LD13 December 5–8, 2008

Tekicars4k finished!

[Update, Dec. 8 2008]

I forgot to provide the source code until just before the deadline, and my Internet connection wouldn’t work the last two hours before deadline. Anyway, here is the source:

Sourcecode (not very pretty, mind you. It’s rushed 4kb code.)

I’m done!

My game is called Tekicars4k. My plan is to enter it both into LD13 and the Java4k contest. In other words, it is a 33 hour 4kb game with the theme “roads”. Thanks to the size limitation, there is a grand total of 6 levels available. It is available as webstart and as a CompoGameLoader ZIP file, which has .bat, .exe and .sh (so should work on any OS).

Webstart (note: this version may be updated after the contest)
Zip file

Some instructions:
The goal is to place blocks in advance so that each Tekicar reaches an exit of the same color, without colliding with any other Tekicar. Walls will turn Tekicars clockwise, roads will speed them up, and arrows will re-direct them along the arrow.

As soon as you click “Go!”, the test begins – if you pass, you reach the next level.

Note that the ZIP file is way larger than 4kb, mostly thanks to the .exe wrapper. The game JAR itself is only 4kb.

A screenshot:

Tags: 4kb, final, java, LD13 - Roads, screen, screenshot, tekicars4k

Closer…

Sticky ball sticks to cacti and vehicles….

Somehow I’m gonna get everything else in there in 3 hours?  Don’t even have hosting set up.  Ugh…

Screens!

Well, I’ve had this for a while, but I’ve jsut been working on tweaking various things.  The more I think about it, the more I might not have a game per se, but more of a sandbox to play with.  In the next three and half hours I’ll play around with getting some simple levels with some defined objectives.  Basically this has evolved into very a much a puzzle-centric type of game similar to that of games like Rush Hour (shift items around to find paths to some objective).  I kind of wish I had more time to glue the various gameplay components into a more cohesive unit, but all in all I’m quite pleased with what I have so far.

But without further ado, I present to you a couple of screens from Dozer, the game that’ll make you wish you had, too, had your own personal bulldozer to drive around and cause general mayhem.  The first shot is just a main menu pic (I’m rather fond of my artwork on this one, given that I’m not a great artist at all), and the other one is my test sandbox level where all the various gameplay components can be tried out.

Comments

07. Dec 2008 · 22:40 UTC
Oh awesome, you had the same premise as me! 😀 I look forward to trying your game.

Middle of the Busiest Road

I’ve quit a few times since last night, but I never close Eclipse and I continue to sit at the computer.  I’m fairly certain that I won’t get done, and if I do manage to get most of the things implemented, it isn’t going to be fun for long.

The main part that is missing is the curves in the road.  I had an idea on how to implement them in sprites, but it’s time consuming and I wasted about six hours yesterday fussing with stupid projection equations.  I have those pretty much figured out, so it shouldn’t be a problem next time, but this time it was valuable time wasted.

I may give it some more time, but likely nothing submitted for me this time around.

Tags: car, ld48_13, roads, screenshot, unfinished

Sorry guys, I’m pulling out.

My game won’t be done on time unfortunately, so I’m pulling out of LD13. Who dares… loses, as it were.  I might try to give the next one a shot, and this time I’ll try something a bit more realistic! I knew 3D was a bad idea! Haha.  I’m going to see if I can keep working on my game though and see if I can finish it off over the next seven days or so.

I thought about doing a quick 2-3 hour game to be able to still contribute, but I’m already pretty tired so I decided against it. I did get as far as making a screen mock-up though, haha.

Sorry to be on the unsuccessful side of the participants. It was a really fun weekend nevertheless!
lollipop

Tags: unfinished

Comments

07. Dec 2008 · 21:43 UTC
Noooooooooooooooooooooo
07. Dec 2008 · 21:43 UTC
Also, that 2D looks awesome :) I really love the colours! Hope you make it too!

And it’s a wrap… I guess.

Now here it is. My final version, it lacks sounds, music, menus. But it was fun to try.

It’s a game where you cruise the digital roads to deliver data packets. Or as fry said it “YAY, I’m a delivery boy!”, there are 6 different missions. But the game should get boring after some time… if only I didn’t need sleep.

You can download it here source code and windows binaries included. Should compile for Linux (and maybe Mac) without much fuss, but didn’t include makefiles for that.

Tags: final, screen shot

Comments

Daid
09. Dec 2008 · 13:02 UTC
I just found out that mission 5 is broken. Sorry about that.

Line 331 of Mission.h should read:

if (state == 10 && goal->ID == 1)

not:

if (state == 10 && goal->ID == 10)

Emergency Bypass

finalish

Here’s a playable version of my game ‘Emergency Bypass’. It’s very unfinished, but you can get some idea as to what I was trying for. You basically have to smash down the trees and avoid running into your own road trail. You can ‘jump’ over streams and road by pressing space. WASD or arrows to move.

Windows EXE (6.1MB zipped)

Browser Based (requires Unity plugin, Windows + Mac only).

edit: browser link fixed!

Tags: final

Comments

increpare
07. Dec 2008 · 22:13 UTC
that’s pretty impressive dude! Sorry you didn’t have the time to see it through to completion this weekend. The jumping-to-create-bridges effect was absolutely lovely.
08. Dec 2008 · 01:42 UTC
How do I quit?
08. Dec 2008 · 06:59 UTC
EXE has been updated so that Escape key will quit the game. Sorry about that!
Orangy Tang
08. Dec 2008 · 11:11 UTC
That’s pretty impressive! Probably the most polished 3d entry I’ve seen. :)

Lone Racer (final)

Well, I’m done. It’s not really a game as I didn’t have time to add any other cars (or any good idea an how to implement AI to go around the track) but you can drive around the track and try and improve your lap time. Ideally, there would have been other cars to race against but such is life (and entries in Ludum Dare).

I really wish I had stuck to a 2D game, the 3D aspects caused no end of problems and it also meant that I had to play with modelling software to draw something that could be a car but actually looks like a blob from the back (it’s a bit better from the side from where you never see it). Of course my drawing isn’t much better.

All in all it could have gone better but at least I completed something.

Download

http://www.patenall.org/temporary/LudumDare/LD13/loneracer.zip

Requirements:

  • Python (2.4 probably)
  • Pyglet (1.1 probably)

Tags: final

Comments

Orangy Tang
09. Dec 2008 · 11:02 UTC
Traceback (most recent call last):

File “C:\LD13\Lone Racer\loneracer\loneracer.py”, line 5, in

import pyglet

ImportError: No module named pyglet
11. Dec 2008 · 14:39 UTC
32.652 seconds 😀

Rara Racer – Finished

Screenshot

Ah, it was work, but it’s more or less done.

Download here for windows. (2MB)

Download here for OSX 10.5 (2.3MB) (added 19th dec)

The source is here. (2MB)

Permanent homepage is here.

I’ll have a mac version cobbled together within the week.

Tools:

Used Allegro/C/The GIMP/FMod Ex/a microphone/audacity/milkytracker/sfxr/Dev-CPP.  Used two samples from soundsnap.com.

Tags: final, screenshot

Comments

Codexus
13. Dec 2008 · 17:12 UTC
Your game sucks but the whole youtube idea is pure genius!
tim
25. Dec 2008 · 07:06 UTC
That was great! thanks :)
simon
25. Dec 2008 · 10:54 UTC
Very nice!
John C
25. Dec 2008 · 16:00 UTC
Fantastic presentation. I loved the kitty. Gotta love Allegro!
denis
28. Jan 2009 · 13:15 UTC
Brilliant!

Genius!

Hilarious :-)
stipan
15. Mar 2009 · 07:09 UTC
more than fun… its real… thanks

Title

Se it seems that i can’t finish my game in my first competition on LD but i liked the experience.

See you in LD14. 😀

screen capture of the game

LD13_movingRoads.zip

The game is in Python / Pygame

python main.py ( to play … kind of )  😀

Tags: final, roads

Goodbye, Yellow Brick Road

Hi, I think I am really quitting this time.  I’d really like to submit something so I can vote, but I don’t really have a game or anything close to a game yet and I’m too tired to pull off the last bits of things that would make it a ‘demo.’

So this will be the last of my posts titled using the names of songs related to roads.

Good luck to all of you who are scambling for these last two and a half hours!

I may try to finish this game up later in the week.

Tags: give up, ld48_13, roads

Voyage, a puzzle game

Voyage is a puzzle game: slide the tiles around to make a continuous path to lead the red car forward.

My girlfriend gave me the idea for this game for which I am quite grateful. Roads wasn’t a theme I was psyched about so it isn’t my best work, but I think in the end it came out ok. Sadly I’m no good at making music and I feel this is a game that really could have used some. Maybe I’ll find some Creative Commons music for a post compo version.

More thought later, for now I bid thee all a fair night. 

Download Voyage (Python + pygame / GPLv3)

 

edit:

windows port

Tags: final, gpl, pygame, python, voyage

Finishing up

I am slowly finishing up. The main principle has not changed from the first idea described 40 hours ago. The twist I was looking for is that you always rotate all of the pieces. Oh, and you better be quick. A look at Level 2:

BLDR [final]

BLDR is done! It probably could have used more levels and obstacles, but I think it’s great! Postcompo version will definetly include more levels.

Download it here: http://www.filesavr.com/bldr

EDIT: I forgot to include it in the instructions, but arrow keys to move and R to restart the level.

Postcompo edit: New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal)

Tags: AI, BLDR, final, LD13 - Roads, pathfinding, roads, screenshot

Phinal phood photo

Food

Lunch on the last day: Wholegrain bread, garden salad, beetroot dip, Danish fetta and pickled onions. No swine fleisch this time.

Journal

Worked on getting sound going this morning … settled on using MIDI drum hits as sound on the mobile MIDP version (that’s all I could get to work), and some sfxr-generated samples on the desktop versions.

What my game lacks in graphics, scope and fun, it will make up for in supported platforms. I’m preparing to post my final entry, which should support Linux, Windows, Mac OSX, any Java-capable web browser and any decent J2ME enabled mobile phone.

Tags: food

Giving up…

I spent most of the evening trying to get sprites to work in mode 7, but I haven’t yet been able to figure out how to position them correctly in 3D. There’s no way I can make anything playable out of this in the remaining time, so I’m giving up. In case you want to try it anyway: http://www.wieringsoftware.nl/ld/ld13.html

I still intend to finish this game sometime (or make something else with it).

Tags: unfinished

Final Entry: Night Cruising

Here is a game, it’s a narrative about a man who has lost something, and is trying to replace it.

Download for Linux

Download for Windows

Download Source Code


Drive down the highway, taking stops along the way. Arrows are all
you need for driving, and use spacebar for story sequences.

You get points for:

1- travelling KM
2- passing cars
3- bonuses

The game is (should be) winnable, I haven’t won it yet but everything
is in place. I’ll have to try it tomorrow just to make sure.

No sound effects, only one type of vehicle, and some other ideas
that I had for it didn’t make it in, but overall I’m quite happy.

Enjoy!

PS: If you’ve got the song “Night Cruising” by Fishmans, that would be
an excellent soundtrack.

Tags: final

Comments

Docktor_Worm
11. Dec 2008 · 00:30 UTC
this is the most retarded game that i have ever played. it defies any concept of game design or fun, and at the same time it is BRILLIANT. the writing is fantastic, and the concept of using a simple arcade premise to deliver an abstract narrative is excellent, and i have aligned more with the character and the environment than any other game. sure it has its flaws, but night cruising is either the product of a genius or an idiot. if the atmosphere was fleshed out more. and there was more of an objective and narrative than just winning points, Psysal could be on to something great…
Jacek Wesołowski
12. Dec 2008 · 20:31 UTC
I liked it, but there seems to be a bug which apparently makes it unwinnable. No exits ever seem to spawn from range roads or county roads. This seems to be caused by the fact that you only allow exits when the number of lanes is more than 1, and those roads have one lane almost all the time.
olesoles
02. Oct 2010 · 17:37 UTC
All download links (linux/win/source) appears broken. Please, repair it. Thnx!

On The Road [FINAL]

On The Road is a small post-apocalyptic rpg game with cars. It should have been a better game but i had to cut lots of features and stuff to finish before the deadline. But after the deadline, i’ll continue working on this.

Here is my devlog.

And here is the linux binary&source codes. I’ll post windows binary tomorrow.

UPDATE: Windows port is here.

Tags: final, linux, RPG

Comments

08. Dec 2008 · 12:12 UTC
Re: Windows port: “The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail.”
MrPiglet
08. Dec 2008 · 18:30 UTC
Getting the same error as Doches with the windows port I’m afraid (on XP)
ragnor
08. Dec 2008 · 18:44 UTC
Sorry for the trouble. A friend of mine did the windows port. I’ll ask him.

LD13 MegaPack / Dec08

Since I end up downloading everything anyway, I once again built the ludum dare megapack.

The pack weights at about 227 megs and includes everything that I could download from each entrant. This is meant as a kickstart, not a definitive package. Some people may still be posting ports to new platforms, as well as windows executables for python entries. I hope so, anyway. Some people still haven’t even posted sources.

Anyway, to make things more fun, I’ll post the link to the pack as a reply to this post. That way people who may mirror it (or make torrents or whatever) may also post their links as a reply. Isn’t technology wonderful?

Anyway, it’s still uploading. Curse you, puny DSL upstream! I’ll post the link as soon as it’s done. Which should happen in about 40 minutes, if scp is to be believed.

Tags: free file hosting sites should be shot, harvested, how about a dedicated submission server next time, kickstart, LD13 - Roads, megapack

This entry was posted on Monday, December 8th, 2008 at 9:05 am and is filed under LD13 - Roads. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

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..

Puzzle Road! (Final)

Mac version!

Windows version (FIXED—let me know if not)!

Linux: Well, both versions include the source code. Just ‘gem install gosu’ and run ‘ruby Main.rb’. You should know how to do these things 😉

It’s all mouse-based because I tried to use controls simple enough to run on the iPhone (theoretically …). Hope it’s self explanatory, I moved the readme inside the game!

Known bugs:

  • The pretty Unicode star (see screenshot) doesn’t work on Windows :(
  • On WIndows, it opens a useless console window when you run the game
  • (Gameplay usually suffers a bit because there is no incentive to actually use curved streets, like more points for driving on them :/ Still, I got >36k on my third game and it involved lots of curves at least in the first two thirds!)
Features I had to leave out:
  • Bulldozers that appear instead of cars sometimes, and can break through thin obstacles
  • In turn, a limit on rotations
  • Powerups on streets—when collected, the landscape would scroll slower or you could access more than one item in the pipe
  • A wrap-around world—what leaves to the left, appears to the right etc.
  • Jumping tiles
  • One-way tiles
  • More sounds & music, pretty random landscape tiles,  etc. etc.

Tags: final, gosu, ruby

Final road : Bad Ass Frog Escapes from LA

Meh. Here it is, my final LD48 #13 entry: “Bad Ass Frog Escapes from LA“.

Get it here, for five different platforms. If you have a Java-enabled phone that can do a resolution close to 240×291 (aka, not an iPhone) you can try the mobile version at http://is.gd/aDRQ .

Tools used:

Postmortem later.

Tags: final, frogger

a bit late, but done!

Ok, I am about 10 minutes late.  I had to clean up everything bundle into a zip.  I only had time for one level, BUT you CAN modify or replace the level.  There is a level definition file named level1.txt if you want to peek at it.

INSTRUCTIONS:

arrow keys to move the character.
run across the road avoiding the trucks.
get close enough to the green box, and you win!

http://www.impellerhead.com/gamedev/ld13_negativegeforce.zip 3.4 MB

Tags: 3D, final, ogre

Comments

09. Dec 2008 · 07:07 UTC
hurrah! I made it!

Final “Crossroads”

It turned out pretty good despite much turmoil! 

 

It’s like scrabble or a crossword puzzle, but with more cars.

Crosswords Final

My original idea included lots of extra tiles that werent letters, like a one-way tile, and a gas-can, more letter slots, etc.. but i didn’t have time for those. Hopefully i’ll make a post-compo version next week.

Edit: added a 800×600 build for people on laptops and such.  Also fixed a last minute bug which prevented placing tiles in the first column, making the game unwinnable. 

Tags: final

Comments

Anonymous
08. Dec 2008 · 03:36 UTC
Fun game.
jovoc
08. Dec 2008 · 14:41 UTC
Thanks! I found another bug this morning, but it’s too late to fix it. The level “zigzag” is not passable because the game doesn’t let you place tiles on the right half of the board. That’s the next to last level, anyways, so if you get there, consider yourself a winar.

Rolling Down the Road – Final

The point of this totally awesome game is to roll a sticky ball down the side of the highway.  It’s kind of fun like pickup up trash and sharp plants next to the freeway on a hot day might be?  Eventually I’ll get some scoring in there.  Crack open a beer and enjoy playing on the freeway.  I sure did.  Scoring?  Do you keep score while wandering around next to US 15 in Las Vegas (think Bat Country from Fear and Loathing)?  I’d say everyone is a winner here.

This was my first LD competition.  I got started yesterday at noon (company party the night before, you know how that goes). I look forward to seeing what other folks have!

[Update: I fixed keyboard control so you don’t need a 360 Controller]
C# Source (complete w/ models in both .mb and .fbx)

[Update: Fixed the installer.]
[Update2: Fixed keyboard control so you don’t need a 360 Controller]
[Update3: Removed Shader 3.0 stuff – not needed – it’s 2 lines in the src if you want to change it.]
Windows Binary 
If this doesn’t work for you, please let me know. It seems to want to install .Net stuff if you don’t have it. If this becomes an issue, again, please email or comment.

One bummer – this is better with a USB 360 style controller, but it does work w/ keyboard. I fixed keyboard control after the bell.

Tags: final, xna

Bullrushes Final

http://cogsci.mcmaster.ca/~peter/ludumdare/midwinter_ld13.zip (Windows/DirectX 8/VC6)

 

Bullrushes is a pretty game in the artistic style of Okami (a PS2 title), where everything is drawn with a brush.  The player creates paths of light to guide little fireflies by illuminating bullrushes.  When fireflies come close together, they excitedly mate and burst away, leaving a new firefly in their wake.  Once enough fireflies have been born, the player must help guide them back to their tree stump hollow.

Artistically, I wanted to do something very different this time, taking a minimalist and abstract light on the theme (roads/paths).  I wish I had more time to add a japanese-themed simple score (maybe I’ll add one later).  An interesting fact — the game was created over about 26 hours, instead of the normal 48.

I’m very happy with how it turned out, and had loads of fun doing it.

 

(Quick edit:  I nearly forgot to mention, the bullrushes will only attract nearby fireflies — those that are about 150 pixels away.  If the fireflies aren’t moving towards the bullrush, you’ll have to find a closer one to light their path!  Similarly, the fireflies will have to be guided very close to the middle of their tree stump nest before resting inside).

Tags: bullrushes, final

Comments

Orangy Tang
08. Dec 2008 · 10:46 UTC
Er, Avast reports your zip has the “Win32:SkiMorph [Cryp]” virus in it. o_O
midwinter
08. Dec 2008 · 14:58 UTC
thanks for checking and reporting that!
midwinter
09. Dec 2008 · 00:07 UTC
note: i fixed the three white boxes on the bitmap/screenshot of the title screen. the gamma on my monitor displays them as the same, but it looked much different on other’s computers.

What to do???

Just noticed the voting gallery…what do we do if we did not mark our submission posts as final? I had some students working on games, and I don’t know if we all marked the final posts with final tags?

Comments

08. Dec 2008 · 01:31 UTC
Try to edit your post and add the tag: final
08. Dec 2008 · 01:48 UTC
yep, that’s what you do. Also be sure to upload a screen shot in that same post.
sol_hsa
08. Dec 2008 · 11:22 UTC
And note, he said upload, not link.

DoctorTease (Final)

DoctorTease

Mac version | Windows version

Linux: Source code is included with both versions. Just use ‘gem install gosu’, ‘gem install ruby-opengl’ and run ‘ruby Main.rb’. You can do this. 😛

It’s all based on the arrow keys and should be pretty intuitive. The game is limited to two minutes of continuous play.

Sorry for being somewhat late. Had to suffer through a few last minute shutdowns.

Update 09-12-08: Media loading should work on Windows now. (Ouch.)

Tags: final

Comments

08. Dec 2008 · 01:49 UTC
Hi there. Could you upload a screen shot too? See the “upload a screenshot” instructions above for how to do it.
Orangy Tang
08. Dec 2008 · 10:40 UTC
I got this error on windows:

C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/map.rb:5:in `initialize’: While opening media/road.png, the following error occured: The sys

(RuntimeError) the path specified.

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/map.rb:5:in `new’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/map.rb:5:in `initialize’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/util.rb:18:in `call’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/util.rb:18:in `r’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/map.rb:5:in `initialize’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/game.rb:8:in `new’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/game.rb:8:in `initialize’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/util.rb:18:in `call’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/util.rb:18:in `r’

from C:/DOCUME~1/MR714B~1.JOH/eee/eee.Main.exe.2/lib/game.rb:8:in `initialize’

from C:\DOCUME~1\MR714B~1.JOH\eee\eee.Main.exe.2\app\Main.rb:9:in `new’

from C:\DOCUME~1\MR714B~1.JOH\eee\eee.Main.exe.2\app\Main.rb:9

from C:\DOCUME~1\MR714B~1.JOH\eee\eee.Main.exe.2\bootstrap.rb:77:in `load’

from C:\DOCUME~1\MR714B~1.JOH\eee\eee.Main.exe.2\bootstrap.rb:77

:(
mathias
08. Dec 2008 · 11:50 UTC
E:/DOKUME~1/mathias/eee/eee.Main.exe.3/lib/map.rb:5:in `initialize’: While openi

ng media/road.png, the following error occured: Das System kann den angegebenen

(RuntimeError)en.

from E:/DOKUME~1/mathias/eee/eee.Main.exe.3/lib/map.rb:5:in `new’

from E:/DOKUME~1/mathias/eee/eee.Main.exe.3/lib/map.rb:5:in `initialize’
flgr
09. Dec 2008 · 14:35 UTC
Thank you for the prompt reports. Please see revised posting.

The morning after,

complete with a LD hangover. I have all the hangover simptoms.

Mouth is dry, i am dehidrated from the hectic programing. Forgot to drink a lot of fluids.

Sleep deprevation goes without saying. It think it should be in mentioned in some disclaimer or something.

My head hurts, not quite sure why. It shouldn’t.

The “What did I do last night?” affect. My left middle finger hurts, and i’m wondering, when did i bit off have of it’s finger nail.

“The Realization”, usualy just “I’m never dinking again.” A universal lie. My realization is, i make really boring games. Sadly that is true.

Guess LD is like a really good party. It’s a  blast, bbut god punishes you the day after.

Tags: LD hangover, next day, simptoms, the party is over

Video splicing advice?

Okay, so I have my 2500 still files ready to make a timelapse video, but I’m not sure how to splice them together.  Any software I should use? I have a mac, but I also have Windows XP, so anything but linux should be okay.

Also, I have seperate captures for screen 1 and screen 2. Is there any way to splice the two videos together horizontally after I convert them?

Comments

jovoc
08. Dec 2008 · 05:15 UTC
ffmpeg works well, on any of those OS’s
08. Dec 2008 · 05:26 UTC
Is there any guide as to how to use ffmpeg? I took at look at ffmpegx, the mac version, but there wasn’t any indication of it being able to accept still frames as input source.

Splash

Just though I’d note that I added in a splash screen and local caching of images and sounds, which you can consider not part of my original entry if you want. I just wanted to save your time and my bandwidth. :-)

fixed locale-bug

I fixed a major bug. My project had only a german locale language-file (even I acutally don’t use it 😀 ) which ends in throwing an uncaught exception at the beginning if you don’t have locale set to de_DE! I fixed only this. (If you play the game you will see I didn’t fixed any other bugs 😉 )

It is still available here:

http://thomas.trocha.com/ld13.html

Bugfix

Just wanted to point out to all who tried to play Interstate Trucking last night that I’ve fixed a major bug, and the game is now much less crash-tastic. I know, I know — I should really write the exception handling code during the contest, but in my defense, I introduced this bug while hacking together the last-minute Windows port, not in the original Linux version. Also, the source code is now online as well.

Please download the Windows or Linux version and give Interstate Trucking a try!

Comments

08. Dec 2008 · 09:34 UTC
hurrah!

Sombrero Runner(s), now with less restarting of game

changed the game so you came back to the main menu when you die and you can start a new game from there, instead of having to launch the game over again every time you die. Found this to be really annoying before I delivered, but could not think of any way to do it as I was too tired.

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

Tags: fix

Voting + Trophies clarification?

When I click on the voting page for LD13 it gives me a list of entrants, each with a number in brackets next to their name. What does this number mean?

Also, with regards to trophies, do I get to award just one trophy (out of all the games) or can I award several?

Comments

08. Dec 2008 · 14:23 UTC
name(number) is the number of people who have rated name’s entry.

And you can award as many trophies as you want, iirc.
sol_hsa
09. Dec 2008 · 10:04 UTC
Trophies are not serious (as should be evident when you look at some), and you can give out as many as you like.

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/

Technical hints / feedback

Thanks for the feedback so far. Just a quick technical update:

If the menu makes problems try typing the Letters (H) for Help, (Q) for quit and (P) for Play instead of using the mouse. (Escape takes you back to menu and from there out of the game as well). Blender as a 3D App calculates the camera, mouse position and menu surfaces in 3D space to determine if a “menu button” is “pressed”. It seems sometimes it gets a little confused. I am confident the great developer community at blender.org will work that out.

The link to the file (http://www.mediafire.com/file/ozdz3zkmfmm/Roadate.zip) does work. People have tested it several times. If you don’t get to the file please check your ad-blocking software.Also the file in the megapack works. I have tested it on two machines (Vista SP1 and XP SP 3).

Again, another possible solution is to see if you can run Blender by installing Python 2.5.2. from here and Blender 2.48a from here following the instructions for the MSVCPP redistributables as well.

If Blender runs, the game should run as well.-

Comments

HybridMind
17. Dec 2008 · 22:52 UTC
ok – so the link worked, I downloaded it and it still didn’t work on my friends 32bit vista box. So, I followed your MSVCPP redistributables link, installed that and THAT did the trick. Just in case any one else is getting crashes with hex codes on start.

Late windows port

A friend of mine helped me to port my game to windows just after the compo but there were some problems and i didn’t have time to deal with them. Because of that windows port was pretty useless, but now with the help of another friend i manage the got another windows port of my game. I hope this one works.
Click here to download windows port of On The Road.

updated version

I realize the compo version had some bugs. One critical bug was I didnt set the frame delta float variable. So when the game loop updated the positions of the player the player was teleported 10 trillion light years away because the delta was so high.

With version 2, there are now 2 levels and a respawn feature. For anyone that had problems with the compo version, I don’t think it would be a problem to vote with this version if you only play level 1.

Enjoy!

http://impellerhead.com/gamedev/ld13_negativegeforce_v2.zip 4.0mb

Gah!

Sorry about not being around lately to read comments or judge anything. My internet utterly and completely died. Finally managing to get on now at school, I’ll try and get a few more judged and sorry about the rapidshare link, I know it’s terrible but I didn’t have the time (or bandwidth sadly) to be able to search for a more reliable site. Thanks for the comments, I’m thrilled that people are actually looking at it.

Tags: Hughes net is evil

Comments

Thanks for all the comments so far! I’ve enjoyed seeing how everyone has liked the game.

Here are a few responses to some of your comments:

– Anyone who said there needs to be a restart button:
I fully agree, so I added one after the contest was over. There are also multiple difficulty levels in it.

– Anyone who said that it takes too long to load at first:
It’s because the sound files are wav, I’ll put them in ogg at some point. This loading time will only happen once, however, as it caches this data on your hard disk. So once you’ve loaded it once (basically equivalent to downloading it) then you won’t have to again for longer than half a second.

– Anyone who said it would freeze and suddenly rush forward:
I don’t know why I did this, but I definitely spent more time to get a dynamic frame rate going, instead of a fixed one. This was I guess to allow slow motion / ultra speed (you can see that easy mode is slower overall than hard), but I also wanted it to be able to adapt to any computer speed so it would be able to play effectively the same speed no matter what it was on, it would just skip frames. Unfortunately, when a ton of particles fly down this actually causes it to skip a bunch of frames. So I’ll either make it take a frame rate average for a longer period of time or I’ll remove this.

– In response to ondrew saying “I have to give technical 1 for the Java App Deployment stuff.”
I have no idea what you’re talking about and I don’t feel this is justified. Did you give me a technical of 1 because you just don’t like Java, or what? Java is a full fledged programming language and does no more for you than C++. I made it in Java because I prefer Java and because I’m on Mac, therefore it’s more accessible to me. Not because it’s easier or something. All of the technical impressiveness of this game (read: particle effects) would have been exactly as difficult on C++. It’s all using direct OpenGL access  which is equivalent in Java and C++. Please edit your review to explain exactly what you mean by “Java App Deployment Stuff.” Thanks.

– In response to Morre:
I totally agree with you, actually. It’s got sort of the basic gameplay in it but not enough variety to be one of my favorite pastimes. If you’re interested, you can try the post-LD version which improves the scoring a lot, adds in a harder (and an easier) difficulty, and also  fixes that score increase bug.

Thanks again, everybody! Hopefully my comments have been helpful as well.

Comments

18. Dec 2008 · 20:33 UTC
Sorry if I offended you with my comment. I didn’t meant it like that. Although I’m no Java fan, I’m not going to give you judge you because of the language of your choice.
18. Dec 2008 · 23:13 UTC
Ah, fair enough, I thought maybe that might have been it but I really didn’t understand what you meant.

BLDR Postcompo, Coming Soon!

I’ve begun work on the BLDR Postcompo version! The general consensus seems to be that this is necessary. I shall also be using the first versions of my LD/game library I’m developing as a wrapper around SDL. I’m open to suggestions! My current list…

  1. New name – Some people seemed to think BLDR was related to towlr, and some vowels would be nice.
  2. Improved graphics – The art was meant to be “temporary”, but all too often in Ludum Dare temp art becomes final.
  3. Modify to use the new library – save code space, etc.
  4. More gameplay elements – at least a few, though I’ll try to squeeze as much as I can out of the basics
  5. The roads – perhaps some changes to the way the road system works
  6. Animations – so when you die you don’t just get teleported back to the beginning
  7. Level editor – level editors are always nice
  8. In-game instructions – in-game instructions are always nice
  9. More levels – of course more levels
  10. Enhanced menus – ways to access all the new features

And I think that’s it about now… time to get going! Comment!

Tags: BLDR, LD13 - Roads, roads

Comments

SpaceManiac
19. Dec 2008 · 21:11 UTC
Oh, and sound of course.

Ludum Dare #13 Postmortem : Badass Frog & game dev for mobile devices

Badass Frog postmortem – the ‘meh’ factor

After my LD #11 ‘Minimalist’ entry was voted “most innovative” game, I’ve been trying to pride myself as “that guy that makes innovative games”. So I thought long and hard about the theme for LD #13, “Roads”, trying to come up with something innovative. But the creative juices just weren’t flowing, and it didn’t happen (I’d also just bought Shaun White Snowboarding: Road Trip for Wii, which was taking time away from ‘designing time’). After 12 hours, with no good ideas for a game I was actually enthused about making, I decided to make a simple Frogger clone – at least this way I could hone my Processing skills, and learn the ins-and-outs of Mobile Processing.

Some thoughts about developing for mobile devices

Turns out there is a whole “other world” of mobile development that I just hadn’t really thought all that hard about.

I’d assumed that the whole write-once-run-everywhere thing would have been done properly for Java on mobiles. J2ME (and by extension, Mobile Processing) would have some sort of smart abstraction layer that makes things behave gracefully across various phones … right ? Wrong. Not so. It has become clearer to me now why J2ME MIDIlet development can be a royal PITA: significant differences between devices – screen resolution and aspect probably being the most immediately troublesome. This will more than likely apply to Android powered devices too, which once they start arriving en mass with various random specifications next year. The Android SDK deals with heterogenous devices in a cleaner fashion, via seperate “resource files” (which looks like the J2ME Polish approach ??), but it still leaves the developer to make sure variations between devices are dealt with. The iPhone, despite having far less handsets out there in the wild compared with J2ME capable phones, has a distinct advantage for developers at the moment … you are essentially only targeting one device (okay, maybe two if you count the original non-3g iPhones, or three or four if you include iPod Touches). That said, no one would be silly enough to believe that future versions of the iPhone will have the same screen geometry and capabilities, so I think the problems have really just been ‘delayed’ for iPhone developers. It will be interesting to see how these problems are dealt with for something like, say, the iPhone Nano.

The Processing language for games

While Processing was designed as a language for coding visualizations, it has pretty much everything you need to make simple games; graphics (bitmap with transparency, vector graphics, even OpenGL 3D), mouse, keyboard and joystick input, and sound (samples, MIDI, basic synthesis, via the minim library, among others). Since it’s actually just a layer built on top of Java, you can also do some more advanced things by incorporating regular Java code, outside the scope of the simplified “Processing” language. Things like collision detection are missing “out of the box”, but rectangular collision detection isn’t tough to whip up yourself. The weakest link is probably the sound support, which seemed a little flaky for me – samples triggered via minim seemed to have some unavoidable lag (others have reported similar issue on the forums). Overall, I’d say its still a fair contender against something like Pygame for quickly mocking up little games. One advantage of Processing over Python programs is that stock-standard Processing IDE can produce executables for Linux, Windows, Mac OSX and a Java applet with about three mouse clicks, no matter which platform you are actually running it on. I searched but didn’t find a decent ‘game framework’ for Processing – someone (maybe me) should write one, since it could do with some convenience classes and functions.

Mobile Processing – what happened to my floats

Mobile Processing is very similar to the core Processing language, but it can export applications as J2ME MIDlets which can run on Java capable mobile phones. I started writing my game in Processing, then ported it over to Mobile Processing. One thing that is missing in Mobile Processing: the float data type. In my simple game, it wasn’t too hard to just change my floats to ints, and with a few tweaks to deal with rounding errors, everything worked okay. But if you need floating point calculations, there are some tricks to deal with arithmetic of fractional values. Mobile Processing is lagging slightly behind the recently released Processing version 1.0, but most of the function name changes are trival (eg, framerate() vs. frameRate() ).

The collision detection issue

A few people have commented that the collision detection in Badass Frog isn’t great. Well, that’s not a bug it’s a feature :). No seriously, it started as a bug, but then I realized that it nicely gave the illusion of making the frog only vulnerable if it was run over by the wheels of the car. But, it probably doesn’t match the expectations of the player, and so feels buggy; lesson learned … cool ‘features’ (aka serendipitous bugs) may not be so cool if they don’t adhere to pre-estabilished conventions and just confuse/frustrate the player.

Conclusions

So, the game I’d produced after 48 hours was extremely basic, and probably not worth more that ~ 1 min of anyone’s time. I did deliberately tweak the difficultly so it ramped up quickly … I figured it was better to kill the player before they gave up out of boredom. As is always the case, I could have done a lot more with it (online high scores, the classic “river with logs” instead of just roads, bonuses ?), but instead got caught up in technical issues; playing with the sprite sizes / layout to get a version that could work on many screen sizes, and getting sound to work in the mobile version. The result was that I learnt a lot about the issues involved in developing for heterogenous mobile devices, but didn’t have much of a game after 48 hours. Summary: simple game, but learnt lots. I’m pretty happy with that.

Tags: android, iphone, j2me, postmortem, processing

Comments

HybridMind
19. Dec 2008 · 11:05 UTC
Thanks for sharing your experiences here regarding mobile dev. I hadn’t played frogger since the original so considering how many years ago that was it was almost ‘fresh’ again.. 😉 I think it is great that something like LD can provide a nice impetus to learn a new tech or the motivation to try something risky which you might not do out of procrastination or inertia in a non-LD context. The only mobile dev I’ve done before was PalmOS games for my Visor which was a lot of fun to have all the old limits (like being on ‘old’ hardware) reminded me of my 286 ASM days where optimization mattered again. :)

Rara Racer Mac Build

I’ve made a direct mac port, it’s available here:

OSX 10.5 (2.3MB)

It’s identical to the windows one. I had been meaning to tidy up both a little bit before this release, but I haven’t had time.

Also, I’d like to say that I had a lot of fun this competition and, though it took some not inconsiderable amount of time time, and also playing through what entries I could; some really beautiful stuff came out of this competition. I look forward to the next one…

Comments

19. Dec 2008 · 01:48 UTC
Hm, won’t run on my Mac, quits unexpectedly.
19. Dec 2008 · 02:00 UTC
ah, thanks for letting me know: my bad. I’ll fix that now…
19. Dec 2008 · 03:19 UTC
Yup, works great. :-)
19. Dec 2008 · 03:21 UTC
hurrah. can go to sleep now.

Post Mortem + Control Improving Update

Right, now that I’ve taken steps to correct the control irritations in Only Forward (see below for the updated version) this seems like a good time to write up a postmortem for the competition.

What I aimed for:

LD13 was my first Ludum Dare competition, and whilst I’ve previously dabbled in coding with tight time limits it’s the first games competition I’ve entered into, so it was all pretty new to me.

My goal from the start was to try and make a game that was essentially complete/polished etc.  I was less worried about managing something technically impressive, or dramatically original, I just wanted to *finish* something in the time.  This ended up shaping the majority of the game, I picked the concept I did because it required minimal simulation, the graphical style because I wouldn’t need to make too much etc. etc.

What went well:

I’m really happy with the direction I took, and particularly my choice to bite off as little as possible.  I ended up being able to get the core gameplay, graphics etc. down very quickly, and that left me with a lot of time to polish and polish.  Were it just a prototype (say what I had at the end of day one) I’m not convinced it’d have been very good, but I’m pretty happy with the fleshed out version.

Following (not quite to the letter, but not far off) the Survival Guide paid off to, it’s a very good set of advice.  I think even the time I spent blogging/on irc/or cooking all ended up helping me keep sufficiently distanced to be able keep polishing and improving something despite being so close to it for such a short length of time.

What went badly:

The controls!  I was a little bit worried about them from the very start, and with all the time I spent polishing the rest of the game I could have easily taken the hour or two I’d have needed to do something less frustrating.  I think the problem was that by the time I had the free time to deal with such things I was so familar with the controls I’d put in earlier on that they just felt natural to me.  I should perhaps have got more feedback during development (and listened more to that I did get).

The other issue was that I couldn’t really see a simple solution and I didn’t want to spend time faffingiaround on something that might not have even worked.  The solution now seems very trivial with the benifit of hindsight, you just allow directions to be pre-selected before the junctions.  It’s the only thing I’m *really* unhappy with in the game, and as such I spent a little time fixing it.  The updated version can be downloaded from http://jwhiting.nfshost.com/coding/onlyforwardfixed.zip it is perhaps worth mentioning that the only thing I’ve changed is the controls, and also that if you’re still judging entries do play the genuine entry instead. The updated version for the unlikely event that anyone wants to play a better version after they’ve made their mind up.

Conclusion:

Wow, that was a bit more epic than I was expecting, congratulations if you’ve just struggled through all of it!

Overall I really enjoyed the competition, I’m definitely looking forward to the next one (fingers crossed I’ll be able to enter it).  It was all a lot of fun, and some extremely impressive stuff was done (just not by ‘safe option’ me).  I’m quite looking forward (only forward, har har..) to seeing the results tomorrow too, I never thought I’d care about that side at all, but it’s kind of exciting nonetheless.

Tags: postmortem, update, updated

MiniLD#6: Collab

Time for another mini Ludum Dare competition. This one will take place on the 10th and 11th of January, since the first weekend is very close to the holidays.

The idea behind this one is, to take all of your entries and bind them together in what would look as a single game. To achieve this, this MiniLD will have to themes. The main theme, the red line of the competition, will be the same for all, and set by me. The second theme you can pick out for yourself from a list of themes and reserve it for yourself.

Technical details, start time, etc. will follow.

Tags: announcement, MiniLD #6

Comments

SpaceManiac
21. Dec 2008 · 22:11 UTC
Ooh. This could be difficult, seeing as I have only one entry.
22. Dec 2008 · 00:32 UTC
Yeah, for people who have only done one LD before, is it possible maybe that we can just combine previous LD-ish games we’ve made? For example, I have a game I made for an 84-hour competition and another I made in a week. I could take 48 hours worth of elements from those.
threeeffhex
22. Dec 2008 · 00:50 UTC
I think he means each of your entries, rather than all of your entries – not sure though, but that’s how I read it – the idea would be to take whatever each person entering the competition creates during the time period, and stick each persons entries into one game.

Not take each persons previous work and stick all of that into each persons full game.
matrin
22. Dec 2008 · 08:29 UTC
Yeah. 😀 I meant each person miniLD#6 entry, and stick all of those together. threeeffhex made it more clear. 😛
HybridMind
22. Dec 2008 · 10:10 UTC
I’m sorry– but I think I’m still confused! 😉 How can we stick together what we haven’t created yet?? I am interested in trying out this miniLD thing so I will wait if anyone can clarify this further for my brain which is apparently being slow this morning. :)
03. Jan 2009 · 00:12 UTC
Is some sort of common story / theme / gameplay going to be discussed beforehand, or are we all just set loose to create whatever? How is this going to work?

LD13 Winners announced!

Congrats to increpare, bluescrn, PsySal and to all the rest!  And a big thanks to those who stuck around to vote on every entry.

Get the results here!

Iron Roads – Thanks

I just wanted to thank all the people that graded my unfinished game.  I’m very apperciative of all the encourging comments.  Many of you will be happy to know that I’ve continued to work on the game and will keep you posted!  Finally, thanks to the mysterious super secret ludum dare organizers.

Tags: MrPhil

Thanks!

I’d like to thank everyone for helping out with my first experience in LD, especially on the IRC. I was dumbfounded as to what to do with the theme of Roads, but thanks to just randomly typing on the IRC, I got my idea (Very poor, but an idea nonetheless). I know my entry failed, and broke a few rules (audio, pictures of chuck norris 😉 ), but I had fun with it, which is the most important part. I’m eager to see what we have next time around. Hopefully I’ll have a better idea of what to expect of everyone else, and what to do. See you all when LD 14 comes about!

 

-Brandonman

CoMuTor – Post Compo

First of all, thanks so much to everyone who left feedback to me in the ratings area.  I have taken a bunch of the suggestions that people made and have worked more on improving CoMuTor in the past 2 weeks.  Here is the latest work in progress of a post compo version of CoMuTor.  The readme file contains all the changes that I made so far based on my own and others feedback.  I welcome further feedback in the comments on this post for anyone that liked CoMuTor enough to try and play it again.  I’m just having fun working on aspects of polishing and modifying this silly little game.  I look forward to more Ludum Dares!!

CoMuTor v1.1 – Post Compo win32

Changes from compo version:

– added visual score feedback and level indicators
– added 3 minute time limit
– made it harder to eat people
– points scale with faster/smaller vehicles
– rebalanced point system
– rebalanced timing / car release system
– vehicles have different speeds now
– added people to vehicle sprites
– broke out car and suv sprite body for better coloring system
– crushing gas trucks no longer counts towards crush count
– vehicles running into you no longer spawn people
– adjusted menu instructions to reflect new changes

Tags: comutor, gosu, postcompo, ruby, update, win32

Comments

Gilvado
24. Dec 2008 · 17:40 UTC
Really like the changes you’ve made. The visual score feedback makes an enormous difference. Time limit means that you don’t always end up with a massive negative score, either :D. Made the game a lot more fun!

MiniLD #6

Because there was some confusion around my previous post, here is a more detailed description of the way this MiniLD will take place.

At the start of the competition (which will be anounced soon enough) i post the name of the main theme, and a list of themes, that the competitors can select from. A competitor selects one theme from that list and writes it’s name next to it.

The competitors then creates a new game from the main theme, and the theme he selected from the list. The game doesn’t have a menu, insteed it should just have a simple start screen with brief instructions.

After 48 hours the competition end. Each submited entry for MiniLD#6 is then taken, and loaded into a framework which I will create. The entries are then run inside the framework, like levels of a game.

For now, the platform of interest will be windows. If it will be possible to port all the entries to linux and mac, then hopefully there would also be a version for those platforms.

In a nut shell: you get two themse, create a simple game, I take that game and stick it together with other entries, creating on bigger game.

I hope this is clearer than before. 😀

Comments

HybridMind
22. Dec 2008 · 11:10 UTC
awesome! (thanks for the clarification!)
22. Dec 2008 · 15:25 UTC
Yeah, that’s clear. But one question with that… how will your framework work? Like if I write something in Java Webstart that’s obviously (or probably) not going to mesh well with your framework. Does it all need to be in C++ or have an .exe or what?
SpaceManiac
22. Dec 2008 · 16:56 UTC
Okay, yeah, that makes MUCH more sense. I can hardly wait!
23. Dec 2008 · 17:15 UTC
Works with how I make stuff (plain old C++ exes)! Will there be more to it, like data we can/must access or something to actually tie the games together? I’m not sure what exactly, just wondering.
24. Dec 2008 · 14:59 UTC
Excellent! I assume you’ll give us a look at this quasi-mythical level framework before the contest?
26. Dec 2008 · 04:07 UTC
And when will this compo take place?
Anonymous
26. Dec 2008 · 11:31 UTC
drZool: here is a quote from matrin on his previous post which gives the jan date.

Lost Roads Post Mortem

I know that it is late for such a thing, but I still will give it a try.

It was my first Ludum Dare, as also was for many others. My first mistake was using only the first 24 hours of the contest to finish my game. That was because of the fact that the game got more and more detailed in time, and it began to get harder and harder to test the game, which ultimately resulted in me getting bored.

What did the design consist of:

A post apocalyptic world, the ability to build hotels, oil wells and gas stations, fighting different types of mutants and enemies, a story which allows the player to take two different paths, increasing difficulty, the ability to empower your gun and get more and more guards(which had a bug), gambling(which I ultimately removed) and random encounters.

What went wrong:

It was just me, I think. If I had used every bit of my 48 hours, this game would’ve had turned out to be great. But the changes in design and UI pretty much made the game unplayable except me. A programming error in guards which caused the game to crash when there were no enemies was the only critical programming error, I believe. The rest were just results of laziness. The tutorial also was incapable of teaching every aspect of the game.

There still is hope:

I am still developing the game and the engine further. This time, the game will take place in a low fantasy world. The map is now more detailed with randomly generated names, towns and quests, as well as loot. The boring battle part is also removed from the game, to be succeeded by a old prince of persia-like fighting system (I also plan to implement a guitar hero style swordfighting mode). It will eventually be released, though not in this year. It is to be named “Sanity’s Eclipse”.

Comments

23. Dec 2008 · 06:36 UTC
I hope you make something good of it dude: it’s a really nicely *sized* game, I think, and has a hell of a lot of potential to be very satisfying.

Exproad, Improad, Reroad! Post Post Mortem

Wow, I’ve got the best food, and the second best journal.

Hahahahaha.

I can’t say I expected that, but I did expect EIR! to land just about where it did in the other categories. 14th overall, with my other places in that ballpark. That’s top 24% which really isn’t bad, and I said to myself after playing everyone else’s games, “it’s one of the better games but not one of the best games.” And I was right.

One thing that I learned from this whole experience which I hadn’t gotten from my previous game ventures was a chance to see what’s successful. After creating them I think I have a good feel for which of my games have something really good going for them and which don’t, but that’s different than being able to specifically point out what gets acknowledged by the community as “good.”

So, what is good? What does that really mean? In Ludum Dare 13, it means something that looks complete, and not something that looks like it was made within a time limit. The vast majority of the entries to LD13 were more like demos and attempts than completed games (mine amongst them), because people would finish an engine and time would be up. The top 5 places in overall could all be described as games that  set out to achieve something and did it. Complete products, no holes anywhere. That, I believe, is the most important piece of doing well in a 48 hour competition.

There’s more to it than that, obviously. The game needs to have something unique in it to set it apart. Some of the games submitted were complete but didn’t do amazingly well, mostly because they didn’t stand out enough. Increpare, the big winner of LD13, made something that any one of us could have done. His gameplay is crazily simple, the execution of it not at all complicated. But his idea is so standout and brilliant that he went away with 5 medals, all of which were gold. Then there is PsySal, who weaved an engrossing story, and bluescrn who who executed incredible gameplay. All of these approaches are different, but the key point is that they all stand out.

Similarly, you also need to have a sort of minimum level of execution in every other category. If there is one part of your game that is memorable because it’s bad, then you’re pretty much out of the running. When I saw the initial screenshots of these games I thought Fiona’s entry was a surefire winner, because the presentation is so slick and the idea so cool. But when I played it the controls were so difficult that this potential was immediately eliminated. Meanwhile although increpare’s gameplay was ridiculously simple, there was something about creating that movie length time limit and the maddening screw-you-over mechanics that made the gameplay good, and some people spent a lot of time trying to get to an “end.” His gameplay certainly wasn’t the best, but because it wasn’t at all bad, his game was able to seem like (and become) a winner.

So, in the end, what you need is:
1) A complete-feeling and polished game.
2) Something that makes your game stand out.
3) No major or easily noticed problems with your game.

Easier said than done, of course. But the most noticeable thing to me is that bells and whistles and complexity of gameplay are completely unimportant. It’s much better to take a simple idea and make that work perfectly.

Comments

23. Dec 2008 · 05:00 UTC
I don’t think that perfection as such is necessarily the best goal (at least it’s not what I tended to appreciate in entries). For me, psysal and erik’s entries were amongst the most striking, and both were very clearly incomplete.

Digital Road Jam – Post Mortem

12th in Overall and 5th in Innovation. Not to bad for a bugged game I guess. It sucks bigtime that I bugged mission 5, which means nobody got to play the “speed” mission.

The good

The graphics where not great, but people liked them. I’m so glad that I went with the simplistic line style. It saved me time doing graphics and I did not have to load any resources. I only spend like 30 minutes on the car graphics and the line drawn font.

Box2D did a nice job, while I could have tweaked the controls better, the engine acted fine on large load. My biggest fear was that the large amount of ‘objects’ that I created would slow the engine to it’s knees. Special thanks to Erin Catto (creator of Box2D) I think I scored points just because I used this engine.

Time, I never thought I could finish a game in 24 hours (I noticed to late that LD13 was that weekend, and had other plans made already) but with cutting some corners I did finish something. I’m surely back next time. (with food photo!)

The Bad

I should have taken the time to add some sound, and test everything. I broke mission 5 just before my final compile, and I forgot to add the frame limiter (if you run the game at 120Hz the game runs twice as fast as on 60Hz) a few simple tests could have catched this.

Controls, I never got the high speed stearing right. Not sure how to fix it, might need to change the stearing angle depending on the speed. Or ‘fade’ the stearing from zero to max-stearing when you hold the button, instead of giving max-stearing instantly.

The map generator has some issues. The AI paths generated are fine 95% of the time. But sometimes they where just plain wrong. As I spend most time on the map generator I still had to make a game after that.

The AI was stupid, too stupid. They piled up so easy, there is some “teleport yourself away when stuck and not seen” code just to keep everything moving, but that didn’t prevent jams, it just solved them when you where away. I made up the game name later to make up for it a bit.

Also the lack of chooses for the player made the replay value low. After you got to mission 5 there is not much left to do. And if that one worked you got 1 more mission and just random old missions after that. You don’t upgrade anything, surroundings never change, and you never get to shoot anyone. I got the feeling that I could do a lot more in 48 hours next time.

Comments

Barbouz
12. Jan 2009 · 11:57 UTC
Hello Daid,

Better Programmer Art

Woot! My article got featured on gamedev.net:

Better Programmer Art: Or how to fake it as a game artist.

I use a lot of examples from past LD48 games (mine and others), and most of this is stuff I’ve learned through doing these contests. Ironically, in the most recent contest I didn’t have time to replace the placeholder art so it pretty much ignores all of these tips. 

Hope this is helpful to the community. Enjoy!

Jovoc

Tags: art, article, programmer art, sprites

Comments

philhassey
29. Dec 2008 · 22:24 UTC
nice article .. i really liked the lobster with the butterfly wings :)
30. Dec 2008 · 04:21 UTC
Woot! Smiles is “a great example”! Wooo!
HybridMind
30. Dec 2008 · 15:46 UTC
thanks for the great article. some very useful tips there to think about. love the blue lobster too!
pekuja
03. Jan 2009 · 02:22 UTC
Good read.
05. Jan 2009 · 20:48 UTC
Fantastic! I printed it out to read later since I was at the day job, but then decided to read it immediately anyway.