LD13 December 5–8, 2008

Crossroads – Bug Warning

My wife stayed up late last night and tried to beat “Crossroads”. But she uncovered a nefarious bug, so this is just a warning to everyone. It doesn’t show up until level 9, aka “zigzag”, but it prevents you from passing the level and if you’ve got that far that means you’ve been playing for at least an hour or so.

The bug is with non-square levels, so it only happens on levels 9 and 10 (the last two levels..). It doesn’t allow you to place words on the right half of the level so “DECIDE” (or “DEVICE”) in the screenshot above never gets added. It’s not surprising, since it’s in code I added in the last half-hour of the contest… heheh. I’ve already fixed it but I’m not going to release a post-compo version until after judging is complete to avoid confusion.

If this happens to you, and you are stuck on level 9, there is a workaround. Without closing your game, edit the file gamedata/level_09.txt and make the level square (17×17). Add ‘#’ marks (walls) to fill up the extra rows. Then
hit ‘r’ to reload. If you’ve made a typo, it will crash. Otherwise, it will reload your level and you can continue. yay. Same goes for level 10. An easier fix is to copy level_11.txt over level_09.txt and achieve victory two levels sooner.

ps. The level format is pretty simple. If you make any good levels, send them to me and i’ll include them in the post-contest version.

Left4Bread Timelapse

Here’s the timelapse for Left4Bread.

Next time I will make webcam image bigger.

I’m hoping to optimise the library I used to write the game so it runs a bit faster, the main critisisms so far are the extremely slow speed the game runs at for most people and the “poor handling” of the car – But I think that last one can also be attributed to game slowdown.

Perhaps a postmortem will be written. Perhaps not.

– edit –

As promised I’ve updated the underlying library with a few rendering optimisations. The speed increases are almost double.

There’s no game logic at all in the library, but it’s up to you if you want to judge with or without the update. :)

Windows update

Source update

Tags: roads, timelapse, video, youtube

BLDR [tools]

Forgot to mention the tools I used on BLDR (http://www.ludumdare.com/compo/2008/12/07/bldr-final/)!

I used Microsoft Visual Studio 2008 Express Edition and SDL 1.2.10 (I think). The binary is for Windows, source & graphics & SDL DLL included. Should be compilable on Linux & Mac, I haven’t tried.

I’ll also be seeing if I can get Chronolapse to compile video.

EDIT: That link was broken, fixed now.

EDIT again: the download link was dead. New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal). Still original compo version.

Tags: BLDR, LD13 - Roads, roads, tools

Post compo wind-down

So now the mad rush to finish is over and I’ve caught up on lost sleep, here’s all my progress shots that I didn’t have time to write journal entries for.

Project setup, and boring game init / display init:

A tile map and a hardcoded bulldozer sprite:

I added bulldozer controls here, plus rocks to dig for resources:

Placing roads via the bulldozer:

Adding code and graphics to properly make road curves and junctions:

Added hard-coded buildings and cars, plus a hud for better feedback. I should probably have had a screenshot in between this and the previous one but I was on a roll. :)

Adding in proper building placement, city growth and car spawning:

Compared to previous LD48s I didn’t get much journal writing done during the competition, probably because I only had a single day so was much more focused than usual. Also the game was largely based on logic code (like getting the building placement and car AI correct) rather than lots of visible gameplay elements, so at times where I would normally have taken a picture I skipped it since it looked identical to before.

I’ve decided to leave my post-mortem ’till after judging had finished / nearly finished, so I can see if my list of things to improve matches what other people think.

Also, project source and images are here. It won’t compile as-is because I took the LWJGL and Slick libraries out to cut down the size, but you can browse through my spaghetti code and see how hideous it all is. :)

Tags: lost sleep, post-compo, progress, source

Comments

09. Dec 2008 · 13:41 UTC
That looks really cool. Nicely done.
09. Dec 2008 · 17:18 UTC
Wow, you showed a nice progression in your screenshots.

Question: What is the little graph in the corner of all your screenshots? :)
Orangy Tang
09. Dec 2008 · 19:07 UTC
fydo: that’s an fps graph, comes in really handy for spotting when I code something stupid slow that causes the game to drop frames. You can see a spike in the first two pictures where the initial loading took place.
12. Dec 2008 · 09:17 UTC
Hi, thanks for the good “Post compo wind-down” post. My wife works at a local newspaper production in germany and she ask me: Would it be possible, that i can write a story about this post? She would be really happy if she can do this and she will give you a link from a german blog too. Please post me the answer. Greetings Seo Bonn
Orangy Tang
16. Dec 2008 · 11:48 UTC
Feel free, any feedback is muchly appreciated.

EXE version of Entry available

My entry “EndoftheRoad” was made with Pygame and Python.  I didn’t have time to make an exe before time ran out, but just made one today.  I made no changes to the program (besides changing the font because the new exe kept crashing with the SysFont).  Try running over some zombies… hope its not too boring. :-)

Also, I forgot to put any instruction on the first screen.  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.

Here it is:  http://davesgames.googlecode.com/files/EndofRoad_exe1.0.zip

Interstate Trucking, updated.

So I just can’t let this go — I had so much fun during LD #13 that I really don’t want to stop working on this project. I’ve posted an updated version of Interstate Trucking, with multiple difficulty levels, a dynamic economy, more random events, and several crash-averting bugfixes. If you’re interested, or thought that the contest version had even the slightest potential, please check it out! Hooray!

The contest version, of course, is still available for download at the same site. Just be sure to get the ‘Ludum Dare’ version, and not the updated one!

Crazy taxi puzzling game final 1.1…

Here is a little bugfix on the game – I did not intend to upload it at first, but here it is anyways, please dont vote based on this.

Fixed windows binary and updated source. you can click now :)

It updates the buggy taxi pathfinding, it now should not go crazy about deadends after curved roads. have fun with it 😉

Comments

kyle
11. Dec 2008 · 12:21 UTC
WHERES THE GAME
mathias
11. Dec 2008 · 14:36 UTC
What do you mean? Its right there! 😛

Stats and Timelapse

I finally uploaded my timelapse video: http://www.youtube.com/watch?v=PAu-JOiZpYk&fmt=22

I wrote a little program, that apart from taking screenshot every minute, records the window that currently has focus as well, so now I can tell, which programs I’ve been using the most during the competition.

As you can see I’ve managed to watch a movie in the meantime. That’s probably why my gameplay sucks :).

[Update]

For anyone interested in my logging tool I uploaded the code and the binary to http://ondrew.googlepages.com/logger-0.1.zip

I wrote it just before the competition, because I needed some multimonitor screenshot making tool, but I didn’t have time to do it properly, so it saves each monitor as separate file s$ID-$MONITOR_ID.png.

The meta data gets saved to sqlite3 database (mainly because I wanted to try it out), you will get a table with these columns: process name, window title and time the snapshot was taken.

For statistics do SELECT process, count(*) AS sum FROM work GROUP BY process ORDER BY sum;

I ran it for two days straight and it didn’t cause any problems like memory leakage or performance trouble, but let me know, if you hit something like that.

And last – beware – everytime you start this tool, it will start taking screenshots from zero, thus overwriting all your old screenshots. If there is some interest I can fix it and add some more features, but first I have to vote and give out awards :).

Comments

09. Dec 2008 · 17:46 UTC
Hey, that’s a really cool idea. I might have to steal that next time.
09. Dec 2008 · 17:53 UTC
That’s cool. Can you post the code?
09. Dec 2008 · 18:58 UTC
Very interesting program idea. I was just thinking I needed to write something to do timelapse for me, rather than recording in 1fps and speeding it up via iMovie later (which is a giant pain because you can only do 3x speed at a time).

Exproad Improad Reroad Timelapse

http://www.youtube.com/watch?v=-79fGwIBUzU

 

Check out the timelapse. Enjoy the music. :-) I thought it appropriate to put equally offensive and weird music in my timelapse to match my game’s own theme.

Comments

12. Dec 2008 · 07:00 UTC
Really enjoyed this! Thanks for sharing! ^_^ It’s so interesting to see different people’s approaches to developing.

Potholes Timelapse

After a quite a lot of hassle, I succeeded in making my timelapse (and the bash script to go with \o/). Stream it here at 25fps (here for avi download), and here at 8fps (here for avi download). The script I created to make the videos from the images is here (hope this helps). Next step if I have the motivation : make an update to the game (mainly to fix the difficulty problem), and write a postmortem ^^

Comments

12. Dec 2008 · 07:00 UTC
Thanks for sharing this, it’s very awesome! 😀

Looking for Suggestions for a Post-Compo Version of Highwaymen

Well, I’ve done a bit of work on a post-compo version of my game, adding blood splatters and improving the A.I. and the number of different armies you can fight such. I have quite a few other ideas for things I could do, although I don’t intend to implement all of them. A few ideas include:

A limited number of people in your village, that increases as new people are born or join you from the outside. These people could be assigned to operate the buildings that you build (also everything would be rebalanced, then). You would also need one house per person (or maybe family? I dunno…).

During battles, your men would be knocked out, when they run out of hp, instead of being outright killed. The A.I. (or you) could ‘stabilize’ knocked out men, which means that they would survive the battle instead of dying. If one of your men isn’t stabilized in time, then they’d die. Obviously this would rely on the previous point being implemented, otherwise it would be pointless.

Exp/Levels/Skills for your main character, allowing things like a cap on the number of men that you can take to battle with you (Leadership skill), along with other things.

Removing your character from the battles (possibly… although this idea could also function while leaving your character in the battle. I really don’t know.) I’m thinking of implementing a very limited real time strategy interface, that would work like so: Your army has a specific number of ‘officers’ (which might also be able to get exp and upgrade, though that seems a bit excessive as far as scope goes). Probably 5 max, I think. Your soldiers are automatically divied up between your officers. You can select officers and give one of two commands: Move here and hold this position (self-explanatory), Attack at will (the officer follows the normal A.I. to move towards and try and attack an enemy). An officer’s men would automatically try and stay within a certain distance of his commander, attacking enemies that get within a certain distance. If these changes were implemented, it’s likely that the pace of the game would be slowed down a bit, and the playing fields made a bit larger, so that it’s not too frantic. Of course, that’s not certain.

Greatly enhanced village management: Require food for your people to survive over time, ability to make equipment, using several types of resources, which lets you make different kinds of characters to take to battle (spearmen, axemen, ranged — javelins or throwing knives or bows, perhaps even black-powder style guns.

Mission structure — A basic storyline and set of missions (which would probably all end up being arena battles, but with new styles of terrain, instead of just the highway). This would be complimented by randomly generated sets of side-missions so that you can level-build if you want to. Major missions would possibly also provide special equipment to make special soldier types (military rifles, grenades…?) The special types would run out of ammo eventually (perhaps you can only use them once…), so they’d be best used against ‘boss’ type battles. 

3/4 Overhead art – To make it easier to figure out who is who, and to just make it look prettier.

U.I. ‘Improvements’ – Improvements might be an overstatement, because right now there is none, during the battles. But I think that some information about what’s going on would probably be helpful.

 

Those are all the ideas I have so far — obviously I won’t implement all of them, but I’d appreciate it if the people that played and liked my game could suggest which of the improvements they’d like to see most. If you read this post before you review my game, maybe you could also suggest there which of the improvements you might like to see (or mention others).

Tags: Gilvado, Highwaymen, post-compo

Comments

11. Dec 2008 · 19:52 UTC
Three words: KEEP IT SIMPLE!
HybridMind
11. Dec 2008 · 21:25 UTC
I definitely agree with Hamumu’s advice on the above. I don’t have a ton of time right now for in depth feedback on your questions, but I did enjoy the game so I guess I could quickly say that similar to Hamumu’s comment in the rating section– the game becomes sad once you max out and can just watch the battles unfold. There really isn’t anymore headroom to keep on truckin. I think solving that in a cool way would be the biggest bang for buck. I typically enjoyed everything else well enough. I guess my thoughts on the fight battle menu system were that I was able to use it a little to game my progression once I figured out my relative strenght to the menu option. Then I was able to advance quite methodically up the ladder. The few losses I suffered only removed cash and as long as I had spent most of it, there was little risk. I could just go back to the last ‘tried and true’ battle level and fight on up to build my cash and stats. Not sure anything concrete occurred to me as to how to fix that though.

‘Emergency Bypass’ timelapse video

timelapse video

HERE is a youtube link for my timelapse video (including a regular video at the end of it).  It’s 2:30 long!

This was pretty tricky to get converted into a video, but I think it was worth the effort. I hope you enjoy it! ^_^

Tags: timelapse

Windows port

Finnaly created a windows port. Here it is! Im hoping this will boost my vootes. 😀 Im here for quantity not quality. 😛

Now to start voting on the entries. Hope I’ll find some time for a post or two. ( Have some work to do. 😛 )

Tags: windows port

Comments

Anonymous
12. Dec 2008 · 10:32 UTC
You should put the link in the final post too, so it shows up in the final list.
matrin
12. Dec 2008 · 11:23 UTC
Thanks for the heads up.

Speed Issues Road To Pain

I’ve updated the Zip file, and I believe the problems with speed should be fixed. I never did get around to actual sound effects by the way. Only sound is in “Pure Pwnage” mode.

Tags: pain, road, to

Windows port

After lots of frustration and a visit to my parents’ house (they have computers with windows; what an odd idea…), I made a windows version. Hopefully it will work on other computers as well. It is exactly the same as the compo version except for some fiddling to get it to load the (default!) font. I also noticed an annoying bug while testing, but I’ll release the fix later in the post-compo version.

If you’re masochist enough to be using Windows check it out: Voyage (for windows)

Tags: voyage, windows port

Post Compo Food Photo

My Significant Other was disappointed to discover that the fancy salad she made me for lunch on the Sunday of the competition didn’t make it into my food journal because even though I took the photo, I was too busy implementing last minute game play to write the post.

So, here it is.  Pears soaked in craberry juice, roasted almonds and brie cheese with mixed greens.  Very tasty.

Tags: foodphoto

Comments

17. Dec 2008 · 16:58 UTC
Wow, you’re lucky! I’ve never seen pears served like this before.

Everything rated / Postmortem

I have finally rated everything that I can possibly run (on Mac OS X or with Boot Camp in Windows), and phew that was a challenge. Now I see why we have 2 weeks to vote. :)

Postmortem:

I’m glad I finally got to do a LD48. I’ve been making games for something like 12 years now so I’m happy I can still find the time to do it even though I’ve got a full time post-college job now. As a personal note, I think I chose a gameplay idea that was the perfect level of simplicity for a 48 hour contest, and I think I executed it as well as I could have hoped. This is my second timed competition, and although both times it has come down to the last few minutes for me, I’m surprised at how well I’ve been able to execute a simple idea without adding too many bells and whistles. As someone who has a few games I’ve spent years on and almost none I did in a few days, this is pretty big for me.

I’m sort of ashamed at my game’s racism at this point, though. Although I’m a person who strongly believes in the value of nearly crossing the line for comedy, I actually managed to annoy some people on this, which wasn’t my intention. I figure because it’s so pixelated and poorly drawn nobody would mind so much. In order to get that risky comedy I think I alienated a few people from my possible audience, but that’s life I suppose.

I think maybe I’ll update it so you’re a redneck with a shotgun shouting, “Yeehaw, pa, relawd!”

Would that make it more appropriate? :)

Badness aside, having gone once into the foray of stupid bad racist humor, I think I’ll stay out of it in the future.

And while I’m here, a plug for my website which has some other (most incomplete) games.

http://www.otcsw.com/