get a runtime error:

“The application failed to initialize properly (0xc0150002). Click on OK to terminate the application”
rtsl
09. Dec 2008 · 17:10 UTC
Hi

Frog Rescue Finished

I have completed the gameplay and added a high-score and a title screen (and yes, that photo was taken during the competition!). There are a couple of rough edges, but I don’t have enough motivation to do any more in the time left. Overall I’m really happy with my entry and how the compo went. Looking forward to the next one! Download here (includes Windows binary and source, tested on Windows XP 32bit only)

Tags: final

The game is finished!

And I’m very tired.

But quite happy with what got done in a weekend – didn’t even start till saturday!

The game is here, plays in browser, so give it a go, all feedback welcome :)

Edit:

1) Getting some comments on adherence to theme. The first 3 levels, as I said in the manual, are just tutorials. The game proper, and hence the use of the road, doesn’t start till after that. Seems people aren’t willing to put in the time to get good at the physics – that’s my fault, retrospectively I should have pitched it at an easier difficulty level.

2) It’s partly hard, because it’s not an established paradigm – I wanted to do things a bit differently, turn the gameplay on it’s head, so to speak, so there’s new skills to learn.

I’ll give 3 awards to the first three people who complete it, bronze, silver, and gold. To claim, post up a screen shot of the game completion screen. It’s definitely possible to complete, I’ve done it :)

2.5) Some people mightn’t realise you can shoot enemy turrets with your mouse. That stops them killing you and makes it a bit easier.

3) Ok, so people are having difficulty with the resolution. It only requires 800×800 as an app, but if this is too much for you, download the projector version and resize that, as I mention in the comments and on the webpage.

http://blahwebstorage.googlepages.com/Game.html

Gameplay features image

Tags: final

Comments

08. Dec 2008 · 00:34 UTC
contrast could do with being a bit higher towards the bottom of the screen…
threeeffhex
08. Dec 2008 · 00:37 UTC
Do you mean for the text, or for the gameplay actors? The text is intentionally low contrast so as not to interfere with the gameplay. Get back to me if you can’t see actors etc?
08. Dec 2008 · 00:38 UTC
okay…it’s pretty fun; the momentum-based platforming works well…it won’t fit fullscreen in my resolution though…which is a bit :/
08. Dec 2008 · 00:38 UTC
oh I could see the actors fine, just the platforms
threeeffhex
08. Dec 2008 · 00:39 UTC
Gosh, it won’t? Hmm.. Let me see if I can get you an exe – have you tried your browsers fullscreen mode?

The later levels are much better, I start the gameplay slow because introducing a lot of funky concepts.
threeeffhex
08. Dec 2008 · 00:51 UTC
Have upped the contrast on those platforms – looked fine on my screen, but I may have different settings from everyone else!
threeeffhex
09. Dec 2008 · 17:21 UTC
To respond to some comments made in the judging:

Done! With Zombies!!!

I can barely see straight and need a break desperately so this is it.  I didn’t get everything done that I wanted to but I feel pretty good about my final entry… considering its my first game.  I planned on big monster bosses and lots more features like bombs and more of a story but at least it resembles a game. Plus its gotta be fun running over zombies!!  Didn’t have time to make an exe though.  Game requires Python 2.5 and pygame.  So here it is:  End of The Road

List of tools used:

GIMP

Python 2.5 and Pygame

Music: Audacity and jamstudio.com

** hit any key to start the game **  Also, don’t go too fast when you start before the first gas station you will run out of fuel and die.

Link to code: http://davesgames.googlecode.com/files/EndofRoad.zip          10 mb (req. pygame/python)

Link to exe: http://davesgames.googlecode.com/files/EndofRoad_exe1.0.zip     17 mb

Tags: final

Highwaymen — Finished

johann.pauw.ca/HighwaymenLD13.zip

Edit — switch to a different server so I’m not piggy backing off OrangyTang anymore.

My server is a bit messed up right now, so OrangyTang offered to host my entry until I get it up and running (sometime tomorrow). I’ll change the link tomorrow when my server is back up.

My original scope had several story elements that would have incorporated the theme a whole lot more than ‘just fighting on a road’, but as time went on (and I played more and more l4d), I pared the scope back a lot. Now the theme connection is pretty damn light…

I’ll write up my thoughts sometime, and I’m compiling my timelapse right now.

Edit to add timelapse:

Gilvado\’s LD 13 Timelapse

Edit to add screenshot:

Highwaymen

Tags: final, Highwaymen

Pot Holes! [FINAL]

So I didn’t post very much during the compo as I was really working on this. Rest assured I ate a lot of dominoes doritos, and mt dew. I didn’t have enough time for sound, animation, or better looking cars, but I got the basic graphics in (even if it still looks ugly to me).

I was inspired by the summers in my high school years spent working as a grunt for the city public works… filling pot holes!

The gameplay is simple: move with the arrow keys, get asphalt from the bottom of the truck and fill the potholes by simply walking near it, then go back to the truck and repeat! Fill all the holes and move to the next level. And hey this is my first game with levels and even lives! So here is the 9 levels in all their glory:

Pot Holes!

windows binary and source. Source should compile on linux (it works on my ubuntu) if you have sfml and freetype installed. it might need libsndfile and openal because I imported the audio libray but didn’t use it.. If I can figure a way to get a linux binary or makefile I might next week. never done it before.

There is at least one bug where sometimes it says there’s a pothole but the image doesn’t display so you can’t continue unless you walk around until the trigger sets, but it happens rarely. stupid arrays.

potholes.zip

Made with c++ and SFML.

[edit] and for fun here’s the game on saturday when I just had some fun block art!

Tags: final

Comments

dave1
08. Dec 2008 · 01:05 UTC
nice work on the graphics!! Look forward to trying it out.

LD Road Racer (Final)

Well only some minutes left so I better put my (again unfinished) game.

It’s Road Racer clone so it won’t be praised by its originality :)

You have 5 levels (which are small parts of the same track) if you finish all 5 you win, if not try until you can.

It’s fun to play for small periods of time trying to beat a better time. So I launch the challenge, put in the comments sections (besides your critics and comments, of course) your times and final status of your car to see how good you’re.

Here’s the screeenshot (already used in an early post) and the source.

Download (python source): link

Instructions:

  • You need Python and Pygame installed (the latest stable releases)
  • In Windows: double-click the file main.py
  • In Linux: issue the command: python main.py

Keys:

  • Arrows: Accelerate, Brake, Turn Left/Right
  • Q: Quit
  • R: Restart
  • Esc: Pause

PostMortem to be written tomorrow or so.

Have fun,

PSnake

Tags: final, LD Road Racing

Sombrero Runner(s) is finished

Got it resonably finished. Menus was something I remembered about 10 minutes ago, so they are not any good.

You will find the F5 button (turning off sound) to be very useful. The beat going besides the music itself is supposed to be footsteps, but I have never made any music/sound before. hey, at least it is sound.

The game can be downloaded from:

http://files.filefront.com/Sombrero+Runnerszip/;12587047;/fileinfo.html

Edit: got a new version. Only change is that you don’t have to restart the game everytime you die

http://files.filefront.com/Sombrero+RunnersV11rar/;12592105;/fileinfo.html

If you feel it makes too much change when judging (or simply like to launch the game several times a minute) or wan’t too see if thats really all I have changed the old game is also up at the old link

Screen shot:


Points are scored for simply staying alive.

Controls are on the startup screen, but i’ll post them here anyway:

Player 0:

Control keys to move, right shift to sprint.

Player 1:

WASD to move, left shift to sprint.

I plan to add support for a couple of more players, but thats coming later.

Gonna post this now and head to bed. Being pressing ctrl + s for every second word I have written in this post, which is a good sign of being tired.

Tools:

Visual C++ express.

SDL library

Paint for art

Musagi and sfxr for sounds

Tags: final, Windows

Roads to Nowhere Final

In the end I did get my pathfinding working to the point that I was happy with it.  However I spent so much time on debugging that I had to simplify my game play significantly.  Painfully, the game play that is included barely requires any pathfinding at all.  Another downside to so much time wasted bug hunting is that I didn’t take the time to improve the graphics.

On the plus side, I got a few levels made, and I think you can call this a fairly complete game.

Follow the link to play online:

http://disruption.ca/roads/roads.html

Click here to download the source and .SWF:

http://disruption.ca/roads/roads.tgz

Tags: final, screenshot

Comments

08. Dec 2008 · 00:50 UTC
this… is really good. one of the better ld strategy games i’ve seen. super easy to pick up, and very addictive. i like it.
08. Dec 2008 · 01:07 UTC
ah, this is a really compelling puzzle game dude: very good job :)

Epic. Failure.

Well I wrote it, all 2260 lines of it. The is my first LD entry ever, and I’d like to throw this out there. I started with good intentions, Road based RTS. I had this whole idea in my head (most of it on paper) but I got caught up in minor bugs and issues, so I ran out of time. This does work, but it isn’t anywhere near done.

Here’s the download link

http://rapidshare.com/files/171320925/Mirrored_death.zip.html

I included the source code, it’s compiled with Visual Studio Express 2008. It uses XNA 3.0, I included the Redristributable. I hope I do better next time, it was a ton of fun though.

I do wish the Roads genre didn’t get lost in the game… Oh and don’t forget to read the Readme.txt

EDIT: I forgot one thing! Use the arrow keys to move around the level!

Here’s a screenshot

Tags: final

CoMuTor – Final!

Here is a link to the updated post compo version that will stay current. ** NEW **

Here is link to win32 binaries only final compo version

Here is link to Mac build of compo version (thanks to jlnr!) ** NEW **

Here is link to full source and media archive of compo version

Gameplay:

You are a monster who has decided you will take out your aggression on the morning commuters.  You can  crush cars and SUVs with abandon as long as you land squarely on them with your jump move.  You must be mindful of the dangerous GAS trucks!   Keep away from those at all costs and let them safely leave the screen.  Every car or SUV that escapes your wrath and flees the left of the screen costs you the same amount of negative points as if you had crushed them with a fatal jump move.  After each vehicle is destroyed it’s inhabitants flee in panic.  You can chase them down and eat them.  Don’t let vehicles run into you though as this will also cost you score as well.  The game speed will continue to increase with every 10 vehicles destroyed.  Since you are an invincible monster you are merely playing for a positive score until you retire from your activities.

Managed to cram some form of “game” into it but it definitely didn’t turn out how I meant it given all the triage and feature cuts I had to make both in programming and art.  I had an awesome time though just the same.  Can’t wait to play everyone’s entries!

Tags: comutor, final, gosu, mac, ruby, update, win32

Comments

Jason
08. Dec 2008 · 22:37 UTC
Very 2600! I love it. It really pushed my graphics card to the limit. 😉
10. Dec 2008 · 11:30 UTC
AWESOME….
10. Dec 2008 · 15:30 UTC
FYI, after playing for a couple minutes my monster temporary become unresponsive to movement (though escape worked). Also and this could have been a result of button mashing… my display rotated 90 degrees… Everything, not just the game :)
10. Dec 2008 · 16:04 UTC
Despite the triage you said you performed, this is still strangely fun. And Otter: stop stealing my hop/eat combo. Even though you had it first.
HybridMind
11. Dec 2008 · 02:34 UTC
Thanks for the feedback everyone (here and the feedback in the ratings section). I definitely agree with everything I’ve been hearing. My local copy already has a few simple game balance tweaks to the car stream and gas truck frequency that has helped things out a bit. I think I’m going to be putting in a bunch of time this weekend on polishing this game up so all feedback will definitely have a chance to get realized. I’ll post the ‘deluxe’ version here when I see how far I get this weekend. Once again, thanks for playing everyone!

Bulldozer Blitz

Finished! Possibly my most polished and feature-complete LD48 entry yet, and seems to be enjoyable too.

Bulldozer Blitz Title Screen

Windows download

Webstart link (for windows, mac and linux)

You’ve got to dig up the rocks and lay down roads to keep the city happy as it expands. Have too many angry drivers and it’s game over! Easy is good for those who want to build a big city, hard is more fast paced and frantic. And feel free to post your high scores in the comments and see where you stand. :)

About the only thing missing is sound, which I didn’t get time to do. However I did manage to fit in almost all of the gameplay elements, as well as proper menus and high scores, so I’m pretty happy with it – especially since this was a one-day entry. I’ll have to do a proper post-mortem in the week when I’ve recoverted.

Enjoy!

Tags: bulldozer, final, java, LD13 - Roads, roads

Chopper vs. Trucks

So here goes my game and I’m pretty happy about it.

I’m especially proud of the chopper’s propeller and the lazy camera. All the other stuff needs polishing.

The game itself is quite hard, so let’s see if anyone can beat it.

Chopper vs. Trucks

I learned a lot about OpenGL particles and I can say – they suck.

http://ondrew.googlepages.com/ludum2008_chopper.7z – 2MB

http://ondrew.googlepages.com/ludum2008_chopper.zip – 3MB

It’s five o’clock in the morning in my country and in three hours I’m going to work, so let’s see how that goes :). But it was definitely worth it.

Ludum dare rules, thank you guys.

[UPDATE – five hours after deadline]

I just found out, that the game is damn slow on some computers, I made the following change outside the competition time, so feel free not to take it into account.

Plus it seems there is some issue on Intel cards.

Updated binaries:

http://ondrew.googlepages.com/ludum2008_chopper_speed2.zip

http://ondrew.googlepages.com/ludum2008_chopper_speed2.7z

Tags: final

Pathways (Demo)

It was a bit silly of me to try and make a game that was so dependant on content :( All the same, I’ve managed to complete enough of the game to demonstrate the concept I was going for. It’s about 50% complete!

I really liked where this was going, so I’m probably going to finish it sometime next week (and polish what’s already there quite a bit). Things are a bit rough at the moment, so it might be better to hold off playing it until then (unless you’re voting, of course).

This has been my first Ludum Dare, and it’s been great! I’m pretty sure I’ll be doing the next one. Good luck to everyone else who’s aiming to make the deadline! Can’t wait to check out all the finished games tomorrow morning! :)

[Edit: Decided to take down the link. I want to finish it properly and I’m not happy with a lot of the placeholder stuff in the game. Consider it withdrawn. Sorry ;-;]

[Edit again: I removed the final tag – hopefully that should take this off the voting list. Sorry if I pissed people off by removing it; I should never have submitted it in the first place.]

(Tools: Created with C++ and the Allegro library, the Code::Blocks IDE, Paint Shop Pro 8, ModPlug, and SFXR.)

Comments

08. Dec 2008 · 00:58 UTC
hurrah :)
11. Dec 2008 · 02:47 UTC
C’mon, this is Ludum Dare … it’s not like we have high standards ! Seriously, looking forward to the refined version since from the screenshot, it looks pretty cool.
11. Dec 2008 · 17:05 UTC
It should be ready soon. Real soon :)
20. Dec 2008 · 16:14 UTC
You should have left it in the competition, you would get gfx/sfx 5 from me. I really liked what you pulled of in two days.
threeeffhex
20. Dec 2008 · 23:45 UTC
Bloody hell Terry…

…you should definitely left it in the competition, clear winner out of all the games I’ve played so far…

it was awesome – I played through the storyline where you arrive home and she’s dead, the first time; I realised the whole roads/pathways concept and it was just great… think that path has the best writing too.
21. Dec 2008 · 21:43 UTC
great game, beautiful scenery, nice story

Final – It’s Done

Highway 2 Hell

You’re Jesus fighting the minions of Hell. Only 2 of the 7 Gates are available, but, it was fun!

http://www.designerofgames.com/lm_13/H2H.rar

Tags: final

DEAD END Will be at

www.designerofgames.com/lm_13/DE_PC.rar

here are the controles to DEAD END. Player 1 or left screen,W,A,S,Dmovment, Q,E, For rotating and shift and control for shooting.Second Player or Right Screen is O,K,L,:Movement and for rotating is I,P, and shooting is ],\, thank you for playing and thank you BathTubMeth.

Tags: final

Block time ninja’s

A game that I made in game maker.  I didn’t get it finished in time, this is just a concept demo.

In the words of my mentor, “Zip it and ship it”

www.designerofgames.com/lm_13/block .rar

Tags: final

Exproad, Improad, Reroad!

Here it is, last second. Lots more I wanted to do, but it’s fun.

Java Webstart.

Final screenshot

New (non-contest) Version Here HAS A RESTART BUTTON:

http://www.otcsw.com/webstart/ExproadImproadReroad/ExproadImproadReroad.jnlp

(The new version has menus, multiple difficulty levels, and a lot of tweaks)

Contest Version Here:

http://www.otcsw.com/webstart/ExproadImproadReroad/ExproadImproadReroadLD.jnlp

Source:

http://www.otcsw.com/webstart/ExproadImproadReroad/ExproadImproadReroadSource.jar

Basically, you want to avoid the zombies. Shoot them with left click in order to kill them temporarily (exproad them) and shoot them with right click in order to kill them permanently (improad). Move the mouse to the left edge of the screen to replenish lost ammo (reroad).

Oh yeah, you can also use WASD you move your car. And due to some weird bug in Java’s resource loading, I had to take the images/sounds out of the JAR and host them on my site, and then load them dynamically. Basically as a result you’ll get a very quick (only 97k) source download but you’ll stare at a black screen for like 5 seconds every time when you start up. I’ll try to get to the bottom of this in the future. It’s weird because I used the exact same resource loader code I’ve used a million times before. Not sure what the problem is.

Oh yeah and press F to toggle full screen, and ESC to quit.

 

A longer more detailed entry:

This is my game for LD13. Basically, I was totally peeved with the road theme so I decided to go with something totally different (and a little racist). I tried to find things that I could pretend fit the theme but were actually totally different, and eventually found rhymes for road, which were explode, implode, and reload. That got my mind working and it became a game where you play as an asian with a bad English accent. And turns out it actually does take place on a road and in a car. Oops.  😛

Webstart

http://www.otcsw.com/webstart/ExproadImproadReroad/ExproadImproadReroad.jnlp

Please vote for me, good or bad!

Controls

WASD or Arrows – Move truck around

Mouse – Aim your gun

Mouse button 1 – Shoot and exproad

Mouse button 2 – Shoot an improad

Move mouse to left side of screen – Reroad

F – Toggle fullscreen

Esc – Quit the game

Backstory

You are a humble Chinese rice farmer who is just turning in for the day when you hear groans from behind you. Oh noes, the terrible rice-eating zombies are back (in China, zombies eat rice, not brains, similar to how in France they eat frogs and in Egypt they eat pyramids), and they’re after your rice! Your faithful brother and you load up your pickup truck with all the rice you can carry, and he takes the driver’s seat while you man your giant RICE ROCKET. The zombies can smell that rice, though, and they’re putting up a chase! Everyone knows that even if you blow up a zombie (exproad it) it will pull itself back together, so you’ve got to exproad them and then improad their fleshy bits while they fly in the air. Good luck!

Object

Basically, you want to defend your rice from the rice-eating zombie plague. You start with 8 bags, and when you get down to 0 to lose. If a zombie touches you, he takes either 1 or 2 bags. In order to kill a zombie, you’ve got to first blow it apart (with left click) and then implode its pieces (with right click). You’ve only got a limited number of shots, however, so move the mouse to the left side of the screen in order to reload. The game gets progressively more difficult the longer you survive. You can’t win.

Future

I will probably add some new stuff, like I already have score half-working, but the game was spazzing out when I was drawing dynamic OpenGL text. Must have messed something up. Basically you’ll be able to beat levels, upgrade your weapon, etc. etc. The usual.

Tags: final

Comments

Zac
08. Dec 2008 · 02:09 UTC
Great game. Love the sound effects and the exproad effect. Gameplay is a lot of fun too.
chris
08. Dec 2008 · 18:58 UTC
wow, all aspects of crackers’ stereotype of chinese (and all other slant eyes from asia) covered. starting with wonderbreads’ issue with asians’ (tho this is specific to the japanese actually) Rs and Ls, and ending with rice firing, vietnamese straw hat wearing chump on a truck. thanks for rehashing the american mainstream’s retarded asian stereotypes of the past century yet one more time here. does the pickup truck also “drive like an asian?”
Ondure
08. Dec 2008 · 20:31 UTC
THIS GAME ROCKS SO HARD

YOU MUST WORK FOR SOME GIANT COMPANY OR SOMETHING, AND MAKE $100,000 A YEAR, OR SOMETHING..