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Archive for August, 2009

Cavern Defense finished

Posted by (twitter: @Stoney_FD)
Sunday, August 30th, 2009 8:05 pm

I’m not entirely happy with the result since there are still a lot of bugs and it’s not that much fun to play as I hoped.
If you just tuned in, Cavern Defense is a turn-based strategy game for two players.

Here is the final screenshot:
ld15

Download it here (Win32 binary and source)
I’ll be adding a linux and Mac OS X binary in a few hours. It’s 5:00 AM right now and I desperetaly need sleep. :)

Ludum Dare 15 has ended!

Posted by (twitter: @ludumdare)
Sunday, August 30th, 2009 8:04 pm

That was it!  Wow.  If you haven’t already, get your entry in RIGHT NOW.

We’ll hit the switch in about an hour and you can start voting.  If you want to see the current entry list, hit this link.

http://www.ludumdare.com/compo/ludum-dare-15/?action=preview

Thanks everyone coming out and making Ludum Dare 15 such a big deal!

- Mike Kasprzak (PoV)

Angry Caverns – I’m finished!

Posted by
Sunday, August 30th, 2009 7:59 pm

I’ve used the snazzy new uploader tool to submit my final version of Angry Caverns with 10 minutes to spare even!

You can play Angry Caverns here in your browser.

Main menu

Main menu

Level 5 of the final version

Level 5 of the final version

You can play Angry Caverns here in your browser.

ANGRY CAVERNS – by HybridMind – August 28th-30th, 2009
Created from scratch for Ludum Dare 15′s 48hr game competition

Concept:

You are the angry caverns. You awaken one day to find many creatures living inside of you. This pisses you off. Destroy as many as you can.

How To Play:

  • Click on the stalactites and bubbling vents to trigger your attacks.
  • You will have limited time on each level
  • Chain attacks for big combo points
  • Glowing creatures are worth more bonus points
  • Bigger completion bonuses for more creatures killed
  • Supports online leaderboards!

Tools used:

Coded in Flash / ActionScript 3.0 using the Flash CS4 IDE and using Dr. Petter’s sfxr for sound effects. I composed both music loops in Reason.

Got Feedback?

Feel free to email me at dave [at] hybridmind.com or visit my blog and leave me a comment.

I’ll be working on this game some more so any thoughts or suggestions while be taken into consideration for the post-compo version! Thanks for playing and I hope you have a good time with it!

My Little Cavern is finished

Posted by
Sunday, August 30th, 2009 7:59 pm

After much work, my entry is finally finished.  Little Jimmy roams around in his cavern collecting points and mining away.

Arrow keys to move, z to mine. Explore the cave to gain points. A mining a wall gets 1 point, a stalagmite 10 points, and finding a mushroom gives 100. If you mine out of the room, you should find another cavern, continue to find more and more caverns, racking up the points. I had allot of fun making this entry, procedurally generated caverns and all, so I hope you have some fun playing it.

http://www.ludumdare.com/compo/ludum-dare-15/?action=preview&uid=530

Edit: View the timelapse here: http://www.youtube.com/watch?v=nNTvw0nG8o4

Conway’s Game of Caverns – It’s over

Posted by
Sunday, August 30th, 2009 7:58 pm

Well, the competition is over, and I have submitted the rar with source. Be sure to rate well and give trophies. ;) With my sister and nephew moving down this weekend from duluth to st louis, I probably had half the time I wanted to work on it. With a few more hours, I may have gotten the AI entities working. Oh well, better luck next time, eh?

Cavern Crawler (Final)

Posted by
Sunday, August 30th, 2009 7:58 pm

Well after many, many set backs I managed to cough up a finished “game”

[[ Right now its just a love package (renamed zip file) and you will need love installed to play

Windows "dbl click n go" soon to come for more convenience ]]

The original concept was a “shooter” but then turned twards “asteroids meets defender”,  but then collision with the walls proved  a major problem, which took a day and a quarter !

after seeing a simple solution to all of that, I had less than 6 hours to fix the collisions and make some form of game, so there is nothing attacking you,  its mostly another maze game, and the code is horrible

But after tossing in the towel 2 times I am just happy to have a product that qualifies as a game

gfx = inkscape

music = Osgeld + crappy old keyboard and SFXR

system = love 0.50

font = cheated

Screenshot-2

Screenshot-3

1024×768 window, Keyboard control (arrow keys, wsad, and keypad)

If you have love already installed on your system or use unzip for sources

DOWNLOAD LD15-OSGELD.love

Self exe windows package tomorrow when I get home from work

Glaucon and the cave – final toughts

Posted by
Sunday, August 30th, 2009 7:57 pm

Clipboard02

ouch, that was close 30 minutes to the end and the jar file was giving me problems hehehehe, allways forgeting the deploy details !! but at the end everything is fine, and the final version is on the air.

thanks all !! that was a real fun !

zombie-left2

Cave Jimmy phailure

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, August 30th, 2009 7:54 pm

Cave Jimmy

Absolutely no fun to play at all. Ah well.

Off to bed

Posted by
Sunday, August 30th, 2009 7:54 pm

Finally finished. Again I pulled off an almost all nighter (i go to work in three hours), but I’, quite happy with the game.

It’s a very short game about being stuck in an underwater cave.

During the competition itself I decided to learn Löve2d and it was quite fun.

In the middle of day one, I actually became so angry with Löve, that I decided to throw away everything and start over in C++ and SDL – but I pursued the idea just for about two hours and then came back to Löve :) .

screenshot4

http://optiq.hy.cz/cavedive.zip (3MB) can be played on Windows/Mac/Linux

Oh man, finally done.

Posted by
Sunday, August 30th, 2009 7:53 pm

I still had seven enemies, SFX, the title screen and a bunch of fixes to do when I crashed last night (at 2am, and the deadline is 11am for me). Good thing someone came stomping home from her “girls’ night out” at seven thirty.

2XUE

But it’s done. It’s up. I have no idea if it’s any good but I’d really love to watch two people play it.

It’s a game that needs two humans. One of you designs the next level while the other plays. It’s something I’ve wanted to try for a while and I have a hunch that interesting shit might emerge but for now I’m probably going back to bed.

Finished.

Posted by
Sunday, August 30th, 2009 7:53 pm

Spooky Cavern is finished. Playing it is an exercise in overcoming confusion, so download it if you’re into that sort of thing:
Download it (OS X/Windows, 7.5mb)

I don’t think I’m gonna submit it, on account of it being terrible. It looks nice, though:
screen

Super Bean Kid – Unleashed upon this earth.

Posted by
Sunday, August 30th, 2009 7:45 pm

Oh, my dear God.

What have I done?!?

WHAT HAVE THESE HANDS WROUGHT?!?

Behold the manner of your destruction.

Super Bean Kid.

superbeankid2

Viridian Update 4: Good Try, No Cigar

Posted by
Sunday, August 30th, 2009 7:43 pm

Well…I bit off more than I could chew, but I might have managed if I hadn’t had some family distractions today.

So. The game was Star Kittens; the goal was Dungeon Keeper in space…with kittens. How close did I come?

Well, you have sculler droids that act like imps, digging out whatever areas you select. You can also tag dug-out areas as room types (the only rooms I got in were the dormitory (red) and cafeteria (yellow)).

Once you have a large enough dormitory and cafeteria, kittens will start spawning, but because they have no AI, they just stand there. So the game is not completable, indeed there’s very little real gameplay at all.

But here’s a screenshot!

I hope to do much better next time, and Star Kittens has so much good code in it that it would be stupid not to finish it…eventually.

Caverns – v0.6 (Flash)

Posted by
Sunday, August 30th, 2009 7:40 pm

screenshot_thumbnail


Caverns – v0.6 (Flash)

Being like 10 minutes left I think this will be my last update to the game.

Good luck and congrats to everyone that has participated!

Here’s the entry link: Click click click

And the play link (it’s for Flash): Click click click

screenshot v0_6

Spaceship in a Cave

Posted by
Sunday, August 30th, 2009 7:39 pm

Well, I spent way too much time on the level editor. I didn’t really have much of an idea anyways, it was going to be a platformer, but by Sunday morning I released I was running out of time and hadn’t started the gameplay, so I switched to yet another ubiquitious cave flyer. Anyways, it didn’t turn out.

Spaceship. In a cave.

Spaceship. In a cave.

On the plus side, I did end up with a nice (if rather barebones) level editor and a bunch of code that could be the basis for a shape-based 2D engine, if I ever feel like cleaning it up.

And I had a lot of fun! Thanks to everyone on IRC for keeping me distracted and amused.

final version of “Life is Guano and Then You Die”

Posted by (twitter: @isoiphone)
Sunday, August 30th, 2009 7:30 pm

I always feel like its bad luck to use the world “final” but, in any case, this is what I’m submitting!

Windows Executable + Source Code

It’s of course lacking in a few ways, but I feel I managed to finish the essence of what I set out to and even put in some polish!

Feels good to get to rapidly hack SDL on windows again, iPhone development can get boring.

I didn’t have time to incorporate the help screens into the game, so here they are.

help1

help2

help3

help4

The Eternally Grey! Released!

Posted by
Sunday, August 30th, 2009 7:29 pm

After tons of  last minute tweaks and fixes I’m done. As they say, the last 0.1% takes 99.9% of the time ;) .

I’m happy how it turned out, and I got to put my new ruby/gosu framework Chingu ( http://github.com/ippa/chingu/tree/master ) to the test.

Oh.. and don’t awake him…

screenshot

Shafted! is released

Posted by (twitter: @recursor)
Sunday, August 30th, 2009 7:25 pm

My first LD and I actually completed a game… well… it could use a lot more polish, but it is playable with a score system, sound effects, etc.  I was a little worried after last night as I had some things come up yesterday that took about 4 hours or so out of my design time, but it all worked out okay.

shafted

StoryLine:

You are a cave shaft jumper seeking thrills and treasure.  Score points by picking up treasure and deploying your parachute at the last possible moment to achieve maximum points. The faster your velocity, the more points you score, but watch out because if you’re going too fast when you hit the ground, it is all over!  Avoid the bats when your chute is deployed as they might get tangled in it!  Complete the game by reaching the bottom of the shaft and picking up the entry key to the main cave system.

Get the Windows version of the game here.

Mac version of the game here.

Get the source here.

This game was made using Novashell

Shelter From the Rain

Posted by
Sunday, August 30th, 2009 7:24 pm

Finally, a submission-worthy version, complete with menus, music, and online high scores:

Shelter From the Rain

Shelter From the Rain

And, of course, a gameplay screenshot:

Nuclear War. Truly, the end has come. Wait, is that a cereal box?

Nuclear War. Truly, the end has come. Wait, is that a cereal box?

You dig a fallout shelter, then hoard supplies in it. The ultimate goal is to extend your shelter all the way to the cavern below, and re-unite with the rest of humanity. If you make it there you even get to submit your score (a composite of how much stuff you’ve gathered) to the leaderboards!

Download Shelter From the Rain for Windows, or get the Python+PyGame sources (for Linux).

Cave Trip is ‘finished’

Posted by
Sunday, August 30th, 2009 7:21 pm

With only a day to make it, and given the fact that I’m no speed programmer, this is all I could manage. Play the thing over here (Flash). I’ll upload a timelapse in a while.

cavetripscreen1


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