Ludum Dare 31
Theme:
Entire Game on One Screen

Judging ends in:
It’s time to Play and Rate Games!

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About eugman

Entries

eugman's Trophies

The 'Most Totally Awesome Concept' Award
Awarded by Gilvado
on August 31, 2009
The Digital Equipment Corporation Award for Backwards Compatibility
Awarded by Doches
on April 20, 2009
The Watermelon Award
Awarded by fydo
on March 11, 2008
Zork-Inspired Award
Awarded by Cthulhu32
on February 25, 2008

eugman's Archive

Wrapping up for the night

Posted by
Saturday, April 26th, 2014 7:02 pm

Well, my tower defense game is coming along nicely.

LD29-4

Unfortunately I only have 2 hours tomorrow morning to finish everything. On my list of things to do:

1) implement 2 new towers

2) add 2 new enemies

3) implement spawners

4) balance the game out

Tower placement is working!

Posted by
Saturday, April 26th, 2014 7:27 am

I’m making good progress with my game. Tower placement works now and they sink at a constant rate. I think I might actually finish this compo!

LD29-2

And so it begins!

Posted by
Saturday, April 26th, 2014 4:51 am

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

LD29-1

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.

Tit for tat. How does that sound?

Posted by
Monday, April 20th, 2009 5:33 pm

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.

Hill Climber: Extreme Edition

Posted by
Sunday, April 19th, 2009 4:17 pm

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.

Get it

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.

Minor progress

Posted by
Saturday, April 18th, 2009 2:30 pm

Tremble at my graphical skills!

Lets hope I canget a nice game in time.

Curses ftw!

Posted by
Saturday, April 18th, 2009 9:00 am

The beginnings of a curses game.

Now I just need a game!

Gentle wall

Posted by
Friday, April 17th, 2009 7:20 pm

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.

Thoughts? Suggestions?

Look at my extreme graphics!

Posted by
Saturday, December 6th, 2008 11:35 am

It’s almost over!

Posted by
Sunday, October 5th, 2008 2:16 pm

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.

Final levels and color guide (NEW UPDATES)

Posted by
Saturday, October 4th, 2008 8:11 am

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.

Mini-LD 4 updates

Posted by
Friday, October 3rd, 2008 10:07 pm

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.

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