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

StarFerret 48h, final

Posted by
Sunday, April 19th, 2009 6:58 pm


Here it iiis:

Windows version:

Mac version:

Source code:

Not much content—sorry—I lacked direction and worked much more iteratively than before. Only really worked productively during the last hours. But I managed to do some nice little tricks using just a 2D lib :)

(Reuploaded the next day because the original wording was unintentionally offensive in one instance. Didn’t touch the rest.)

Updated version of my game

Posted by
Wednesday, December 19th, 2007 6:28 pm

I’ve changed the font-rendering in my game as to avoid GLUT and letting me build a working package you guys can run.

Nothing even remotely related to gameplay has been changed, only font rendering is different.

Here it is: PewPew Laz0r

And here’s an uptaded source version


GlobCombat Windows & ATI Release

Posted by (twitter: @chaotikZA)
Wednesday, December 19th, 2007 11:28 am

After a long struggle to get it working, I finally have py2exe version of my game. This release also includes a bugfix to my library, which lets the game run on ATI hardware (the texture loader wasn’t enforcing power of two texture sizes).

Sorry it took so long, but I didn’t have much time to devote to LudumDare in the 2 days after the deadline and I had a really hard time getting PyOpenGL to work with py2exe (for details on how to make it work see my journal).

Here are links to the new release files:

GlobCombat 0.1.1 for Windows (6MB)

GlobCombat 0.1.1 for Linux (1.5MB)

Game update

Posted by
Tuesday, December 18th, 2007 6:10 am

Like all games, mine gets a patch short after release. 😉

I was informed that level 5 was remarkably easy to solve and indeed it was, you didn’t need most of the level to do anything. Thus I minorly edited the level 5 file and uploaded my entry to my webspace again. However, I left my original version on the webserver as well, in case people want to play it with the possibly easy level 5. (It can still be difficult unless you see the easy way.)



Do with it what you want. I hope level 5 is more challenging now. :)

– Deepflame

Working Title: Ruckus

Posted by (twitter: @shanecelis)
Sunday, December 16th, 2007 9:12 pm

This is my entry into the Ludum Dare competition for December 16th 2007. It comes with a Windows binary and the source code. It’s not quite a game. It’s more of a game engine or toy. The commands are the cursor keys to move your selector around, and ‘u’ for up, ‘d’ for down, ‘r’ for right, and ‘l’ for left.

The game is a setup as a grid. Each cell can have animals: elephants,dogs, cats, and mice. The idea was to set of chain reactions by placing certain animals or changing which direction an animal was facing. Currently you can only change the direction animals are facing. But the animals do have behaviors that you can exercise. Dogs will chase cats; cats will run if they can. Cats will chase mice. Elephants will stampede if they see a mouse, and charge in any given direction for a short burst. Another idea to add to the game would be to have items perhaps, e.g. peanuts, bones, catnip, and cheese to persuade the creatures to move into some alignment that is favorable.

Graphically, I was trying to go for a hand drawn animation look, with the flicker that inevitably results from little mistakes on the tracing. I think if I had put a kind of sketch-pad/notebook background behind it, and finessed it a little it might have made up for my crude artistic skills. I created each of the prototypical animals using the draw-vector program I made (included with the zip file).

I only managed to get out one level, and there’s no goal. So it’s still at toy status. My excuse was I was fighting with my environment for almost all of Friday just trying to get Windows binaries from CLISP. Once I had my environment working, doing remote development with SLIME had a bad behavior which nearly forced me to go to some other development kit mid Saturday. However, once I fixed my SLIME problem, it was actually pretty fun to write it in Lisp. Oh well, maybe next time I’ll have my environment ready before hand.

Anyway, it was great to try out the competition. It was a lot of fun and I learned a lot.

-Shane Celis


  • CLISP (Windows)
  • lispbuilder-sdl
  • Emacs + Slime (Mac OS X)

Ruckus Screenshot

Mr. Splode (Final)

Posted by
Sunday, December 16th, 2007 8:32 pm

Mr. Splode and the Fireworks Factory:

download with dlls


Towers of Skye “tech demo”

Posted by
Sunday, December 16th, 2007 7:36 pm

Well, I ran out of time. =) This is not even the gameplay that I intended and it is not playable (unless you like to lose). I spent too much bloody time on collisions and missile trajectories, etc.. The “daleks” that you see in the screenshot were going to be gun turrets which you use to shoot down incoming missiles. If enough missiles hit the ground, the ground is destroyed and your tower plummets. I had other buildings and a point to the whole thing, but those were plans that had to be thrown out. 😉 I think with another hour to two hours, this could actually be playable, though not polished. My greatest regret is that I did not get a chance to rotate the missiles so that they point in their direction of travel.

Final pic

Here is the zip. Download and run at your own boredom.

python source (64K) Needs pygame and pyopengl.

Edit: Uploaded new version with a .bat file that uses CRLF terminators.

Edit 2: Uploaded a non-zero length archive (for ‘archival’ purposes now that judging and whatnot is over). Not really sure how that happened in the first place.

Vector Chain Attack

Posted by
Sunday, December 16th, 2007 7:24 pm

My humble entry: Vector Chain Attack! (pygame source 191kb)

Chain Attack screenshot

I think only pygame is needed to play the game. Will try to make a py2exe executable too. Samiljan made one for me, can be found here (6.9mb).

Move about with ASWD, and shoot with the mouse. Hit the blue chain bits to start a chain reaction, or the red bits to whittle down the chain little by little.

Lots for me to learn this time, as I did not have much experience with Python or pygame before the competition.

I spent quite a few hours making my first music track too, so I hope you enjoy the SNES style music (the full 13 seconds of it!). Had lots of fun making it with DrPetters Musagi tracker. Before you go mad, press M to make it stop.


Posted by
Sunday, December 16th, 2007 7:10 pm

Tried to make a multiplayer matching game, but got hung up pissing with the javascript displaying. It’s a web based game.

final picture

Click Here To Play * Firefox Only

*can’t figure out how to add my source here. It’s available at:

Final entry! I’m late!

Posted by
Sunday, December 16th, 2007 7:10 pm

Thanks Phil, owe you one there…

Just the link for now, will write post-mortem in a bit.



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


Final Entry – Moonbase

Posted by (twitter: @noonat)
Sunday, December 16th, 2007 7:03 pm

First Ludum Dare entry! Whew… tiring.


Move using the arrow keys, X drops bombs, Z fires your gun. Avoid the aliens. Killing one will set of a chain reaction of bodily explosions!

Download (Windows only):

I wasn’t able to fully finish the game in time. I finally got an idea I liked on Saturday, after scrapping 3 others. Unfortunately, I spent too much time messing with graphics and AI and such and not actual gameplay. Case in point:



That took… a long, long time.

Anyway, at about 2 hours until deadline, I finally got the gameplay implemented, tested it… and it wasn’t fun.

So I bit the bullet and threw all the gameplay out except for these gluttons, which seemed to be the one thing that had potential. I managed to get health and a basic hud in during the last 10 minutes, but didn’t get scoring or menus or anything.

This is actually the first game I’ve ever released, and I’d never used Ruby or Gosu before for development, so I’m pretty happy with how it turned out even so.

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 fixes things.

HeliChain final

Posted by (twitter: @drZool)
Sunday, December 16th, 2007 7:00 pm

A helicopter physics game, made with XNA 2.0 beta.

You will need a pile of shit to get this to work, here it is:

  1. .Net 2.0 SP1 (we are currently uncertain if it ships with Vista)
    • Note you can also use the original .Net 2.0 but you will also have to install the C++2005 SP1 Redist (G4WL will also install this, so this is only needed if you are not also installing that redist)
  2. DirectX9.0c
  3. XNA runtime 2.0

I’ve had ppl not being able to run the game anyways, Im looking into the problem. Pls tell me if it works for you.

Anyways I hurried with the levels, Yay it was fun to make them :) I hope to release a map pack soon. Unfortunaly the editor is built within director, so I will have to work on it a bit to enable the community to build their own maps, unless you got director. All sound was made with DrPetters godlike sound effect app, sfxr. Kudos to him!

Game goals: make the red box be within the red rectangle for 3 seconds to go to next level.

Controls: (Xbox360 controller should work, not tested, buttons? test them!)
Arrows <- -> Steer

ArrowUp/Down throttle

Z – Open/Close the CLAW!

X- Turbo (For making panic manouvres)

R – Reset level (Yeah this key you will know by heart)

N – n00b?

Here is bin 440KB

Heli final

And here is source + editor + bin + other useless stuff 3MB

Finally Finished

Posted by
Sunday, December 16th, 2007 6:57 pm


It’s done and you can get it here. It may not work if you don’t have visual studio 2005 installed. If thats the case I’ll try and upload a working one asap.

Final entry, unfinished

Posted by
Sunday, December 16th, 2007 6:56 pm

Unfortunately, I didn’t have as much time as I had hoped today, so I wasn’t able to finish the game. However, it is partly playable, so I’m sending it in anyway.


Link (exe and source):

(The source uses a modified version of TileMap.bmx, which I made last year and published on the Blitz site as a tutorial).

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