April 2011 challenge: “Nine Times”
Belle of Nine Fables - So much to do, so little time.
Posted by mariofrog on 2011/04/09 06:33
Once more I have bitten off far more than I can possibly wade through. This is my first (and late) attempt at PyWeek, which means that in addition to being short on time, I have no experience with the libraries and tools, nor did I have a game planned in advance. Never mind, I do enjoy a challenge. Let's see if I can pull together a game from all of this in the next 17 hours. I'm not sure I can stay awake that long. On the one hand, there are so many things I'd like to put in that I just won't have the time to add; on the other, if not for the one week deadline, I wouldn't have gotten this far at all ;)
Carbon Based Lifeform - Day 7: Some Things, When Exposed to the Harsh Light of Game Testing
Posted by richard on 2011/04/09 03:32
... prove to be full of holes :-)
I think there's core problems with the plot structure. With more time and possibly more brains I imagine it might be solvable.
I'll still see whether I can get something worth submitting.
I think there's core problems with the plot structure. With more time and possibly more brains I imagine it might be solvable.
I'll still see whether I can get something worth submitting.
See You Later - Finally getting somewhere!
Posted by PhillipNguyen on 2011/04/09 03:02
Had enough time today to get in some good work, and I think I'm finally done wrangling with pymunk to make it give me a platformer. And I have a working time machine! Unfortunately it only seems to work inside the game, otherwise I'd go back a few days and do some more coding. Here's my first screenshot. Why is that alligator wearing a top hat? What's going to happen to that baby? How long has it been loitering by that sign?
Art Attack - Team Wasabi - Day 6
Posted by mauve on 2011/04/09 02:38
Well, today was a long day; I ditched quite a bit of my working day to hack on the game. I did manage to get through some boring stuff like including visible paint colours on paint brushes (most but not all frames) but I've also delivered more fun things start game and end game banners, paint can powerups, PvP and sound effects.
The gameplay still needs a bit of work because the controls are a little iffy, and PvP isn't as balanced as I'd like. The animation is still very stilted and jumpy - the run animations haven't made it into the game yet and the attack animation is just this single frame:
So lots to get through tomorrow, and that's even before I try to implement networking. I do have some menus drawn, but I'm not sure I'll get to them.
The gameplay still needs a bit of work because the controls are a little iffy, and PvP isn't as balanced as I'd like. The animation is still very stilted and jumpy - the run animations haven't made it into the game yet and the attack animation is just this single frame:
So lots to get through tomorrow, and that's even before I try to implement networking. I do have some menus drawn, but I'm not sure I'll get to them.
tblob - Finished half of my todo for today, must keep working!
Posted by hidas on 2011/04/09 02:17
I finished the Mean Knight animations. Or rather, I drew a street thug and just called it the Mean Knight.
Evidently all my knights look like gorillas...
I also fixed the HUD and did a few other small things, like the ability to save your scores.
I must fight the urge to stop for today. The todo list must be fulfilled!
On we go!
Evidently all my knights look like gorillas...
I also fixed the HUD and did a few other small things, like the ability to save your scores.
I must fight the urge to stop for today. The todo list must be fulfilled!
On we go!
nanite_fight - nanite_fight
Posted by rgbDreamer on 2011/04/09 02:05
It'll work as a two player game; do I have time for a single-player campaign mode?
CrossFire - Day Six Ends
Posted by davec on 2011/04/09 00:25
I'm glad I booked a day off work today to work on my game or I'd never have got it ready. I have worked pretty much all day and evening fixing bugs and adding baddie collision detection. I have yet to implement: the players shields, the sound fx, titles and menu and (if I have time) a basic particle explosion system.
It's nice to see the game coming together after all my late nights and scribblings on the train. I have lost several game features along the way (such as the aim changing to just to blasting the aliens rather than protect a space ship, which imo wouldn't have worked).
I'm rather tired and I am pretty sure my Tux plush just moved on it's own so I reckon it's time for bed. See you for the final push tomorrow!
It's nice to see the game coming together after all my late nights and scribblings on the train. I have lost several game features along the way (such as the aim changing to just to blasting the aliens rather than protect a space ship, which imo wouldn't have worked).
I'm rather tired and I am pretty sure my Tux plush just moved on it's own so I reckon it's time for bed. See you for the final push tomorrow!
Nonagon - Crunch time!
Posted by davexunit on 2011/04/09 00:02
Time is running out! The level framework is in place. Now it is just a matter of coding the actual level layouts and the game is pretty much done aside from some minor tweaking. Hopefully we can get it done in time!
Interesting Times - Interesting Times: Temporal news paradox
Posted by gcewing on 2011/04/09 00:00
I was trying to figure out why the runners sometimes refused to show up for work, and I discovered that instead of delivering the current day's news, they were trying to deliver news that hadn't been published yet!
Has Guido been lending them the time machine, I wonder?
Has Guido been lending them the time machine, I wonder?
Interesting Times - Interesting Times: Reporter AI achieved
Posted by gcewing on 2011/04/08 23:50
Opposition reporters are now auto-seeking news items. Done a bit of playtesting, and found racing the computer to the best items to be promisingly challenging. It's starting to look like there might actually be some fun in here!