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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 ‘pixels’

Nitro Butts!

Posted by DrPetter
Saturday, March 1st, 2008

Some more project additions on my shiny new site. New design really makes adding stuff a lot more convenient compared to what I had before. Actually one of the updates is a project entry on that very system; SPCMS (the morbid can have fun looking through some source code on that one)

Mainly though, I finally got around to releasing Nitro Butts - an old game from 2005 that me and my brother made out of oldschool boredom. It’s actually quite a bit of fun and you can even do co-op if you have a gamepad and additional human around.

An entry this is not, I think…

Posted by DrPetter
Sunday, February 24th, 2008

Considered doing something for the compo, but kept getting into other stuff (fun stuff, important stuff, interesting stuff) so time ended up running out. I decided to make a mockup screenshot instead, of something weird that could have been. Maybe. Anyway, behold:

ld105mockup.gif

Oh, I also happened to make an asteroids game during the compo… didn’t mean to do that, but technically I guess it could have been an entry. Not quite weird or unexpected perhaps, but at least it’s asteroids.  Windows-only.

asteroids.gif

http://www.cyd.liu.se/~tompe573/asteroids.zip

Now where’s the Inquisition game? Me want play!!!

Shrapnel: Final entry

Posted by mjau
Sunday, December 16th, 2007

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.

LD10 Final Entry: Short Fuse

Posted by Hamumu
Sunday, December 16th, 2007

ld10 screen 8

This is it! Pretty darn complete. Download here: shortfuse.zip (1.1mb)

I tried making music, and that was a bad idea, so I didn’t put it in. Love those SFXr sounds, though!

Note: If it runs way too slow, or just if you prefer, you can use the command line argument “opengl” to run it in openGL instead of directX.

Progress, Day 2 Late

Posted by Hamumu
Saturday, December 15th, 2007

ld10 screen 5

Lots of visual progress, a little bit of real progress.  All new pixely graphics all around, and a new HUD at the bottom.  The game automatically zooms the display in to cover the portion of the map that actually has stuff in it, so instead of scrolling, it just gives you a wider view on larger levels.  That’s good because you need ot know the whole layout to make your plans.  This zoom feature is currently very questionable, I seem to have to manually tweak exactly where it goes, depending on the level layout, so I’m missing something there, but it mainly worksish.

Currently, you can’t win or lose, but if you could be killed, boy would it be hard.  Thinking ahead is a must, and it all goes quite fast.  Each level has a percentage required to complete it, and you also need to stay alive, and the main gist is to get the best score you can, provided you blow up enough and avoid dying.

My nameless LD24h8.5 entry

Posted by DrPetter
Monday, December 3rd, 2007

It’s got MOON, it’s got NO TEXT, and it’s got blocky pixels, chirpy audio and all the other essentials!

This was a strange “compo”, but several interesting games came out of it and I had a good time working on mine. The 24-hour time limit was rather severly busted, but that’s fine I suppose. DQ means surprisingly little around here, especially since this compo had no voting.

As usual for me, the main idea was a technical one and involved using a sphere-mapped rectangular playing area. As one theme was “moon”, this seemed easy enough to work in. The actual game concept was undetermined until rather late in the process. At first I was thinking that maybe you’d drive across the moon in some vehicle, collecting things… but that didn’t happen, so I changed it. The final game is pretty cool imho, where you drop/stack colored chips onto the moon to make them disappear.

This all sounds very lame and boringly puzzly in theory, but the main challenge is the hideous control scheme. You don’t control your position directly, or even your speed, OR the acceleration - but the next-higher derivative! Tap right and you’ll see very little happen at first, but after a few seconds the moon starts slowly rotating in the chosen direction, and then it goes faster and faster unless you compensate in the other direction. It’s very easy to overcompensate and end up in an oscillating back-and-forth motion where you have no real grasp of what the hell you’re doing, but play the game enough and you can enter into a sort of zen state where you can “feel it” and get along pretty well. This is really essential, since you need to position yourself very accurately over the chips to avoid missing (and thereby creating a new stack which needs to be completed and removed).

Unsurprisingly, most people that tried the game hated it. Once I realized where it was going I pretty much tried to make it as evil as possible, much like a lot of old C64 games which you find in some old dusty drawer without a manual and have no idea whatsoever what to do with. You’d start a game and almost instantly die, and the controls weren’t obvious at all or severely broken. Ah, the heritage.

I’m really happy with the music though, sets the mood nicely. Imho the game is worth playing a few minutes for that aspect alone if you’re a retro geek.

Scroll down to the bottom of this post to read some instructions (that you shouldn’t really get if you want the full frustrating experience).

Download: Windows version (575 kB)

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Quick instructions: Arrow keys to move/rotate, Z to drop chips. Do not drop like-colored chips on top of each other.
There’s a small cheat which might make the controls a tad easier to grasp - type “showyou” at any point to bring up an acceleration graph in the top-right corner.

7th Swarming of the Machines

Posted by DrPetter
Monday, December 3rd, 2007

Ah, great compo this was. Tons of sweet games. Unfortunately that also meant fierce competition, and I only managed to snag a best position of 3rd in Fun (which is unusual for me, as I normally do better in the technical categories).

Base idea for the game was to have the level be “swarming”, for an unexpected approach. I figured there could be loose platforms drifting around in space and you’d try to jump around between them, doing… stuff. The gameplay part of it was sketchy at best.

I suppose the better part of the first day was spent getting the platform movement and interaction working, and then I think much of the second day I just sat and tweaked it, fixing bugs. The gameplay elements and final graphics/audio were added in the last two or three hours.

Windows download: 128 kB zip (exe, data, source)

Linux port: 16 kB tar/gz (needs above file for data)

Arcade build a’la Lerc.

The Farmer

Posted by drZool
Tuesday, November 27th, 2007

Splash

Theme Growth. I did get a review on this game, here it is:

Not just reliant on a funny intro song, The Farmer is a pretty good game coded by drZool for the Ludum Dare competition. Part Harvest Moon with some Mario-stomping element, you play the role of a farmer who has to achieve certain level objectives shown before the start of each stage.
This would usually be a certain number of coins, seed, flowers or fertilizers. You start off with a few seeds that can be used to generate the four items mentioned, depending on when you decide to harvest them by pressing space. Some planning is required as the game will end if you run out of seeds.
You will get more seeds if you pick the flowers as soon as the petals fall off. Exchange flowers picked when in full bloom for coins from the shack on the right. Decomposed flowers can be collected as fertilizers, while roaches can be eliminated by jumping on them. The rules may seem a little complicated at first but players should be able to grasp the concept after a few plays.
Ingame

Ingame screenshot

Jackie and the BS

Posted by DrPetter
Tuesday, November 27th, 2007

My first LD entry, for the #7 compo in December 2005.

Story, according to readme.txt:

You’re kidding right? Uhm… Control
Jackie as she tries to escape from her
sugar-induced nightmare by climbing an
ever-growing flower. Flying pigs are
attacking and she needs to feed them
candy until they burst.

Collect delicious pig eggs for score,
and keep a look-out for hearts to boost
your health should you need it.

What more is there to say? You jump around, throw candy, collect eggs and try not to fall into the water as platforms appear and disappear from the randomly growing flower. The flower itself was the most advanced piece of code in this one, and the first thing I started working on. Generally I seem to go about LD compos that way - think of some cool technical concept, then implement it and try to turn it into a retro platformer somehow…

Download, WIN32 binary+src: jackiebs.zip (1.24 MB)

Just starting out, no platforms have grown out yet.

Flower has grown a fair bit and there are tons of platforms.

Yoz

White pig has eaten too much candy, burst is imminent.


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