March 2010 challenge: “Wibbly-wobbly”

Wobleigh Towers - A little more progress

Posted by gcewing on 2010/03/30 12:00

Not as much progress as I would have liked today. Was hoping to get a player character moving around, but only got as far as displaying a static image.

Did enhance the physics to allow for gaps in the jelly, so my walls wobble independently. Also tracked down a long-standing glitch in Albow that was causing slightly irregular frame rates.

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Wobleigh Towers - There's only a *small* chance of all the jelly in the world sponaneously igniting...

Posted by gcewing on 2010/03/30 09:37

Discovered an interesting effect when I set the stiffness parameter too high, resulting in an unstable simulation. A chain reaction started at the bottom of my jelly tower and worked its way upwards, eventually consuming it all.

Might be a useful thing to incorporate into the game somehow!

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Soul Shenanigans - Another day down, more progress made.

Posted by Falun on 2010/03/30 08:44

Brief update!
  • There is now have a level editor so folks can start producing levels while he is working on building out more of the mechanics.
  • Spears Dracona has done some awesome pixel art for us (the wizard sprite + all the tiles we have thus far)
  • I've fixed up the cut-scene engine a bit so text is actually displayed and did some first pases at art for the intros (I still am not happy with it but progress is progress).
  • Levels have doors and win conditions now!
  • We have finalized a plot.

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Awkantun PyWeek March 2010 - Nothing after two days

Posted by jfroco on 2010/03/30 03:30

I've been very busy at work, so I'm just starting.. today I think I understood what  "Wibbly-wobbly"  means as english is not my first language.

I'm thinking in coding a platform game with horizontal scrolling and sinusoid terrain :)

This is going to be my first game in Python.

Good luck to all participants!!!

JF

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Stalk - A demo that works better than the last one

Posted by richard on 2010/03/30 03:28

I've patched a bunch of cocos so hopefully this version will work on more people's computers:

  stalk-2.zip

Move with WASD or arrows. Aim with mouse, shoot with LMB. No, there's nothing to shoot at yet.
 
Please let me know what you think.

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straightliner - straightliner, 4 days, 22 hours, 24 minutes

Posted by georgek on 2010/03/30 01:49

Well thanks to the suggestions on the pyglet mailing list and in the comments here, I think I got the effects I want with OpenGL, as well as some extra effects that are suggesting themselves as I play around with the functions. This will be a rather minor accomplishment compared to say, Crysis, but a rather extreme one compared to my previous undertakings, so I'm pretty happy!

The game is turning into kind of a cross between Pac-Man and 2D Marble Madness. Up next for tomorrow is figuring out a good way to test the player's position against the track so that you fall off if you stray too far from the rails. It's just a top-down tile map so this shouldn't be too bad. Then I should have a basically winnable and losable level, after that I need more stuff, and especially sound, and everything else. Very detailed I know. 

I'm taking a different approach from the last compo I was in (the 7DRL a couple of weeks ago, where I thought I was designing a space shuttle or something) and not spending much time on structuring the code. I'm probably swinging a little bit too far in the opposite direction here, but it's working out OK so far. However for laughs and the sake of posterity I want to post my current level-loading class:


def __init__(self):
    for file in os.listdir('data/levels'):
        with open('data/levels/' + file) as f:
            d = f.readlines()
            d = [line.strip().split(' ') for line in d if not line.startswith('#')]
            dx = [[LEVEL_KEY[t[0:2]] for t in row] for row in d]
            dx = [
                [(t, images.__dict__[t], x*TILE, W_H-TILE-y*TILE) for x, t in enumerate(row)]
                 for y, row in enumerate(dx)]
            dx = [[CustomSprite(*data, batch=batch, group=tile_group) for data in row] for row in dx]
            self.__dict__[file] = dx

            d = [[LEVEL_KEY.get(s[2:3], None) for s in row ] for row in d]
            d = [
                [(s, images.__dict__[s], x*TILE, W_H-TILE-y*TILE) for x, s in enumerate(row) if not s == None]
                 for y, row in enumerate(d)]
            d = [[CustomSprite(*data, batch=batch, group=sprite_group) for data in row] for row in d if row]
            d = [item for sublist in d for item in sublist]  
            self.__dict__[file + '_sprites'] = d

            for item in d:
                if item.kind == 'player':                    
                    self.player = item 
 



Yes...I did say I was maybe going too far in the opposite direction, right?

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The Teetering Towers of San Gimignano - The Teetering Towers of San Gimignano

Posted by Cosmologicon on 2010/03/30 01:04

Tuscany, 1256. The Ardinghelli and Salvucci families have been engaged in a medieval arms race to build the most imposing towers, regardless of their structural instability. You're an assassin or chimney sweep or something. For whatever reason you find yourself atop these towers, and you have to learn to use their sways to your advantage.

Teetering Tower demo (800kb)

Mouse: move camera
Scroll wheel: zoom camera
Arrow keys: run
Esc or Q: quit

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Bamboo Warrior - The Climbing of Wobbly Trees

Posted by mauve on 2010/03/30 00:43

I'm sort of pleased with today's progress, having taken a tangent faffing around with background trees that I just don't need; my background looks great in my Inkscape mock-up and it would be simpler and run faster just to drop it as a texture into the game.

I also spent quite a bit of time trying to find some koto and shakuhachi music with a public domain or Creative Commons license. Not much luck, unfortunately. I found a few references to albums that are in the public domain, but I can't find the albums. At the moment all I have is a piece of Honkyoku music from Wikimedia Commons, which is in the right ballpark but doesn't convey the right atmosphere.

Anyway I kept plugging away and wobbly trees and the beginnings of some climbing mechanics also landed. The static screenshots look better than the in-game graphics feel - the animations are clunky. I need to generate a few different tweens between my animation frames. If there's time, of course.

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Full Fillment - too slow!

Posted by Lukino on 2010/03/29 23:45


I'm far behind my planned schedule. I had very little time, and spent way too much of it experimenting with graphic styles and in useless animation that are so shitty I trowed them away, and installing pyglet and rabbyt (I must learn to look at the readme BEFORE wasting time!). 
 
Anyway, here I introduce you the hero of this game, in a rare picture without a bottle. Tomorrow, hoping of being able do really do it, I'll focus on create a game window and load this guy inside it. Then, I'll try to make it move and, of course, wobble.

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A grim dawns on Liobam Aquarium - End of Day 2

Posted by jotham on 2010/03/29 23:13

what a start! 

first things first - i am so excited that the theme is WIBBLY-WOBBLY!!!!1!!, it really makes me appreciate the quality of the pyweek community, and just how tasteful they are.  i was hoping so bad that it would be Wibbly-Wobbly (can you believe i went through four dozen eggs researching my game idea over the last couple of weeks?!). you guys are fricking amazing!

so yeah, i started fast and hard, got a whole bunch of my initial physics going how i wanted.  i think the feel when you accelerate is going to be really something special, you know, like SO HOTT.  i reckon the biggest challenge for me is going to be getting the goo the right texture without making everything really slow. i've got some ideas though (not telling til after!).


 
but! but! it hasn't all been easy as py(LOLOL)...i wanted to get the soundtrack laid down first, you know, so i could listen to it on loop while writing the rest of the game, get myself in the ZONE. but i guess i made a pretty noob mistake. i thought you know, this guy i'd been talking to was as excited as i was, and he'd agreed to do the vocals on the headline anthem track for me, and it was gonna be awesome.  so we set up a time with a friend from school who has a pretty f#$%^&*! wicked band setup (he's got like sixteen different wah wah pedals!!!) and i was there and the guy from school was all so what are you recording and i told him a bit about the game and suffice to say he is pretty excited.

anyway... i had some sound problems, and that didn't work out at all.

i ended up recording the vocals myself, and i don't think i did too bad a job. it's a bit rough in places, but i think all my practice over the last few weeks in the shower has paid off pretty well.  my mom used to tell me i could be a singer in a like totally huge band if i felt like it but i so can't be bothered with all those people that would be wanting to hassle me all the time you know.

anyway, i'm working on the physics, got my anthem track on loop, and we're back on track. BACK ON TRACK. i shaved half my beard so i've got the right 'ON THE WIBBLE WOBBLE' feel as i go, it is pretty awesomely lopsided as.

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