April 2011 challenge: “Nine Times”
nanite_fight - nanite_fight
Posted by rgbDreamer on 2011/04/09 09:49
God I love first-order functions. Almost this whole game is drawn using a dictionary of function:image. I wrote a primitive graphical programming language just by passing around first order functions. The tooltips are a dictionary of function:string. And I don't define a single class (non-oop was a learning goal).
jetpak guy - jetpak guy
Posted by Cody on 2011/04/09 08:48
i hope you all like my game.
City Nine News - I should go to sleep...
Posted by akira44 on 2011/04/09 08:22
... but is hard to do it when your game is almost ready, but needs a few sounds, and an intro screen, and a game over screen, and some playtesting, and a few tweaks for the difficulty, and... well, you get the drill.
Today something really weird happened to me: I actually had fun playing my game! Not too much fun, true, but I've somehow reached that mythical point in which you actually have a game, not just a bunch of moving sprites.
There are a few ideas that, unfortunately, will have to get cut. Background music sounds like one of those things ("sounds like it", get it? hahaha), although if a find a nice free MIDI I may change my mind (meanwhile, The Freesound Project seems to be really, really helpful for the sound effects). i don't know how many levels I'll get to make - they are fairly easy to write, but unfortunately playing and testing them is, well, harder. I hope I get to release at least 10 fun levels, and 30 so-so. In a future, a random level generator is a must.
I see some people have already finished their projects. Kudos to them, and I'm looking forward to play and test them. I don't have the slightest idea about how hard the competition will be, but hey, it's not the time to give up!
Good luck everyone!
Today something really weird happened to me: I actually had fun playing my game! Not too much fun, true, but I've somehow reached that mythical point in which you actually have a game, not just a bunch of moving sprites.
There are a few ideas that, unfortunately, will have to get cut. Background music sounds like one of those things ("sounds like it", get it? hahaha), although if a find a nice free MIDI I may change my mind (meanwhile, The Freesound Project seems to be really, really helpful for the sound effects). i don't know how many levels I'll get to make - they are fairly easy to write, but unfortunately playing and testing them is, well, harder. I hope I get to release at least 10 fun levels, and 30 so-so. In a future, a random level generator is a must.
I see some people have already finished their projects. Kudos to them, and I'm looking forward to play and test them. I don't have the slightest idea about how hard the competition will be, but hey, it's not the time to give up!
Good luck everyone!
Time Traveller? - Progress log, day 6 (Transitions)
Posted by john on 2011/04/09 07:58
Yesterday I've been doing loads of levels/bugs/demo which I haven't counted here. I'll hopefully be finished today.
7:40 - Created a load of images of letters
15:38 - Coded in level transitions, plus names
17:57 - Drawn two new levels
7:40 - Created a load of images of letters
15:38 - Coded in level transitions, plus names
17:57 - Drawn two new levels
nanite_fight - nanite_fight
Posted by rgbDreamer on 2011/04/09 07:52
Now with more colors! It saves! It loads! Working functions! Awesome Sounds! (at least for a little while before they get annoying, but... It mutes!). Now I have to decide between polish and a single player puzzle mode. Or both and my eyeballs fall out.
Forever End - Who am I? What am I doing here?!
Posted by ChipX86 on 2011/04/09 07:36
Wow, what a week. This has been my first PyWeek and it's been crazy. I took the week off work, hardly slept, and have been having a blast putting together my first real game. I made a couple small things in the past, but nothing major, so there was a lot of learning this time around.
So, 9 Times. This is the category I was dreading at first, but loved once I figured it out. The "obvious" game mechanic is doing something 9 times, in some form, but I didn't want to go there. I instead decided 9 time periods would be far more interesting.
So I put together a puzzle/platformer called Forever End. It's a game about the aftermath of a devastating impact by some sort of unknown artifact, which scientists have dubbed the Omega 13. The impact fractured time in several areas, causing time to blend together. Any human entering the area suffers death.
Based on their research of the time fractures, scientists put together a probe that can withstand the time distortions and sent it in to collect the pieces of this artifact. The probe is capable of shifting between the affected time periods in each level. Each level has three time periods, with a total of nine.
The main game mechanic is the time shifting. In each time period on each level, the location is the same, but of course things have changed over time.
I think there's a lot I could do with this in the future. Unfortunately, it's difficult to learn such things as collision detection and quad trees while putting together a time-shifting platforming game engine and doing the art and levels and everything. I'm a one-person team, so something had to give. That's not to say that the levels are *bad*. I just would love to polish them more :) I'll probably continue with it after pyweek, flesh out the game some more.
I sprinkled references to other games and movies dealing with time travel throughout the game. The time periods, for example, mostly come from Chrono Trigger (we have 65,000,000 BC, 12,000 BC, 600 AD, 1000 AD, 1999 AD, 2300 AD, and then 40,000,000 AD, 1 NE (New Era) and 300 NE). There are a few other items and references as well. If you play them, you'll get it.
There's also a twist ending.
All in all, this has been a blast, and I'll probably work through the night to polish it up a bit more.
So, 9 Times. This is the category I was dreading at first, but loved once I figured it out. The "obvious" game mechanic is doing something 9 times, in some form, but I didn't want to go there. I instead decided 9 time periods would be far more interesting.
So I put together a puzzle/platformer called Forever End. It's a game about the aftermath of a devastating impact by some sort of unknown artifact, which scientists have dubbed the Omega 13. The impact fractured time in several areas, causing time to blend together. Any human entering the area suffers death.
Based on their research of the time fractures, scientists put together a probe that can withstand the time distortions and sent it in to collect the pieces of this artifact. The probe is capable of shifting between the affected time periods in each level. Each level has three time periods, with a total of nine.
The main game mechanic is the time shifting. In each time period on each level, the location is the same, but of course things have changed over time.
I think there's a lot I could do with this in the future. Unfortunately, it's difficult to learn such things as collision detection and quad trees while putting together a time-shifting platforming game engine and doing the art and levels and everything. I'm a one-person team, so something had to give. That's not to say that the levels are *bad*. I just would love to polish them more :) I'll probably continue with it after pyweek, flesh out the game some more.
I sprinkled references to other games and movies dealing with time travel throughout the game. The time periods, for example, mostly come from Chrono Trigger (we have 65,000,000 BC, 12,000 BC, 600 AD, 1000 AD, 1999 AD, 2300 AD, and then 40,000,000 AD, 1 NE (New Era) and 300 NE). There are a few other items and references as well. If you play them, you'll get it.
There's also a twist ending.
All in all, this has been a blast, and I'll probably work through the night to polish it up a bit more.
jetpak guy - pyweek nearly over
Posted by Cody on 2011/04/09 07:31
last levels complete, bit glitchy because i made them on the last day but pretty good in total.
Pywander - save the world in less than 9 times - Game submitted, what I have learned?
Posted by ReekenX on 2011/04/09 07:29
This is my second game I have created using Pygame. And the first game completed with Pygame ;)
Only in a week I learned how to use Sprites, some graphics, texts, sounds. So this challenge was not only interesting but useful. See you in next challenge!
Only in a week I learned how to use Sprites, some graphics, texts, sounds. So this challenge was not only interesting but useful. See you in next challenge!
Nines Time - Hacking nite
Posted by bdilly on 2011/04/09 07:26
Tonight we had a hacking nite at home.
The entire team showed up and we spent some time together drinking, eating pizza and coding =D
I'm tired to write more right now, so I'll just leave a couple of images.
The entire team showed up and we spent some time together drinking, eating pizza and coding =D
I'm tired to write more right now, so I'll just leave a couple of images.
Tic-Tac-Toe Squared - Nerdfighter Math: Day 7 Update
Posted by Math on 2011/04/09 06:33
DAY 7
4:20 PM - I've had classes all day and some homework later. I have the rest of the day to do whatever, so I need to get the majority of what is left before the end of the day. I still have Saturday to work, but I have other things to do.
12:00 AM - Okay, so almost nothing got done today. The game's pretty much finished as it is, except for some final touches (extra voice clips, optimizing hard mode). I'll get whatever work done tomorrow that I can get done and upload the final program.
4:20 PM - I've had classes all day and some homework later. I have the rest of the day to do whatever, so I need to get the majority of what is left before the end of the day. I still have Saturday to work, but I have other things to do.
12:00 AM - Okay, so almost nothing got done today. The game's pretty much finished as it is, except for some final touches (extra voice clips, optimizing hard mode). I'll get whatever work done tomorrow that I can get done and upload the final program.