April 2011 challenge: “Nine Times”

A cat has 9 lives - Grizzly Games - Finally uploaded

Posted by phoe6 on 2011/04/09 22:46

I was thinking if I would be missing this time also. Finally, I could complete a game and upload it.
It is a simple one, inspired from the Asteroid kind of game,  but it is in the opposite direction.

 Gameplay

The player can make Catty move in different directions using the arrow keys. There is a thrust involved when going forward and so player has control the pace.  Catty will be presented with 9 lives, things which catty likes, which include mice, milk, wollen balls and other things.  Catty has to collect all 9 lives to complete the game. They appear in random and some scroll past the screen and they are very quick to disappear.

Catty has be careful while going in any direction because if it hits the surrounding barb wires, it is death!.  

Mind you, you need to complete this in 1 minute.

 
We have our blog herehttp://grizzly-games.blogspot.com/

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Carbon Based Lifeform - Notes for playing my game

Posted by richard on 2011/04/09 22:09

It's quite unfinished.

To get as far as possible in the game don't pick up the gun.

Edit: I've uploaded 0.0.3 which includes a whole lot of missing files. It still has a whole lot of missing game ;-)

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Ninth Kind - Bouba Team: Ninth Kind

Posted by joksnet on 2011/04/09 22:08

Well, that's all.

2038. The Earth. Sonore Aliens wade in !
With their ultrasonic sounds they want to destroy humanity !

Thanks to the found sumerian technology dated 4000 years BC human re sistance can recreate sonore attacks and defend the Earth.

Fight for the resistance !



Now to Play the Game
 
At the top of the screen the monster attacks you.

First he drops one sound.
You must block this attack by recreating the exact same sound by clicking on the band with the same color

Then he drops the first sound plus one more. You must block the two sounds.
And so on up to nine sound attacks.

At the end if you have replayed all the nine sounds, you win and are allowed to go to the next level.

TURN ON YOU SOUND!

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Sounds of Hell - Late!

Posted by BUZN on 2011/04/09 21:58

Found out about PyWeek on Monday. Programmed Tuesday & Wednesday. First level art & music Wednesday, also Start Screen, dimensions 1280*960. No work Thursday & Friday. New art with dimensions 600*800 for Start Screen, Levels 1, 2, 3, 7. Game will not be done in time, so I will submit Start/Level one. High Scores program written, but not implemented in game code.

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jetpak guy - nearly there

Posted by Cody on 2011/04/09 21:22

pyweek nearly over! I apologize for levels 6 - 9. They are all the same due to lack of time.

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None yet - Nearly Ready

Posted by dmreichard on 2011/04/09 20:33

With a little over 3 hours to go, we are nearly finished getting our game ready to submit. Admittedly we couldn't include many ideas that we wanted to, however I think what we have so far is a good start.

Going to submit a final here shortly with obligatory title-screen screenshot! =)

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Squares city - Finally

Posted by petraszd on 2011/04/09 20:12

Ok this is final version of my game. I am really proud of myself, actually.

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Nanji the Ninja and the Nine Ninja Signets - Team zahmeKatzen presents: Nanji the Ninja

Posted by Zahmekoses on 2011/04/09 19:41

And the file is uploaded along with our obligatory Title Screen Screenshot.

Some notes on the game itself (tips, hints & known bugs):
  • You have 9 hearts and 9 lifes. If you lose all 9 hearts or fall down a pit you lose one life. If you complete a level your hearts are filled up again, even if you finished the level with only one heart left.
  • It is possible to beat all levels (Serval - who did not create the levels - verified this). I don't have to mention this as most of the levels are quite easy and straightforward, but there are two or three levels that have a bit harder passages in it. Most notably the Mizu-Level which is quite Jump-precision-heavy. If you have problems here try to more fine-tune your jumps (the longer you press space, the higher you jump. Pressing space for a short time will produce jumps that are lower but sometimes also easier to control).
  • We do have to apologize as it seems that in at least two levels the flow is not that obvious (i.e. you are standing on a high platform and are not seeing were to go now). In both cases a leap of faith to the right will ensure you will have solid ground under your paws again AND are on the right track. We will fix this in the Pyggy version (either by adjusting the camera to actually scroll down when you duck, or by adding some level tiles to point you in the right direction).
  • In some cases you can land on the right hand side of the dojo and are subsequently not entering the building. Just go to the left side of the dojo and the automatic script for level completion will take over from you soon enough [The script is not broken, it is just that the "script-activation"-overlay does not cover the right side of the Dojo].
  • If you jump on two or more enemy Ninjats crowded together it happens from time to time that you do take damage from it, while simoultaneously taking out all of the enemy Ninjats. As you have 9 hearts at your disposal and as these hearts are refilled if you go from one level to another this should not be a big problem and is just a minor annoyance ("Why am I taking damage? I killed ALL of those Ninjats and I'm still taking damage?!?").
Thanks and have fun! :)

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Nanji the Ninja and the Nine Ninja Signets - Day 7 - Nearly finished and an outlook into the future (Pyggy)

Posted by Zahmekoses on 2011/04/09 19:23

Well, Serval is currently underway implementing some last minute changes and generally polishing the game here and there, but all in all our PyWeek entry is ready to be considered "final" [upload will follow shortly after this post].

Despite me hoping to write more than 2 Diary entries during this PyWeek, I failed at this miserably. Work was more stressful than I initially hoped which effectively kept me from writing Diary entries during the week (and also kept me from doing any graphics until Thursday evening). But while I'm not satisfied with the variance in our graphics, we still have enough for a neat looking PyWeek game.

Our independent expert - Zahmekoses (artist of zahmeKatzen) - recommends: If possible, try to run our game in Fullscreen (Pressing F12 ingame) to fully enjoy the provided graphics.

Our game is "complete" in terms of "we have a tutorial level", "all nine clans are implemented with nine different levels", "basic Jump & Run gameplay is implemented", "we have an outro".
Our levels do lack a bit of originality as the objects that we can use in our levels at this time are only gras and stone plattforms, but the potential to improve on this end is definitvely there and we already have some plans to improve this half of the game.

Thus, while this PyWeek is not even over yet, Serval and I already compiled a list of items that we want and will change during the upcoming Pyggy challenge (at the same time this list can be seen as a list of items we initially wanted to have in this game, but sadly were not able to implement in the time available to us :( ):

  • Intro before tutorial level to explain the story so far
  • each clan receives two levels - one outside and one inside the Dojo
  • each clan receives a unique Boss that needs to be killed to obtain the clan signet
  • Moving Platforms
  • Locked Doors were the key first needs to be found within that level
  • Walljumping
  • Smoke-Bombs
  • Caltrops
  • Melee Attack (unsure if we really need this)
  • More Animations (Getting Hit, Dying, Walljumping, Swimming?)
  • More Tiles in General (Spikes, Water, Sand, ...)
  • custom backgrounds and tilesets for each clan
  • parallax scrolling/backgrounds (also each specific for every clan)
  • various kinds of Ninjats (Katana-Ninjats, Shuriken-Ninjats, Yari-Ninjats, etc.) with different abilities and stats
  • special abilities for clan ninjats depending on clan (More HP for Sei-Clan, Fireballs for Ka-Clan, etc.)
  • Adding more Shinobi-Like gameplay and reducing the "Jump on your enemies until dead"-part
  • More/Nicer Music (Currently only Level-Music is present; need to add Music for Intro, Level-Selection, Outro, ...)
  • More in-game dialogue (and monologue) to provide background information on the individual clans and include various plot points driving the story forward (and foreshadowing the coming events more effectively)
  • New & refined Sounds
  • Bigger Levels (and better game performance with bigger levels)
  • Achievement System? (Never tried one, would be interesting to create one)
  • Less Bugs
  • Less Glitches
  • More Fun! :D
Nevertheless, I personally had quite a lot of fun during this PyWeek as I actually learned some new neat "MS-Paint Pixel Artist"-skills and tricks; and I think even Serval had some fun - as long as she stops thinking about how awful her current code looks like and that she needs to tidy it up during the next Pyggy, etc.

Thanks richard for the PyWeek and good luck to the other contestants!

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The treacherous salsa dancer - Game finished and uploaded! :-D

Posted by yoldi on 2011/04/09 18:44

Yuuuuuuujuuuuuuuuuu! finally I have the game more or less as I had planned it.

I hope you enjoy at least a little and, of course, suggestions or comments will be welcome :-)

Playing the game shouldn't be as complicate as my last entry in pyweek 10.
I'm looking forward to seeing the rest of games to play.

And now I think I deserve a very big cold beer :-D

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