LD13 December 5–8, 2008

black yeti is taking longer than expected

Have the basic game engine done, I think. Have some levels done, need to do more. No sound effects yet. Need to work on level-loading now (currently hardcoding, which won’t work).

the game itself is turning out, happily, much nicer than I had anticipated :)

Comments

09. Feb 2009 · 01:56 UTC
is the yeti coming? I want my yeti! 😉

The Bird-eating Macaque, Final

Official Download Link

The Crab-eating Macaque is pedestrian, but the Bird-eating Macaque, he’s top shelf in the respectable cryptozoologist’s trophy cabinet. Naysayers on the Wikipedia say that Crab-eating Macaques also prey on vertebrates (including bird chicks and nesting female birds), implying that sightings of Bird-eating Macaques are simple misidentifications. But the respectable cryptozoologists know better; best stay nimble, well-fed, and out of their way.

I’m done, yay! I’d say this is more toy than game. When it came to writing a score display and a proper win mechanic I ran out of time and steam. That said, there is a lose mechanic; you can recover by pressing R to restart everything. I also fear that if the game runs too long without a restart it may slow to a crawl or crash. But I’m done, in something like 47 hours, so hurrah!

Now to check out the rest of the entries. Many thanks to our host for giving me a goal I could actually hit and many thanks to the rest of you for providing an inspiring bit of competition.

Tags: final

Comments

08. Feb 2009 · 19:59 UTC
charming, though yeah, the loose condition is a bit weird; I can imagine this game could turn into something very cool with some more work. though, even as it is, it’s lovely.
08. Feb 2009 · 20:58 UTC
Yay! I’m not sure quite what’s going on, or what I’m supposed to do — but it’s strangely fun, still. And quite cool.
09. Feb 2009 · 00:50 UTC
well — seemed fun to mess around with. not sure what was ‘killing’ me or what not. seemed I could hang out and eat the red and yellow circles and as long as I didn’t leave the tree I was ok. sometimes though, I would suddenly ‘die’ and fall out of the tree.
cap
09. Feb 2009 · 01:41 UTC
In one of his lectures Jonathan Blow talks about conveyance, or how well the game experience for the player matches up with the game idea in the developer’s head. It’s funny to read that some of you (in company with both my lady friend and roommate) have questions about what’s going on. It’s all so clear in my head!
09. Feb 2009 · 10:31 UTC
well what I see going on is I’m a cryptid eating birds in a growing tree, dodging bullets from cryptozoologists who want me dead, at the expense of many birds it seems.
09. Feb 2009 · 13:27 UTC
*It felt like there were more bullets when I got higher.
10. Feb 2009 · 02:07 UTC
Love the tree growing.
10. Feb 2009 · 19:53 UTC
so – after reading everyone’s comments I went back and played this again. I had a LOT more fun now that I knew what to avoid and how not to die instantly. I enjoyed climbing around on the growing tree to get far away from the little black bullets. I like how you can jump on the top of trees. I like how if you get shot you drop down like a lead weight to the ground. :)

The Last Dodo – Finished

A Cryptozoologist’s dream, finding  still-living Dodo bird in the middle of a jungle.

This is my first Ludum Dare entry.  I wanted to make a sort of top down puzzle action game, and after much coding this is the very brief result, which doesn’t amount to as much as I hoped, but is good enough for my first try.

Link to Windows executable: http://www.geocities.com/sarum90/MLD7LastDodo.zip

Alternative link: http://sarum.110mb.com/MLD7LastDodo.zip

Now also available at: Zompire Dracularius

Programmed in C using SDL and OpenGL

Tags: Cryprozoology, final, sarum, The Last Dodo

Comments

08. Feb 2009 · 21:05 UTC
That link is just sending me to freehostia’s main page…
09. Feb 2009 · 01:54 UTC
getting that same freehostia home page prob
cap
09. Feb 2009 · 02:21 UTC
I got past the freehostia page by going to sarum.freehostia.com, going in to downloads, and getting the zip there. That said, I then get the following when running the exe:
09. Feb 2009 · 10:22 UTC
ditto what cap said :(
sarum90
09. Feb 2009 · 15:37 UTC
Sorry about that, I forgot a dll and never should trust freehostia.
10. Feb 2009 · 01:27 UTC
I found the last Dodo! Nice sokoban like puzzles. Collision was just a tad picky.
sarum90
10. Feb 2009 · 01:45 UTC
good it worked for you :) and Congrats! Thanks.
sarum90
10. Feb 2009 · 11:50 UTC
Okay re-compiled with mingw and now it only relies on MRVCRT.dll instead of the update VSEE one that isn’t portable :) Should work for all
10. Feb 2009 · 19:51 UTC
ok – worked that time. I found the dodo.. heh. similar comments to mrfun’s. liked the lil’ dude sprite.
sarum90
10. Feb 2009 · 20:28 UTC
Thx, I’m glad to know it worked for you, I think I may finally have solved all my compatibility errors.

Cryptid Puzzle Challenge – Final!

Hey folks- finished my game:

CONCEPT:

You’ve received 4 scrambled images of possible cryptids:

Use your Crypto-Computer ™ to unscramble them!

You have 1 minute to complete your task before the
evidence is lost forever.  You will receive a
30 second bonus for each cryptid you discover.

Each cryptid image is made up of 4 individual pieces.
Unscramble each cryptid by clicking on the numbered boxes
to rotate a distinct piece of the puzzle image.

* Left mouse button for clockwise rotation.
* Right mouse button for counter-clockwise rotation.

Enjoy!

Tags: challenge, cryptid, cryptozoology, final, gosu, mac, macosx, osx, puzzle, ruby, source, win, Windows

Comments

09. Feb 2009 · 01:20 UTC
I liked your game a lot. Feels really solid and complete with the visuals and sounds that are in there.
09. Feb 2009 · 08:43 UTC
Neat game mechanism.

When I played, the last one was already formed when it loaded so it just announced I’d won right away, you may want to add a check against it being in the right order when you shuffle.
09. Feb 2009 · 10:20 UTC
this is actually alot trickier than it sounds, but also pretty addictive too.
09. Feb 2009 · 11:42 UTC
okay; that was pretty nice. main thing that would be good would be to autorotate the image the right way around when you complete the puzzle?
09. Feb 2009 · 13:21 UTC
I got 1:41 left on my first try! But the last one was tough and getting it was near-accidental for me.
09. Feb 2009 · 19:25 UTC
Thanks for the feedback everyone!
DifferentMike
09. Feb 2009 · 23:48 UTC
This was a lot of fun. Neat concept, and intuitive controls. I liked the sounds, they were really good feedback. And the level progression was well thought-out, too…that last level took me a long time! Very cool game. :)
10. Feb 2009 · 01:13 UTC
1:44! Very polished, difficulty seemed just about right.

Frank the Dinosaur

Here’s my submission.  This is my first compo, but I think you’ll like this.  I have included WinXP and Debian binaries in the zip:
http://pubpages.unh.edu/~jmb97/SDL/Dino.zip

I had to forget about sound to get it in on time.

Please leave descriptive comments of your reactions and impressions!

Tags: dinosaur, final, platform, SDL, sprig

Comments

08. Feb 2009 · 22:31 UTC
It just quits when i press start (not leaving anything in stdout or stderr).
08. Feb 2009 · 23:02 UTC
Hmm… It’s not finding the pictures when I use Wine. That would be a problem. I’ll post a new build when I get back to Windows.
09. Feb 2009 · 01:21 UTC
i get the same results as increpare
09. Feb 2009 · 09:29 UTC
Of course, it was a .dll problem… Grr… Well, try the download again, please!
09. Feb 2009 · 10:12 UTC
worked fine for me, a fun little one this 😀
09. Feb 2009 · 11:43 UTC
i laughed many times at various points playing this. great humor. like the quick intro .. and surprise title change! The dino ‘suit’ is too damn cute as well as the little comments like ‘ frank loves his job’ was great.
09. Feb 2009 · 12:59 UTC
Thanks! If you want to see the intro again, you can delete the ‘ranOnce’ file that appears in the directory.
09. Feb 2009 · 13:12 UTC
OH – I guess it was a velociraptor.. :)
09. Feb 2009 · 13:19 UTC
OOOH.. hehe.. 5400 score.. and I finally did beat it. Very fun.
09. Feb 2009 · 13:21 UTC
ah, works now; pretty cute :)
10. Feb 2009 · 01:04 UTC
5400 here too. Great sticking projectile effect!
phren
12. Feb 2009 · 16:30 UTC
Dammit I got scared when the dinosaurs started taking more than one hit to kill.. 😀
Larry
13. Feb 2009 · 21:01 UTC
Ha, Funny little game. Appartently shooting dinosaurs with a tranquilizer dart gun is all that it took to get my wife to play video games. If only I knew sooner…

Yeti Fights Back (Final) …

Ok so this is what I could come up with only 5 hours of work. I’m only able to kill one or two Hunters with my original Yeti :D. Bare with me, as this is the first ever competition I enter, and my very first Pixel Art which took me forever to learn.

I hope you like ! 😀

Space to Shoot.
Up and Down arrows to move up and down.
Esc to quit.

Download ( exe )

Tags: final, minild7

Comments

08. Feb 2009 · 21:55 UTC
Link to download?
08. Feb 2009 · 21:57 UTC
ups… coming right up… xD Sorry
09. Feb 2009 · 01:40 UTC
didn’t work for me:
09. Feb 2009 · 11:47 UTC
enemies just sort of disappear (all of them!) when i try to shoot one…it’s pretty weird…disappearing and reappearing at random…
10. Feb 2009 · 11:13 UTC
about the error… I don’t know what could cause this…
phren
12. Feb 2009 · 12:04 UTC
Ooh, sprite flicker! 😀

CQZ — Finished

I made an adventure game! It’s called CZQ because I couldn’t think of a name for it. I followed the usual rules (all assets made during the 48h) which means it doesn’t have any sound, feel free to sing while you play.

It’s quite short. The graphics suck. The menu and victory screen suck a little less because I made them just now at home with my Gimp computer.

Use the arrow keys to move around; bump into stuff to interact with it; press the space bar to dismiss a dialog.

Python + pyGame: download. No binaries, if somebody wants to make some I’d be grateful.

Comments are very welcome.

Tags: adventure, cqz, final, mini ld 7

Comments

cap
09. Feb 2009 · 02:39 UTC
Very cute. It’s been a long time since I’ve had that “leave town, go back the way I came, hmm, where did the town go?” experience. I really liked the simplicity of the interface; you managed to tell a story and set some mood with minimum hassle.
09. Feb 2009 · 12:55 UTC
that was really quite fun. I won! hehe. Loved the joke about the Towlr asylum inmates. I also found a talking tree. Got a little lost while taking my Nessie photo in that I didn’t find how to get out of that screen until I realized you had to touch the land at the north.
09. Feb 2009 · 20:57 UTC
Excellent work, very funny.
phren
12. Feb 2009 · 11:59 UTC
I agree with the “setting the mood part”, somehow this game just felt more interesting than the various other adventure games I’ve played from earlier gamedev competitions. (maybe it’s just because there are fewer games so I’m not as desperate.. :P)

Finished – Cryptidia

And so my first LD entry comes to a close!

Play it at http://davidrlorentz.com/files/cryptidia.html. Also posted at Kongregate

I would describe this game as a cross between mad libs and the Spore creature creator. Emphasis on the mad libs. Everything is randomized, including the number of arms and legs and the position and rotation of everything. I didn’t get a chance to network it (I was going to hook up a database to pull in random parts from other players online), because the outside world intervened. So you’re just gonna to have to keep drawing all those arms and legs yourself.

If by some miracle you manage to create something attractive or at least entertaining with this ridiculous tool, please post screenshots! I doubt it will happen.

This game was coded from scratch in ActionScript 3, with art created in Flash and music performed with Anvil Studio. Full source code is available here. A windows executable is available here.

Enjoy!

 

 

Tags: actionscript, cryptidia, draw, final, flash, mini ld 7, paint, pixel art

Comments

09. Feb 2009 · 01:00 UTC
well I had a good time with this. I got a few pretty funny drawings (i forgot to screen cap them.. damn). I love the odd descriptions of what i’m supposed to draw. I like how you polished / tuned / tweaked it since last I played an earlier update.
09. Feb 2009 · 01:09 UTC
Thanks, HybridMind. I wish I could have done quite a bit more polishing/tuning/tweaking with the algorithm that actually constructs the Cryptid at the end – but as it is I think the shoddiness of the output is one of the game’s charms. :)
09. Feb 2009 · 01:17 UTC
I posted some screenies for you! :)
phren
09. Feb 2009 · 09:18 UTC
Hehe, this was great! (or should I say Delightful!) Such a nice way to procrastinate when you’re supposed to do something.. 😛
09. Feb 2009 · 18:00 UTC
Fun toy! 😀 It would be nice if it told you whether you’re drawing a right or a left arm so you don’t draw a hand that ends up against the torso. A flood fill tool would also be welcome.
DifferentMike
10. Feb 2009 · 22:11 UTC
Very cute! Really nice presentation – the graphics and music fit very well, and the progress bar was very helpful.
Cosine
19. Apr 2009 · 22:23 UTC
You might want to remove the “draw something long and flexible” one, but other than that, fun to play.

Nessie TD – Final


Hi, first Ludum Dare here.

This game is a TD, a.k.a. Tower Defense, which means that a whole lot of enemies (i.e. peasants – evil, evil peasants!) move along a fixed path, and you have to stop them from getting to the end of that path (the ominous top-right corner of the screen) using whatever means possible. The method I recommend is building sea monsters along the coast, as that’s all the game lets you do. Poison towers slow enemies, ultimate towers live up to their name. Happy peasant hunting!

Python 2.6 + pyGame: download.

Comments appreciated!

Tags: final

Comments

09. Feb 2009 · 01:49 UTC
yeah.. i won! :) enjoyed the little ‘nessie’ towers. the rainbow one looked really cool. the simple art style is charming nonetheless. wish there was more feedback on tower range and/or bullet motions as the towers make their attacks. do towers not next to land still work? I used a bunch of water spaces further from land because I wasn’t sure either way.
cap
09. Feb 2009 · 02:52 UTC
Argh, no python2.6 for me. Any chance of an exe? I’d be happy to send over my py2exe script if that’d help :)
phren
09. Feb 2009 · 09:01 UTC
Yeah I have 2.5 and wasn’t able to run it. :( I’d love to try it though if you managed to put together an exe.
09. Feb 2009 · 20:23 UTC
I won! That was really a double victory for me as I finally got pygame installed and working right. Same comments as HybridMind really. Limiting your color palette worked out well.
DifferentMike
09. Feb 2009 · 23:43 UTC
Thanks for the nice comments Hybrid and mrfun. And congratulations on your victories! 😀

Ultimate Photographer 2009: Return of the Cryptozoologists

Well well, seems like I finished after all!

Screenshot of the final version

Developed more or less actively for around 10-15 hours. Had a bunch of other “very important” stuff (such as watching Mario Lemieux videos on youtube.com) to do and somehow didn’t manage to concentrate. :( Should’ve probably gotten a “game version” earlier, since my dev enthusiasm rose significantly after I got to the making-it-cooler part. (I coded all the boring parts first, which pretty much killed my productivity.. :) )

INStRUcTIOnS:

Try to take pictures of creatures with the right properties. Be careful and fast or your time and film will run out!

The mouse controls the camera, left click takes a picture, wheel zooms in and out (zoom isn’t really that useful unless you’re playing hardcore :P).

N starts a new game and Esc quits.

Extra hint: the more animals that satisfy the requirements you get in the same shot, the better your time and score bonus!

EDIT: FORGOT THE LINK YOU DUMBASS! The game itself

Comments

09. Feb 2009 · 01:37 UTC
enjoyed the odd variety of strange animals. the taking photo effect was simple but nice. sometimes i’d lose patience and sorta just spazz out and take photos to clear the field of animals.. i believe this strategy was mostly without game consequence. i like the various tasks of collecting different animal parts. didn’t realize you could zoom till I just read above. gonna go see what that is all about. :)
09. Feb 2009 · 20:40 UTC
The creature randomization seemed to work pretty well, like the concept but needed some more feedback on good vs bad shots. My high score: 155 points
phren
10. Feb 2009 · 16:13 UTC
sheesh, even my girlfriend beat you! (around 270 points) 😛

Cryptidia creations

here’s some screenshots of some fun creatures I created using hamburger’s Cryptidia entry:

First, the program asked me to create something huggable…

Next, it commanded I draw something “you could put a beard on” and that it also need “ripped abs” .. these suggestions are hilarious.

Well.. my devil walks upon a table, a stick and something that looks like 1/3rd of an utter.  I like his arms.. heh.

Anyway– I definitely enjoy these drawing type programs.. thanks hamburger!

Tags: baby, beardable, cryptidia, devil, hamburger, huggable, screenshots, teddybear

Comments

09. Feb 2009 · 01:22 UTC
lol. 😀
09. Feb 2009 · 19:05 UTC
“Delightful!” for your demon…

The Black Yeti; done!

Comments

09. Feb 2009 · 11:07 UTC
awesome! I loved this game. fun puzzle game play with brief but amusing texts in between the levels. nice work. :) I think I mostly got the way it was working but sometimes I’ll admit I was slightly confused but managed to brute force my way through the paths to safety. very cool idea and great use of theme.
09. Feb 2009 · 11:12 UTC
yeah; I will admit it’s not as *clear* as it might be, but whatever. cheers!
09. Feb 2009 · 13:49 UTC
That was fun! I have to admit though I never completely figured out the mechanic. I liked the atmosphere.
09. Feb 2009 · 17:26 UTC
That was fun! As a top-down game, the rules would have been a lot more obvious, I think, but from this view it was a bit of a puzzle.
09. Feb 2009 · 17:42 UTC
cap: the perspective thing is an important point; I hadn’t thought about it much.
09. Feb 2009 · 19:33 UTC
It was fun, but I was stuck for a long time on one of the levels. I’m still not sure I really understand the rules.

The storytelling mechanism worked very well.
09. Feb 2009 · 20:08 UTC
I got stuck on level 5 or 6 – I don’t understand how you can be seen (like the !, MSG moment flashbacks) and then run straight at the guy for 30 steps and kill him in one situation, but in others one extra step kills you?
DifferentMike
10. Feb 2009 · 00:20 UTC
Fun story, fun game. The text was really neat and added a lot to the game. It was fun to watch the yeti progress alongside the story. I kind of had the same mechanic issue that others had, but hey, I enjoyed it. :)
11. Feb 2009 · 15:15 UTC
I finally got around to playing this one…

It makes me sad… Poor little Yeti :(
phren
12. Feb 2009 · 16:22 UTC
The mechanic wasn’t clear as previous comments have mentioned, and I don’t know if it’s a positive or negative thing. I brute forced my way through a few levels while some were pretty obvious.

Lost in the weeds – Final Cryptozoology

Well I did participate, and I”m dropped postings here and there, but I’m guessing that they were all the wrong places.

I’m just posting to see if this is even the right spot.  I found the toughest part was writing things from scratch. I’m use to having snippets of code which I copy and edit to make it work and move on to the next features.  Therefore, I was stumbling over lots of bits of code to write them from scratch.

I would like to have the limits of “From Scratch” Writen out better.  Could I have copied working code snippets from my personal referance library?  How about take a starter engine I’ve done and slap new art on it and then go in a new direction with it?

Link: None it’s just a triangle you can move around a black screen! because I didn’t use my person code snip-it reference library. *pouts*

Comments

09. Feb 2009 · 12:10 UTC
this minicomp didn’t have the “from scratch” requirement, I don’t think.
dertom
10. Feb 2009 · 07:09 UTC
You should have a look here:

JileEd Tile Map Editor

This is that thing I’m making.

http://jemgine.omnisu.com/

Comments

28. Feb 2009 · 11:49 UTC
thanks for this program
chrono
03. Mar 2009 · 13:39 UTC
it looks really good… I’ll try it.

many thanks! =)
chrono
03. Mar 2009 · 13:43 UTC
OMG! I love that interface system.

I’ve done an sprite editor to build animations from sprite sheets and I did the same with the secondary mouse button… and it rocks as in your tile editor!

LD-Roads

Some time has past but I still wanted to finish my LD13 project. Maybe some of you remember the big 3d-bug I published! Hehe…well the game is still not very intuitive but I added instructions, fixed lots of bugs added some graphics and models! I would say it looks almost like a game! And that was my task! I learned a lot as it is my first game I finished.

Have a look here:

http://thomas.trocha.com/wp/?page_id=19

plz read the instructions in the game before starting!!

Here is a video-tutorial how to survive the first three levels. Maybe that will help to get a clue what the game is about :D.

http://thomas.trocha.com/wp/?page_id=88

Now I can start finishing my miniLD Cryptogame! (On LD#14 I will finish in time! I’m sure 😀 )

CU, ToM

PS: I want to thank everyone who tried to figure out what the first version was about! I know that must have been a hard time that surley was followed by massive nightmares! 😀

Tags: post-mortem

Comments

18. Feb 2009 · 10:36 UTC
so I checked this out and read the instructions and have some questions because I think I’m not getting something that is making it so I can’t really play:
dertom
18. Feb 2009 · 11:04 UTC
Hola…I think you made good approaches! Both are good ways! I think

the easiest and for every level best way is to build streets in direct way to the endnode! BUT you have to keep the streetparts small and have a look for the altitude! Especially the altitude differnces between the streetpart-nodes increase the building time!

If you have directors (at Levels 2-6) you can switch with right mouse click in director mode and with a left-click place it on a node. and then with another left-click (still in director mode) you can switch the direction and send the cars back! ok you are right! a director dont need to be able to direct to a suicide-street! Thx for trying…CU ToM
20. Feb 2009 · 08:37 UTC
thanks for the extra tips. I tried it a bunch more times and while knowing how to turn the director short term helps a lot I can’t seem to get past level 2. I only have 1 director and because the cars go down the suicide routes I haven’t found a way to build quick enough to get to the goal w/o dieing before my first director runs out. Are they supposed to expire?
dertom
21. Feb 2009 · 11:13 UTC
Hehe,…yes they are supposed to expire! So you have to think about when to use it! To make it a bit clearer I added a link to a video-“tutorial” how to finish the first 3 Levels in the post!

HybridMind,if you will get it into the highscore I promise you a sixpack of beer that I will send to your home wherever you are living!!!!! 😀
22. Feb 2009 · 10:20 UTC
Thanks for the video! That helped a ton. I was able to beat 5/6 levels. That last level was a total monster! I was not able to defeat it. There are some great tensions that exist in this game. In one sense it is like a bizarre form of linear juggling and time management. I like the stress when you are on the higher levels and you are building far away from where your cars are and you are trying to keep a running total in your mind on whether your director has probably expired or not. Then you have to go racing back to hope that you have a chance to lay down a new one before the cars explode.
dertom
22. Feb 2009 · 14:45 UTC
Hehe…grats you came so wide 😀 You know that it is possible to move with awsd and arrow-keys as well!!?! Ok to snap it over you have to use the mouse! And I know this panic situations you described as well 😀

The indicator where the destination is already exists! The selector is pointing to it with an arrow.

…and no I didnt want to produce confusion 😀 Thanks again for the feedback! The sixpack-offer is still available for you 😀

Seven Day Roguelike

The 2009 7DRL is happening in a few weeks. The goal is to make a roguelike in 7 days (which is like years for hardened LD48ers like us 😛 ). The event takes place March 7th to March 15th.

Info here

Tags: 7drl, roguelike

Comments

20. Feb 2009 · 08:39 UTC
hehe.. I like your comparison for hardened LDers.. 7 days is like years..! I often feel like LD mentality is getting into other parts of my life.. ya know? You’re like.. hmmm well, I made a game in only 2 days so I should be able to fully build my own home in like.. what- 4 days? 😉
20. Feb 2009 · 10:01 UTC
sweet, though I’m actually seeing the whole seven day thing as a challenge, sure I could get ‘something’ done in no time, but it will be against people who are used to making the most of a week, so it will be interesting to have to change strategy a little :)
Edwardoka
25. Feb 2009 · 07:05 UTC
I’ll be partaking in this one – I’ve always wanted to create a roguelike and never got round to doing so.

Pathways, LoFi RPG Jam

Hey guys! I took part in the Roads Ludum Dare, but unfortunately withdrew my incomplete entry, Pathways. I’ve since finished it, and I thought some people here might be interested in it based on some of the comments that I got back then…

You can download it here! (windows only for the moment, I’m afraid)

On a totally unrelated note, there’s a contest-like-event taking place this weekend that I’d like to let you know about – RPGDX are hosting a 48 hour RPG making jam! The theme is LoFi. More details here, if you’re interested! :)

Tags: other contests, pathways, roads

Comments

dertom
25. Feb 2009 · 20:59 UTC
Well,…it is really nice! A good kind of story-telling-engine that build up a quite immersive atmosphere and make me think of that old “interactive-books”.

I played it almost to the end. The last part where I search my girl I somehow stuck in a black screen and after a while it said “The End”. I will try it tomorrow again….

Nevetheless very good work! I really like that kind of graphics! (A cool party was formed for killing the dragon) 😀

Ok…keep on rocking!

ToM
25. Feb 2009 · 23:09 UTC
48h RPG? I’m so down I have to look up to see anything but me!
26. Feb 2009 · 06:31 UTC
In, clearly.

TurnStyle (Spawn of Cryptid Puzzle Challenge) Released

Well after an incredible amount of work I have finally released my first Flash / ActionScript 2.0 game! You can play it here if you’d like. I hope it is cool to post here because it is relevant in that the original game play idea came from my Cryptid Puzzle Challenge entry in the Mini-Ludum Dare #7 competition back at the beginning of the month.  I also wanted to really share it all with my buds here at Ludum Dare!  :-)

Here is level 3 from my first Flash game TurnStyle.

TurnStyle is a unique visual and memory based puzzle game where each of the 15 puzzles are original illustrations that follow a complete story arc over the duration of the game.

Every puzzle is made up of individual pieces which have been randomly rotated so that they are scrambled each time. You must work quickly and efficiently to rotate the individual pieces into the proper alignment before the timer runs out.

There are easy, medium, and hard difficulty puzzles mainly guided by the amount of individual image pieces that make up each puzzle and the way that I break up the images into pieces.

Personal best records are stored locally for score and rotation count per puzzle. Global high scores may be submitted to the Mochi Leaderboards at any puzzle progress screen. You are able to retry a level if the time runs out.

I haven’t submitted it to any portals or whatnot yet so it is living at it’s mochi-ads home right now.  I’m using their encryption, version control platform, advert api, and leaderboards/facebook api.  Seems pretty easy to setup.

I will try to post more about my adventure in creating this game and learning Flash over at my personal site but for now this is finished!

Tags: actionscript, as2, flash, free, image, memory, mochiads, online, puzzle, turnstyle

Comments

04. Mar 2009 · 01:38 UTC
very different form v1
04. Mar 2009 · 09:54 UTC
Thanks for trying it out and the feedback increpare.
04. Mar 2009 · 23:29 UTC
yeah; introducing a narrative through the images was a great idea.

Hello world! ;0)

Hi there I’m just getting ready for my first Mini Ludum Dare this weekend, just setting up the blog and going to get some code and drawing practice in to limber up, not sure how I’m going to get a game done in 48 hours but let’s go for it!

I’ll be mostly using BlitzMax, some art packages and lot’s of caffeine!

My current games can be found here, but they took me a lot longer than 48 hours!

Right have I got enough caffeine, milk and healthy snacks!

Tags: hi, MiniLD, minild8

Comments

05. Mar 2009 · 10:00 UTC
healthy snacks? are you sure you’re in the right competition? 😉 Welcome.. !
Arowx
06. Mar 2009 · 03:53 UTC
This is the 48hr youtube watching heathy eating challenge isn’t it?

Hi, well lower in unhealthyness than other snacks TM ;o)

MINI LD#8! THEME: MASH-UP

THEME: MASH-UP!
Select two previously existing LD entries ( see them here: The Grid ), and make a game that combines them!  One of the two may be your own entry if you wish, but they can’t both be.

What does it mean to mash up two games?  That’s up to you!  Maybe you’ll have the player from one game face the enemies and world of the other game, or you’ll combine gameplay elements from both, or you’ll steal the theme and setting from one game and the gameplay of the other.  It’s up to you!  Use whatever you want from the two games to create a horrifying two-headed freakbaby! Your game can be remarkably similar to one of them, a perfect blend of both, or nothing like either, as long as deep in your heart you were intending to combine them.

Standard LD rules apply, so even though you are working from someone else’s ideas, you’ll have to create all the art, sound, and code yourself rather than stealing theirs.  So find your two favorites, and get to work!

You have until 3pm PST on Sunday to get ‘er done!

Tags: mash-up, mini ld

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