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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 ‘screenshot’

Post-48h version of Col-4

Posted by jolle
Friday, April 25th, 2008

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.

KeepRunning (Final Journal)

Posted by AK47
Sunday, April 20th, 2008

I’ve always been interested in minimalism in other art forms. This of course, opens another can of worms: the great debate as to whether or not videogames are, or could be, art. I actually take a more of a conservative stance than most game developers in that I don’t think games are inherently art. Videogames are a medium, just like film, television, theatre, or music or painting. These forms of media can be used to create art, or entertainment, or advertising. And for the media that are generally regarded as art (painting, music, theatre) there are artists who constantly push the boundaries of the medium. They force people—artists, critics, and ordinary people—to ask questions. “Is this art?” “Can this really be considered music?” “What is the defining characteristics of theatre?” Some in particular do this by trying to create a piece that meets the smallest possible criteria of the definition of that art form.

Samuel Beckett’s play, Breath - 25 seconds long, contains no actors, no movement, other than the curtains, and the only sounds are two cries and breathing. But it takes place on a stage, it has a script, it contains stage-direction.

Napalm Death’s song, You Suffer - Regarded as the shortest song in existence at precisely 1.316 seconds long. But it still contains all the elements of any rock/metal song: guitar, bass, drums, vocals.

John Cage’s composition, 4′33″ - A three-movement composition for any instrument (or combination of instruments), made entirely of silence. The argument being that music is composed of sound that is organized in some fashion. Whether or not silence can be considered sound is up for debate, but some people consider the ambient noise of the audience and the performance hall (or location, generally speaking) to be part of the piece. You can even buy sheet music for 4′33″. Does that make it a composition? Does that make it music?

Robert Rauschenberg’s White Paintings - Seven entirely blank white panels. It is still paint on canvas. Is it still art? I’ve seen it displayed in the San Francisco MoMA, so by definition, it must be high art. Some argue, just like with 4′33″, that the painting’s interaction with it’s environment—the lighting, the shadows cast on the canvas, the museum patrons staring quizzically at the empty space on the wall—are part of the piece itself.

One thing is for certain. If we cannot ask these pretentious questions about videogames, then how can we consider them art?

So what is the most basic definition we have for games? Generally, it is regarded that all games must have a goal. This does not mean that the game has to be “winnable”. Take Asteroids, for example. There is no way to win Asteroids, but the goal is to get the highest possible score.

As another example, SimCity does not have a specific goal. It has a lot of numbers that can increase and decrease, but it is ultimately up to the player to decide how they want to play and what they want to achieve. Because of this, SimCity’s designer, Will Wright, refers to it as a “toy” rather than a “game” because there are any number of ways to play with it. But it is still regularly regarded as one of the “best games of all time” by numerous critics. Does that not make it a game? Clearly, even the requirement of a goal is somewhat lenient. Is score purely a goal, or just a metric? If so, what does this say about games, like Asteroids, where scoring is the only goal? Is the goal of Asteroids to achieve the highest score, or merely to survive the constant onslaught of cosmic rocks? If the latter, does that mean the player always loses?

The second requirement of games is that they must have rules. I once read somewhere (can’t find the source off-hand) that game design is the process of adding rules to a system to make it less efficient. The classic example being that if a boxer’s goal is to get his opponent to lay on the mat for 10 seconds, the most efficient way of doing that would be to shoot the other boxer in the head. Thus rules are added to the game so that the boxer can only cause his opponent to fall by using a certain style of punches. Whether or not this is accurate description of game design, or merely a cute sound bite does not change the generally upheld conception that games are made out of rules.

Another requirement often cited is that games must have some form of player interaction. This could be as much as maintaining an entire fleet of spaceships in battle against another fleet, while trying to manage resource collection, empire expansion, and technology development, or as little as pressing a button to jump.

So, if games are defined as a goal and a set of rules with player interaction, what is the most basic, minimal implementation possible? For the sake of this contest, I’m going to limit this argument to “computer games”–that is, games that can be played on a computer.

Even the current version of my game has more than that. Since a game does not necessarily have to be winnable, or have an end-state, I can remove that part of the game, but I still need to have a goal. The current goal of the game is essentially to terminate it as fast as possible. That can still be the goal even if I take out the “game over” message and the ranking system (which take up the majority of the code). Alternately, I could make the goal to keep the game running as long as possible, similar to Asteroids, or Progress Quest. I don’t even need to keep a score inside my game as the operating system and the Process Manager already keep track of how long the game has been running.

Since the goal has changed, and therefore the rules have changed, I still need to communicate the new rules to the player somehow. My game has to have a name of some sort so to get to the most minimal state possible I’m going to make the game’s title the same as the full text of it’s instruction manual. How’s that for usability?

I still need to have player interaction, but does that mean my game has to accept input? Is the input that it takes to start the game and stop the game enough? If so, I can remove the input code as well.

So what is left? I’ve got a game, where the goal is to keep the game running as long as possible. The rules are… to keep the game running as long as possible? And the player interaction is to start and stop the game. I’d say that’s about as minimal a computer game as you can get.

Here’s the final tally:
KeepRunning
Platform: Windows (Tested on XP, 2000. Probably works with all x86 processors Win95 and greater.)
Source: 2 lines, 76 bytes (including copyright notice comment)
source v4
Executable: 5,632 bytes. (Future plans: write it in native assembly code, Linux, Mac ports.)

Screenshots:
KeepRunning sceenshot
KeepRunning highscore

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 - Castle Adventure

Posted by Viridian
Sunday, April 20th, 2008

With 1 minute left!

Download it here!

As good as it is going to get

Posted by creiht
Sunday, April 20th, 2008

Here I give you my MUD in a facebook app.  I have long loved MUDs and thought the idea of a mud fit the theme well.  Even though it is on the web, everything is pretty close to real time.

mud_screen1.jpg

It has the following features:

  1.  Walking around rooms
  2. Talking and emoting
  3. Attacking monsters and other users
  4. When you get enough experience you can train to be stronger
  5. Leader board

To play, you will need a facebook account, and go to this link:

http://apps.facebook.com/minimud/

Add the app to your profile, then create a character and then click the game tag to play.  Once in type “help” to get a list of commands and get going.

It is also more fun to play with others, so bring a friend along for more fun! :)

Battle Magic Done!

Posted by MrPhil
Sunday, April 20th, 2008

Its done! And it turned out pretty hard to win.

Windows only, sorry.

Download

If someone thinks they can help me port a PTK codebase then leave me a comment.

Battle Magic - Ludum Dare 11

“Desktop Rox” final

Posted by sgstair
Sunday, April 20th, 2008

Ah, I’m done. I wish my entry were more polished, but I’m pretty happy with what I’ve managed to accomplish.

sgstair - ld11 - final “Desktop Rox”

Desktop Rox is an asteroids-like game, which was based closely off an idea I wanted to play with, specificly rendering the game on top of the desktop, rather than in a window of it’s own. In hindsight, it took a lot of time to get  all of the lower level rendering functionality I needed, so I wasn’t able to complete it to the level I wanted to. And, while I still have time, I’m really in no shape to be doing anything else with it at the moment :P

Next time I will assemble/write some sort of library to reduce the workload, but for now I’m very glad I finished a game, and that it’s actually pretty entertaining to play - and it’s nice that the core design isn’t that bad, I’ll probably refactor it and stash it somewhere for future use. It was very rushed however, many things I wanted got left out completely or half supported and not really doing anything (sound, antialiasing, multiple rendering modes) and the UI is a very very hacky job (hope you can read the font)

Download the game (and the source) here: http://akkit.org/ld48/desktop_rox_final.zip
Also, if that one runs too slow or doesn’t work, I have a test mode build that you may be able to use in this archive: http://akkit.org/ld48/desktop_rox_final_alternate.zip

Divine Asteroid Showdown

Posted by jakbob
Sunday, April 20th, 2008

Finally done! You play as gods messenger, trying do defend planets from asteroids. All controls explained in-game.

Dependencies:

Python

Pygame

or none if running from exe

Download source or exe!

And screenshot:

Final screnshot

Is it called supper or dinner?

Posted by MrPhil
Sunday, April 20th, 2008

Here is my early dinner of a calzone with sausage, onions, green peppers, black olives and mushrooms. All with my favorite soda Dr. Pepper! Oh, and red gravy naturally.

Ludum Dare 11 Sunday Dinner

4.5 hours left! Can I do it?!?!?!

Sunday eveningscreen shot of my minimalist turn-based game.

Col-4 Final

Posted by jolle
Sunday, April 20th, 2008

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.

Screenshots

Posted by dgriff
Sunday, April 20th, 2008

screenshot 1screenshot 2

(T+42:55) Update - New Screen shot, homestretch?

Posted by LoneStranger
Sunday, April 20th, 2008

I’m behind where I want to be, but I’m still chugging along.

LoneStranger LD48_11 Screenshot 2

So, it’s not really obvious from the screen shot, but this is not your usual Breakout game.  The idea is the same; the ball bounces and removes the bricks.  The catch is that you aren’t controlling the paddle.  The computer is.  Your job is to build up the wall and protect the goal at the top of the screen.  You do so by buying different types of bricks and deciding where to place those bricks for the best protection.

I’m not sure if I want to ’scale back’ the graphics to make it look more minimalist, more in line with the hollow ball and paddle.  I think I’ll be able to get at least a basic game ready to play before the deadline.  I can see myself adding more things into post-LD revision later on.

GBGames presents Minimalist

Posted by GBGames
Sunday, April 20th, 2008

I have a main menu:

LD11 Minimalist by GBGames

And gameplay:

LD11 Minimalist by GBGames

I need sound effects, but I have made a game for Ludum Dare!

Oh… despair.

Posted by MrPhil
Sunday, April 20th, 2008

I am resisting the strong urge to throw in the towel. I’ve yanked a bunch of complicated graphics and GUI stuff out. I’ve gone completely text based which helps with the deadline and actually goes with the theme! I now call my game BATTLE MAGIC!

Sunday afternoon screen shot of my minimalist text-turn-based game BATTLE MAGIC

Bartender, hand me another shot

Posted by pekuja
Sunday, April 20th, 2008

Another screenshot of Tiny Skater

Here’s another screenshot of my game, which I’m still calling Tiny Skater I guess. This is the fifth level in the game. The other levels aren’t this big. This one’s a bit of a mess to tell you the truth. The minimal game mechanics kinda make it hard to have interesting level designs. I think I have an idea for one more.

Well… it’s like… you can play it?

Posted by jolle
Sunday, April 20th, 2008

OK. I’ve written a columns-like game. Columns to begin with is very minimal. I had this idea of a little improvement (or weirdification) that one could rotate it around. Which I tested.

02shot1.png

See? It’s not so useful though. Thinking maybe it’s better to just reduce it to actual columns, then at least innovation is minimal! But would feel a bit cheaty.

Got to fix score viewer and game over thingy, so I’ll have some time to ponder it.

New screenshot

Posted by GBGames
Sunday, April 20th, 2008

I have gameplay now:

LD11 Minimalist screenshot

Er, you can’t tell from the screenshot, but the small square is your mouse cursor. The large square that is the same color is the goal. There are as many obstacles as the level number, so level #5 will have five obstacles.

The rectangles are obstacles you need to avoid to get to the goal. If you touch an obstacle, you go back to the beginning. They vary in size, so sometimes a single pixel can trip you up. Be careful!

MinMo screenshot #3 and win32 test

Posted by HybridMind
Sunday, April 20th, 2008

So, after some sleep last night I have finally finished a good working pass on all the character vs moving blocks collision tests.  Had a few bugs / kinks to work out that I introduced due to tiredness last night.  Now everything seems stable and falling seems to work good enough for now.  Plus, the characters position correctly updates as the blocks move up and down and the character can now fall down and meet a moving block without problems.  Plus, thanks to the new algorithms I should be able to implement similar ones for any other objects / obstacles / enemies I manage to implement in next 8 hrs or so!  ;)

win32 available here for anyone curious as to its workings / progress.

Screenshot #3 for minmo

Scope fears

Posted by MrPhil
Sunday, April 20th, 2008

I had a little less sausage and biscuits this time for breakfast this morning. The glass of grapefruit juice looks brown because I added some brown sugar to cut through the acid.

Ludum Dare 11 Sunday Breakfast

The scope of my project is too big for the time remaining. I keep getting bogged down in the internals of the user interface and little time has gone into the game play. So even though it feels like I’m wasting time, I’m brainstorming solutions.

Here is new screen shot. Not a lot has changed, but believe me a lot has changed in the code.

Sunday morning screen shot of my minimalist turn-based game.

Now getting somewhere!

Posted by sgstair
Sunday, April 20th, 2008

I’ve been pretty secretive, not wanting to show off my tech, but it’s occurred to me that it doesn’t really matter that much; So, here’s the current status of my game:

sgstair - ld11 - WIP 5

I’m very happy with the tech, it’s performing admirably with even dozens of  sprites on my system - I’m basicly making an asteroids game, but  I think this counts as minimal (it’s so minimal it doesn’t even have a background, ha!) - Just finished the majority of the asteroid code (creation / movement / collision), and I’m now going on to make a ship and a way to shoot. Which I expect won’t take too long. I’m expecting to complete sound effects but I don’t think I’ll get to music.

Mondrian nearly done !

Posted by pansapiens
Sunday, April 20th, 2008

So, I’ve been pretty quiet on IRC … because I’ve been coding and making sounds flat chat.

Here’s a screenshot of Level 5 in my game, Mondrian.

Mondrian Level 5

I still have TODO list to work through before I release the final:

  1.  Fix collision rules (it got ugly while I was playing with ideas)
  2. Allow level restart (you’d think this would be easy … well, you haven’t seen the codebase yet :) )
  3. Make more levels (it’s important, but there is a level editor, so ….)
  4. Compile the Windows version (please, please work without hitches !)
  5. Upload final & bask in the glory of Ludum Dare completion !!!!!!

Screenshot 2 - The complete journey

Posted by Jach
Sunday, April 20th, 2008

So this is the whole journey of PepsiCo. for its touring of Pepsi Blue. Why does it go from New York to end in Utah? I don’t know, but it does. (That’s right, there are ten levels! I can almost beat the last one without the cheat.) Please pretend the yellowish mass looks like the continental USA. :)

pepsi journey

End of Day 1 and Howdy!

Posted by creiht
Saturday, April 19th, 2008

Howdy!  This is my first LD.  I’ve tried to compete before, but it has never worked out.  My entry is a MUD written as a facebook app.  I’ve always been a fan of MUDs in general and I figured a MUD would fit the theme pretty well.

Facebook MUD Screenshot 1

I’m not as far along as I would like to be, but it is a lot further that I thought I would have gotten.  So far you can walk around, talk, and act like you are going to attack somebody.  Tomorrow I plan on finishing up combat, polishing up the interface a bit and adding a lot more content.  Now it is time for some sleep!

End of Saturday

Posted by Devon
Saturday, April 19th, 2008

So I spent all of Saturday making Kirby-esque gameboy style graphics, which I have a feeling was a mistake as I’m going to have to code all of the game in one day and I’m still all too green with python. Oh well, hopefully something comes out of it and at least I have the graphics pretty much done for what I have in mind. And no, it’s not really going to be a platformer and no, that’s not an alien (it’s a grasshopper I swear). If low-res 4-shade black and white graphics isn’t minimalist enough I plan on it being a one-button affair. Here’s hoping I get this done tomorrow!

leap


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