Posts Tagged ‘fun’

The plan

Posted by
Friday, December 16th, 2011 8:26 pm

This time around, I think I’m going to take it easy on the graphics and sound. Instead, I’ll focus on pure story. My plan: a multiplayer, online puzzle game. I’ll be working in PHP, with a bit of JS front-end. Maybe some html and css as a template. I have some interesting ideas for something atmospheric, and connected to the theme :) Hope to start serving things up to outside users in short order!

CotC – Burning Urns…ouch

Posted by (twitter: @emberheartgames)
Tuesday, October 18th, 2011 1:52 pm

It’s time to introduce you with the new toy that courier will have fun with in the crypts. The one and the only….”Burning Urn”!  <tan-tan-tan-tan-stshhh>

On your quest trough the crypts, you’ll find urns filled with oil. You can light them up and throw them trough the hallways. You can use it to scare lurking danger away or even burn it to ashes. Should you be scared of the darkness in the next room, throw one of these inside and you’ll know what’s there waiting for you.

http://www.youtube.com/watch?v=cltpNN5zxGc

“Burning Urn” spam is a bit of exaggeration, I know but it won’t be possible to throw those so quickly one after another…it won’t be wise anyway.

A Challenger (dis)-Appears!

Posted by
Sunday, August 21st, 2011 3:04 pm

Well, due to forces beyond my control I must throw in the towel on this one.

It was a great experience so far, however, and I learned alot by trial and error. I most certainly will try to enter the next one.. That is if the site doesn’t explode.

The idea I had was a cool one I think, and I still plan to actually finish it so I can share it  (and have a little bit of reusable code for next time).

 

One interesting thing I DID accomplish was in fiddling with collision code I somehow created a Marching Squares algorithm. Go figure.

 

And while I’m sure this post will quickly be lost in the flood of posts, to Everyone who is still competing I say GO! GO! GO!  Have fun and finish a game.   LD is a great Compo. :)

sfxr sdl – sound effects for *ALL* =)

Posted by
Saturday, December 15th, 2007 5:25 pm

I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!

Download: sfxr-sdl.tar.gz

Just type ‘make’ to compile. You need SDL and GTK 2.

sfxr – sound effects for all!

Posted by
Thursday, December 13th, 2007 6:13 pm

Been tinkering with this over the last couple of days.

EDIT: Official sfxr homepage – http://www.drpetter.se/project_sfxr.html

As the audio geek I am, I find it a bit unfortunate that most LD48 entries are usually silent. I figure it’s probably due to the authors not having a quick ‘n’ easy application at hand for making sound effects and therefore neglecting that aspect of the game in favor of code and, usually, graphics. Even simple sound effects can add a huge amount of immersion and fun to a game, though.

What I present here is, if you will, an MS Paint for sound effects… or something along those lines. It’s meant to make it dead easy for anyone to whip up a few simple sound effects and save them as .WAV files for playback using most game/media libraries like SDL or pygame.

Basic usage involves clicking the left-most buttons to automatically generate random sounds loosely targeted at certain categories. For more advanced users it’s possible to spend some additional time to manually create fairly varied and interesting sound effects.

The interface is based entirely around sliders for controlling sound parameters, along with a few buttons. Even if you don’t want to spend time learning about all the sliders you can still have some fun just hammering away at them and listening to the various sounds that come out.

Hopefully this will mean that there’s no longer any valid excuse for anyone to get N/A in sound!

Download: sfxr.zip (win32, 48 kB) – Latest update: 2007-12-15 (see screenshot)

EDIT: Apparently it sort of works in wine 0.9.50, though with some stability issues. Fortunately though, the good Gerry JJ/mjau managed to port it properly. Here’s a copy of his post:

I ported DrPetter’s excellent sfxr (info) to SDL, so it can now be compiled and run natively in Linux!

Download: sfxr-sdl.tar.gz

Just type ‘make’ to compile. You need SDL and GTK 2.

Source code is obviously included in the portable archive, and anyone is free to use or modify it for anything they please. There’s no need to credit me, although it would be nice if you did. I would also appreciate a little email note if you do create something cool based on my code.

If I get around to making a little update I’ll include source code in the win32 archive as well.

sfxr.gif

The People

Posted by
Saturday, December 1st, 2007 9:04 am

The People was written for the Growth theme, and in many ways it resembles my first two LD games—there’s the tiled world, and you can build things on it. Only in this case it looks more fancy due to some clever tile rendering. Like my two first LD games, it’s a puzzle game.

There’s seven levels of varying difficulty, with goals such as ‘reach a population of X’ or ‘get Y huts’, a sandbox mode, and a tutorial mode. While you build stuff, a simulation is going on where new people appear and so on. A good description of what you actually do is, as someone put it, playing a planetary engineer.

shot7final.jpg

My ‘post mortem’ for the game was pretty much the following:

So how did the game turn out? Good, and bad. My first idea was a kind of God game where you created land and such and people appeared. And there was supposed to be a kind of currency, that I called belief. So I coded the tile system and the simulation first, then I started to try to get it into a game. Well, it didn’t work, or at least it didn’t work without very much job, so I dropped it (the game idea, not the simulation and that). So I figured out another game: You have a limited supply of different kinds of land, and you have objectives to complete. Then there’s supposed to be interesting levels that are fun and challenging. I fixed up a tutorial mode, and a sandbox mode. These are pretty cool. Then there was the levels. I managed to come up with a few OK ones, but then it went downhill. So I ended with 7 levels, of which some are OK. Most are pretty easy, you just have to wait a while. I’m not very happy about them. But on the whole, the game’s pretty OK.

If you’re to believe the unofficial results from my own vote counter, The People did indeed turn out OK, and placed first in ‘fun’ and second in ‘innovation’ and ‘production’.

You can get the Windows compo version, or the Linux port version. They require OpenGL with multitexture support.

The Destruction of the Sheep

Posted by
Tuesday, November 27th, 2007 11:30 am

Having learnt some great lessons from my previous LD48 entry, Save The Hut, I decided to not include as much boringness, confusion and frustration in my next game. Together with the theme Construction/Destruction, and a cosmetic theme of Sheep, it all became so obvious: I was to make a game where you construct traps to destruct sheep. And lo and behold! there was The Destruction of the Sheep.

tdotsshot.gif

I decided to use pretty much the same tech as for Save The Hut, but used it better to get some fancier stuff, like sub tile precision movements, rotated sprites, pseudo 3D particle gibs, and paintable background.

The game was supposed to be a puzzle game, but in the end only a few levels were puzzly, the rest was just mindless, but entertaining, sheep destruction with lots of gore. All in all, it worked out very well, making me a winner in ‘fun’ and ‘complete’ categories, and third in ‘gameplay (innovation?)’ and ‘overall’.

There’s an improved version available, adding some fixes, and a 2x time speed-up button (but there remains at least two bugs and a lot of spelling errors). You can get this version of The Destruction of the Sheep as a .zip archive or as an installer. They’re for Windows.

The original compo version is also available, both for DOS and for Windows (the Windows .exe was kindly provided by Hamumu during the compo). There’s also the source.

Fun Game

Posted by (twitter: @mikekasprzak)
Monday, November 26th, 2007 12:00 am

Ludum Dare Zero (Beta, 24 hour), theme Indirect Interaction. My game, Fun Game. Contrary to the name, Fun Game wasn’t a fun game. In fact, it wasn’t anywhere near a complete game. The idea was to (hahaha) create a virtual pet game in 24 hours. Genius idea I do say. I did complete a bunch of art, and had a … sort of working user interface. All in all, not too bad a stab at a 24 hour game… just nothing worth mentioning.

Fun Game

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