Posts Tagged ‘LD14 – Advancing Wall of Doom’

“Sky Upon Us!” – Postmortem and Stick Figures

Posted by
Sunday, April 26th, 2009 1:48 am

I came up with the idea of making a shooter based on drawing arrows after seeing a concept sketch for another arrow game by fellow LD participant Sparky. In the week before the contest, I entertained the idea and tried to think of ways to make it “themeable”. I came up with what I thought was a great idea for “Rain” – falling stars, that you would use as ammunition. When I saw the theme “Advancing Wall of Doom”, I decided to keep the mechanics from “Rain” and just work the actual theme into that. In retrospect, this might have been a mistake. Read why after the break.


Response to comments

Posted by
Tuesday, April 21st, 2009 5:32 pm

Hey, everyone who commented on my entry! Thanks so much for playing and commenting!

I felt it would be good to respond, so here’s some quick answers to the comments.

(1) Sorry, I was too busy making fancy-looking graphics to do the reset button ><

(2) Sorry, I couldn’t finish the music in time, so there’s no sound! Once I regain some energy I will release a new version with sound. I think this game has legs.

(3) Yeah, the wall-switching is a bit cumbersome. I guess this is where memorization comes in – if you know the pattern beforehand or can read it quickly, then you know which wall colours to use and can set it up pretty quick. Not sure if that’s bad design… You can actually just hold down a shot button and move laterally across the wall to change all the circles at once, by the way.

(4) Sorry, there wasn’t a help screen, or it would be more obvious that there are three weapons (Z, X, and Z+X), and that each corresponds to a different colour for wall-switching. Edit: I haven’t encountered any problems with the wall-switching – maybe my explanation was unclear? An animated tutorial might help.

(5) shrt, it seems you have one of Those Keyboards. I’m not sure what the exact reason is, but some keyboards (like the one on a laptop I once used) seem to not want to register a combination of a letter and certain arrow keys at the same time. So you can’t press Z, Down and Left together. Best I can do is to put in 360 pad support, and possibly other pad support too, in the remake.

(6) All told, if you actually use all the bombs, you have 12 shots of the superweapon. This is (in theory) enough to clear the Horrible Rush Of Enemies before the boss, and kill the boss, without firing a single conventional shot, and being invincible about 90% of the time. (Edit: Assuming you don’t die before the Horrible Enemy Rush, that is.) C launches the superweapon when your wall is up, and re-summons the wall when it is offline. I was actually worried that it would be a game-breaker, but it seems it… well, wasn’t. If you’re having trouble, use more superweapon!

(7) There’s a semi-hidden trick to the game. You can operate either the spread shots or the laser simultaneously with the missiles. To do so, hold either the Z or the X key to fire the spread or laser, and simultaneously tap the other key (X or Z). This increases your firepower very substantially, but also makes your movement speed erratic, so threading a path through bullets gets a bit tougher.

(8) Have you ever encountered flying monks that *weren’t* attacking you? 😉

Edit: (9) Muku, your comments were completely spot-on. I wonder if you were reading my mind! Yes, I realized a couple of days ago that I should have added a readme with instructions – will try to remember to do so next time. Yes, I am actually considering a more extensive remake/expanded edition with SNES-style blocky sprites (after I finish solving the more obvious issues). Yes, I did think about adding one or two ticks of acceleration, but my experience in the past has been that adding excessive acceleration to a shmup causes the player’s movement to feel sluggish – that’s probably something that can be solved with tuning though, so if I do a more extensive remake I will seriously consider it (thanks to your feedback!). Finally, the wall mechanic currently relies heavily on memorization (you switch the wall between waves to prepare for the upcoming wave); in the remake I am thinking of giving the player the choice of 2 different “wall modes” – manual and semi-automatic – where the former is the same as the current wall, and the latter is easier and more responsive but also far less flexible.

Torrent! (for Windows)

Posted by
Monday, April 20th, 2009 11:51 am

I want to tell you a story, a story about something I hate.

“But why,” you ask, “would we want to hear your story?”

I’ll tell you why: do you know what I hate? I hate free hosting services. And so, instead of my daily dose of self-flagellation I decided to download all of the windows-playable LD 14 games, many of which were hosted on places like 2share, rapidshare, getdropbox, etc. This was painful.

But, like any other zealot who has recently undergone such a rugged purificaiton, I have Good News! Instead of jumping through these hoops yourself, you can instead download this:

Torrent of Windows Binaries!

There. Now I’ve taken away your excuse; you have to vote! And, once you’ve voted, please (please!) take the time to seed this for a week or so. I’m only one man, and, more importantly, I’m only one man with a single DSL connection.

*note: Where possible I’ve included whatever each participant marked as “download for windows” or similar. If a downloadable Java or Flash version was provided, I included that instead of the online version. Where no windows binary was available, I included the source code if it was in a language that (might) run on Windows (i.e. python+pygame, Löve, etc.).

**note: Missing from this torrent are: secret_knitter (broken download link), winferno (broken download link), increpare (OS X only), GBGames (Linux only), and eugman (*nix only). Please remember to look these games up and find a way to play them!

***note: URLs for Flash games hosted online but not linked for download are listed in the file “Links to Online Games.html”.

Darkness Game

Posted by
Monday, April 20th, 2009 8:28 am

The forces of light have killed your master, you have to go to the inner Sanctum to revive him!

The music can be found here:

The game runs in fullscreen, at 1024X320 . After multiple attempts, I still can’t get this image to appear in 1024X320, so I give up.  PICTURE IN CORRECT RESOLUTION:

EDIT:  This post was made on time.  It would have been up sooner but I’m new to the word press system, and didn’t realize you have to hit “Publish” Instead of just save.

Black Hole Comming – Fixed

Posted by
Monday, April 20th, 2009 7:29 am


For all of those that want to try my entry and found an import error, i fixed it (it was caused by pymunk, i forgot to remove pymunk import from code).

I also reduced the zip package by half it’s original size by removing useless files and version control info. So for you that already download the broken version it will be less pain to download it again.


Here it is also WIN32 .exe:

Download WIN32

Here is a screnshot of my entry running in Windows XP (at work pc..shhh):

Sky Upon Us – tiny bugfix

Posted by
Sunday, April 19th, 2009 10:48 pm

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart:

Sorry about that!

[Wall Girl] FINAL

Posted by
Sunday, April 19th, 2009 6:52 pm

I’m calling this one done. Will post a post-mortem (and food!) later.



(1) You’ll need at least the XNA redistributable to run it. Also, a decent 3D card (anything from the last 4-5 years. Technically Intel GMA should work too!)

Download: XNA redist

(2) During gameplay, Z fires spread shots, X fires laser, Z+X fire missiles.

(3) The wall circles block enemy bullets of the same colour. Move into the circles and shoot to change the colours.

(4) When the wall is up and running, C uses your super attack (+ temporary invincibility). When it is offline, C summons it at the cost of one bomb.

(5) When the game finishes, please press Esc to exit. Didn’t have time to test and debug go-back-to-main-menu, even though the code is half-finished.


If it doesn’t run even after installing the XNA redistributable, please consult my contest page:

FINAL – The Hotel Advance

Posted by
Sunday, April 19th, 2009 4:43 pm

How is this related to Advancing Wall of Doom? Well, the player has to get to the ladder of the level to advance higher up. The ‘doom’ would be the cans, lasers, and the bottomful pits. The part after you get into the chimney are just ‘final’ levels that have no relation to the theme.
Read READ MEEEEEEEEEEE LD14.txt for more info.

There are two secret areas, can you find them?


EDIT: Uploaded the image to the site.
EDIT2: Game Maker 7 source: Download

Sky Upon Us

Posted by
Sunday, April 19th, 2009 6:38 am


Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart. I realize that this may not be taken into consideration when judging the entry, but I thought I should at least upload the entry as it was meant to be (and as I was certain it was!)

Sorry about that!


Okay, here’s the final version of “Sky Upon Us!”, my entry for LD14.

I tried to upload the zip file containing launch files for Windows, Linux and OSX to the blog. Sadly, WordPress wouldn’t accept it even if I changed the file extention. Meanwhile, the game can be downloaded or started from all the following links:

While the game didn’t quite turn out the way I hoped, I’m still happy with most of it. However, the gameplay does get a bit repetetive; excuse!

As always, any comments are warmly appreciated!

A screenshot from the game:

[Wall Girl] Testers wanted for experimental superweapon

Posted by
Sunday, April 19th, 2009 12:37 am

The above screenshot says it all. I wanted to have more enemies and bullets on screen for the picture, but they were gone before I could take it *grin* All the player’s abilities are now complete – after this I’ll be doing the level design.

Please test if you have the time and energy. I really do appreciate the feedback.

The controls are: any key to begin, then arrow keys to move, Z for firebolts, X for laser, Z+X for missiles. When the wall is up and running, C launches the super attack (which consumes the wall). When the wall is not up and running, C will expend one bomb to summon it. You have 3 bombs.

The circles that make up the wall will absorb same-coloured enemy bullets. If you move into the circle and shoot, it will reappear (after a brief period) as the colour of the shot you used.

Enemies who hit the wall are immediately killed, but the circle they hit will be pushed back towards you! If the circle is pushed back too far, there is a chance that it will disappear. After three circles are gone, the entire wall disintegrates. This is a good time to use the superweapon (before it disintegrates, that is).

Esc exits the game when you’re done (sorry, it still doesn’t return to title screen).

For troubleshooting, etc., please see my previous entry:


Posted by
Saturday, April 18th, 2009 6:11 pm

I thought I’d point out that Twitterbot is back up and running. If you’re a twitter-er (a-twitter?) just tag your tweets with #ld14 and they’ll by magically re-tweeted in the #ludumdare IRC channel. If you want to view a log of tweets, join #ld14 in IRC and do (in #ld14, not #ludumdare):

!rss show twitter

If you’re in the IRC channel and you want to tweet out (???), do:

/msg twitterbot twitter identify twitterusername twitterpassword

!twitter status Tweet

Actually, I don’t know why you’d use this last feature — I assume you have a working twitter client. Though I suppose it lets you avoid switching windows…

Also: Please do not spam #ld14! I’ll just have to kill the bot and we’ll all hate you.

Posted by
Saturday, April 18th, 2009 4:57 pm

Image and video hosting by TinyPic

Need to take all that empty space out some time…

Well, this is probably all I’m getting done tonight. Added some little helicoptor dudes to attack from behind, make the game a bit more exiting. Also made it so you can only buy from a store ones and magic does twice your attack rather than the same, in order to have some incentive to using it.


Latest version:

My Game No walls?

Posted by (twitter: @TenjouUtena)
Saturday, April 18th, 2009 10:24 am

I’m doing a strategy take on the theme. You use your resources to conquer the cities on the map. Any cities you control builds a wall between themselves, that the other army can’t cross.

I’m afraid I’ve bitten off more then I can chew. With wife, kids, and such, I don’t think I’ll have enough time to complete it. Originally the idea has a little turn based battle happening for control of any give city, but I definitely won’t have time to complete what will turn out to be two games. Of course, I’m only 4 programming hours in, so who knows what will happen.

first screen

Gas chamber

Posted by
Saturday, April 18th, 2009 9:35 am

In the beginning is an empty room with little people (white boxes) in it. The poisonous gas starts to flow downward from the top. The people start running from the gas (red boxes) when they smell it. They die after some time (black boxes). You build additional walls to manipulate the gas. By manipulating the gas, you can poison people differently, and make them flee to different directions. The control is somewhat indirect. This can be the level editor, or it can rather be the gameplay itself.


As you can see, this is still a toy. When it becomes a game with a backstory, you’ll probably have to kill some guys and rescue others. There’ll be some sound and graphics too, hopefully.

You can test and comment on the prototype:
Download fidaner-LD14-prototype1 (Windows)

Enter – Restart
LMB – Put wall
RMB – Delete wall
MMB – Put agent

I’m open to new ideas too.

Wall Girl: All player weapons complete!

Posted by
Saturday, April 18th, 2009 7:48 am

Big milestone here. The other 2 player-weapons are finally done! Next update: THE WALL.

I’ve released a version with all 3 weapons:

As always, I will be very grateful – not eternally so, I’m afraid, but very grateful nonetheless – to anyone who feels like testing it.

As with the previous version, controls are Up, Down, Left, Right (arrows) to move. Z launches firebolts (spread), X fires the laser, and Z+X launches magic missiles.

When the program starts you need to press any key to start the game. Esc exits.

You have 4 lives, and when all are gone, the game doesn’t return to the title screen (yet) – you have to exit and start again.

For those of you who are missing a redistributable, you can find it on my compo page:

And now I must sleep. Good night (or whatever the time is where you are).

Hint: The Malice Cannon technique is alive and well, for those of you who know what that is!


Posted by
Friday, April 17th, 2009 9:07 pm

Heres the idea:


Its kinda an RPG type thing where you have to run away from the advancing wall (which gains speed over time) while fighting enemies to gather money to advance in several things, including health, strength, possibly speed (possibly because it may make the game to easy), and purchasing units to run forward and destroy things. Using Construct to make the game, and I have some decent progress so far. Gonna spend tonight thinking up ways to make the game more challenging.

[cache: storing page]