April 2011 challenge: “Nine Times”

Fractured Soul - Starting to get together

Posted by DR0ID on 2011/04/07 22:32

After the hard work of the last few days it starts to get together. The parts fit. Level design is in progress as also the needed art assets. It starts to look promising!

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Interesting Times - Interesting Times: More characters

Posted by gcewing on 2011/04/07 22:32

Created a couple of reporters. (They're meant to be carrying notebooks, in case it's not obvious what those red and blue things are.)



Being female, hopefully they'll be more sensible and level-headed and won't go running off to play with their Xboxes when they're meant to be taking part in my game!

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Time Traveller? - Progress log, day 3 (Levelsss.)

Posted by john on 2011/04/07 19:41

Today I made my tutorial, coded in my menu amongst other things. Here's my progress:

7:38 - Coded in the menu screen

8:19 - Started coding the tutorial

16:45 - Completed the tutorial, starting work on level 1; this'll take ages :D

17:30 - Completed level 1

18:36 - Coded in level progression

20:35 - Fixed all triangle bugs (I hope), probably last for tonight

I also made the whole of level 1, but you'll have to wait to see it all! Here's a screenshot to keep you waiting:

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The treacherous salsa dancer - running out of time

Posted by yoldi on 2011/04/07 19:07

ufffffff, I'm seeing how the time is flying and no big steps ahead.
I spent lot of time creating the art-work and the programming is being harder than expected. Fortunately, it seems that today I could advanced more than expected and I think I will have enough time to get something runnable :-)
Let's see... we will know in a few days...

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Lemming - End of Day 5

Posted by superjoe on 2011/04/07 18:35

I'm really fighting sleep-deprivation right now. Going to crash like a rock as soon as I'm done with this diary entry. Like a rock? Is this how a person crashes? I can't remember. Anyways:
  • 1:42pm (yes I cheated and worked more after yesterday's diary entry before sleeping): maps support background music and the game engine will stream, play, and loop the background music. I'm really liking how simple this stuff is in pyglet.
  • 2:11pm: test on Windows with py2exe. It worked after I added another entry to the resource search path. It's not safe to rely on the .py file location - with py2exe it moves. I better warn people who used the skellington.
  • 12:46am (after a nap and Poker Night at Tyler's across town): record, create, and find sound effects
  • 2:04am: create a short background music track
  • 3:58am: support sound effects in game
  • 4:13am: if you don't belly flop, you don't cover as many spikes up
  • 4:35am: a HUD which gives you hints as to what buttons you can press
  • 7:07am: slim down tiledtmxloader and make it use pyglet.resource
  • 8:57am: huge code refactor enabling me to switch scenes from gameplay to title screen or restart gameplay when you die. I took my own advice from Hugoagogo's stack overflow help post and it worked pretty nicely. Hopefully there isn't a memory leak.
  • 9:47am: title screen works and has sound
  • 9:53am: FPS display is a command line argument, off by default
  • 10:10am: on game over, starts level over
  • 10:28am: if you beat the level you go on to the next one
  • 10:41am: automatically save progress so player can continue from where they left off.
  • 11:04am: credits scene when you win
Video
Screenshot
Music

I'm waiting on confirmation to make sure I don't have to swap out my explosion graphic. That would suck.

TODO:

Day 6:
  • implement as many gameplay ideas as possible
  • create as many levels as possible exploring those concepts
  • fix some bugs/nice-to-haves
Day 7 (half-day):
  • test on windows and mac
  • complete the README and make sure all files are in place on pyweek.org
  • download the final submission and play through it on each operating system
Bugs / nice to haves that I probably don't have time for:
  • credits song
  • physics bugs
  • the "beat level" jingle is obnoxious. re-do it
  • don't call game over until belly flop is done. he might pick up a +1
  • animate the title screen

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crow-magnon, 9000 (from space) - work is hard

Posted by Brostorm on 2011/04/07 18:15

working full time and doing school and programming a game in a week is hard.  me and jamiltron did some work last night.  He was working on squad while i wanted to start piecing together menus and screens.  I hit a wall and couldn't think so i just watched SVU and had another beer.  Then work called at midnight and i had to do some silly stuff instead of code.  Now i'm coding on my lunchbreak.  

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Time Traveller? - Progress is sweet

Posted by john on 2011/04/07 17:18

Just finished drawing level1, and need to fix a few bugs before continuing, but I'll tackle them later (nothing serious).

Now I need to do some music, screenshot below:

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nanite_fight - predicates

Posted by rgbDreamer on 2011/04/07 16:20

Writing these predicates is awful.

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tblob - The Mean Knight is here

Posted by hidas on 2011/04/07 15:17

A new enemy type, the Mean Knight, has been added. This enemy chases you down if you're in range.
You also can't shoot him unless he's attacking you, or your bullets will bounce off his armor and come right back at you!
I showed my family and my mother thought it was a gorilla, so I guess it's back to the drawing board. (Literally)

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Nonagon - Almost playable!

Posted by davexunit on 2011/04/07 14:49

The player and enemy classes are functional. The player can shoot all 5 types of bullets at the enemy. Work on level and enemy wave designs is underway along with enemies being able to shoot bullets.

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