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shrt's Archive

Ludum Dare Donor Award
Awarded by PoV on May 23, 2008

Video for the crashing people

Posted by shrt
Monday, April 20th, 2009

Here’s a little bit of video from the final build, since so many seem to not be able to run it. I tried running this on the various machines I have at my disposal, and they all ran it fine. So i’ll chalk the crashes up to people missing .NET/XNA binaries. Nothing new there :)

Video, lookie!

Finalized the wall

Posted by shrt
Sunday, April 19th, 2009

Got around to adding some gameplay in there, so I think it’s alright to call it a game now :)

POST-FINAL EDIT:

I understand some are having difficulties understanding how to play it, so here’s a few key tips:

  • You have 3 unique battle pieces at your disposal; namely Melee (sword), Ranged (arrow) and Defend (shield)
  • In certain levels you have a barracks at your disposal. It can produce a piece with X units every turn.
  • You need to wipe out every enemy piece before it kills yours off, or reaches the opposite end.
  • The wall (red pieces) only has one action (move forward), and cant defend itself.
  • The damage a piece does is represented by the number seen below its icon in the turn-queue. (except the wall, which shows the total units the wall has split over its pieces)
  • Some pieces does extra damage in certain situations (e.g. when a defender retaliates)

Video!

Download

Posted by shrt
Sunday, April 19th, 2009

This morning I realized that I had not really thought the gameplay through before jumping into the tech implementations, and as a result of that the game is now in a state where im not sure that I can save it. I’ll keep going today though, and hopefully i’ll get struck by some ideas that’ll help the game turning out as an actual game!

Anyways, here’s another progress shot:

Some additions since last night:

  • Queue displaying whos turn it is
  • Simple text fade-animation whenever a piece loses or gains units
  • New icons for some of the pieces

End of day one

Posted by shrt
Saturday, April 18th, 2009

So, as i’ll be wrapping up for the day I thought i’d share a progress screenshot, enjoy:

Still not sure whether or not this will be any good. My goal is that it becomes a turn-based strategy-ish thing where you need to kill off the enemies (the wall of red pieces) before they wipe you out. The AI is pretty much just a Column++ each time it’s the enemys turn, so that’s one thing fully implemented at least! :)

Into the dark, physics tweaking, abyss

Posted by shrt
Sunday, February 8th, 2009

So, like always, I think up a way too ambitious game mechanic and fail to realize it before its too late :(

Anyways, the above shot shows my progress so far. Every graphic is placeholder, and basically all there is to the game at the moment is controlling the arms of an undersea-monster. I spent pretty much the entire first day just tweaking the physics parameters, and im still not satisfied :|

Calling it quits

Posted by shrt
Sunday, December 7th, 2008

Aw man, i’ve just been lacking inspiration this entire weekend, and it does not seem to get any better. So i’m going to cut my losses and call it quits now. I really hate doing that, but I just can’t see it happen this time.

I did make a little thing, though. It has zero gameplay, but it does have a bunch of pretty snowflakes trickling down the screen. Hopefully i’ll be more into it for the next mini!

Download

Requires the usual bad guys:

XNA FX3 and

.NET 3.5

Pfff - fin.

Posted by shrt
Sunday, August 10th, 2008

Oh boy, this one was rough.. THE TOWER?! I think I started out with that in mind, but I guess I kinda lost touch with the theme somewhere a long the way. Although I do keep the sense of heights (with the skyscrapers/roof and such).

Anyway, after a couple of huge coding sessions, here’s what I finally have to show for it:

YouTube

Vimeo (<3)

MUY IMPORTANTE:

You need all kinds of sweet stuff to run this bad boy:

  • updated directx
  • .net 3
  • shadermodel 1.1 (and hw support for scaled pointsprites, i think)

So, yeah.. I hope there’s at least one windows dude out there :)

DOWNLOAD

EDIT:
It would appear that it might crash if you don’t have any XNA redist installed. The problem lies with the non-opensource physics library that I chose to use; it tries to find the required xna dll’s through whatever-its-called-place where redist dll’s are placed, instead of using the dll’s i shipped locally with the exe. So, only solution is to install one of the XNA redists. What a mess.

Pfffffffff

Posted by shrt
Sunday, August 10th, 2008

More visuals:

Arrr!

Posted by shrt
Saturday, August 9th, 2008

More progress shots! Wee!

Video’d

Posted by shrt
Saturday, August 9th, 2008

mid-day1

First signs of progress

Posted by shrt
Saturday, August 9th, 2008

Here’s what I have to show so far. It’s supposed to take place on a rooftop where you direct the wind in ways that will make it blow crates over the edge.. and quite possibly end up killing people and the occasional owl at the bottom of the tower.

Rooftop and stuff

The white gazelle laughs maniacally

Posted by shrt
Sunday, April 20th, 2008

Finally done, here it is!

Do not be afraid to shake it up, shake it up, sha..

ld11_shrt_11.png ld11_shrt_10.png

The entry can be downloaded from here:

Download

Watch capture (stream)
Watch capture (xvid)

Requirements:

.NET 3/3.5
XNA 2.0

up2date DirectX dll’s

Posted by shrt
Sunday, April 20th, 2008

Here’s some of the latest models:
ld11_shrt_8.png ld11_shrt_9.png
In other news, I suck at composing music so I have made sure that people can turn it off in my game.

I hate writing UI’s

Posted by shrt
Sunday, April 20th, 2008

But here’s my main-menu:

ld11_shrt_5.png

The colored text at the top is bouncing up and down, and the model below is rotating to give a preview of the level.

Yay it works

Posted by shrt
Sunday, April 20th, 2008

<3

ld11_shrt_4.png

Early morning progress

Posted by shrt
Sunday, April 20th, 2008

ArcBall rotation still isn’t working, and i’ve basically given up on trying to fix it. Below you can see what i’ve spent my morning doing.

ld11_shrt_3.png

  • Gradient background
  • Fonts
  • Better shading for the main model
  • Better shading for dirt
  • Improved model for dirt specks

More progress

Posted by shrt
Saturday, April 19th, 2008

Had some troubles with math earlier, but that should be fixed now. Here’s a shot of a more complex model in action, where some blobs have been shaken off to the left.

ld11_shrt_2.png

There’s still one major issue with the ArcBall implementation (to rotate the model intuitively) which really needs to work before it’s playable.

Progress

Posted by shrt
Saturday, April 19th, 2008

Not much to show, but I guess that fits the theme perfectly. The reason is that I have spent all my time on coming up with an idea that
I didn’t hate.

ld11_shrt_1.png

What you’re seeing here is a 3d model infested with nasty stuff. It’s your job to shake these things off.

Rules schmules

Posted by shrt
Friday, April 18th, 2008

To abide by the rules I hereby deliver a link to my work-in-progress library; all it really does is provide a way of binding game behaviors to “entities”, and getting a hold of them again. Oh, and it’s written for .NET3.

Download

Day 1

Posted by shrt
Saturday, February 23rd, 2008

This theme was horrible to think up ideas for, I mean, games usually rely on the player expecting what happens. However, I did write a small platformer with just one level which tries to incorporate this idea of having something unexpected happen, so that the player then has to think up a way around.

I’m not sure i’ll continue working on it, as i’m not terribly excited about the game idea. Meh.

ld105_shrt.png


It requires .NET2.0, XNA 2.0, shader 1.1 and updated DirectX dll’s ( :( )

Try it here

Final entry

Posted by shrt
Sunday, December 16th, 2007

The outcome of these 48 hours is a reasonably decent game, that just barely stays within the theme. Taking that aside, I do think it’s good fun to play and that’s all that matters.

Hopefully at least a few people will be able to try it out, but since there is no single-player component it gets a little bit dull playing by yourself :)

ld10_final.png

The entry can downloaded from here:

Download Final! (src included)

Watch capture (stream)
Watch capture (xvid)

Log entry: squeeze the lemon and stuff comes out

Posted by shrt
Sunday, December 16th, 2007

Added support for various control schemes, and prettied up the display:

A couple sounds are in also! Thanks DrPetter! (sfxr)

ld10_0_days_7_hours_21_minutes_left.png

Log entry: last stretch

Posted by shrt
Sunday, December 16th, 2007

A few things have been implemented since last entry; most notably the springy goals. Well, only the back of the goals actually. They add nothing gameplay-wise, but they’re kinda fun to watch when a ball is hammered into them. Barrier advertisement textures have also been made, i’m not crazy about them but they’ll do for now.

What I really need to get started on are the controls. The gamepad controls are perfect, but the majority of people here does not have such a peripheral so keyboard/mouse support is essential. Keyboard is currently supported, but man, it feels quite crappy. I think pure mouse control would be better.

ld10_0_days_9_hours_10_minutes_left.png

Log entry: beautification

Posted by shrt
Sunday, December 16th, 2007

Since I woke up i’ve mostly been making graphical improvements, e.g. colored players, textured field barriers.. But I also implemented a better camera, so every moving thing should now be visible at all (most) times.

Later I will try to model a better looking goal, and possibly add a menu.

ld10_0_days_16_hours_0_minutes_left.png


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