Posts Tagged ‘linux’
Dark Interval, is a fast-paced escape-the-room-type survival horror game. You have 10 seconds to explore and survive the obstacles in each room before the Torment Hunter gets to you.
Windows & Linux builds are available for download! Web build is coming shortly provided I can sort out the audio glitches.
Recommended to play fullscreen, headphones on, and with gamepad that supports vibration! Have fun!
Play the game here:
Made the Game Jam submission deadline with about 10 seconds to spare, then we all passed out. Post Mortem coming soon!
MysticStv, for puzzle transcription and snarky commentary
Mrs. Hik3r, for puzzle transcription and nap-enforcement
LWJGL, and Java in general. Thanks for being a thing!
This is the first screenshot of my game I am making in Java from scratch, don’t worry the art will improve soon. I have basic controls down so far… I am not telling my idea around the theme yet as other might steal it.
Hey! I don’t know if any of you have read my posts from the the past, but a couple of months ago I was going through some stuff when the last MiniLD rolled around, and I (foolishly) entered with very little experience of Flash, or ActionScript (the main way I was making the game. :/) this sort of left me in a rut of motivationless pain. No, but seriously, I just didn’t feel like making games for awhile! So, I took some time out and played (a ton a ton like too much for a normal person never get into CS it will murder your family’s babies) some Counter Strike. That, with a mix of watching my friends make stuff was able to get my creative personality going, enough to get back into the swing of things. I got up to chops with Python + Pygame, and I am now learning C++. So! Enough about me! To The LD!
This LD I am most likely going for a text based game in good ‘ol C++, probably something stupid like “What’s your name? ” Or something childish, anyway, I am still learning. Shush. I will do just straight C++ and compile a Windows Executable.
(There is a possibility I will have cross platform support, still working on it.)
See you in the Jam!
EGGZ is a real-time strategy game with eggz in it – click on the EGGZ for a sweet 48-hour
As mentioned in my last post Eggz was essentially finished in 48 hours, though they’ve been a couple of bug-fixes and enhancements since then. I’ve also been very lazy about building a version for distribution, but I’ve finally gotten around to it:
Unfortunately the game has no AI, so if you don’t have a friend to play with you’re not going to get much out of the game
I’ve drawn up a quick state-machine that should play the game adequately but it’s not going to be in the 7dRTS version I’m afraid. Check the game page for any post compo improvements
Looking forward to playing your games guys, I really love RTSs – let’s revive this genre
Here you can see the video taken from a Pre-Alpha version:
Recommended wacth on full HD to see better all details/effects
The game is still in development and will be released “When it’s done” but i hope get finished on 2014 for desktop versions and release the mobile (ios/android) and OUYA in the nexts weeks.
Nedd more info? check this links:
I started to work in “No Time To Stop” near the Ludum Dare 26 and my idea was enter with it but unfortunately no arrived with enough gameplay, still i’m to slow to code :S
At first the game was made using a 16 color palette with a resolution of 120×80 and scaled later to 8x, all very minimalistic, here the first game style.
Now my idea is try to do something more colorfull with shadows/lights and glow but keeping the 8x pixel-art, here a screenshot:
To see the game in movement:
Some info about the game:
Genre: Arcade/Platformer with some logic/puzzles
Platforms: Win,Mac,Linux – Android/iOS – OUYA and maybe GameStick
Engine: Multimedia Fusion 2
And a few days ago the game was uploaded on Greenlight
And well I hope code more fast for the next compo or at least enter some fun-playable!.
After thirty hours of work, I can proudly say I finished my game for this Ludum Dare.
I called the game “Nothing is impossible”. Is a platform game where you must control two characters in a split screen, each screen represent the black and the white and this create a constrat between the character and the wall.
The game consist, as I said before, in the control the two characters dodging the boxes and stakes you will find in the way, all this while they run forward.
My intention was do the game very very difficult, but at the same time do a addictive game and I think I finally achieve.
But well, let’s cut the talk. You can find the game here.
Thank for read and play!
Sorry for no add potatoes, serious, i’m very sorry
So, spent lots of time and work on the sort-of-game idea I had for the theme. Math was involved and sketching occured, evidence can be found here:
All in all, I feel pretty good about how the game is coming along, haven’t started making it look good yet. Gameplay goes first.
There are a couple of command line switches you can use:
-b Rebind all controls before starting the main loop
-r WxH Specify resolution
-m 0-100 Specify music volume
-s 0-100 Specify sound volume
Standard controls are WASD, and if you’re using -b then you can bind to both keyboard and joystick controls. It’s been tested with both an original Xbox Controller S and the Xbox 360 controller.
Also, I know that something is strange about collisions, at times they don’t seem to register at all. This is a bug that I’ve spent too much time trying to track down, and so sort of decided to leave it there until it becomes a more pressing issue.
If you happen to have a 32-bit Linux system, then you could try to build the game yourself. The source is available on Github (C++) and it uses CMake to build, you might need boost and SFML 2.0 (Don’t know if the RC works since I’m using the latest git myself).
There’s a small issue with the CMakeLists file so you might also have to set Kunlaboro_BOOST to On in your cmake cache for it to build properly.
Hope that you’ve enjoyed reading this (And maybe even enjoyed what exists so far of the game). Please comment.
This is Ace, reporting to bed.
Just finished submitting my little game for the compo.
With 10 hours still in the clock, I could’ve probably still polished it, but some rest & laxin sounds nice since gotta go to work tomorrow
The game contains 3 minigames all of which are different criminal activities to gather money for the end goal.
I had really hard time coming up with the 3rd game (which ended being the credit card fraud one), but it worked out OK.
Not 100% satisfied with the game, it kinda needs some bigger game to wrap the minigames or give a reason for the minigames.
Now it feels bit glued on :/
Anyways happy that I finished since 2 last LD’s have been major fails on my part and couldn’t even submit anything.
The games submit page is here: link
And here’s a screenie:
Thanks everybody for awesome event, can’t wait to get my hands on all the games developed this weekend!
I had some issues with the screen capture software and Im not entirely sure if I can make a time-lapse, but atleast I will write a post mortem…
- Editor: gedit (code completion is for wimps)
- Basecode: github-link
- Graphics: Gimp, Inkscape
- Soundeffects: sfxr, maybe bfxr
- Music: I’ll use autotracker.py as music generator. I’ve got a local copy in my repo, since the link form the original post is dead. Alternatives: DarwinTunes, Otomota, lmms
- Timelapse: neosam’s scripts, his ld-profile
- OS: GNU/Linux Ubuntu
Keeping with the ludum dare tradition, time to do a little analysis on what went right and wrong during my development this time! Before I get started with that though, for one I’d like to apologize, normally i do this at the same time as my “100 games rated” review and best of list but unfortunately so far my review list, though not quite at 100, to be perfectly honest i just dont have that many games that really stand out yet, not enough to make a real list, so expect that some time in the next week or so as i revew more! Secondly, my timelapse is now up, accompanied by a nice track of classical music as always, so please enjoy this.
Get on with it!
Right! postmortem! The point of this post, for starts, here’s the link to the competition page itself
What went right:
- The theme: frankly i was dreading another dreary, artys/emo theme like “abandoned” winning again, those kinds of themes are simply NO FUN for us programmers and it’s horifficly hard to get a decent gameplay idea that’s not just bolting the theme onto the story/background. (I generally rate 1 on theme when people do that myself, as just tacking it on isn’t really “meeting” the theme)
- My engine: my game engine worked BEAUTIFULLY, a few minor fixes were needed after release but having a fully cross-platform engine set up and ready did wonders, so even though my idea made me write a full entity system and isometric renderer from scratch having windowing/input/state management/texture and memory management already taken care of made the task a lot easier
- My tools: the newest version of my sprite editor (available under the “tools” link at the right) worked like a charm, it made animating the modular sprites a breeze even for a crappy artist like me, this time around a lot of people have even said they LIKED my art style!
- Time: for the first time, I was actually able to be HOME on both days of ludum dare! So this was the first competition i technically actually had 48 hours to work in
What went wrong?
- Timing: This ludum dare took place on the first weekend college is in, in the middle of one of the hottest weekends of the year in southern california so of course we had rolling blackouts all day saturday, my UPS tried it’s best to keep my desktop running but i ended up with a few hours of downtime midday, losing a good 4-5 hours of development, I ended up having to cut features due to this
- Mouse control: The game was meant to be controlled entirely by mouse using pathfinding, unfortunately due to being down most of the day saturday i ended up having to cut pathfinding or I wouldn’t have had time to make actual levels and art to play. This made getting around corners somewhat tricky though thankfully still do-able (wasd also works as analternate, it was debug code though and not the way the game was meant to be controlled so it’s a little jumpy)
- No way to restart: Another feature i had to cut due to time was resetting the player after he dies to restart (the levels already reset, only the player needed to reset) so i was forced to put just a simple game over screen when you die
- Lame ending: Another cut feature, I was going to make a better image to show when you get to the end and to thank you for playing but again, due to playing catchup for saturday a lot of art had to be cut, so all you get now is a blurb of text for the temporary ending
- not all evolutions have artwork: my game actually tracks a LOT of statistics when you’re evoloving, over 2000 combinations are actually possible but only a tiny portion make visible changes due to my inexperience in isometric art that’s not geometric in nature and lack of time. There is no distinct skin/leg/ear/or fang graphics for the other features that evolve, only general body type, head type, and back type are actually shown
- needed a statistics readout window: I really needed a window to show your current statistics, the “overall” statistics modified by your current evolution status are attack/defense/speed/flight/poison/and vision, a lot of people had trouble in the caves because they did not kill enemies outside first that would buff their defense before starting to fight the much tougher bats and spiders inside
And to close out, here’s a short gameplay video of how it all turned out!
I’ll start with the part that’ll interest more people….now that I’ve rated 150 entries, here are my top 7! (in no particular order)
Bottlecolonies By tcstyle : A clever little strategy/puzzle game, the art direction is great, the sound both fitting and awesome, and the gameplay itself is solid and complete…a joy to play
Nanofactory By JustinMullin: A solid puzzle game about a nanobot assembling widgets, a little hard and cryptic at first but the puzzles are both simple and clever
ANT SURF HERO: THE SURFENING By Jigxor: A refreshing change from the massive number of dull uninspired platformers, aside from a few physics issues it’s really fun, and riding on top of the ant is amusing to say the least.
Housefly By dacap: You play as a fly on a mission: to get back outside! It’s a short but very immersive adventure game with solid controls, great visuals and sound…its hard to describe but the flight control feels “right” for a fly. Very fun.
Recluse By chambers: You play as a snail with a neckbeard in a “metroidvania” type game….but with a twist. Easy 5/5 for innovation personally, I don’t want to ruin it by the starting room is misleading and it quickly introduces one of the most unique gameplay mechanics i’ve ever seen. (even if it is mostly a gimmick…it fits the theme very well)
Hero of Rain By 31eee384: Extremely incomplete but what there is of it is very enjoyable, the story is both fitting and interesting, the gameplay is for the most part pretty good (though touchy at parts). All around a good feel to this game.
Fusion Time! By NeiloGD: A simple but solid arcade-type game where you fuse atoms in a sun. Theres not much too it but the explosions and strategy of timing the fusing makes it surprisingly fun to play.
Please try these out if you havent! Most still have a pretty low number of ratings and could use some more love! Also, <shameless plug> I really wouldn’t mind a few more tests on my entry as well, it’ll be linked below with the timelapse and postmortem</shameless plug>
First off, here’s the link, try it out yourself and let me know what you think!
I have to say…I had more fun with this theme than I would have thought, it was a lot easier to make a game that fit the theme but was still….you know…a GAME..than it was for “alone” (LD22)
What went right:
- My game Idea! I came up with it MUCH faster this time and IMHO it’s a much more fun game than my 22 entry
- My cross-compilers were already set up, saving me a lot of time testing the windows build
- Using my sprite editor (listed in the tools section to the right) I was able to do what little spriting I needed very quickly with decent results, it was MUCH easier than trying to do it in GIMP (great editor….not so good for animating)
- I planned fairly well what I would have time to do, I was complete (though had to cut a few units) and able to submit before the rush.
- Deciding early to render with opengl instead of plain SDL was a good call, I ended up abusing it quite a bit to scale/recolor graphics & text (SDL can do it but it’s so slow it would be near unplayable..). Having recently written a LOT of OpenGL code also it was pretty fresh in my mind and I was able to painlessly get it up and rendering.
What went…welll…not quite as right:
- Once again, LD fell on a weekend I had to be gone quite a bit, I wasn’t home on saturday till nearly 6pm, so I lost a good 18 hours of copetition time there (seriously, i had NOTHING planned that couldn’t be moved for like.. a month prior and a month after…only that one day)
- I had to take care of some stuff outside friday and was EXHAUSTED after the theme was announced, ended up losing even more time by going to bed early. (though i did finish a opengl renderer + sound system before then)
- I had a OpenGL/SDL/Angelscript based game engine I’ve been working on for quite some time that I was going to use so I could concentrate more on game code….unfortunately I had some last minute issues and there was no way I’d get a windows build of the engine working in time, so I had to change plans and just write a renderer/sound/input engine from scratch during the competition.
And of course, here is the timelapse video! (with soothing music added)
Linux version video demonstration.
Still doesn’t tell you how to win, but that’s kind of the point.
Wow, NME works great thanks all people working on NME/haXe.
So I have submited my game and it is working on:
- Android (http://games.corne.info/LD/LD23/release/dist/astronautics-android.apk)
- Linux (http://games.corne.info/LD/LD23/release/dist/astronautics-linux-x86.tar.gz)
- Windows (http://games.corne.info/LD/LD23/release/dist/astronautics-windows.zip)
- HTML5 (http://games.corne.info/LD/LD23/release/)
- Flash (but the stars on the background) (http://games.corne.info/LD/LD23/release/dist/astronautics-flash.swf)
Not tested but compiled:
Not able to compile but probably working (Thanks Apple)
What went well:
haXe + NME, the cross platform compiler + its graphical friend. I never thought I would be able to deliver so much version of my game without having to change anything in the code (except for a -1 to 999999 for the HTML5 version). During this two days I was compiling to random targets and if something didn’t work on a version I didn’t have to check a very long script. And a few times it saved me from code that wasn’t correct. On some platforms it did work, but on one platform it got some problems so I knew something wasn’t right.
Inkscape, I didn’t know that I could draw planets so nice. I impressed myself this weekend (thanks LD).
What went wrong:
I think the game has still some memory leaks. But I’m not able to fix that in time, IF i’m even able to fix it. It is possible that it is a bug in NME. And second, my code is a mess. Long time no scripting didn’t make it better.
But I really like the product I have made this weekend.
If someone one a mac knows how to use haXe + NME. Could you please download the source (http://games.corne.info/LD/LD23/release/dist/astronautics-source.tar.gz) and compile it for iOS/OSX?
My entry: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4506
I finaly have a playable version of the game Now I only have to fix some bugs and than I can add additional stuff.
You can play the HTML5 version here: http://games.corne.info/LD/LD23/6/html5/bin/
Used so far:
- Planet are being spawned
- My rockets flies and attaches hisself to the planets
- Gameover screen
What I want to add:
It’s looking good so far. I have a rendering engine and most of an animation engine. However, I’ve run into a problem art. I forgot about my animating skills. Oh well, I just need to play with it a bit more tomorrow. But for now, sleep.
Here’s what I have so far: http://dl.dropbox.com/u/8016309/ld23/index.html
I’m streaming and updating that link as I develop the game, come watch when I wake up for more development tomorrow!
I’m currently in the process of producing a makefile to compile my (future) game. However, In my interest to target as many people as possible I would link to know the following:
- What OS are you using? (Windows / Linux – Include which version if you so desire but it is not necessary)
- Are you using 32Bit or 64Bit? (This is the biggy)