Archive for August, 2011
The Great Escape RPG (TGERPG)
This was my first time competing in Ludum Dare, and I spent most of the time trying to learn java. I finally gave up on that briefly, and spent 2 hours making this game. It’s not all that good, and I never got around to putting in any RPG elements other than having variables for strength and dexterity….which were never really used in game, only increased a bit on level up. I tried to make it funny, but to each his own. Hopefully by next time, I will know enough about java to make a game with it.
http://www.mediafire.com/?uzi6kx6eza0udp8
All done
I’ve just finished my mulitiplayer roguelike, Lost in the Depths.
Making this one multiplayer was an interesting experience, but unfortunately I couldn’t fix some of the lag issues. I was also hoping to make an offline-only version but ran out of time. I just hope there aren’t too many connection issues.
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4024
Escape from Planet 21
Wow, this server is clogged. I was going to post more than this but I’ll offload what I can to my server.
Here’s the lobby screen, which doubles as the instructions and more or less covers the story and theme:

The game was made in Unity. A third party GUI interface (GUIX) helped with what GUI there is. Models were done in Blender, textures and mattes in a combination of Painter and Photoshop, music (such as it is) in Renoise, sound effects with the Mac-implemented CFXR utility linked on this site. Scratchy graphics are accomplished with one of the filters built into Unity. The font is Laserjerks, by the excellent Typodermic foundry.
I’m just wrapping up bugs and polish at this stage, but this was super fun (it’s my first time).
More details and less lag are at our own site.
Generating a random map for my game
I’ve dabbled with this a bit in the past, using a grid to randomly generated rooms in a 2d game.
I used a very overly complicated process before, I started with a two dimensional grid and I converted each room into a symbol that stood for a different type of room, then when I tunnel through that room, converted it into another variable ie “T” = a room with only a top wall, and X would be a room with no walls etc…
I completely scrapped that idea this time around! And I couldn’t be happier about it. Instead I made a 3 dimensional array of bools. two dimensions for X / Y (or x / z as it is in unity) of the map, and then the 3rd held 5 bools, one for floor, and then one for each wall. North / East / South / West etc. I then start up with a new array that is all false, start off somewhere, and start tunneling my way one section at a time. I made a function that will go from one tile to a next, if there is no floor, it generates all the walls + floor, and then it breaks down walls connecting the two rooms. I found this so much easier than my old method, as I didn’t have to make a ton of cases to handle changing different rooms.
Also this time, I made a system that adds on some branches after the first tunneling function runs . I look for a random tile that has a floor, then I check for any tiles next to it that have no floors, put each result with no floor into a hastable, and then randomly choose one of those to move to- and continue doing that to make some winding tunnels that go until they get stuck, which added some very nice variation to the maze. The best part about this system, is I’m pretty sure I could easily make a 3 dimensional maze by just adding one more bool and dimension to the array and changing the randomization around a bit, which I will most likely try out sometime in the future.
Submitted!
So that’s my first Ludum Dare complete!
I’m happy with what I made, even if I ran out of time for sound & balancing. So it’s silent, and either ridonkulously easy or hard (I literally have no idea. I can breeze through, but then I’m just a tad biased.)
Anyway. I hope it’s fun, or at least interesting
Based on those times when words escape you, when they feel like they’re on the tip of your tongue.
(It’s also a Text-Adventure/Platformer hybrid
)
I had a great time doing this, it was really nice to have some focus for a project!
So yeah! Sleep now.
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5374
Escape from Castle Puzzlestein submitted
The game has finally reached a state where I’m comfortable with sending it in for all of you to see it. It has been a long journey, but the game is finally playable. I can’t wait to play all the games made for this competition. Next stop: bed.
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=3796
Hotel Escape — Finished!

I didn’t have much time this weekend, so I decided to go for a short, simple game. Run around and avoid the spikes, that kind of thing. You can download it here.
I Submitted
I just submitted (http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5407) it was fun making the game it was fun entering in this Competition. Before the Competition started I wasn’t really sure if I should enter but now I am very glad that I entered. If some one is still working on his/her entry I wish you luck finishing it on time.
Finished!
Being the first project I actually FINISHED! I’m pretty proud of this game, I’ve got 1 or 2 engines I’ve coded and not bothered creating games with them. I didn’t plan on participating this weekend, I decided to when it was 1 hour into the event. This is of course my first LudumDare and first full game, I already have a few ideas for new games i’ll be developing soon!
So here it is,”Escape from the Void” a game in which you, a lonely atom, must smash himself violently against other atoms in order to create parts of the universe, allowing you to progress levels. Creating this game was a great experience and i’ll definately be competing in future Ludum’s and without further ado, here is the game:
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=5696
Sadly its windows only. No mac port or web port, or linux, sorry I just don’t have the knowledge to do it myself, or the money to pay someone to do it, but in future I plan to make some games in flash using flashpunk, so fingers crossed
Claustrophobia
Even with a late start, our entry for the jam is nearing completion. Our game is called Claustrophobia and is sort of a dungeon crawler/maze game with elements of puzzle games.
Here’s a screen shot:

Reveal Revealed!
Even though we were in the jam, we decided the game was in a good enough place to submit it
.
Go play Reveal http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4961
map-making
early on it was decided that levels would be read off of TXTs, I now realise that this is incredibly tedious to use. either way, here are a few levels I just finished!
X0WMWMMMMMMWMW0X X0.@........@.0X X0...000000...0X X0.#.0Y00Y0.#.0X X0.#.0~00~0.#.0X X0.#I0~00~0I#.0X X0.#.0~MM~0.#.0X X0.#I0~~~~0I#.0X X0.#.00~~00.#.0X X0.#.00WW00.#.0X X0...MW.!WM...0X X0............0X XMMMMMMMMMMMMMMXX0MMMY00MM0Y00XX X0P..~00.^0~000X X0...~MM..0~000X X0...~~~~.0~0000 X0TT.T00~00~0000 XM0^.000~MM~0MM0 X"0..000~~~~0P^0 X0M.^MM000~MM..0 X0P....000~^...0 X0...o.000~..^.0 X0^....000~..0.0 XMMMMMMM00~000H0 X"""""""M000000M
Mysterious Instructions (+ 3 screenshots)
Congratulations!
You are the proud new traffic controller of this doomed city! Why anyone would be so insane as to WANT that position beats me, but you got it, and there is a giant wave coming in from the East. The situation is quite bleak, and it is up to you to prevent as many deaths as possible. This city has a high-tech system that lets you control the evacuation in great detail. When you begin, you will be brought to a screen that looks like this:

On the bottom of this screen, you can see the number of cars that you’ve rescued, and the number of cars that are still alive, but have not yet been rescued. To the right side of the screen, you can see a blue sliver, which is the progress of the wave – it kills any car that it touches. It will grow bigger as time goes on. In the middle of the screen, there are a lot of red-ish blocks. These represent buildings. If you click on one, it will turn green, and start allowing cars to exit from it:

Each car will take the shortest legal route that it can find to the exit. Because of this, cars will often try to take the same route, and it will cause gridlock. Now, in my experience, gridlock and deadly waves do not mix will, so, to combat gridlock, you have another control: You can make streets 1-way only by clicking on them:

1-way roads are marked by the little carrots. Cars will always obey these unless you block off their only exit, in which case, they will act eratically. A good goal is to try to keep all of the exits to the city full of cars at all time. This image also has buildings that are gray – gray buildings have been fully evacuated, or, at least, cannot be evacuated further (that is, all of their occupants drowned because of your ineptitude).
After all the citizens are either dead or safe, you will be evaluated. The following criteria are evaluated:
1. How many people you rescued.
2. How many people you did not rescue.
3. How many people were killed before they escaped a building.
4. How many people were killed while trying to leave the city.
5. How many buildings were completely evacuated.
I did it! My first LD! My first game!
About 14 hours ago, I gave up, sat down on the couch and literally cried.
I was hopeless, here I am, with dreams of someday making something cool, a game, some music software, anything, and suddenly realising that I couldn’t do Ludum Dare. I put my head in my hands, and tears started rolling down my cheek. First-World problem, I know, but I felt like I would never be able to overcome problems that lie in my way.
But I saw other people in the IRC chatting away about their stuff, and I though to myself that I CAN’T let this one down, I said I was in, I WAS IN, whether I liked it or not.
I sat down, and started over, my previous attempt was bloated, stupid and messy, the new one is messy and dirty, but it works and it’s my baby.
It’s an inverted tower-defense type game. Aliens spawn in the middle and try to escape (they are VERY stupid and seek to infect humanity with their stupidity, luckily this means they have trouble finding their way, and grunt incoherently instead), the player can place turrets to shoot them down.
Turrets have 100 ammo and dissapear when they run out.
Turrets cost 100 credits to place.
Aliens take 20 hits to die, and give 20 credits when they die.
This means placing turrets needs to be a careful choice, because you need the turret to actually do some shooting to stay level.
The game ends if an Alien escapes.
Every alien spawned except for the first bunch awards the player with a point, keeping the aliens from escaping for as long as possible is how you score.
You will evetually lose as the mob spawn rate overcomes the turret’s ability to kill then.
It’s only been tested on 2 machines, my CrunchBang Debian 64bit netbook, and a Windows7 machine that I don’t really know the specs of (it’s an i7, so it’s probably 64bit)
Please, test it and tell me what you think.
http://dl.dropbox.com/u/6549099/OMFGA.zip
Escape Prevention – SUBMITTED!
Sunday, August 21st, 2011 4:43 pmI finally “finished” my entry! It’s a top-down 2d space defense shooter! Or at least, that’s the “genre” I’m giving it for now.
Enough talk, let’s get to the reason you’re here!
Download (Requires .NET 4 and XNA 4)
Source
Site Page
Entry Page
Just a taste of the possible action!

Camping the enemy… shooting and taking screenshots is hard.

Hunting a big guy down.

The… informative but busy title screen.

I encourage you to download the game and see how high a score you can get! Also, feel free to look at the source.
I’m open to any and all kinds of feedback.
It’s definitely a blast, making an entire game in 48 hours. What a rush! Looking forward to next time, but not until this time’s over and done!
Finished! Not quite happy with it, oh well.
There we go. Kind of an half-assed attempt, though I only could spend some 10 hours on it. This theme definitely wasn’t my cup of tea; and even this game manages not to follow it!
Plan B
When I started, I intended to make a puzzle game. However, I had every intention to fail; puzzles aren’t really my thing. I had no intention of building a maze, no real interest in building a maze. Welp… I’ve decided to try and rescue this thing, so I guess it’s a maze.
Let’s see if I can wrap up a proper binary in the next couple hours!
Nearly there, couple of hours to go! Terrain graphics last to go in.
Just adding finishing touches to my game, namely terrain graphics – the biggest thing that’s always on the screen has just been a white box until now. No sweat, I’ve got this.

Untitled is finished
I decided that a good title for my game would be Untitled, and it has been submitted.
In Untitled you are in control of a pellet that can change colors and thus pass through the brush strokes. You goal, escape from the bottom of the painting, with the highest score possible. Grab pickups for a score boost along the way.
I’m working on a video that I will share later on, that shows off the game. I’m happy with the game, it simple and low stress like I wanted.
I think I’m done
Sunday, August 21st, 2011 4:31 pmNow I submittet again because there is now music in the game. I used the ingame sounds like jumping or checkpoint as samples
http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=4864
HF,
Neosam.
BTW: That’s Bob: 






