Posts Tagged ‘source’

Timelapse (and source) for R. Lastey!

Posted by (twitter: @AurelDev)
Wednesday, September 7th, 2016 5:13 am

Finally got around to releasing the source and the timelapse for my game – with some nice music by DDRKirby(ISQ)! :)

And the source is available here! Or …

PLAY R. LASTEY

PUNT: Rebirth is now on Steam Greenlight!

Posted by
Saturday, April 9th, 2016 8:52 pm

PUNT: Rebirth, the project which my team and I have been working on for the past year, is live on Steam Greenlight! Please vote for us and share the page at: http://steamcommunity.com/sharedfiles/filedetails/?id=394046362

Please express your thoughts and feedback in the comments of this post or on the greenlight page.

Thanks!

BoxandRocks

Yamanu Game Engine 1.3

Posted by (twitter: @jonahisadev)
Friday, October 3rd, 2014 4:23 am

Hey guys!

Yamanu 1.3 is now officially here! I apologize for the recent or now starting confusion on which version is what. The version for Ludum Dare 30 was 1.2. Now it is 1.3, because things were added and changed. I have a sort of changelog/demonstration video here. You can download Yamanu and/or the source code here. Thank you guys for all of your support! I really appreciate it! My Yamanu 1.2 video has over 80 views, and is the most viewed video on my channel. There’s also been a fair amount of downloads, so at least some of you are taking a look! 1.3 doesn’t add amazing features, but it fixed some annoying things, and did add a few cool features. Check out the video for more details. Hopefully I can get 1.4 out before Ludum Dare 31! Again, your support helps motivation, so if you want to see more, tell me you want more! Shoot me an email (gandalf1209@techpandainc.com) and let me know what you think.

Thanks!

– Gandalf1209

Jumpy Human (It’s a human, I swear.)

Posted by (twitter: @powderblock)
Sunday, February 23rd, 2014 7:04 pm

I just submitted my  Flappy Jam game (For more information on the Flappy Jam, click me!) and it’s turning out to be pretty interesting! I am actually really proud of this game, as this was one of the first times I have taken more than a few days on a game. The main gameplay is just jumping over some randomly generated spikes. Really. It’s simple, but so was Flappy Bird. That was the point of this jam.

All in all, it was a lot of fun to make, I got to get better in a lot of areas and actually explored a lot of stuff.
JumpyHuman_Title

 

It’s not super flashy, but I am actually pleased with the art.

Some things I learned how to do from this jam:
High scores saved to a file, keeps scores after player closes game.
Improved randomized spawning systems.
More reliable and less buggy “scrolling effect”.

I reused the speaker icon asset from my last LD game! Woo! Reuse of assets!

JumpyHuman_Bestdeath

Here is what the death screen looks like, as you can see, it has detected that my amazing score of five was greater than the score in the file (I set it to zero, for the demo.) and tells the player that they beat their score by showing the player a very fancy medal. I designed this system in about two days, without any prior experience with “long term” score capturing options. Pretty darn neat if you ask me.

Anyway, I thought I’d just share that with you guys.

I used the T-Rex C++ engine I made, with OpenGL (SDL_OpenGL) to draw everything, SDL for window and input management, MMSystems for the sound (I’ll get SDL_mixer working, someday.), glut for the text (I’ll get SDL_ttf working, someday.), and SOIL for texture loading!

(You can check out the game here, or you can get the source here. I highly recommend checking out the Flappy Jam and playing some games.)

Got time for that? V1.0 – Human submission nearly complete.

Posted by (twitter: @AnachronicGames)
Monday, August 26th, 2013 3:48 pm
You got time for that?

Includes three mini-games – ’10 Second Solutions’ – ’10 Second Button Masher’ – ‘ 10 Seconds to Score

Greetings Earth peoples.

For this LD contest we give you ‘Got time for that?- a game that is really three games! Please enjoy this interstellar contribution to your endless entertainment, in our mission to answer that age old query: Will you score?

We certainly hope so.

Tools – Unity, RagePixel, Asset Store UnityGUI skins, Creative Commons music, C#.  Source available.

Play on web or desktop. Soon for Android!

Please procure the diversion game here:

 http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27481

My First Ludum Dare – Escape Base 10

Posted by (twitter: @JayHadHope)
Sunday, August 25th, 2013 3:09 pm

I’ve been itching to participate in the Ludum Dare for a while now, so I’m very excited to submit my first game – ESCAPE BASE 10. This definitely reminded me that graphics and SFX/Music aren’t my strong points, but it was fun to make a complete game in less than 20 hours.

GrabAGun

ShootLocks

DropGun

To play the game, visit http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=5475
Created in Construct 2, music recorded in Audacity, SFX generated in SFXR, and graphics drawn in MSPaint/Paint.Net combo =]

 

(HTML5 version currently uploading, source and Win32 binary available now)

All rested, washed, playing games and adding source

Posted by (twitter: @pentaphobe)
Tuesday, August 28th, 2012 1:46 am

Congrats everyone on making a seriously fun selection of games – I’m hoping some of them will run okay under Wine so I can get to more of them, otherwise one of my windows-yielding friends may discover me in their office at 4am giggling at the screen.

Had a crack at syncing my local repository to github.  A few scary moments, but it seems to be there and working – though in my local repo I tend to store everything, so I had to delete a lot of pointless binary files before uploading – which may or may not have trashed some of the more recent changes – but everything looks to be fine. You can grab it HERE

Not much in the way of comments or organisation as I was only partially conscious for the last few hours of hot-seat coding.  But I’ll go in there over the next couple of days and clean it up when I’m giving my gaming fingers a rest from the remaining 1300-ish games I’ve yet to try!

 

oh ps. there’s also a Mac build now on the game page

Code on GitHub

Posted by (twitter: @attrition0)
Tuesday, April 24th, 2012 9:14 pm

While more for myself than anything else, I’ve placed my Unity project on GitHub. Maybe somone can make it.

Game: Earth Is Dying!

GitHub: TinyWorld

Till next time!

This is Infinity Source

Posted by
Saturday, December 19th, 2009 7:23 am

Here’s the source for This is Infinity:
http://cactusquid.com/games/expfps.gmk

It’s been updated since I posted my entry, I didn’t know sources were a requirement for the competition. And I can’t figure out how to update the entry info or how to post a comment on the game… Pff.

Cryptid Puzzle Challenge – Final!

Posted by
Sunday, February 8th, 2009 3:34 pm

Hey folks- finished my game:

CONCEPT:

You’ve received 4 scrambled images of possible cryptids:

Use your Crypto-Computer ™ to unscramble them!

You have 1 minute to complete your task before the
evidence is lost forever.  You will receive a
30 second bonus for each cryptid you discover.

Each cryptid image is made up of 4 individual pieces.
Unscramble each cryptid by clicking on the numbered boxes
to rotate a distinct piece of the puzzle image.

* Left mouse button for clockwise rotation.
* Right mouse button for counter-clockwise rotation.

Enjoy!

Grow little cell, grow! – Final

Posted by (twitter: @johanpeitz)
Sunday, January 11th, 2009 10:12 am

Protect and grow your cell core to reach 1000 points or die!
Click-fest guarenteed!

Post your scores in the comments section! My best is 400 something.

Post compo wind-down

Posted by
Monday, December 8th, 2008 5:01 pm

So now the mad rush to finish is over and I’ve caught up on lost sleep, here’s all my progress shots that I didn’t have time to write journal entries for.

Project setup, and boring game init / display init:

A tile map and a hardcoded bulldozer sprite:

I added bulldozer controls here, plus rocks to dig for resources:

Placing roads via the bulldozer:

Adding code and graphics to properly make road curves and junctions:

Added hard-coded buildings and cars, plus a hud for better feedback. I should probably have had a screenshot in between this and the previous one but I was on a roll. :)

Adding in proper building placement, city growth and car spawning:

Compared to previous LD48s I didn’t get much journal writing done during the competition, probably because I only had a single day so was much more focused than usual. Also the game was largely based on logic code (like getting the building placement and car AI correct) rather than lots of visible gameplay elements, so at times where I would normally have taken a picture I skipped it since it looked identical to before.

I’ve decided to leave my post-mortem ’till after judging had finished / nearly finished, so I can see if my list of things to improve matches what other people think.

Also, project source and images are here. It won’t compile as-is because I took the LWJGL and Slick libraries out to cut down the size, but you can browse through my spaghetti code and see how hideous it all is. :)

Clean up

Posted by
Sunday, August 10th, 2008 10:32 pm

So i clened the project and makefiles, in hopes of it beeing i bit stable, and portable. To compile it, just run make LD in its directory (on linux, not sure for windows).

Here’s the minimal code.

hAnd the Fedora 9 bin.

The old files are no longer available, insted the same link download these.

I hope i didn’t break any rules. 😀

MinMo LD11 Final

Posted by
Sunday, April 20th, 2008 5:56 pm

MinMo is my entry into the LD11 – Minimalist Theme compo:

final minmo screenshot

Update:

Two win32 versions are now available, a fullscreen and a windowed.  No other changes were made to gameplay or bugs.  The resolution is 1024×768.  I recommend the fullscreen version for a more immersive experience.  😉

Fullscreen win32 available here (2.3MB)

Windowed 1024×768 win32 available here (2.3MB)

full zip with win32 exe and source here (3.5MB)

I’m hoping to post a linux version / instructions soon too.

The goal is to get from the left of the screen to the right of the screen. Each time you do the world will advance one level. Each level brings more flowers and enemies to overcome.

You play as a character with two forms. “Min” – who is thin, vulnerable and snakelike. “Mo” – who is an invulnerable and immovable gelatinous mass.

You can only move around when you are Min but if you are falling off of a block you can transform into Mo to crush enemies below you. If you happen to be cornered by an ememy as Min, you can transform into Mo to let them pass by safely. You can only get hit by the enemies once or the game ends. You can continue though so never fear!

The game world consists of rising and falling blocks that also play the music of the game in time to their movements. There are little flowers that grow from time to time that you can collect for points.

This was created with ruby and the incredible gosu game library.

I used the awesome sfxr for all game sounds too!

Bitmaps created in Tile Studio after some initial concept art inspiration in Corel Draw.

I finished this with 3 minutes left in the deadline. That means that I didn’t have a chance to play it that much to tune for fun. It is functional and seems stable. The player crushing enemies collision detection could be a little better for sure and the levels could advance in a more interesting way. All in all I am very happy with having completed this project in such a short time. I didn’t think I was going to be able to make it under the deadline the past 4 hours or so leading up to the end so I am glad that I actually managed to pull something off. I’ll post a post mortem later perhaps. I can’t wait to check out all the other entries! Good luck and congrats to everyone who participated!

[cache: storing page]