Archive for the ‘LD #11 – Minimalist – 2008’ Category
Hello again! The linux binaries (and source) are up! These are post-deadline versions where nothing except the necessary has been changed. In order to get the game working on linux I’ve changed the following things:
- Reference parameters in the Vector2 class has been set to const
- One _itoa_s() call has been changed to a sprintf() call
- The time function has been changed from clock() to (clock() * 1000 / CLOCKS_PER_SEC)
Nothing else has been changed (in order to not cheat!), so there’s still a couple of bugs in there which can be used to get higher scores etc. I’m not going to tell you where though
Linux binaries and source:
I should probably mention that you can move your boat using the arrow keys and repaint it while sailing! (people often ignore the readme for some reason :D)
win32 binary file: http://triorph.surrealix.com/MikeIsAwesome_win32.zip
and of course, original linux source at http://triorph.surrealix.com/ludumdare-triorph.zip
everything is unchanged, just ported for windows.. no fixing bugs and making things work differently, judge as harshly as you want.
green player: up -> accelerate, down->deccelerate, left->rotate anticlockwise, right->rotate clockwis, enter/return -> shoot
blue player: W -> accelerate, S->deccelerate, A->rotate anticlockwise, D->rotate clockwise, Q->shoot
LoneStranger – 04/20/2008
This is by far not what I wanted it to be. There are only two brick types implemented, but I think its enough to get the idea of the game I wanted to do.
I wrote it using the Sun JVM version 1.6.0, however, it should work with version 1.5.0. It will not work with 1.4.2, because it needs the System.nanoTime() method.
My game is like Breakout… only in reverse. The object of the game is to protect the goal from the bouncing ball by placing bricks on the field of play. Bricks cost money, which you earn by playing and the computer’s misfortune.
The ball will bounce around and the computer will attempt to keep it in play. The player gets points/money for each couple seconds the game is going. If the ball leaves the field of play through the bottom, the player gets bonus money.
If the ball leaves the field of play through the top goal, the game is over and the score is reported.
I know the collision on the bricks from the side isn’t the best. I have some solutions in mind but not time to implement them.
[Update] I used Eclipse as my IDE, and Photoshop to do the graphics. That’s all the tools I used. Oh, except for this pen and scratch paper.
[Update 2] I changed the above link to the zip version of the download. The jar just wasn’t handling some pathing stuff right. I’ll check into it for the eventual post-LD release.
CGA Quest is a weird little puzzle game. The graphics are 4-colours and blocky, and the music was written in Monotone, a PC speaker tracker, running inside of DOSBox, which is hopefully enough “Minimalist” cred.
The really interesting mechanic is that you have a “Laser compass” which dictates the direction your lasers travel in. Which means that when you pick up a token that changes the direction of your compass, all of your lasers change direction!
There are five levels, including the trivial first level in which you just walk to the exit. Download here.
My junky 2 and a half hour game.
- Left mouse button shoots.
- Right Mouse button gravitates shots (worth more points).
- WASD/Arrows moves the cursor. DVORAK friendly.
Includes Source. Allegro and C++.
If you’re feeling competitive, post your high scores in the comments.
Here’s my submission for LD11. It’s called Minimaze. It only has 4 levels, but the basic mechanic of the game is there. The idea is that you have a kind of snow ball that you have to guide through a maze, as you roll it it dissipates. There are a few patches (shown in green) that will allow you to grow in size. Click here to play. Here is the source code.
This is a procedurally generated whodunnit. Minimal clues, minimal interaction, and a very minimal appearance.
A crime has been committed in Lord Fletcher’s manor. Someone has been murdered.
Upon arriving at the scene, you are told who is deceased, where their body was found, and what they were murdered with. You must interview the residents, trace their movements, and ascertain the identity of the killer.
The murderer, being unlikely to confess, will fabricate lies. The innocent residents, however, will tell the truth. By careful deduction and investigation, you will slowly build up a picture of the crime, and catch the guilty party.
Playable Version : Ubuntu Binary + Source (rar, 1.8mb)
Windows Port : Windows Binary (zip, 2.5mb)
It may crash on startup, so keep trying until it runs :/. Under linux, you’ll need OpenSceneGraph-1.2.2 to compile it (apt-get libopenscenegraph-dev)
(Update : Someone wrote a wonderful post-mortem of this game and saved me the work of doing it myself!)
Windows exe + source (compo version; if it crashes, get the post- compo zip below)
Updated with a fix version above. The game would crash if run at a bit depth lower than 24bpp, use the fix version if it does! The fix also removes a comma from brygge-s.lua to fix a copy/paste bug that prevented turning around/right when looking away from the wharf, this isn’t required to beat the game or even much noticeable though.
Tools used: kate (text), gimp (graphics), sfxr (sound)
Libraries used: SDL, SDL_image (png), SDL_mixer (ogg vorbis), Lua
So here it is. I began writing the story for this game at 11:30PM on 04-19 and started writing the code at 4:00AM 04-20. I have never coded before in my life. I have no previous knowledge of coding but I have spent time around people who do code. I came into this contest with 22.5 hours left and wanted to have a text adventure completed before the deadline. I came close. I did not have time to finish writing the story but I did implement quite a bit and learned alot. So, as far as I am concerned Mission Accomplished.
There Is No Screwdriver.
Text Based Adventure written in Python.
1.19MB contains source .py file.
I had some hosting issues, hopefully I am not too late.
Having trouble difficulty porting this to windows, but here is my final copy for linux at least. I will add the windows port slightly later.
source can be found at http://triorph.surrealix.com/ludumdare-triorph.zip
keys are up/down/left/right/enter for p1 and WASDQ for p2
Original source: http://pastebin.com/m3194032
It’s a minimalistic space trading game, a la elite.
EXE, source, and data: http://www.mediafire.com/?dsdbyntsxn2
Press “F” to switch to fullscreen, it’s a much better game when you do this. It’s kind of small and more confusing if you don’t. Of course, if that doesn’t work, then you’ll be stuck playing it small. Sorry for that. Controls are pretty simple: left, up right; or a,w,d for turn left, accelerate, and turn right. Z to shoot, X to dock, and tab to switch shops while docked. Since there is no deccelerator, you will have to accelerate in the opposite direction. Also, there is no friction in space, so if you accelerate too much it may become difficult to maneuver (plus you will waste fuel). The idea is to accelerate towards your target till you hit some ideal speed, and then accelerate away from your target when you are closer.
Unfortunately, I worked on the basics right until the deadline, and didn’t have much time to balance the actual universe. So many trade routes might stink, and it is probably a bit easy to die. If you upgrade your health a lot at first, then you might survive longer. I find it very fun, and hope you can too. Enjoy!
By the way, I’ll definitely be working on this more, so if you have any ideas for improvements feel free to give me a comment.