March 2010 challenge: “Wibbly-wobbly”
Stalk - Edging dangerously close to gameplay
Posted by richard on 2010/03/29 11:43
Well, because it's a video game I added shooting. And other player controls. I'm still not sure what the point of the game is yet... there's certainly nothing to shoot at. I'm not even sure there should be.
Give it a shot if you like: stalk-1.zip
Give it a shot if you like: stalk-1.zip
Stalk - Curve generation ACTIVATE!
Posted by richard on 2010/03/29 07:39
So I can generate curves in pretty much the manner I want now (based on my sketches). Took a while to get the width part right, and GL's triangle strips had me very confusticated for a long time. Ditched them for quads :-)

Anyhoo, here's a vid of the ... "game" in action:
http://www.youtube.com/watch?v=_tGLTyulRj0

Anyhoo, here's a vid of the ... "game" in action:
http://www.youtube.com/watch?v=_tGLTyulRj0
The Banana Eatin' Game Creation Lab - Wobbly Ascent: Signs of Life
Posted by tswast on 2010/03/29 04:57
Wobbly Ascent: that could refer to my game idea, or how implementing it is going. I won't have as much time to work on this as I'd like this week, so I'm keeping my game design very simple.
Basically, the player will try to get to the top of the level while climbing these ropes that when you jump on them, wobble back and forth. This will make avoiding the baddies that are trying to get you much more difficult. Think Donkey Kong Jr, but the ropes wobble when you jump on them.
So far, all I've got is some ropes that wiggle back and forth:

Basically, the player will try to get to the top of the level while climbing these ropes that when you jump on them, wobble back and forth. This will make avoiding the baddies that are trying to get you much more difficult. Think Donkey Kong Jr, but the ropes wobble when you jump on them.
So far, all I've got is some ropes that wiggle back and forth:

straightliner - straightliner, 5 days, 20 hours, 44 minutes
Posted by georgek on 2010/03/29 03:29

This is me diving into the depths of OpenGL (literally and figuratively). One of the reasons I started using pyglet was to get into learning OpenGL, so I'm trying to break the 2D plane I've been in up to now,
That screen looks a little weird (well to be honest I kind of like it) because I'm rotating sprites about a ridiculous vector. I realized today I made a pretty glaring beginner mistake -- if I want to tilt the plane of my 2D sprites, I'm probably not going to be able to see them anymore!
I don't quite know what to do about this yet, whether there's still a solution using 2D sprites, or if I need 3D sprites. I'll look into this tomorrow. My fall back plan is to wibble and wobble the plane in 2D only. My ideal is to really tilt the plane in 3D...I wonder how easy it would be to create 3D sprites from the 2D PNGs I've already made? A workable alternative would be to tilt the perspective only, so you're still looking at the 2D plane but not straight down on it, but I don't know if that's possible or if I'm even thinking of that correctly. I'm guessing not given my experiments today.
In any case, I have very simple level loading, a player (the circle) and enemies (the...enemy looking things) and stars the player can pick up. Everything is monochrome when loaded, I'll add hue to sprites at run-time as part of the gameplay.
Arrow keys move the player, but falling off the rails is death (it'd be neat to have the player plunge into the z-depths if I can manage that with a GL perspective).
Bamboo Warrior - First day
Posted by mauve on 2010/03/29 00:12
So I'm close to calling it a day on day 1. I've made a start on a variety of things, first and foremost the artwork. So first day stats are:
Now I'm just torn between hooking up Box2D for physics or rolling my own, simpler, platformer physics. I'm swaying towards the latter because my requirements are quite simple, except for one or two ideas I probably won't get onto during PyWeek. Hopefully avoiding adventurous physics will save precious time.
- 21 frames of character animation
- 319 lines of code
- 1 scenery object
- A passable terrain renderer with grass in the wind
Now I'm just torn between hooking up Box2D for physics or rolling my own, simpler, platformer physics. I'm swaying towards the latter because my requirements are quite simple, except for one or two ideas I probably won't get onto during PyWeek. Hopefully avoiding adventurous physics will save precious time.
Ninja Tower - Ninja Tower, Day 1
Posted by cyhawk on 2010/03/28 23:59
After throwing around our design ideas at breakfast one of them emerged victorious! We are making "Uwaki Kenchiku Ninja", or "Ninja Tower" for anyone who doesn't want to spend an hour playing with Google Translate like I did.

The game revolves around terrain deformation which will result in wibbly-wobbly towers with any luck. I will write a simple AI if I have enough time left, but it's primarily a hectic two-player game (I hope somewhat like Jump 'n Bump).
Today I tried to get the terrain deformation and jumping physics to work, since everything hinges on these and I won't have much time during the week. It's working okay, but of course could still use some improvement. However, next up are animation and sounds for tomorrow and ropes and traps after that.

The game revolves around terrain deformation which will result in wibbly-wobbly towers with any luck. I will write a simple AI if I have enough time left, but it's primarily a hectic two-player game (I hope somewhat like Jump 'n Bump).
Today I tried to get the terrain deformation and jumping physics to work, since everything hinges on these and I won't have much time during the week. It's working okay, but of course could still use some improvement. However, next up are animation and sounds for tomorrow and ropes and traps after that.
Full Fillment - after 24 hrs
Posted by Lukino on 2010/03/28 23:25

maybe this is not a lot of stuff after one full day, but at least I know what to do next. I have defined a main character with very little animation to be drawn, so I can focus on coding its behaviours. Also I had a long nice walk in the country with my little daughter, so I call it a day and go to sleep.
yuuuuuuu - Visible progress
Posted by piman on 2010/03/28 21:31
We've got a moving and animating player sprite, and a way to draw our levels in Inkscape.

Now for the actual gameplay...

Now for the actual gameplay...
Oscillation Overthruster - Slowly getting up speed
Posted by ChainedLupine on 2010/03/28 21:16
Mostly still doing research on the Marching Cubes algorithm.
I have created a Google Code project homepage: http://code.google.com/p/oscillatoroverthruster
Update: I'll be using several pieces of public-available code that I wrote. (Or assisted writing.)
These include:
ODE physics prim visualizer
EggOctree, a quadtree/octree builder
I have created a Google Code project homepage: http://code.google.com/p/oscillatoroverthruster
Update: I'll be using several pieces of public-available code that I wrote. (Or assisted writing.)
These include:
ODE physics prim visualizer
EggOctree, a quadtree/octree builder
Wibbly-Wobbly the Canine Screwdriver - Text and animation
Posted by adrwen on 2010/03/28 20:16
I'm going to try to start with some animation thingy and text widget thingy today.
As such I'm expecting the following to be finished before I go to bed:
It seems like Enkronan is going to drop out, I'll keep him in the team member list for at least another 24 hours though (in case he changes his mind).
As such I'm expecting the following to be finished before I go to bed:
- Animated version of sprites
- Text widget thingy
It seems like Enkronan is going to drop out, I'll keep him in the team member list for at least another 24 hours though (in case he changes his mind).