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Archive for April, 2009

Video for the crashing people

Posted by (twitter: @shrrt)
Monday, April 20th, 2009 11:58 am

Here’s a little bit of video from the final build, since so many seem to not be able to run it. I tried running this on the various machines I have at my disposal, and they all ran it fine. So i’ll chalk the crashes up to people missing .NET/XNA binaries. Nothing new there :)

Video, lookie!

Torrent! (for Windows)

Posted by
Monday, April 20th, 2009 11:51 am

I want to tell you a story, a story about something I hate.

“But why,” you ask, “would we want to hear your story?”

I’ll tell you why: do you know what I hate? I hate free hosting services. And so, instead of my daily dose of self-flagellation I decided to download all of the windows-playable LD 14 games, many of which were hosted on places like 2share, rapidshare, getdropbox, etc. This was painful.

But, like any other zealot who has recently undergone such a rugged purificaiton, I have Good News! Instead of jumping through these hoops yourself, you can instead download this:

Torrent of Windows Binaries!

There. Now I’ve taken away your excuse; you have to vote! And, once you’ve voted, please (please!) take the time to seed this for a week or so. I’m only one man, and, more importantly, I’m only one man with a single DSL connection.

*note: Where possible I’ve included whatever each participant marked as “download for windows” or similar. If a downloadable Java or Flash version was provided, I included that instead of the online version. Where no windows binary was available, I included the source code if it was in a language that (might) run on Windows (i.e. python+pygame, Löve, etc.).

**note: Missing from this torrent are: secret_knitter (broken download link), winferno (broken download link), increpare (OS X only), GBGames (Linux only), and eugman (*nix only). Please remember to look these games up and find a way to play them!

***note: URLs for Flash games hosted online but not linked for download are listed in the file “Links to Online Games.html”.

Thanks to allefant: Windows version is done!

Posted by
Monday, April 20th, 2009 11:44 am

http://www.ludumdare.com/compo/2009/04/18/i-hereby-dub-the-spacewalls-final-entry/

Thanks once again!

Comments if it doesn’t work, but it ought to since it does on my machine! ;) (Fingers x’d.)

Wallcraft Update

Posted by
Monday, April 20th, 2009 11:35 am

http://gamejolt.com/games/wallcraft/files/wallcraft/download/65/92/

 

Changed a couple things that some people in my web design class mentioned.

  • Icons over buildings different colored to make it easier to tell them apart
  • You can now pause by hitting escape
  • Slightly changed the cloud sprite because it was bugging me. :P
  • Fixed a glitch where holding both arrow keys down would make things move really fast.
  • Magic has a little effect when it hits something and can also very slightly slow the wall.

 The feedback was surprisingly good considering I didn’t even enjoy my own game all that much. People in my web design class gathered around my computer attempting to beat the high score of this one guy who somehow managed to get 2995 points. No one could beat it, and then he beat it again getting 3018 points.

And then, someone on Gamejolt rated my game 1 out of 5. Now, normally I wouldn’t mind (much), but whoever gave the rating didn’t leave a comment with it, which is fine with sites with thousands of people rating every day, but that 1 is my only rating so far, and he didn’t even bother to say why he so disliked my 2 days work. 

Ok, mini rant done. He probably just thought it wasn’t fun, any way… isn’t that why you normally dislike a game?

Oh, am I supposed to say, like, “This patch should not be taken into account when voting yadda yadda yadda,” or something? If so, than the read inside the previous quotes.

Too Heavy for Re-Entry Timelapse

Posted by
Monday, April 20th, 2009 11:02 am

Here is the timelapse for my game. It’s very short because I only spent about 8 hours developing.

http://www.youtube.com/watch?v=CGy94EFjw1k

The story of arcticum

Posted by
Monday, April 20th, 2009 10:56 am

A good week-end that was. I am pretty satisfied with what I came up with.
Here comes a (rather long) reflexion about the process of creation.

(more…)

Small fixes for people that could not play.

Posted by
Monday, April 20th, 2009 10:27 am

screen6

Made a small fix for some people that couldnt run the game due to shader requirements.

I lifted said requirement, but its untested. Please let me know how it works out.

Also added a fullscreen version.

Same url here:

X0utFinal.zip

Stuck?

Posted by
Monday, April 20th, 2009 9:57 am

Deathbeam patch

Posted by (twitter: @noonat)
Monday, April 20th, 2009 9:44 am

I’ve uploaded a patched version of Deathbeam! It offers a big performance boost, rendering and collision fixes, and tweaked scoring. After I released it I found that it got horribly chuggy on pretty much any computer but the one I developed on (except when I was in OS X… weird).

This should not be considered for voting, of course!

You can get it here:
Windows: deathbeam_p3_win32oo.zip Mac: deathbeam_p3_osx.zip

And Python source is here. If you go that route, I recommend running it with python -OO deathbeam.py.

Bunny Press timelapse

Posted by
Monday, April 20th, 2009 9:43 am

On youtube!

Also, I changed the applet version to allow resetting the level with escape or backspace, but that is NOT the competition version of the game. A link to the competition version is provided on the website.
It’s a shame I forgot to add this during the competition, as it’s fairly easy to get stuck.. :-\

TD@tEotT strategy and spoilers

Posted by
Monday, April 20th, 2009 9:35 am

I’ve fixed some bugs in my game, and posted a strategy guide/spoiler sheet for it on my blog. The link provided in my final post still goes to the Ludum Dare version, bugs and all, but if anyone likes the game, has already voted on the official version, and wants to play an ever-improving, less buggy version of it, it’s at:

http://www.benefactum.ca/flex/dark_tunnel/

The blog post with better explanations of how everything works is at http://www.benefactum.ca/wordpress/

TD@tEotT… How’s that for an ugly acronym, incidentally?

Dire straits...

Journal #too many. The final countdown.

Posted by
Monday, April 20th, 2009 9:10 am

22:43
Continuing sprites.

01:25
All boni have sprites. The ice and the sea are colored too. The bullets now have trails of smoke.

02:15
There is an island and a bunker on it. How come that took me 50 minutes??

Here stops the log because I clearly had something else to do than write a log… But this is what happened:
I drew the sprites for the collectible boni, which took a while. Then I made the seal sprite. I realised it was so small that I could cheat and rotate/flip it to make 3 other directions. Then I made the sprite used for the last two direction, and the code to take care of the drawing depending on the angle.
At that point I was supposed to do the same for the bears, but I realised it would take me took long, so I delayed indefinitely. Instead I made the opening screen.
Then some sounds, really fast with sfxr. I decided not to lose too much time with that. Actually I *was* fast. In maybe 20 minutes it was done.

Came the terrifying moment of parameters tuning and play testing. I must confess I didn’t do too much of this, so there is a chance the game is too easy, or too hard.

Then I had one hour left, and thought it would be awesome to make music while checking nervously the clock and all the people on IRC saying that they were done already. It went pretty well too.
Now five minutes before deadline, it was time for packaging. Which, with Löve, is supposed to be as simple as zipping stuff up and posting it proudly on the dev blog. Heh, something *had* to go wrong. The “compiled” game didn’t run. Cause: I used Lua modules to divide the game in several files. Worked OK as long as the running directory actually contains these files. Once inside the .love file, you can access them only with Löve’s special require function. So OK, I changed that. But then something else broke. The game half worked. Some stuff was there, some was not. The biggest weirdest Heisenbug I had ever produced. After half an hour of not finding the problem I still posted the game, instructing to run it unzipped (which forces people to install Löve, which I knew for sure would discourage 90% of them).
When I still didn’t find anything, I went to bed, at about 8:30.

A good day’s sleep later, I tried again to beat the beast. And it took a while. Finally, the problem was as follows (non Lua people, you may skip). At first, I used modules to separate my app states (menu and game), so every variable created inside of them was stored in the corresponding table. When I had to switch to non module separate files, almost nothing changed: instead of being table members, all new variables were simply global. Since I did happen to have no variable collision, it didn’t change anything. Except that one variable did collide, “debug”. debug is a standard Lua table, and overloading it with my debug boolean switch did screw everything up. I suppose that Löve uses these debug functions.
So all this time I just had to rename debug to debugmode and tadaa.
Packaging followed.

Now I have to play the 122 other games.

Darkness Game

Posted by
Monday, April 20th, 2009 8:28 am

http://www.zshare.net/download/5889969025612f1d/

The forces of light have killed your master, you have to go to the inner Sanctum to revive him!

The music can be found here:

http://www.ocremix.org/remix/OCR00498/

The game runs in fullscreen, at 1024X320 . After multiple attempts, I still can’t get this image to appear in 1024X320, so I give up.  PICTURE IN CORRECT RESOLUTION:

http://img7.imageshack.us/img7/9735/darknessgame.jpg

EDIT:  This post was made on time.  It would have been up sooner but I’m new to the word press system, and didn’t realize you have to hit “Publish” Instead of just save.

Timelapse – The Haunting

Posted by
Monday, April 20th, 2009 8:07 am

Here’s the timelapse for my entry… Text got cut off in someplaces because of the font I used… :\

Timelapse

Windows port

Posted by
Monday, April 20th, 2009 7:37 am

After several hours of screams, cursing, tears and mild violence towards inanimate objects I have a windows binary for your enjoyment. In case it doesn’t work for you, (which wouldn’t surprise me that much :( ) you can shove it up your… :D

Download

Black Hole Comming – Fixed

Posted by
Monday, April 20th, 2009 7:29 am

Hello,

For all of those that want to try my entry and found an import error, i fixed it (it was caused by pymunk, i forgot to remove pymunk import from code).

I also reduced the zip package by half it’s original size by removing useless files and version control info. So for you that already download the broken version it will be less pain to download it again.

Download

http://bannergame.googlecode.com/files/rollbak_LD14_BlackHoleComming_Fixed.zip

Here it is also WIN32 .exe:

Download WIN32

Here is a screnshot of my entry running in Windows XP (at work pc..shhh):

Mini LD #9

Posted by
Monday, April 20th, 2009 7:26 am

Submissions for Ludum Dare #14 may have just ended, but don’t retire your braincells and pack your coffee mugs away quite yet. Because on May 22 at 9PM EST… destroysound presents… a Ludum Dare production…

MINI LD #9
May 22, 2009, 9PM EST-May 24, 2009, 9PM EST

Yes, it’s a little early to announce this, but I want to make sure everyone has some time to adequately prepare. I’m going to spoil the theme slightly here by telling you that whatever tools you decide to use, you will need to be able to have access to a computer (gasp) with a soundcard (shocking) and some method of replicating sound (i suggest headphones or speakers) as well as an environment that can play back one of the following types of sound/music files:

  • .WAV sounds
  • .MP3 or .OGG tracks
  • .MID music files
  • .XM modules

The more of these you can support, the better.

Any code you write with this intent between now and then is acceptable for use in the compo. That means you can’t write your game now, but any code you write (or have written) that experiments with sound, manipulates sounds or otherwise mangles/destroys your audio interface is A-OK to use. All game logic must be developed in the 48 hour timelimit.

In addition (this is not required), you might want to get familiar with some sort of audio editing tool/music tracking software/thing to make your soundcard flip out, if you so wish. For free tools of this sort, check out Audacity, MilkyTracker or Pure Data. In addition, people have written some nice audio generation tools specifically for LD and game design: check out SFXR if you haven’t already. If you have any other suggestions, feel free to respond to this post and let us know what you use.

Aaaaand.. that’s all you need to know about MiniLD #9 right now. I’ll make another announcement after the post-compo hysteria dies down. Hopefully you are intrigued enough to give it a shot. See you then!

Snap To Grid walkthrough/gameplay vidja

Posted by
Monday, April 20th, 2009 7:12 am

The screenshot I posted with my entry was so ugly and distorted and the game was overall so impossibly hard that I decided to upload a video of how to beat it. Silly, but who cares.

Watch it here! I’m not sure if you can embed videos here, so you’ve got to use the link.

Overall I must say that I enjoyed the compo this time a lot, even though I was waiting for a different theme… ;) There have been many very cool games, too!

What if they never stopped building IT?

Posted by
Monday, April 20th, 2009 6:58 am

What if they never stopped building IT?

What I learned with this LD is that 12 hours is not enough to develop a game, at least for me. For first day the competition my only progress was that I had the idea for a game in the theme of “Advancing Wall of Doom”.

My toughts during innovation followed path quite similar to this:

  • What is the best known wall of the world? - The wall of china!
  • How it may cause DOOM? – Of course it would have caused DOOM for all mankind if the chinese people hadn’t stopped building it! Sooner or later it would have covered entire face of the earth!
  • The construction material for the “uber wall of china” would come from other human made constructs (cities and protective walls in my game) . The player tries to protect his cities by building his own walls (inferior to “uber wall of china” of course). Too bad that the hard working chinese workers can also use steal protective walls for building material, thus making the construction of their WALL OF DOOM even faster.
  • The gameplay would have been an hybrid between Amiga game Masterblaster (the advancing “spiraly” wall) and the game classic Rampart (building your own walls using wall blocks not entirely different from tetris). The gameplay should be rather hectic and emphasizing on intuition rather than logic.

So what did I manage to complete in 12 hours. A lot, if you look back:

  • I managed to set up dev enviroment on my secondary Ubuntu Jaunty box, consisting of MonoDevelop, SDL.NET, GIMP, Audacity, ffmpeg and others.
  • I got a world with advancing china wall, (for now) invisible chinese workers, dwindling cities and basic wall placement rules.

I’m missing:

  • Protective walls for players and mouse controlled way of placing them in Rampart style.
  • Animated chinese workers who carry bricks from cities and player walls to their own wall.
  • Score counting. Every tick with cities gives you points, when all the bricks from the city have been stolen to the chinese wall, points are no longer gained.
  • Menu, hi-score and some sort of winnablility.

Perhaps I will complete game project later this week. Well see.

Video of the “toy” version of the still incomplete game (not playable or winnable):
http://www.youtube.com/watch?v=fn-EVAtI2xw

Timelapse of my 12h:
http://www.youtube.com/watch?v=80kwKIIYsCk

Squeeze Maze as a browser game

Posted by
Monday, April 20th, 2009 2:23 am

Hello,

I have Squeezemaze up on scratch’s site.

http://scratch.mit.edu/projects/Mike_W/495022

It’s a java applet that runs it (technically the java applet runs a squeak interpreter) so I think windows, linux and Mac can play that version of it.


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