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Ludum Dare 12 Final Results NOW AVAILABLE

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Posts Tagged ‘final’

Ninja Kitty Vs. The Nukebots (final)

Posted by Hamumu
Sunday, October 5th, 2008

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 SpaceManiac
Sunday, October 5th, 2008

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.

Compensation

Posted by SpaceManiac
Saturday, September 13th, 2008

Well, I didn’t get a tool done for Mini-LD #3, but here’s some Flash movies instead. A total of four: FireSim, Run Around, Yayguy, and Yerfworks.
Fire!
I didn’t find a direct-linking file hosting thing, but I did find a really nice non-direct-linking one. Get the compensation here!

Source code is included.

XPAK

Posted by X-0ut
Monday, September 8th, 2008

My tool is a little pack utility. Similar to the Q3 pak file.

No need for instructions or anything, simply right click insert/remove/extract tiles etc.

Src code provided.

Xpak(1mb)

ChipmunkLand died

Posted by SpaceManiac
Sunday, September 7th, 2008

I gave up on making it load files, and in the first place it was never much of a tool. So, yeah. I gave up. Maybe I’ll release my modifications to the Chipmunk Demos, or something.

On an unrelated note, I self-congratulaified myself.

Thoughts on Mini-LD #3

Posted by SpaceManiac
Wednesday, September 3rd, 2008

I’ve been thinking about Mini-LD #3. I’ve decided I want to make one of these:

  • A C++ wrapper library around an older C library,
  • An editor/loader/file format for data in Chipmunk, a physics library
  • An editor for a game with a concept of levels but no level editor (or at least finished)

I’ve started already on one of the first one - a set of classes to simplify interaction with the SDL graphics library.

The last one I’ve made before - and for a Ludum Dare entry! The Castle Smash Map Editor has a thread at the Hamumu Forums, but all the download links there are invalid. I don’t have a real website to put it on, so unless you people have any ideas, you can download it from MediaFire here. The zip actually includes Castle Smash, because that’s just the way I did things.

I think, given the current state of things, that I will go for the second choice. Good luck to everyone else who participates, and have fun!

Darn, I didn’t make it so guests could download…

Posted by demize
Sunday, August 10th, 2008

Well, SMF has failed me, so here’s a more public download link.

http://host-a.net/juliansgames/ld12.zip

Also: Background info: http://www.ludumdare.com/compo/2008/08/11/oops-2/.

Final Entry - TowerAssault0

Posted by edwardoka
Sunday, August 10th, 2008

As per my earlier post, here is the link to the hastily created TowerAssault0, which has absolutely nothing in common with my original plan apart from the name….

Look at the .fla at your own peril. This was written between the hours of 3:00am and 4:30am.

Play Online (Cursor keys to affect trajectory and power, space to fire. You need to refresh the page to try again :>)

Download ZIP containing source and gameinfo

(Entry edited for repackaging and changed host)

Final Entry - Tower

Posted by LoneStranger
Sunday, August 10th, 2008

Final Entry SS

So this is ‘Tower’ since I didn’t bother to come up with a better name.  (I did all my naming duty with Fiona’s Purple Reign.)

The object, of course, is to defend your tower from the onslaught of baddies.  Unfortunately, there is only one type of monster, but each wave has it’s own speed and interval.  Use the arrows to move the guy up and down the tower, or left and right across the top.  A/D change the angle and W/S changes the power of your arrows.

I’ll probably write a post-mortum later, but you can download Tower.

Falling Towers

Posted by devguy
Sunday, August 10th, 2008

well, for better or worse I’ll upload what I’ve done as the final.

Falling Towers
has “music”, sounds, reach the top to get an ending.


I really should have planned this out more, but got stuck when the theme was announced. I basically did most of it without any idea of what the gameplay was going to be. “hmm, going to need a tower graphic” “wouldn’t it be cool if you could see it building up?” “what would build the towers?” “what if empty towers fell from the sky instead” “oh! gotta have an obnoxious explosion sound” etc etc.

Steam Tower - Final entry

Posted by Orangy Tang
Sunday, August 10th, 2008

The Steam Tower has fallen apart and it’s up to you to put it back together again. Run around, pick up the stray pipes and plug them into the rest of the plumbing so that the machinery works again.

Windows download

Webstart link (for Windows, Mac and Linux people).

Gameplay
Use the cursor keys to move and space to jump. X will pick up and drop a stray pipe. C will plug in a pipe to the wall or unplug it from the wall.
Activate all engines and you’ll complete the level.
If the tension in a pipe you’re carrying is too high you’ll lose your grip on it and drop it. A red glow around your player shows when the tension is getting high.

Notes
The use of the theme is a little weak unfortunately. It started off being based on window cleaning and then moved onto drainpipes and plumbing. Somewhere along the line I started thinking about the Steam Castle in Steamboy and Howl’s Moving Castle and decided to switch from water/drainpipes to steam/steam engines.

However I found out in the last 12h that I can’t draw steampunk sprites at all, so the steampunk theme (and hence tower) doesn’t really come across. I should probably have stuck with water/drainpipes and designed the levels to look more like a tower block with plumbing on the outside.

Oh yeah, levels. These got thrown in right at the last minute so there’s only a few of them unfortunately (especially because I found some bugs in the level loading right at the last minute). I really should have allocated more time to them because I think there’s some good gameplay struggling to get out under the hastily designed levels.

Owliver, space tower janitor

Posted by Tenoch
Sunday, August 10th, 2008

(edited for repackaging)

Here it is… Description comes later. I’m already late because I couldn’t upload the stupid file.

All in one Windows binaries:

Get it here. Unzip. To run, drag owliver.love on love.exe

Game and engine separated (required for Linux users):

Get the game file (OS-neutral) here: http://noe.falzon.free.fr/static/owliver.love

And get the Löve engine:

  • Windows users: installer is here. When it’s installed, double click on owliver.love to run the game.
  • Linux (Ubuntu/Debian): a .deb is here. When installed, run “love owliver.love” in a terminal.
  • Linux (other distros): sources are here. Compile, then run “love owliver.love” in a terminal.

Post deadline update:

I have been told that the game was too difficult to play some levels. I checked, and yes, a bug due to last minute savage editing made the lightnings very difficult to repair. Here is a post deadline version with this bug corrected, plus cosmetic details (level names, global offset for “correct” transition between levels).

I post it so you can enjoy the game anyway, and reach the last level, which was quasi unreachable in the other version.

You can get the Windows all in one binaries, or the Löve game file. Installation/running is the same as above, where stuff is named “owliver-postLD” instead of “owliver”.

Towlr - 2 Hour Game

Posted by PoV
Sunday, August 10th, 2008

It’s here.  PoV’s 2 hour game.  Towlr

http://junk.mikekasprzak.com/Research/Towlr/Towlr.zip

Towlr is a puzzle.

I will not explain it.  You will be scarred.  You will be scored.

Share your score in the comments.

Source.  Made using Allegro and my LD11 library.

Audio courtesy of sfxr.

EDIT: Windows Version (Added Background Color Change)
EDIT: Linux Version (Experimental)
EDIT: MacOS X Version (Intel) (Experimental)

Commander Blunt - Final Entry

Posted by robut
Sunday, August 10th, 2008

 EDIT: Mac OS X binary, uh, works only if you have pygame, apparently. I’ll keep it up but I’ll get a better binary compiled tomorrow. And here’s a link to a slightly better version of the game (source code), just for kicks. Same gameplay and everything, except the AI for the robots don’t trap themselves so you can actually have a chance to lose. As usual, python run.py should do the job. And by the way, even though it looks like tetris, you can’t rotate the blocks. The block displayer shows the permanent configuration of the block.

EDIT 2: keeyai graciously (and spontaneously, to my surprise!) hosted a windows executable at http://keeyai.com/files/commanderblunt.zip

Now you windoze users can experience my shameful hack of a game as well! :)

This is the story (it’s not anywhere in the game, actually): You are a builder of skyscraping towers, and there’s robots trying to pillage a beautiful and unseen suburbia behind your tower on the right side of the screen. You destroy the robots by building tetris-shaped tower components (containing rooms like banks, chairs, and sauron’s eye) on top of them, thereby crushing their metallic bodies. The robots, on the other hand, can fly and blow up your towers, and come in an endless stream.

OS X binary

Source (requires pygame)

The concept of the game is that you have to build a tower with tetris blocks. The catch is that there are these robots that you have to prevent from going to the other side, and they can do nasty things like scale your walls or blow them up. The tetris blocks also have a bit of (buggy) physics with them, but they’re supposed to fall down like normal blocks and crush the robots. I didn’t really have time to do levels, so I just put in a no-win condition and let it free. All in all it was a bit wimpy, but I’m happy with it since it’s my first try.

Sorry about the art, tried my best:)

Now, for some details:

Gameplay - simply move your mouse around and click to drop the tetris tiles. They’ll do their job of crushing the bad guys easily enough.

Running from source - run.py is the entry point for the game

The game isn’t quite ready as it is yet, since I rushed the enemies and the win conditions, but I don’t think I have the time to improve it.

Tools:
Pygame, Python for programming
Pixen for art

Final submission

Posted by GBGames
Sunday, August 10th, 2008

Here it is. I’ll say more later.

Tower Defender. EDIT: This is a source only version, and it is 8MB!

EDIT: Get your smaller Linux-binary here: Tower Defender for Linux

EDIT: Get your Win32-binary here: Tower Defender for Win32 Thanks, Entar!

Unfortunately I only got game play in at the last few minutes, and there are problems. For one, there is no way to win or lose. The enemies don’t know that they’ve already stormed the walls and will keep going until they hit the sky, but they do this cool floating thing…which is a bug. Mousing over the archers will make them fire arrows, and they take a bit of time to reload before letting you fire again. The arrows do hit the enemies and make them disappear.

I’ll have a post-mortem up soon.

Treasure Tower

Posted by Wiering
Sunday, August 10th, 2008

Here is my entry, it is playable (two levels and even a little title screen). I’ll set up a playable web version in a moment, but here is the source.

http://www.wieringsoftware.nl/ld/tt-src.zip

Incoming Fodder Final drZool

Posted by drZool
Sunday, August 10th, 2008

Defend the castle!
Click with the mouse to build a tower. Ctrl-Click to build a casino.

Download CrossPlatform 2.6Mb

Need Flash 9 installed

My final game

Posted by Codexus
Sunday, August 10th, 2008

Here it is!!

Download (3.2MB)

I forgot to to add it on the screen but F1 brings the help screen.

EDIT: I’m still trying to resolve some dll dependencies, it doesn’t work on all machines currently.

EDIT2: Solved! the zip has been updated.

EDIT3: YouTube video available (also available as a higher quality avi (7.2MB)

EDIT4: I forgot to include the source code when i made my release (shame on me)

Tower Construction Kit

Posted by wjordan
Sunday, August 10th, 2008

OK, here’s my half-finished game. The idea was to make a full-featured block-based Tower editor to create a series of levels. Of course, I ran out of time and only included a few simple levels with one basic win mechanic - just stack the blocks high enough and let them come to rest, and you win. However, the editor is pretty full-featured and fun to just play around with, and it does a good job of showing off the underlying 2D Java physics engine.

Right click to drag around objects. Left click to create objects in the editor mode.

It’s a signed applet (due to the XML reader/writer I’m using for saving/loading levels), so you’ll have to click through a security permission to play. But hopefully it should be cross-platform enough so that you’ll be able to try it out. Have fun!

http://gamefight.org/fight/will/goliath

Stacker Final

Posted by MrPhil
Sunday, August 10th, 2008

I made it harder at higher levels.  Have fun!

Stacker Final

Stacker Final—(See note below)
It is written in C# for Silverlight 2.0 Beta 2.  It should run in Firefox and IE on Mac and Windows.

I used the Farseer Physics Engine and the rest was written from scratch.

NOTE: I found a bug that can lock up the browser: Here is the repair Stacker Final (Repaired) I now limit how many blocks you can use and make you restart the level if you go over. The Farseer engine starts to suck up all the CPU cycles after about 90 blocks.

Femme Tower final

Posted by Jach
Sunday, August 10th, 2008

Edit: To all of you who think my game is too hard, I have beaten it twice! =P And the laser collision is just box-based, so if you shoot it diagonally you have tons of whitespace to possibly hit the things with. Also, a bug escaped the final version so the non-evil clouds sometimes get stuck indefinitely. It’s fixed locally but not in the zip; oh well.

Here’s the link, includes source (python + pygame) and windows executable (not guaranteed to work, though I have been told it works):

http://shared.nincheats.net/zips/ld12-femme-tower.zip

(If it doesn’t work try: http://67.212.186.26/~jach/shared/zips/ld12-femme-tower.zip )

Will add post-compo thoughts here later. NOW!

It’s about 20 minutes after now. So, what I did horribly wrong this time around:

I slept in too late twice, got distracted by all sorts of things, felt horrible demotivation and considered dropping out for most of the compo. I also didn’t pace myself well (submitted about 2 minutes prior to the end) so the art and sound could have been slightly better.

This game seemed pretty hard to me and to my EXE tester, but I assure you it is beatable. =P

Tower of Abba!! Final!!!

Posted by abeck99
Sunday, August 10th, 2008

Ok just in the nick of time - its uploading but should be there soon… my webspace is running REALLY slow

used libvorbis, ogre, ode, ois, sdl, cegui, all of which are included in the binary, thats why its so large! (12mb)

my source/content is just 4mb!

Anyway its a lot of fun and I hope you enjoy!

http://www.andrewbeckmusic.com/LD12/LD12-TowerOfAbbaSrc.zip

http://www.andrewbeckmusic.com/LD12/LD12-TowerOfAbbaAbeck.zip

Win32 : for those with Visual Studio

http://www.andrewbeckmusic.com/LD12/TowerOfAbbaAbeckWin32.zip

Win32 : for without visual studio:

http://www.andrewbeckmusic.com/LD12/TowerOfAbbaAbeckWin32NoVC.zip

Edit:: binary still has dependency problems - you need libogg and libvorbis installed to play it - will try to fix it (http://xiph.org/downloads/)

Edit:: binary seems to work on leopard- leave a comment if you have any problems running it

Final for “Choke Point”

Posted by mikejedw
Sunday, August 10th, 2008

Big disappointment with getting sound to work in Processing (some Java Weirdness), but I’m generally pretty happy with the game as it stands.

Final version

Super Tower Ascent 2 - Final

Posted by adamzap
Sunday, August 10th, 2008

Here it is, friends. I hope it works on windows. I was really laggy on the only windows machine I could test it on, but I’ll try it on my windows partition later tonight. It works as intended on my Mac though. I’ll try it on Linux tomorrow as well.

I was rather uninspired at the end, but I hope you all enjoy it anyway! I feel like I had time to do a game with larger scope, but I didn’t have an idea that was big enough.

Get It Here

The Mac and Windows dists should work now, please let me know if they don’t.


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