About negativegeforce


negativegeforce's Trophies

The Truck Hugger Award
Awarded by JamesDM
on December 8, 2008
The "We don't need no stinking options!" Award
Awarded by keeyai
on April 24, 2008



TenjouUtena says ...

Just not much there. I see whatvyou're going for, but it's waaaay to hard to control the ship in any reasonable way.

Samiljan says ...

I keep landing upside down :)

Papper says ...

I found it a bit too hard to control, it might be the lack of sleep though :)

midwinter says ...

the controls are very difficult (though realistic), and when you land your ship upside down... which is frequently for me... you are boned. still, i wanted to play this a lot. :)

jhauberg says ...

Could have been fun, but as had been said multiple times it is simply too hard to control the ship.

I would have liked a visual indicator of which crate was going to be grabbed, and also an indication of being close enough to grab.

SteelGolem says ...

needs level reset key.. and you can't drop crates on base, you need to be connected for it to count! boooooooo >_>

Endurion says ...

The controls could be more player friendly. Otherwise nice physics.
And it's mean that you're hosed once you land upside down ;)

Sophie Houlden says ...

it all seems to be pretty cool, but I can barely control the ship at all, its nothing but upside down town for me :(

Hamumu says ...

Pretty unplayable... I managed to deliver one package on my second try before ending up face down on the planet. Same thing third try. I don't even really understand what the physics is that's pulling me around so much. Seems like when I am not holding a crate, I should have pretty good control of my facing!

Anyway, I didn't have fun because of that, and I can't really tell about the purported supply chain reactions, since I can't get more than one supply to the base. Gotta work on those controls!

gimblll says ...

The engineers at USS Enterprise could've used a bit more time on the balancing side of craft controls. :) Made it quite unplayable.

philhassey says ...

Make sure your source zip file extracts into a sub folder :)

Wiering says ...

Nice physics, but very hard game. Crates sometimes disappear when I drop them at the base camp. You can't do anything when you land upsidedown and one time I couldn't take off from the fuel station anymore.

Deepflame says ...

Hahahaha, I think my spaceship spend more time on its head than on its feet. :D The ship was way too sensitive to controls and it took me 4 tries to get it down. And it was still tricky. I managed to last a good 4 minutes before I died on my final attempt.

I did not see any chain reaction going on, but that might have been because I was too busy not landing upside down.

chaotikZA says ...

I kinda enjoyed flying the ship - the physics are realistic making it quite challenging to control.

Didn't quite get where chain reaction came into it - the people at base camp seem to die in droves regardless of what their supply levels are...

mjau says ...

What was I supposed to be doing here again? I mean, I read the in-game instructions, but nothing much seemed to be happening at all, except people kept dying for some reason. I think the most exciting moment was when I accidentally landed my lander thing on its head and was stuck there for a while.

Nice physics though.

drZool says ...

Similar to mine (HeliChain) yours also got lousy controls, but mine are worse :)

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

Basecamp Chain Reaction – binary version

Posted by
Tuesday, December 18th, 2007 12:14 am

Finally I built a binary of the game with py2exe. I had trouble with pyopengl since it used a .egg file. I dont know how it was fixed, but Samiljan supplied me with a modified source code file for pyopengl and it works now. A few words to py2exe authors: include .egg support.

I was tempted to add game pad support, add sound and tweak the game play more. I dont think thats fair though =p

– binary executable for windows
download – multi-platform source and art files

Basecamp Chain Reaction v1 FINAL

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

The game is finally done, and just in time.  I made some basic instructions when starting the game.  I am sure everyone can figure out what each crate is and where to land for fuel xD.  I dont know if this game will be fitting the theme very well, but I never programed in python and this is my first time using a physics library.  Considering everything, I think the game is not bad.  Hope whoever plays it has fun.

The game requires python 2.5, pygame, pyopengl, pyode.  I will make a binary later on, but for now this is my final entry.

my final ld10 entry


making good progress

Posted by
Sunday, December 16th, 2007 10:49 am

Wow I am wicked tired right now, but I want to finish the game really bad.  I haven’t slept in 25 hours so far.  With 8 hours to go, i think I will make it.  I changed my mind about the game-play.

There is a base camp on the moon that needs supplies, and if you don’t deliver the correct packages on time the base camp instability will go down.  I guess ill have to finish it to see how it plays out.


taking some shape finally

Posted by
Sunday, December 16th, 2007 5:24 am

well, I have started working on gameplay stuff.  I figured out how to make levels with trimeshes, but its going to take some more work to get it textured and have full scrolling.  The ship now has working landing gear and I can connect bodies to the ship and fly around nicely!  So all thats left really is flesh out the level format.

The objective of the game will be will have carry any items in the map to a location to drop it off and land successfully.  The trick is that these items can swing and can cause a chain reaction which can make you crash.  I was even thinking about adding motors to items when you pick them up so it can get really nutty.  I know its not really fitting with the theme as best I would want, but oh well…the game should be fun anyways.

34th hour

30th hour meal

Posted by
Sunday, December 16th, 2007 12:45 am

you guys are soo lucky to see this picture. I shortly raped this after taking it. 😀


finally the physics work

Posted by
Saturday, December 15th, 2007 11:57 pm

Alright, I haven’t even made any real game-play with 19 hours to go.  Ive been screwing with ODE for the last 12 hours straight or so, and I have got it working perfect I believe.  Now I have to dump the messy code into something 1/2 usable so I can make a crude map format for levels.  We will see :'(

29th hour

Posted by
Friday, December 14th, 2007 11:28 pm

After 2 hours thinking of an idea, and 2 hours of screwing with pyode I think im going to bed. I do have part of the physics working at the moment. Tomorrow I will try fleshing out the physics stuff completly and screw with collision detection. I hope to get the core of the game mechanic done tomorrow basically, and after that I want to work on level design, UI and the other stuff that really doesn’t matter xD.

game idea

Posted by
Friday, December 14th, 2007 9:47 pm

This idea might suck, but I think I have it worked out so that its going to be fun.  Anyways its basicly a lunar lander type of game, but the trick is you have to pickup objects and the objects can be connected to other objects.  Each object can have its own mass and size wich effects your ship quite alot as the objects swing all over the place.  Your job is to keep the objects under control as you make your way through the level.  I was thinking about also adding the ability to do things in the level that have chain reactions using physics like opening doors by dropping something on a platform etc.

Heres a crappy drawing of what i have in mind. =/


Pre Compo Desk Picture

Posted by
Friday, December 14th, 2007 2:38 pm

This is about as clean as it gets. Note the xbox360 controller and plenty of reference reading material xD.

my desk

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