Archive for December, 2009
Penguinagain finished!

Wow, that was close! I managed to have major tech problems at the end, but managed to submit it after all.
You can play it on the web here: Penguinagain or grab a windows EXE HERE.
edit: or the mac one: HERE
Bah, out of time – had to submit a crappy unbalanced version.
In the end I turned it into a gratuitous battle in space – basically RTS meets 4X. Managed to squeeze it in just in time – the ZIP was up just a minute before the deadline, and the screenshots/description came after.
I might have added too many alien ships…
It might look as though the graphics took up a lot of time, but really those were easy. The tough bit was the ship AI, UI and fine details – things like how the ships bank when they turn. I tend to get hung up on crap like that.
- It controls almost exactly like your standard 3D RTS – mousewheel to zoom, mouse on screen borders to pan, click, drag or double-click to select, right-click to move or attack.
- Spacebar pauses; you can issue orders while paused.
- To colonize planets, you need to build a colony ship, move it to the little circle above the target planet, and then click the colonize button (lower left). The button only appears when you have only the colony ship, and nothing else, selected. It takes awhile to colonize the planet.
- You can build ships from planets, provided you have enough money. The other 3 resources, sadly, do nothing – I forgot to put special-resource costs in the ship data. Sorry, no build queue.
- The aliens should show up before too long, or you can go look for them if you are so inclined.
- Yes, the framerate is awful in big battles. Didn’t have time to optimize it, plus I added too many missiles, explosions and other stuff.
- There is no end. Close the window when you’re done.
- Edit: Lol, I tested it and found a couple of major bugs. One, the alien “attack” results in the aliens doing a happy dance (working as intended!). Two, under certain circumstances you can see the aliens even when they’re very far away. But, for the most part, it works (apart from the framerate issues).
Lost in Phish world
I finished and submited it just 5 minites before deadline.
“Phish World” is simple 2D scrolling game. Only arrow keys are used for controll.
Absolutely, time mattered…. I couldn’t include musics.
.
- Tech: python1.5, Dependency on pyglet and pybox2d.
- Art: Done with Inkscape and sfx.
For windows users, I included .exe file generated by py2exe. For linux users, python(over ver1.5), pyglet, and pybox2d are required.
Thanks in advance for playing my game. Welcome any feedback
The derelict stumbles in..
About twenty mins late as my archive manager decided it would make bad zips – cause it felt like it.
Didn’t completely finish.. sadly… but this is something I’d definitely like to finish at some point.
You do get hot-seat multiplayer for your efforts of downloading though!
Skills were not implemented, which makes the Alien Queen utterly useless ( it can’t lay eggs that spawn into brood ) but the other classes work fine as they have weapons
AI wasn’t implemented either.. so you can wander aimlessly through the HUGE part-designed ship and kill them.. but that’s about it, sadly. Lockers weren’t implemented either, so you can’t even gather loot! Yea, time managed to get the best of me, it seems.. I’ll explain more in the post mortem.
There’s also no win conditions… I forgot that… heh
I’m quite knackered after all that.. here’s a final screenshot showing what GUI I managed:

I currently only have an AMD64 Linux build as my Windows running laptop is in need of a reinstall.. I’ll get a Windows build done ASAP. You can grab the engine source from the SVN though, and compile it that way if you wish.
Other source is actually in the data zip – it’s all Lua script.
I’ll post up a post-mortem after I’ve had some sleep.. it’s been fun again! ![]()
Good Luck to everyone!
-edit-
Seems like my laptop was alive enough to produce a Win32 build! it’s up now too: http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=267
The End.
So, I’m done. While I did finish something, it’s not much of a game. I spent far too long on graphics. The characters just skate around and do simple damage. The source code quickly turned into a mess as I approached the deadline. I haven’t even played the game myself, so I’ll give it a go tomorrow. I think I need to do more unique landmarks, i.e. more graphics to make the exploration worthwhile… and an actual game of course. Although, I think I will still consider it a game for the sake of my new year resolution (promised I would finish something).
Like many people here, I’ve been awake for far too long. Good night!
LoneStranger’s Explore Incomplete
I uploaded my entry, even though it isn’t near complete. I figured it’s worth getting feedback on what I have for future reference.
I’ll probably write a post-mortem in a day or so, but I know the number one thing that I did wrong was that I didn’t organize properly at the beginning. I didn’t know where I was going to end up, exactly, so I didn’t know how to get there.
Here’s the screenshot.
The compass isn’t linked to anything in this version, since navigation wasn’t completely implemented. The arrow keys aren’t supposed to move the ship. The plan was to let the user select a direction, and then sail that way for a few spaces. How far they traveled would depend on which direction the wind was blowing, and whether or not any events happened, like finding land, meeting pirates or running into hazards. Unfortunately, I never got the planned movement implemented and so the compass sit
Head on over to the entry page to check it out.
Cubees Complete.

This was my first LD competition. I took nearly the full 48 hours (definitely down to the last 30 seconds). I enjoyed the experience immensely and look forward to seeing what others think of Cubees.
For more details about the development, I’ve kept a log on my site. Now, I’m going to sleep.
Tomb Thief is finished
Sunday, December 13th, 2009 7:15 pmI was meaning to have the player go in and explore the tomb to find the skeleton leaders and defeat them, but I ended up spending too much time texturing the skeleton to build a proper battle system. It ended up being a game about a thief who runs around the tomb grabbing treasure, but then I didn’t have enough time to give the player a way to escape the tomb. So now it’s about a suicidal thief who runs around a tomb grabbing treasure.

Voting Page: http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=1128
The First Frontier
My space exploring game thing is complete.
Go fetch!
Successful weekend. Unsuccessful entry.
GOLD!!!
Well this weekend was great. I had a great time working on my first Ludum Dare and can’t wait to compete again! Although the weekend had its ups and downs, it was a great experience. However I was not able to actually deploy my game on time as an official entry, due to some stupid timing and unpreparedness on my part. My game is practically complete though, and I will post it up later in the week, as well as a description of how my first LD went, what went wrong, what went right, and what I will do to make the next LD a success.
Good luck to everyone who has submitted an entry!
what is it?
sorry for late entry there was a glitch in the engine and i had to rewrite part of it
-the game is named after the character
Aaaannnnnnd Breathe.
Sunday, December 13th, 2009 7:12 pmWell I got my entry submitted – just.
It was nowhere near finished. I mean, it’s possible to play (if you ignore the bugs), but many of the graphics left in there were still placeholders, there’s no text on the title screen or end screen, no sounds, etc etc. If I’d not spent so much time on the procedural generation I would have had time for this stuff. Bah.
So, what did I end up with? As a daring adventurer you have broken into a long lost pharoh’s tomb in search of treasure. Can you find all 16 treasures hidden within the labyrinthian 5-level pyramid? If you are to do so, you will have to be on watch for sealed rooms and corridors which you can break open with your pickaxe (enter key). Every new game starts with a new random layout for infinite fun*
* actual fun may vary
There’s one big bug which I didn’t have time to fix – often when you start the game you get “assertion error”. I put an assertion in to check that treasures were being placed properly, and this assertion sometimes fails, meaning that not all the treasures can be placed for some reason. Hey – at least they game doesn’t let you start a game which is impossible to finish
Timelapse to come soon
Finally done…
So, I finished my game. It is playable, but not exactly what I had in mind and there are definitely better games out there.
There are a few features that didn’t make it into the game:
- Powerups
- Sea fights
Download it here
It’s 3:10 AM and I’m getting tired. Linux executable as well as gameplay and timelapse video will be uploaded tommorrow.
Well, I decided to try and finish anyways
And I’m glad I did! It’s not nearly where I had imagined it, but it’s playable. It needs more depth to have real skill behind it, but this time I’m dedicated to doing a post-compo, and making it as good as I had imagined. Hope that everyone had a good time!
http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=434
exploration of space
Oof. Well, I submitted something.
I spent a lot more time in this compo fiddling with sines and cosines than I did designing or implementing gameplay.
Either I need to learn better APIs, or my next game’s gotta involve all rectangles. One big rectangle party.
Clean Shave (I need it)
Holy smokes! I just made it with 5 seconds to spare. I’m not kidding! Well that was fun. It’s a great challenge and I hope to take part in future ludum dares.
If you want to check out my game click here but I must tell you, it has not been tested so please notify me of any bugs and errors you find.
I hope everyone else had as much fun as I did!
Finally Finished
Sunday, December 13th, 2009 7:05 pmFinally finished my game, now it’s time for bed!

Better not fall asleep at work tomorrow! and I better wake up in the morning O_o
I look forward to playing everyones game, and even though mine is simple I hope people enjoy it
There are a few problems with my game which I didn’t have time to fix, which is a shame, (but I’m not a coder so it was hard
) although I intend to try and work on it more and make it a more lenghty game in the future
Catherine.
Done…
I was really happy with my game from the previous Ludum Dare. Not so much this time.
The idea here was to have a bunch of teensy games showing a variety of game mechanics and have them arranged in a big grid you can browse. Unfortunately I didn’t get working on the actual games until very late in the compo. Somehow I managed to lose a lot of time on the UI for browsing them even though it doesn’t look that complicated.
I guess I knew going into it that the idea was going to be terribly hard to pull off in 48hrs, but stupidly kept going with that idea instead of the others I had.
I guess I still finished a playable, silly platformer with five levels in 48 hours, and that’s still an accomplishment.
I look forward to reviewing the timelapse once I put it together and take a look at how the time was really spent. Should be educational.
Ludum Dare 16 has Ended
And that was Ludum Dare 16. Get your entries in right now! We’ll be disabling submissions and enabling voting in within the hour.
A Happy Worker Bee
Sunday, December 13th, 2009 7:01 pmBees n Flowers is finished. I didn’t take the time to write any posts during development because I spent all of it … developing. I had some prior commitments this weekend which cut a large chunk out of my available time, but I finished. Check it out HERE. I’ll upload the Mac version tomorrow. For now … it is off to bed. Wohoo!





