Ludum Dare 22
Ludum Dare 21
Ludum Dare 20
Ludum Dare 18
Ludum Dare 16
Ludum Dare 15
Seriously... EVERYONE uses SFXR
Awarded by PoV on December 15, 2010
Master of Distraction
Awarded by LunarCrisis on April 21, 2008
The "I'd rather do it in C" Prize
Awarded by philhassey on March 3, 2008
Glorious Particles Award
Awarded by Cthulhu32 on February 25, 2008
Awarded by philhassey on February 4, 2008
The Ãśber Awesome Sound Tool Award
Awarded by Endurion on December 19, 2007
pymike says ...
Very fun, but not enough levels.
drZool says ...
The thing screams DrPetter, thats a good thing.
tirpen says ...
Controlling the silhouette of Marge Simpson with a hockey stick has never been more fun. :)
The graphics are minimalistic and pretty, the music is great and the 'feel' of the controls are good. Definitly a good base for a platformer. A bit more content and we'd have a winner.
keeyai says ...
Great music. Has a lot of potential.
SethR says ...
Very cool using .psd's directly for level information. May just have to steal that sometime...
jakbob says ...
The ending is a bit of an anticlimax.
sol_hsa says ...
levels! levels! levels! =)
thedaian says ...
Fun, but short.
mikeware says ...
Very fun, great idea to use PSD. It'd be interesting to see what else you could exploit with the format.
pekuja says ...
Nice visuals and music. I would had really liked to see more levels though. The .psd levels are a wonderful idea. Worked really nicely in this one.
Surrealix says ...
Short, but fairly sweet, and the music added to it. The foreground thing was odd, but made things look quite a bit better than they probably would have. A longer level would have been good, but overall it's a fair entry.
dgriff says ...
I like the controls, they handle very well. I wanted to beat some ass with the hockey stick, but alas... I just got to jump around and listen to the music.
Wiering says ...
Nice, but a bit short. I like the music and I think your bitmap collision detection works well.
HybridMind says ...
great music and controls. the platformer physics and collision felt really solid. Made me really wish you had a chance to make levels for this as that would have rocked!
Hamumu says ...
I won! A hockey stick, eh? I call that a golf club.
You really got good platforming feel, which is the most important to me. Too often people have really clunky moving and jumping and it kills the game completely. Other than that... well, that's really all you had!
Nice job getting a moving platform in there to add to the excitement, though.
Kimau says ...
Moooore levels. I love how you always use that old style.
Jach says ...
Interesting... I got a craptacular 17 fps average though. :(
philhassey says ...
Your classic DrPetter entry as of "20 hours" into the compo. Next time get after it, Dr! Your complete entries are always great stuff :)
erik says ...
Not much of a game, but it has a super cool style.
Dathgale says ...
I like how the terrain isn't tile based. Not much else to say about it, though; there are at least hundreds of platformers more or less like this out there.
phren says ...
A shame this didn't become a real game, really well made physics (would've enjoyed playing some "real" levels). Nice music and graphics.
pansapiens says ...
Strangely, would run under Wine but not under Windows XP in a VM. This could be the foundations of a decent platformer, but is obviously a tech demo at the moment. Very playable. Looks like the PSD approach to level design could work out. Seemed a little sluggish even on a fast machine ... overhead from bitmap collisions ?
jolle says ...
Well, there's jumping, and collecting things, and light background music. A pleasent but short and unchallenging experience. AAAA++++++++ would comment again.
OK so last sentence was partly a joke. Still fun and pleasent though.
gustav says ...
Cool style and nice solid physics :)
It feels very complete (with the exception of enemies and gameplay elements) and the sound, graphics, and platforming fits together well. This could have been awesome with more things to do!
jlnr says ...
Really cool technically, but suffers from the shortness in almost every categoryâ€”except Audio of course :)
negativegeforce says ...
short as heck, but the art is...nice as heck.
Archive for the ‘LD #11 – Minimalist – 2008’ Category
Maybe this is what I should have been doing for the last LD… It took me two days to make and it’s based on the code of my LD11 entry (I didn’t even miss Felicity!)
Making “just a game” was kind of enlightening, since I didn’t have any real technical challenges to overcome and could just get on with content and putting in simple control logic to make it all come together. It’s pretty much an unthinkable project viewed in terms of what I’ve been doing the last few years, but since both development and result were enjoyable it’s a pretty clear hint that I should be doing it more often.
However, I ruin that immediately by having a natural impulse to make some kind of convenient editor/engine which would reduce the need to write copious amounts of replicated-but-slightly-modified code for instance when I want new enemy types etc. I have made these before, and each time I end up spending weeks or months working on it and then never really use it because I get increasingly unhappy with how it’s built. Still, I couldn’t possibly make a game of say 10x the complexity/scope of this one without using more structured code at the very least. And defining animations, scripted events, enemy patterns etc would quickly get tiresome and repetitive to do in code+Photoshop if you have more than one or two types to deal with. The grunt of this game (discounting image loading and input code) is a 1500-line C file, where almost all logic is directly in the main loop – wonderfully spontaneous way to work but of course breaks down with increased program size due to convoluted value/flow dependencies, loss of overview and the need to repeat code.
The fact that I did manage to create this in just two days though, and that I didn’t run into any major hickups along the way, probably says something about suitable code vs application complexity. If I had gone and made “a perfect design” with fancy classes and streamlined algorithms for everything, I would most likely not be done yet. More importantly, I probably wouldn’t even have started since such a small project doesn’t really justify that kind of work. Not without the prospect of a larger product coming out of it, and if there was one I would probably be too intimidated by the thought of that and keep trying to out-think myself in terms of what stuff I’d need to make that “great big thing” work eventually.
I think Derek Yu recently said something about coders being able to “doodle” games like artists sketch with pencil and paper, and that’s probably an important thing. A sketch is never meant to be used for anything substantial, it’s just playing around with the tools of your trade to make something spontaneous and fun. If it turns out nice then you could potentially do it again from scratch but “do it right” and expand on it if you wish – but you should definitely not be doing it the roundabout way to begin with since that would destroy the spontaneity and make it a laborious task instead of a free-minded sketch. When sketching you can only use whatever skills and processes that come natural to you, without considerable planning or conscious mental effort. Of course, with increased experience this set grows larger and some people could probably do advanced class hierarchies without thinking too much about it. All the more power to them.
Since I made this thing in such a short timespan, I have a pretty good overview of all the techniques I used and the bare-bones code needed to make them work. This could provide some extra value when designing larger game systems as I might be able to target my efforts more carefully, and not get overly general or implement pointless things. For trying out pure game ideas though, I still feel that it would be sensible for me to “sketch” in a more streamlined tool… a kind of game maker for sure, but definitely not Game Maker (for the simple reason that I’m incapable of using any tool that is close enough to what I could potentially build myself, which is a most unfortunate condition in terms of productivity… but creating a tool to fill some (possibly imagined) need of my own is just so very rewarding)
I put up an article on basic sound synthesis yesterday. It had been requested by some folks. Touches on fundamental aspects of sound in general as well as more specific details relevant to classic retro waveforms and the kind of stuff sfxr does.
Ok. Managed to scrape something up that might be considered a game. About as complex and innovative as my last few LD entries
I actually had fun this time around, but mostly with irc and blogs rather than actually making a game of my own. Maybe next time.Â Now sleep before getting on with all the games!
Giddit: marge.zip (windows executable, and a bunch of code that you probably don’t want to try compiling)
Someone (partly me) derailed the IRC into wild discussion of a math problem. I think some 5-6 people were involved at some points, and we still haven’t arrived at a conclusion as far as I can tell.
Here’s an image I cooked up to help visualize the problem:
The problem is deceptively simple: Determine what angle to fire a bullet in, if it is to hit a target that’s moving past you at a constant velocity. In other words, both objects are moving at a fixed speed, and you just have to figure out in what direction to launch the bullet so that it’ll hit the target perfectly. Iterative solutions need not apply. Good luck with interpreting the image, it’s pretty confus(ed/ing).
Well, kitchen table at least. All these photos of computers-at-windows made me relocate to this unorthodox spot. It’s the most window-facing point in my apartment, and I must say the light is quite inspiring compared to being stuck between two walls and a closet. Seen in foreground is the comfy chair, complete with soft cushion and keyboard-in-lap action.
I might want to use this for my entry, so I’m putting it up for free download to avoid cheating.
Just some loader code for PSD images, you can retrieve image data for each layer in the image through pointers to regular 32-bit ARGBÂ pixel buffers (with individual bounding boxes and positions in the image). Haven’t tested it extensively, and it will probably crash for some images… but if it works for you then go ahead and use it. My idea is to do level layout and similar stuff in Photoshop to remove the need for a level editor. Being able to draw scenery (and collider geometry?) in multiple layers should be enough to make something interesting, and do it conveniently.