The Golden Hedge Trimmer Award
Awarded by 31eee384 on December 12, 2010
Awarded by edwardoka on August 18, 2008
I’m gonna try and participate again for a change.
And my latest experiment shall be developing the game in pure OpenGL. Also, structuring it in such a way it is easily portable to an iPhone. I just got an iPhone you see, and I am somewhat smitten with it. So in celebration of me having a new gadget, I shall make a game that is hopefully easily ported!
Here is a random screenshot. It shows some red lines which I think will be the world boundary, a green rectangle which is probably going to become a circle eventually and indicates the player character, and a blue line, which is the path the green circle is following.
Actual gameplay? None yet, but I’m sure I’ll think of something as I go along.
My game is finished! It’s a very simple game, and it turned out pretty decent. Skalle even gave me a neat idea when he asked if my game was meant to be a GH-Clone.
I wonder what gave him that idea.. Oh well! Anyway, here’s my final. It can actually be played with your Guitar Hero or Rock Band guitar controller, so if you can connect that to your PC, I totally recommend it. Otherwise, you’ll have to hold your keyboard like one, fingers on F1-F5, and strumming with the enter key.
Just because sometimes some things aren’t as clear as you thought they’d be.
Q: I’m just one person, I can’t test a multiplayer game! When I try to play myself, it says “name already in use”.
A: Go to server.txt and edit your name. Each time you click host or connect it reads data from this file. So you just have to change it by alt+tabbing to it.
(Will make edits if more crazies pop up!)
And here’s my timelapse video.
40mb, close to 1 minute long, close to 600 frames, encoded with xvid codec using VideoMach.
Ok, I didn’t really post much (At all) on the journal pages, but that’s because I was hard at work making my game and not slacking my time away on IRC! (No really!)
Anyway, I’m owlfully sorry for not posting much but eh, whatcha gonna do ’bout it? Here’s a screenshot to distract you:
Anyway, you can download the game from:
Good luck figuring out how it works. It’s not that complicated though, even my little sister worked it out on her own. (/taunt)
Good luck to all those who are still crunchin’! (And don’t waste too much time on those howlribble owl jokes on IRC.. )
And with this I upload my final version of my entry. It’s quite a minimalist game, I wish I had more time to work on it, but real life is also demanding me to keep my time spent minimalist. So, with a minimalist post, I will wrap up the competition.
You can download the game at:
The controls are quite simple, up and down to move the brainwave pulse up and down, and the right button to speed up the activity scrolling.
Hey, I finally figured I’d make atleast one blog entry while still working.
This LD I started off pretty irritated at the theme, I didn’t like it at all. It felt like it constrained me too much and although IRC was supportive, I couldn’t come up with an idea for the first hour I was awake and aware of the theme. After about an hour I just started programming the framework, without any idea what to make. I figured it’d come up as I was working, a whole new approach for me. After I commented on someones entry and I suddenly got an idea. I was going to make a brain that grew and shrunk and it could overcome obstacles that way. To do that you had to increase brainwaves. This could be done by correctly answering math questions, but after a while I figured this would be boring. So I changed the brain to a pulse and with the pulse I could issue commands. With these commands I would have some guy do something.
After I programmed the pulse I got an idea how to have the guy move around. And then I felt like adding random sounds. Now, I have something that looks like this:
If anyone feels like trying the prototype: http://www.deepflame.nl/ld11/Brainwave0.2.rar
Be sure to leave comments if you try it.
Like all games, mine gets a patch short after release.
I was informed that level 5 was remarkably easy to solve and indeed it was, you didn’t need most of the level to do anything. Thus I minorly edited the level 5 file and uploaded my entry to my webspace again. However, I left my original version on the webserver as well, in case people want to play it with the possibly easy level 5. (It can still be difficult unless you see the easy way.)
Do with it what you want. I hope level 5 is more challenging now.
Well, that rounds up the last day for me, and I managed to come up with a pretty neat game if I do say so myself. I’m quite pleased with it, it’s been tested by my little sister and she couldn’t break the final version anymore. (Though she pretty much broke all the previous ones.) And I’m going to put it up here for everyone to play and enjoy.
Today I started out with adding the last elements I needed for gameplay to commence. After I added those (and their graphics) I added a menu and a HUD, as well as the level transition code. Other than that I spend pretty much the entire day creating new levels and debugging. Debugging, debugging and more debugging. The release build used to crash right away when ran, I had to solve that. Release build also had other quirks that needed to be stamped out. I also had a timing bug that sometimes caused everything to explode, instantly winning the level. That has been fixed too!
In the past few hours I mostly made new levels, discovered a new bug and discovered a work-around for it. I worked around it, too lazy/late to fix it. (You pick the right one.) After that I made my dad play it, but the controls confused him a little. So I added some extra hits and tips on the HUD. (Yay for Confucius quotes!) I am looking forward to seeing who finished the puzzles and who got stuck. (My little sister got up to level 5, someone else I know finished it, discovered a really easy solution to level 5 and helped me make it harder.)
On the whole, I’m very glad I took part in this LD48 again. It was a good way to break free from playing World of Warcraft all day long, and it actually was nice to do something in C++ again. I had been using C# for the past year mostly, and a little bit of Java on the side. This resulted in some funky pointer things at first, like the 1 GB memory leak I had, or the 3mb/second one I had as well. I also started out making some newbie mistakes again, funny how you can lose basic control over a language so easily. Luckily, it picked up really quickly, and before I knew it I was in full control over the language and libraries again.
Code-wise, well, if I had turned this in when I was at uni my teachers would probably have died of a stroke. Several. I think I violated a bunch of programming standards again. The most satisfaction I got was when I got the A* algorithm implemented and working. My game has gas clouds that follow the shortest route to the origin, and to calculate that I needed a pathing algorithm. So I looked up how to do A* and I got it in. Took me about 3 hours to get it to work, and I’m pleased it did.
Other fancy feats include the omgRecursion of the detonation chain. I don’t think I ever programmed anything with this much recursion. I have two types of recursion in the chain links, one or two in the A* implementation, and another one with generating the arrows when you want to place the chain links. At some point my brain started to cry over all this recursion, and I managed to confuse myself once or twice. Debugging recursion is not fun I tell you.
Anyway, the game can be downloaded at: http://deepflame.deeplyswitched.com/ld48-10/CoA-Final.zip
I hope it will run for you.
Screenshot of a level:
Woo, after a refreshing sleep (And one hour longer than I wanted, cursed oversleeping) I managed to get a lot done again. I added the last remaining items I needed to add for gameplay, I added some limits to the placement of the chain links, and I finalized my level file layout. Now I need to work on a nice game menu, level transition and make some actual levels. All in all, it’s going pretty nicely.
I have this peculiar bug when I compile my game in release mode where my last placed link overrides the second last placed link, regardless of location, if this second last link is a wood link and the last link is a breaker link. And now it actually seems to crash in release mode. I’ll have to check that out now I think. Weird stuff.
Well, I just spend 14 hours semi-straight programming. It’s been a great refreshment after slacking off playing MMORPGs for all that time. I made some unbelievably newbie mistakes, for example my 1GB memory leak because I forgot to initialize an integer. Go me! I was initially dissappointed in the selected theme, I was hoping for Time Travel. But I quickly worked out an idea, and I set off to flesh it out pretty quickly.
I made some great progress on the game. I actually have it somewhat playable now, although I really have to add 2 more objects to the menu to finish it up. Then I have to add limits to make it actually challenging. Finally I will have to create more levels, because one level in a puzzle game aint really a puzzle if you know what I mean.
My code is a hacked up pile of text now though, maybe I can clean it up some tomorrow. Although I doubt I will, because I’ll probably end up adding more features to the game to make it more interesting. I got some neat ideas still.
Man, I’m so wasted. x)
You tell me:
I need to add some sort of intelligent checking for occupation or something. This is nuts!
Huzzar! After about 3 hours of Recursive Pain I finally discovered what I did wrong with my implementation of the A Star algorithm. This has now been fixed and my clouds are making a regular run for the exit! I am really pleased with this, because I was getting frustrated.
My game is progressing nicely, and already I am starting to see signs of what the game will be like when it’s complete. There’s a little movement going on now, and the detonation cords are rendered. And I can now easily make the game end with a “Great Success!” when the bomb is hit. This was worrying me for a while, because I didn’t want to do some kind of ugly tile checking. Lucky, my chain tree is working without a hitch.
Also, as an example why hardcoding a recursive data structure is a bad idea, even if it is just for testing purposes and will be deleted once it’s confirmed to work:
I wont do it again, I promise!
Because we’re going mining! Or rather, we were, until we discovered that we didn’t yet connect our detonation cord to the bomb. And rubble fell down in our way. And there’s gas clouds. And.. Where’s my coffee?
Ok, so, the theme is Chain Reaction and my idea involves blowing stuff up. Everyone likes blowing stuff up. Right? RIGHT?! Since the competition is now about 5 hours in and I got a bit of work done, it’s time to spam this place up. With pictures.
During the first 2 hours I worked on the level loader and world tileset. Right now it looks fancy colours because I need that to make sure what tile is which tile in the tile set. The result became something like:
Another two hours worth of coding and drawing later, and I had The Bomb™ and the detonator, as well as gas clouds. And I created level 2. Which looks roughly like this:
Then I implemented the chain reaction part, and my game is looking like it might become a game sometime. (There’s moving things on my screen!) This took me about an hour to do, but there’s a bug somewhere in my massive list of pointers. (Note to self: Hardcoding a recursive tree for testing purposes is not good on the brain. Really.) I’d upload a video but it’s not that awesome.
During the next hours I will be adding the pictures of the combustibles themselves, allowing the user to select and place combustibles and add this to the chain. Then I gotta work out some other things such as how the gas clouds try and make a break for it to get to the exit. And explode when they intersect a fire. Stuff like that.