About crux


crux's Trophies



muku says ...

Fun game. Liked the graphics and how the sounds would often seem to form a rhythm of their own. Got to level 10 or so on my first attempt. Ship movement could do with feeling a bit smoother, but otherwise very nice.

DrPetter says ...

Ooh. Kind of neat idea there, even though it's just a simple shooter. The gameplay gets unexpectedly complex and interesting on later levels where you can't take out all enemies in one round so you need to circle them. It's kind of hard to play with the choppy framerate though. Smoother movement and controls could have made this really enjoyable. +1 weirdness for the rotated start button ;)

Endurion says ...

Gets pretty difficult later where you can't simply shoot everything and the wall is closing in.

agj says ...

Nice twist on asteroids.

Tenoch says ...

-1 in graphics for using the non made during compo background.
the rest is fine. maybe collisions are a bit imprecise.

PsySal says ...

Awesome. This is a great concept and execution. Simple little shooter and the spherical death-wall makes lots of sense. Excellent graphics and I really like the transitions from level to level. Slick little game!

5parrowhawk says ...

Life counter seems bugged. Other than that, nice work. The only thing is that I would have liked a bit more inertia on your ship, to make it easier to circle-strafe the enemies. Framerate was smooth on my machine.

Covenant says ...

Ship movement could ge better, but it plays well. Quite addictive! :)

noonat says ...

Survived to level 10! Quite fun. I think I would have preferred smaller ships and player size, though, so the field was a bit more sparse and you could weave in and out of them instead of just moving around them.

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

Thanks to allefant: Windows version is done!

Posted by
Monday, April 20th, 2009 11:44 am


Thanks once again!

Comments if it doesn’t work, but it ought to since it does on my machine! 😉 (Fingers x’d.)

Spacewalls update

Posted by
Sunday, April 19th, 2009 7:37 am

I’ve made a quick update to my entry, to fix a minor api misuse that prevented it from working on someones’ machine last night:


Still planning on:

  • Pulling out the starfield with something homebrew after a bit of time in photoshop — if I get the time.
  • Virtualboxing up a windows executable.

If anyone tries to play the game, leave a comment! I’m a bit paranoid that it only works on my machine…

For now, I’m off to go snowshoeing in a National Park!

I hereby dub thee: Spacewalls! [ FINAL ENTRY ]

Posted by
Saturday, April 18th, 2009 9:11 pm

At least, FINAL ENTRY round one.

EDIT: Round two — Fixed what was hopefully the only one or two misuses of the OpenGL API that worked on my machine but croaked on others’. Still no confirmation from a 3rd party that it runs, though. :( After I get back from snowshoeing, I’ll try to get it running in VirtualBox. Also, if time allows, I’ll pull out my nice nebula pic with something photoshopped since it was a photo from the ‘net.

EDIT TWO: Uploaded direct to LD. Final entry, python source version, hosted on LD. Wait, never mind. “File type goes not meet security guidelines. Try another.” … I thought I was following the instructions; I’ll try again later.

EDIT THREE: The background, although not nearly as nice, is now one done from scratch.

EDIT FOUR: Post-deadline: Added two bug fixes that ought to make it work nicer on other computers than mine. (a) Some sloppy python code was restarting the game, and not properly re-initing the display, when you clicked “start game”. (b) I was using non-power-of-two opengl textures. (c) stripped out all the subversion crap, slimming the download considerably.

EDIT FIVE: A million thanks to allefant, who wrestled with pygame + pyopengl to create a windows executable that seems to work!

Python source version. Run src/game.py from the ld48 directory.

Windows executable. Run game.exe.

I’d appreciate anyone letting me know how (if) it works. This is my first time using pygame or python, so… at least I’ve got a full day (minus all my prior engagements) to fix anything.

EDIT: Oh yeah, move with arrows and left control to fire. Use the mouse to work the menu.

WIP continued

Posted by
Saturday, April 18th, 2009 4:54 pm

Blast them NMEs!

Yes, spaceships it is. ETA for “full” game (music won’t make the cut): 4 hours or so?

Wish I could get Ubuntu to take a screenshot when it’s in full-screen mode, but, alas.

Who doesn’t like spaceships?

Posted by
Saturday, April 18th, 2009 8:44 am

Progress update: I’ve got a little bit of spaceship goodness, flying around and such. Lots of time to tweak things, still. Unfortunately there’s a math glitch somewhere; the camera is jumpy in an unpredictable way. Possibly just some numerical instability — debug it now, or keep making progress and wait until later? Decisions…

Framework, sort of.

Posted by
Friday, April 17th, 2009 6:56 pm

Well, it’s a start. :) Uploaded for reference. Less than 5min to go!

Framework “hello world”

Posted by
Friday, April 17th, 2009 5:17 pm

Well, it means that OpenGL is working (2D ortho), along with texturing, mouse interaction, and a bunch of other stuff. Normally I wait until after the theme is announced to get this stuff working, so hopefully it’ll help with my reduced time budget!

But it’s not exactly impressive to look at.

Hopefully this is my Black Triangle, or at least something 80% there. Still need to add rotation support, but that’s not too bad.

Right, I’m in too.

Posted by
Friday, April 17th, 2009 11:00 am

Hello everyone; I’m Dan! I’m 29, don’t work professionally on games, but I am a GIS developer and it tends to involve a lot of the same graphics skills, and I’ve dabbled in gamedev for years including a few not-entirely-successful LD48 attempts. Hopefully I won’t be too far out to sea this time around.

Chances are, unfortunately, that this will be a 18-to-25 hour contest for me though. I’m going snowshoeing on Sunday morning/afternoon, tonight is date night, and I need to be (mostly) normal on sleep come Monday a.m.

Which means I’m going to have to seriously address the personal weaknesses that have kept me from finishing in the past:

  • Planning. I need to have a roadmap and stick to it! I’ve got something sketched out, and am now working on some base code to have that in before things begin.
  • Ambition. No full 3D rigid body dynamics for my game this time around, alas. (I consider a prior LD48 to be a resounding success, despite how pitifully far I still had to go, simply because I had a cube fall, bounce, and come to a rest on the floor. This was before ODE was considered kosher.)
  • Procrastination. As helpful as brain-breaks can be, I won’t really have the time for any (besides my already-scheduled prior commitments).
  • Commitment. In the past when I was limited to well under the full 48, I sort of waffled around and gave up within the first six hours. Won’t be the end of the world if I do this again, but this time I’m being a bit more serious about the goal of finishing.

Now that I’ve reminded myself of my priorites and committed myself to them by posting them for all of you to see….

Best of luck to everyone! Once I have a working basecode (priority #1 is to be able to start working on the actual game right away) I’ll see if I can get a pic o’ my desk, etc., before 9pm tonight.

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