Dude, where's my planet by Zamando 2012-05-10T05:41:00
Beautiful game. I still can't quite get the hang of it after playing for a while though.
Foon → Ludum Dare Explorer → Users → heuermh
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 26 | Minimalism | dodecaphony | compo | 1234 | 2.38 | 1.88 | 3.15 | 3.41 | 2.06 | 2.81 | 2.00 | 2.04 | 61 | |
| 2012 | 24 | Evolution | darwin_award | compo | 590 | 2.56 | 1.81 | 3.25 | 2.89 | 3.07 | 2.67 | 2.21 | 2.43 | 57 | |
| 2012 | 23 | Tiny World | tr-3012 | compo | 767 | 2.42 | 1.83 | 3.46 | 1.73 | 2.25 | 3.05 | 1.75 | 2.56 | 42 |
Beautiful game. I still can't quite get the hang of it after playing for a while though.
Loved this -- just like throwing curve balls! I should have been horrified when I drifted off into empty space, but I couldn't stop laughing.
Would be great to see more levels and a bigger playing screen.
Sorry, without sound there's not too much to the game.
What platform are you on? I hadn't seen any problems when testing OSX 10.6, Windows XP, and linux mint alsa + jack.
I'm using Beads for audio (which in turn appears to use Tritonus) through Processing.
http://www.beadsproject.net/
http://www.tritonus.org/
http://www.processing.org/
Thank you to everyone for the feedback.
@dukope: Could you let me know your hardware specs + java version? I tested OSX on a MacBook Pro and an older MacBook and it worked well enough.
@Raptor85: Following up, I tried switching to the PulseAudio drivers on linux mint and while the sound still played it did break up/get crackly.
I am not altogether happy with the performance of the audio library I am using (Beads), though chances are good I am not using it in the most efficient way.
Thus in a future version of tr-3012 I will be removing the sample playing functionality from the game itself and will instead send MIDI & OSC events to an external program for rendering the audio.
@Monkey Armada, @noddy2006, @dagothig, @spilth, @SidetrackGames, @liger13: Since this is more of a toy/instrument and less a game, I thought that the element of discovery might make it more interesting. The trade-off is that people may be confused/frustrated; thanks for your feedback.
@R3ason: Yeah, that is pretty much the point. I have always wanted to try non-traditional ways of sequencing drum machines/other electronic music.
Incredible. Love the title and all the character animation.
Yep, died a lot. Enjoyed surfing.
Loved the view of me standing alone on the bottom of the world.
Woo hoo! Got stuck in one area for a while, but after a lot of swears I got by. Good length game for LD.
Very cool. I liked the feature that if I got by a level on sheer luck I could Replay to do it right the next time.
Well done. The physics seemed off sometimes but was fun nonetheless.
Very interesting. Firefox wanted to intercept my 'Z' keystrokes for the page search though, the game worked better when I turned that off.
Had a lot of fun! Usually I don't like games that play in a very small viewport, but it fit well with this one.
Liked the shooting mechanism, and yeah, it's pretty hard.
Great idea, I enjoyed this.
And waste marching across the screen is very cute.
Nice theme, very nice sprite art and decorations. So many narrow tunnels reminded me of Kid Icarus on NES, which is a compliment.
Would it possible to scale the game up to 2x or 4x pixel size? I must be getting old, and all these web games with small windows. :)
Maybe the poop should leave streaks . . .
I liked throwing the cats.
Liked this one a lot, cool animation style, great monkey noises.
Cool, nice sprite animations.
Was I the only one who clicked one million times before getting that damn kitten?
Holy cow, I liked this one. Graphic style was great. Music was nice but a bit off mood, and the game play could just use some tweaking to make it perfect (e.g. wish the player could shoot faster).
Not sure how to get this to run, but wanted to say that the graphic style in the title and the sprites in the screenshot are very cool.
Nicely done.
While I discovered some real nice musical patterns they were always just a bit off.
I've done something similar to this before, using the physics of dropped balls, and I think the problem is that those curves just don't generate very musical intervals. I wonder how hard it would be to quantize a gravity simulation, or perhaps provide a quantized grid the triggers might be locked to if so desired.
Sorry, couldn't get it to run on 64-bit linux
$ ./B\ M\ S.sh
./lib/python: 23: ./lib/python: /home/xxx/Downloads/ludum-dare-24/B M S-all/lib/linux-x86/python.real: not found
./lib/python: 23: ./lib/python: /home/xxx/Downloads/ludum-dare-24/B M S-all/lib/linux-iliad/python.real: not found
Could not find a python that runs on your platform. Sorry.
$ which python
/usr/bin/python
$ python -v
Python 2.7.3 (default, Apr 20 2012, 22:39:59)
Thanks, I will have a Windows build tomorrow morning.
SPOILER ALERT
@Prealpha has it about right. My idea was to have multiple levels with increasingly difficult parameter sets for different diseases but of course ran out of time to implement that. Mutating the virus would add an additional level of complexity, nice suggestion.
@RawBits Just surviving is a lonely existence, is it not?
@jovoc I agree that it is difficult to see whom the player is controlling, I should have added a visual indicator.
@Beanalby Thanks for the suggestion, added a note to the description.
@Puzzlem00n I assume you are on Windows, 32 bit or 64 bit? Do you have a JDK or JRE version 1.6 or later installed?
See
http://java.com/
Thought this was pretty fun. I wasn't really aware of the aliens evolving over time though, just seemed like there were more of them as the level increased.
I agree with the above comment about auto-generated names, I had to go to the jargon file to find out what comes after garply. :)
Ever level I would curse and say it can't be done, then somehow I would make it. Well done on all fronts.
Wow, big map, mature game idea. And I like the what looks to be hand-drawn art.
Just noticed this is a Processing app, if you want something to help with the keyboard controls, this should do the trick
https://github.com/heuermh/gamepad-processing
Oh, and someday you will want to use linux. :)
Music was cool, very nice bass. Death was a little abrupt though, a moment to let it sink in would be nice.
Like the animal hybrids, nice idea. More feedback on attack success would be helpful.
Very fun, got stuck/gave up at level 8.
Hard one, nice Wilhelm!
Nice sprites, nice use of sound effects.
Just a note, for those who want to use the TheHousePost.jar file linked as a post-compo version, you'll need to
$ java -classpath TheHousePost.jar se.dalsit.main.GameComponent
because
$ java -jar TheHousePost.jar
Failed to load Main-Class manifest attribute from
TheHousePost.jar
will not work. Devs, see e.g.
http://docs.oracle.com/javase/tutorial/deployment/jar/appman.html
Fairly long wait for a potato joke, nice job on the sprites & map though.
Well done. Small Reward.
Love the style.
Yeah I liked this one, bullet hell and no way to get out of it! :)
I really liked your ninja sprite!
Well done, nice play on the theme.
@Alec Von Arx
That is the OS/X gatekeeper warning message, you need to disable that so I can hax0r your mac.
http://support.apple.com/kb/ht5290
@others
The wiki link above might be helpful.
@Julian Ceipek
I have tested on OSX 10.7.5 and 10.8.3 without issue, what are you seeing?
Thanks all for the feedback.
@Symmeteer Sorry about that, if you know Processing it is only a one line code change and then you can run from source. I'll make this configurable in a post-compo version.
@paulopn, @netmute, @pvwradtke, @Fritzendugan, @foul, @DaGamesta, @Dietrich Epp Yep, you are all right. Beta tester #1 (my wife) told me the same. Beta tester #2 (my 6 yr old) figured it out, but then he's smarter than me.
@alts Thanks, I like the idea of keeping the original row around. I'll add this to a post-compo version.
@hi-scor.es Shoot, I think I lost my only audience!
and
@TenTonToon Brilliant comment, I'll use this in my post mortem.
Um, very nice potato?
Player death on the honor system, I like that!
Nice one. It's actually a lot of fun to turn around at the start of a level and head down real fast. I'm not convinced there isn't something down there!
Odd one, this. Nice use of color.
Fun and difficult.
The OSX app didn't work when double-clicked; I had to do the following:
$ cd Nothing Is Impossible - LD26.app/Contents/MacOS
$ chmod +x Game\ LD
$ ./Game\ LD
Yeah, probably my most favorite game of LD 26 so far. Can't wait to show it to my kids, I think they'll enjoy it too.
Nice one. There is a bass riff somewhere in the background music that is real catchy too.
Nice graphics and revealing effect.
Wow. Very well done.
Not sure what's killing me most of the time, fun smashing on the space bar though.
I really like the visual style.
Nice idea. Need more foods with iron in them -- where is the spinach and greens? :)
Very nice visuals. I thought the game was quite hard . . . guess I've been neglecting my mouse skills for too long.
Well done, very polished graphics. I was doing fairly well until the black holes.
Wow, clearly an impressive entry.
The game gets harder each time you die though, since most likely you missed a jump and destroyed either the take off or landing location when you died. Makes me want to restart the game rather then keep trying.
Yeah, this is great. But really difficult.
Suck it! Nice work.
Still not sure why the road has cacti but not the desert.
A lot of fun regardless!
Sorry, I'm not able to get this running on OS/X.
$ chmod +x madworld.sh
$ ./madworld.sh
Tue Apr 30 23:00:02 CDT 2013 INFO:Found 0 controllers
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
org.lwjgl.LWJGLException: Could not get the JAWT interface
at org.lwjgl.opengl.AWTSurfaceLock.lockAndInitHandle(Native Method)
at org.lwjgl.opengl.AWTSurfaceLock.access$100(AWTSurfaceLock.java:51)
at org.lwjgl.opengl.AWTSurfaceLock$1.run(AWTSurfaceLock.java:94)
at org.lwjgl.opengl.AWTSurfaceLock$1.run(AWTSurfaceLock.java:92)
at java.security.AccessController.doPrivileged(Native Method)
at org.lwjgl.opengl.AWTSurfaceLock.privilegedLockAndInitHandle(AWTSurfaceLock.java:92)
at org.lwjgl.opengl.AWTSurfaceLock.lockAndGetHandle(AWTSurfaceLock.java:66)
at org.lwjgl.opengl.MacOSXCanvasPeerInfo.initHandle(MacOSXCanvasPeerInfo.java:56)
at org.lwjgl.opengl.MacOSXDisplayPeerInfo.doLockAndInitHandle(MacOSXDisplayPeerInfo.java:56)
at org.lwjgl.opengl.PeerInfo.lockAndGetHandle(PeerInfo.java:85)
at org.lwjgl.opengl.MacOSXContextImplementation.create(MacOSXContextImplementation.java:47)
at org.lwjgl.opengl.ContextGL.<init>(ContextGL.java:132)
at org.lwjgl.opengl.Display.create(Display.java:875)
at org.lwjgl.opengl.Display.create(Display.java:782)
at org.lwjgl.opengl.Display.create(Display.java:764)
at net.fourbytes.ld26.Main.start(Main.java:74)
at net.fourbytes.ld26.Main.main(Main.java:246)
$ java -jar -Djava.library.path=./native/ ./novummundum.jar
Error: Unable to access jarfile ./novummundum.jar
$ find . -name novummundum.jar
(nothing found)
$ java -jar -Djava.library.path=native madworld.jar
Tue Apr 30 23:02:04 CDT 2013 INFO:Found 0 controllers
JavaVM WARNING: JAWT_GetAWT must be called after loading a JVM
org.lwjgl.LWJGLException: Could not get the JAWT interface
at org.lwjgl.opengl.AWTSurfaceLock.lockAndInitHandle(Native Method)
...
$ java -version
java version "1.7.0_21"
Java(TM) SE Runtime Environment (build 1.7.0_21-b12)
Java HotSpot(TM) 64-Bit Server VM (build 23.21-b01, mixed mode)
Hey, that was seriously a lot of fun.
I wish that air points achieved on purpose by clever mousing were worth more than those achieved by flailing about trying to rescue the ball when it is falling straight down.
Just says "Connecting to the server..." for me, Chrome Version 26.0.1410.65 on OSX 10.8.