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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Archive for the ‘LD #13 - Roads - 2008’ Category

Final Results

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OverallFunInnovationTheme
4.48increpare4.05MrPiglet4.90increpare4.73PsySal
4.45bluescrn3.90dessgeega4.13PsySal4.63Doches
4.20PsySal3.89Morre4.00erik4.48Orangy Tang
4.18MrPiglet3.87PsySal3.79midwinter4.43mathias
3.95dessgeega3.87DrPetter3.79Daid4.35jlnr

PolishGraphicsAudioHumor
4.70bluescrn4.52bluescrn4.57increpare4.97increpare
4.59MrPiglet4.25dock4.48Hamumu4.57Hamumu
4.44sol_hsa4.19midwinter4.14DrPetter4.29seb.bernery
4.43increpare4.18jlnr3.87Doches3.84Sophie Houlden
4.33PsySal4.09MrPiglet3.86Comtemno3.83Fiona

TechnicalFoodJournalTowlr
4.50bluescrn4.64demonpants4.75MrPiglet4.44increpare
4.00Daid4.33MrPiglet4.54demonpants4.00flgr
3.84Lerc4.27rtsl4.31dock3.78rtsl
3.79Doches4.17dock4.29GBGames3.75Morre
3.74Morre4.14GBGames4.25ondrew3.64policedanceclub

DoctorTease (Final)

Posted by flgr
Sunday, December 7th, 2008 8:38 pm

DoctorTease

Mac version | Windows version

Linux: Source code is included with both versions. Just use ‘gem install gosu’, ‘gem install ruby-opengl’ and run ‘ruby Main.rb’. You can do this. :P

It’s all based on the arrow keys and should be pretty intuitive. The game is limited to two minutes of continuous play.

Sorry for being somewhat late. Had to suffer through a few last minute shutdowns.

Update 09-12-08: Media loading should work on Windows now. (Ouch.)

Rolling Down the Road – Final

Posted by caturday
Sunday, December 7th, 2008 8:21 pm

The point of this totally awesome game is to roll a sticky ball down the side of the highway.  It’s kind of fun like pickup up trash and sharp plants next to the freeway on a hot day might be?  Eventually I’ll get some scoring in there.  Crack open a beer and enjoy playing on the freeway.  I sure did.  Scoring?  Do you keep score while wandering around next to US 15 in Las Vegas (think Bat Country from Fear and Loathing)?  I’d say everyone is a winner here.

This was my first LD competition.  I got started yesterday at noon (company party the night before, you know how that goes). I look forward to seeing what other folks have!

[Update: I fixed keyboard control so you don't need a 360 Controller]
C# Source (complete w/ models in both .mb and .fbx)

[Update: Fixed the installer.]
[Update2: Fixed keyboard control so you don't need a 360 Controller]
[Update3: Removed Shader 3.0 stuff - not needed - it's 2 lines in the src if you want to change it.]
Windows Binary 
If this doesn’t work for you, please let me know. It seems to want to install .Net stuff if you don’t have it. If this becomes an issue, again, please email or comment.

One bummer – this is better with a USB 360 style controller, but it does work w/ keyboard. I fixed keyboard control after the bell.

Bullrushes Final

Posted by midwinter
Sunday, December 7th, 2008 8:21 pm

http://cogsci.mcmaster.ca/~peter/ludumdare/midwinter_ld13.zip (Windows/DirectX 8/VC6)

 

Bullrushes is a pretty game in the artistic style of Okami (a PS2 title), where everything is drawn with a brush.  The player creates paths of light to guide little fireflies by illuminating bullrushes.  When fireflies come close together, they excitedly mate and burst away, leaving a new firefly in their wake.  Once enough fireflies have been born, the player must help guide them back to their tree stump hollow.

Artistically, I wanted to do something very different this time, taking a minimalist and abstract light on the theme (roads/paths).  I wish I had more time to add a japanese-themed simple score (maybe I’ll add one later).  An interesting fact — the game was created over about 26 hours, instead of the normal 48.

I’m very happy with how it turned out, and had loads of fun doing it.

 

(Quick edit:  I nearly forgot to mention, the bullrushes will only attract nearby fireflies — those that are about 150 pixels away.  If the fireflies aren’t moving towards the bullrush, you’ll have to find a closer one to light their path!  Similarly, the fireflies will have to be guided very close to the middle of their tree stump nest before resting inside).

Final “Crossroads”

Posted by jovoc
Sunday, December 7th, 2008 8:20 pm

It turned out pretty good despite much turmoil! 

 

It’s like scrabble or a crossword puzzle, but with more cars.

Crosswords Final

My original idea included lots of extra tiles that werent letters, like a one-way tile, and a gas-can, more letter slots, etc.. but i didn’t have time for those. Hopefully i’ll make a post-compo version next week.

Edit: added a 800×600 build for people on laptops and such.  Also fixed a last minute bug which prevented placing tiles in the first column, making the game unwinnable. 

Finished

Posted by dertom
Sunday, December 7th, 2008 8:13 pm

http://thomas.trocha.com/ld13.html

a bit late, but done!

Posted by negativegeforce
Sunday, December 7th, 2008 8:13 pm

Ok, I am about 10 minutes late.  I had to clean up everything bundle into a zip.  I only had time for one level, BUT you CAN modify or replace the level.  There is a level definition file named level1.txt if you want to peek at it.

INSTRUCTIONS:

arrow keys to move the character.
run across the road avoiding the trucks.
get close enough to the green box, and you win!

http://www.impellerhead.com/gamedev/ld13_negativegeforce.zip 3.4 MB

Buffalo Road LD13 Final

Posted by greencow
Sunday, December 7th, 2008 8:04 pm

Heyo! Game is complete!

Download From:

http://sites.google.com/site/roboticarts/buffalo-road

 

GBGames – Road LOCKDOWN! final entry

Posted by GBGames
Sunday, December 7th, 2008 8:02 pm


Here’s the final entry with link:

The binary-only download is about 1.5MB in size.
http://www.gbgames.com/downloads/ld13/roadlockdown-gbgames-linux-r71-test.tar.gz

FIXED SHORTLY AFTER THE DEADLINE: http://www.gbgames.com/downloads/ld13/roadlockdown-gbgames-linux-r77.tar.gz

I’ll leave the old version up in case anyone is worried about cheating, but I managed to fix all of the little bugs that were preventing it from being a real game. I’ll have source and a Win32 version up soonish.

EDIT: Source! (8.3MB)

ANOTHER EDIT: I have updated the build scripts for my game so that I can build both the GNU/Linux and the Win32 version at once. For both versions, the game should run as expected instead of requiring some tweaking on your end. For the GNU/Linux version, if running “roadblocks” doesn’t work, you can try the “roadblocks.bin” file assuming you have the right libraries installed.

GNU/Linux tar.gz file (1.5MB)
Win32 .zip file (1.7MB)
Source .zip file (9.9MB) Hey! It includes the custom libraries, too. The actual source is much smaller.

Puzzle Road! (Final)

Posted by jlnr
Sunday, December 7th, 2008 8:00 pm

Mac version!

Windows version (FIXED—let me know if not)!

Linux: Well, both versions include the source code. Just ‘gem install gosu’ and run ‘ruby Main.rb’. You should know how to do these things ;)

It’s all mouse-based because I tried to use controls simple enough to run on the iPhone (theoretically …). Hope it’s self explanatory, I moved the readme inside the game!

Known bugs:

  • The pretty Unicode star (see screenshot) doesn’t work on Windows :(
  • On WIndows, it opens a useless console window when you run the game
  • (Gameplay usually suffers a bit because there is no incentive to actually use curved streets, like more points for driving on them :/ Still, I got >36k on my third game and it involved lots of curves at least in the first two thirds!)
Features I had to leave out:
  • Bulldozers that appear instead of cars sometimes, and can break through thin obstacles
  • In turn, a limit on rotations
  • Powerups on streets—when collected, the landscape would scroll slower or you could access more than one item in the pipe
  • A wrap-around world—what leaves to the left, appears to the right etc.
  • Jumping tiles
  • One-way tiles
  • More sounds & music, pretty random landscape tiles,  etc. etc.

Soltcras

Posted by DrPetter
Sunday, December 7th, 2008 8:00 pm

Yay, I’m entering! Spent about three hours on this, although I went most of this day thinking about the idea (which was initially a lot more ambitious). It turned out kind of cute though, and I’m happy with it. You might be able to have a few minutes of fun if you’ve got an opponent available, or even just putting down a few solo laps.

Win32 package: drpetter_ld13_soltcras.zip

(might be portable, for those who feel like compiling… get portaudio and glfw)

(edited 28 minutes after deadline adding a simple framerate limiter to make it playable if vsync doesn’t work)

original, packaged before deadline: drpetter_ld13_soltcras_old.zip

Final road : Bad Ass Frog Escapes from LA

Posted by pansapiens
Sunday, December 7th, 2008 8:00 pm

Meh. Here it is, my final LD48 #13 entry: “Bad Ass Frog Escapes from LA“.

Get it here, for five different platforms. If you have a Java-enabled phone that can do a resolution close to 240×291 (aka, not an iPhone) you can try the mobile version at http://is.gd/aDRQ .

Tools used:

Postmortem later.

I has FAIL! (Final)

Posted by MrPhil
Sunday, December 7th, 2008 8:00 pm

FAIL! But better than nothing.
Iron Roads Final
Iron Roads Final

Block time ninja’s

Posted by Zak_Spark
Sunday, December 7th, 2008 7:59 pm

A game that I made in game maker.  I didn’t get it finished in time, this is just a concept demo.

In the words of my mentor, “Zip it and ship it”

www.designerofgames.com/lm_13/block .rar

Exproad, Improad, Reroad!

Posted by demonpants
Sunday, December 7th, 2008 7:59 pm

Here it is, last second. Lots more I wanted to do, but it’s fun.

Java Webstart.

Final screenshot

New (non-contest) Version Here HAS A RESTART BUTTON:

http://www.otcsw.com/webstart/ExproadImproadReroad/ExproadImproadReroad.jnlp

(The new version has menus, multiple difficulty levels, and a lot of tweaks)

Contest Version Here:

http://www.otcsw.com/webstart/ExproadImproadReroad/ExproadImproadReroadLD.jnlp

Source:

http://www.otcsw.com/webstart/ExproadImproadReroad/ExproadImproadReroadSource.jar

Basically, you want to avoid the zombies. Shoot them with left click in order to kill them temporarily (exproad them) and shoot them with right click in order to kill them permanently (improad). Move the mouse to the left edge of the screen to replenish lost ammo (reroad).

Oh yeah, you can also use WASD you move your car. And due to some weird bug in Java’s resource loading, I had to take the images/sounds out of the JAR and host them on my site, and then load them dynamically. Basically as a result you’ll get a very quick (only 97k) source download but you’ll stare at a black screen for like 5 seconds every time when you start up. I’ll try to get to the bottom of this in the future. It’s weird because I used the exact same resource loader code I’ve used a million times before. Not sure what the problem is.

Oh yeah and press F to toggle full screen, and ESC to quit.

 

A longer more detailed entry:

This is my game for LD13. Basically, I was totally peeved with the road theme so I decided to go with something totally different (and a little racist). I tried to find things that I could pretend fit the theme but were actually totally different, and eventually found rhymes for road, which were explode, implode, and reload. That got my mind working and it became a game where you play as an asian with a bad English accent. And turns out it actually does take place on a road and in a car. Oops.  :P

Webstart

http://www.otcsw.com/webstart/ExproadImproadReroad/ExproadImproadReroad.jnlp

Please vote for me, good or bad!

Controls

WASD or Arrows – Move truck around

Mouse – Aim your gun

Mouse button 1 – Shoot and exproad

Mouse button 2 – Shoot an improad

Move mouse to left side of screen – Reroad

F – Toggle fullscreen

Esc – Quit the game

Backstory

You are a humble Chinese rice farmer who is just turning in for the day when you hear groans from behind you. Oh noes, the terrible rice-eating zombies are back (in China, zombies eat rice, not brains, similar to how in France they eat frogs and in Egypt they eat pyramids), and they’re after your rice! Your faithful brother and you load up your pickup truck with all the rice you can carry, and he takes the driver’s seat while you man your giant RICE ROCKET. The zombies can smell that rice, though, and they’re putting up a chase! Everyone knows that even if you blow up a zombie (exproad it) it will pull itself back together, so you’ve got to exproad them and then improad their fleshy bits while they fly in the air. Good luck!

Object

Basically, you want to defend your rice from the rice-eating zombie plague. You start with 8 bags, and when you get down to 0 to lose. If a zombie touches you, he takes either 1 or 2 bags. In order to kill a zombie, you’ve got to first blow it apart (with left click) and then implode its pieces (with right click). You’ve only got a limited number of shots, however, so move the mouse to the left side of the screen in order to reload. The game gets progressively more difficult the longer you survive. You can’t win.

Future

I will probably add some new stuff, like I already have score half-working, but the game was spazzing out when I was drawing dynamic OpenGL text. Must have messed something up. Basically you’ll be able to beat levels, upgrade your weapon, etc. etc. The usual.

Final – It’s Done

Posted by Lorax
Sunday, December 7th, 2008 7:57 pm

Highway 2 Hell

You’re Jesus fighting the minions of Hell. Only 2 of the 7 Gates are available, but, it was fun!

http://www.designerofgames.com/lm_13/H2H.rar

DEAD END Will be at

Posted by OblivionCry
Sunday, December 7th, 2008 7:57 pm

www.designerofgames.com/lm_13/DE_PC.rar

here are the controles to DEAD END. Player 1 or left screen,W,A,S,Dmovment, Q,E, For rotating and shift and control for shooting.Second Player or Right Screen is O,K,L,:Movement and for rotating is I,P, and shooting is ],\, thank you for playing and thank you BathTubMeth.

Chopper vs. Trucks

Posted by ondrew
Sunday, December 7th, 2008 7:52 pm

So here goes my game and I’m pretty happy about it.

I’m especially proud of the chopper’s propeller and the lazy camera. All the other stuff needs polishing.

The game itself is quite hard, so let’s see if anyone can beat it.

Chopper vs. Trucks

I learned a lot about OpenGL particles and I can say – they suck.

http://ondrew.googlepages.com/ludum2008_chopper.7z – 2MB

http://ondrew.googlepages.com/ludum2008_chopper.zip – 3MB

It’s five o’clock in the morning in my country and in three hours I’m going to work, so let’s see how that goes :) . But it was definitely worth it.

Ludum dare rules, thank you guys.

[UPDATE - five hours after deadline]

I just found out, that the game is damn slow on some computers, I made the following change outside the competition time, so feel free not to take it into account.

Plus it seems there is some issue on Intel cards.

Updated binaries:

http://ondrew.googlepages.com/ludum2008_chopper_speed2.zip

http://ondrew.googlepages.com/ludum2008_chopper_speed2.7z

Bulldozer Blitz

Posted by Orangy Tang
Sunday, December 7th, 2008 7:49 pm

Finished! Possibly my most polished and feature-complete LD48 entry yet, and seems to be enjoyable too.

Bulldozer Blitz Title Screen

Windows download

Webstart link (for windows, mac and linux)

You’ve got to dig up the rocks and lay down roads to keep the city happy as it expands. Have too many angry drivers and it’s game over! Easy is good for those who want to build a big city, hard is more fast paced and frantic. And feel free to post your high scores in the comments and see where you stand. :)

About the only thing missing is sound, which I didn’t get time to do. However I did manage to fit in almost all of the gameplay elements, as well as proper menus and high scores, so I’m pretty happy with it – especially since this was a one-day entry. I’ll have to do a proper post-mortem in the week when I’ve recoverted.

Enjoy!

CoMuTor – Final!

Posted by HybridMind
Sunday, December 7th, 2008 7:48 pm

Here is a link to the updated post compo version that will stay current. ** NEW **

Here is link to win32 binaries only final compo version

Here is link to Mac build of compo version (thanks to jlnr!) ** NEW **

Here is link to full source and media archive of compo version

Gameplay:

You are a monster who has decided you will take out your aggression on the morning commuters.  You can  crush cars and SUVs with abandon as long as you land squarely on them with your jump move.  You must be mindful of the dangerous GAS trucks!   Keep away from those at all costs and let them safely leave the screen.  Every car or SUV that escapes your wrath and flees the left of the screen costs you the same amount of negative points as if you had crushed them with a fatal jump move.  After each vehicle is destroyed it’s inhabitants flee in panic.  You can chase them down and eat them.  Don’t let vehicles run into you though as this will also cost you score as well.  The game speed will continue to increase with every 10 vehicles destroyed.  Since you are an invincible monster you are merely playing for a positive score until you retire from your activities.

Managed to cram some form of “game” into it but it definitely didn’t turn out how I meant it given all the triage and feature cuts I had to make both in programming and art.  I had an awesome time though just the same.  Can’t wait to play everyone’s entries!

Epic. Failure.

Posted by BloodKnight9923
Sunday, December 7th, 2008 7:47 pm

Well I wrote it, all 2260 lines of it. The is my first LD entry ever, and I’d like to throw this out there. I started with good intentions, Road based RTS. I had this whole idea in my head (most of it on paper) but I got caught up in minor bugs and issues, so I ran out of time. This does work, but it isn’t anywhere near done.

Here’s the download link

http://rapidshare.com/files/171320925/Mirrored_death.zip.html

I included the source code, it’s compiled with Visual Studio Express 2008. It uses XNA 3.0, I included the Redristributable. I hope I do better next time, it was a ton of fun though.

I do wish the Roads genre didn’t get lost in the game… Oh and don’t forget to read the Readme.txt

EDIT: I forgot one thing! Use the arrow keys to move around the level!

Here’s a screenshot

Roads to Nowhere Final

Posted by erik
Sunday, December 7th, 2008 7:46 pm

In the end I did get my pathfinding working to the point that I was happy with it.  However I spent so much time on debugging that I had to simplify my game play significantly.  Painfully, the game play that is included barely requires any pathfinding at all.  Another downside to so much time wasted bug hunting is that I didn’t take the time to improve the graphics.

On the plus side, I got a few levels made, and I think you can call this a fairly complete game.

Follow the link to play online:

http://disruption.ca/roads/roads.html

Click here to download the source and .SWF:

http://disruption.ca/roads/roads.tgz

Sombrero Runner(s) is finished

Posted by FourEyes
Sunday, December 7th, 2008 7:44 pm

Got it resonably finished. Menus was something I remembered about 10 minutes ago, so they are not any good.

You will find the F5 button (turning off sound) to be very useful. The beat going besides the music itself is supposed to be footsteps, but I have never made any music/sound before. hey, at least it is sound.

The game can be downloaded from:

http://files.filefront.com/Sombrero+Runnerszip/;12587047;/fileinfo.html

Edit: got a new version. Only change is that you don’t have to restart the game everytime you die

http://files.filefront.com/Sombrero+RunnersV11rar/;12592105;/fileinfo.html

If you feel it makes too much change when judging (or simply like to launch the game several times a minute) or wan’t too see if thats really all I have changed the old game is also up at the old link

Screen shot:


Points are scored for simply staying alive.

Controls are on the startup screen, but i’ll post them here anyway:

Player 0:

Control keys to move, right shift to sprint.

Player 1:

WASD to move, left shift to sprint.

I plan to add support for a couple of more players, but thats coming later.

Gonna post this now and head to bed. Being pressing ctrl + s for every second word I have written in this post, which is a good sign of being tired.

Tools:

Visual C++ express.

SDL library

Paint for art

Musagi and sfxr for sounds

LD Road Racer (Final)

Posted by psnake
Sunday, December 7th, 2008 7:43 pm

Well only some minutes left so I better put my (again unfinished) game.

It’s Road Racer clone so it won’t be praised by its originality :)

You have 5 levels (which are small parts of the same track) if you finish all 5 you win, if not try until you can.

It’s fun to play for small periods of time trying to beat a better time. So I launch the challenge, put in the comments sections (besides your critics and comments, of course) your times and final status of your car to see how good you’re.

Here’s the screeenshot (already used in an early post) and the source.

Download (python source): link

Instructions:

  • You need Python and Pygame installed (the latest stable releases)
  • In Windows: double-click the file main.py
  • In Linux: issue the command: python main.py

Keys:

  • Arrows: Accelerate, Brake, Turn Left/Right
  • Q: Quit
  • R: Restart
  • Esc: Pause

PostMortem to be written tomorrow or so.

Have fun,

PSnake

Pot Holes! [FINAL]

Posted by Devon
Sunday, December 7th, 2008 7:40 pm

So I didn’t post very much during the compo as I was really working on this. Rest assured I ate a lot of dominoes doritos, and mt dew. I didn’t have enough time for sound, animation, or better looking cars, but I got the basic graphics in (even if it still looks ugly to me).

I was inspired by the summers in my high school years spent working as a grunt for the city public works… filling pot holes!

The gameplay is simple: move with the arrow keys, get asphalt from the bottom of the truck and fill the potholes by simply walking near it, then go back to the truck and repeat! Fill all the holes and move to the next level. And hey this is my first game with levels and even lives! So here is the 9 levels in all their glory:

Pot Holes!

windows binary and source. Source should compile on linux (it works on my ubuntu) if you have sfml and freetype installed. it might need libsndfile and openal because I imported the audio libray but didn’t use it.. If I can figure a way to get a linux binary or makefile I might next week. never done it before.

There is at least one bug where sometimes it says there’s a pothole but the image doesn’t display so you can’t continue unless you walk around until the trigger sets, but it happens rarely. stupid arrays.

potholes.zip

Made with c++ and SFML.

[edit] and for fun here’s the game on saturday when I just had some fun block art!

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