About NiallM (twitter: @NiallEM)


NiallM's Trophies

The John Marin Honorarium for the Use of Unorthodox Illustration Equipment
Awarded by Doches
on August 22, 2010
SMB2 Award for most underrated game Award
Awarded by allen
on July 6, 2010



Hamumu says ...

Certainly an advancing wall of doom! I don't really know why one trap is better than another, or what is good to pick. Except for Biffo (which is about the highest one I got), they all just make the guy stop for a little while, just like moving a hurdle, but longer. Seems like it needed something different. And I'm not quite sure what Biffo does... makes them trip over every hurdle after? Two ideas for example: The ghost should've made the guy run backwards a little ways (scared) - same end result, but more interesting, and there could be something that makes a guy switch into his neighboring lane, making a great way to kill two guys instead of one.

Really hard to place things right!

agj says ...

The concept is great! Positioning the traps correctly is kind of a matter of luck, though, as you never really know where it will drop. One should know how many points each trap costs, too! I think that presentation is the strongest point of this game.

TimS says ...

I have to agree with agj about knowing the point cost of each trap. Other than that, darn good. I like the ending.

Endurion says ...

For some reason this really runs very sluggish.
Also dragging the hurdles seems to drop them rather randomly. I also was not able to kill a single hurdler, even if I spend two of the starting points for one row. Due to the control problem I wasn't able to drag three hurdles in one row.

Alas, the idea looks very nice and it's got dark humour ;)

rogual says ...

I couldn't play this. It told me to drag stuff, but then my mouse pointer disappeared. :(

Tenoch says ...

Drag and drop was imprecise, but very nice graphics and sound. The game gets a bit boring once you found a winning strategy.

Banni says ...

I liked it. Sometime dropping items was a little tricky to get accurate, but the style was nice. Once I figured it out, I managed to make it to the finish, and see the happy ending :)

codekitchen says ...

I couldn't drag things right, they just seemed to land wherever they wanted no matter where I put the cursor.

erik says ...

It took me a while to even be able to catch a single runner. I must be missing something. Also, if you accidentally drag traps areas off the map, where they are wasted.

ondrew says ...

The controls were little unintuitive, but it didn't really matter, because no matter where you placed it, some would always trip/die.

The story totally made up for it. Very nice sfx.

Jonny D says ...

Wine says that I need "MSVCP60.dll". I'll try it on my Windows machine later.

Okay, I just found the dll online :)
The game is pretty funny. The gameplay is a little iffy. I wish there was an undo button, since just clicking on something causes it to move. Adding a point for each race that you stop a hurdler isn't very exciting, but the new items are kinda neat. It's too bad that moving the hurdles becomes pointless when you get certain items.

greencow says ...

i got two effing hurdlers! lovely audio and story

nilsf says ...

Nice story, & the graphical style is very nice too.
Gameplay wasn't that fun though having the traps appear gradually was a nice touch encouraging players to stay around to see what the next trap will do.

v1234 says ...

Loved the graphical style and audio. The game could have done with being a bit quicker, more hurdlers killed per round etc, but overall I thought this was excellent.

Entar says ...

Needs some more polish, also didn't seem like the Biffo did much. Could use some more "juice" as they call it (feedback and such), and more clear effects of each item, and how much they can do. There's some potential here.

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

Linux and OSX versions, etc.

Posted by (twitter: @NiallEM)
Sunday, April 26th, 2009 2:57 am

This past week has been pretty busy for me, so I’ve only just managed to get these up, but here are the Linux and OSX versions of Die, you Stupid Hurdlers!:

Linux (build from source – includes configure script, and MSVC and XCode projects)


Also a slightly updated Windows version that defaults to more sensible graphic options on startup.


Die, you Stupid Hurdlers! final

Posted by (twitter: @NiallEM)
Sunday, April 19th, 2009 10:03 am

Okay, here it is:

The (Windows, binary) download link is here.

The source code is here.

Also, you can download the command line program I did to convert RGB jpegs to RGBA pngs here (includes source).

I’m afraid I’m too tired to do Linux and OSX versions, but I do intend to put them up eventually (probably next weekend, considering).

Also, I just realised I forgot to say at the start that I was using libogg and libvorbis for the audiofiles.  Hopefully that won’t be a problem?

Almost there…

Posted by (twitter: @NiallEM)
Sunday, April 19th, 2009 6:57 am

All the traps are in, and now I just need to tidy up various bits and pieces.  Here’s a screenshot of all the traps:

All the traps!

And there’s another alpha build here: http://www.niallmoody.com/downloads/ld14/DieYouStupidHurdlers-alpha3.zip


Posted by (twitter: @NiallEM)
Sunday, April 19th, 2009 4:58 am

I’ve got the basic mud traps up and running (mud slows the hurdlers down so the wall can catch them), so hopefully I should be able to add the other trap types really quickly now.  A screenshot:

Mud traps!

Sounds and Music, 2nd alpha

Posted by (twitter: @NiallEM)
Sunday, April 19th, 2009 2:23 am

So I’ve had a good night’s rest and spent the morning adding sounds to the game.  I recorded them all myself so they’re a bit, um, ‘lo-fi’.  But I reckon that probably goes with the visual style.  I videoed myself while I was making them, so I might try and edit that into a video if I have time.

The new alpha’s at: http://www.niallmoody.com/downloads/ld14/DieYouStupidHurdlers-alpha2.zip I think the only things I’ve added since the last one are the sounds and the background music, but there might be more I’ve forgotten.

Next, traps!

Playable Alpha

Posted by (twitter: @NiallEM)
Saturday, April 18th, 2009 11:33 am

Right, all the gameplay’s basically there – now it’s just a matter of filling things out with sounds and traps.  So, here’s an alpha version (Windows only, I’m afraid): http://www.niallmoody.com/downloads/ld14/DieYouStupidHurdlers-alpha1.zip I’m really surprised by how well this thing’s gone so far.  Any comments would be most welcome :)

Also, what I had for dinner:

Saturday's Dinner

(cheese and tomato rice, plus Irn Bru)

…and some Hurdlers too!

Posted by (twitter: @NiallEM)
Saturday, April 18th, 2009 7:41 am

I’ve started on the hurdlers now.  Here’s a shot of them getting chased by the wall:

Hurdlers running from the wall of doom

I should probably make them run at different speeds, but that can wait.  Right now I’ve got to get them to trip when they meet a hurdle that’s not in the right place…


Posted by (twitter: @NiallEM)
Saturday, April 18th, 2009 6:23 am

There are now hurdles in the game!


(and I coloured in the wall too)

The idea is that you get a small number of points before each race to do something that will trip a hurdler up.  To start with, you’ll just be able to move the hurdles so the hurdlers are knocked out of their stride, but hopefully I’ll be able to add traps and things too for later levels.  And each hurdler you crush beneath the wall will give you an extra point for the next level.

Story time!

Posted by (twitter: @NiallEM)
Saturday, April 18th, 2009 4:19 am

Okay, it’s lunch time.  And lunch time is story time…

You are Wally the wall.  You hate hurdlers.  You have hated hurdlers ever since your girlfriend (Tina the Shopping Trolley) ran off with a handsome, athletic, talented hurdler called Harry.  At the time you were too small to do anything (being little more than a bollard), but now you’re all grown up and determined to take your revenge on all the hurdlers of the world.

By going round to athletics tracks prior to a big race and setting traps, you can trip and crush the stupid handsome, athletic, talented hurdlers beneath your mighty bricks and make them pay.  And maybe you’ll be able to win Tina back…

Also, a 1st screenshot of the game itself.

The main game screen

It’s just the track and the wall (in need of some scaling) at the moment.  I’m not sure what to do about the track showing through the wall – maybe I’ll fill it in with a solid colour?

Title screen

Posted by (twitter: @NiallEM)
Saturday, April 18th, 2009 2:58 am

I’m going with an ink on paper (recycled, ‘bamboo’ colour) visual style, and I’ve just got a title screen up and running:

The title screen

I wrote a wee command line app to take the greyscale ink jpegs from my scanner, and convert them into RGBA pngs with the inverse average of the RGB components becoming the alpha channel (i.e. any white spaces in the original image are made transparent).  This way I can just draw the ink images on top of the recyled paper image , and not worry about the (white) paper I did the inking on.

Getting Started

Posted by (twitter: @NiallEM)
Saturday, April 18th, 2009 1:16 am

So I’ve got up, showered, done some morning yoga, had breakfast, done my weekly grocery shopping and now I’m ready to go.

Luckily for me the wall of doom theme was the one theme I’d already been able to come up with a concrete idea for.  It’ll be called ‘Die, you stupid hurdlers!’ and you’ll play the part of a wall who hates hurdlers, and tries to set traps to trip them up so he can crush them (hurdlers obviously run faster than walls can).  It’ll be a bit Tower Defence-ish…

My desk:

My desk

(the bear in the corner is an Atari Punk Console I put inside a teddy bear – you twiddle the knobs in his ears to play him.  He probably won’t be getting used for the competition)


Posted by (twitter: @NiallEM)
Wednesday, April 15th, 2009 12:31 pm

This is the first time I’ve done a game compo, so I’ve no idea how it’s going to turn out :)

I’ll be using SDL, SDL_image and PortAudio (and C++), and some basic template code I’ve had for a while (window setup, a drawing wrapper, random number generator etc.).  You can see it here: http://www.niallmoody.com/downloads/GameTemplate.zip

Hopefully I’ll manage to do Linux and OSX versions as well as a Windows one of whatever it is that I come up with, but we’ll see how things go…

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