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Final Results

Show full results

OverallFunInnovationTheme
4.27SethR4.20SethR4.47pansapiens4.84pansapiens
4.13mjau3.96chrisp4.31jlnr4.70Hamumu
4.06Hamumu3.83pymike4.30shizzy04.61sol_hsa
4.04tonic3.83mjau4.20gustav4.55scoopr
4.03pekuja3.83allefant4.05XMunkki4.46mjau

PolishGraphicsAudioHumor
4.35jlnr4.62tonic4.55dgriff4.59Hamumu
4.15tonic4.54mjau4.41SethR4.31philhassey
4.13mjau4.33jlnr4.38tonic4.24SethR
4.06philhassey4.04bluescrn4.14DrPetter4.18allefant
4.00Hamumu4.00Devon3.85philhassey3.90jovoc

TechnicalFoodJournalTimeLapse
4.36tonic4.38GBGames4.47AK474.50sgstair
4.21gustav4.27jolle4.25keeyai4.35mjau
3.96sgstair4.14mjau4.14tonic4.33pekuja
3.92jlnr4.13SethR4.13philhassey4.13fydo
3.92bluescrn4.06keeyai4.13pansapiens4.06Viridian

Archive for the ‘LD #11 – Minimalist – 2008’ Category

Timelapse video

Posted by
Monday, April 21st, 2008 7:34 am

I’m alive! I expected otherwise! And, as I begin the early stages of my undoubtedly slow recovery, I will first post the timelapse video I recorded:

And, in case that doesn’t work or you want a higher resolution: The original, 720×480 Xvid w/ mp3 audio, 76.21MB

Framed Mac Version Notes

Posted by
Monday, April 21st, 2008 6:54 am

So, I actually updated my game a bit this morning, as I realized I should keep a mechanic going to make the game more challenging (also, indirectly fixes the problem I had before too), but I’ll wait to post a link until after the voting is done as its outside the 48 hours. Though I had plenty of time to spare during the competition, I think I must have only spent about 12 hours total on the project. The update also makes the Rogue Frame outlines thicker to help distinguish them. I mean, all in all it was about 10 lines of change, but it can wait.

* I really just wanted to note: While I don’t have a compiled Mac version yet, if you use the MacOS pygame packages from here, then you shouldn’t (hopefully) have any trouble running the source package with Python 2.5.

Color Eater Goes to Win32

Posted by
Monday, April 21st, 2008 6:26 am

You don’t have to wait anymore, here is the win32 binary of  the great Color Eater.

Download

Color Eater goes win32

pansapiens’ timelapse

Posted by
Monday, April 21st, 2008 4:32 am

Here’s the timelapse of the development of my entry [youtube.com], Mondrian. It spans pretty much the whole 48 hours, with one shot every 10 mins, (except the blank ones when I was sleeping with the screen on powersave).

For my own future reference:

Screenshots taken with the cronjob:

0,10,20,30,40,50 * * * * import -window root -display :0.0 /home/pansapiens/LD11/screenshots/$(date +%F_%R).png >/dev/null 2>/dev/null

Converted to video with:

$ mogrify -format jpg -scale 840x526 *.png

$ mencoder "mf://*.jpg" -mf fps=4 -o timelapse.avi -ovc lavc -lavcopts vcodec=mpeg4:vbitrate=800

Burnt pizza, meetings, and a playable game.

Posted by
Monday, April 21st, 2008 12:07 am

Congratulations to everyone who finished, or even just attempted the LD11. I really enjoyed it, and will be back for more!

I’ve slept 2 hours in the last 2-and-a-bit days, and am seeing triple. Had a meeting this afternoon with three of my course advisors, and could barely stagger along in my Monday evening social sport.

Regardless, I managed to hold up long enough to also fix some show stopping bugs, and write a comprehensive guide to playing “The Butler Did It”. Original unplayable version is still available if you want to use it for judging (*ouch*), but give this one a whirl and catch a murderer.

Looking forward to a good long sleep, and then working my way through 60 minimalistic games. Probably a windows port of TBDI, too.

Mike is awesome – the game, now ported to win32

Posted by
Sunday, April 20th, 2008 11:35 pm

win32 binary file: http://triorph.surrealix.com/MikeIsAwesome_win32.zip

and of course, original linux source at http://triorph.surrealix.com/ludumdare-triorph.zip

everything is unchanged, just ported for windows.. no fixing bugs and making things work differently, judge as harshly as you want.

green player: up -> accelerate, down->deccelerate, left->rotate anticlockwise, right->rotate clockwis, enter/return -> shoot

blue player: W -> accelerate, S->deccelerate, A->rotate anticlockwise, D->rotate clockwise, Q->shoot

Battle Magic: Epilogue

Posted by (twitter: @xMrPhil)
Sunday, April 20th, 2008 9:48 pm

I used the PTK library and wrote all my code from scratch.  I used Visual Studio as my IDE.  Paint was my trusty graphics app, but none of my graphics work made it into the final game!  (There was a little Photoshop Elements, but don’t tell Paint.)

Here is a look at my code.  You’ll be surprised how much GUI work I did.  Download Battle Magic’s source code

KeepRunning (Final Journal)

Posted by
Sunday, April 20th, 2008 9:39 pm

I’ve always been interested in minimalism in other art forms. This of course, opens another can of worms: the great debate as to whether or not videogames are, or could be, art. I actually take a more of a conservative stance than most game developers in that I don’t think games are inherently art. Videogames are a medium, just like film, television, theatre, or music or painting. These forms of media can be used to create art, or entertainment, or advertising. And for the media that are generally regarded as art (painting, music, theatre) there are artists who constantly push the boundaries of the medium. They force people—artists, critics, and ordinary people—to ask questions. “Is this art?” “Can this really be considered music?” “What is the defining characteristics of theatre?” Some in particular do this by trying to create a piece that meets the smallest possible criteria of the definition of that art form.

Samuel Beckett’s play, Breath – 25 seconds long, contains no actors, no movement, other than the curtains, and the only sounds are two cries and breathing. But it takes place on a stage, it has a script, it contains stage-direction.

Napalm Death’s song, You Suffer – Regarded as the shortest song in existence at precisely 1.316 seconds long. But it still contains all the elements of any rock/metal song: guitar, bass, drums, vocals.

John Cage’s composition, 4’33″ – A three-movement composition for any instrument (or combination of instruments), made entirely of silence. The argument being that music is composed of sound that is organized in some fashion. Whether or not silence can be considered sound is up for debate, but some people consider the ambient noise of the audience and the performance hall (or location, generally speaking) to be part of the piece. You can even buy sheet music for 4’33″. Does that make it a composition? Does that make it music?

Robert Rauschenberg’s White Paintings – Seven entirely blank white panels. It is still paint on canvas. Is it still art? I’ve seen it displayed in the San Francisco MoMA, so by definition, it must be high art. Some argue, just like with 4’33″, that the painting’s interaction with it’s environment—the lighting, the shadows cast on the canvas, the museum patrons staring quizzically at the empty space on the wall—are part of the piece itself.

One thing is for certain. If we cannot ask these pretentious questions about videogames, then how can we consider them art?

So what is the most basic definition we have for games? Generally, it is regarded that all games must have a goal. This does not mean that the game has to be “winnable”. Take Asteroids, for example. There is no way to win Asteroids, but the goal is to get the highest possible score.

As another example, SimCity does not have a specific goal. It has a lot of numbers that can increase and decrease, but it is ultimately up to the player to decide how they want to play and what they want to achieve. Because of this, SimCity’s designer, Will Wright, refers to it as a “toy” rather than a “game” because there are any number of ways to play with it. But it is still regularly regarded as one of the “best games of all time” by numerous critics. Does that not make it a game? Clearly, even the requirement of a goal is somewhat lenient. Is score purely a goal, or just a metric? If so, what does this say about games, like Asteroids, where scoring is the only goal? Is the goal of Asteroids to achieve the highest score, or merely to survive the constant onslaught of cosmic rocks? If the latter, does that mean the player always loses?

The second requirement of games is that they must have rules. I once read somewhere (can’t find the source off-hand) that game design is the process of adding rules to a system to make it less efficient. The classic example being that if a boxer’s goal is to get his opponent to lay on the mat for 10 seconds, the most efficient way of doing that would be to shoot the other boxer in the head. Thus rules are added to the game so that the boxer can only cause his opponent to fall by using a certain style of punches. Whether or not this is accurate description of game design, or merely a cute sound bite does not change the generally upheld conception that games are made out of rules.

Another requirement often cited is that games must have some form of player interaction. This could be as much as maintaining an entire fleet of spaceships in battle against another fleet, while trying to manage resource collection, empire expansion, and technology development, or as little as pressing a button to jump.

So, if games are defined as a goal and a set of rules with player interaction, what is the most basic, minimal implementation possible? For the sake of this contest, I’m going to limit this argument to “computer games”–that is, games that can be played on a computer.

Even the current version of my game has more than that. Since a game does not necessarily have to be winnable, or have an end-state, I can remove that part of the game, but I still need to have a goal. The current goal of the game is essentially to terminate it as fast as possible. That can still be the goal even if I take out the “game over” message and the ranking system (which take up the majority of the code). Alternately, I could make the goal to keep the game running as long as possible, similar to Asteroids, or Progress Quest. I don’t even need to keep a score inside my game as the operating system and the Process Manager already keep track of how long the game has been running.

Since the goal has changed, and therefore the rules have changed, I still need to communicate the new rules to the player somehow. My game has to have a name of some sort so to get to the most minimal state possible I’m going to make the game’s title the same as the full text of it’s instruction manual. How’s that for usability?

I still need to have player interaction, but does that mean my game has to accept input? Is the input that it takes to start the game and stop the game enough? If so, I can remove the input code as well.

So what is left? I’ve got a game, where the goal is to keep the game running as long as possible. The rules are… to keep the game running as long as possible? And the player interaction is to start and stop the game. I’d say that’s about as minimal a computer game as you can get.

Here’s the final tally:
KeepRunning
Platform: Windows (Tested on XP, 2000. Probably works with all x86 processors Win95 and greater.)
Source: 2 lines, 76 bytes (including copyright notice comment)
source v4
Executable: 5,632 bytes. (Future plans: write it in native assembly code, Linux, Mac ports.)

Screenshots:
KeepRunning sceenshot
KeepRunning highscore

Strong AI – Timelapse

Posted by (twitter: @https://twitter.com/#!/rtsoft)
Sunday, April 20th, 2008 9:25 pm

Youtube timelapse video

Too fuzzy?? Try the high quality version here. (24 MB)
Music is a game remix of an amiga game, title: Nikamota – [Nicky Boom] Coming of Age(In the Club)

Time Lapse – Castle Adventure!

Posted by
Sunday, April 20th, 2008 8:36 pm

Here’s a time lapse of my desktop as I competed in Ludum Dare 11.

Here’s a youtube link.

I know, the screenshots got cropped. The program I was using to grab them wasn’t grabbing the whole screen. Sorry about that.

And yes, there’s a whole lot of downtime in there. I’m married and I have three kids. My wife made a pithy comment about my participation, which you can see in the video.

You can download a higher-quality version here.

Framed! v1.11 (bug update)

Posted by
Sunday, April 20th, 2008 8:27 pm

Here’s just the small update fixing a winning condition conditional. Hopefully, I may be able to post a Mac version too, but that relies on a friend of mine who actually owns a Mac. Not sure if they’ll be able to do it before they leave for a trip tomorrow. We’ll see, I’ll post it here if I can later.

Framed v1.11: (windows) (src)

GBGames Time Lapse

Posted by
Sunday, April 20th, 2008 8:10 pm

You can find my time lapse video at http://www.youtube.com/watch?v=-fpXRHYU-hU.

Compiler Bugs Plaguing Your Project?

Posted by
Sunday, April 20th, 2008 8:02 pm

Well, I was just playing my game before going to bed again, and I found a strange bug. The problem is it works fine when running from the source. It’s only in the compiled version. Must be an optimization happening or something, but Python uses byte-code so it should be the same. I’m very confused about it at the moment. It’s not a major bug, it just plays the losing sound and flashes the lose graphic for a second before flashing win and doesn’t do the nice animation.

I’m going to try and fix it now, and repost the exe after flipping around my logical conditions a bit.

Update: Of course, as always, as soon as you make a post, you find the bug.  And it just kicks you in the face.  It’s a really obscure bug, which if I had a legion of testers could have been found.  I apparently, would always end the game selecting two frames of the same size, and the bug occurs when it’s frames of different sizes.  What a pain.  Hope people won’t mind if I upload the fixed version to the small problem…  Just one small additional to a conditional…

Last Journal Entry.

Posted by
Sunday, April 20th, 2008 7:02 pm

04-20-2008 8:40PM EST
With just over an hour left before the deadline I am taking a small break before I try and finish this one out. I have implemented all the features I wanted to and even a few I wasn’t planning on. I ran into a couple big speed bumps but I worked around them and I think I did alright. My story is not going to be finished I know that right now. I don’t want to end it abruptly so it leaves me with one option… Submitting an unfinished game. This really isn’t that big of a surprise to me considering this time yesterday I did not know a thing about coding and couldn’t tell you the first thing about python. I am proud of what I have accomplished though and hope that next time I can finish.

04-20-2008 11:00PM EST
Finally got the game submitted. I had alot of trouble uploading it for some reason so NegativeGeForce hosted it for me and I guess I made it(?) Anyways, I have learned alot within the past 24 hours and really had alot of fun. I didn’t get to complete the story but I was able to create a presentable game from scratch in less that 24 hours without knowing anything about Python. I am really looking forward to learning more and hopefully will be able to join up next time around.

Good luck to all of you who participated in Ludum Dare 11 and I hope only the best in the future.

(T+48:48) Final Entry: BlockOut v0.LD48_11

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Sunday, April 20th, 2008 6:50 pm

LD48_11 Screen Shot #3

BlockOut v0.LD48_11
LoneStranger – 04/20/2008

This is by far not what I wanted it to be. There are only two brick types implemented, but I think its enough to get the idea of the game I wanted to do.

I wrote it using the Sun JVM version 1.6.0, however, it should work with version 1.5.0. It will not work with 1.4.2, because it needs the System.nanoTime() method.

My game is like Breakout… only in reverse.  The object of the game is to protect the goal from the bouncing ball by placing bricks on the field of play.  Bricks cost money, which you earn by playing and the computer’s misfortune.

The ball will bounce around and the computer will attempt to keep it in play. The player gets points/money for each couple seconds the game is going. If the ball leaves the field of play through the bottom, the player gets bonus money.

If the ball leaves the field of play through the top goal, the game is over and the score is reported.

I know the collision on the bricks from the side isn’t the best. I have some solutions in mind but not time to implement them.

You can download the game from my website and the code as well.

[Update] I used Eclipse as my IDE, and Photoshop to do the graphics.  That’s all the tools I used.  Oh, except for this pen and scratch paper.

[Update 2] I changed the above link to the zip version of the download.  The jar just wasn’t handling some pathing stuff right.  I’ll check into it for the eventual post-LD release.

CGA Quest

Posted by
Sunday, April 20th, 2008 6:46 pm

CGA Quest Title

CGA Quest is a weird little puzzle game.  The graphics are 4-colours and blocky, and the music was written in Monotone, a PC speaker tracker, running inside of DOSBox, which is hopefully enough “Minimalist” cred.

The really interesting mechanic is that you have a “Laser compass” which dictates the direction your lasers travel in.  Which means that when you pick up a token that changes the direction of your compass, all of your lasers change direction!

CGA Quest Gameplay

There are five levels, including the trivial first level in which you just walk to the exit.  Download here.

Micro Macro

Posted by (twitter: @mikekasprzak)
Sunday, April 20th, 2008 6:34 pm

My junky 2 and a half hour game.

Micro Macro

Shooty!

  • Left mouse button shoots.
  • Right Mouse button gravitates shots (worth more points).
  • WASD/Arrows moves the cursor. DVORAK friendly. :)

Includes Source. Allegro and C++.

If you’re feeling competitive, post your high scores in the comments. :)

LD11 – Minimaze

Posted by
Sunday, April 20th, 2008 6:27 pm

Here’s my submission for LD11.  It’s called Minimaze.  It only has 4 levels, but the basic mechanic of the game is there.  The idea is that you have a kind of snow ball that you have to guide through a maze, as you roll it it dissipates.  There are a few patches (shown in green) that will allow you to grow in size.   minimaze.png Click here to play. Here is the source code.

Web game

Posted by
Sunday, April 20th, 2008 6:19 pm

I just uploaded my game so it can be played directly from your browser:

Play

EDIT: A minimalist game shouldn’t really need instructions, but (in case it isn’t clear what to do) the objective of the game is to clear the (minimalist) photos by surrounding areas, which you can do by drawing lines with the arrow keys. Don’t let the green balls touch the line you are drawing, also don’t touch it yourself. Once you have cleared 75% of the photo, you win the level. You have unlimited lives.

screenshot4.jpg
screenshot5.jpg

(see my earlier post for the zip with source code)

The Butler Did It

Posted by
Sunday, April 20th, 2008 6:17 pm

This is a whodunnit. Minimal clues, minimal interaction, and a very minimal appearance.

A crime has been committed in Lord Fletcher’s manor. Someone has been murdered.

Upon arriving at the scene, you are told who is deceased, where their body was found, and what they were murdered with. You must interview the residents, trace their movements, and ascertain the identity of the killer.

The murderer, being unlikely to confess, will fabricate lies. The innocent residents, however, will tell the truth. By careful deduction and investigation, you will slowly build up a picture of the crime, and catch the guilty party.

Pretty screenshot.

screen6.png

Playable Version : Ubuntu Binary + Source (rar, 1.8mb)

Windows Port : Windows Binary (zip, 2.5mb)

It may crash on startup, so keep trying until it runs :/

Under linux, you’ll need OpenSceneGraph-1.2.2 to compile it (apt-get libopenscenegraph-dev)

(The originally uploaded version had major bugs in the interface, making the game unplayable. If you really want, you can still grab it here)


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