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psnake says ...

it\'s hard to run out of mana, which makes easier to control wind and rain/storm. Also, the player almost has no motivation to save the cultures, I always try to destroy them :P. A better graphical feedback would have been nice (instead of just pop new forest it would grade with alpha).

Endurion says ...

Actually i ran out of mana all the time :)
Is there a win situation?

Notch says ...

Wow, those woods sure spread fast, hehe.

nilsf says ...

Looked like it could have been fun, but it kept crashing before I could figure it out.

matrin says ...

It kept crashing. (Fedora 9)

Wiering says ...

It doesn't seem to work in Vista, it doesn't update, except when I'm moving the window around, but then there is a line to where I'm holding the window at the top, when I stop moving the window, nothing happens and I can't do anything.

Deepflame says ...

I had no idea what I was doing. :( I just zapped some clouds, some things appear on the ground, and the clouds move on. Then I'm out of mana?

I can see where you were trying to go with the game, but unfortunately, I guess due to time constraints it never made it into the game.

Could have done with clearer instructions.

jolle says ...

Interesting idea but not so fun. Missing some visible goal.

Codexus says ...

Interesting idea but not very fun to play as it is

Frimkron says ...

I found it very difficult to aim the lightning - the shadows under the clouds seem a bit misleading. Also I think the villages should begin in clearings to give the player a fighting chance. An innovative idea though, and the graphics are sweet.

Edge says ...

Pretty innovative and interesting idea. Unfortunatelly it wasn't much fun to play in this very current state. Mana runs out pretty fast and once your cities get in danger you are nearly helpless because the Mana drops too fast. The concept was very interesting, graphics and gamesetting reminded me at Actraiser. Maybe it would be more rewarding to give the player the chance of beating the forest and seeing the cities expanding themselves. I would really look forward to an after compo version, if you decide to make one. :)

On a technical note: The game crashed one time, but otherwise run flawless and the lightning seemed difficult to aim. Also clicking at two nearby clouds often made both vanish.

Hamumu says ...

I just couldn't get it... I mean, I guess I sorta do, you need to zap the trees... and let the town grow crops maybe? I don't really get it. I didn't understand the purpose of the two abilities well enough, and never had any significant mana.

adamzap says ...

Not sure I understand this game fully.

Unique idea though.

wonderwhy-er says ...

Well I don't know. Those clouds are always not there where you need them :D

keeyai says ...

Exactly the same as Wiering (Vista Business)

pansapiens says ...

Reasonably nice quality tile graphics. Gamplay was a bit dull ... not enough challenge ... not sure what the expected strategy was. Still, like the concept. Crashed for me after 5 min play. No sound ?

Morre says ...

Idea is nice, gameplay isn't my style. I can see people enjoying it but I'm bad at this kind of strategy. Could use some more polish :)
Graphics are simple but nice.

Archive for the ‘LD #12 – The Tower – 2008’ Category

WeatherTower – Some additional notes

Posted by
Tuesday, August 12th, 2008 7:20 pm

A.  There is no win condition.  You play until the towns die.  The more life a town has, the more mana and score you gain.  As a town gets weaker, it provides less score/mana.  So it’s really just a ‘high score’ game.

B.  Can’t test on every OS.  Worked on Slackware, win xp, and Ubuntu.  OS’s that have problems playing it (such as Fedora 9 or Vista) may just have inherent problems to begin with.  Both FC9 and Vista are… well, you know.

WeatherTower post-mortem

Posted by
Tuesday, August 12th, 2008 6:31 pm


So I feel fairly recovered from the weekend.  I’ve played and reviewed a handful of the entries, and I’m pretty impressed by a lot of them.  So, here are my postmortem thoughts on the whole deal.



Posted by
Monday, August 11th, 2008 4:14 pm

Here is my timelapse!

Music somehow synced up very well…

WeatherTower – Binary Build Done + Win32 Build!

Posted by
Sunday, August 10th, 2008 5:26 pm

I am no longer working on the program itself, so I’m putting this up as a FINAL. I have provided both a binary linux and binary windows version.  I have confirmed the binary linux version works under Ubuntu once the allegro lib has been linked in to the system.  The readme has the info, but there is only one step that needs to be done to run the game under linux:


This will link in the library and update the dynamic linker.  The binary should run after this is done.

The win32 version is straightforward and should work as expected.



Both include source.

Here is a screenie:

Basic package finished

Posted by
Sunday, August 10th, 2008 4:51 pm

Have a basic package put together now, which is built for linux (slackware specifically), and is binary complete.  It requires the allegro 4.2 library to run, but I have provided said library in the package.  The library requires a quick build and install, but instructions are provided in the README.TXT, and is extremely straight-forward.

Of course, this needs testing to see if it will even work.  If it doesn’t work than the allegro development lib will need to be installed, and if that is the case I will package that lib instead.

Anyway.  A win32 version will be forthcoming.

More soon.

Near the end…

Posted by
Sunday, August 10th, 2008 1:08 pm

…and I’m starting to get pretty frustrated.  I don’t have a lot left to do, but I am consistantly beset with nasty memory bugs that have to do with the way I implemented linked-list data freeing.  I’m not sure exactly WHY its happening though.  Since I’m starting to get pretty sore, my wrists are hurting, and I’m exhausted, my enthusiasm is quickly waning.  Almost tempted to put the blasted thing up as final and call it a weekend.  : P

Here’s a current screenie:

End of ‘saturday’

Posted by
Saturday, August 9th, 2008 11:01 pm

Well it’s the end of the day for me.  I’ve got a pretty solid chunk done, and at this point I’m implementing game logic.  I’m stuck on a weird memory bug, but I’m too tired to process it, so to bed!  Let’s aim for 6-7 hours tonight.

Tomorrow’s tasks:

Finish up game logic (75% done with this at least)

Implement user-interaction (simple probably)

Sound (potentially time-consuming)

Some kind of intro/title screen


Screenshot 2, 24 hour mark

Posted by
Saturday, August 9th, 2008 6:51 pm

Approaching the 24 hour mark.  Last few hours have been sluggish, as fatigue waxes and motivation wanes.  Still, here’s a screenie of current run.  Doesn’t SEEM like a big jump over the previous shot, but there’s a lot more logic going on under the bonnet now.

Workspace pic

Posted by
Saturday, August 9th, 2008 3:23 pm

Here is where I’ve been spending all my time.  Yes that TV is as big as it looks.


first visuals

Posted by
Saturday, August 9th, 2008 11:33 am

Ok, have all my structs and such debugged and compiling, and now displaying.  So, here is a first display:

Screenshot 1

Some notes on progress and other crap…

Posted by
Saturday, August 9th, 2008 8:43 am

After a nice night of sleep (8 hours yay), I’ve started actual coding.  I’ve got most of my data structs and whatnot done, handling for those etc.  I’ve got my general design in my head and my checklist written out in a text file.  Milestone 1 will be getting a screen with all basic elements displaying.  I’m aiming to have this hopefully no later than 5PM tonight, but we’ll see.  Nothing with screenshotting yet, so no screenshots.  I may post a pic of my workspace later when I get access to my roommates digicam.

I’m hoping what I’m working on will in fact be interesting enough to play; I have been dubious.  It’s a tough theme since there have been SO DAMNED MANY tower-themed games made over the years.  I’ve got a backup idea if this one doesn’t pan out, but it may come down to the wire if I have to run with that one.

Some specs of my work environment:

Lenovo Thinkpad T61, 2.4 Core2 Duo, 1GB mem

Slackware 12.1

XFCE4 for my wm, though I am more partial to e16 usually

Straight-up C for language

vim for editing

GIMP for graphics

Probably sfxr for audio, though I may get fancy with my guitar if I have time

I also have a tower with a tri-boot Slackware 12/WindowsXP/Debian64 setup; I’ll be using it for judging games that I can only run on Windows, so I don’t have to screw around with wine.

I’m using the allegro lib for most everything; I don’t need anything special so it works fine.

More later!


Posted by
Friday, August 8th, 2008 6:54 pm

Another first-timer.  Should be fun!

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