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Ludum Dare 23 — April 20th-23rd, 2012 — 10 Year Anniversary!

Ludum Dare 22 :: December 16th-19th, 2011 :: Theme: Alone

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Final Results

Show full results

OverallFunInnovationTheme
4.48increpare4.05Jonathan Whiting4.90increpare4.73PsySal
4.45bluescrn3.90dessgeega4.13PsySal4.63Doches
4.20PsySal3.89Morre4.00erik4.48Orangy Tang
4.18Jonathan Whiting3.87PsySal3.79midwinter4.43mathias
3.95dessgeega3.87DrPetter3.79Daid4.35jlnr

PolishGraphicsAudioHumor
4.70bluescrn4.52bluescrn4.57increpare4.97increpare
4.59Jonathan Whiting4.25dock4.48Hamumu4.57Hamumu
4.44sol_hsa4.19midwinter4.14DrPetter4.29seb.bernery
4.43increpare4.18jlnr3.87Doches3.84Sophie Houlden
4.33PsySal4.09Jonathan Whiting3.86Comtemno3.83Fiona

TechnicalFoodJournalTowlr
4.50bluescrn4.64demonpants4.75Jonathan Whiting4.44increpare
4.00Daid4.33Jonathan Whiting4.54demonpants4.00flgr
3.84Lerc4.27rtsl4.31dock3.78rtsl
3.79Doches4.17dock4.29GBGames3.75Morre
3.74Morre4.14GBGames4.25ondrew3.64policedanceclub

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

updated version

Posted by
Thursday, December 18th, 2008 4:40 am

I realize the compo version had some bugs. One critical bug was I didnt set the frame delta float variable. So when the game loop updated the positions of the player the player was teleported 10 trillion light years away because the delta was so high.

With version 2, there are now 2 levels and a respawn feature. For anyone that had problems with the compo version, I don’t think it would be a problem to vote with this version if you only play level 1.

Enjoy!

http://impellerhead.com/gamedev/ld13_negativegeforce_v2.zip 4.0mb

Late windows port

Posted by
Wednesday, December 17th, 2008 4:11 pm

A friend of mine helped me to port my game to windows just after the compo but there were some problems and i didn’t have time to deal with them. Because of that windows port was pretty useless, but now with the help of another friend i manage the got another windows port of my game. I hope this one works.
Click here to download windows port of On The Road.

Technical hints / feedback

Posted by
Wednesday, December 17th, 2008 1:32 pm

Thanks for the feedback so far. Just a quick technical update:

If the menu makes problems try typing the Letters (H) for Help, (Q) for quit and (P) for Play instead of using the mouse. (Escape takes you back to menu and from there out of the game as well). Blender as a 3D App calculates the camera, mouse position and menu surfaces in 3D space to determine if a “menu button” is “pressed”. It seems sometimes it gets a little confused. I am confident the great developer community at blender.org will work that out.

The link to the file (http://www.mediafire.com/file/ozdz3zkmfmm/Roadate.zip) does work. People have tested it several times. If you don’t get to the file please check your ad-blocking software.Also the file in the megapack works. I have tested it on two machines (Vista SP1 and XP SP 3).

Again, another possible solution is to see if you can run Blender by installing Python 2.5.2. from here and Blender 2.48a from here following the instructions for the MSVCPP redistributables as well.

If Blender runs, the game should run as well.-

Everything rated / Postmortem

Posted by
Wednesday, December 17th, 2008 12:55 am

I have finally rated everything that I can possibly run (on Mac OS X or with Boot Camp in Windows), and phew that was a challenge. Now I see why we have 2 weeks to vote. :)

Postmortem:

I’m glad I finally got to do a LD48. I’ve been making games for something like 12 years now so I’m happy I can still find the time to do it even though I’ve got a full time post-college job now. As a personal note, I think I chose a gameplay idea that was the perfect level of simplicity for a 48 hour contest, and I think I executed it as well as I could have hoped. This is my second timed competition, and although both times it has come down to the last few minutes for me, I’m surprised at how well I’ve been able to execute a simple idea without adding too many bells and whistles. As someone who has a few games I’ve spent years on and almost none I did in a few days, this is pretty big for me.

I’m sort of ashamed at my game’s racism at this point, though. Although I’m a person who strongly believes in the value of nearly crossing the line for comedy, I actually managed to annoy some people on this, which wasn’t my intention. I figure because it’s so pixelated and poorly drawn nobody would mind so much. In order to get that risky comedy I think I alienated a few people from my possible audience, but that’s life I suppose.

I think maybe I’ll update it so you’re a redneck with a shotgun shouting, “Yeehaw, pa, relawd!”

Would that make it more appropriate? :)

Badness aside, having gone once into the foray of stupid bad racist humor, I think I’ll stay out of it in the future.

And while I’m here, a plug for my website which has some other (most incomplete) games.

http://www.otcsw.com/

Post Compo Food Photo

Posted by
Tuesday, December 16th, 2008 9:21 pm

My Significant Other was disappointed to discover that the fancy salad she made me for lunch on the Sunday of the competition didn’t make it into my food journal because even though I took the photo, I was too busy implementing last minute game play to write the post.

So, here it is.  Pears soaked in craberry juice, roasted almonds and brie cheese with mixed greens.  Very tasty.

Windows port

Posted by
Saturday, December 13th, 2008 3:19 pm

After lots of frustration and a visit to my parents’ house (they have computers with windows; what an odd idea…), I made a windows version. Hopefully it will work on other computers as well. It is exactly the same as the compo version except for some fiddling to get it to load the (default!) font. I also noticed an annoying bug while testing, but I’ll release the fix later in the post-compo version.

If you’re masochist enough to be using Windows check it out: Voyage (for windows)

Speed Issues Road To Pain

Posted by
Saturday, December 13th, 2008 12:03 am

I’ve updated the Zip file, and I believe the problems with speed should be fixed. I never did get around to actual sound effects by the way. Only sound is in “Pure Pwnage” mode.

Ludum Dare 13 Entrants Named in Indie Games of the Week!

Posted by (twitter: @ludumdare)
Friday, December 12th, 2008 8:54 am

Congratulations to PsySal and increpare for getting their LD#13 entries listed among IndieGames.com’s Indie Games of the Week!

- GBGames

Windows port

Posted by
Friday, December 12th, 2008 3:08 am

Finnaly created a windows port. Here it is! Im hoping this will boost my vootes. :D Im here for quantity not quality. :P

Now to start voting on the entries. Hope I’ll find some time for a post or two. ( Have some work to do. :P )

‘Emergency Bypass’ timelapse video

Posted by
Thursday, December 11th, 2008 2:04 pm

timelapse video

HERE is a youtube link for my timelapse video (including a regular video at the end of it).  It’s 2:30 long!

This was pretty tricky to get converted into a video, but I think it was worth the effort. I hope you enjoy it! ^_^

Looking for Suggestions for a Post-Compo Version of Highwaymen

Posted by
Thursday, December 11th, 2008 12:39 pm

Well, I’ve done a bit of work on a post-compo version of my game, adding blood splatters and improving the A.I. and the number of different armies you can fight such. I have quite a few other ideas for things I could do, although I don’t intend to implement all of them. A few ideas include:

A limited number of people in your village, that increases as new people are born or join you from the outside. These people could be assigned to operate the buildings that you build (also everything would be rebalanced, then). You would also need one house per person (or maybe family? I dunno…).

During battles, your men would be knocked out, when they run out of hp, instead of being outright killed. The A.I. (or you) could ‘stabilize’ knocked out men, which means that they would survive the battle instead of dying. If one of your men isn’t stabilized in time, then they’d die. Obviously this would rely on the previous point being implemented, otherwise it would be pointless.

Exp/Levels/Skills for your main character, allowing things like a cap on the number of men that you can take to battle with you (Leadership skill), along with other things.

Removing your character from the battles (possibly… although this idea could also function while leaving your character in the battle. I really don’t know.) I’m thinking of implementing a very limited real time strategy interface, that would work like so: Your army has a specific number of ‘officers’ (which might also be able to get exp and upgrade, though that seems a bit excessive as far as scope goes). Probably 5 max, I think. Your soldiers are automatically divied up between your officers. You can select officers and give one of two commands: Move here and hold this position (self-explanatory), Attack at will (the officer follows the normal A.I. to move towards and try and attack an enemy). An officer’s men would automatically try and stay within a certain distance of his commander, attacking enemies that get within a certain distance. If these changes were implemented, it’s likely that the pace of the game would be slowed down a bit, and the playing fields made a bit larger, so that it’s not too frantic. Of course, that’s not certain.

Greatly enhanced village management: Require food for your people to survive over time, ability to make equipment, using several types of resources, which lets you make different kinds of characters to take to battle (spearmen, axemen, ranged — javelins or throwing knives or bows, perhaps even black-powder style guns.

Mission structure — A basic storyline and set of missions (which would probably all end up being arena battles, but with new styles of terrain, instead of just the highway). This would be complimented by randomly generated sets of side-missions so that you can level-build if you want to. Major missions would possibly also provide special equipment to make special soldier types (military rifles, grenades…?) The special types would run out of ammo eventually (perhaps you can only use them once…), so they’d be best used against ‘boss’ type battles. 

3/4 Overhead art – To make it easier to figure out who is who, and to just make it look prettier.

U.I. ‘Improvements’ – Improvements might be an overstatement, because right now there is none, during the battles. But I think that some information about what’s going on would probably be helpful.

 

Those are all the ideas I have so far — obviously I won’t implement all of them, but I’d appreciate it if the people that played and liked my game could suggest which of the improvements they’d like to see most. If you read this post before you review my game, maybe you could also suggest there which of the improvements you might like to see (or mention others).

Potholes Timelapse

Posted by
Wednesday, December 10th, 2008 9:51 am

After a quite a lot of hassle, I succeeded in making my timelapse (and the bash script to go with \o/). Stream it here at 25fps (here for avi download), and here at 8fps (here for avi download). The script I created to make the videos from the images is here (hope this helps). Next step if I have the motivation : make an update to the game (mainly to fix the difficulty problem), and write a postmortem ^^

Exproad Improad Reroad Timelapse

Posted by
Wednesday, December 10th, 2008 1:08 am

http://www.youtube.com/watch?v=-79fGwIBUzU

 

Check out the timelapse. Enjoy the music. :-) I thought it appropriate to put equally offensive and weird music in my timelapse to match my game’s own theme.

Stats and Timelapse

Posted by
Tuesday, December 9th, 2008 12:18 pm

I finally uploaded my timelapse video: http://www.youtube.com/watch?v=PAu-JOiZpYk&fmt=22

I wrote a little program, that apart from taking screenshot every minute, records the window that currently has focus as well, so now I can tell, which programs I’ve been using the most during the competition.

As you can see I’ve managed to watch a movie in the meantime. That’s probably why my gameplay sucks :) .

[Update]

For anyone interested in my logging tool I uploaded the code and the binary to http://ondrew.googlepages.com/logger-0.1.zip

I wrote it just before the competition, because I needed some multimonitor screenshot making tool, but I didn’t have time to do it properly, so it saves each monitor as separate file s$ID-$MONITOR_ID.png.

The meta data gets saved to sqlite3 database (mainly because I wanted to try it out), you will get a table with these columns: process name, window title and time the snapshot was taken.

For statistics do SELECT process, count(*) AS sum FROM work GROUP BY process ORDER BY sum;

I ran it for two days straight and it didn’t cause any problems like memory leakage or performance trouble, but let me know, if you hit something like that.

And last – beware – everytime you start this tool, it will start taking screenshots from zero, thus overwriting all your old screenshots. If there is some interest I can fix it and add some more features, but first I have to vote and give out awards :) .

Crazy taxi puzzling game final 1.1…

Posted by
Tuesday, December 9th, 2008 12:08 pm

Here is a little bugfix on the game – I did not intend to upload it at first, but here it is anyways, please dont vote based on this.

Fixed windows binary and updated source. you can click now :)

It updates the buggy taxi pathfinding, it now should not go crazy about deadends after curved roads. have fun with it ;)

Interstate Trucking, updated.

Posted by
Tuesday, December 9th, 2008 10:51 am

So I just can’t let this go — I had so much fun during LD #13 that I really don’t want to stop working on this project. I’ve posted an updated version of Interstate Trucking, with multiple difficulty levels, a dynamic economy, more random events, and several crash-averting bugfixes. If you’re interested, or thought that the contest version had even the slightest potential, please check it out! Hooray!

The contest version, of course, is still available for download at the same site. Just be sure to get the ‘Ludum Dare’ version, and not the updated one!

New version

Posted by
Tuesday, December 9th, 2008 2:48 am

I added a new version of the game.

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)

EXE version of Entry available

Posted by
Monday, December 8th, 2008 7:20 pm

My entry “EndoftheRoad” was made with Pygame and Python.  I didn’t have time to make an exe before time ran out, but just made one today.  I made no changes to the program (besides changing the font because the new exe kept crashing with the SysFont).  Try running over some zombies… hope its not too boring. :-)

Also, I forgot to put any instruction on the first screen.  Hit any key to start the game.  Also, don’t go too fast when you start before the first gas station you will run out of fuel and die.

Here it is:  http://davesgames.googlecode.com/files/EndofRoad_exe1.0.zip

Post compo wind-down

Posted by
Monday, December 8th, 2008 5:01 pm

So now the mad rush to finish is over and I’ve caught up on lost sleep, here’s all my progress shots that I didn’t have time to write journal entries for.

Project setup, and boring game init / display init:

A tile map and a hardcoded bulldozer sprite:

I added bulldozer controls here, plus rocks to dig for resources:

Placing roads via the bulldozer:

Adding code and graphics to properly make road curves and junctions:

Added hard-coded buildings and cars, plus a hud for better feedback. I should probably have had a screenshot in between this and the previous one but I was on a roll. :)

Adding in proper building placement, city growth and car spawning:

Compared to previous LD48s I didn’t get much journal writing done during the competition, probably because I only had a single day so was much more focused than usual. Also the game was largely based on logic code (like getting the building placement and car AI correct) rather than lots of visible gameplay elements, so at times where I would normally have taken a picture I skipped it since it looked identical to before.

I’ve decided to leave my post-mortem ’till after judging had finished / nearly finished, so I can see if my list of things to improve matches what other people think.

Also, project source and images are here. It won’t compile as-is because I took the LWJGL and Slick libraries out to cut down the size, but you can browse through my spaghetti code and see how hideous it all is. :)

pansapiens LD#13 timelapse : The Road to Badass Frog

Posted by
Monday, December 8th, 2008 3:58 pm

LD48 #13 : pansapiens timelapse

+ cheezy music ….


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