Posts Tagged ‘LD13 – Roads’
I’ve begun work on the BLDR Postcompo version! The general consensus seems to be that this is necessary. I shall also be using the first versions of my LD/game library I’m developing as a wrapper around SDL. I’m open to suggestions! My current list…
- New name – Some people seemed to think BLDR was related to towlr, and some vowels would be nice.
- Improved graphics – The art was meant to be “temporary”, but all too often in Ludum Dare temp art becomes final.
- Modify to use the new library – save code space, etc.
- More gameplay elements – at least a few, though I’ll try to squeeze as much as I can out of the basics
- The roads – perhaps some changes to the way the road system works
- Animations – so when you die you don’t just get teleported back to the beginning
- Level editor – level editors are always nice
- In-game instructions – in-game instructions are always nice
- More levels – of course more levels
- Enhanced menus – ways to access all the new features
And I think that’s it about now… time to get going! Comment!
Forgot to mention the tools I used on BLDR (http://www.ludumdare.com/compo/2008/12/07/bldr-final/)!
I used Microsoft Visual Studio 2008 Express Edition and SDL 1.2.10 (I think). The binary is for Windows, source & graphics & SDL DLL included. Should be compilable on Linux & Mac, I haven’t tried.
I’ll also be seeing if I can get Chronolapse to compile video.
EDIT: That link was broken, fixed now.
EDIT again: the download link was dead. New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal). Still original compo version.
Since I end up downloading everything anyway, I once again built the ludum dare megapack.
The pack weights at about 227 megs and includes everything that I could download from each entrant. This is meant as a kickstart, not a definitive package. Some people may still be posting ports to new platforms, as well as windows executables for python entries. I hope so, anyway. Some people still haven’t even posted sources.
Anyway, to make things more fun, I’ll post the link to the pack as a reply to this post. That way people who may mirror it (or make torrents or whatever) may also post their links as a reply. Isn’t technology wonderful?
Anyway, it’s still uploading. Curse you, puny DSL upstream! I’ll post the link as soon as it’s done. Which should happen in about 40 minutes, if scp is to be believed.
Finished! Possibly my most polished and feature-complete LD48 entry yet, and seems to be enjoyable too.
You’ve got to dig up the rocks and lay down roads to keep the city happy as it expands. Have too many angry drivers and it’s game over! Easy is good for those who want to build a big city, hard is more fast paced and frantic. And feel free to post your high scores in the comments and see where you stand.
About the only thing missing is sound, which I didn’t get time to do. However I did manage to fit in almost all of the gameplay elements, as well as proper menus and high scores, so I’m pretty happy with it – especially since this was a one-day entry. I’ll have to do a proper post-mortem in the week when I’ve recoverted.
Source and Win32 binary, in one convenient package (unzip with PKUNZIP.EXE for best effect)
This is RoadZ. It is a tribute to less troubled times; I could have seen myself being totally stoked when I downloaded this off the neighborhood BBS. Read README.TXT for ill ASCII. Check out all the directories for bonus stuff.
I didn’t get to do the sine scroller though
EDIT: I forgot to mention that -f runs the game in fullscreen. I meant to make a .bat file, actually included it in my readme, then forgot. Just know that you CAN run fullscreen, use the -f command line switch to make it happen. I recommend it.
EDIT2: Timelapse is here.
- UP – Accellerate
- DOWN – Brake
- LEFT/RIGHT – Steer
- SPACE – Jump (velocity sensitive)
- L ALT – Turbo
BLDR is done! It probably could have used more levels and obstacles, but I think it’s great! Postcompo version will definetly include more levels.
Download it here: http://www.filesavr.com/bldr
EDIT: I forgot to include it in the instructions, but arrow keys to move and R to restart the level.
Postcompo edit: New download link at http://kittylambda.com/files/BLDR.zip (thanks to PsySal)
[Update, Dec. 8 2008]
I forgot to provide the source code until just before the deadline, and my Internet connection wouldn’t work the last two hours before deadline. Anyway, here is the source:
Sourcecode (not very pretty, mind you. It’s rushed 4kb code.)
My game is called Tekicars4k. My plan is to enter it both into LD13 and the Java4k contest. In other words, it is a 33 hour 4kb game with the theme “roads”. Thanks to the size limitation, there is a grand total of 6 levels available. It is available as webstart and as a CompoGameLoader ZIP file, which has .bat, .exe and .sh (so should work on any OS).
The goal is to place blocks in advance so that each Tekicar reaches an exit of the same color, without colliding with any other Tekicar. Walls will turn Tekicars clockwise, roads will speed them up, and arrows will re-direct them along the arrow.
As soon as you click “Go!”, the test begins – if you pass, you reach the next level.
Note that the ZIP file is way larger than 4kb, mostly thanks to the .exe wrapper. The game JAR itself is only 4kb.
Argh, the wysiwyg tables keep eating my text. Wysiwie tables more like.
So.. I didn’t have enough time this weekend to produce an entry but I made a mock-up and design sketch to ease the pain.
:: Desert Road Painter
This is a single button game. Press button down, paint starts spraying.. release button.. paint stops.
Your task is to repaint a set of fading road markings as accurately as possible. Each segment is rated and scored according to degree of accuracy. After 10 bad errors the game is over.
The game is pretty boring to start off with. It’s mostly just about getting a steady rhythm going and not becoming so hypnotised by the process that you screw up.
As time goes on, the desert starts to get to you. The long straight road feels static — as if only the rocks and dust to each side are actually moving. The sound of the paint hitting hot asphalt seems close and intimate. Memories start drifting through your consciousness, at first with clarity, but soon become confused and tangled with your senses.
It turns out the last guy who painted this stretch of road had the same problem. The strange creatures he saw hovering in front of him starting beating rhythms on his brain. The regular stream of painted segments became a rich sequence of syncopated markers; a secret language communicating ultimate truths about the world as it is.
Happy birthday negativegeforce!
I don’t really have the time to make games right now, but I’m in. I spent one full day studying though, so might run out of time too soon.
I’m going to attempt a themed 4kb java game within ~33 hours… many of which I’ll be sleeping. This should be interesting!
So far, I’ve got almost nothing: