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3.002.393.173.222.503.44-2.503.29-4.252.83

Jonathan Whiting says ...

There's some very nice stuff in here, but I'm not convinced I'd include the gameplay in the list. The camera angle makes it a bit too fiddly to plan and execute your defence.

I liked the 'drawn on' tutorial a lot :)

dave1 says ...

Very impressive technically. Very hard to control the chopper though and there didn't seem to be much gameplay.

midwinter says ...

The controls were very difficult, and it didn't feel very fun to play.

The drawn instructions were kind of cute.

MrPhil says ...

OUCH that's hard!

swergas says ...

i liked the concept of the game :) it fits pretty well the theme and is technically more than correct. but there are problems with the camera (very hard to see cars coming) and the gameplay kills a bit the game's potential (we can't really aim)

demonpants says ...

Pretty cool. I think it would be a lot better if could aim the shots with the mouse.

PsySal says ...

Made it to level 4, gave up. Played speed-corrected version.

Great game! This proves that helicopters really aren't that powerful, I liked that bit of insight. Now I can plan my assault on the police force... using red F150s... and... crash into the circus pavillion! CHAOS HERE I COME.

I had fun with this one.

erik says ...

I was going to complain about how when a game makes it difficult to control the character, I find things more frustrating than fun. But then I tried the bug fixed version and found things to be much more playable. Still a bit frustrating with slow to respond controls and an awkward camera angle though.

On the other hand, you created some very nice visuals. Making a full 3d game in 48 hours is hard, and it looks like your project was more ambitious than most.

HybridMind says ...

got the hang of it pretty quickly. I swear that on the demo instruction level the explosions from shooting were nice little circular things and once I got into the main levels they turned to expanding yellow squares...?

made it to the level with 8 trucks that split into 4 pairs and head out on a giant 'cross' road towards 4 castles. Could not seem to beat that one though came close.

perhaps some kind of leading / reticle indicator would help immensely or quicker bullet stream to weave 'path of death' ;)

great game technically to pull off in 48hrs for sure, plus your timelapse has the coolest data i've seen yet! ;)

i did find the game fairly amusing for a good bit and if you tweak out a more polished version I will definitely try to play it again.

Hamumu says ...

A Towlr point for the diabolical controls. Way too hard to play! Impressive 3D game (and yeah, what's with the change in explosions? I actually do like the square ones better, I think), but not playable. What it really needed more than anything else was massively reduced inertia on your rotation. Once you start slewing in one direction, there's no going back for the next hour or so.

(P.S. my game does rhyme, start to finish, no matter what path you take! Try writing down the entire path you get, you'll see it. It's not AAAA rhyme scheme, it has several verses with ABAB, or AABB, etc.)

Morre says ...

Very, very hard. Takes a lot of the fun from the gameplay, sadly.

Awesome 3D modelling there, though. Impressive chopper!

Gilvado says ...

Tutorial is really neato, but I felt like the controls on the chopper were way too heavy. Just too hard.

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

Stats and Timelapse

Posted by
Tuesday, December 9th, 2008 12:18 pm

I finally uploaded my timelapse video: http://www.youtube.com/watch?v=PAu-JOiZpYk&fmt=22

I wrote a little program, that apart from taking screenshot every minute, records the window that currently has focus as well, so now I can tell, which programs I’ve been using the most during the competition.

As you can see I’ve managed to watch a movie in the meantime. That’s probably why my gameplay sucks :).

[Update]

For anyone interested in my logging tool I uploaded the code and the binary to http://ondrew.googlepages.com/logger-0.1.zip

I wrote it just before the competition, because I needed some multimonitor screenshot making tool, but I didn’t have time to do it properly, so it saves each monitor as separate file s$ID-$MONITOR_ID.png.

The meta data gets saved to sqlite3 database (mainly because I wanted to try it out), you will get a table with these columns: process name, window title and time the snapshot was taken.

For statistics do SELECT process, count(*) AS sum FROM work GROUP BY process ORDER BY sum;

I ran it for two days straight and it didn’t cause any problems like memory leakage or performance trouble, but let me know, if you hit something like that.

And last – beware – everytime you start this tool, it will start taking screenshots from zero, thus overwriting all your old screenshots. If there is some interest I can fix it and add some more features, but first I have to vote and give out awards :).

Chopper vs. Trucks

Posted by
Sunday, December 7th, 2008 7:52 pm

So here goes my game and I’m pretty happy about it.

I’m especially proud of the chopper’s propeller and the lazy camera. All the other stuff needs polishing.

The game itself is quite hard, so let’s see if anyone can beat it.

Chopper vs. Trucks

I learned a lot about OpenGL particles and I can say – they suck.

http://ondrew.googlepages.com/ludum2008_chopper.7z – 2MB

http://ondrew.googlepages.com/ludum2008_chopper.zip – 3MB

It’s five o’clock in the morning in my country and in three hours I’m going to work, so let’s see how that goes :). But it was definitely worth it.

Ludum dare rules, thank you guys.

[UPDATE – five hours after deadline]

I just found out, that the game is damn slow on some computers, I made the following change outside the competition time, so feel free not to take it into account.

Plus it seems there is some issue on Intel cards.

Updated binaries:

http://ondrew.googlepages.com/ludum2008_chopper_speed2.zip

http://ondrew.googlepages.com/ludum2008_chopper_speed2.7z

Explosions

Posted by
Sunday, December 7th, 2008 6:07 am

Not very surprisingly I’m a little bit behind schedule. I learned how to do particle effects in OpenGL and did some explosions and shooting (it looks much better in motion, trust me :))

Explisions, which look much better in motion

Now I’m starting to write the logic for truck attacks and level loading.

Trucks and choppers

Posted by
Saturday, December 6th, 2008 3:11 pm

I’ve managed to get the 3D models properly working. Apart from that I wrote control system, so now you can fly with the chopper around the screen and quite nice logic system, which allows me to define, how the objects interact with each other.

The game is however still not present :). I’m going to implement shooting and destroying of trucks before I go to sleep, which leaves for tomorrow

  • truck following roads to the the base (which the chopper has to guard)
  • truck firing back
  • camera to follow the chopper around
  • different enemies
  • propeller :)
  • etc

Trucks and choppers

State of the art 3D

Posted by
Saturday, December 6th, 2008 4:22 am

Finally managed to get my 3D model loading and displaying :). Took my an hour longer than planned and it looks damn ugly :).

State of the art 3D

I wonder if everyone has problems finding their models in 3D? I usually don’t know, if I’m drawing them improperly or if they are just off the screen :)

Chopper as in helicopter

Posted by
Saturday, December 6th, 2008 1:02 am

Managed to get up, read the theme and eat some breakfast.

After about an hour of generic coding I finally came up with an idea for a game, did some modelling in Blender. I would like to write a chopper vs cars thing, so I’m aiming for

  • shooting
  • explosions
  • roads
  • 2D collisions (yeeey)

Let’s hope I can finish :)

My sucky library

Posted by
Friday, December 5th, 2008 1:52 pm

When I see all these awesome libraries people have, I feel ashamed I didn’t prepared properly :).

My library basically just creates an OpenGL context via SDL and that’s it.

http://ondrew.googlepages.com/angiine2008.12.05_21.15.20.7z

Usually I try to learn some new technology while working on Ludum Dare game, because the tight deadline makes me much more focused. So I would like to plug (and learn) Lua as a scripting language to my C++ engine. Let’s see how it goes.

Good luck to everyone.

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