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Archive for the ‘MiniLD #04’ Category

Worlde

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

http://wordle.net/gallery/wrdl/260205/Ludum_Dare

Some thing that auto-generates word bubbles!

Collisions

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;

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

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.

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’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

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 :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.

http://jemgine.omnisu.com/2008/10/05/chainsaw/

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

Spiral

Corridors

Arena

First Screen

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

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

screenshot-run-around

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.

Mini-LD 4 updates

Posted by
Friday, October 3rd, 2008 10:07 pm

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.

Mini-LD 4 has started.

Posted by (twitter: @ludumdare)
Friday, October 3rd, 2008 3:50 pm

Alright! Mini-LD 4 has start and the main theme is

MSpaint: Best Level Editor Ever

Ok, that may sound a bit silly but here’s the idea: A while back I was talking with some people about how it’d be cool if we had a bunch of games that all had the same save format so you could play one game, save, open up a different game and it would affect your status in that game. It seemed impractical but then I had a simpler idea. What if every game used the same file as the level data? It’d be so cool to see how everyone could interpret the same data in different and crazy ways.

So here are the requirements:

  1. Your game must use included files as level data.
  2. You must make a compatible level of your own.
  3. Optional theme: robots and kittens

So, I’ll explain each of these in detail. The first is that I’m going to upload 3 24-bit bmp files that your game has to be able to run as levels. Now the requirements on this are pretty lax. The file is just an abstract representation, a yellow pixel could be a randomly generated badguy, or a lift or a forest or whatever. For example if you wanted to make a simcity clone and use the file as the base for some terrain generation that’d be fine. The biggest requirement is given two levels, A person can tell which one is being used given your derived “level”. So you can’t just feed in the bits as the seed of a random number generator and use the generator to make your “level”

Now making the level was taking quite a bit longer than i had hoped so I’m going to post the drafts right now and when I get a chance, before I go to bed, I will post the final versions. So here are the drafts:

I’m going to have at least one more level when I’m done that might be slightly different. All of them should support a platformer type game. If you decide to make something that ISN’T a platformer then you aren’t required to support more than one of the levels.

Now, as the theme implies, one can make a level in MSpaint. The allowed color pallet is the defaults in MSpaint. And everyone has to make at least one level like the one provided. That level has to be a 64 by 64 bmp like the examples. For that level please try to make it platformer friendly so we can play it on other peoples games. Now, you are encouraged to make levels other than the one required. These levels will hopefully suit your game better and can be any size. Same filetype and pallet are strongly encouraged as the whole idea is to try different games on the same level. Here is a file for all of you non windows users that should have the correct colors.

Finally, for those who still want more of a theme than just the technical restriction, the optional theme is Robots and Kittens.

I have something of importance to take care of for the next few hours but hopefully, I’ve provided enough specific information for everyone to get started. Before I go to sleep I’ll have the final version of the files and answer all the questions anyone has so feel free to post a bunch.

EDIT: General LD rules apply unless otherwise contradicted or they don’t fit in. Let me know if any rules should be changed.

Secret picture

Posted by
Wednesday, October 1st, 2008 8:00 am

Make sure you all can access the specific RGB values of all of the pixels in a picture like this, in code, for this weekend. So for example you could tell me that the far bottom left pixel is #000000. That is all.


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