Posts Tagged ‘LD #12 – The Tower – 2008’

Tower Infinite (Final)

Posted by
Sunday, August 10th, 2008 1:22 pm

OK, my first Ludum Dare project is finally complete! The code may be messy, but I had a lot of fun making it anyway. I call the finished product “Tower Infinite.” The .zip file includes Windows and Linux executables (thanks to Keeyai for the Linux port). Download links:

Windows and Linux Binaries

Source Code

The point of the game is to climb each stage of the tower, and destroy (and survive) enemies that will attack you on the way up. Be careful to conserve your jet power and get the most out of each boost, or you may find yourself in a sticky situation. Each level is procedurally generated, so there is a huge number of different possible levels to play. The gameplay is designed to get harder and more fast-paced with every level you play, in various ways like higher numbers of enemies, advancing enemy behavior, etc., so if you think the first level or two is slow, don’t worry.

Tau finished

Posted by
Sunday, August 10th, 2008 1:08 pm

Well i put a lot into the graphics, but i guess it wasn’t really worth it. Should have added some music, but i just wasn’t prepared for it. Too bad, i would realy set a mood, if it were right.

A tower has colapsed due to an eartquake, and this poor little guy was standing a little too close. He can try to escape but eventualy he going to be crushed. Might as well have some fun with him. The idea was, that it would look funny as the game pauses when he trips, so the player could realy enjoy the expression on his face.

Here is the linux (Fedora 9) executable. Not sure what are the dependencies, probably just SDL.


Here is the Eclipse project, source code, gimp files and everything i created in the process.

The picture( a bit late :) ):

Tau tower

EDIT: Windows Port


Posted by
Sunday, August 10th, 2008 1:08 pm

And here’s my timelapse video.

40mb, close to 1 minute long, close to 600 frames, encoded with xvid codec using VideoMach.

Enjoy. :)


Posted by
Sunday, August 10th, 2008 12:19 pm

Howllo everyone!

Ok, I didn’t really post much (At all) on the journal pages, but that’s because I was hard at work making my game and not slacking my time away on IRC! (No really!)

Anyway, I’m owlfully sorry for not posting much but eh, whatcha gonna do ’bout it? Here’s a screenshot to distract you:

Anyway, you can download the game from:

Good luck figuring out how it works. 😉 It’s not that complicated though, even my little sister worked it out on her own. (/taunt)

Good luck to all those who are still crunchin’! (And don’t waste too much time on those howlribble owl jokes on IRC.. 😉 )

Tower Collapse Final

Posted by
Sunday, August 10th, 2008 8:26 am

Tower Collapse

Ok, i couldn’t hold back.

Here’s the final version of Tower Collapse. I’ve added two more stages, fixed some small bugs, enabled window/fullmode switching and added the source to the zip file as well (forgot during the first preview-final).

Download from here:

If you take the time to test please tell me about any bugs! Thanks and have fun!

Edit: 20:27 local time, added a Compo Game Loader file for easier testing! It even works :)

Tower of Doom (final)

Posted by
Sunday, August 10th, 2008 6:33 am

Ok. So I’m done! Thanks to timezone, I’m early too.

This has been my first competition, and it’s been a lot of fun.

Download it:

Readme it:

With all hope (due to its lack of being tested) it’ll actually work. It’s written in C++ with SFML. I’ve licensed the source under the MIT license. If this is a problem, yell.

Stay tuned for a postmortem and perhaps a less broken build after I sleep.

Tower Collapse

Posted by
Sunday, August 10th, 2008 5:46 am

I’m feeling pretty tired, so i’m not sure i’ll add much more. I’ll try though.

To be on the safe side here’s a pre final version. The gameplay is there, as are 8 stages of bombing goodnees and a editor.

In game

The link for the pre-final version is Anything else will be polish from now on.


Edit: Modified the zip file, this is now a newer version. Removed the final tag.

Day 1 – Game Progress

Posted by
Saturday, August 9th, 2008 5:02 pm

Local time: 02:58 AM

We woke up to see the theme voting results, and “The Tower” was not what we had expected. But in a hurry we turned an old idea, to fit the theme. Some kind of a smashup game, a clone of the SNES game “Super Smash TV”. You are in control of a random muscular character, and you’re goal is to kill all the enemies on the current floor of the tower, without dying, and then proceed to the next floor, with more and heavier enemies. We are planning an arcade mode, so you will be alive untill you are extremely outnumbered.

We began making a fast title screen to match the theme of our game, which looks a lot like the old gaming consoles Gameboy and SNES.

Title screen

To give it some kind of relevance to the theme, The Tower, we made a cut-scene of our character moving on to the next floor in an elevator. This sequence, will be played every time you conquer a floor and move on to the next.

The Cut-scene

After the cut-scene you arrive to the actual game. A floor, that actual looks more like an arena, where you have to kill all enemies around you. The gates will open randomly, and spawn more zombies. If there’s enough time, we will add other enemies than just those zombies on the screenshot below.

Screenshot 1

We also managed to create sounds for the title screen, the cut-scene, floor doors open/close, weapon shooting and bullets hitting the wall. Besides that we created the animation of a zombie dying.

Zombie dying animation

There’s still a lot of work to do.

  • Zombie AI
  • Zombie spawn system
  • Balancing the game, adjust hitboxes
  • Music

We are now going to bed, and looking forward to continue tomorrow morning. An upcoming journal of day 2, and probably a few comments and pictures of our workspaces and lunches will be posted later. Goodnight!

Brick Tower – The OST

Posted by
Saturday, August 9th, 2008 3:02 pm

Almost time to turn in…

Most of the game is done, including sound and music… Just composed some stupid tunes on the acoustic guitar, recorded it, cleaned it a bit in Goldwave, and it’s done… Got a game music and a title music… even considered adding some lyrics to the title music, but I don’t have the gear to mix up the voice and the guitar and I can’t do both at the same time, because I suck! J

Going to wrap this up for tonight, get everything ready for my trip tomorrow, and hopefully I’ll be coding again in about 15 hours or so (which leaves me with about 7 to 8 usable hours left)… Thankfully, only things I miss are the Main Menu, the Instructions, some levels (which can be done pretty fast) and some gameplay tests)…


Banging My Head For What???

Posted by
Saturday, August 9th, 2008 1:57 pm

I spent the past couple of hours trying to get a simple spacial partitioning system working so ray/triangle intersection tests between game objects and the world mesh would be reasonably quick … or so I hoped.  On my machine the frame rate drops horribly with even as few as 10 intersection tests per frame!  I guess Python’s not a good platform to write a 3D engine in.  :(


Posted by
Saturday, August 9th, 2008 1:20 pm

I’ve gotten as far as having a demo to show. It’s Java webstart this time – will probably create an exe wrapper for the game before submission tomorrow. Try it if you like! :)

I’ve something, and it plays poorly

Posted by
Saturday, August 9th, 2008 8:31 am

Well, I’ve something that’s working reasonably… and plays very poorly. It’s just too hard! The idea as it is now is to climb the tower using a limited amount of, uh, jumps? And touching as many walls as possible on the way up. :)

Brick Tower – And it goes boom!

Posted by
Saturday, August 9th, 2008 6:30 am

Explosions are done…

They even look cute… Anyway, now I have to decide on exactly the gameplay is… I can drop blocks from wherever I want and they explode if they come in 8-way contact with blocks of the same color… So now, I just have to decide between the explicit building (where the player has to place blocks so they don’t blow up, according to some pattern and as fast as possible – this option would have me change the 8-way collision to 4-way, I think, or else it’s just alternating stuff. This choice is also more work in the level design thing); or the implicit building, where blocks come out of the sky and the player has to change their color while they drop, so that they don’t explode when they land… This last option is much easier, since it becomes more or less random and I just have to design towers… I’ll do a break now and decide…

He’s watching me…

Posted by
Saturday, August 9th, 2008 6:22 am

Inspiration Owl


Posted by
Saturday, August 9th, 2008 5:35 am

I should really REALLY have spent some time with Flex before attempting something of this scale with it.

Still, I’ve (only just) got the thing started now, and now I can maybe turn my mock-ups into something resembling a game, although nearing the 25% mark and with nothing to show for it is not encouraging…

Tower of Bricks – Falling into Infinity… or not…

Posted by
Saturday, August 9th, 2008 5:29 am

Progress is going extremely well…

I already have level definitions, rendering code, some game logic, input, etc… Only thing that’s lacking is an actual gameplay idea… or better, a decision on the gameplay decision. My wife’s been helping me with ideas, and I have 3 or 4 possible gameplay paths available, I just don’t know which one is more fun/less work… :)

Anyway, here’s some photos and such…

At my desk, heavy in thought:

My cat ready to pounce the mouse:

48 hour salad (all done with tomatoes and olives by my wife):

Brain food for lunch: burgers, mediterranean salad, cooked mushrooms, raw carrots… everything the body and mind need:

And the game screeny:

The blocks of any color can be placed in the tower structure, and they’ll fall down until they found another block or get to the ground…

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