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LD 11 :: Weekend of April 18-20 :: Theme :: Minimalist
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Get motivated to compete in the foodphoto compo or timelapse compo!

The Results Are IN!! Congratulations mrfun, mjau, hamumu, and everyone else who competed!!
Time to hand out some trophies!!


Posts Tagged ‘final’

Sailor Linux version

Posted by gustav
Monday, April 21st, 2008

Hello again! The linux binaries (and source) are up! These are post-deadline versions where nothing except the necessary has been changed. In order to get the game working on linux I’ve changed the following things:

  • Reference parameters in the Vector2 class has been set to const
  • One _itoa_s() call has been changed to a sprintf() call
  • The time function has been changed from clock() to (clock() * 1000 / CLOCKS_PER_SEC)

Nothing else has been changed (in order to not cheat!), so there’s still a couple of bugs in there which can be used to get higher scores etc. I’m not going to tell you where though :D

Linux binaries and source:

http://gustav128.googlepages.com/sailor_linux.tar.gz

I should probably mention that you can move your boat using the arrow keys and repaint it while sailing! (people often ignore the readme for some reason :D)

Mike is awesome - the game, now ported to win32

Posted by triorph
Sunday, April 20th, 2008

win32 binary file: http://triorph.surrealix.com/MikeIsAwesome_win32.zip

and of course, original linux source at http://triorph.surrealix.com/ludumdare-triorph.zip

everything is unchanged, just ported for windows.. no fixing bugs and making things work differently, judge as harshly as you want.

green player: up -> accelerate, down->deccelerate, left->rotate anticlockwise, right->rotate clockwis, enter/return -> shoot

blue player: W -> accelerate, S->deccelerate, A->rotate anticlockwise, D->rotate clockwise, Q->shoot

(T+48:48) Final Entry: BlockOut v0.LD48_11

Posted by LoneStranger
Sunday, April 20th, 2008

LD48_11 Screen Shot #3

BlockOut v0.LD48_11
LoneStranger - 04/20/2008

This is by far not what I wanted it to be. There are only two brick types implemented, but I think its enough to get the idea of the game I wanted to do.

I wrote it using the Sun JVM version 1.6.0, however, it should work with version 1.5.0. It will not work with 1.4.2, because it needs the System.nanoTime() method.

My game is like Breakout… only in reverse.  The object of the game is to protect the goal from the bouncing ball by placing bricks on the field of play.  Bricks cost money, which you earn by playing and the computer’s misfortune.

The ball will bounce around and the computer will attempt to keep it in play. The player gets points/money for each couple seconds the game is going. If the ball leaves the field of play through the bottom, the player gets bonus money.

If the ball leaves the field of play through the top goal, the game is over and the score is reported.

I know the collision on the bricks from the side isn’t the best. I have some solutions in mind but not time to implement them.

You can download the game from my website and the code as well.

[Update] I used Eclipse as my IDE, and Photoshop to do the graphics.  That’s all the tools I used.  Oh, except for this pen and scratch paper.

[Update 2] I changed the above link to the zip version of the download.  The jar just wasn’t handling some pathing stuff right.  I’ll check into it for the eventual post-LD release.

CGA Quest

Posted by SpindleyQ
Sunday, April 20th, 2008

CGA Quest Title

CGA Quest is a weird little puzzle game.  The graphics are 4-colours and blocky, and the music was written in Monotone, a PC speaker tracker, running inside of DOSBox, which is hopefully enough “Minimalist” cred.

The really interesting mechanic is that you have a “Laser compass” which dictates the direction your lasers travel in.  Which means that when you pick up a token that changes the direction of your compass, all of your lasers change direction!

CGA Quest Gameplay

There are five levels, including the trivial first level in which you just walk to the exit.  Download here.

Micro Macro

Posted by PoV
Sunday, April 20th, 2008

My junky 2 and a half hour game.

Micro Macro

Shooty!

  • Left mouse button shoots.
  • Right Mouse button gravitates shots (worth more points).
  • WASD/Arrows moves the cursor. DVORAK friendly. :)

Includes Source. Allegro and C++.

If you’re feeling competitive, post your high scores in the comments. :)

LD11 - Minimaze

Posted by shizzy0
Sunday, April 20th, 2008

Here’s my submission for LD11.  It’s called Minimaze.  It only has 4 levels, but the basic mechanic of the game is there.  The idea is that you have a kind of snow ball that you have to guide through a maze, as you roll it it dissipates.  There are a few patches (shown in green) that will allow you to grow in size.   minimaze.png Click here to play. Here is the source code.

The Butler Did It

Posted by Surrealix
Sunday, April 20th, 2008

This is a whodunnit. Minimal clues, minimal interaction, and a very minimal appearance.

A crime has been committed in Lord Fletcher’s manor. Someone has been murdered.

Upon arriving at the scene, you are told who is deceased, where their body was found, and what they were murdered with. You must interview the residents, trace their movements, and ascertain the identity of the killer.

The murderer, being unlikely to confess, will fabricate lies. The innocent residents, however, will tell the truth. By careful deduction and investigation, you will slowly build up a picture of the crime, and catch the guilty party.

Pretty screenshot.

screen6.png

Playable Version : Ubuntu Binary + Source (rar, 1.8mb)

Windows Port : Windows Binary (zip, 2.5mb)

It may crash on startup, so keep trying until it runs :/

Under linux, you’ll need OpenSceneGraph-1.2.2 to compile it (apt-get libopenscenegraph-dev)

(The originally uploaded version had major bugs in the interface, making the game unplayable. If you really want, you can still grab it here)

Trivial Escape from Minimalist Island

Posted by mjau
Sunday, April 20th, 2008

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

Final

Posted by AK47
Sunday, April 20th, 2008

Here’s the final version of my game.
Source
Executable
Screenshot:
KeepRunning

Final journal coming shortly.
Looks like I’m a bit late. So it goes…

There Is No Screwdriver.

Posted by JamesDM
Sunday, April 20th, 2008

So here it is. I began writing the story for this game at 11:30PM on 04-19 and started writing the code at 4:00AM 04-20. I have never coded before in my life. I have no previous knowledge of coding but I have spent time around people who do code. I came into this contest with 22.5 hours left and wanted to have a text adventure completed before the deadline. I came close. I did not have time to finish writing the story but I did implement quite a bit and learned alot. So, as far as I am concerned Mission Accomplished.

There Is No Screwdriver.

Text Based Adventure written in Python.

There Is No Screwdriver Screenshot

ld11-JamesDM.rar

1.19MB contains source .py file.

I had some hosting issues, hopefully I am not too late.

final version of my game

Posted by triorph
Sunday, April 20th, 2008

Having trouble difficulty porting this to windows, but here is my final copy for linux at least. I will add the windows port slightly later.

Mike is awesome - the game!

source can be found at http://triorph.surrealix.com/ludumdare-triorph.zip

keys are up/down/left/right/enter for p1 and WASDQ for p2

Space Stuff Trader

Posted by saluk
Sunday, April 20th, 2008

Final screenshot!

Original source: http://pastebin.com/m3194032

It’s a minimalistic space trading game, a la elite.

EXE, source, and data: http://www.mediafire.com/?dsdbyntsxn2

Press “F” to switch to fullscreen, it’s a much better game when you do this.  It’s kind of small and more confusing if you don’t.  Of course, if that doesn’t work, then you’ll be stuck playing it small.  Sorry for that.  Controls are pretty simple: left, up right; or a,w,d for turn left, accelerate, and turn right.  Z to shoot, X to dock, and tab to switch shops while docked.  Since there is no deccelerator, you will have to accelerate in the opposite direction.  Also, there is no friction in space, so if you accelerate too much it may become difficult to maneuver (plus you will waste fuel).  The idea is to accelerate towards your target till you hit some ideal speed, and then accelerate away from your target when you are closer.

Unfortunately, I worked on the basics right until the deadline, and didn’t have much time to balance the actual universe.  So many trade routes might stink, and it is probably a bit easy to die.  If you upgrade your health a lot at first, then you might survive longer.  I find it very fun, and hope you can too.  Enjoy!

By the way, I’ll definitely be working on this more, so if you have any ideas for improvements feel free to give me a comment.

MiniMall Final

Posted by doofer
Sunday, April 20th, 2008

MiniMall final - doofer

MiniMall

Build, upgrade, extend and manage your mall to attract and satsify swarms of mini-mallists (shoppers) wanting to get their shopping fix. Spend your money wisely to give the mini-mallists the best value for their money make the most money you can from the mini-mallists!

Watch and be fascinated for hours by the curious shopping behaviour of the mini-mallists!

Featuring:

  • Electronic stores
  • Clothing shops
  • Food courts
  • Males
  • Females!
  • Boyfriends being dragged shopping by their girlfriends
  • AND endless hours of fun just watching the mini-mallists doing their thing!

Windows Download:
http://www.maceinvaders.com/ludumdare/build.zip

Linux Download:
http://www.maceinvaders.com/ludumdare/minimall_mono.zip

Source:
http://www.maceinvaders.com/ludumdare/source.zip

Hope to get linux build soon..

Steroids - final version

Posted by jamports
Sunday, April 20th, 2008

This is my first try with Bullet physics. Sort of a 3d version of Asteroids. The asteroids break apart with a primitive form of rigid body destruction. Break them up before they hit the planet.  Mac OS X only, sorry!   Download:  Steroids.zip  Source:  Steroids_source.zip

I made… something!

Posted by DrPetter
Sunday, April 20th, 2008

Ok. Managed to scrape something up that might be considered a game. About as complex and innovative as my last few LD entries ;)

I actually had fun this time around, but mostly with irc and blogs rather than actually making a game of my own. Maybe next time.  Now sleep before getting on with all the games!

Giddit: marge.zip (windows executable, and a bunch of code that you probably don’t want to try compiling)

screen2.gif

Final - Castle Adventure

Posted by Viridian
Sunday, April 20th, 2008

With 1 minute left!

Download it here!

Final: Of Robots & Groglots

Posted by jlnr
Sunday, April 20th, 2008

Introducing ‘Of Robots & Groglots’, which is a cross between an old favorite of mine, Star Fox 64, and the minimal and popular Helicoper Flash game (see link if you want to be prepared for minimalist controls):

Final screenshot of ‘Of Robots & Groglots’

The whole game is controlled using only two buttons, of which one is usually permanently down; the microplanets add another touch of minimalism. Downloads:

These links have been updated to point to a version that includes 1) a two-line fix for two levels that were unplayably slow on some systems, and 2) a one-line fix for a bug that could stop your show, depending on your style of playing. Other minor bugs and balancing haven’t been touched. If you want to see the original version, replace ‘opt’ by ‘final’ in the links. Thanks!

Be prepared for:

  • No music — no need to stop Winamp ;)
  • Gamepad support!
  • Needing a minute until you can maneuver as smooth as you want.
  • Two interwoven storylines (sort of) and very different levels. If you get stuck, see the Readme file for a cheat so you can inspect them.

Last foodphoto:

Ludum Dare, last foodphoto

The timelapse is available on YouTube. I caught a cold and look pretty exhausted =) - and it’s probably only interesting if you know the game.

http://blahwebstorage.googlepages.com/Game.html

Posted by threeeffhex
Sunday, April 20th, 2008

http://blahwebstorage.googlepages.com/Game.html

edit- hopefully screenshot goes in now..?screenshot

Color eater final

Posted by rollbak
Sunday, April 20th, 2008

Color eater final

This is my final entry.

http://bannergame.googlecode.com/files/color_eater_ludumdare_11_final.tar.gz

In order to run it, you have to install the following:

Python 2,5

pyglet 1.1alpha2

pymunk-0.6.1

chypmunk shared library

Tomorrow i will upload a binary for windows users.

update: Win32 Binary donwload

Here’s a brief explanation on how to play:
Objective: clean all ugly and bad triangles from the stage.
Controls: you move your ball by draging the mouse in the desired direction.(the more drags you made, makes your ball go faster). This is also valid for making the ball jump, and if you have the skills you will break gravity laws.
Pressing right mouse button change your ball color.

Tips: You have to camouflage like an enemy in order to clean it.

Final entry

Posted by Wiering
Sunday, April 20th, 2008

Here is my final entry: download (start Game.html to play).

I managed to add some (minimal) music to the game during the last 15 minutes before the deadline!

screenshot3.jpg

LD11 entry - Minim Madness

Posted by mariusz
Sunday, April 20th, 2008

Here it is:

http://portal.acad.cai.cam.ac.uk/~mml27/minim.tar.gz

Details to follow shortly.

Minim Madness Title Screen

Posted after close of competition:

Windows port: http://portal.acad.cai.cam.ac.uk/~mml27/minim.zip

Linux par/pp version: http://portal.acad.cai.cam.ac.uk/~mml27/minim-ld11-a-pp.tar.gz

Time-lapse video (2 minutes, 15 Mb). Warning: this video contains bright, rapidly flashing colours.

So what’s it all about?

I decided to interpret minimalism in a minimalist way, namely “minim” (half-note to Americans). You get a load of musical notes moving about the screen like particles and you have to guide them to certain points. You do this by drawing minims with the mouse. The notes then bounce off the minims. You can get more detailed instructions by running the game and waiting at the title screen.

How do I run it?

Linux users: download the tarball above and extract. Run minim.pl. You need SDL, Perl and SDL-Perl (Debian package libsdl-perl).

Windows users: download, extract and run the zip file above. It seems not to support fullscreen mode. The port includes a 1-line fix for a graphics glitch that didn’t show up on my Linux system. Linux users can get updated source here.

Linux users who can’t get a working version of SDL-Perl: download the par/pp version above. Extract and run “minim” (not minim.pl). You still need SDL, but not Perl or SDL-Perl. This version includes the graphical glitch fix mentioned above.

What’s missing in the 48-hour compo entry?

Some of the demo screens are missing animations showing how to draw minims. You can’t load in user-defined levels from an external file. There aren’t as many levels as I would have liked. I intend to add these last few things and post a second version some time in the next week or so.

Why is the game so hard? Why can’t I draw minims?

Drawing minims takes quite a bit of practice. It’s meant to be tricky, especially when you’re running out of time and panicking and can’t draw steadily. It may be helpful to know a bit about how the game judges minims. The most important things are where you start and finish the minim: these points become the ends of its stick. If you fail to draw a minim, you’ll notice a stick with a cross on the end appears nearby. This represents the shape the game expects you to draw. The head of your minim needs to pass through all four quadrants marked out by the cross, without deviating too far from it. Ultimately, this means that you have to start (or finish) your minim at a point on the stick about half-way up the head. One thing I noticed while making levels is that, because you can’t draw mirrored minims, it’s a lot easier to bounce semibreves to the left than to the right. I’ve tested all the levels to make sure they can be completed, but some of them will probably take a few attempts. Keep trying! Or (if you get fed up) cheat by pressing “S” to skip to the next level.

How did you make it?

My development machine is a 3 GHz Pentium 4 with 1.5 Gb RAM, running Debian GNU/Linux (unstable). The game is written in Perl, using SDL Perl (1.20.3) for graphics, sound and input. My text editor is joe; my window manager is FVWM2. For playing the game I used a Wacom Graphire 2 tablet. Sound effects were produced by my voice, recorded and cut in Audacity, but otherwise unmanipulated.

As SDL Perl has no line or circle drawing facilites, I had to implement them myself using a putpixel routine. This was far too slow to be used every frame, so most things are pre-rendered and blitted onto the application surface.

The collision detection routines are not optimised. If you have a large number of semibreves and minims on-screen at once, the game is likely to slow down.

How did you make the Windows port?

Using par/pp. The documentation for how to do this is rather scattered, so here’s a summary.

The problem is that you need versions of Perl, SDL, SDL-Perl, PAR and pp for Windows that will all work together. Perhaps you can build from source, but as I’m not a regular Windows user, I’d rather just download binaries that work.

Perl is distributed freely for Windows by Activestate. I downloaded and installed version 5.8.8.822. 5.10 builds are available, but it’s more difficult to find all the other libraries for it.

Activestate’s Perl includes a utility called ppm for installing Perl packages built on Windows. That can be used to install the remaining packages. SDL-Perl was a little tricky to find. As this page says, you can install the package with the command:

ppm install http://www.broadwell.org/dl/ppm/5.8/win32/SDL_perl.ppd

The package includes the SDL DLLs needed to use SDL from Perl with SDL-Perl.

Now I could run my Perl program on Windows, but I wanted a way to distribute it without requiring the user to install Perl. For that I used PAR and pp. First I installed Activestate’s package of PAR using the graphical ppm utility. Next, following the links on the PAR website to bribes.org, I found a package of pp that I installed with:

ppm install http://www.bribes.org/perl/ppm/PAR-Packer-588_820.ppd

Note that pp packages may be specific to a certain build of Perl.

With everything installed, I could now create a Windows executable of my game:

pp -o minim.exe -gui minim.pl

The -gui switch stops a console window from opening when you launch the executable. The executable still needs the SDL DLLs to run. You can pack them in the executable with pp’s -l option, but I find it easier just to copy all the DLLs into the directory and zip them up for distrubution. On my installation, the DLLs are in C:\perl\site\lib\auto\SDL_perl\ .

Where is your time-lapse video?

Here (2 minutes, 15 Mb). Warning: this video contains bright, rapidly flashing colours. The music is “Corporation” from Makke’s album “It’s Binary, Baby!”. Buy it! It’s really good!

I had a few difficulties with mencoder, so here’s a short description of how I got it to work. For some reason, mencoder crashed on trying to encode the video. Perhaps it didn’t like one of the frames. I got it to build an MJPEG-like video:

mencoder “mf://*.jpg” -mf fps=25 -o output.avi -ovc copy

However, mplayer wouldn’t play that normally. It would write the frames to PNGs, though:

mplayer -vo png output.avi

That gave me a directory of PNGs that it was happy enough to encode normally.

My time lapse sceenshots came to just under 2 minutes (the length of the music), so I thought I’d add a few seconds from my game to the beginning and a still to the end. I used SDL Perl’s save_bmp() grab frames from the game, converted them to PNGs with ImageMagick’s convert (ls | xargs -i convert ‘{}’ ‘{}.png), then resized them (ls | xargs -n 1 mogrify -background black -extent 640×512) and changed them to 8-bit colour (ls | xargs -n 1 mogrify -depth 8) with mogrify. The still at the end I made using GIMP. Renaming them into the right order with rename, I could then join them together with mencoder’s “mf” video source:

mencoder “mf://*.png” -mf fps=25 -o output.avi -ovc lavc -lavcopts vcodec=mpeg4:vhq

After that I used -audiofile to add the music (ripped from CD with cdparanoia):

mencoder output.avi -o minim.avi -ovc copy -oac mp3lame -audiofile cdda.wav -lameopts preset=64

Final: Mininode

Posted by LunarCrisis
Sunday, April 20th, 2008

My final game is Mininode:

final1.png

Download the source, Windows binary, or Linux binary (there was a problem with this last one, it should be fixed).

To execute from source, you need mzscheme with OpenGL support, libSDL, libSDL_image, and libSDL_mixer.  Execute with “mzscheme -u game.ss” from the folder. To execute the Linux binary, you need libSDL, libSDL_image, and libSDL_mixer, but you probably already have these. The Windows binary includes all required libraries.

MinMo LD11 Final

Posted by HybridMind
Sunday, April 20th, 2008

MinMo is my entry into the LD11 - Minimalist Theme compo:

final minmo screenshot

Update:

Two win32 versions are now available, a fullscreen and a windowed.  No other changes were made to gameplay or bugs.  The resolution is 1024×768.  I recommend the fullscreen version for a more immersive experience.  ;)

Fullscreen win32 available here (2.3MB)

Windowed 1024×768 win32 available here (2.3MB) 

full zip with win32 exe and source here (3.5MB)

I’m hoping to post a linux version / instructions soon too. 

The goal is to get from the left of the screen to the right of the screen. Each time you do the world will advance one level. Each level brings more flowers and enemies to overcome.

You play as a character with two forms. “Min” - who is thin, vulnerable and snakelike. “Mo” - who is an invulnerable and immovable gelatinous mass.

You can only move around when you are Min but if you are falling off of a block you can transform into Mo to crush enemies below you. If you happen to be cornered by an ememy as Min, you can transform into Mo to let them pass by safely. You can only get hit by the enemies once or the game ends. You can continue though so never fear!

The game world consists of rising and falling blocks that also play the music of the game in time to their movements. There are little flowers that grow from time to time that you can collect for points.

This was created with ruby and the incredible gosu game library.

I used the awesome sfxr for all game sounds too!

Bitmaps created in Tile Studio after some initial concept art inspiration in Corel Draw.

I finished this with 3 minutes left in the deadline. That means that I didn’t have a chance to play it that much to tune for fun. It is functional and seems stable. The player crushing enemies collision detection could be a little better for sure and the levels could advance in a more interesting way. All in all I am very happy with having completed this project in such a short time. I didn’t think I was going to be able to make it under the deadline the past 4 hours or so leading up to the end so I am glad that I actually managed to pull something off. I’ll post a post mortem later perhaps. I can’t wait to check out all the other entries! Good luck and congrats to everyone who participated!

WORLDMAKER - final

Posted by eugman
Sunday, April 20th, 2008

Remember how I said I was going to write something in haskell? Haskell won. So I wrote something in python in 3 hours. the game is a little poetic. Enjoy.

worldmaker


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