April 2011 challenge: “Nine Times”

DancingRobots - Might as well check in

Posted by ArmchairArmada on 2011/04/06 05:49

I think I'm wasting too much time drawing tile graphics.  Not much work has gone into the actual game yet and there is a lot left to do.  Maybe I should put graphics aside for a little while and focus on getting my game engine in place.

It's strange how it feels like I've only done as much as I would have in only a few hours if this was a Ludum Dare.  Maybe I should pick up the pace a bit.

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Interesting Times - Interesting Times: Level editor is off to a good start

Posted by gcewing on 2011/04/06 05:25

I've created some artwork and got the level editor basically functional. Also borrowed a character from the PlanetCute set and added some caps to make myself a couple of newspaper delivery boys.



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crow-magnon, 9000 (from space) - VICTORY

Posted by jamiltron on 2011/04/06 04:12

Drunk and animating. Get them frames on lock down, you heard me?

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House Caldwell - Artist contracted

Posted by housecaldwell on 2011/04/06 01:05

My daughter will be providing the artwork for the game -- she whipped it out in about 15 minutes.

She's 8 years old. :-)

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The Roar - Done

Posted by cyhawk on 2011/04/06 00:41

I have 2 hours left to sleep before I'll be dragged off kicking and screaming to a vacation in Rome. No, I'm looking forward to it, but I wish it would not coincide with PyWeek. I got something working anyway, so I may end up not sneaking out in the middle of the night to work on version 1.1.

Some drawings are terrible, it's missing a menu and sound effects. Sure, more items / locations / characters would also be nice to have, and I'm not even sure the story is comprehensible. Enjoy it anyway :). I'll be back for the judging period and I'm looking forward to your creations!

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Art Attack - Team Wasabi - Day 3

Posted by mauve on 2011/04/06 00:40

Hasn't felt like a very productive day from my side of the fence. I spent ages drawing walk cycles, including knocking up a small tool to preview the animations. Looks awkward but passable and I don't reckon I have the time to perfect it.


 
Later I worked through some minor coding tasks that I'd queued up, which is some velocity at least, but it's less rewarding when those are just refactorings you think will be prerequisites for later features rather than something that effects visible changes in the game. 

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crow-magnon, 9000 (from space) - tuesday evening, more beer.

Posted by Brostorm on 2011/04/05 23:36

I worked on some of the animation routines and loading spritesheets.  Now i'm making some soup and i'm going to drink some beer and code a bit tonight when jamiltron gets back from class.  we're both thinking of taking friday off from work to get some hacking in.  My goal is to have the game engine and logic finished by friday so we can spend the rest of the time creating content/levels/animations.  

 I wish we had an artist on our team.  I think to compensate we're just going to make the image sprites really tiny so nobody can tell.

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Nine Tales of the Kitsune - Subtle successes

Posted by jerith on 2011/04/05 22:46

Not much large-scale structural change today, but quite a number of little cleanups and tweaks to our existing behaviour.

  • Collision detection changed a few times through the day. We still get stuck in the ceiling sometimes, but rather more tastefully than we did before.
  • Camerawork improved to avoid the Blair Witch Effect when animation changes the bounding box dimensions.
  • We started work on NPC dialogue trees and other general state stuff. Nothing we can take screenshots of yet, though.
  • Tile generation was automated and curlicues were added to make things more interesting.
  • New art arrived! Squeee! (We'll make use of it Real Soon Now.)

The list above represents more work than it looks like, and not very much of it was done by me. Besides the general day-job craziness (too many major deadlines landing in the same week), I spent part of the evening pleasantly engaged in dinner with a trio of charming women. They didn't even seem to mind that much when I rushed off between courses to debate the virtues of Newtonian versus Aristotelian physics for player motion in the game.


All in all, a fairly successful midweek day. We have tentative plans to get together tomorrow evening for some group hacking, which should give us a bit of a productivity boost. Being able to gesticulate wildly while extolling the virtues of one's pet implementation detail adds a certain air of madcap enthusiasm to the proceedings, provided one remembers not to do so while holding a bowl of miso soup.

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Interesting Times - Interesting Times: First milestone

Posted by gcewing on 2011/04/05 22:16

Or perhaps just a footstone. I now have the bare beginnings of a level editor. The screenshot shows the tile palette, containing one 16x16 grass tile, which is selected.

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Ric01 - Tri-Try already in progress!!

Posted by Ric01 on 2011/04/05 19:34

Hard Theme "Nine Times", however got inspired on triangles, tri squared equals nine!.
This is my first game ever on python, im currently using pygame and getting started with all the keys control.

A friend of mine helped me with the basic graphics.

Gaming is very basic.
You have a nine triangle model (blue and yellow) you have to create on 9 secs, every time you finish a model you earn some points and gain a few secs.

Hope it will work by the end of the week.

Good luck to ya all!!!!.


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