Games and more at http://noe.falzon.free.fr/dev/
Ludum Dare 17
Ludum Dare 15
The "Waaay Over My Head" Award
Awarded by madk
on May 2, 2010
Ice Cold Killer Trophy
Awarded by noonat
on April 24, 2009
The "Pollution is a good thing" club badge
Awarded by nilsf
on April 22, 2009
The Rocketeer's Golden Jetpack Award
Awarded by Codexus
on August 12, 2008
Best Character Name Based On Owls
Awarded by GBGames
on August 11, 2008
nilsf says ...
I couldn't get past the second level, I also found it rather hard to control. The music got quite annoying very fast. The graphics were quite nice and really gigantic from looking at the source.
Notch says ...
I couldn\'t pass the first level. I figured falling down was much faster than going up, so I even tried doing it from the top, but the topmost crack reopened just as I was going to close the last.
Impressive huge hand drawn level!
Codexus says ...
Fun little game. A bit hard to control. Having to restart from the first level is annoying.
Morre says ...
Let me begin by complimenting you for excellent work in the journal, food and timelapse areas!
About the game:
The music's nice but a bit repetetive :)
The hand-drawn levels are pretty great, I love them :)
Gameplay is fun for a while, but eventually going back to fix the problems (that reappear quicker than I can fix them because the area in which space works is so small) gets tiring.
Endurion says ...
I love it :)
I actually finished it with the lightning bug. It's nasty though. I love the tower, it's great.
jolle says ...
Was OK at first, but quit at third level when bothersomeness overcame funness. A mini-map might have helped.
While it's nice with music, music gets annoying when looping a lot.
When moving the window at the beginning, the window became just a few pixels big.
Animated background behind text at beginning made it harder to read instructions.
edwardoka says ...
Nice hand-drawn levels. Couldn't defeat level 2 because of the lightning bug but a pretty solid entry, apart from the music.
Hamumu says ...
It was indeed super hard to zap the lightnings, but I eventually won. I have no idea how, since the last level practically rebroke as fast as I fixed it. I probably circled around it about 8 times.
Pretty cool overall, and I really like how the levels are all one put together. The rebreaking became really obnoxious toward the end... it would've been more fun without it, but on the other hand it was the only actual source of challenge, so not such a good plan.
GBGames says ...
I managed to make it to the 2nd to last level with the bug, and to the last one without, but I just couldn't get my timing down. I loved the comic art for the tower, and the mechanic of fixing things as you go was cool.
Deepflame says ...
The music is pretty annoying, but it's a pretty fun game. :) In level 3 or 4 or something you fix a broken sign, it would have been cool if the images in situations like that would change to reflect a fixed state.
pansapiens says ...
Unlike some others I felt the controls were actually pretty good ... I quite like the "only just in control" feel. Background music started off good but got old very fast ... maybe a longer loop with more variation would have helped. I love (pun slightly intended) the cartoon style background graphics. One suggested improvement would be to make the character sprite match the style of the backgrounds better. I got up to level 3 or 4 (lost count), reasonably good fun.
kutani says ...
Fun little game, and I even beat it with the messed-up electric bits (took some doing...). My wrist got sore from constantly tapping UP, though. Might be more fun in a low-grav environment? Or no-grav, so you keep moving along your last vector. Eh, just some thoughts. I like the hand-drawn levels. Nice color, too.
Archive for the ‘LD #12 – The Tower – 2008’ Category
Here is my timelapse video.
A few epic moments: the big ABBA chat (0:38), the epic failure of creating the level graphics in Blender, then Inkscape (2:48), the time when my friends came over to play Armaggetron and Jump’n’Bump while I was drawing the levels (4:34)…
Soundtrack: ingame music + surprise song from a band that enlightened the IRC channel with all its splendor…
About the submission:
The owliver.love file is really a renamed zip. If you unzip it, you’ll find inside:
- the Lua sources
- the images
- the sounds
- the three musics
So: archive, check; source code, check.
Custom library code: none. Everything is either the Löve engine, or code written during the compo.
List of tools and libraries:
- As stated before, the Löve game engine (a Lua wrapper for SDL). Awesome stuff. Never coded things that fast. In fact, it’s almost magical. Idea -> code -> working feature. Of course, there are always a few bugs you have to correct, but the power you feel in your hands is really amazing. Lua is amazing anyway. When you need something, just make a table. It always works ;°)
- Text editor: gEdit, with autocompletion and symbol browser plugins. Plus, of course, built-in syntax coloring.
- Compilator: none, this is Lua! (ah!) Save your Lua file, and rerun the game from the closest console. In fact, when Löve detects a crash, it doesn’t quit, but instead goes in crash mode. A “restart” button is available so you don’t even have to do “up arrow + enter” in the terminal, once the bug corrected. You gotta love Löve.
- Graphics. For the levels: pencil, paper, sharp marker pen to increase contrast, scanner, Inkscape to vectorize, resize, re-bitmapize, GIMP to colorize. And for the ingame thingies and text, Inkscape. For the intro screen text, made a screenshot of text in Abiword, then included with the guy in Inkscape.
- Level making: hand coded in the source. But made extensive use of Inkscape to get coordinates of stuff. I drew rectangles and dots in Inkscape, read their coordinates there, copied them in the level files. Them during level loading, the coordinates are converted into game coordinates. I supposed it could have been even better to parse the SVG files, but no time to explore this.
- Sound… I made all audio during the last hour… Sounds are all randomly generated with the great sfxr, in about 7 minutes. Music is made with ZynSubAddFX, a marvelous synthetisor for Linux, and QSynth, a soundfont player. Both apps controlled with my MIDI keyboard. Drums are from Hydrogen (awesome drums app for Linux), and the “mixing” is done in Audacity.
- IRC with X-Chat
- Timelapse video capture with two shell scripts:
while true; do scrot -e ‘convert $f -resize 50% $f.jpg; rm -f $f’ & sleep 20; done
mencoder “mf://*.jpg” -mf fps=10 -o timelapse.avi -ovc lavc -lavcopts vcodec=mpeg4:vbitrate=900
- Far too many motivational posters with http://wigflip.com/automotivator/
- Photos with my Kodak EasyShare C713 (stupid battery charger that I can’t find…)
- Everything done on a GNU/Linux machine running Ubuntu 8.04, except scanning the levels, since the scanner is plugged to the family’s MacMini.
- The pizza! I’ve been asked several times what kind of pizza it is. I sure looks good, but well… Just a pizza So, it’s a Buitoni “Four à pierre” Royale. I don’t know if the name is the same outside France, though.
I don’t see anything else to add yet. I’ll work on the postmortem now.
Back from dinner. No photo, batteries dead.
Colorized three levels. I hope I can make it…
One level to go. IRC log:
<Tenoch> Codexus> only 6 hours left ._. PANIC! PANIC!!!!!! –> me too buddy, me too…
<Dragowlene> what say you
<Deepflame> It’s 40mb and xvid encoded
<Dragowlene> with 7 levels
<Dragowlene> can I call my game final?
<Dragowlene> somebody who’s tried it
<Tenoch> my levels are empty…
<Tenoch> like… empty
<lexaloffle> Edwardowlka – I had trouble getting anything to work too. That’s not haXe’s fault though — I really don’t understand Flash. Or OOP for that matter @_@
<Tenoch> Are there logs of the chat during the compo time?
<Tenoch> that’s something I’d want to show my children.
<Tenoch> when I have some.
All levels colorized. Made a clouds background, with multi parallax. Oh yeah.
Yeah right. Finished. Now a bit of sleep before completing blog, journal and postmortem.
In the 23:43 -> 05:41 hole, I made a loooot of things. That is, all the gimmicks inside the game, the trooper, the winning conditions, texts, interlevels barriers, some gameplay, difficulty ajustments (too much adjusted, apparently), etc.
Then in the last hour or so, sounds and three musics. Oh my gawd.
I don’t have photos for this last part, since I had other things to do, and also, because the batteries are dead and I don’t have a charger.
See you soon for the postmortem :°)
(edited for repackaging)
Here it is… Description comes later. I’m already late because I couldn’t upload the stupid file.
All in one Windows binaries:
Get it here. Unzip. To run, drag owliver.love on love.exe
Game and engine separated (required for Linux users):
Get the game file (OS-neutral) here: http://noe.falzon.free.fr/static/owliver.love
And get the Löve engine:
- Windows users: installer is here. When it’s installed, double click on owliver.love to run the game.
- Linux (Ubuntu/Debian): a .deb is here. When installed, run “love owliver.love” in a terminal.
- Linux (other distros): sources are here. Compile, then run “love owliver.love” in a terminal.
Post deadline update:
I have been told that the game was too difficult to play some levels. I checked, and yes, a bug due to last minute savage editing made the lightnings very difficult to repair. Here is a post deadline version with this bug corrected, plus cosmetic details (level names, global offset for “correct” transition between levels).
I post it so you can enjoy the game anyway, and reach the last level, which was quasi unreachable in the other version.
Drawn three levels. But they are not in the game yet!
OK, long afternoon. Friends were there. I made 4 more levels for the game. Hand drawn, scanned, vectorised, re-bitmapised, made floor detection aware. They don’t have colors yet, though. They don’t have content either. Had to code all the level transition stuff. Not that easy.
Next step: draw some gimmicks to throw in. Or go to eat…
Back to work with new ideas from my lunch break. Paper and pencil rule.
I now have bluish gimmicks that change state if you press space while touching them… What will they reveal to be? Ah ah, mystery!
Argh, almost done nothing since the last line… This is *bad*! Quick, let’s start the organisation of data into levels.
Operationnal level loader. Based on Lua tables in separate files, it creates level “objects” ready to use.
Mmm, not sure what I’ve done since last line… Variable floor size, maybe. It could be shower time, for instance.
Back from the shower. I know what to do.
Succesful implementation of game modes, and a basic menu with nothing in it but white noise.
Back from little snack. Ate a chocolate bar. Cheap imitation of the well known “Lion”. Tiger, they call it. Mwahaha the joke.
Conversion of coordinates from Inkscape to the ingame system during loading. Will simplify much the level making. Well, apart from the graphics, of course…
Back from dinner. Ate a good ol’ pizza in front of the Simpsons. I kinda feel like I lost a lot of time doing nothing this afternoon. I should go to sleep.
* Le sujet de #ludumdare est : Ludum Dare – http://www.ludumdare.com – Towering over the Olympics – Ludum Dare 12 – Theme: THE TOWER !!!
* Sujet de #ludumdare défini par PoV!Mike@126.96.36.199.velcomdsl.ca le Sat Aug 9 17:52:46 2008
<Tenoch> AAAAAAAAAAAAAAH, by all the mighty god of DOOM!!!!
<Tenoch> I slept 15 hours
* edwardoka aborts
<edwardoka> Cheers guys, good luck with your projects
* edwardoka (Edward@host217-42-161-242.range217-42.btcentralplus.com) a quitté #ludumdare
<Tenoch> and still no graphics
<Tenoch> go go go go go
<mjau> i haven’t even started yet =/
<Amaroq> Ah. Here’s the tut I was reading about how to write a particle engine. http://lazyfoo.net/SDL_tutorials/lesson28/index.php
<Tenoch> 16 hours 42 minutes left –> AAAAAAAAAAAAAAAAAAAAAH
<Amaroq> Don’t worry Tenoch. I haven’t started STILL. xD
<Tenoch> anyway: AAAAAAAAAAAAAAAAH
And yeah, breakfast at noon. Bad, I know.
Sorry, but facing this new problem, I could not resist making another poster…
- What is your name?
- What is your quest?
- Looting the closest store for more or less advisable food.
And then cooked a little while watching the Olympic Games:
Let’s get back to work now. I found that I was more productive with paper and pencil, in front of the teevee and with things to chew than in front of the computer… I got a redirection for my game. Yay. Let’s code now.
I seriously need to find what to do next, instead of playing with the jetpack guy and idling on IRC while making posters. 1 days 19 hours 59 minutes left. Oah, that’s a lot.
Starting some collision detection code. I hate it. But I need it too.
First backup. My backup system is as follows: regular copy on the external hard drive, plus FTPing to the family computer downstairs. Paranoia, yes.
Colision detection works with rectangular shapes. Yay. It was pretty easy, actually, once you realise you should check for non collision cases instead of the opposite (http://www.gamedev.net/reference/articles/article735.asp)
Randomly generated platforms, all with colision detection. Maybe it will need a bit of optimisation…
Getting a bit slow at innovating stuff. Maybe it’s time to make a blog entry and take a walk.
(thanks sulix for the word and the idea)
Moment of actual laughing hysteria, subsequent to a ABBA related chat on IRC. “OK i’m really sleep deprived. i’m actually considering the title ‘the super great ABBA tower of DOOM’”. Don’t laugh, it might come out this way.
I may have a serious ABBA based idea. Anyway, it’s an idea and I’m in desperate need of ideas.
Breakfast. Both photos are from my kitchen. One I ate, the other I didn’t. Sort wisely.
08:a bit more
OK, I have a stick man with a jetpack which responds to gravity and keyboard. Now I need gameplay. And focus.
I’m relying on the power of ABBA to give me a cool idea before long. Breakfast photos coming.
Oh, and seen on IRC: