LD13 December 5–8, 2008

Message from Dr Light!

Get your weapons ready! Get equipped with:

Tools I’ll be using partially, wholly, or not at all..

blecki’s jileed (mapping)
http://jemgine.omnisu.com/

drpetter’s sfxr (sound effects)
http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html

drpetter’s musagi (music)
http://www.cyd.liu.se/~tompe573/hp/project_musagi.html

keeyai’s chronolapse (timelapse)
http://keeyai.com/projects-and-releases/chronolapse/

someone else’s paint.net (image editing)
http://www.getpaint.net/index.html

Tags: chronolapse, jileed, musagi, sfxr, tools

Comments

shizzy0
15. Apr 2009 · 20:35 UTC
I just started playing with the sound effects application sfxr (or the Mac OS X version cfxr). It’s fantastic. What a great idea!

Mini LD 8 !! …and a conundrum

I love the theme of the mash up and am scouring the archive grid looking at old thumbnails.  I’m trying to find a concept that won’t be too ambitious at all.  The reason?  Because this weekend I will make some progress towards learning AS3 I hope.  I have my Essential ActionScript 3.0 book handy.  I have my Flash CS4 Professional book handy.  I have healthy snacks…  I have angry chihuahuas.. (well not really, but my wife and I are picking up a new puppy tomorrow!  Shiba Inu mix, not chihuahua I’m afraid.)  :)

I have already made 1 Flash AS2 game so far but know nothing about actually using the Flash tool for making animations and such things.  I also “know” AS2 in that sense that I’ve been programming in other languages a long time and can now brute force any kind of ugly code into working but I’m far from the land of knowing best practices so far!  I really want to push on past AS2 though.

I think it would be fun to find a mash-up game that will ideally not be too large in scope that will allow me to get to know the Flash authoring tool and AS3.  It does mean I have to make some more progress in the AS book.

Only time will tell what will happen.  Epic Fail?  We shall see!  😉

Tags: actionscript, as2, as3, chihuahua, conundrum, dilemma, flash, mashup, puppy

Comments

06. Mar 2009 · 22:11 UTC
Sweet! I think LD will make you an AS3 expert in a weekend. If you have any AS3 questions, feel free to send ’em my way. As you know, AS3 is sorta the ONLY thing I know.
06. Mar 2009 · 22:17 UTC
Hey, thanks a lot Hamburger! I’m still trying to get inspired by the grid of games to give me the necessary impetus to rock through some AS3 book chapters this evening. I’m sure we’ll talk more.. back to the grid!

The Shorty Fusetival?

The Shorty Fusetival.. oh god no

This could only bring madness… or terror… or both!

Short Fuse + The Hairy Chestival.

I’m going for it!  This is rough mockup to get the idea down but basically instead of the old miner carrying the leaky powderkeg.. we have our miner taking up a different profession.  That’s right, he’s using the lawnmower (or is that chestmower?) from The Hairy Chestival.. only problem is that the lawnmower is leaking fuel like there’s no peak oil!  You have to mow down the dry grass (or is that… hair?) before the spark ignites your fuel mixture.  Oh yeah, for some reason the field is littered with explosive barrels that you can’t run into but that you have to destroy.  There will also be a fuel meter on the lawnmower that will run out I think as well (like the button to discard the powderkeg in Short Fuse.  I still have to work out exactly what the rewards are (do you really need one in a game so ludicrous?  😉  ) and what the dangers are.  But, I have high hopes for this.. hehe.  I’ll be using Flash.  Either AS2 or AS3.. jury is still out for this mini-LD.

Tags: actionscript, as2, as3, barrels, chestival, chestmower, exploding, flash, fuel, fuse, fusetival, hairy, lawnmower, mockup, peakoil, powderkeg, short, shorty

Comments

07. Mar 2009 · 02:52 UTC
Hee hee. “The Shorty Fusetival.” I love that name!

Ondrian Fordrian?

Well, after a couple of hours playing old LD games (which tend to be amazingly good, btw), here’s my screwball idea.

Only Forwards + Mondrian = Ondrian Fordrian

In this mashup, I intend to mash extra hard, almost beyond recognition. In other words, I will be interpreting my inspirations loosely.

In Only Forwards, the avatar is always moving forward and the player’s inputs cause the avatar to turn left and right. In Ondrian Fordrian, the avatar is either moving forward or not moving at all; input consists of exactly one key, the MOVE FORWARD key. The player’s goal is to move forward as much as possible.

In Mondrian, the visuals are inspired by the De Stijl artist Piet Mondrian. In Ondrian Fordrian, the visuals are inspired by the Bauhaus artist Wassily Kandinsky. Or who knows, once I actually have a game maybe I’ll go with someone else, someone whose work is more gamey, like Mondrian’s friend Theo van Doesburg, founder of the De Stijl art movement. I totally just looked all that stuff up on Wikipedia.

In Ondrian Fordrian, the avatar is a Kandinsky doodad attempting to traverse the frightening, bewildering Kandinsky miasma. His goal is to move forward along his curvy, Kandinskic path. Everything moves. Some of it pushes him backward, some of it can hurt him.

Never Look Back. This is the second (way more boring) title for this game.  Never look back, Kandinsky doodad. The past is past, and the only way is forward.

I will be working in Flash with AS3. I intend to finish the game this weekend, but it’s going to be meager, for a couple of reasons. Chiefly, I have a lot of other stuff on my mind, plus the weather’s so damn nice.

Tags: actionscript, as3, flash, kandinsky, mash-up, mashup, mini ld, mondrian, never look back, ondrian fordrian, only forward, only forwards, weather

Turbulent Lake

Woohoo, MiniLD. Not only is this an awesome if somewhat self-referential theme, it’s looking like I might finish an entry — something which I haven’t done in a while. Too long to admit. Ah, well. Like I said, it’s looking good.

A compo falls into a turbulent lake

I spent the first six or so hours of the Compo (at least, those for which I was at home!) playing old LD entries that I’d never gotten around to playing for one reason or another. Turbulent Lake is a mash-up of Hamumu’s sublime Still Pond, with all of the humorous juxtaposition replaced by flaccid meta-jokes. What can I say. The pretty is really starting to shape up, though.

It’s 10:30am here, folks — I think it’s time to go to bed, and leave the serious content creation for another day. Keep the pythons curling while I’m away.

Comments

07. Mar 2009 · 10:50 UTC
You forgot to mention what your second piece of mash is.
07. Mar 2009 · 13:22 UTC
Why yes, yes I did. How thoughtless of me.
07. Mar 2009 · 15:52 UTC
hmmmm.. those ships looks suspiciously like GalCon ships….. could that be your second choice? 😉
08. Mar 2009 · 00:21 UTC
hehe.. that was fun XD chest mower!!

Ondrian Fordrian Speaks

There is now a doodad, and the doodad moves forward. You can see it moving forward in the screenshot below. As you can see, the game is already looking completely beautiful!

Tags: doodad, never look back, ondrian fordrian

Turbulent Lake

Well, this is a new one. I’m finished, or as finished as I’m going to get. I chose to build a game where the primary (indeed, only) mode of interaction is movin the mouse around and frantically clicking — and apparently something I did yesterday set of my carpal tunnel something awful. I can no longer play what I’m writing! Oh noes! Ah, well…At least it’s feature-complete, if somewhat lacking in content.

Turbulent Lake

Download Turbulent Lake for Windows

Game is a mash up of Hamumu’s Still Pond, and some, err, other stuff. Yeah. If you find it frustrating, press spacebar to toggle ‘wimp mode’. Makes things easier.

Wimp.

Tags: carpal tunnel, final, hamumu, mash-up, mashup

Comments

08. Mar 2009 · 09:59 UTC
nice- I liked hamumu’s entry originally and I like this mashup. Always fun to see the LD references falling from the sky. :)
jolle
09. Mar 2009 · 17:14 UTC
Wow, this was much harder than Hamumu’s pond game.
Cosine
06. Apr 2009 · 09:49 UTC
The falling stuff need masks, you have you click directly on the black to destroy stuff. Which is really annoying with the swarms.

Ondrian Fordrian Moves

Well I spent a couple more hours and got the basic functionality in. It’s actually pretty fun. And the artwork is beautiful of course, because it’s Kandinsky!

I’m doing all the animation in the Flash IDE rather than programatically, which I’ve almost never attempted before – so it’s fun, but I’m an amateur.

Two playable levels are up at http://davidrlorentz.com/files/OndrianFordrian_v01.html.

 

Tags: animation, demo, flash ide, kandinsky, never look back, ondrian fordrian, playable levels

Comments

08. Mar 2009 · 07:17 UTC
love the art influences you got going here. definitely can see the kandinsky you mentioned. I think I’m not gonna make it this competition. With the arrival of the new puppy and the awesome day we had here in New Hampshire (finally!) yesterday I didn’t get much code done. 😉 I’m still learning my AS3 either way but “The Shorty Fusetival” may not see daylight unfortunately. I look forward to playing this game!
08. Mar 2009 · 08:36 UTC
Good job! It’s rather fun to play and very nice to just look at. As HybridMind said, you can definitely see the Kandinsky.
08. Mar 2009 · 09:49 UTC
The first time it was too early and I missed you had posted a link! Got to play it finally. Pretty cool concept, I dig it.
08. Mar 2009 · 11:38 UTC
Thanks, guys! In case there’s any confusion, the reason you see Kandinsky is in fact because you see Kandinsky – those beautiful things you see are a cut and paste job.

strongTowlr

I’ve got my entry done .. It’s “strongTowlr“, a mash-up of mrfun’s Strong AI and PoV’s towlr series.  I also pulled a style theme from SpindleyQ’s CGA Quest.  Strong AI was one of my favorite LD games .. and the towlr series has been my on-going nemesis.  strongTowlr is a horrible marriage of good and evil.

Although it may seem impossible, several LDers have already been able to defeat it.  If you need emotional support, there are people in #towlr willing to help.  Dragonene gets the honors for being the first person to defeat strongTowlr (in only 140 tries!)

Have fun!  Don’t hurt yourself!
-Phil

P.S. As always, thanks to DrPetter for sfxr, and to the “festival” team for the voices.

Tags: final

Comments

08. Mar 2009 · 23:33 UTC
I think I hate you and love you at the same time.

Lunar Tower Final

This is the first LD entry I finished. It’s a mash-up between Tower from LoneStranger and Lunar Fortress. What you have to do in this game is keeping the evil letters from reaching your tower by clicking on them. It’s really simple and it makes absolutely no fun.

Written in Object Pascal and compiled with Turbo Delphi, but should compile with FreePascal. Also, there are some performance problems. I got around 70 FPS on my MacBook and around 25 FPS on a Intel Essentials D945GCLF2 (Dual-core atom processor @ 1.6 GHz and GMA 950 graphic chip) board. For those who try to play it, have fun.

Here is the link: Windows Binary + Source (ZIP)

Tags: final

Comments

09. Mar 2009 · 13:10 UTC
Holy crap, I had no idea anyone had picked my entry to mash-up.

Ondrian Fordrian Final

Here it is!

It’s lovely!

Play it here.

This game is sort of like Frogger, except you can’t move backwards. Enjoy!

I had a lot of fun with this. I wanted to do a couple more sets of levels with other Kandinsky paintings, but I didn’t have time.

Coded in ActionScript 3 + TweenLite, with art stolen from Wassily Kandinsky, and animations created in the Flash CS3 API.

Only Forwards + Mondrian = Ondrian Fordrian

 

Tags: actionscript, as3, final, kandinsky, mondrian, ondrian fordrian, only forwards, tweenlite

Comments

08. Mar 2009 · 20:00 UTC
sorta like slot car racing meets frogger meets kandinsky… had fun with the visuals, sounds, and gameplay.. but got stuck about 4 or 5 levels in. Couldn’t seem to get past the big spiraling objects one.
08. Mar 2009 · 20:14 UTC
really brilliant and beautiful ^_^
08. Mar 2009 · 22:58 UTC
Hey HybridMind, did the level you get stuck on have a blue background? Yeah, that one’s really hard, but hopefully it’s kind of exciting too. That’s the sixth and FINAL level of the game.
11. Mar 2009 · 16:43 UTC
I’m consistently (well, twice now) impressed by your style, hamburger. Pixel-drawing gameplay-ish Cryptidia? Minimalist gameplay mixed with abstract Russian painting? Awesome stuff.

Mr. Splode’s Lament Final

This is my mash up of Mr. Splode and the fireworks factory and Medusa’s lament.  Mostly I really liked the little purple guy and the setting of mr. splode, but it is satisfying to be able to walk all over any bad guys that you destroy.

both python and windows executable

python game.py should run the game, all the code is contained in the one module

pygame required if running from source

python Source:link

[alt link]

windows executable: link

Now available at: Zompire Dracularius

The screenshot:

screenshot of the 2nd level

Tags: final, lament, mr splode, platform, sarum

Comments

kd5bjo
08. Mar 2009 · 20:09 UTC
The download link on that page 404s for me.
sarum90
08. Mar 2009 · 20:19 UTC
I have the worst luck with this, the link is working again… for now

Tower Wars Final

As I didn’t want to spend the entire competition playing through the LD archives, I picked three previous themes and used all of them.  I hope that by doing this, I came close enough to two things in there that it qualifies.  The three themes that I worked from were:

  • Construction/Destruction
  • Chain Reaction
  • The Tower

You’re trying to build your tower into the green area at the top of the screen before your opponent builds theirs into the red area.  The arrow keys move the building blocks around the top of the screen, rotate them, and drop them, much like Tetris.  If you don’t build your tower sturdily, then some of your tower may crumble due to the extra weight you’re adding as you build.  If you notice your opponent building his tower sloppily, you can drop a few blocks on his tower to collapse his and give you a lead.

Pygame source code can be downloaded from http://github.com/kd5bjo/tower-wars/downloads .  The game can be run single-player (no opponent) with ‘python towerwars.py’.  The ‘–help’ option will tell you what you need to know to play multi-player.

I have not tested this on any platform other than Linux, and I have not tested the multiplayer over the Internet.  It shouldn’t be hard to make it work under Windows, but I don’t have access to a Windows machine to test on.

Tags: final, mini, tower wars

Might have to try a longer compo next time!

Work in progress, not completed in time, to be continued...
Well my Mash up was going to be a mix between up between Escape From Anathema Mines and Boomshakalaka

The concept was trapped in a mine with a lazer to trigger sticks of TNT to explode and clear boulders, take out enemies and handy mirror/crystals to bounce the lazer around corners.  Oh yeah you were was supposed to have a light like the first escape from Anathema.

It’s been good fun so far and I will finish it off and update, just to see if it will be fun to play!

Features completed:

  1. Level loading from image
  2. Player moving on map, collision with objects
  3. Lazer triggering dynamite fuse
  4. Energy reducing
  5. HUD working
  6. Lighting of tiles, brightness

To do…

  1. Dynamite exploding and clearing boulders
  2. Lazer/map collision
  3. Lazer mirror interaction
  4. Head torch lighting up envirnment
  5. Throwing Dynamite
  6. Enemies
  7. Exit working
  8. More levels…ect

 

Tags: blitzmax, boulders, caves, great hud, unfinished

A Minimal Invasion

I just wanted to try something out and its my first time here at LD. Tried to Mashup galcon with minimalism, which I hope is legal.. Its incomplete though, it has a broken AI which I removed from the entry here.

Still not convinced whether I should post this or not. Maybe next time It’ll be better.


what didn’t make it to the game?

the AI Player :( sound/music, more levels and ending screens, options and obviously better graphics..

you can try it here..

Tags: galcon, minimal invasion, unfinished

Yeti Fights Biology ( Late Entry )


Well, I am late, because I didn’t had the chance to work sunday, because I play soccer, so I finished it today. I know it doesn’t count but I’m posting the game here for you to try it and criticize positively and negatively if you want, so I can make better games.

The Destruction of Viruses + Yeti Fights Back ( my last entry ) = Yeti Fights Biology

This time I used XNA from Microsoft, but I will remake it with SFML and C++… Because I don’t know what dependencies are needed with the game. The images have the background around them, because I don’t know (after googling for it) how to mask a color in XNA, the XNA framework might be really good, but as for documentation it surely sucks. That is why I want to remake it with SFML/C++, and that way I can port it to Linux, sorry Mac users, I can’t compile for Macs..

Also, I don’t know with dependencies to deliver with the Exe so I recorded a video for you to see the final game. And I am giving the source code for curious people.

Video (YouTube)
Download ( src )

Tags: final, minild8

Pondering a language for LD14

Well, I’ve diarised it, and set aside a weekend, so I know I’m all in for LD14. The only question now is: Which language?

I’m learning Haskell at the moment, and the sheer perversity of writing a game in a functional language appeals to me. That said I’d probably get very little done and be enormously frustrated.

I could use Blitz Max, but I forgot where I even left my copy of that and it’s a windows version. Not sure what the compatibility points are for linux.

I think I’ll probably settle on Python. My C is too rusty to pick up quickly and run with, and PyGame looks straightforward enough to learn properly before the compo.

Tags: LD #14 - Advancing Wall of Doom - 2009

Comments

16. Mar 2009 · 13:40 UTC
Give in to your Pythony desiressss! Use Pythonnn..sssss…~
16. Mar 2009 · 14:44 UTC
I’ve written a game and a few prototypes in haskell; it’s not that bad :) (in fact, it was considerably easier for what I was doing that C/C++ would have been…). It has good OpenGL support as well, so…
16. Mar 2009 · 20:54 UTC
Hehe – great nickname :) I always like using python, but LD is also a great opportunity to try out something new for a weekend.
16. Mar 2009 · 22:45 UTC
Actually, using a functional language shouldn’t be too bad, at least if you have a decent game library for it. I’ve worked with Clean (which IIRC is very similar to Haskell) and I could be very productive with it at times, since mistakes/bugs are usually very easy to find, code is very reusable and sometimes you can write complex stuff easily (but yes, sometimes simple stuff becomes complex when you have to write it in functions).
30. Mar 2009 · 23:51 UTC
I would get prepared to use Python and Pygame, but don’t rule out other languages until the compo starts. Maybe you’ll think of something that is easier or better in a different language. Or maybe you’ll realize that C++ is your long-lost love <3 :)
Detox
04. Apr 2009 · 09:55 UTC
You should use the language you are most comfortable and experienced with; whatever one you are most productive with. Also 100% check your build environment including all debugging and profiling tools. You won’t want to mess with any of that once the clock is ticking.
jaber
10. Apr 2009 · 17:30 UTC
You may want to consider LOVE game engine, a game engine built with C++ but all the game scripting done Lua.

It designed to quickly prototype a game, and

it combines SDL, OpenGL, Boost, Box2D and LuaSocket.
jaber
10. Apr 2009 · 18:28 UTC
in other words, Python kills flexibility over standardization.
13. Apr 2009 · 03:08 UTC
Try GLBasic maybe? It’s easy to get started any yet powerful.