Ludum Dare 29
Ludum Dare 15
I’m really excited to be doing video game programming after 5 years. I’m also trying MonoGame for the first time and it seems like fun. Here is what I have so far
You can’t see it, but the blue blocks are falling. I’m planning on making a tower defense game where your tower is slowly sinking beneath the surface. You have to balance aggressive building with structural integrity.
Ok, there are soo many entries. Here is my pledge: I will try to rate,at minimum, as many games as I get ratings. So right now I’ve been rated twice and I’ve rated 3 games. There’s no way I’m going to get to everything but I think this way I won’t feel guilty about being a vote drain. Of course my game only runs on *nix so that limits how many ratings I can get anyways.
I managed to make a game in the end. It’s very limited but it has a nice style to it.
Requires python and curses. (Sorry windows fans. I might make a pygame version if time permits)
To play, open a terminal, go to where the file is and type: python HillClimberExtremeEdition.py
That should be all you need for it to work. It’ll take a few seconds to load up.
EDIT: I’ve made some last minute changes before the deadline. Now the game is slightly harder. Also there are two types of food.
EDIT 2: If you got an error about CURS_SET or something, try redownloading.
Here’s my idea for the game: It’s going to be a roguelike and you are in an evacuated village in the valley. Storms have been on the horizon for some time and you’ve been helping people get out but now it’s time to save yourself. Get to high ground while dealing with generic monsters and obstacles.
It’ll be done in less than 2 hours. Unfortunately I have to go eat , so congratulations to everyone in advance. The third level was updated earlier today.
Alright the two main levels are done!
I’ll finish level 3 tomorrow. It’s going to be basically the same as level 1 but it’ll use use light teal for it’s big block of color.
Here is a guide on how all of the colors are used so you can make your game accordingly. The color usage listed is final. Remember, you don’t have to follow any of these descriptions. They are more for describing in what context you’ll find certain pixels. So, just because dark red says flying badguys doesn’t mean you can’t amke that color be powerups or swamps or whatever.
- Black #000000: General purpose walls.
- Dark Grey #808080: Walls you might want to be able to go through
- Dark Red #800000: Flying badguys
- Dark Yellow #808000: Ceiling badguys
- Dark Green #008000: Ground bad guys. Placed in easy spots
- Dark Cyan #008080:Not Used
- Dark Blue #000080:Not Used
- Dark Magenta #800080:End goal
- Dark Beige #808040:???
- Teal #004040: Just a big rectangle in level 1. Might be good for a boss or something.
- Cerulean #0080ff:Water
- Other Blue #004080: Water
- Purple #8000ff:Not Used
- Brown #804000: Ladder for people who decide to have a game of climbing up or for people who need to get back somewhere.
- Light Grey #cococo: Background
- Red #ff0000: LAVA?!
- Yellow #ffff00:Coins or something
- Green #00ff00: Ground goodies? Placed in Hard to reach places.
- cyan #00ffff:Not Used
- blue #0000ff:Not Used
- magenta #ff00ff: Used as a start point at the top of the levels
- soft yellow #ffff80:Not Used
- light teal? #00ff80: Reserved for level 3 like teal is used in level 1
- other soft blue #80ffff:Used as columns in level 2
- light purple #8080ff:Not Used
- pink? #ff0080: Something bad to discourage people from just trying to fall down to the goal.
- orange #ff8040: Trampolines or something. Placed in area where a jump of three spaces isn’t enough.
Well, it’s pretty late here so I’m going to go to bed and finish the levels in the morning. Based on what someone said, I’m probably going to make something like the cave level but more interconected so it would be suitable for some sort of top down game.
Keep in mind that the final levels will make use of a bunch of the available colors. This will encourage some consistency in how you all use the colors in the levels you make. Also, there’s probably going to be quite a bit of tweaking of the levels so that they work for a platformer( right now some of the jumps are too big and such, however the current examples should be sufficient for the moment.
Another thing, If it’s easy to do, add png support in addition to bmp. This would allow people to give awards that are also playable levels. To be clear, png support is not at all required. Also be aware that it is perfectly fine to have context based level loading. For example, if you find a large patch of red together, you might load it as lava, but if you find a single red pixel, you might make that into a fire bat or something.