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Posts Tagged ‘source’

Clean up

Posted by matrin
Sunday, August 10th, 2008

So i clened the project and makefiles, in hopes of it beeing i bit stable, and portable. To compile it, just run make LD in its directory (on linux, not sure for windows).

Here’s the minimal code.

hAnd the Fedora 9 bin.

The old files are no longer available, insted the same link download these.

I hope i didn’t break any rules. :D

Demonic Tower - Finished

Posted by destroysound
Sunday, August 10th, 2008

New hotness:

Demonic Tower - Bugfix Release (Source and Win32 EXE)

Old and busted:

Demonic Tower - Source Package (.zip)
Demonic Tower - Windows Executable (No Music) (.zip)

This works fine in Linux, just run main-linux.py (or remove the SDL sound driver directive).

You’ll need PyGame and PGU to run it.

I couldn’t get the Windows exe to compile with music, so rather than fighting with it, I just took it out. Everything works fine when running the project itself, but when I compile the exe with py2exe, I get: AttributeError: ‘module’ object has no attribute ‘music’. The mp3 file is still in there (/jams/theme.mp3), so if you want to hear some horribly mastered, feel free to play it in Winamp while you play the game :P

Yes, I am aware that the connections to the theme are tenuous since The Tower is simply one card of 77 in the tarot, but I wanted to do something different. I was going to make it a plot point, but testing all the cards took a really long time…

Bugs: Enemies can’t move to the right edge of the screen (past row 10).
I’ve been able to have the same card in hand twice (The Empress).
Music doesn’t play in the Windows executable.

Go here for the bugfix release.

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!


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