April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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Tiny World Peace

by jwolf - 48 Hour Compo Entry

The Tiny Planetary System is at war, and only you can stop them. Use the arrow keys to physically deflect their weapons out of the system. How long can you keep it up?

Warning: the audio might be a wee bit too loud, so please don't play the game with your speakers / headphones set to full blast.


Okay, I've made a hotfix for a timing issue that I really should have caught earlier. The simulation should now run at the same speed across different computers, although there's a few other things that I'm not so sure of (missile acceleration). None of the other bugs have been fixed.

The original packages are still up there, and presumably those ones should be used for judging the Compo Entry.

Update some more:

The fix mentioned above was naive. The timing in this hotfix should be better / more consistent across different systems.

Again, please judge the Compo links, and maybe give the hotfix a try afterwards if you're still interested.

Older Notes:

First time entrant; just trying to get something in.

You will have to compile from source (unless I have time to figure out how to make an executable).

Requires Java and libGDX (used a version from ~April 15, 2012; earlier versions should be fine).

Note: the game will crash after one complete playthrough (or do weird things). Probably best to quit and restart.

Update: Well I fixed the crashing, although it's still keeping box2d stuff from previous games, so don't mind the error output if you see it. It shouldn't crash...for a while...

Downloads and Links




madpew says ...
Apr 23, 2012 @ 7:48am

Might be just me, but I only see the Source link.

zorrtwice says ...
Apr 23, 2012 @ 10:55am

same as madpew

jwolf says ...
Apr 23, 2012 @ 11:41pm

My apologies, but I finally managed to get a jar and an exe file up. For some reason I thought the art and sound assets would get packaged directly into the jar file.

For Windows, the exe should be set up correctly...but if not, the version of the JRE that you may actually need is 1.6. (1.1.6? launch4j confused me a bit)

For Linux, just set the executable bit on the jar file, and you should be good to go.

A couple bugs:

1. The Player can but shouldn't be able to shrink the planets on collision. I had that going for debugging purposes during a last minute fix attempt. Obviously, I can't correct the bug now...

2. World objects from previous game plays seem to stick around. You won't see them and it doesn't seem to be causing any immediate instability...but you may run into yourself. Literally. (but not other old game objects...maybe)

3. Some of the font on the top line seems to get cut off in Windows.

machinas says ...
Apr 25, 2012 @ 7:24am

I was unable to move for some reason. running the windows version.

jwolf says ...
Apr 25, 2012 @ 7:32pm

Thank you for mentioning that, machinas. I presume you got past the instruction screen? Was it just your character that wasn't moving, or were other objects not moving either? The planets should rotate and fire things at each other.

I haven't run into your problem yet, myself, although I have seen the game perform unexpectedly slowly on some systems.

TellusE says ...
Apr 25, 2012 @ 7:57pm

Took me a few rounds to actually realise what the point was. The shooting is a little too random to be manageable, but I liked the "do protect!" edict.

VDOgamez says ...
Apr 25, 2012 @ 8:55pm

This was kind of amusing to figure out how to play, because I misinterpreted the instructions. So I was trying to make the middle planet win and got a game over and then I eventually came to realize that I WASN'T supposed to be killing things. That's a nice twist on the game mechanic. You're not just defending one side on the war, but all of them. I really liked the idea, although I was bad at it.

Milo says ...
Apr 25, 2012 @ 9:37pm

The game is fairly unique in its gameplay, but everything moves way too fast; I can't actually protect the planets effectively.

aeveis says ...
Apr 25, 2012 @ 10:14pm

Interesting concept. The background is really visually distracting, making it hard to see whats going on. Not sure what the different between the blue balls and the missiles were, or if there was one. I guess the player will always inevitably lose, at first I thought I had to defend one planet... which I guess is fine but it feels like there should be a way to win? maybe like after a certain time of defending?

It was fun seeing the missiles bounce off of me though. Also interesting you can kill planets yourself hehe.

JustinMullin says ...
Apr 25, 2012 @ 10:34pm

Haha, awesome! Very clever idea...and I love the physics on the missiles spinning off into space. I wouldn't worry about the player hurting planets...just adds to the challenge. ;) Nice work!

jwolf says ...
Apr 25, 2012 @ 11:22pm

Thank you so much for the comments!

Yeah...sorry about the background, the colour contrast with the other game objects is terrible. It was the first art asset that I made, and I really should have swapped it out with a simple black background, but got preoccupied with other things.

The game is really just a simple score-attack, but I think it needs a lot more added to it (droneships, lasers maybe), and plenty of fine-tuning.

oldtopman says ...
Apr 25, 2012 @ 11:50pm

I think you captured the nature of the game perfectly. The game ends a bit too quickly for me though. 4/5

siasia says ...
Apr 26, 2012 @ 12:59am

You can load assets directly from Jar, btw.

siasia says ...
Apr 26, 2012 @ 1:01am

Spews following trace on my Arch 64: http://pastebin.com/hKx1K1Be

Tom 7 says ...
Apr 26, 2012 @ 1:02am

Welcome to Ludum Dare :) Your game was charming. At first I didn't understand that I was supposed to keep the planets from fighting, rather than just defend Earth, and I couldn't figure out why I was losing. Ha! It's actually quite hard. My best strategy was to ignore Earth and just block the blue phasers, because once the planets were pretty small, missiles didn't usually connect. The sound effects were strange (in a good way) and the different win (lose) screens for each planet were a good touch.

runsintowalls says ...
Apr 26, 2012 @ 1:49am

A little too hard to control. Cool idea.

poohshoes says ...
Apr 26, 2012 @ 2:02am

So hard!

jwolf says ...
Apr 26, 2012 @ 9:18pm

siasia: Thanks for the tip. I didn't realize that you could also just move the assets / folder into the jar file. I don't know why Eclipse doesn't just give you the option to package them in the first place.

I've taken a look at the stack trace that you passed on. The only part of my code that's referenced is the call to the jogl wrapper that opens the window and starts the application. The rest looks like issues with libGDX. The version I used to make the jar package was a couple months old, so it's plausible they had a bug fix. I've uploaded another jar file with a more recent version of the library. It might help, although I'm doubtful.

The only other thing that I can think of trying is to switch from using the jogl backend wrapper to using the one for lwjgl, although that would mean modifying my source code. Or would that be considered "Porting"? I could try the HTML5 backend too, although I got the impression that it wouldn't work (well) since I'm using Box2d.

At any rate, thank you for the debug info.

namuol says ...
Apr 26, 2012 @ 10:09pm

With some balance tweaking and maybe a more relaxed difficulty curve, you could easily make this an Android title. Gotta love libGDX. ;)

crazyheckman says ...
Apr 27, 2012 @ 12:17am

This is a really fun concept. Could have been built up a little more with the ability to move faster and stuff. But I liked it a lot.

Jim Haslett says ...
Apr 27, 2012 @ 12:37am

I tried several times to play, but it was unclear how to defend the planets. Things moved so fast and the game ended in a few seconds each time. I suspect there is a timing issue.

LukeRissacher says ...
Apr 27, 2012 @ 12:51am

Wish my player/planet moved faster - maybe an acceleration-based movement, or mouse control.

jwolf says ...
Apr 27, 2012 @ 1:31am

Timing issue? That shouldn't be possible! After all, Box2D's World is what's controlling the physics simulation, and I'm just passing it the time since the game rendered last. Now, I know the documentation states that World.step() likes to be a fed a constant time, but it seemed to work perfectly fine when given the raw delta time. Besides, my experiments with a while loop passing it a constant STEP_RATE didn't seem to make much diff...

private void doWorldStep() {
float accum = Gdx.app.getGraphics().getDeltaTime();
if (accum > 0.001) {
world.step(STEP_RATE, 3, 3);
accum -= STEP_RATE;
} // if
} // doWorldStep();



Whoops! I suppose this means that I should add another non-Compo link, for people with better computers than I...

R3ason says ...
Apr 27, 2012 @ 1:49am

Good entry! It took me a while to actually figure out what I was controlling with the arrow keys, but I finally got it! Thanks for sharing!

Apr 27, 2012 @ 8:19pm

I got a score of 3800. Fun game!

Jeremias says ...
Apr 27, 2012 @ 9:37pm

The background is very confusing and I really needed some time to get, what I have to do. Graphics and audio are solid. Is there any final score to reach?

mneubrand says ...
Apr 28, 2012 @ 1:20am

Nice concept but there are some balancing issues. Things are moving so fast that it is pretty much impossible to deflect stuff.

artefon says ...
Apr 28, 2012 @ 3:30am

Very creative game. Had lots of fun playing it. Great entry

caranha says ...
Apr 28, 2012 @ 4:12pm

Very cool little idea. I don't think I have seen this kind of game before. Congrats on the originality!

With a bit more polish, this game could be even better. First I think that the defender's movement could be a bit faster. Also, the homing missiles could appear only later in the game, because they are very hard to deflect (specially because they re-home after a while).

The galaxy graphic in the middle is kinda distracting -- maybe you could add some transparency in it, to make it stand out less?

Thanks for the awesome game!

onehandclap says ...
Apr 28, 2012 @ 5:53pm

Interesting concept, way to go. =)

someone says ...
Apr 28, 2012 @ 8:00pm

The audio was horrible.

scoopsy says ...
Apr 28, 2012 @ 8:24pm

Sorry, I can't play since I'm on a Mac.

Homletmoo says ...
Apr 28, 2012 @ 8:37pm

The timing was completely wrong on my computer - it ran so fast is wasn't playable. From the comments here I can assume this is a bug - no one's reactions are THAT good.

jwolf says ...
Apr 28, 2012 @ 8:50pm

scoopsy: can you run a jar file (JRE 6)? I haven't tested it on a Mac but it runs on (at least some) Linux machines. The jar should be platform independent, although I can't guarantee it (Box2D apparently uses some native machine code, so maybe not).

Homletmoo: Yeah, there's definitely a timing bug. I've tried fixing it--maybe successfully, maybe not--but well after the compo ended. So even if you try the hotfix, please judge the entry by the Compo link, beforehand.

Puzzlem00n says ...
Apr 28, 2012 @ 9:30pm

Definitely one of the more addicting games I've played. You've also inadvertently reminded me I need to learn Java some day.

SusanTheCat says ...
Apr 29, 2012 @ 2:31am

Yay! a game that promotes peace.

The noise scared my dog. :D

summaky says ...
Apr 29, 2012 @ 12:35pm

I suck at this game! I tried, and tried, and tried, but always failed and only a single world remained! I will assume that it is impossible to win.. ;-)

Catman says ...
Apr 29, 2012 @ 7:37pm

Original take on the gameplay, I liked it!

vigrid says ...
Apr 30, 2012 @ 7:28pm

This game could be fun, if it had a bit more polish, and the controlled planet would affect the bullets and rockets by gravity, not by collissions.

HybridMind says ...
May 1, 2012 @ 3:49am

Even though I'm still not quite sure what is going on, the game is fairly fun. Best I can tell is I'm supposed to not let ANY of the planets die? That's pretty hard but the highest score I've got is 1000. I played a bunch of times though and I think the arcade mechanics going on here could be quite cool if polished a bit more (and possibly explain the goals better.)

MadGnomeGamer says ...
May 3, 2012 @ 12:42am

Very cool! The idea is awesome--being the peacemaker in a solar system war where everyone's shooting interplanetary nukes. It is a little tricky though--I like it as a survival game, but maybe planets should have 2x health.

I think you should definitely leave planet-shrinking in; it may be a little silly but it also cuts the player some slack near the endgame.

Highscore: 1300!

PS The sound fx hurt my ears

jwolf says ...
May 4, 2012 @ 5:03pm

Sorry, I think I've been misunderstanding something here: does the sound fx hurt because it's just bad, or because it's too loud?

...maybe I should stick a warning in, in case it's the latter...

machinas says ...
May 5, 2012 @ 7:31am

@jwolf. it was just the character that wasn't moving.

Hume says ...
May 6, 2012 @ 8:17pm

Linux jar works fine on OSX.

Cool idea and works well. However, much like the UN, I couldn't move fast enough to prevent bloodshed.

Datamosh says ...
May 7, 2012 @ 1:33pm

Whoa, this one turned out to be quite difficult, but somehow that's good! Keep up improving the good work!

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