Archive for the ‘MiniLD #11’ Category
done, finally this evening was all about fixing a single bug. i took saturday evening off. anyway; i’m counting it as 48 hours.
EDIT: the previous version had nasty assert in it that caused it to crash at some generations. new version fixes this bug, tweaked the algorithm significantly, and, maybe most importantly, fixed the fact that it was outputting the wrong notes ;p
This game started as something vaguely inspired by the Grow series; now it’s a sandbox tower defence. Also, in my extremely humble, unbiased opinion, it’s pretty cool.
Link is here, with a standing bug involving complex mazes. (Sorry.) May try to create an improved version later, involving more stuff and a fix to that bug, but it’s pretty okay right now.
If you encounter any bugs besides that one (it’ll manifest as the red dudes attacking your towers when you’ve left them a clear path), please leave a comment. Also: Enjoy! (If possible.)
(Note: If you haven’t found a way to use stone, you haven’t seen everything there is yet.)
Edit: new version here, with a number of bug fixes and improvements. Feedback totally welcomed.
Here’s my first entry into LD/mini-LD:
Play the game at:http://www.echelon5.net/max/STB.swf
I present to you:
Stygian Tunnel Beast!
Stygian Tunnel Best is a game where, as you might have guessed, the player is a Stygian tunnel beast. Don’t worry if you’ve not heard of them, I made them up. They’re sort of like the worms from tremors, except they live in the underworld, feed on souls, and are responsible for managing the complex netherworld ecosystem.
The game is built around a semi-sculptable world where the player has to interact with a regenerating set of creatures that live in the world. The player can’t die, but if you only have 1 point of energy left, you will be unable to move. This doesn’t mean you’re dead though, because if you’re lucky and not completely cut off from the rest of the map, a soul might wander into your mouth, giving you energy to move again. If you’re really truly stuck and don’t have enough energy to move, you’ll have to restart the game manually.
There also isn’t any way to win. You can carve up the environment, place tons of obelisks, hoard up energy, thralls, and mana, and occasionally a tough enemy will show up for you to kill, but beyond that there is no end to the game, or any given objectives.
How to play:
- Move around with the arrow keys.
- You can climb along walls and even ceilings, but not around in space. (Note: Moving up along a wall costs 2 energy, and is slower.)
- The x button makes you eat any souls or thralls that happen to be near your mouth. Eating gives you energy. You can hold the button down and happily chow on an oncoming stream of souls.
- The number keys (1-7) select your powers.
- Press c to use the selected power.
- All actions require some energy to do, even moving.
- When you eat souls, you get a bonus 10 energy for each soul beyond the first you eat, so try to batch as many together as possible in 1 place before eating them.
- Mana is required by 2 of your abilities. To get it, you need to create thralls. Either keep your thralls alive and you will slowly gain maina, or eat your thralls for a quick boost.
Gameplay reference: Read more here
Tools used: Flixel, SFXR, WinLAME, FlashDevelop, GraphicsGale, GIMP
- You can get “stuck” in midair. I wanted to overhaul the player movement (and improve the animation), but didn’t have time. If this happens, you can try placing blocks and using them to reach dry land again.
- Souls on the right side of the map walk through the ground often. I have no idea why, but didn’t have time to really debug this. Partly because I like the middle area of the map more anyway..
- I’m sure there are more. In fact there are probably some things I just accept now that are actually bugs
Things I havn’t tried doing in the game yet:
- Destroying/eating every destroyable block. I imagine it would be very difficult…
- Getting more than 200 concurrent thralls. I imagine the game will start slowing down at some point.
- Building a little undead city with a bunch of thralls and obelisks in it. (Wish I had time to expand the game in this direction.)
- make a colony of thralls using only golden souls
I’ll be uploading a dev timelapse later. Time to sleep
EDIT: timelapse can be found here: http://www.youtube.com/watch?v=JDbMpd0U-dI
I hosted my game on Newgrounds, ’cause I still don’t have my own hosting >.<
Instructions are on the Newgrounds page. I really really like the mechanics in this game, even if the gameplay as it’s implemented here sucks (collect stuff, dodge hurty platforms). I think I might expand this out into my next full flash game.
I took about 46 hours, counting the fact that I was out partying all Friday night.
Hi everyone! This is my first entry ever for an LD contest… glad to be here.
The game is about a little dude named Beebo, who loves to stomp on cakes. Your job is to set up a tableau of pastries upon which he can wreak his havoc, and then point, aim, and fire him. There isn’t a win condition, but there are plenty of interesting ways to get points, or set up interesting chain reactions. I did all the scripting with GameMaker, and image modding in either Photoshop Elements or mspaint.
As I imagine is usually the case with most people’s first ever 48-hour design sumbission… I’m not 100% happy with it. I spent too long putting in content and not long enough designing the actual gameplay. What gameplay is there can be entertaining, but there are probably many more interesting ways I could have implemented the cakes to cause cool explosion chains. I make no apologies for the art either.
I am happy with the number of achievements I was able to squeeze in last-minute, and the overall number of different play styles that the game supports. Hopefully each of you will find something new to do with it.
The final version of the game can be found on the GameMaker site, here:
Playable with Instant Play on the site (requires plugin), or downloadable, and manageable enough at only 2.7MB. Let me know what you think!
Edit: I accidentally uploaded the source instead of the exe. The standalone should be up now.
Edit2: Instant play working now.
I’m a little late with my final post. I finished early yesterday, I didn’t know what to do with my sandbox program. I went for a swim, thinking I might get a good idea, sadly that wasn’t the case. So this morning I decided to post this unfinished game area thingy.
The linux build need SDL and SDL_image libraries.
I tried making a windows build, but I only tested it in wine, so I am not sure it will work.
The source is all in one file, only ~500 line of code.
Maybe make a sand castle or two and post the pictures.
Well, it’s not finished but it’s close enough to be interesting. We’ve got dinner plans so I’m out of time for this weekend.
It’s kind of a freeform fantasy RPG, inspired by MrPiglet’s fauna entry with random critters, i used PixelRobots to generate random creatures and NPCs. You wander the land, adding to the landscape as you explore it. But right now NPC’s can’t do more than just join your party, and critters just get in your way.
Update: A release build is now available:
The Wanderer (700kb)
Here is my final entry for my first Ludum Dare, it’s been a blast.
I didn’t get too experimental with the gameplay or code as I had no idea what I would be able to do within the time alloted. In the end I’m fairly pleased with what I’ve made.
You are a robot sent into an open-world orange grove to stop a roaming wave of mutated eight-legged oranges. You can upgrade both your weapons and your body. Good thing the rules of this compo are loose, it’s only about half-sandbox and half-cute.
A few screenshots:
All in all a pretty good weekend, can’t wait for LD15 at the end of next month.
Well, I had the start of an idea, but then never really figured out where to go with it. It could have come out worse, I guess, but I really feel like I should be better at this by now.
In the future, I think I will actually spend time figuring out how I want the game to work instead of going with something extremely vague and getting right into implementing something before I know what I want.
Live and learn, I guess.
for those interested: Source Code
Well,..finally I got ready more or less.
It’s is a typical collect stuff in order to come further game:
It is about Sandro Sand that is searching the last Sandbox in the world as the government forbid everything that makes fun including sandboxes…
In the second level (on the other island) there is a bug that the camera perspective is changing to very high above the player. You can still see him very very small (beside the mousecursor) so go on collecting and go then to the brown door of the tower! Actually to finish the game you need about 2-3 minutes
Here two screenshots:
This my second try in python. First one was in pygame, now I tried panda3d (as I usally use jMonkeyEngine). It was quite cool. Nevertheless somehow I wrote everything in one(!) class. LOL….usally I’m a java programmer using for every small piece a class Quite a difference…Panda3d has a pack-function that makes an installer for you. Problem is that the package gets quite huge. This one is about 57MB. So be warned…
Nevertheless I hope you are able to run it. (Starting it from the installer doesn’t work for me! Try to use it from start-menu) At the moment I have only a win-installer but will try to create a linux-deb as well.
Here is the LINK
And here is the source with all of the blender-stuff included also: LINK
I wasn’t originally going to participate in this Mini Ludum Dare, but I wound up making two simple toys that are a little fun to play around with. I didn’t really want to commit to actually making a game, and since the theme is ‘sandbox,’ both programs are entirely pointless. Both require Python and PyGame — which are easy enough for anyone to obtain.
It looks better in motion (along with perhaps a higher squiggle value.) Basically, you draw and it makes the lines all squiggly looking. As you can see, Left Mouse Button draws, Scroll Wheel increases/decreases squiggliness, and Space bar clears the screen.
This program lets you play around with particles. You can place down ‘attractors’ which draw particles towards it or ‘repulsors’ which push them away. Left Mouse Button puts down attractor, Right Mouse Button puts down repulsor, Scroll Wheel add/removes particles, and Space Bar clears attractors and repulsors.