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Ludum Dare 16 :: December 2009 :: Theme: Exploration

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Posts Tagged ‘Windows’

Mole Cave Tactics: Working Windows Build posted.

Posted by philomory
Thursday, September 10th, 2009 12:41 am

So I’ve tried again, and this time I think I’ve finally managed to wrestle a working Windows build into place: download it here. For some reason I had a much easier time packaging my last (non-LD) game. Suffice it to say, it is probably best for everyone involved if you don’t ask why it’s necessary to distribute SDL_mixer.dll with a game that has no sound.

Updated version of Cavern Chase for those who wanted to see more :)

Posted by Devlin
Saturday, September 5th, 2009 5:50 pm

Cavern Chase 1.2p*

This has more content. I couldn’t really think of more stuff to add, but it should be more interesting for those who thought it needed a bit more variety.

If you play and start to wonder “where did that background go?” Not a bug. Took it out because it was UGLEH.

*1.2p = 1.2 post LD

windows port

Posted by ragnor
Tuesday, September 1st, 2009 4:30 pm

Cross-Compiling rocks! So here is the windows port.

I’m still to tired but tomorrow i’ll write a postmortem and hopefully give you the macosx port with the help of a good friend :) .

Cavern Chase

Posted by Devlin
Sunday, August 30th, 2009 6:02 pm

It’s been done for a few hours now, but I needed to sleep.

Page is HERE for your enjoyment.

Have fun ^^

-Devlin

cavernchase1

Cavern Tycoon LD48 – FINISHED!

Posted by Kato
Sunday, August 30th, 2009 1:04 pm
Cavern Tycoon Final Screenshot

Cavern Tycoon Final Screenshot

Check it out here or at its page on my site here.

Let me know if there’s any problems not known, or just send an email if you like the idea. Thanks so much guys. I’ll write a proper postmortem later. But this has been an amazing experience.

LD15 – Black Cave (Final)

Posted by Redbone
Sunday, August 30th, 2009 10:01 am

I lost motivation, so the game has been cut short.

Final

Fetch.

Hello

Posted by mjau
Sunday, April 19th, 2009 7:01 pm

Hello

Hello! For windows and linux, plus source of course. I scrapped my original game and made this instead.

AWoRaFED rc1

Posted by FourEyes
Sunday, April 19th, 2009 6:25 pm


Final entry, for linux only. Will have to see if I can/have time to make a windows port later.

The goal is to survive as long as possible, with the help of a few spells. how to play are in the readme.txt file.

Game depends on the ncurses library.

To make your own map, just make a text file and give it a one character long name (which is not q) and place it in the levels folder. There are some issues with large maps.

Download:RC2 – Rapidshare(Linux)

http://files.filefront.com/13631588 (linux/windows)

http://www.cymonsgames.com/pages/aworafed/FourEyes_ld14_aworafed_rc2.zip (Linux/windows)

edit: after some playtesting it seems the game take some time to get hard. a smaller map should help on that :)

edit2: rc2 is finished, features less health, less mana, less space, more zombies. just waiting for firefront to actually let me upload….

edit3: forgot: you will likely have to start it trough the terminal. at least me and my test person had to (in linux)

edit4: download for windows up. thanks for porting it Cymon

Something of Doom Something Something Non-entry

Posted by jolle
Sunday, April 19th, 2009 1:29 pm

Right, so I decided to post this as a non-entry. Reasons include laziness and stuff. Here’s my last progress shot re-used as the ‘final’ shot.

While ‘playing’, press keys 1-3 to build stuff:

  1. is a tree zapper, it gets you power for nearby trees. It costs 15 power.
  2. is a mini tower of darkness, it creates darkness nearby. It costs 30 power.
  3. is an attack tower, it shoots blobs of darkness at the poor butterflies. It costs 50 power.

To goal was supposed to be getting everything dark, sort of. There’s not actually any winning condition, but there’s not much other things either, so that’s all right then.

Don’t resize the window (don’t tell me I didn’t warn you).

Download Something of Doom Something Something (Windows binary, uses OpenGL, should work in wine).

Cryptid Puzzle Challenge – Final!

Posted by HybridMind
Sunday, February 8th, 2009 3:34 pm

Hey folks- finished my game:

CONCEPT:

You’ve received 4 scrambled images of possible cryptids:

Use your Crypto-Computer ™ to unscramble them!

You have 1 minute to complete your task before the
evidence is lost forever.  You will receive a
30 second bonus for each cryptid you discover.

Each cryptid image is made up of 4 individual pieces.
Unscramble each cryptid by clicking on the numbered boxes
to rotate a distinct piece of the puzzle image.

* Left mouse button for clockwise rotation.
* Right mouse button for counter-clockwise rotation.

Enjoy!

Sombrero Runner(s) is finished

Posted by FourEyes
Sunday, December 7th, 2008 7:44 pm

Got it resonably finished. Menus was something I remembered about 10 minutes ago, so they are not any good.

You will find the F5 button (turning off sound) to be very useful. The beat going besides the music itself is supposed to be footsteps, but I have never made any music/sound before. hey, at least it is sound.

The game can be downloaded from:

http://files.filefront.com/Sombrero+Runnerszip/;12587047;/fileinfo.html

Edit: got a new version. Only change is that you don’t have to restart the game everytime you die

http://files.filefront.com/Sombrero+RunnersV11rar/;12592105;/fileinfo.html

If you feel it makes too much change when judging (or simply like to launch the game several times a minute) or wan’t too see if thats really all I have changed the old game is also up at the old link

Screen shot:


Points are scored for simply staying alive.

Controls are on the startup screen, but i’ll post them here anyway:

Player 0:

Control keys to move, right shift to sprint.

Player 1:

WASD to move, left shift to sprint.

I plan to add support for a couple of more players, but thats coming later.

Gonna post this now and head to bed. Being pressing ctrl + s for every second word I have written in this post, which is a good sign of being tired.

Tools:

Visual C++ express.

SDL library

Paint for art

Musagi and sfxr for sounds

Interstate Trucking – Final

Posted by Doches
Sunday, December 7th, 2008 7:07 pm

I’m done, it’s finished. At least, it’s finished enough. Interstate Trucking is a business simulation game, where you take the helm of a small shipping company. Buy new trucks, expand your shipping routes, and try to keep your balance in the green in face of a changing economy, fluctuating gas prices, and a younger brother who simply cannot stay married.

Interstate Trucking final screenshot

Download Interstate Trucking for Windows.

This was my first time participating in Ludum Dare, and I’m quite proud to have come up with an entry. I fully expected to be one of those folks who gave up halfway through Saturday night. Next time around I will almost certainly be back!

If I’d had more time I’d have improved the economy — right now nothing the player does has any effect on the world. It would be nicer if prices increased steadily in general, but decreased each time you delivered a particular good, forcing players to constantly adapt to the changing economy. Beyond that, I really wanted a second, competing shipping company, but it was simply too much to do in time. Instead, I chose to polish what I had, and I’m quite pleased with the outcome. I’m not going to win (who even likes business sims anymore?) but I do feel like Interstate Trucking is at least a decent first effort. Next time, folks. Next time.

The game is written in Ruby, on Linux, using Rubygame/SDL. The Windows exe is courtesy of the excellent tar2rubyscript and rubyscript2exe tools (I’ll package up Linux and possibly Mac builds tomorrow). I used Photoshop, The GIMP, and Inkscape for the graphics (again, such as they are) and GarageBand (along with Audacity) for the music and (single) sound effect.

Post-48h version of Col-4

Posted by jolle
Friday, April 25th, 2008 7:22 am

I’ve made a few improvements to Col-4, so that now at least I think it’s fun.

col-4-post48h-1.png

Relevant changes are:
- Smaller playing area, but higher.. kind of
- Different speed scale
- Special block
- Now middle area swappable instead of the upper one
- Preview of next block

Download source and Windows binary. Extra clarification note and reminder: this is post-48h, and shouldn’t be used for the voting.

Kill Ben – A New Game Based on the TV Show LOST using the Simple Dungeon Engine

Posted by sfernald
Tuesday, April 22nd, 2008 9:46 pm

I decided to have a little fun today.

 I took the game engine I created for Simple Dungeon and created a new adventure out of it. This one is based on the TV series LOST. I don’t know if any of you are fans of the show, but I’m a big fan. 

 Anyway, the adventure is set on Lost island. You are Locke and the objective is to kill Ben. You’ll run into many of your favorite Losties here. Maybe even the smoke monster. You’ll finally get to see how that Locke vs. Jack battle turns out.

 Code is 99.7% the same. Mostly what I changed were the two data files. Fixed a couple bugs though while I was at it. It took a couple hours to design the new world and objects and monsters.

Have fun and let me know if you enjoy your adventures on Lost island.

 Game is here:

http://rapidshare.com/files/109829863/KillBen.rar.html

 –Note, updated rar. Forgot one of the files needed to run the game.

Trivial Escape from Minimalist Island

Posted by mjau
Sunday, April 20th, 2008 6:12 pm

Trivial Escape from Minimalist Island

Windows exe + source (compo version; if it crashes, get the post- compo zip below)

Windows exe + source (trivial post-compo fix edition, see below)

Timelapse video

Updated with a fix version above. The game would crash if run at a bit depth lower than 24bpp, use the fix version if it does! The fix also removes a comma from brygge-s.lua to fix a copy/paste bug that prevented turning around/right when looking away from the wharf, this isn’t required to beat the game or even much noticeable though.

Tools used: kate (text), gimp (graphics), sfxr (sound)

Libraries used: SDL, SDL_image (png), SDL_mixer (ogg vorbis), Lua

Sailor

Posted by gustav
Sunday, April 20th, 2008 4:18 pm

Hello! I’m finally finished with my game, “Sailor”.

The game let’s you build a boat and sail the sea. Try to stay afloat

as long as possible, it’s not as easy as it sounds though.

I’m way too tired to write a more lengthy post, please download the game and give it a try :)

Screenshot

Windows binary and source:

http://gustav128.googlepages.com/sailor_win.zip

*UPDATE: The readme links to the wrong Visual C++ redistributable, here is the correct one:

http://www.microsoft.com/downloads/details.aspx?FamilyID=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en

(Only download this if you experience problems when trying to run the game, most of you already have this installed)

win32.dll The Game

Posted by philhassey
Sunday, April 20th, 2008 3:00 pm

A few days ago my laptop got violently attacked by all sorts of bloatware. I’m guessing it was due to some IE hole or something, oh well. Anyway, it inspired this game. You get to destroy bloatware – yay!

Download for windows or get the source svn://www.imitationpickles.org/ld11/trunk/

phil7.png

phil8.png

Oh, and you can get all kinds of crazy combos if you don’t miss any boxes and are really fast.  So get playing!  Made with python / pygame as per usual.

Col-4 Final

Posted by jolle
Sunday, April 20th, 2008 1:14 pm

Here’s my 10 hours entry: Col-4. It’s based on Columns, with the biggest difference being that you can swap the upper part of the playing field. This isn’t really so useful, but it can serves as a few extra lives, or half-lives, rather.

I didn’t much like the theme in the end, and that was why I didn’t start on an entry until today (well, partly — I couldn’t come up with a fun idea). And even then, I did a minimal effort. For matching the theme, there’s lots of minimalism. Columns to begin with is a very minimal game. Then I added minimal innovation that had minimal usefulness. Improvement in fun over the original is extremely minimal (probably negative). Readme is pretty minimal too. Features in game are minimal. Graphics are minimal.

03final.png

Line up three or more blocks in same color to get points and remove blocks. Left/Right/Down keys to move moving block. Space to drop it. Up to rotate colors. A/D to swap upper part. Esc to quit.

Windows binary and source. Compiling for GNU/Linux shouldn’t require more than a small effort, but I’m not sure it would be worth even that.

Cubetendo

Posted by mjau
Sunday, February 24th, 2008 8:57 pm

Bit of a late entry for me, but oh well, here it is anyway:

Cubetendo

Download: cubetendo.zip (Updated with trivial fix for ATI cards)

Windows exe and source code included (compiles in Linux). Requires OpenGL 2.0. If it crashes, try running it from a console (updated the zip with a bat file that does this).

Mr Head and the Cow Drowning

Posted by jolle
Sunday, February 24th, 2008 10:18 am

Mr Head and the Cow Drowning is now complete. Or as complete as it will get this weekend. I have many ideas on improvements, but they must, alas, wait. But I’m getting ahead of myself.

As said earlier, the game is about drowning cows to prevent them from dying. Granted, they die anyway, but in a much more nice way, and outside the screen, mostly. Anyway, to drown cows, you must use key 1-5 to select which slot is currently bouncy, which will make any cows falling there to bounce out into the water. If you fail to catch a cow, you lose a life, but if you catch two in a row, you gain a life. You can have ten lives, and if they run out, the game is over.

final.png

During the game, Mr Head will observe and give you points and make announcements. He’s the mastermind behind everything, but exactly how is not certain. Do use his combo scheme to get many, many points. I’ve gotten 22 million as best so far. There’s no highscore in this version, but maybe I can add one later.

So, except for what has been told here, and what can be seen, there’s also a fancy intro, and mighty fine sound effects.

You probably want to download Mr Head and the Cow Drowning. Binary and source are included, the binary is for Windows, but with the right libraries and some changes to the makefile, you’ll be alright on other platforms too. Hopefully.

Also, make sure you don’t miss the Banana Ship text adventure non-entry, also made during this warmup.

GlobCombat Windows & ATI Release

Posted by mwest
Wednesday, December 19th, 2007 11:28 am

After a long struggle to get it working, I finally have py2exe version of my game. This release also includes a bugfix to my library, which lets the game run on ATI hardware (the texture loader wasn’t enforcing power of two texture sizes).

Sorry it took so long, but I didn’t have much time to devote to LudumDare in the 2 days after the deadline and I had a really hard time getting PyOpenGL to work with py2exe (for details on how to make it work see my journal).

Here are links to the new release files:

GlobCombat 0.1.1 for Windows (6MB)

GlobCombat 0.1.1 for Linux (1.5MB)

EXE file for my game

Posted by skalle
Monday, December 17th, 2007 9:11 am

Here is an exe and some dlls for my game if you use windows. You still need the data (graphics and levels) from the other archive though. Just put the contents of the two zip-files into the same directory.

Here’s the zip:

http://d.skalle.googlepages.com/ld10_final_exe.zip

If nobody gets any problems with this zip then I will probably make a new zip with the EXE, the datafiles and the source code together.

Shrapnel: Final entry

Posted by mjau
Sunday, December 16th, 2007 7:00 pm

Shrapnel!

mjau-ld10-5.png

Downloads (both have windows exe + source code and Linux makefile):

Uses SDL, SDL_mixer and SDL_image. I used kate for code/text, gimp for graphics, sfxr for sound effects (thanks DrPetter!), and pxtone to make music.

If the Linux version crashes when you run it on 32-bit x86, use this SDL library (contains a fix for a bug in SDL_SoftStretch)

Edit: Figured out the Windows sound latency issue! Seems the SDL.dll I used was buggy. Replacing it with one from libsdl.org fixes things.

Hero School Final

Posted by mrfun
Sunday, December 16th, 2007 6:08 pm

Hero School is an arcade game that forces you to nimbly avoid, disarm or block bombs while navigating terrain to rescue alarmingly ugly girls who tend to say snide things to you.

It’s sort of Bomberman with new play mechanics, you don’t throw bombs, you avoid/disarm them.

Each level has different rules or items in place.

Yeeehaw!

Heroes can’t cross water but fire sure does.

What a good looking hero!

Hero School

Download game with source for Windows
(will think about doing a linux/OSX build too.. hrm)

Postmortem comments:

This was a really difficult competition for me because my brand new computer arrived RIGHT BEFORE it started and I had to constantly fight the urge to go set it up! Yeah, that’s dedication.

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