The Escape by Dezzles 2011-08-23T01:59:00
Great fun! Toughest I've played so far (maybe it's because I am not very good at jumpy stuff :) )
Foon → Ludum Dare Explorer → Users → kharza
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | Noble Sacrifice | jam | 1093 | 2.56 | 2.69 | 2.13 | 1.93 | 1.87 | 1.60 | 32 | |||
| 2013 | 27 | 10 Seconds | Deadline | compo | 217 | 3.44 | 3.04 | 3.04 | 2.82 | 4.19 | 2.77 | 3.50 | 46 | ||
| 2013 | 26 | Minimalism | Minnie & Mal | jam | 443 | 2.68 | 2.42 | 2.61 | 2.32 | 3.80 | 2.38 | 2.79 | 42 | ||
| 2012 | 25 | You are the Villain | Banished | compo | 115 | 3.50 | 3.00 | 2.73 | 2.77 | 3.79 | 2.97 | 1.76 | 3.88 | 62 | |
| 2012 | 24 | Evolution | Self.Recompile() | compo | 512 | 2.72 | 2.06 | 3.17 | 2.61 | 3.79 | 2.76 | 3.00 | 36 | ||
| 2012 | 23 | Tiny World | Ant Slayer | compo | 349 | 3.12 | 3.18 | 2.00 | 2.27 | 3.33 | 2.91 | 2.48 | 2.67 | 71 | |
| 2011 | 22 | Alone | The Grey Waste | compo | 238 | 2.92 | 2.17 | 2.17 | 3.17 | 3.08 | 2.45 | 3.00 | 17 | ||
| 2011 | 21 | Escape | Escape from Cube Mountain | compo | 227 | 2.92 | 2.83 | 2.75 | 3.67 | 2.75 | 3.00 | 1.40 | 2 |
Great fun! Toughest I've played so far (maybe it's because I am not very good at jumpy stuff :) )
Wow I'm awful at this haha. Fun and challenging!
Good fun! I love the ghost idea
Getting this on Vista64:
Traceback (most recent call last):
File "escape.py", line 8, in <module>
File "character.pyc", line 6, in <module>
File "resources.pyc", line 40, in <module>
File "pyglet\media\__init__.pyc", line 1386, in load
File "pyglet\media\riff.pyc", line 202, in __init__
pyglet.media.riff.WAVEFormatException: AVbin is required to decode compressed media
Thanks for playing! I had done some fractal terrain that is much better in the past, but I couldn't remember exactly how I did it, so I went with just randomized heights and 2 smoothing passes. They vary per level, but are somewhat similar. I had to be sure things weren't too steep so the camera didn't drift into the ground.
I moved last weekend and shut off my net service. Let me know if the links go bad and I'll try to move it elsewhere. And thanks for the feedback!
My game and source escaped to a new location, links should work now :)
Couldn't see very good till I blacked out my bright desktop background. (my game was super dark too haha) Loved the story and atmosphere!
Yes it works fine with a keyboard and mouse. If you plug in a controller it assumes you'll use it though.
Haha seems like everyone does that :) I wish I had more time. I had 6 levels planned, but had to chop and rewrite the story (or lack thereof)
rawbits: Understandable! I did an xna game last ludum dare as well, and it seemed so many more people were willing to play web games. So much easier to just hit a link and play.
Lythom your bug sounds very scary haha. My poor codebase is already so buggy but haven't seen that one.
Elusive, I had a small mouse I drew for the control screen but I'm not sure my little round circle over the button came across. The button is "mmo style", and helps make windowed mode work a bit more smoothly. I'll bet that caught out a lot of people, should have mentioned it in the post.
Hopefully for next time I'll have a better control library that will let people customize things.
I noticed that collision bug with the small ramp. I'm going to be digging into that when I get vis working again. It looks like it's hitting the extra axial leaf side.
I am not sure what is causing the graphical errors for some folk. I've got two machines that will run it and both are ok.
The collision bug I just fixed and it was a nasty one. The outer face elimination stage eventually links solid to empty portals back to the original brush faces from the editor. When it does so usually the plane numbers match up and all is well (I use quake style shared planes). However I noticed that the sloped non axial planes could in rare cases match up to flat wall planes due to portals being on either side of the plane.
With axial planes you never get that, as the plane sharing code always matches up opposites and marks them as shared. This caused not only the collision bug, but lighting errors as well as the face normal was used.
I'll get rid of the hold mouse thing next time. I am used to it being that way from playing mmos, and it makes it nicer to switch out of a windowed app.
I wonder if the one way walls on level 2 are where the animated lights are normally? If so that must have been difficult to navigate! That area is dark without them.
Thanks for the suggestions!
Oh also, fixing that collision plane problem made the stairs work properly. When I saw that the player didn't smoothly pop up the stairs I just figured I built them too big and didn't have time to fix them, but it was actually messing up due to the aforementioned bugs.
I think the missing walls might be cards that have limited interpolators for texcoords. I was lazily lerping a bunch of vector2's for the light map coordinates, as well as a few things for the phong for dynamic lighting.
I've since packed everything into Vector4's and only using 5 of those registers (0, 1, 2 are actual texcoords, 3 is normal, 4 is worldPos, 5 is a set of 4 lightmap intensity factors)
Brilliant idea and execution!
My father is a farmer so I had to try this. I didn't have much luck though. Hope you are around for the full 48 next time, it's a different idea!
one hand on each end of the spacebar like the pencil across the buttons on track and field back in the day! :D
Very clean and fluid and pro for a 48 hour!
I built up a little island, then looked around and holy crap the ai had the whole rest of the world haha. I suck.
This is like the perfect 48 hour game. Simple to get into, easy to fire up, easy to learn, fun. Just the right amount of ambition, not super crazy. High marks!
I'm so terrible at platformers, but like the movement and pretty art
Chrome is giving me some sort of warning "Jack Primus.exe appears malicious." Does chrome have some sort of built in nastiness checker that is malfunctioning?
Ah I think it just because it is an exe and not zipped up or something
Very cute
Took a lot of experimentation to get the units to buy / select, but cool 48 hour attempt at an rts!
The scope of this thing is so daunting! Cool setting and music, but I'd forget the object the second I left the room. I have a bad memory :)
Very fun!
Oh my god, the camera. I'll try standalone. Cool that you support 360 pad
Needs a bit of in air control.
Had the feel of an old civ type thing, needs a single nation controlled with 4 AI.
Worked great for me, but then I code xna so I had all the prereqs. I went heavy on the laser upgrades and it got really easy near the end. Balancing stuff takes time though and not enough of that in a weekend! :)
Fun! Very hectic
Love the music, I was banging against a corner to the beat.
Really pretty and moody
Just like real life!
Reminds me of squeezing that last little bit of time unit use out of troops in x-com :)
Good fun! Works great with 360 gamepad
Good fun! Occasionally you can spawn on top of the heart, and I recommend some sort of "cleared all coins" bonus. Good game!
Happy square grows!
I kept at it, hoping a good lap time would promote me into a racing league. Alas for the world.
The tutorial had me worried, so much to remember! But when I got in game the click-on-card help got me going. I lost, but I played a long time. Really clever!
I couldn't get beyond the ... not sure where I was, lots of arrows and lots of crazy difficult jumps that lead nowhere. There seems to be a sort of random delay on the jump that makes it impossible to predict when the jump will actually happen. Is it finishing an animation and queueing the jump?
Yey a comment! Thanks! Yes I wanted to do 5 levels and introduce a new weapon on each with a boss at the end. But really the whole time I was hoping I'd think up some clever idea that fit the theme.
I'm actually fixing up my ludum dare 21 game for xbox live indie games. It doesn't use this code-base, as it's full of license confusion.
By the way a friend is seeing a crash. Trying to figure out what it is, maybe ATI related?
My friend Dragonsix helped me track down the problem (we think). It has something to do with having windows in french, and is some sort of text problem. It fails trying to grab a camera entity from the map (the entity stuff is all text). I'm currently trying to make my windows french to try it out and fix it. If I find it I'll put a new link to a different exe. Big thanks to Dragonsix for helping me with this!
Yes I got french installed and my material system works with strings a lot, feeding vectors into shaders as like "" + vec.X etc... The .net string stuff would convert the decimals into commas and the shaders would get very confused. I'm uploading a fix slowly, when it's done I'll edit with a second link to ... a decimalfixed version
Chtulhu, yep that's the european decimal problem, it is fixed in a link in my description text. And devwil, find me a development environment for the web that could produce the game I just made and I'll be happy to use the web.
I agree with the feedback. There is an ant hurt sound but it is overpowered by the gunfire noises. If you hit a big ball of ants with a rocket, you'll know though :)
I feel silly for making those boxes. I was going to make an ant hill type world, but I forgot what I was doing and started making standard fps geometry haha.
I did the ant quickly, and the gun models I flew through, but the levels took awhile. I was having problems with quark repainting the window so I couldn't see what I had selected. If you check out my timelapse you can see I barely spent any time in max compared to quark.
I need to expand my level building tools to read collada format, but it's difficult to do, as you have to try to build convex volumes from arbitrary geometry.
Haha thanks!
Sorry about that Susan, I had planned on attempting to switch to the reach graphics profile, but I forgot about it. Using hidef means that it won't run on netbooks and the like.
I am glad it actually tells you what is wrong though. That must be automatic. If you are missing the redist or framework it just unceremoniously crashes with no clues as to why (they should fix that).
I've attached all the raw source art I used to make this. Some of the weapons I never saved (oops), I just have the collada exports.
Yea sorry about that. It's not an easy switch for me as I use some shader model 3 stuff, and 32 bit indices everywhere. I'll be sure to do that before next ludum dare though. And hopefully by then I'll have a web option.
They pile up at the doorways so it seems like it is just one ant with a bunch of legs but it's really a whole bunch :D No pathfinding or collision. Thanks for all the ratings and comments! Most I've ever had <3
Big accomplishment for 48 hours! Great mood to it
Had to tear myself away to go review other stuff :) I'm a recovering dwarf fortress addict. Really cool accomplisment for 48 hours
Good fun! Hard to wiggle out of the way to get a shot off when they are coming in at a small angle. (which is good!)
Really fun to watch! I had some kind of chuck norris guy for awhile that survived for a long time.
I played this for like 3 hours. Ran out of years once, got fried by the sun a couple times, and finally made it. Good fun!
Yes the download link is busted
Same for me, I shall return when you have it working. Looks trippy :)
64 bit windows vista for moi, I dunno what AHK is
Lots of stars from me! gobble gobble
Hellz yea, old school supernes style shooter! I was too inebriated to finish it but this is super long and ambitious! It's like a full length cartridge from the old days. Really good effort!
BTW, the best line of the entire compo "She now has her own balls of energy!"
I think I made a mistake cranking speed up haha. Good fun!
I should point out, someone on IRC gave it a go with a gamepad, and apparently you need a 360 pad. I sort of figured gamepads "just worked". And yea the keyboard / mouse is busted. I shall put up a post compo on the morrow.
I dreaded hitting refresh after waking up. I shall fix keyboard and mouse now in a post version.
Ok fixed kb and mouse version posted as post compo.
The best way to get started is to pick up the siphon and zap the rocks with it (trigger or left mouse), that will get you some vector instructions to feed into the compiler
There are a ton of recipes I didn't have time to put hints for in the game, if you experiment you can find ways to improve yourself in every way (but I wouldn't recommend it, failure eats the resources)
Also there's a weapon hidden in there but I didn't get time to make enemies so not very useful :)
Uh oh, wonder if I have a strange bug. Did you at least make it to level 2? You have to... need spoiler tags. Make the thingy at the foozle and then use it at the dilly
BTW thanks for playing those that have. In regards to the visual style, I grew really fond of it. I'll write more in a postmortem, but I might take it post jam.
I think I made stuff way too obscure. I don't think anyone has made it to level 2 even.
A wild guide appears! http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=5649
Oops I screwed up and left out scale in the guide
fixed
To add to my growing list of failures, a friend playing just discovered that the first hint in the game is actually wrong. It mentions VectorAdd when it should read VectorRotate. /facepalm
Hmm I got kind of stuck. Clicked on everything I could see but I couldn't figure out how to make the game continue on. I'll come back to it later.
This is really deeper than it looks first glance, a real balancing act. Also it might have just been coincidence, but any action taken to save a pyramid always failed.
Like the sort of lego world artstyle
Like a strategic scale dungeon keeper, quite fun!
Trippy and creepy, I'd speed the walking pace up a bit, strong work!
Very Therapeutic!
mindblown.gif
I struggled with what to do about the ending for awhile, but by then I was dead tired. It is always a good idea if doing something story related to write it first thing while you are still somewhat able to think.
I did write most everything first thing, but had plans for a few more levels (including some beyond the gates), so I had to somehow fix it. I sat drooling stupidly at the screen for a bit then decided "I'll add some goats!" :)
Finished! Really good first LD!
High marks!
That was really really good wow! I got around 25000ish
Fun!
Well done!
Eek!
Enjoyed it!
Wonderful feeling from this! I walked around and just let the music run.
So I intended to fix all the bugs and post a post-compo version. Well there are a LOT of bugs. The worst, and one that is taking me days is a very very rare collision related bug down in the guts of the engine.
It also exists in the C++ version of the old genesis code (down in intersectleafsides_r). I stole quake 2's idea of splitting the levels up into chunks at the very top of the tree (basically the top is a quadtree) and this makes the bug apparent. Not sure if Q2 has the same bug, as the routines and data structures are different.
The routine was mostly used for movement, and movement is typically in small deltas, so the false collision was probably never noticed as it won't produce an invalid value, just slow you down a little.
I'm using it to try to pre-determine hit locations for cast spells, and noticed sometimes a fireball would blow up in my face near one of those axial quadtree separations.
Must fix it!
Ok, post compo posted! Took a lot of debuggerizing.
Thanks for playin everyone! Sorry it's so terribad! BTW if you find bugs in the post compo ver let me know. The one I know of right now is it crashes if you minimize then restore the window. I didn't spot that till I got midway into a huge refactor so it doesn't build for me right now.
Also the feedback I'm getting is that shock is too good, and the other spells are too weak.
It's a dodge, Minimalism == Mini / Malism. Mini == Minnie, Malism == Mal. :D
Fixed the minimize crash in the post compo ver. Also dropped the decision time on AI finding buddies. Sometimes the only nearby friends would be behind a locked door, but the pathing is off on a thread so it needed a quick turnaround if it couldn't path there so it could try another friend.
I finally finished! It is at the post compo link and put up on 1gam
Fun, and lots of good music! You must have spent lotsa time on it
It's a CATastrophy! Just kidding it is really good! I should have played it on Caturday.
Didn't run for me and I have no idea why. There were no errors or anything it just never appeared to create a window.
I can't imagine it would be missing dlls as I have xna redist, directx sdk, and various .nets installed. Dunno!
Wouldn't run for me either, debugged it: + $exception {"Unable to load DLL 'openal32.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)"} System.Exception {System.DllNotFoundException}
Love the cute intro!
Super funny, I <3 James May
Curse that truck! Fun!
Ah same problem, I could try various compat modes but I run in sandboxie
Whoa stuck? I shall investigate that spot. There's also a buggy wall in the engine room.
I kind of messed up the "touching people kills them" thing. I didn't have time to do a dying animation, but I had already written all the journal entries so it was confusing.
You can also switch controller to mouse/keys in the controls menu.
Put up a post compo version here: https://dl.dropboxusercontent.com/u/59900676/DeadlineReachInstaller.zip
That is the installer, I know Ludumites hate installers, but I give out the post compo to a wider audience.
Fixes the terrible journal font, strange shading in the lower decks, proper lighting on crew, crew in lower decks, crouch hint, 360 gamepad support, better light to show crawlspace, lights and sound to show which compy clusters are active, prevent some journal entries from showing up when it doesn't make any sense
Thanks for all that HuvaaKoodia! Some great advice in there and I noticed you write great posts in general (lotsa cool gifs :))
I had a bunch of stuff I could have re-used but I set out to do the compo, so I ended up sticking with the compo rules.
Oops, I left the pdbs in the zips. Sorry about all the many wasted jigglybytes. Updated the zips sans pdbs.
Wait who am I kidding? You probably all played webGL :D
Lovely art! Good to see some crafting in a game.