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    Archive for the ‘MiniLD #04’ Category


    Posted by of Platymuus (twitter: @SpaceManiacX)
    Tuesday, October 21st, 2008 5:18 am


    Some thing that auto-generates word bubbles!


    Posted by of Platymuus (twitter: @SpaceManiacX)
    Monday, October 6th, 2008 6:03 pm

    I need help with collision code. I want to keep the player from falling through floors, pretty much. Help?

    EDIT: Okay, I’ve got some good collision detection, but there’s something wrong with my moving code.

    bool checkCollision(SDL_Rect &movable, double &vx, double &vy, SDL_Rect solid, bool move) {
    int moveLeft = movable.x;
    int moveTop = movable.y;
    int moveRight = moveLeft + movable.w;
    int moveBottom = moveTop + movable.h;

    int solidLeft = solid.x;
    int solidTop = solid.y;
    int solidRight = solidLeft + solid.w;
    int solidBottom = solidTop + solid.h;

    int clipLeft = max(moveLeft, solidLeft);
    int clipTop = max(moveTop, solidTop);
    int clipRight = min(moveRight, solidRight);
    int clipBottom = min(moveBottom, solidBottom);

    if(clipLeft == clipRight || clipTop == clipBottom)
    return false;

    return true;

    int clipWidth = clipRight – clipLeft;
    int clipHeight = clipBottom – clipTop;

    if(clipWidth solidX) {
    // moving to right
    movable.x += solidRight – moveLeft;
    } else {
    // moving to left
    movable.x -= moveRight – solidLeft;
    } else {
    // moving along y axis
    vy = 0;
    int moveY = moveTop + movable.h / 2;
    int solidY = solidLeft + solid.h / 2;
    if(moveY > solidY) {
    // moving to bottom
    movable.y += solidBottom – moveTop;
    } else {
    // moving to top
    movable.y -= moveBottom – solidTop;

    return true;

    Please help! If you’re interested in seeing what’s happening, here’s the program: http://files.chocoboheaven.com/uploads/Guests/files/85267_PaintWorld.zip

    Ninja Kitty Vs. The Nukebots (final)

    Posted by
    Sunday, October 5th, 2008 7:45 pm

    It’s done! It took longer than the alloted time by quite a bit, not to mention I massively cheated (about half the final code is from existing work, not new). But it’s fun, in a weird and weird, weird way. It’s a goofy game. But it’s got skills and leveling up, so that makes it good. it’s also very hard with most of the maps I found, but they all seem winnable if you got ninja skillz.

    Enjoy Ninja Kitty’s neverending battle against the horrid Nukebots.

    Download: Windows EXE (660kb)

    Calling it a weekend

    Posted by of Platymuus (twitter: @SpaceManiacX)
    Sunday, October 5th, 2008 4:02 pm

    It’s not completely finished, but PaintWorld is as finished as it’s going to be within the deadline, which will happen in about 30 seconds.


    Warning: the files are directly in this zip and not in a subfolder. If you want them in a subfolder, like Bleck does (stares at Bleck), the new zip is at http://files.chocoboheaven.com/uploads/Guests/files/87528_PaintWorld.zip

    Go on, play it! I want to make the deadline, and so will edit in explanations. If anything doesn’t work, please tell me. I will begin working on the postcompo version now.

    Well, there’s level selection/preview, view moving, a functional world, a you win screen, a you lose screen even though you can’t lose just yet, and that kind of stuff. Arrow keys to move, escape to exit.

    It’s almost over!

    Posted by
    Sunday, October 5th, 2008 2:16 pm

    It’ll be done in less than 2 hours. Unfortunately I have to go eat , so congratulations to everyone in advance. The third level was updated earlier today.

    Micro Racers

    Posted by
    Sunday, October 5th, 2008 1:53 pm




    My server is a complete mess, owing largely to the fact that I have no idea what I’m doing — when I tested the download in Firefox on XP, it came out with a weird name, but everything seemed to be working properly when I renamed/unzipped it.

    Still have a couple hours to go, but I’m burnt out. Time to play something :P.

    Holy Chainsaw Massacre

    Posted by
    Sunday, October 5th, 2008 1:39 pm

    My entry for miniLD 4. Find Jesus. Apply Chainsaw. Yes, it’s terribly offensive.


    Timelapse : http://www.youtube.com/watch?v=m-ZAR8iBMVI

    Still working on my game

    Posted by of Platymuus (twitter: @SpaceManiacX)
    Sunday, October 5th, 2008 10:43 am

    I’m still working on my game, but in the meantime here’s my level, which I have finished.

    A small cave-type thing. You start in the top-midsection, and have to get under the lava by going through the water. Something like that.

    I think I want my game to work a little like Hamumu’s. There will be black for walls, white for open space, start/end goals, and some other things, but if the color doesn’t match those, the properties of the open space are modified, such as slowing you down or speeding you up, that kind of thing.

    A couple of levels for your enjoyment

    Posted by of Polygon Toys (twitter: @pekuja)
    Sunday, October 5th, 2008 10:38 am

    General laziness prevented me from making an actual game, but here are a couple of levels I made, inspired by some games I’ve been playing lately. See if you can guess which ones:

    Ludum Man\'s stageConstruction Yard

    Micro Racers — First screens

    Posted by
    Sunday, October 5th, 2008 9:30 am

    Well, my game is approaching what might be called completion. The only thing left for it to be playable are sound effects/music. To be totally honest, I didn’t start 100% from scratch — I used the chimp.py example from the pygame 1.8 documentation as a starting place. I’ve never done this before, and didn’t feel like mucking around for hours to get the most basic things working. Later, I also grabbed pymike’s ezmenu to build my menus, though I made a few changes, and I’m considering rewriting with my own menu to add a nice background and stuff.

    Sadly, my game doesn’t really work well with any of the included levels from eugman, but I’ve built three levels myself in the meantime. Here’s some screenies:

    Eugman\'s level1




    First Screen

    Posted by
    Sunday, October 5th, 2008 1:00 am

    Yay, i actually have something working. Next task, add a hero.


    Everything but the gameplay

    Posted by of Platymuus (twitter: @SpaceManiacX)
    Saturday, October 4th, 2008 6:00 pm

    I’ve randomly titled my entry PaintWorld! So far everything but the gameplay works.

    The level selection screen, my first-ever real GUI!

    Gameplay at the moment – nothing really.

    The winnerdom screen is to remain a secret!

    And you may or may not be playing as a robot/kitty/both.

    Ninja Kitty Vs. The Nukebots

    Posted by
    Saturday, October 4th, 2008 3:57 pm

    Here’s a screen! You can’t actually get hurt yet, but I can tell it’s nearly impossible so far. Kitty is a ninja in the shinobi style – that means he can teleport dash through the air freely. And he clings to walls and ceilings and throws stars. The only controls are left mouse to dash to cursor, and right mouse to throw stars.

    Nukebots, of course, contain nuclear explosives inside. So killing one will cause an explosion that will hopefully help you, but might kill you too. And all those yellow blips are the absurd amount of firepower the robots currently have. They also have way too much life, or you do way too little damage. The color of the Nukebot tells you its abilities. The less green it has, the faster it moves, the less red, the more life, the less blue, the faster it shoots (I know less is weird, but there’s logic to it, I think).

    This design supports absolutely any colors you want, not just the official ones! Of course, black=walls, white=space, and FF00FF=player start. But other than that, it’s all robots. And those big colorful blocks make for an awful lot of robots.

    Final levels and color guide (NEW UPDATES)

    Posted by
    Saturday, October 4th, 2008 8:11 am

    Alright the two main levels are done!

    I’ll finish level 3 tomorrow. It’s going to be basically the same as level 1 but it’ll use use light teal for it’s big block of color.

    Here is a guide on how all of the colors are used so you can make your game accordingly. The color usage listed is final. Remember, you don’t have to follow any of these descriptions. They are more for describing in what context you’ll find certain pixels. So, just because dark red says flying badguys doesn’t mean you can’t amke that color be powerups or swamps or whatever.

    • Black #000000: General purpose walls.
    • Dark Grey #808080: Walls you might want to be able to go through
    • Dark Red #800000: Flying badguys
    • Dark Yellow #808000: Ceiling badguys
    • Dark Green #008000: Ground bad guys. Placed in easy spots
    • Dark Cyan #008080:Not Used
    • Dark Blue #000080:Not Used
    • Dark Magenta #800080:End goal
    • Dark Beige #808040:???
    • Teal #004040: Just a big rectangle in level 1. Might be good for a boss or something.
    • Cerulean #0080ff:Water
    • Other Blue #004080: Water
    • Purple #8000ff:Not Used
    • Brown #804000: Ladder for people who decide to have a game of climbing up or for people who need to get back somewhere.
    • Light Grey #cococo: Background
    • Red #ff0000: LAVA?!
    • Yellow #ffff00:Coins or something
    • Green #00ff00: Ground goodies? Placed in Hard to reach places.
    • cyan #00ffff:Not Used
    • blue #0000ff:Not Used
    • magenta #ff00ff: Used as a start point at the top of the levels
    • soft yellow #ffff80:Not Used
    • light teal? #00ff80: Reserved for level 3 like teal is used in level 1
    • other soft blue #80ffff:Used as columns in level 2
    • light purple #8080ff:Not Used
    • pink? #ff0080: Something bad to discourage people from just trying to fall down to the goal.
    • orange #ff8040: Trampolines or something. Placed in area where a jump of three spaces isn’t enough.

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