Archive for April, 2009
Hungry Derivatives Advancing Collapse :: LD14 :: by jph/2009
Hungry Derivatives Advancing Collapse :: LD14 :: by jph/2009
here is the title sceen in the ZGE editor,. .
Well that was fun! My first LD!
This game is not at all what I had in mind at the start,. but I tend to wander as new ideas come in,. . sotra’ cool, very odd. What you think?
http://iterationgames.com/bamboo/jph_LD14__Hungry_Derivatives_013.zip
(win xp/vist ver. 47kb) osX and linux possible if wanted,. .
I had some fun working with the Implicit mesh procedures to build the block head character,. something I have not used so much in the ZGE till now,.
I just was not able to get the sort of collision reactions I indended working in this time line,. my lazy math/logic skills,. and without resorting to my normal method of asking my friends for help with math and logic,. so this is me solo., I will likely do a game that I did have in mind later with that help,. .
This is a weird game! I am not sure many people will enjoy it,. but give ‘er a go and let me know your thoughts,. I do enjoy feedback. there is a simple score and it is currently a player vs environment with no bad guys as I had inended,. but 48 hours is not that much time and it was only the time in that window I could actualy use working on it so much less ,. . I’m sure that is true for most here. so the level just gets less dense and you will eventually miss a jump and fall,. . so get as much shiny befor that as you can.
AWoRaFED rc1

Final entry, for linux only. Will have to see if I can/have time to make a windows port later.
The goal is to survive as long as possible, with the help of a few spells. how to play are in the readme.txt file.
Game depends on the ncurses library.
To make your own map, just make a text file and give it a one character long name (which is not q) and place it in the levels folder. There are some issues with large maps.
Download:RC2 – Rapidshare(Linux)
http://files.filefront.com/13631588 (linux/windows)
http://www.cymonsgames.com/pages/aworafed/FourEyes_ld14_aworafed_rc2.zip (Linux/windows)
edit: after some playtesting it seems the game take some time to get hard. a smaller map should help on that
edit2: rc2 is finished, features less health, less mana, less space, more zombies. just waiting for firefront to actually let me upload….
edit3: forgot: you will likely have to start it trough the terminal. at least me and my test person had to (in linux)
edit4: download for windows up. thanks for porting it Cymon
Evacuation
Finished my game now.
There could be some more polishing but I think it’s fun to play and turned out much better than I expected yesterday.
Download: jsb_LD14_evacuation.zip
(It seems the gaps between some tiles are an issue with my GPU, please report back!)
I hope all of you had a great time, I definitely had. Now, finally some sleep!
Mines of DOOM (final)
The first and final release of “Mines of DOOM”
Your a mine worker who ignites a large pocket of gas, resulting in a massive explosion leaving you in both in a race to the top for air
You must escape a maze of mine shafts to live!
features:
graphics (including animated fire, and a blue block for the player)
keyboard controls, arrow keys and wsad!
analog joystick control
4 difficulty levels
4 maps
and 8 levels
Made with love (love2d.org) so it will work on windows linux and mac
this download includes windows love binaries, if you want / need to run it on *.nix, please extract Mines of DOOM.love and visit http://love2d.org/download, for osX and debian binaries and source code
to view the source code for Mines of DOOM, open the Mines of DOOM.love file with winzip or some similar zip utility, *.love files are really just *.zip files with the extention changed
finally I hope you enjoy the game, and I wish everyone luck!
PS: if the batch file does not work, just drag n drop “Mines of DOOM.love” onto love.exe, thanks
Jach’s Lava Flee
Source: http://shared.nincheats.net/zips/Jach_LD14_LavaFlee.zip
Source with Windows Binary: http://shared.nincheats.net/zips/Jach_LD14_LavaFlee-win.zip
(Does this work on Vista? I’ve only tested it through a 64-bit XP and a 32-bit Wine on my Linux.)
Afterthoughts/replies to comments: Sound was made with sfxr (I love it so much), Gimp was used unoriginally to render the Lava, Xara and KolourPaint were used for everything else. To reiterate, it IS possible to win without losing a single life, and if I weren’t so lazy I’d make a YouTube video showing a perfect run. =P To get past the first big obstacle (the upside down U thing), see the screenshot below. It takes a little finesse for the interesting controls, but it’s more than doable.
Well, finally finished. I was really lazy this time, and probably spent more time just hanging out in the IRC room than coding. Ah well. I had fun, and as I mentioned earlier, there’s at least some good code in here that I can reuse on side projects. Anyway, yes this game is beatable with no lost lives, it’s just somewhat difficult. Would have liked to make it longer, but again, too lazy, and I want some time to contemplate another foodphoto…
It just occurred to me that I didn’t mention you need Python + PyGame (optional Pysco (which is a library to speed up my crappy code)) to run it (until I get the EXE built) in the README, or that you need to run main.py / main.exe, but since I committed revision 30 I didn’t want to mess up that cool number, so I’m telling you here.
Titles! Why do they always have to have titles?
I swear, the hardest part of LD is naming my damn entries. Of course, that’s usually because they’re not worth naming. Here, though, the problem is different. What do I call this thing?
I also tried very, very hard not to use the phrase ‘build the level’ anywhere in the help text. Because by total accident I did LD #9 instead of LD #14…
Throwing in the Towel.
Well, I struggled valiantly (I’d like to think…), but it’s time to give up. There’s no way I can go from what I have now to a playable game in an hour.
My problem: New platform. Weird Float errors I don’t understand, unfamiliar boilerplate at the start, I just should have used flex/flashdevelop and left it be. But the biggest problem — getting mouse events to work with haXe. Stupid mouse events. I still don’t know what I’m doing wrong
. And there seems to be very little good documentation on the event system in general.
I’ll probably still end up finishing my game, but it’ll be a week or two before I do so.
Mood Fo Llaw – Finished
After crunching, I’ve finally finished it. I hope you enjoy playing at much as I have enjoyed making it!

Download Executable/Source: http://www.mediafire.com/?umlmwyhuzmw
final LD14 entry
A final screenshot:

And the download link (Including Windows .exe):
http://allefant.googlepages.com/TheGreatWaveoffKanagawa.zip
readme
Since I was too tired to write a readme at the end of the compo, guess I can put one here
Cursor Left/Right: Lean backwards/forwards
At the top of the screen, there’s a blue wave icon and a yellow hat icon showing the relative position of you and the advancing wall of doom. The goal is to ride the wave to the right and manage to land at the wooden dock at the end without the big wave reaching you.
There’s no randomness at all, the 6th level is quite easy after some practice – can be done without ever missing a wave and winning it far ahead of the big one. Guess it’s the problem of playtesting your own game for 48 hours straight… you’re bound to be almost perfect at it… or actually, I’m still kinda bad at it: video of level 6
Ah, and the cursor up key can be used to flutter your arms and fly up a bit, it helps landing on the dock. If you surf past the dock it’s usually over (but you can move backwards by turning upwards more than 90 degree so if you were fast enough…)
Used media
Also should say something about the used stuff:
The title picture is obviously just that painting and not made by me – considering how the game is all made after the picture that should be ok
The music/sounds are kinda cheated… both the music and the only sound effect are made in LMMS. The melody is out of some .mid. And the samples are all stock samples as I had no time to fire up sfxr and make instruments and wave noise in it…
Everything else is drawn by hand in Gimp, color-sampling (and for the wood structure also tracing) various pictures of the same painter.
Code is almost totally from scratch – only the initial versions of image.py and text.py are from the last pyweek.
Getting it to run
Under Windows, just clicking one of the two .bat files (windowed/fullscreen) should work. In theory not even Python needs to be installed… but some msvc dll might be missing if you don’t.
Under Linux, execute main.py. Needs pygame and pyopengl to work.
Under OSX, I have no idea.
empire the wall
mac build only for today. windows tomorrow. it’s really awful though, so nobody’s missing anything.
oops forgot linky
Ludum Dare was fun last weekend. My entry ended up being not by any means satisfactory, though, and mainly jammed into the last few hours of sunday evening.
Nonetheless, here be it:
windows
OS X 10.5+ (Intel)
Source
Okay, as per requested:instructions.
1: you initially occupy one ‘equipped’ square.
2: when anyone approaches an equipped square, they will be forked and killed.
3: you can only move about on dead bodies.
4: if you move to a piece on the periphery of your ‘kingdom’ (of dead bodies), you equip it.
5: if an equipped square is completely surrounded, it becomes unequipped.
6: there are blue guys, they are rather aggressive, and can destroy your tiles.
7: if they destroy a tile you’re on, you die.
8: the game keeps track of the maximum size your kingdom has been; if it ever differs from this by more than ten, you die.
Wall of Locust
So here goes my game. It’s not my finest work ever, but I’m really happy with the result (especially when considered how the game looked couple of hours ago).
It’s called Wall of Locust and it’s about a farmer who’s not only under attack by locusts but bush fires as well. So he uses his windmills to control the fire and destroy locusts. Level ends, when there is no fire and no locusts any more.
I wasted too much time (5 hours) trying to figure out graphical problems with near plane. I accidentally set it too near 0.0001f and things didn’t work so well on my Intel card
.
Now off to sleep, I have to go to work in three hours
.
GUI and Gooey
I’ve been hard at work, and I’ve been making some decent progress. I can load the level and render it, so that’s good. I have a basic economy that updates based on income, but I don’t have a way to spend it yet or a way to let you know how much you’ve hoarded.
Unfortunately, I ran into the problem of handling the GUI. I want to know when the player has clicked a button, and even though I read up on IMGUI techniques beforehand, I forgot to use them! Suddenly I found myself with code that I needed to gut because it doesn’t work. IMGUI is simple, but there’s only so much time left in the compo.
So let’s eat. I baked one of my favorite LD staples: vegan pizza!

Eating it in sandwich form is much more efficient:

I also made some oatmeal and cranberry cookies:

“What an incredible smell you’ve discovered!”

Back to GUI code. Hopefully I’ll get something resembling game play soon. Why does it always happen at the end of the compo? Sheesh.
[Wall Girl] Still at it!
All graphics done.
I’m gonna see if I can finish that music track I was working on…
Run Moron – LD14 final version
This game is smaller than what I usually do for ludumdare. It’s made in flash, and because I’ve never made a flash game before, and because there were problems with the compiler, I didn’t get started until there was ~16 hours left. I still managed to make something, and I’m happy that I did and that my first flash game turned out this way. The game is called “Run moron”, and it’s pretty self-explanatory.
Link:
http://d.skalle.googlepages.com/migame.htm
Link to source:
http://d.skalle.googlepages.com/run_moron_by_skalle_ld14_source.tar.gz
You need a webbrowser with flash to play the game. You do not need the source to play, the only reason the source is here is to confirm the game is made by me.
Finally, I’d like to thank DrPetter and Draknek, for helping me with flash coding, and getting the compiler to work.
Grey Goo Final
Here’s the final version of my attempt at a 48 hour game — Grey Goo!
It’s my first successful (ish) Ludum Dare! Yaaaaaaaay!
edit: updated file to fix framerate issues (before the deadline!)
edit: Yes I know it isn’t very WALL-y… and yes, the nano virus scores incorrectly… sorry about that.
edit: also… 3100? Come on… you can do better…
edit: There is no win condition… but it’s possible to play indefinitely and score bazillions of points. pkeod did it!
-Tim
Peak, final
This is a game about balance. How long can you survive? My record is 6735 years. Requires Flash 10.
Crush – final
Sorry for the ginormous download (11MB!). You can find it here: http://jerryfederspiel.org/exes/Jpfed_LD14_Crush.zip . The .zip contains a Windows .exe and all required .dlls. It also contains a .love file, which is just a renamed .zip of the game source and all of the graphics and sound files. Anyone with LOVE installed can run the .love file, regardless of their host OS.
Crush is a pseudo-board-game in which you try to outlive your opponent. You do this in two ways: 1. Capturing your opponent’s pieces and 2. be better than you opponent at avoiding getting crushed by the wall. In the style of RoboRally, everyone (you, your computer opponent, and the wall) simultaneously and in secret chooses how to act, and then your decisions are executed simultaneously. Unlike RoboRally, you have a limited time in which to choose your action.
The game controls are mouse-driven and should be pretty easily discoverable, but there are a few undocumented keyboard shortcuts you might want to know:
- “r” reloads the game
- “q” or escape exits the program entirely
- spacebar ends the current decision-making period and enacts everyone’s current move choices (and if they haven’t made a choice yet, they don’t move at all for this turn)
Falling down the Wall of Doom
Well,…sad sad sad but true I have to capitulate….I tried everything but for some reason I was not able to get RayPicking work properly! Don’t have clue…. My player is always falling through the moving-objects. Not good for a platformer. I really should have switched to another approach earlier….
Ok next time I will use a Physicsengine for that…It is really disappointing as I was so full of hope for LD this time…
Well, ok! But nothing is for nothing!I gained much experience about how to use e.g. blender as Level-Editor with my jMonkeyEngine with exporting the “Level” as Wavefront .obj. Quite cool! Here two screenshots. Maybe the pyweek will be better. But I doubt cause I will take it as booster to learn python!
Congratualtions for all who finished! Maybe on the next miniLD!?
Greetz, ToM

















