March 2010 challenge: “Wibbly-wobbly”

Stalk - Some reasonable progress

Posted by richard on 2010/03/31 11:04

Not a huge amount of coding today - just some on the train and at home.

I've got a new system for generating the wriggly path and curly branches off the side. Much more control and less gaps.

I fade out the path as you leave it behind which looks nice. No growing of the path ahead yet. Might just go for fading it in for now. Will see how that looks tomorrow hopefully.

I also refactored the curve generation significantly so that the path you follow and the branches off it are separately generated, allowing some nicer random generation. The refactoring also included splitting up the path creation so it's not a huge FPS hit (61-62 down to 50) when it fires every 20 seconds or so .. rather the FPS just dips a fraction (maybe down to 60).

No gameplay to speak of...

I was thinking maybe a sort of flying-ish thing where you have to fly along the path - stray too far from it and you "die".

Add a comment

Woger the wibbly wobbly wombat. - we have a screenshot!!! (!)

Posted by tartley on 2010/03/31 08:35

Ohmygod, I'm so excited.

http://media.pyweek.org/dl/10/ldnpydojo/wobbly-tree.png

It's a tree. And it *wobbles*.

Wibbles will have to come later.

Add a comment

Soul Shenanigans - CODE AND ART AND I MAY BE HYPER

Posted by Falun on 2010/03/31 06:16

  • Blake is basically kicking ass and taking names on the code front.
  • Spears has made some awesome progress with an entire new tileset for caverns.
  • Kirin gave us an animated enemy sprite. Ph1n and ikanread are dropping hot beats (so to speak).
  • And last (but hopefully not least) I'm finally making some progress on cut-scene art that I don't hate:

Add a comment

A grim dawns on Liobam Aquarium - wobble factor 17

Posted by jotham on 2010/03/31 02:40

so where we left our explorers, we had started kicking into the depths of the code while listening to tunes(LOOPING SO HARD!) we made all on our own...
 

turns out that what happened there is actually TOTALLYY totally worth it! since now i don't have to change the project status from solo to team entry.

i've always worked much better alone, everyone in school agreed with me on that, they'd always say "you're much smarter when you work on your own, so we'll just go make our own teams" and i'd be all..
you know.. thanks guys that's really thoughtful of you.
 
so anyway after the problems with the sounds i went and talked to my neighbour about it cause he is a really really smart guy and he was in the army and everything.  he has a pretty wicked good taste in music,... cause they listen to a lot of tunes when they're over there smacking on those guys you know, so i got him to listen to my game track and he was pretty excited but also said maybe it would be better without the vocals at all. 

so yeah i spent a quarter of my day trimming out the vocals and i did an ok job but because i hadn't saved it as different tracks i had to kind of hack it out of the file and theres still some little bits that sound kinda like groans or soemthing but i don't think that will be that bad really.

jello killah groanahhhhh!!!!

could be real zombie as mad?
 
AND THEN THERE WAS CODE!!
the sighting system is pretty sweet i think, i based it on what my neighbour said it was like using sniper rifles before he got his arm blown off (man i don't feel too bad about screwing up the vocals cause at least i have two arms lolololhah).



and and and THIS IS PRETTY EXCITING i got the first wobble working. WE HAVE WOBBLE. 

WE HAVE WOBBLLEE!!!!!!!!!now i just need to work on the sixteen other wobble types i'm going to implement, but i think now the first one is done it should be easy to do the rest.
 ALSO PLEASE CHECK THE WOBBLE

1 comment

Bamboo Warrior - Level loading, physics

Posted by mauve on 2010/03/31 01:17

It doesn't look like much from today's screenshot, but I've now added the ability to load terrain and objects positions from SVG, side-scrolling, and a proper physics engine that replaces the ad-hoc x = x + 5 lines throughout my character classes, and will hopefully give fewer problems as the world gets more complicated.

Not to mention I've finished up the bamboo graphics and drawn a few frames more animation for this cheeky chappy:

He's not very visually detailed, but I'll wait and see if he looks OK in-game or needs more work.

3 comments

Ninja Tower - Some animation

Posted by cyhawk on 2010/03/30 23:54

The basic jumping around and swordfighting is doing okay now, and I made a few animated GIFs for your enjoyment:


I will make sound effects tomorrow and in general try to make the game a game: add some in-game instructions, scoring, game over screen, etc. I hope I will have some time after that to add the fancy stuff (traps!), but even if not, it will still be something to submit!

And I have to get my wife to make ninja music. She's slacking off studying math instead of helping me out!

5 comments

Full Fillment - Startinq to look like a game

Posted by Lukino on 2010/03/30 23:15


 Here is my very first python code opening a window and loading some of the sprites that build the main character. Tomorow I must make it move!

3 comments

Wibbly-Wobbly the Canine Screwdriver - Today's progress!

Posted by adrwen on 2010/03/30 22:42

As I might have mentioned previously, I was able to stay at home today! The result is an astonishing progress (sort of). Here's a brief summary of my progress today:
  • New and improved Wibbly-Wobbly (name of the main character, I know it sounds funny)
  • Wibbly-Wobbly has acquired the nicknames Wobbles and Wibbles for convenience
  • Thingy has been adopted into the official terminology of this project
  • Cutscene thingy has been extended
  • Lots of work done on a level creation thingy
As I said, I repainted Wibbles so that the screwdriver would looks more like a screwdriver. The animation has also been remade (the new one isn't really that good). Wibbles' size has been increased somewhat.

Thingy is now used by the members of the team (me and Wibbles, yes he IS real) to refer to a piece of code that has a function for another piece of code that may or may not exist already, isn't that convenient! Actually it's just lazy (oh shit), but I really do not want to spend time learning good terminology at the moment, I'll spare that till after I have learned to use good coding style.

Backgrounds have been introduced in the Cutscene thingy, they pretty much cover all of the screen. other additions:
  • A function for transforming milliseconds into frames
  • The possibility of stating the time at which a certain event should happen
  • The possibility of giving "actors" (automated things that can walk) the instruction to reach a target in a specified time, rather than having to hard code it all every time
  • Automatic event handling,  drawing, clearing of the screen and other forms of automation
Additionally I have spent the evening trying to build a thingy that can be used to construct levels. It will resemble the Cutscene thingy. I haven't had the time to test it however, so it might turn out not to work.

I don't think I'll have all that much time to spare again until Friday, which is a "red" day (holidays are called red days in Sweden). So basically, Good Friday means no school for me! And since I'm not particularly religious, it means more Wibbly-Wobbly the Canine Screwdriver for everybody.

Add a comment

Wibbly-Wobbly Boxing Penguins of DOOM - A Slow Start

Posted by dummey on 2010/03/30 19:47

We have just completed our team and have sketched out some ideas for the game. Our team now has 2 programmers, an artist, and a sound tech. Pretty awesome I have to say since I was about to do everything solo on Sunday! 

The game idea so far is a penguin boxing game. The wibble wobble comes from how the penguins move. Gameplay is similar to Bomber Man with a top down view. The difference is that there will be no health bar and the means to defeat your opponent is to know them into holes in the ground. The holes in the ground will appear based on a time delay with the areas that have seen the most action disappearing first. 

Add a comment

Non Time - Add a screenshot

Posted by milker on 2010/03/30 15:01


This just create by inkscape. not in python.

2 comments