Posts Tagged ‘roads’

Cities and Roads

Posted by
Saturday, June 12th, 2010 12:44 pm

I now have cities and roads, albeit the roads are not very natural. They feel sort of alien. Also, the cities doesn’t have names or populations yet.


Too be honest, I could probably spend the rest of the weekend on making the roads good, so I will probably try to get on with the rest of the game stuff instead, since the game doesn’t actually need perfect roads. Just roads.

Next I should get some factories and stuff out there.

Pathways, LoFi RPG Jam

Posted by (twitter: @terrycavanagh)
Wednesday, February 25th, 2009 3:30 am

Hey guys! I took part in the Roads Ludum Dare, but unfortunately withdrew my incomplete entry, Pathways. I’ve since finished it, and I thought some people here might be interested in it based on some of the comments that I got back then…

You can download it here! (windows only for the moment, I’m afraid)

On a totally unrelated note, there’s a contest-like-event taking place this weekend that I’d like to let you know about – RPGDX are hosting a 48 hour RPG making jam! The theme is LoFi. More details here, if you’re interested! :)

BLDR Postcompo, Coming Soon!

Posted by of Platymuus (twitter: @SpaceManiacX)
Thursday, December 18th, 2008 3:21 pm

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…

  1. New name – Some people seemed to think BLDR was related to towlr, and some vowels would be nice.
  2. Improved graphics – The art was meant to be “temporary”, but all too often in Ludum Dare temp art becomes final.
  3. Modify to use the new library – save code space, etc.
  4. More gameplay elements – at least a few, though I’ll try to squeeze as much as I can out of the basics
  5. The roads – perhaps some changes to the way the road system works
  6. Animations – so when you die you don’t just get teleported back to the beginning
  7. Level editor – level editors are always nice
  8. In-game instructions – in-game instructions are always nice
  9. More levels – of course more levels
  10. Enhanced menus – ways to access all the new features

And I think that’s it about now… time to get going! Comment!

BLDR [tools]

Posted by of Platymuus (twitter: @SpaceManiacX)
Monday, December 8th, 2008 2:44 pm

Forgot to mention the tools I used on BLDR (!

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 (thanks to PsySal). Still original compo version.

Left4Bread Timelapse

Posted by (twitter: @FionaSarah)
Monday, December 8th, 2008 1:28 pm

Here’s the timelapse for Left4Bread.

Next time I will make webcam image bigger.

I’m hoping to optimise the library I used to write the game so it runs a bit faster, the main critisisms so far are the extremely slow speed the game runs at for most people and the “poor handling” of the car – But I think that last one can also be attributed to game slowdown.

Perhaps a postmortem will be written. Perhaps not.

– edit –

As promised I’ve updated the underlying library with a few rendering optimisations. The speed increases are almost double.

There’s no game logic at all in the library, but it’s up to you if you want to judge with or without the update. :)

Windows update

Source update

Bulldozer Blitz

Posted by
Sunday, December 7th, 2008 7:49 pm

Finished! Possibly my most polished and feature-complete LD48 entry yet, and seems to be enjoyable too.

Bulldozer Blitz Title Screen

Windows download

Webstart link (for windows, mac and linux)

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.


Potholes [FINAL]

Posted by
Sunday, December 7th, 2008 7:09 pm

So here it is, my entry is called Potholes and you can play it here, dowload it here, and get the sources here. Have fun !

PizzaBitch final

Posted by (twitter: @S0phieH)
Sunday, December 7th, 2008 6:25 pm

PizzaBitch Screenshots

> GAME DOWNLOAD < (includes source)

edit: timelapse on yootoob

BLDR [final]

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, December 7th, 2008 6:09 pm

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:

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 (thanks to PsySal)

Goodbye, Yellow Brick Road

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Sunday, December 7th, 2008 5:34 pm

Hi, I think I am really quitting this time.  I’d really like to submit something so I can vote, but I don’t really have a game or anything close to a game yet and I’m too tired to pull off the last bits of things that would make it a ‘demo.’

So this will be the last of my posts titled using the names of songs related to roads.

Good luck to all of you who are scambling for these last two and a half hours!

I may try to finish this game up later in the week.


Posted by
Sunday, December 7th, 2008 5:15 pm

Se it seems that i can’t finish my game in my first competition on LD but i liked the experience.

See you in LD14. 😀

screen capture of the game

The game is in Python / Pygame

python ( to play … kind of )  😀

Middle of the Busiest Road

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Sunday, December 7th, 2008 4:28 pm

I’ve quit a few times since last night, but I never close Eclipse and I continue to sit at the computer.  I’m fairly certain that I won’t get done, and if I do manage to get most of the things implemented, it isn’t going to be fun for long.

The main part that is missing is the curves in the road.  I had an idea on how to implement them in sprites, but it’s time consuming and I wasted about six hours yesterday fussing with stupid projection equations.  I have those pretty much figured out, so it shouldn’t be a problem next time, but this time it was valuable time wasted.

I may give it some more time, but likely nothing submitted for me this time around.


Posted by (twitter: @FionaSarah)
Sunday, December 7th, 2008 3:34 pm

Left4Bread is a game about roads and cars

And the undead.

Things happen.

Download source (requires Python 2.5 and PyGame 1.8>): (optional update to the game library can be found here.)

Windows binaries (requires Windows): (Update to windows version here – need not download both)

Full story and instructions are in the readme! If you are impatient – Use arrow keys to go!

(I will post the timelapse tomorrow.)

Two Roads

Posted by
Sunday, December 7th, 2008 1:56 pm

two roads title

Two Roads is my entry for LD13 – Roads. It’s extremely simple to play, and you’d have to be sick in the head to not have the most fun ever in your whole life enjoying its extremely innovative and immersive gameplay.

POST COMPO UPDATE!  This is not cheating!  You can go ahead and download the 17mb compo edition below, or you can be smart and download the 5.4mb post-compo edition instead!  It’s the exact same in every way, except all the sounds are changed to OGG files, and all the images have been converted to 256 color.  The only code change was to change “wav” to “ogg” in the sound loading code.

Win32 download: (17mb! It must be good!)

Obviously I slacked off a lot this weekend, since this is only my second log entry… oh well. I hope you enjoy my game! It was a unique experience creating it.

Looking good!

Posted by of Platymuus (twitter: @SpaceManiacX)
Sunday, December 7th, 2008 12:40 pm

With 7 hours 19 minutes 20 seconds left in LD13, I’m looking pretty good!

The main menu’s still the same, but now there’s a pause menu (of sorts) and some semi-gameplay.

And in that 7 hours 19 minutes 10 seconds left, I just need to add a goal and something to keep you from reaching that goal.

Let there be vehicles!

Posted by
Sunday, December 7th, 2008 8:39 am

CoMuTor finally has three types of vehicles.  Given time constraints I am really simplifying the art style so that I will have some small hope of making this a game by the deadline.  I am also looking for gameplay that will fit within the deadline at this point too.

My new simple plan is that vehicles move right to left and that you can attack them and jump on them.  I’m not sure yet how I will work the aspect of them running into you.  Will that hurt you if you aren’t flip attacking them?  Questions questions….

Here is the current build for the curious (win32)

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