Posts Tagged ‘mini ld’
Guns Rule
It’s on! I’ve decided to make a protoype of a game idea I had, so please be detailed in your feedback!
It’s a game about guns. There’ll be tons of attributes and combinations, and lots of monsters to shoot them at. It’ll have fun sci-fi laser effects too; although I decided to leave out the Lightening attack type.Basically you have fun trying to find the optimal (or the weirdest!) gun. The monsters will have the same guns you can have, too!! Although i MAY give them limitless ammo.
It’s going to be called Guns Rule.
Will put up a screenshot when I have something to show; I’m just about to dive into coding.
Cheers!
UPDATE: It’s working! I still have to hook up being the HUD and improve the monsters and add bosses (and polish), but I’ve got the engine in place!
UPDATE 2:
It’s looking cooler now…
UPDATE: Finally figured out how to get it to let me put up screenshots!! Yay! (It’ll look better when it’s done.)
Mini-LD #26 – My Idea and My Interpretation of the Theme
I’ve got my game idea for the Mini-LD.
I’m interpreting the theme as follows:
- Getting it done is the most important thing
- The actual “theme” is less important
- It’s a Mini-LD, so the rules can be bent
- Therefore: It’s more important to get the thing done, so the actual “theme” can be neglected and it’s not too much of a big deal
That being said, my idea has very little if anything to do with the potential themes. I really love the idea, though, and want to make it happen.
The premise has a wide scope, though, and I’ll only be able to get a subset of it working during the Mini-LD. That’ll be a good push for me, though.
The game is about a fox that has to get eight elemental crystals (Fire, earth, water, air, and four others I’ll figure out) into their respective altar-type places to get the Forces of Nature back into balance before the World is Destroyed. The Mini-LD version will have the first crystal and a “To be continued…” at the end.
The game will be a Metroidvania where the player collects various skills. The Mini-LD version will have at least two of them.
Looking forward to this,
— Mr. Dude
Mini-LD #26 – I’m In For This One
I’m in for Mini-LD #26.
Here’s what I plan to use for this:
- ActionScript 3 – Programming Language
- FlashPunk – Boilerplate Library
- Flex – AS3 Compiler
- Geany – IDE
- Inkscape – Graphics
- as3sfxr – Sound Generator
I’m not sure what I’ll make just yet. But, I’ve realized that I really do like Flash and I really do like AS3. I shouldn’t fight that love.
Peace, love, and clean code,
— Mr. Dude
Brickplacer

Well, I had the start of an idea, but then never really figured out where to go with it. It could have come out worse, I guess, but I really feel like I should be better at this by now.
In the future, I think I will actually spend time figuring out how I want the game to work instead of going with something extremely vague and getting right into implementing something before I know what I want.
Live and learn, I guess.
for those interested: Source Code
time-lapse: link
Punch the Red Ones Only

I fortunately have no real experience with domestic violence, so it is more on my feelings about people treating the ones they love poorly. Just general misdirected meanness.
Early today I decided I hated how the game was turning out and gave up. Then later, a friend said something encouraging and I had to come back and at least get it presentable and post it.
for those interested: Source Code
March of the Zombies (final)

Trust me, this looks awesome when in motion with zombies attacking from all directions
DOWNLOAD LINK (.exe file for windows (should work in xp/vista/7), also includes source code (copy data/ directory to src/ and run MLD_10.py))
Second download link (google code link, full setup file for windows)
Third download link (megaupload, so this might not be a very permanent link)
You are the lone survivor of… Uh, an zombie attack.
Stay alive for as long as possible! Beat your record!
Aim for the head for massive damage, shoot to the body to slow Zombie down and shoot to the legs to cripple them.
Don’t forget to conserve ammo!
Controls: A/D for movement, W or S for moving up stairs/ladders (hold down when you want to use a stairway/ladder), mouse1 fires pistol, mouse2 throws records, ESC quits, enter toggles fullscreen (800*600 pixels only)
Bonus controls: F prints fps, C counts all the zombies and prints their types to console, N adds MAX_ZOMBIES zombies (300), M adds one zombie, K kills all zombies that aren’t roaming (only zombie dogs can roam)
———————————————————————————
Finally! I spent three hours figuring out how to use py2exe, fixing a problem with fonts and trimming the package (py2exe created files worth 40 MB (exluding the temp build/ directory), I got it down to 8 MB).
Second and third house added and fully functional, including a line between the two houses (with corresponding semi-stupid Zombie AI). Also added health pack, 5 new sounds and re-wrote 600 lines of code to make it look better. Also did some simple docstring documenting. Difficulty is now well-adjusted, getting over 300 seconds is really hard: my record i 327 seconds. How long can you survive?
This is my first LD, and I must say that I have enjoyed it very much. Not so much for the community feeling (which is really bad: I guess it’s because this is just a mini-ld) but for the forced time limit (…which I broke by 7 hours. Oh well!). I have spent around 28 of the 48 hours (well, 34 of the last 55 hours) actively working on this game. I started with nothing but a 40-line code skeleton for pygame (which I had created some weeks ago). I didn’t like the theme domestic violence, but it gave me inspiration to use a house.
I made the game with following:
SciTE – Text-editing
MS Paint – Creating images
SFXR – Creating sound effects
Python 2.5 – Language
Pygame 1.8.1 – Graphics and sound library
Kebab, bananas and water – Little time for eating
March of the Zombies: part two
Work has been going along just fine. I wish I made more journal posts… Oh well.
*Added Feet damage system: shoot the zombie in the foot and it’ll move slower (both short-but-high-slow and low-but-permanent slow). Slowdown for player when attacked is permanent unless you heal it with band aid
*Added items (ammobox, records pickup, band aid, beartrap) + itemspawner
*Added sounds (right now I only have sounds for firing the gun and getting hit/hitting zombies)
*Added different types of zombies (“fat” and “dog”, I might add “bat”) + zombiespawner
*Added “stumble” functionality. Zombies are slowed down at random intervals
*Added roaming functionality. Right now only dogs roam, starting randomly (and lasting for 4-20 seconds) when the player isn’t on the same floor (dogs can’t walk up stairs).
*Added patrol functionality to dog. If the dog isn’t on the same floor as the player, the dog will go to the nearest stairway and patrol there (moving back and forth randomly)
*Added bullet collision
*Added player/zombie wall collision
*First house 90% complete (yes, it doesn’t get any better than this when I only have 48 hours). Added new floor, stairway down to ground floor, small cellar (not the best camping place…)
*Added health and feet status meters, also shows how much more ammo/records you have
*Added time attack. Try to stay alive for as long as possible! Right now items doesn’t respawn, but zombies do, so getting over 170 seconds is near impossible

Download current version HERE (beta, this’ll be final only if I die or something. The third house has no working ladders/playercollision)
(previous version HERE)
Python 2.x and pygame is needed (I’m using Python 2.5 and pygame 1.8.1). Unzip everything and run MLD_10.py
Controls: A/D for movement, W or S for moving up stairs/ladders, mouse1 shoots pistol, mouse2 throws records, ESC to quit
Bonus controls: F prints fps, C counts all the zombies and prints their types to console, N adds MAX_ZOMBIES zombies (right now it’s 350), M adds one zombie, K kills all zombies that aren’t roaming
March of the Zombies
A zombie game. You are supposed to stay alive from the zombie attack while picking up survivors. You have a pistol, but ammo is scarce.
Design is 99% complete, AI is 95% (Am I in the same height as the player? Then attack, else find closest stairway that goes in the right direction… repeat for each zombie. Oh yes!), Graphics 50% (Just have to create a better looking house and some survivors plus an ammo box), x-axis collisions 0%, shooting-part 50%, sound effects 0%, menu 0%

Zombies just love to march. Surprisingly, I get a solid 60 fps even when there’s 100+ zombies on screen thinking how they should eat that delicious player
the.domestic
I had a hunch an increpare mini-LD would squeeze an art game out of me
anyhoo its done, but dont go into it thiniking it will be the feelgood game of the LD

You Have to Save Everyone but There Isn’t Much Time! Final!
This was my first LD, but it sure won’t be the last. This was fun as hell.

You have 10 seconds to save everyone! GO GO GO GO GO!
Play in browser: link
Windows exe:YouHaveToSaveEveryoneButThereIsntMuchTime.exe
Source:YouHaveToSaveEveryoneButThereIsntMuchTime_Source.rar (requires FlashDevelop and FlexSDK)
Time Travel Constructor Final
Allright, it’s final or as final as it can get. If you haven’t read my previous post, here’s the short description: You are a constructor who can travel through time with the only goal to make as much money as possible.
Download here: Stoney_MiniLD9_TimeTravelConstructor.zip (15,7 MB; Windows Binary + Source)
Time Travel Constructor
My idea: As a constructor/economic specialist something you need to gather resources in order to win the game. Unfortunately other citizens already build their houses on the best spots directly beside the wood you so desperately need. Now you need to gather time energy which allows you to jump back in time and build whereever you want to build before anyone else can.
And this how the game looks like at the moment:

What development tools am I using? The same as last Mini LD and last LD48, FreePascal with ElysionLegacy (a small wrapper around some functions of SDL + SDL_Image + SDL_TTF + SDLMixer)
How do I use the sound pack? I will use it for some background music.
Am I finishing in time? I sure hope so. There are still a few hours left.
Ondrian Fordrian?
Well, after a couple of hours playing old LD games (which tend to be amazingly good, btw), here’s my screwball idea.
Only Forwards + Mondrian = Ondrian Fordrian
In this mashup, I intend to mash extra hard, almost beyond recognition. In other words, I will be interpreting my inspirations loosely.
In Only Forwards, the avatar is always moving forward and the player’s inputs cause the avatar to turn left and right. In Ondrian Fordrian, the avatar is either moving forward or not moving at all; input consists of exactly one key, the MOVE FORWARD key. The player’s goal is to move forward as much as possible.
In Mondrian, the visuals are inspired by the De Stijl artist Piet Mondrian. In Ondrian Fordrian, the visuals are inspired by the Bauhaus artist Wassily Kandinsky. Or who knows, once I actually have a game maybe I’ll go with someone else, someone whose work is more gamey, like Mondrian’s friend Theo van Doesburg, founder of the De Stijl art movement. I totally just looked all that stuff up on Wikipedia.
In Ondrian Fordrian, the avatar is a Kandinsky doodad attempting to traverse the frightening, bewildering Kandinsky miasma. His goal is to move forward along his curvy, Kandinskic path. Everything moves. Some of it pushes him backward, some of it can hurt him.
Never Look Back. This is the second (way more boring) title for this game. Never look back, Kandinsky doodad. The past is past, and the only way is forward.
I will be working in Flash with AS3. I intend to finish the game this weekend, but it’s going to be meager, for a couple of reasons. Chiefly, I have a lot of other stuff on my mind, plus the weather’s so damn nice.
MINI LD#8! THEME: MASH-UP
THEME: MASH-UP!
Select two previously existing LD entries ( see them here: The Grid ), and make a game that combines them! One of the two may be your own entry if you wish, but they can’t both be.
What does it mean to mash up two games? That’s up to you! Maybe you’ll have the player from one game face the enemies and world of the other game, or you’ll combine gameplay elements from both, or you’ll steal the theme and setting from one game and the gameplay of the other. It’s up to you! Use whatever you want from the two games to create a horrifying two-headed freakbaby! Your game can be remarkably similar to one of them, a perfect blend of both, or nothing like either, as long as deep in your heart you were intending to combine them.
Standard LD rules apply, so even though you are working from someone else’s ideas, you’ll have to create all the art, sound, and code yourself rather than stealing theirs. So find your two favorites, and get to work!
You have until 3pm PST on Sunday to get ‘er done!
Mini LD#8 Announcement!
Prepare your socks, possibly with masking tape or some kind of velcro straps, if you wish to prevent them from being blown off. It will soon be time for MINI LD #8, hosted by Hamumu!
This Mini-LD will take place on Friday, March 6th at 3:00 PM PST, ending that Sunday at 3:00 PM PST. Standard rules. You have 48 hours. You have your mind, your computer, some caffeine, and three angry chihuahuas. You have no backup (and probably no backups). Be ready!
The theme will be announced at start time, and for teasing purposes, I will tell you that, like my last hosting job, checking out previously made LD entries by other people might help get you ready for the action! History is a part of what this is all about, so let’s make some history.
MiniLD3 – My Tool Ideas
I’ve got two ideas for this weekend. I’m pretty sure I’ll do #2, but it sounds hard, with lots of math. I don’t like math.
#1 – Pixel Editor
This is a unique idea. It’s a paint program, with features intended for pixel art, lots of zooming and whatnot. So what’s special? Well, it can ‘render’ in various ways. Think of the Puppygames type of look – big pixelated things, but they’re done up all nice in photoshop with glowing outlines or whatever. You can take your pixel creation (zoomed in to at least 2x) and render it with several different effects, saving your work in a 32bit png:
- An outer glow around it in whatever color you like
- ‘Tetris blocks’ (each pixel is a shiny block rather than a single color)
- An overall highlight, treating the whole shape as one huge tetris block – if a pixel has no left neighbor, shade its left edge, if it has no right neighbor, brighten its right edge, etc
- ‘Piping’, highlighted stripes on the internal edges of the shape
- Other!?
I think that would be a really cool tool for making that nice modern-retro art. Almost a SFXr for graphics, in a way.
#2 – Hitsuji Editor
I saw people talking about doing this in the chat too. They called it a manikin editor. I just want to take the concept of the editor I made for my long-ago LD entry Hitsuji and make it nice and more powerful, so you can do freeform creations instead of sheep holding swords. The concept is to make models by stringing bitmaps together with pivot points, then you can rotate and translate them all (scaling would be nice too). Then you make animations for them, and it stores it all much like a 3D model, only it’s 2D. Then obviously you can put that in a game and animate it all nicely and smoothly. I love how it’s trivial for such a model to transition from one animation to another. I could see a lot of potential for games made with these types of characters.
#1 sounds a lot easier than #2, and it’s more original. But it’s definitely not as useful…
i has failed
Didn’t spend much time, and also had no idea.. thought I still put up what I got: here
It needs python, pygame and pyopengl to run (..hm, for the real LD, I have to find someone who can make me a py2exe and py2app version of my entry). You can run until you touch the turnip if you want, but nothing will happen even then. Except for the unicorn, it also totally fails the theme and at no point I was even close to an idea
The good things about this mini LD for me though were, I think I know now how I could easily do one of those motocross games.. just need to use 2 or 3 collision circles instead of a single point as I did here, and some spring forces between. Also, I was surprised how easy it was to read SVG files – took me a total of 5 minutes to develop loader code for it (first few lines of line.py).








