Incoming Fodder Final drZool
Defend the castle!
Click with the mouse to build a tower. Ctrl-Click to build a casino.
Need Flash 9 installed
Defend the castle!
Click with the mouse to build a tower. Ctrl-Click to build a casino.
Need Flash 9 installed
I felt like I picked up some speed, here is something remotely playable: http://enedahl.com/ld12/incomingfodder01.html
Going to bed now. Oh, the music is just a placeholder, a demo .mod file.
I’ve found out that level mode is troublesome on Vista system. Running my game in a browser solved that problem. However, performance goes down a lot in the browser. To get decent framerate shrink the browser window until it feels good. Here is the game
http://enedahl.com/ld11/final/exxon.swf
Same as the exe but online.
You are on a mission, decontaminate that oil! Instructions are in game. The name Exxon comes from a oils spill disaster in the USA.
Download in following flavours:
Flash 0.2MB - Requires Flash 9 installed
Windows Executable 1.5MB
Macintosh Executable 3.9MB
Running the game in a browser is possible, but cripples the framerate. I recommend running the executables or running the swf in flash player 9 not in a browser.
Edit:
There are two modes: Level mode and Free mode. Click: “Click to play” for level mode. And 600,1200 or 2400 for Free mode, where the numbers are how many oil spills there are. Note, if you by any chance run the game in the browser, the Level mode might not work and falls back to Free mode 600. If you see a lot of (N)’s around, you are in free mode. Go back (Esc) and click “Click to play” again for Level mode. (Xml loading issue)
Edit2: Those on Vista could not run the game in level mode. It turns out that running it in a browser worked. http://enedahl.com/ld11/final/exxon.swf
Same as the exe but online, will hurt perfomance though… keep the window small for better fps.
Ahhh that coffee was great!
Islands are temporary up, No collision responses yet and uglyishly(I made up that word just now), randomly placed. I made all islands fit a circle, to simplify the collisions a lot, fits the theme as well. I’m gonna put the islands in a separate sector manager. Next is collisions and neatly placed islands.
Great, I had a tough bug haunting me for some time. When it finally was fixed I got the game up to speed. I can have 2000 oil spills at good framerate in flash on my laptop 2ghz centrino. Thanks to some dynamic sectoring.
Next up is to wrap the oil spills by dividers that will be dragged by the boat. And then some islands.
A sketch of the title screen.
This will be a 2d topdown boat game in flash. Isolate oil spills with dividers. All graphics and sound are kept minimalistic and simple. If stuff goes quick and I have a playable semicomplete game today I will try make it multiplayer.
The name Exxon comes from a oils spill disaster in the USA.
Finally I’ve ported it away from XNA to OpenGL, still got the (almost) same lousy controls, for your pleasure. Still needs .Net 2.0 to be installed though, but should be compatible with Mono, and thus playable on Linux. If someone like to try to compile it on Linux, contact me. Some things have been tweaked and added. But the game play is the same. Added ugly clouds for better sense of height movement. Updated the physics lib to the newest version.
Arrows: (over) steer
Z: Claw claw claw!
X: TURRRRRRBO
Space: Reset heli position
R: Reset level
N: Next level
Download now! 441KB Now with dependencies included!
A helicopter physics game, made with XNA 2.0 beta.
You will need a pile of shit to get this to work, here it is:
I’ve had ppl not being able to run the game anyways, Im looking into the problem. Pls tell me if it works for you.
Anyways I hurried with the levels, Yay it was fun to make them
I hope to release a map pack soon. Unfortunaly the editor is built within director, so I will have to work on it a bit to enable the community to build their own maps, unless you got director. All sound was made with DrPetters godlike sound effect app, sfxr. Kudos to him!
Game goals: make the red box be within the red rectangle for 3 seconds to go to next level.
Controls: (Xbox360 controller should work, not tested, buttons? test them!)
Arrows <- -> Steer
ArrowUp/Down throttle
Z - Open/Close the CLAW!
X- Turbo (For making panic manouvres)
R - Reset level (Yeah this key you will know by heart)
N - n00b?
Here is bin 440KB
And here is source + editor + bin + other useless stuff 3MB
Right. Didn’t get any game done this time, but I give you a fabulous non-entry called Evening Journey.
Download Evening Journey. It’s for Windows and comes with source.
How to ‘play’
Get ship (red beacon) to the jump gate (strip of green/yellow dots). You can add a thrust with right mouse button. There’s a time line at the bottom where you can select what state to do an action in (only action is the thrust). There’s infinite random levels.
What would have existed
A challenge.
Pickups.
More kinds of actions.
Actions limited by pickups.
Increasing difficulty on levels.
Levels connected so you can go back to previous level and get different pickups.
Stay tuned for post mortem tomorrow.
Farseer physics lib woun’t play nice with my polygon collision meshes. I think I will have to redo them as primitives instead. Thus changing the chain-claw thing I had in mind, and perhaps make heli bowling? Man, I made my dev pipeline so awesome! Created paths in photoshop to define the collision mesh. Read the ai file with the object, all was swell.
Those pins just fall by them selvs, thats an easy win. Anyhow, Im off to bed, tomorrow I will be away a few hours on dinner. Yeah, I’ll bring my laptop!
Camera and sidescrolling implemented (not wrapping yet though)
Oh and I made a tripod, a bit small. Fixed the controls a bit by cheating. turning left n right adds forces in those directions not only changes the upforce. Up n down still needs tweeking.
The physics seems a bit unstable, (stuff act strange) I’m not sure my idea with chaingrapplings will work, perhaps I should revise the idea a bit.
Flowers n Bees was made for the 8th Ludum Dare 48 hour programming competition. This was my first attempt to create a game in 48h, so it was quite a challenge to come up with something playable at all. The goal of the game is to gather honey for the winter. However, you cannot collect honey on your own. Instead you have a swarm of bees at your command that can do the gathering for you. Flowers n Bees was programmed in Python using PyGame, PyOpenGL and PGU.
Moon terraform pong was a rather half-hearted entry for the LD 8.5 warm-up compo, with the themes Moon and Anti-text. It was an experimental entry, as it was my first using the D programming language. I don’t think I spent much more than an afternoon on it.
In the game you terraform the moon by playing pong using it. Get past the opponent paddle and you gain a bit of terraforming, if it gets past your paddle it loses a bit of terraforming. Also, when blocking successfully, speed is increased and size reduced, increasing the difficulty. Granted, it starts so terribly easy it’s only be the end of the game it plays at a decent difficulty, but hey, the moon really is rather big.
The game doesn’t feature any text, but an image at the ‘title’ screen really explains it well enough. Click to start, move mouse to move paddle. Easy.
You can download Moon terraform pong. It’s for Windows and requires OpenGL.
This was my entry for the LD #6 contest, “Light and Darkness”. In this small platform game, your goal is to avoid the rain drops and light up all the candles in each level.
Unfortunately, I didn’t finish the game in time, so you can’t actually complete a level (I spent too much time drawing the graphics).

The game was programmed in Delphi (using the DelphiX library) and I used Tile Studio for the graphics. You can find more screen shots and download the game (and source code) here.
Ultra Fleet was my entry to the LD8 Swarms compo. For a bit of background information on it, please read about The Hat Swarm Attack on Dance Islands.
Set in space, you controlled a fleet of virus ships that could convert enemy ships. Fleets of enemy ships kept on attacking, and you needed to keep your fleet alive so you could go on fighting, gaining points while doing so.
The game was, if anything, more pretty than fun, but it really was playable once you got into it. Although you probably got bored within an hour or so. Don’t know how it placed, but it received OK scoring, and also got praise such as ‘The game I’m supposed to be reviewing is more like a screensaver’, ‘I liked Hat Swarm better, though’, ‘Without a doubt, Hat Swarm is WAY better’, ‘I honestly would have given the hat swarm a higher score though.’ But seriously, some people (including me!) actually seemed to like it.
You can get the Ultra Fleet compo version. It requires OpenGL and is for Windows, but I’ve been able to compile it for Linux, although I have no idea where that port went, but it should be pretty easy if you want to try yourself.
The Hat Swarm Attack on Dance Islands is a game made within 14h for the LD8 Swarms compo. However, it was never really entered into the compo, because I felt it wasn’t quite enough, but also couldn’t figure out how to make something more of it. In the end, I abandoned it, and instead used it as a base for Ultra Fleet, which I did enter. This might not have been the best of decisions, but no matter.
You navigated your hat swarm around islands to destroy dancers that tried to defend the islands, while at the same time trying to avoid the deadly dances that was danced at you.
The Hat Swarm Attack on Dance Islands prime features was an intro, an island generator (that I later used as a base for rather prettier islands), the famous Hoids algorithm that simulates hats in groups flocking behaviour (later adopted for the fleets in Ultra Fleet), stick figures, and a lot of dancing. Strangely, it was also my very first LD game (together with Ultra Fleet) that didn’t use tiles.
There’s no dedicated distribution for The Hat Swarm Attack on Dance Islands, but you can get it as the bonus in the Ultra Fleet compo version. It’s for Windows, but if you’re a bit clever, you can probably compile it for Linux. It requires OpenGL with 512×512 sized textures support.
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