Worlde
http://wordle.net/gallery/wrdl/260205/Ludum_Dare
Some thing that auto-generates word bubbles!
Ludum Dare 18 :: August 20th-23rd, 2010 :: Theme: Enemies as Weapons
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http://wordle.net/gallery/wrdl/260205/Ludum_Dare
Some thing that auto-generates word bubbles!
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;if(!move)
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
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)
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.
http://files.chocoboheaven.com/uploads/Guests/files/PaintWorld.zip
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’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.
www.johannpauw.com/media/MicroRacers.zip
Timelapse:
http://www.youtube.com/watch?v=Wk2vLuoRLIU
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
.
My entry for miniLD 4. Find Jesus. Apply Chainsaw. Yes, it’s terribly offensive.
http://jemgine.omnisu.com/2008/10/05/chainsaw/
Timelapse : http://www.youtube.com/watch?v=m-ZAR8iBMVI
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.
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:
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.
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.
Well, it’s pretty late here so I’m going to go to bed and finish the levels in the morning. Based on what someone said, I’m probably going to make something like the cave level but more interconected so it would be suitable for some sort of top down game.
Keep in mind that the final levels will make use of a bunch of the available colors. This will encourage some consistency in how you all use the colors in the levels you make. Also, there’s probably going to be quite a bit of tweaking of the levels so that they work for a platformer( right now some of the jumps are too big and such, however the current examples should be sufficient for the moment.
Another thing, If it’s easy to do, add png support in addition to bmp. This would allow people to give awards that are also playable levels. To be clear, png support is not at all required. Also be aware that it is perfectly fine to have context based level loading. For example, if you find a large patch of red together, you might load it as lava, but if you find a single red pixel, you might make that into a fire bat or something.
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