About GBGames (twitter: @GBGames)

- http://www.gbgames.com/blog is GBGames' Blog: An Indie Game Developer's Somewhat Interesting Thoughts


GBGames's Trophies

The Heartless Cookie Terrorist Award
Awarded by Croupe Aardvark
on August 25, 2010
Charlie Sheen Getting Hammered on Screwdrivers Award
Awarded by Martoon
on August 18, 2010
The "I Can't Get You Because You're In The Bike Lane" Excuse
Awarded by demonpants
on December 17, 2008
The Photo Finish
Awarded by Doches
on December 8, 2008
The Palm Of RSI Prevention
Awarded by Hamumu
on August 23, 2008
Worlds Finest Juice Award
Awarded by PoV
on August 9, 2008



Hamumu says ...

It's so unfair that I can't catch a guy when he's on the opposite side of the road... what, I can't cross the lines? That rule actually makes it extremely tricky to catch the guy! It basically can only happen at intersections. Definitely requires extensive use of roadblocks to succeed.

It's a little disturbing when I catch and arrest the guy before he robs anything. Thoughtcrime!

erik says ...

I found it a tricky to get used to changing directions using the direction I want to go. I think turning left and right would have been easier. I like the roadblock idea. With some more work, it could make for a pretty neat game.

HybridMind says ...

I didn't mind the constraints of catching the robber and I actually found it a little too easy to catch the robber each time. Maybe I just have a knack for this game? Heh- anyway, I caught the bad guy a bunch and to make it harder then would drive around avoiding him until he finally robbed the bank and then I would swoop in or drop some roadblocks and catch his ass.. heh. Nice concept overall. Wish there was some sound or that I could like hit the 'siren' sound and spook the bad guy into turning erratically. ;)

I guess mainly it just isn't as fun or challenging in its current state as I believe it could be with some tweaking or further feature / gameplay dev. It is fun watching the little cars drive around though.

dave1 says ...

Neat game. Frustrating that the only time you can catch the robber is when you t-bone them. Which meant I lost 9 times out of 10.

dessgeega says ...

i really like the strategy that arises both from the ability to temporarily block a road and from the fact that i have to actually touch the bandit to win, not just be driving the opposite way on the same street, even if the abstraction of that may be a bit difficult to swallow.

matrin says ...

My bad guy never made a run for it. Other than that, neat game.

demonpants says ...

There is some kind of bug where it doesn't always turn the direction you're holding. Also I agree with Hamumu that it was irritating I couldn't cross the lines.

crc says ...

I liked: fun, coolness factor, presentation

Could be improved: control (very hard to turn sometimes), some more interaction/twist needed to keep playing

This is "GTA 1.5"

ondrew says ...

It's quite hard to catch the robbers if they're driving at the same speed as you.

I found an easy strategy to win, just block the bank and circle around.

Btw. it reminded me a lot of Police Quest I. So bonus points for that.

sol_hsa says ...

okie, now download worked.

DrPetter says ...

I'm annoyed by the controls, and the menus being timed and uncontrollable. I had to restart the game three times to read the entire instructions screen.
The car didn't really seem to obey my input all the time. In my first run, it wasn't even obvious to me which car I was supposed to be controlling - they both seemed pretty autonomous.
I managed to catch the crooks once. Not sure what determines the lifespan of roadblocks... they seem to be timed.

Hamumu's right - is it a crime to be driving a red car? ;)
I suppose you could argue that they are notorious bank robbers known to be in town for a heist.

Gilvado says ...

At first I found it kinda hard to catch the guy, but after I realized that all you have to do is drop a roadblock when he's driving the opposite direction of you, just as you pass him, and it forces him to turn around onto you, it became very easy.
I think this game could do with some additional gameplay elements, but I can't really think of any. It just feels like there should be a very extra things there.
Overall though, I liked it -- nice graphics, fun gameplay, if short-lived.

Archive for the ‘LD #13 – Roads – 2008’ Category

Bugfix release

Posted by (twitter: @GBGames)
Monday, December 8th, 2008 12:22 pm

Please be sure to check my final entry. I’ve provided an improved set of distributables, so both GNU/Linux and Windows users should be happy.

The bugfix was made 15 minutes after the deadline, but this new release was made to provide better working binaries. On GNU/Linux, I would have the actual binary in a subdirectory, and I expected the user to run a script in the main directory, but for some people it would cause problems. This also caused problems for Windows users since the game assumed it was in a subdirectory and not in the main directory.

So I fixed it so it always assumed it was in the main directory. Not only can Windows users play the game now, but GNU/Linux users should find that if the script doesn’t work, the main binary probably will.

GBGames Time Lapse

Posted by (twitter: @GBGames)
Monday, December 8th, 2008 12:17 am

Ludum Dare #13: GBGames Time Lapse

I have a feeling someone might need to come in and edit this to make it work, but here’s the time lapse.

GBGames – Road LOCKDOWN! final entry

Posted by (twitter: @GBGames)
Sunday, December 7th, 2008 8:02 pm

Here’s the final entry with link:

The binary-only download is about 1.5MB in size.

FIXED SHORTLY AFTER THE DEADLINE: http://www.gbgames.com/downloads/ld13/roadlockdown-gbgames-linux-r77.tar.gz

I’ll leave the old version up in case anyone is worried about cheating, but I managed to fix all of the little bugs that were preventing it from being a real game. I’ll have source and a Win32 version up soonish.

EDIT: Source! (8.3MB)

ANOTHER EDIT: I have updated the build scripts for my game so that I can build both the GNU/Linux and the Win32 version at once. For both versions, the game should run as expected instead of requiring some tweaking on your end. For the GNU/Linux version, if running “roadblocks” doesn’t work, you can try the “roadblocks.bin” file assuming you have the right libraries installed.

GNU/Linux tar.gz file (1.5MB)
Win32 .zip file (1.7MB)
Source .zip file (9.9MB) Hey! It includes the custom libraries, too. The actual source is much smaller.

Buildings and Roads Are Back!

Posted by (twitter: @GBGames)
Sunday, December 7th, 2008 3:04 pm

Buildings and Roads Again

I finally got the game to include buildings and roads. As you can see, the cars don’t know about them yet, and in fact they drive over them. Now that the game is aware of the concept of intersections and buildings, I’ll be able to randomly place the Bank and require the cars to only make turns at intersections.

Lunch and Learn

Posted by (twitter: @GBGames)
Sunday, December 7th, 2008 2:05 pm

Salad, pita chips, and tapenade

Since dinner almost killed me, I decided to have a salad. Romaine lettuce, walnuts, and raisins, covered in lemon juice. Pita chips and tapenade on the side. And of course Orange Juice, still a proud sponsor of GBGames.

I took the time to jot down some notes about how I want to proceed. How will the getaway car find its way to the banks, rob them, and get away? I think if I force the cars to only make turning decisions at intersections, it will not only make things easier on me, but I also think it can look pretty good. I also need to update the bank sprite.

With less than 6 hours left, I need to get a working game as fast as I can.

Road Block Collision Detection is Working!

Posted by (twitter: @GBGames)
Sunday, December 7th, 2008 1:26 pm

A Road Block in Action!

It’s hard to see from this partial screenshot, but the getaway car has reversed direction after hitting the road block. The road blocks are temporary and disappear after some time, and you place them by pressing the space bar.

Only six hours left to go. I still want the getaway car to rob banks, make turning decisions to avoid road blocks and the player’s car, and, you know, get away. Oh, and I need to put roads back into the game. B-)

Dinner and Drinks…Lot’s of Drinks

Posted by (twitter: @GBGames)
Sunday, December 7th, 2008 8:03 am

Soon after I finally managed to make the squad car controllable, my friend came over with another friend and made steaks and salad.


As you can see, there is some Sapporo Reserve the wash it down with.

But there was also a lot of other beer. I woke up feeling dehydrated and found the following in my kitchen:

The morning after

I had six bottles of Shiner plus that can of Sapporo. Actually, considering how I felt the night before, I’m surprised I woke up as early as I did and felt more or less fine. I was obviously not feeling 100%, but it’s not like I had a pounding headache.

So this morning, after showering, I had the best chaser of all: The Award-Winning Peanut Butter and Pickle Sandwich!

The Award Winning Peanut Butter and Pickle Sandwich

Two bananas, The Sandwich, and Orange Juice, the official drink of GBGames.

Awesome Road Lockdown Screenshot

Posted by (twitter: @GBGames)
Saturday, December 6th, 2008 4:39 pm

Road Lockdown

Check it out! The squad car is chasing the getaway car! This is actually about 200% of the size. You can control the squad car, but I also set both cars to follow the border of the game screen so I can see what it looks like when it runs on its own.

Oh, uh, what happened to the roads? Yeah, they’re coming.

Lunch and Design Notes

Posted by (twitter: @GBGames)
Saturday, December 6th, 2008 1:08 pm

After getting some boilerplate code down, I took a break to have lunch:

Peanut butter, cinnamon, and raisin sandwich, plus some blue corn chips and hummus, washed down with Tutti Frutti flavored Jaritos. Also, some carrots (not pictured).

I spent lunch and the hour after trying to nail down a specific direction to take this project. Here are my design notes:

Road Lockdown design

I’m still hoping to get basic game play by dinner today. We’ll see how ambitious a goal that is.


Posted by (twitter: @GBGames)
Saturday, December 6th, 2008 6:57 am

I woke up this morning kind of groggy. I had to sleep on the couch because my cats left me a smelly surprise on my bed. I guess they didn’t like being locked out of the office. B-(

It snowed a lot last night. It’s very white out. I need to drop off my laundry at the laundromat, and I also want to go to the pet store to purchase Nature’s Miracle enzyme cleaner. Darn cats.

Anyway, breakfast!

Breakfast #1

I’m afraid I probably won’t do well in the food competition this time around, but we’ll see.

I’ve also been thinking about my project. Perhaps it won’t be a simple puzzle game because then I would need to design puzzles. I was thinking it could be an action game in which you play the role of the getaway car trying to outrun the police, but then I would need decent AI and it might end up being a clone of Pac-man. I’ll think a little bit more about this game.

Road Lockdown Mock-up

Posted by (twitter: @GBGames)
Friday, December 5th, 2008 10:36 pm

I liked the idea of the police strategically blocking certain roads so that the criminals can’t get away. Road Lockdown is my current name for the project, but it might change. B-)


From this mock-up, you can see the red getaway car of the criminals as well as the squad cars blocking the roads. I think I’ll keep the road images for the final game, and the cars seem to have come out fairly nice, I think.

I think I’ll go to sleep now. Tomorrow morning I have a lot of coding to do.


Posted by (twitter: @GBGames)
Friday, December 5th, 2008 8:58 pm


Theme: ROADS

Posted by (twitter: @GBGames)
Friday, December 5th, 2008 8:39 pm

So the theme is Roads. According to the voting results, it was the only one with a positive number of votes overall, and yet the IRC channel is erupting with people surprised that it was the theme that won out.

What are some ideas?
– Building roads between cities to facilitate commerce.
– Managing traffic congestion.
– Planning/Acting on The Road Ahead for your life.
– Maintaining a small town’s roads.
– Transporting materials along a long road.
– Find your way without a map, searching for a lost road.
– Strategically shut down certain roads to guide a getaway car to the police.

There are plenty of ideas, and I’m sure I’ll come up with more.

Wooooooooo LD#13!!!

Posted by (twitter: @GBGames)
Friday, December 5th, 2008 4:44 pm

I’ve been waiting for this day since the last LD.

For GNU/Linux users, don’t forget there is a handy-dandy Makefile I created on the wiki to make creating timelapse videos a cinch! http://ludumdare.com/wiki/ld13:linuxtimelapsemakefile

Good luck to all involved!

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