March 2010 challenge: “Wibbly-wobbly”
dudebros - Lazy entry
Posted by neuman on 2010/04/03 07:52
Dude, I know it's a dog walking around a black background... YOU DON'T HAVE TO TELL ME!
Sorry, for the dismal effort. I'm moving next month and it is unfortunately the week I'm looking for a new place.
Things I'm crediting:
So... I guess I'll have to "bring it" next time, bros.
Sorry, for the dismal effort. I'm moving next month and it is unfortunately the week I'm looking for a new place.
Things I'm crediting:
- The dog comes from a spritesheet of Earthbound characters.
- The image loading code is from pygame.examples.oldalien.py.
- Most of the code is actually Kicker from PyDay #2.
So... I guess I'll have to "bring it" next time, bros.
The Wobbling-House - last steps
Posted by yoldi on 2010/04/03 07:43
I have wasted last 4 fours fighting with a f****** bug, which ended up being not a bug... :-S
I will try to improve some last aspects before update it.
I think I will update something "playable" :-)
Oscilliscape - Stunning visuals achieved - fun factor still unknown
Posted by bjorn on 2010/04/03 07:28
Well, we've got some nice multi-layered scrolling levels (the screenshot really doesn't do it justice). Now some serious fun factor tweaking is in order.
I'm really happy this time around about how things have gone - we came up with a kind of novel game concept had a 'playable' mechanic up and running after the first day. Our lone artist is producing some really nice stuff too, so that's very helpful. I'm keeping my fingers crossed we can figure out how to squeeze the maximum fun out of the game.
I'm really happy this time around about how things have gone - we came up with a kind of novel game concept had a 'playable' mechanic up and running after the first day. Our lone artist is producing some really nice stuff too, so that's very helpful. I'm keeping my fingers crossed we can figure out how to squeeze the maximum fun out of the game.
The Daft Spaniels - Last Day on Wibbly Wobbly Bridge!
Posted by daftspaniel on 2010/04/03 06:20
On Friday night I got stuck into Level coding and completing the 2 moving obstacles. After brewing the coffee this morning I got back to creating the target of 40 levels. I hope it is not too hard a game.
Sound and music will have to wait until tonight. Doubt I have time to add more ways to score points and gain health points this version :-( Right time to add Game Over screen before making more tea and coffee...
Sound and music will have to wait until tonight. Doubt I have time to add more ways to score points and gain health points this version :-( Right time to add Game Over screen before making more tea and coffee...
Wobleigh Towers - My eyes are going wobbly...
Posted by gcewing on 2010/04/03 05:53
After looking at my wobbling level for a while, my main menu screen looks like it's wobbling too!
Awkantun PyWeek March 2010 - Alpha version... running out of time
Posted by jfroco on 2010/04/03 05:20
Hi friends,
I just finished the core gameplay.. it is a simple platform in a wibbly-wobbly world.
I need to add more sprites, animation, enemies, leves and goals :( Also I need to compose a new song.
I'm not sure I will have enough time, but anyway I've learned a lot this week!!!!
This is the game so far:
Download single exe file
Download source code
Use righ and left to move, space to jump, Ctrl+F for fullscreen.
Screenshot:
Enjoy!!!
JF
I just finished the core gameplay.. it is a simple platform in a wibbly-wobbly world.
I need to add more sprites, animation, enemies, leves and goals :( Also I need to compose a new song.
I'm not sure I will have enough time, but anyway I've learned a lot this week!!!!
This is the game so far:
Download single exe file
Download source code
Use righ and left to move, space to jump, Ctrl+F for fullscreen.
Screenshot:
Enjoy!!!
JF
Full Fillment - what? 23 hours???
Posted by Lukino on 2010/04/03 00:48
Time is almost gone... I only managed to have a working charcter that walks, drinks, wobble and fall (well, some bugs still needs to be worked). Less than a day lasting, I will try to complete a game but there is family meeting tomorrow, I have to help wife cook and care the kid, so I'll hardly do it.
I've changed the gameplay idea to speed things up: you'll be in a bar, full of spirits you can grab, and your objective will be to raise your alchool level as much as you can without falling on ground.
Question: I've read about a 24 hours upload period... does it means one extra day to the week or did I understood it wrong? This can made the difference between a working game and a sprite demo for me..
Anyway it was a fun week, I removed lot of rust from my coding skills, learned the basics of Phyton - and I must say I love this language now - and saw a lot of nice projects growing, I cant wait to play the games you guys developed, many looks great, fun and orignal!
But now, I must sleep. See you for the final rush!
Wibbly-Wobbly the Canine Screwdriver - making the content
Posted by adrwen on 2010/04/03 00:27
I've started making the content now, seems like it's going to take a long time to build the dialogs in the cutscenes, at the moment each sentence requires you to check if the time is right, reposition the text object, render the text, set the timer which will eventualy remove the text and add it to the text group. that all takes a LOT of time.
Bamboo Warrior - Just need some polish
Posted by mauve on 2010/04/02 23:57
I started today by listing a table of all the animation frames I need, and drawing them, which set me in good stead to actually write the game.
My game is playable as a game now, but the combat needs balance: the AIs acts utterly aggressively - running towards you and swiping as soon as they gets the chance. A hit doesn't freeze up your opponent in pain yet, so you can't hold the upper hand if you strike first.
Also a problem is the framerate - the game doesn't adequately support the amount of objects I would like. Profiling to track down the problem has allowed me to fix a few bugs where things have been called twice, but 8 trees and 5 ninjas is bringing the framerate down to ~25fps. That's enough to have a game at least. My vector class is one bottleneck. Oh, and I've had to remove the sounds due to segfaults.
I'm quite proud of this screenshot. It is remarkably close to the idea I originally had in my head 6 days ago.
My game is playable as a game now, but the combat needs balance: the AIs acts utterly aggressively - running towards you and swiping as soon as they gets the chance. A hit doesn't freeze up your opponent in pain yet, so you can't hold the upper hand if you strike first.
Also a problem is the framerate - the game doesn't adequately support the amount of objects I would like. Profiling to track down the problem has allowed me to fix a few bugs where things have been called twice, but 8 trees and 5 ninjas is bringing the framerate down to ~25fps. That's enough to have a game at least. My vector class is one bottleneck. Oh, and I've had to remove the sounds due to segfaults.
I'm quite proud of this screenshot. It is remarkably close to the idea I originally had in my head 6 days ago.
Wibbly-Wobbly Boxing Penguins of DOOM - Done!
Posted by dummey on 2010/04/02 23:17
Going to call it and be officially done! Had a great time working with all of you guys!