April 2011 challenge: “Nine Times”

Time Traveller? - Progress log, day 3 (slopy stuff)

Posted by john on 2011/04/06 18:08

Todays going well, have had trouble with collision detection with slopy stuff (collision detection never works for me, it was my biggest source of questions during my first pyweek).
Anyways:

07:57 - Whilst I coded in dieing yesterday, I made it sensible today, as part of the change I made the screen move back to the start on death (Yeah, it scrolls ;))

18:11 - Much more optimised (thanks rgbdreamer!)

19:03 - Triangles all but work, time to add win conditions

21:21 - Redrew a few images, and drew images needed for win conditions.

21:57 - Added in win conditions

22:20 - Drawn a menu screen, need to code it in in the morning

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Nines Time - Initial commit

Posted by bdilly on 2011/04/06 16:38

Last nite I couldn't dedicated to this project, so I just made a simple sketch for our splash screen / menu.
We definitely need to speed up things a bit in order to conclude this game in 3 days =)

If you want to follow the development of this game, take a look at:
https://github.com/bdilly/Nines-Time

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Tic-Tac-Toe Squared - Nerdfighter Math: Day 4 Update

Posted by Math on 2011/04/06 14:04

DAY 4

11:50 - My classes are really cutting in o_O. My one goal today is to get all my audio recorded and edited into sound clips.

12:50 - I've implemented the options for player vs player, player vs cpu (easy, normal, hard), and cpu vs cpu. That last one is very intersting, especially when the turns are 100 milliseconds each.

1:15 PM - Voice and fullscreen toggle buttons are usable.

6:30 PM - Note: cpu vs cpu looks even cooler when turns are 10 milliseconds each. I must find a way to let the user choose how fast turns are. As it turns out, when two computers have filled in 7 of the 8 large squares, they will NEVER fill in the last one because they will always tie. I don't know if I can do anything about that.

6:50 PM - Voice and fullscreen toggle buttons now show "On" or "Off" instead of "On/Off"

8:00 PM - Just recorded the cpu voice audio. Now to edit it.

9:00 PM - Out of my work, I have made 62 audio clips with a mild robotic-sounding filter. I wish I could keep working, but I have school crap to study for.

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#RTFM - Just starting... :(

Posted by _xtian_ on 2011/04/06 13:46

It's our first PyWeek and we are just starting... We think in a big enneagon with one little game in each vertex. It's a huge project for us and I think that we can't finish with it, but we are learning too much !!

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ROBOT - This is Our Game UML(?)

Posted by esehara on 2011/04/06 13:34

I make with itkz,who is great Programmer.But,I am confused because of reading his coUde...I am poor skill of Python Programming.Then,I draw like Code UML.I know that Little Program should not be draw by UML, But I am *SHIT* code maker,and I understard code by Drawing. When you see,You are inspired by it,We are gred.Thanks.


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Super Dimension - Idea - Progress

Posted by Trub on 2011/04/06 12:20

Going for a platformer that will involve some insane skillz.

Currently got moving jumping, a couple of sprites and most level designs done. Both of us are programmers so it took me ages just to get a crummy walking animation going. Also my friend is new to the scene so I've written everything in functions lol. Hopefully, we finish this thing. Might need to go for an all-nighter on saturday.

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citySquare - citySquare: Day 3

Posted by Hugoagogo on 2011/04/06 12:07

Well i didn't get round to doing any scoring as i hoped i would, because of being bogged down and distracted by some minor frame rate issues (drawing 150 or so sprites in a batch should have no problem at 60 fps right?). I did however make it so you could move and rotate tiles ect.

Nothing else much to say really besides i hope i get around to setting up scoring tomorrow.

I do however have another screenshot to offer



As well as a download link to the current state of the project on github, see readme for controls
https://github.com/Hugoagogo/citySquare/zipball/version-0.1
Note: stick with the tagged releases found under downloads because any commits are likely to be broken or not quite work properly

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Carbon Based Lifeform - Day 4: Progressing the Plot

Posted by richard on 2011/04/06 11:49

I've now got three scenes (out of seventeen), and they are all relatively complete.

The good news is that I've worked out most of the mechanics of the game. There's just one major mechanic to go really, and it shouldn't be too hard (I should be able to knock it over in the morning on the train into work.)

In terms of the plot diagram, I've achieved this much:



The green bits are where you have significant control over the direction or progression of the game. Red bits are where you can die or otherwise fail :-)

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Interesting Times - Interesting Times: Runners are running, and how to write an AI in less than two hours

Posted by gcewing on 2011/04/06 11:24

I realised rather late in the design phase that this game is going to need an AI. I'm hoping I'll be able to get by with something rather crude, because there won't be time to make it truly intelligent!

Anyhow, my runner now wanders semi-purposefully around the town and delivers papers to all the houses he goes past. I think he will every house eventually if left to his own devices, but I'm not sure.

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Pywander - save the world in less than 9 times - Game engine completed

Posted by ReekenX on 2011/04/06 06:13

Finally, after 8 hours of work game engine completed. I need to work more on idea I think (I've got new one).

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