FoonLudum Dare ExplorerLD26 → LDRU

LDRU

By mollrow

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CategoryRankScoreCount
Coolness359
Theme3253.77
Humor3722.53
Innovation4943.19
Fun5383.00
Overall8612.89
Mood11202.22
Graphics12751.96

Comments

cyberyeti 2013-04-29 05:06

The game starts up but nothing shows up unless I drag the window.

mollrow 2013-04-29 05:46

That's odd... What operating system are you on? I've only tested on Linux, but the native libraries should be included on all operating systems.

cheshyr 2013-04-29 05:58

I'm having the same issue. Win7 64bit. Tried 32bit and 64bit Java, 6 and 7. It's odd.

onzephyr 2013-04-29 06:03

Games starts up but shows nothing unless I move the window around. tested on Windows 7 64-bit.

mollrow 2013-04-29 06:08

Downloading the source into windows. Going to try to find out what's wrong.

baldwinthree 2013-04-29 06:13

Unfortunately I'm having the same problem as anyone else. Your screenshot intrigues me nonetheless!

mondoshawan 2013-04-29 06:13

Same issue here. Windows 8 64-bit.

skywolf 2013-04-29 06:18

I liked it, minimal, got to the point and was reasonably fun; however i don't know if that's deliberate or not, whites kept flashing on my screen and gave me a tremendous headache. Someone could get seizures from this.

wrongcoder 2013-04-29 06:20

Interesting. It reminds me a bit of Antichamber with its whacky randomness; however, I didn't like Antichamber. It would have been neat if it was possible to learn the "bizarre physics" of each level by some sort of system rather than guessing and testing every possibility.

mollrow 2013-04-29 06:27

SkyWolf: It's not supposed to flash whites! D: I'm so sorry! There seem to be issues with how portable the game is and this might be a side effect from that.

wrongcoder: Totally agree. Spent a lot of time working on the physics system, had about 4-5 hours to do all of the game content. I thought the levels were short enough to just kinda figure it out. There is a system at work, and I'm sure if I had more time to do level design and hadn't wasted so much debugging parts of the code I ended up not using I would have definitely tried to make it more iterative. Thanks for the feedback :)

mollrow 2013-04-29 06:28

Update on windows: Downloaded the source, trying to compile now. Seems it can't understand how class paths work... more soon.

xaychru04 2013-04-29 06:28

Great game, I like the concept very much ! More levels should have been good :)

mollrow 2013-04-29 06:37

Again I'm sorry about the situation on windows. I'll try to get it fixed this week but I don't know how much time I'll get to commit to it. If someone else more experienced with LWJGL and Windows can figure out how to jar this PLEASE send me a pull request on GitHub, I would really appreciate it!

aeveis 2013-04-29 06:43

I can run it sort of... the white lines/circles flash briefly before it's all black. I notice if I hold the window bar (like when you drag a window around on a computer) with my mouse or press r the screen flashes briefly again. When I spam mouse clicks on the window and I sort of see what's going on and can sort of control the circle but it usually flies off the screen. I'm using Windows 7 Professional 64bit. I just double-clicked on the jar after unzipping the game.

mollrow 2013-04-29 07:11

Updated the submission to reflect that Windows is not working.

myachin 2013-04-29 15:00

cant run( need stable windows version

merkoth 2013-04-29 15:05

Unfortunately, I couldn't get it to run under latest OSX (MBP 13). I'll try downloading the source and see if I can get it to run somehow.

netmute 2013-04-29 17:26

Can't get it to run on OSX :(

tompudding 2013-04-29 19:07

Extremely cool. Experimenting to figure slightly weird systems like this out is very fun for me, so I had a blast.

mollrow 2013-04-30 05:26

Glad you enjoyed it tompudding :)

the-jack 2013-05-01 08:14

No compatible OS.

iximeow 2013-05-01 09:56

Compiled fine for me, Win7 64bit with 64bit JDK7. Your graphics bug was having a
Display.update();
call in your render(), along with a second call immediately after. Display.update was drawing to and updating the screen correctly in render(), but the second call was (.. I think? not entirely sure) swapping buffers and displaying exactly nothing. Then doing Display.sync(60) made it wait with that blank screen being shown, which is why it appeared blank for some users rather than flickering.

I haven't used Git and don't have it installed, so I can't commit a fix or anything, but it's line 330 in your Game.java

As far as the game goes, I enjoyed it! It was a bit hard to understand that if you roll/bounce/fly off a surface, you cannot control your movement, though. Also detecting when the ball goes off the screen and letting the player know that the level becomes unwinnable at that point may be a good idea.

mollrow 2013-05-01 13:38

Ack! Thank you so much! I spent a couple hours last night poking around trying to change things and see if they fixed anything but nothing was working. Nice catch :)

Glad you enjoyed it :) I agree that it would be nice to know if the level was unwinnable, that was just not a problem I had time to solve.

I've committed the fix and will be uploading an updated .jar shortly :)

megabrutal 2013-05-01 17:30

WOW, this is really awesome! It reminds me of VVVVVV because of the gravity mess, but since VVVVVV is one of my all-time favourites, everything reminds me of it is awesome for me. ;) Very good idea!

Why do you thank Gearbox Software? Are you affiliated with them somehow? I mean the creators of HL: Opposing Force.

anbreizh 2013-05-01 17:40

Very fun, the controls are a bit funky. I wish there was more levels.

megabrutal 2013-05-01 17:50

Also, is it supposed to have sound? 'Cause it doesn't have for me.

mollrow 2013-05-01 22:58

MegaBrutal: Glad you enjoyed it! There is no sound, didn't even have time to think about it :/ And yes, I'm an intern at Gearbox Software :) In May I'll have been there a year!

anbreizh: Yeah, all content creation happened in roughly the last 4 hours. One of the things that I regret was not giving the level design what it deserved, and fixing movement to clockwise or counter clockwise (it's determined by blind vector math right now). I look forward to improve on all of this next compo :)

woftles 2013-05-02 00:29

Worked fine, controls were very difficult, very frustrating. There was no sound and no mood but the minimalism theme was there. Overall an okay game

zatyka 2013-05-02 00:33

That was pretty fun. I just wish it were longer.

justinmullin 2013-05-02 00:37

I was expecting just a little platformer, and then things got crazy! It's like a stick figure version of Mario Galaxy. ;) Fun little piece.

vapgames 2013-05-02 17:38

That is really clever idea.
Very fun, but short.
Couldn't run it on win7 with java 1.6, but it worked ok on win8 with java 1.6.

umu 2013-05-06 16:15

That is incredibly cool mechanically. Something about it makes it very awkward to control however. I think that if I was playing as something that indicated what direction is "up" (like a little guy) I would feel more connected to my actions.

In general, I just want to see my character conveying more information to me. which would of course be against the theme, but if you expand it that would be one way that I would do it.

Good work :)

stqn 2013-05-09 01:47

Pretty hard at first sight but I managed to finish the game somehow :). Interesting gravity idea.

monxcleyrproductions 2013-05-12 16:04

A neat idea. The gravity shifts mid air were very cool. Thanks for allowing us to use either arrows or wasd. :D Fun game, good work.