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Ludum Dare 26 — April 26-29th, 2013
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Final Results

Show full results

OverallFunInnovationTheme
4.50Hamumu4.33Fiona4.35Morre4.52Frimkron
4.44Fiona4.25Hamumu4.05dstrysnd4.39Endurion
4.40Notch4.00Papper4.00mikejedw4.31abeck99
4.26Codexus3.96Ariel Yust3.96Orangy Tang4.19allefant
4.11Ariel Yust3.93Notch3.88abeck994.15Codexus

PolishGraphicsAudioHumor
4.67Hamumu4.67Hamumu4.52Fiona4.10nilsf
4.23Notch4.59Ariel Yust4.05Covenant4.00Hamumu
4.19Ariel Yust4.44Codexus4.00nilsf3.75thedaian
4.11Fiona4.43Frimkron3.86algorias3.53adamzap
4.05Morre4.38Wiering3.82adamzap3.52DrPetter

TechnicalFoodJournalTimeLapse
4.15Codexus4.31keeyai4.33GBGames4.44Codexus
4.10Notch4.11nilsf4.29jolle4.00Wiering
4.10allefant4.07GBGames4.18nilsf4.00dstrysnd
4.05Frimkron4.00LoneStranger4.15Tenoch3.80GBGames
4.00Deepflame3.94Entar4.12Hamumu3.73Notch

Archive for the ‘LD #12 – The Tower – 2008’ Category

Timelapse and Post-mortem (Finally)

Posted by
Sunday, August 17th, 2008 3:21 pm

Timelapse. You may recognize the music ;)

Preface

Since I’m only a few months into my game dev journey, I set a few concrete goals to ensure that I would finish with a game:

  • Have gameplay decided on before bed on the night the theme was revealed
  • Have gameplay/art 90% done by bed on Day 2
  • Finish gameplay/art, do music, menus, polish, package, etc on the last day
  • Also eat a lot of unhealthy food

The Bad

My Idea: My main concern was to make my game about owls. In the end, I accomplished this, but I should have thought it through more. After getting most of the gameplay implemented, I started to realize that the scope of my game was way too small considering the time I had as well as my ambition. I was sure that it was too late in the 48 to start over, and I lost motivation.

Motivation: (That was a pretty direct segway.) I didn’t really feel like finishing my game. I didn’t put much effort into it until night fell on Saturday (awesome). That’s when I made the game’s song, and finished gameplay for the most part.

Packaging: I provided three versions of my game: an exe made with py2exe, an app made with py2app, and a source version. I guess I need more practice with py2exe. It took me a while to get my game packaged, and I even had to change some code in the game to make it work. My py2app experience was great, but the .app ended up being over 20 megabytes large. That sucks, sorry guys.

The Good

Music: I am really happy with the way my simple song came out for my game. I had a whole other song ready, but it just didn’t fit the mood of my game. The completion of this song actually brought me out of my motivation problems in the second-half of the competition.

Code: It should be no suprise that I had no trouble implementing this game. There’s really nothing impressive about the way it works. Some aspects are even quite underwhelming, such as the collision perhaps. Overall, I got to spend some quality time with vim and python…what more could I ask for?

Motivators: This section is pretty self-explanatory.

I Had A Wonderful Time: LD12 was a blast, I learned a bit and had a great time. A success overall.

Looking Ahead

I have a lot of ideas on how I can improve for my next LD. I feel like I can make a bigger and better game. I also think I can improve the efficiency of my music recording and packaging processes.

Thanks Guys

Timelapse and Postmortem

Posted by
Sunday, August 17th, 2008 2:04 pm

Well, I’m back from spending last week in LA at the siggraph conference. Looking forward to playing all the entries.

Here’s a link to my timelapse video. Thanks to Daz for the ETL screencap program he posted, which I used to make this (plus ImageMagick to add timestamps).

A quick postmortem: I was using this compo as a chance to experiment with Ogre3D, so I didn’t expect to end up with something too polished, but i did hope it would be at least playable, which didnt quite happen.

What went right:

  • Ogre particles — easy and they look great.
  • Art assets. I tried to focus on the minimum that I would need, and they turned out pretty good.
  • Learning Ogre. I learned a lot more this way than just reading docs would have taught me.
  • Great theme. I had a lot of good ideas for this one (maybe too many).

What went wrong:

  • Camera — I spent a lot of time messing with the camera. Afterwards, i realized I should have just went with a fixed close-to-overhead camera.
  • Starting with ExampleApp was more trouble than it was worth. In the end, I wasted a bunch of time rearranging it.
  • Too many ideas: The theme generated so many ideas for me, I kept changing my mind and adding things. I should have gone with a straight up tower defense.
  • Too ambitious. Didn’t get first-playable until Sunday.

I posted a little list of tips on LD Survival, and ended up ignoring almost all of them.  That’s okay, I had a great time and got a bunch of experience with Ogre3D.

A technical note: I was using Ogre’s OpenGL mode during development, and noticed at the last minute that the D3D mode was much faster. So the readme encourages you to use the D3D mode. However, I didn’t realize until afterwards that it blows up after a few minutes, so if you get everything flying off the screen, switch back to OGL. I probably forgot to initialize something.

LD12 – post mortower

Posted by
Sunday, August 17th, 2008 12:09 pm

On 8/8/8 @ 8pm Ludum Dare 12 began, and the world would never be the same. The theme was ‘The Tower’, once again the theme ‘evolution’ was downed through natural selection. I didn’t find the theme very inspiring, but I was also brain drained from taking two finals earlier this day. I aced the classes though, so I was feeling good. One class was calculus, which probably influenced my choice of game.

I wasn’t having any particularly awesome ideas friday night, I wrote the basic “Hello, Tower” code. By the way here’s what I used:

Slow old laptop, which I’ve done all my coding on for about the past year. I like to write comfy code on the couch. Windows XP.

My IDE is Microsoft Visual C++ Express 2008, library is Allegro, graphics in Gimp.

Anyway I went to sleep without a decision at my usual 11pm, too tired to think. The possibilities I had come up with at this point:

  1. Grow towering corn stalks by watering, but watering off center will cause corn to grow at an angle and eventually fall.
  2. DeSprawler, pluck people from suburban houses and drop them in big city apartment towers.
  3. A tetris game where you cleared equations instead of lines.

I woke up at my usual 8am, still not enthused about any idea. After lunch, about 1, I had decided on and started to code tetris. Now, I’m glad I finished it and I’m happy with it, but I could have come up with something more original, but so much time had already passed, I figured this would be simple to do in the time I had.

Also, funnily, I almost did a tetris clone for a previous LD. In LD6 (Light and Darkness) I started a game which involved working at a solar panel assembly plant. Solar panel parts would come on a conveyor belt, in tetris-like shapes (but I was going to have many more shapes) and you would pick them up with the mouse and drop them into a grid. The object was to fill as many grid cells as possible, but to make things trickier, the lights were slowly dimming, but completing a panel would raise the light level depending how much of the panel grid was filled. I didn’t finish that game in time, but now that I have a tetris engine, it would be pretty easy to finish it up to some extent. I put this into consideration when deciding on my LD12 game, which is actually not a good basis for the choice.

So, Saturday was making tetris for about 10 hours, rotation is the tricky part, I drew out all the pieces in all the positions on graph paper and typed in about 300 lines for this data. It’s all modularized so I could easily add more pieces and positions (I was thinking, tetris with 8 direction rotation, bricks on diagonal lines). I tested and got the numbers and symbols in the bricks and tried forming equations. They weren’t coming out too well, always the wrong symbols, I was thinking of giving up now because the game seemed overly frustrating. At this point there was not the tower of equations in the start. The game hardly had to do with the tower theme.

I played Notch’s entry: Breaking the Tower for at least an hour on Saturday night, too much fun, I had a few tabs of the game open and would leave them alone to just gather up resources while I coded. Note to self: there will be time to play other people’s games when they’re good and done after the compo ;] These web browser games are great, such easy distribution! This is exactly why I learned Java earlier this year, to distract people so I could win at LD ;]

Saturday night I went to sleep at about 1am, pretty much given up, woke up at 9am, lollygagged, at about 11am I decided I would go ahead and finish it. Sometime after this I came up with the tower idea, put that in, and now I was making equations! I got into it, making the equation checker, and I was doing pretty good on time. The game was a grid on a black screen with green text until about 4pm, 4 hours from the end, when I started making graphics. Making the background with help, code for level starting and sequencing, and tile graphics came pretty quick.

About an hour from the end, I remembered that in LD10.5, the game I submitted didn’t run for some people because I didn’t include any runtime libraries. So I researched that, found some libraries I hoped would work, but I didn’t actually get to test them on a virgin computer until after the end. This was because when I built the game in release mode, I got a screen full of tiles! One hour from finish and here’s the showstopper. Only happens in release, so I couldn’t debug easily, I was stumped. I narrowed it to some problem accessing the grid data, and switched _setstr to strcpy, and it was fixed! Whew, 15 minutes from the end and I almost didn’t have a game. Built my zip, wrote my post, uploaded and that’s a wrap. gg.

I’ve posted pictures of some of my meals, workspaces, kitties, and screenshots as the game was being made at a picasa album here: http://picasaweb.google.com/greencow/LudumDare12

To those who find my game too hard:

Posted by
Friday, August 15th, 2008 12:10 pm

qq l2+

Ludum Dare

Posted by
Friday, August 15th, 2008 7:48 am

automotivator picture

Timelapse

Posted by
Thursday, August 14th, 2008 5:43 am

No, I didn’t record one. But I’d like to next time, if somebody can tell me how. SO, if you can, comment here to tell me how I can record a timelapse on Windows XP please. :D

Crystal Towers Timelapse

Posted by
Thursday, August 14th, 2008 5:14 am

Well no video :) Just some time scale of how things went. Well times are not precise but close.

(more…)

Crystal Towers Postmortem

Posted by
Thursday, August 14th, 2008 4:30 am

Okay. Well first two days i was mostly getting feedback and trying to restore my brain to usable state :D Yesterday started to implement all changes that i hope will make game more fun.

You can still access old version and sources trough links in my Final journal.

And here is new version:

(more…)

Demonic Tower Postmortem

Posted by
Wednesday, August 13th, 2008 4:27 pm

Time for some thoughts. Check them out below the cut.

(more…)

Owl Tower Quest Postmortem

Posted by
Wednesday, August 13th, 2008 1:07 pm

It’s now Wednesday, and I finished my game Sunday evening. I’ve had a few days to think about it and my experience.

(more…)

Answering questions

Posted by
Wednesday, August 13th, 2008 10:17 am

Ok, people seem to have been asking a bunch of questions, so here are some answers. You have to collect all 7 of the keys. The key that’s backwards kills you. That’s all.

Oups

Posted by
Wednesday, August 13th, 2008 9:40 am

I just realized I misspelt my name on the menu screen in my entry. :(

WeatherTower – Some additional notes

Posted by
Tuesday, August 12th, 2008 7:20 pm

A.  There is no win condition.  You play until the towns die.  The more life a town has, the more mana and score you gain.  As a town gets weaker, it provides less score/mana.  So it’s really just a ‘high score’ game.

B.  Can’t test on every OS.  Worked on Slackware, win xp, and Ubuntu.  OS’s that have problems playing it (such as Fedora 9 or Vista) may just have inherent problems to begin with.  Both FC9 and Vista are… well, you know.

WeatherTower post-mortem

Posted by
Tuesday, August 12th, 2008 6:31 pm

Postmortem:

So I feel fairly recovered from the weekend.  I’ve played and reviewed a handful of the entries, and I’m pretty impressed by a lot of them.  So, here are my postmortem thoughts on the whole deal.

(more…)

Tower Infinite Post-LD Tweaks

Posted by
Tuesday, August 12th, 2008 3:40 pm

This is version 1.01 of Tower Infinite that fixes the one main disappointment that people have had with the gameplay, which is that the recharge rate of the jet power was a little too slow. Here comes the link:

Tower Infinite v1.01

Treasure Tower post-LD fix

Posted by
Tuesday, August 12th, 2008 2:06 pm

Some people wrote that my game was too slow, especially in the beginning of a level when there are many crystals. I found what was causing that and fixed it. Here is a new version:

http://www.wieringsoftware.nl/ld/TreasureTower/PostLD/

Tower Infinite – Post-mortem

Posted by
Tuesday, August 12th, 2008 1:22 pm

Ludum Dare 12 is the first of this event that I have participated in, and I must say I had a lot of fun making my game for it. I learned a few things about game development in the process, many more to do with the actual process rather than technical details, but some there too.

(more…)

The Tower of You – Postmortem

Posted by
Tuesday, August 12th, 2008 12:32 pm

For like half of the LDs I’ve participated in I’ve said or thought that I would do a postmortem. But I never got around to it. Thought I’d do a postmortem this time to make up for it. And this time is one of those times that are perfect for postmortems, for several reasons. Like, I almost failed but didn’t. That’s great postmortem material, you know. But still, I’m lazy, so I’ll do the standard postmortem procedure of The Good, The Bad and The Other.

It’s long though, so be warned! Slightly updated 15th, new text at end.

(more…)

Dark Tower Post LD fixes…

Posted by
Tuesday, August 12th, 2008 11:56 am

Had some great feedback on IRC so I decided to try and fix up lot of the faults people found with the game.

Now with lives, score and a difficulty curve.

Dark Tower Revisited

AkinTower – Time Lapse

Posted by
Tuesday, August 12th, 2008 10:51 am

The day before:

The competition have started I was sure that the theme would be evolution, I went to sleep early with a mind full of ideas about the theme, but when I woke up, which was at 6:00 at the morning a surprise striked me ~ oh boy! its “THE TOWER” >_<

So, it began:

I love tower defence games so I have decided to make a tower defence game about a very unique character, Akin, which is a character I made, he came to me in a very strange dream including nika nad well what ever… >_< I made a stuffed doll out of him which you can see in the game and in my journal early photos :D I made a doll out of him because everyone said that its not possible… weaklings… anyway his a cool character and he was fiting the game – bringin it abit of originality.

 I was thinking about using him in the game while taking photos of my work space hhh :) probably because he took over my keyboard :P

First thing I’v done was to draw the enemy… then a test map, after doing that I wanted to start abit coding, a problem apeared, Fenix using Bennu (game compiler) didnt want to show me graphics no matter what >_< I strugled with it for an hour and in the end I managed to solve the problem by deleting everything @_@, then I started coding… coding and drawing arrows and then Akin him self and the mouse pointer and in this day I’v managed to make great progress :D

In order to stay alive and awake I was drinking energy drinks and listening to 1576 heavy trance music… and yep it helped alot! I had to sit and eat with the family and lose another hour and I had to drink some vodka too :P well that wasnt a problem hhhh any way…

First day was great!

final day

Was in panic to finish the game… time is short and I have much to draw and code… I’v drew a new background and fixed many isuues with the shooting and the bounchinf fireballs and added 2 more enemys that I was thinking about yesterday…

now grandparents came and again the family sits togever and eats… again drinking vodka while on energy drinks XD ahhhh… what was I  thinking… I was coding from tierdness >_<, firmly and realy fast I’v took a photo of my self with my two trusted axes and photoshoped it… and realy fast put it in the game… damn! my levels aren’t implimented! :O okay… realy realy fast I’v managed to write a spawn algorithm and had to disable a super attack >_< because I had no time to code it… baaa… I didnt have time even to put sounds which I had allready recorded with the music >_<

oh well… the panic was worth it… I was so dead tierd I had to go to sleep… and I was so willing to sleep that I couldnt fell a sleep >_<

11 min left

I could berly upload the game in time thanks to Ghotistix that helped me upload it :P he came just in time hearing my prays for help XD then in 3-5 min I had a post with a screenshot taken realy fast and some text that was writen so fast that It still has mistakes XD oh well hhhh

any way thanks for reading this and playing my game :) wish you to have fun and I’m thinking og improving it because I realy like this game :D

           see ya dudes!


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