About mjau


mjau's Trophies

Keynote Master!
Awarded by Flyboy
on December 18, 2010
Fellow Kitty Award
Awarded by fydo
on December 19, 2007
Porting Excellence Award of Sound
Awarded by allefant
on December 16, 2007



SteelGolem says ...

my first 1,000,000 bullet shmup. interesting experience ^_^

Samiljan says ...

Really fun, really short

sol_hsa says ...

Frantic shooter with chain reactions.. well, could have used more of chain reactions =)

Hamumu says ...

I blasted you on theme... I do see the chain reaction, but it's very rare and not really a meaningful part of the game (except that ONE moment where a bunch of guys come in tight formation). That could've been fixed entirely via level design, and it would've been really cool if this was a shooter where you could do awesomely by building up really good chain reactions. Ooh, then it could even score you based on the # of shots you fire, so the ultimate completion for each level is only firing like 10 shots at very specific strategic points. Maybe a combo multiplier that resets each time you shoot, so if you kill 100 guys with one bullet, you get a massive score.

Ah, but anyway, back to discussing your actual entry. It plays very nicely and the music is really good. If it wasn't unbelievably short, it'd be something I'd play a bunch just for fun!

DrPetter says ...

Yay, pretty pixels! Actually your screenshots inspired me a bit when my own pixeling wasn't going quite in the right direction. Rather than going with a crazy "realism"-style subdued palette I just went a bit crazy with high contrast colors etc, good old retro stuff.
Music is nice and moody. Gameplay is simple but fun, it gets kind of hairy when you set all sorts of enemies off exploding at once.
My only complaint is with the sound effects as they seem to suffer from a huge latency problem which kills the sense of direct feedback. Sounds are triggered about 0.5 seconds after the associated event. I'll mark down on technical for that one, as the sounds and music themselves are great.
EDIT: Replaced bad SDL dll fixed it -> no mark-down, hooray!

gimblll says ...

Nice looking game. Not much innovation there though.

Wiering says ...

Fun little game, but not really linked to the theme.

Endurion says ...

Fun, but very short. This needs more levels, also more tied to Chain Reaction.

TenjouUtena says ...

Shooter. Pretty standard shooter fare. I don't get where the chain reactions comes from.

drZool says ...

Catchy tune!

Deepflame says ...

Too short! :) Surely you could have added a little more? MORE!

Anyway, I didn't see the theme come forward in the game, but as a game it was pretty good.

Sophie Houlden says ...

oooh, I have big loves for manic shooters, and this makes me happy, but its short... so... fix =p

chaotikZA says ...

Liked the music and it was fun - just so short.

saluk says ...

Nice job, needs mooooooore!

jhauberg says ...

I'm not a big fan of shmups, but I did like the music. Controls felt really slow to me.

I did not see any chain reactions happen, so I guess i'll have to pop a n/a for theme..

midwinter says ...

fun to play, but really short.

philhassey says ...

High points in the food category :) I had fun playing, but the theme compliance was dodgy.

greencow says ...

pew pew

negativegeforce says ...

somehow i find it just easy enough to dodge 1000 bullets on the screen

Archive for the ‘LD #10 – Chain Reaction – 2007’ Category

Another Pelly

Posted by
Sunday, December 30th, 2007 11:10 pm

Since people are posting pellies, here’s the one I made last night:

(slightly tweaked)

Shrapnel Post-Mortem (+ timelapse!)

Posted by
Saturday, December 29th, 2007 6:18 am

This was my fifth Ludum Dare (including 8.5). Before this compo I went through all my previous LD entries and wrote some small post-mortems for them, and looking back, I’ve never been particularly good at handing in finished entries for these compos. I think maybe the first one I entered (7) resulted in the most complete game. That one (which I named Pathmania: Way of the Jelly for some reason, I think it was supposed to be some obscure joke) left a few things to be desired, but it had a title screen, several levels, a random level generator and even a level editor! Shrapnel has one thing it didn’t have, though: Sound =)

Libraries and tools

I used the SDL, SDL_image and SDL_mixer libraries (which in turn uses some libs for decoding png and ogg vorbis), the rest was written from scratch during the compo. All work was done in Linux, using the KDE desktop with 4 virtual desktops. Tools I used was:

  • kate: Text editor. The split view feature is great!
  • gcc: Compiler and cross-compiler.
  • gimp: Graphics. I always use several views of the same image when making pixel graphics, this time was no exception — one for 1x, sometimes one for 2x, and one for 8x or 16x. Sometimes I use a mouse, sometimes tablet, this time I mostly used a tablet.
  • sfxr: DrPetter’s sound effect generator we all know and love. I used the SDL port which I ported myself during the compo =)
  • pxtone: Pixel‘s music editor (v

Other things:

  • xchat 2 and firefox: Internet distractions =)
  • amarok: Music player. Tuned to Nectarine during the compo =)
  • scrot: Screenshot utility, to take screenshots for the timelapse video. Worked really well, I didn’t notice it at all.


I had those previous half-finished entries I mentioned in mind as I started out, and simplified a few things right away. For example, I’ve traditionally used libpng directly for loading images in stead of simply using SDL_image. There’s a few reasons for this, but most of them have usually been irrelevant for my LD entries anyway, and SDL_image is a lot quicker to use than libpng. You just call one function to load your SDL_Surface from a file and that’s it.

So for this compo, I did what I should’ve done all along and went the quick and simple way, using the SDL, SDL_image and SDL_mixer libs. I think that worked out well, it took almost no time at all to set up the traditional black window with an event loop, and some image loading capabilities for good measure. I added sound later on, which was also very quick and simple. I still made the game in plain C, but I did some header magic to autogenerate loading and unloading code for resources, setting defines and including the header several times in the file that should get the handling code. This way I didn’t have to worry about either spreading things out in several places or making some fancy resource management system, just put the resource IDs and filenames in one place, and the resource is instantly available for use with that ID. I’ve done similar things in some earlier LDs, and while the headers can look a bit hairy it works really well =)

The result: Less fiddling with technical fluff, more time to work on the actual game. This was a very good thing, since I worked horribly slow and inefficiently during the entire compo and could use all the time I got. I also had major trouble getting to sleep during the compo, which didn’t exactly help (that happens sometimes, compo or not .. I’ve tried several variants of sleeping pills before, but none actually work on me for some reason). So, I ended up wasting more hours just lying in bed trying to sleep, during the night, than I spent actually sleeping, which ended up being during the day. Ugh.

I also spent some time porting DrPetter’s sfxr tool to SDL and Linux, since the Windows version had some issues when I ran it in Wine, and I was determined that for this Ludum Dare, I would have sound in my game or die trying. The porting work was done entirely during the compo, so that “wasted” some time too, though I don’t really see that as a waste of time since I ended up using the port to make some really nice sounds that I feel add a lot to the game. Similarly, the time I actually spent sleeping, eating and going outside for some air was time well spent, I doubt locking myself in the room for a 48 hour marathon would’ve resulted in a better game. On the other hand I could’ve really used some of that time to make more and better levels. The short and crappy levels are, I think, Shrapnel’s most major flaw.

What went right

Well, I made a playable game, and I think it’s kinda fun despite its many flaws =)

The food I ate during the compo was great, probably the best I’ve had during a Ludum Dare so far. One of my flatmates made us lots of delicious food =)

I kinda like the graphics, too. It’s not amazing by any means, and the ship designs are perhaps somewhat uninspired standard fare, but at least they’re not plain ugly =). The graphics was made in Gimp with my tablet. Before the compo started I had some serious issues with the tablet in Gimp, so I was afraid I wouldn’t be able to use it. Gimp would freeze, crash, make all tools behave like the “move layer” tool, and generally misbehave in any number of ways. Thankfully these issues magically disappeared the day before the compo started when I compiled GTK and Gimp from source and installed that in stead of using the distro’s packages.

The sound effects are great, which I have DrPetter’s sfxr tool to thank for. The time spent porting it to SDL was time well spent in that regard =)

I also like the music, which I made with pxtone (pxtone works well in Wine as long as you touch .ptcop files before saving them, since only overwrite works). I was equally determined to get some music in the game as I was about the sound in general, but initially I didn’t have any musical inspiration at all. I tried to make some tunes, but everything I did sounded like crap (specially since I don’t really know any musical theory, it can be a bit hit or miss). I was ready to give up and continue making the game — this was during the last hours of the compo, there wasn’t much time left and I really should be spending time on more important things than trying to make music — and even switched over to the code desktop, ready to do some coding again, when the whole tune suddenly popped into my mind out of nowhere. So, I switched back to pxtone and, according to the timelapse images I’ve got of my desktop, the primary and secondary voice was basically complete in literally three minutes for the first half, four more for the second half, note for note what you hear in the final tune apart from some minor tweaks I did later. That includes time for listening to it a bunch. It was so weird! I did spend some more time with it later, added the drums and such (and made the ingame background thing), but the whole thing was done pretty quickly. Most of what you can see of the pxtone window in the timelapse video (below) is actually rejected tunes, listening to it, and doing and undoing small insignificant tweaks =)

What went wrong

I already mentioned a bunch under General, so I’ll skip that here.

By far the two biggest complaints I’ve seen about my game in the comments have been that the game is too short, and that there’s not much connection to the chain reaction theme, and both of those are really at least partly because of the levels, or lack of, and their design. Actually calling it “level design” is a bit of a stretch since I didn’t really put much thought into their design at all, there wasn’t enough time. They were literally thrown together at the last minute. For the next compo I really need to set off some time for level design, or make some game where level design isn’t so important.

There really are chain reactions in the game, I made the game with the idea in mind from the start — when you kill enemies, they send out shots that kill any other enemies they hit (or you!), which again sends shots when they die to kill yet more enemies, and so on — it’s just not very apparent that they’re there since the level design I mentioned doesn’t really take advantage of the fact at all, except perhaps for this one place. So, there’s not often you actually see chain reactions happening unless you’re both lucky and work really hard at making some. Originally I wanted to have a bit more advanced enemy behavior too, with them floating around the screen for a while before going on, going both left and right and upwards in addition to just down, so that you had to choose both where and when to shoot to make the most chain reactions possible. I’m sorry I didn’t get around to that, because I think that that would definitely have been a much better game. However, that would also have required good level design, and even with the current enemies I think that some decent level design, levels to really set up potential chain reactions, could have had an impact.

Also, the scoring system could use some work perhaps, but the effect the chain reactions have on the score isn’t really obvious in any case (see next section). There should have been some visual feedback when combos happen and such, or at least a mention in the readme in the slim chance that someone should happen to read it.

There’s also a few bugs that slipped through. The most apparent one is probably that the last level sometimes ends before you get a chance to kill the last few enemies, so you win the game with enemies still firing shots at you =). Another bug is that the Alt test when pressing Alt-Enter for fullscreen doesn’t actually work, so you go into fullscreen just by pressing Enter without Alt. Maybe that’s a good thing though, since the fullscreen toggle is undocumented and it’s easier for people to accidentally discover it that way =)

Another undocumented feature is the joystick support. I wonder if someone used it?

Last words

Overall, I think I’m going to call the game at least a partial success. I didn’t get done nearly as much as I wanted to or even could have had I been more efficient, and the levels are a huge detractor, but it’s still kinda fun to play, and I like it =)

By the way, it actually is possible to take advantage of the chain reactions for higher scores if you’re just aware of the scoring system =). I think my record is around 11800 or so.

First, you lose one point for every shot you fire, so if you want high scores it’s in your best interest to not just keep firing, but choose somewhat more carefully where and when to fire.. like a bleak shadow of the original intent with the smarter enemies, heh. You only score 1x the points for each enemy you kill yourself, but enemies killed by the death fire of other enemies get a combo multiplier — 2x for the first one, 3x for the next, and so on. Score is also multiplied by the current level number.

Or, if scoring’s not your thing, you can also try to beat the game by not firing a single shot =)


Finally, here’s a timelapse video of my desktop during the compo. I turned off the computer when I went to sleep, since it’s a bit noisy and is in the same room as my bed, so it’s broken into three parts. I use four virtual desktops, you can see which one I’m in in the little indicator at the taskbar if you look closely. During the compo I used the top left mostly for code (kate), top right for graphics (gimp), bottom left for IRC (xchat2) and internet (firefox), and bottom right for sound (sfxr) and music (pxtone) and sfxr porting =) (except for day one, when sfxr porting was done in the top left desktop).

There’s one screenshot for every 30 seconds at 30 fps. I used scrot in a shell script loop to take the screenshots in the background during the compo, and then mencoder to combine them into this video.

Hm, looking at this I seem to be doing a lot more work than I actually did. Like I said, inefficient..

Running out of time: Clock thing in the desert

(click for full size)

Made in Gimp with a tablet. First time I’ve used the smudge tool, went a bit crazy with it =)

Shrapnel: sound latency fix

Posted by
Tuesday, December 18th, 2007 10:10 am

For everyone who was having issues with huge sound latencies in Windows, here’s an updated zip that should fix the issue:

[ shrapnel-ld-c.zip ]

The only changes in that zip from the compo version is that I rebuilt the executable without debug info and with optimization (no code changes), removed svn files to make the zip smaller, and replaced the buggy SDL.dll I was using with a good one from libsdl.org.

I’ll probably write a postmortem in a few days.

Shrapnel: Final entry

Posted by
Sunday, December 16th, 2007 7:00 pm



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.

Chain reactions! Explosions!

Posted by
Sunday, December 16th, 2007 12:57 pm

Yay! Chain reactions work now. Also, explosions!


The explosion gfx is a bit square perhaps, but I spent way too much time on it already and time is running short, so it’ll have to stay as is for now I guess.

Next: Levels! The game is actually sort of playable now, but everything just sits there. The game needs levels that scroll, making new enemies enter and stuff.


Posted by
Sunday, December 16th, 2007 11:01 am

My flatmate is at it again, making delicious foodstuffs:


Fresh baked skolebolle.  Mmm =)

Bullet hell

Posted by
Sunday, December 16th, 2007 10:16 am

Progress! Finished the first few points of the todo list. Also, enemies can now have their own update/AI function to do stuff, such as shooting at you.


Hm, perhaps I should reduce the amount of shots a tad..

I see stars

Posted by
Sunday, December 16th, 2007 8:10 am

Food did indeed help. Then I coded up a scrolling starfield!


Things left to do:

  • Make sprite code support several frames per image (makes some later things easier)
  • Make more angles for shots and enemy shots
  • Make collisions work
  • Chain reactions
  • Make more enemies, maybe some powerups and such too
  • Make levels
  • Scoring
  • Sounds and music
  • Title screen and obligatory scroller

I think that’s doable in the time I’ve got left. I hope.


Posted by
Sunday, December 16th, 2007 7:09 am

So, another night spent trying to sleep, another extended morning spent sleeping.. Oh well, I worked out pretty much everything I need to do to make this into a (hopefully fun) game, I think. Woke up today feeling pretty bad though, but I hope that’ll pass once I eat some food:


I’ll go eat this now while humming the “I love egg” song.

sfxr sdl – sound effects for *ALL* =)

Posted by
Saturday, December 15th, 2007 5:25 pm

I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!

Download: sfxr-sdl.tar.gz

Just type ‘make’ to compile. You need SDL and GTK 2.


Posted by
Saturday, December 15th, 2007 3:19 pm

Work is going pretty slow, but I’ve finally got some interaction into the game. Also made a font and some more gfx, and gave it a (temporary) name.


Now I just have to make the enemies do stuff, add collision detection and such, and add the chain reactions.. and levels..

Beetroot and pomegranate soup

Posted by
Saturday, December 15th, 2007 1:31 pm

One of my flatmates made some beetroot and pomegranate soup for us to eat today:


Pretty good stuff =)

Edit: Recipe here =)

Humble beginnings

Posted by
Saturday, December 15th, 2007 10:47 am

Woo, first screenshot:


Seems I’m going with the vertical shmup idea after all. I think it could turn out to be fun.

Get set, ready..

Posted by
Saturday, December 15th, 2007 8:22 am

Bit of a slow start for me — lots of time wasted trying, and failing, to sleep. Got it eventually, but now a lot of time has gone by already. Oh well..

Got a couple ideas for what I’m going to make. I was thinking of maybe making a vertical shoot-em-up thing with enemies sending projectiles towards other enemies when they die, but it seems a couple other people have similar ideas, so I might end up making something else. Or maybe not, we’ll see I guess..

In the mean time, here’s a photo of my desktop:


The Theme

Posted by
Thursday, December 13th, 2007 7:32 pm

The Ludum Dare Theme

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