September 2011 challenge: “Mutate!”
FEAW - Day 6 is menus and enemies day
Posted by GruikInc on 2011/09/17 00:35
Hi fellow PyWeek-ers!
23 hours and 47 minutes to go now! We're almost there \o/
We are a little late on our planning as we wanted to have only level design and tests to do for the last day but we still have some things to fix in the code. But we should be good if we sleep "not more than 5 hours" as said elghinn :D
A new power was added today when Stan is Air Stan: twisters! With this, Stan can get rid of obstacles and his enemies like this psycho rabbit:

Isn't he scary? Imagine what he could do to Stan if he hadn't the chance to find Mutation gems on his road to the trash can!
And so you can see with this screenshot most of the work done today by Cha and elghinn.
Cha did mostly all the menus and buttons for the game. Even a few help pages to explain how the game is played. This clearly is better than the black backgrounds and pyglet Labels we had before today as menus.
Elghinn created all these menus in the code thanks to his sweet State system which allows us to stack them as we want.
He also took care of the enemies and obstacles loading and drawing. So now we really have all our data structure to handle everything in the game.
I began my day creating a simple HUD for the score and the lives in order to have information about Stan's state.
Then I handled the obstacles and enemies during the game: collisions and their effect, moves for the enemies and other things. This included again some collision development.
The collision system became really more complete now. Even when Stan is at several Tiles intersection, so at several collision map intersection. This allows the player to walk in the levels without any problem.
And I think that would be all for today.
See you for the last post tomorrow when we will upload the game. We hope you will have fun playing it.
23 hours and 47 minutes to go now! We're almost there \o/
We are a little late on our planning as we wanted to have only level design and tests to do for the last day but we still have some things to fix in the code. But we should be good if we sleep "not more than 5 hours" as said elghinn :D
A new power was added today when Stan is Air Stan: twisters! With this, Stan can get rid of obstacles and his enemies like this psycho rabbit:

Isn't he scary? Imagine what he could do to Stan if he hadn't the chance to find Mutation gems on his road to the trash can!
And so you can see with this screenshot most of the work done today by Cha and elghinn.
Cha did mostly all the menus and buttons for the game. Even a few help pages to explain how the game is played. This clearly is better than the black backgrounds and pyglet Labels we had before today as menus.
Elghinn created all these menus in the code thanks to his sweet State system which allows us to stack them as we want.
He also took care of the enemies and obstacles loading and drawing. So now we really have all our data structure to handle everything in the game.
I began my day creating a simple HUD for the score and the lives in order to have information about Stan's state.
Then I handled the obstacles and enemies during the game: collisions and their effect, moves for the enemies and other things. This included again some collision development.
The collision system became really more complete now. Even when Stan is at several Tiles intersection, so at several collision map intersection. This allows the player to walk in the levels without any problem.
And I think that would be all for today.
See you for the last post tomorrow when we will upload the game. We hope you will have fun playing it.
Mutagenesis - Hoop Plant
Posted by gcewing on 2011/09/17 00:17
Ladies and gentlemen, I present the first practical product from Grego Biolabs Inc. -- the Hoop Plant!
No longer do you have to spend money on expensive croquet hoops -- you can grow them yourself in your own back yard!
No longer do you have to spend money on expensive croquet hoops -- you can grow them yourself in your own back yard!

Immune Defender - A Final Effort - A New Game
Posted by Akake on 2011/09/17 00:15
Having effectively failed at my first idea, I've decided that the time has come for action.
I have come up with a simple idea that should work well and that I can get done quickly. It is a Defender-style shmup with a living space ship flying inside of a massive super-organism fighting invading robots. The player's ship "mutates" between three weapons: A charging beam, missiles, and a sonic wave attack.
I started about an hour ago but I have a fair amount of the base code done.
The graphics will be done in Inkscape because I am much faster with vector graphics due to my inexperience with raster art.
Peace, love, and fighting 'til the end,
--- Akake
I have come up with a simple idea that should work well and that I can get done quickly. It is a Defender-style shmup with a living space ship flying inside of a massive super-organism fighting invading robots. The player's ship "mutates" between three weapons: A charging beam, missiles, and a sonic wave attack.
I started about an hour ago but I have a fair amount of the base code done.
The graphics will be done in Inkscape because I am much faster with vector graphics due to my inexperience with raster art.
Peace, love, and fighting 'til the end,
--- Akake
pyflux - Book that's come in handy a few times this week
Posted by LongSean on 2011/09/16 23:56
Andrew Harris book has saved me a few times during this project
http://books.google.ca/books?id=rkOQOIi944IC&pg=PA249&lpg=PA249&dq=pygame+label+as+sprite&source=bl&ots=60ShcpXTlO&sig=0Qqn-x8G80C_yTsZ5LhSo5QAIkM&hl=en&ei=QNhzTp31EfDOiAL_j9WzAg&sa=X&oi=book_result&ct=result&resnum=3&ved=0CCIQ6AEwAg#v=onepage&q=pygame%20label%20as%20sprite&f=false
http://books.google.ca/books?id=rkOQOIi944IC&pg=PA249&lpg=PA249&dq=pygame+label+as+sprite&source=bl&ots=60ShcpXTlO&sig=0Qqn-x8G80C_yTsZ5LhSo5QAIkM&hl=en&ei=QNhzTp31EfDOiAL_j9WzAg&sa=X&oi=book_result&ct=result&resnum=3&ved=0CCIQ6AEwAg#v=onepage&q=pygame%20label%20as%20sprite&f=false
Mutable Mamba - Woot!
Posted by confluence on 2011/09/16 23:55
Today we made a lot of levels and played them. New levels include: a paint training level, a fire and water level, a small edible squeaky creature buffet level, an arrow-flipping level, a patriotic Doom level, a series of tubes level, a woot level and a peace level. We sometimes even managed to complete levels we had written ourselves.
The level menu looks much nicer now -- there's a grid layout, all the levels have autogenerated thumbnails and the arrow keys actually do what you would expect them to do. We removed level locking, which for the moment seemed like an unnecessary complication.
We tweaked some tiles, making the floor less eye-bleedingly hideous and the fire more right-way-up. Movement was improved. There is a generic eating sound, and a crash -- or rather splat -- for running into things you're not supposed to run into.
jerith heroically searched the intertubes for appropriately licensed music, most of which we immediately discarded for various frivolous reasons of personal taste, or because we recognised it from other indie games we had recently played.
drnlm has contracted some kind of horrible ailment and we haven't seen him in days, but he nevertheless managed to add button and gate sprites and various epic improvements to the level editor like the ability to edit sprites (useful for tunnels and gates/buttons).
We've set up a server which can be used to exchange levels. I wrote a silly helper script which prints a list of possible partitions of the level area. We also created a lengthy TODO document.
The level menu looks much nicer now -- there's a grid layout, all the levels have autogenerated thumbnails and the arrow keys actually do what you would expect them to do. We removed level locking, which for the moment seemed like an unnecessary complication.
We tweaked some tiles, making the floor less eye-bleedingly hideous and the fire more right-way-up. Movement was improved. There is a generic eating sound, and a crash -- or rather splat -- for running into things you're not supposed to run into.
jerith heroically searched the intertubes for appropriately licensed music, most of which we immediately discarded for various frivolous reasons of personal taste, or because we recognised it from other indie games we had recently played.
drnlm has contracted some kind of horrible ailment and we haven't seen him in days, but he nevertheless managed to add button and gate sprites and various epic improvements to the level editor like the ability to edit sprites (useful for tunnels and gates/buttons).
We've set up a server which can be used to exchange levels. I wrote a silly helper script which prints a list of possible partitions of the level area. We also created a lengthy TODO document.

Foreseen Yet Unpredictable Invader - Foreseen Yet Unpredictable Invader — First version available!
Posted by ThibG on 2011/09/16 23:28
Hi all!
My game is now fully functional and uploaded!
This is not the final version, though: I will select levels (the levels available in this version haven't been tested, or anything), I'll try to add some graphics, sounds, and things like that...
So, how does it work? You are a pilot fighting against aliens with the use of your fighting spaceship! But aliens can't really be killed, since they regenerate as soon as you kill them!
However, your ship's bullets temper with the alien's regeneration process, and will eventually kill them, but cause different mutations in the process, making the invader's attacks change!
Use [CTRL] to fire, [SHIFT] to move slower (and see hitboxes), and [X] to use the bomb system!
Have fun!
(and any feadback would be welcome :))
My game is now fully functional and uploaded!
This is not the final version, though: I will select levels (the levels available in this version haven't been tested, or anything), I'll try to add some graphics, sounds, and things like that...
So, how does it work? You are a pilot fighting against aliens with the use of your fighting spaceship! But aliens can't really be killed, since they regenerate as soon as you kill them!
However, your ship's bullets temper with the alien's regeneration process, and will eventually kill them, but cause different mutations in the process, making the invader's attacks change!
Use [CTRL] to fire, [SHIFT] to move slower (and see hitboxes), and [X] to use the bomb system!
Have fun!
(and any feadback would be welcome :))
Monster Mechanics - Monster Mechanics - Day 6
Posted by mauve on 2011/09/16 23:09
Disappointing progress - hours and hours of hacking have been poured into simply getting the physics smooth enough to build a game on, and being able to save and restore monsters' parts and the joints that connect them.
Tomorrow there is the mammoth challenge of making the game work, adding all the upgrades, fighting, destruction, collection of mutagen, camera panning and zooming and so on, and to be honest it probably won't happen to the point that it's enjoyable to play. Terribly disappointing when I've poured so much time into getting the game this far. This was really a project for two people, but superjoe hasn't been motivated to contribute much this week.
Oh, well. Have a couple of screenshots.

Tomorrow there is the mammoth challenge of making the game work, adding all the upgrades, fighting, destruction, collection of mutagen, camera panning and zooming and so on, and to be honest it probably won't happen to the point that it's enjoyable to play. Terribly disappointing when I've poured so much time into getting the game this far. This was really a project for two people, but superjoe hasn't been motivated to contribute much this week.
Oh, well. Have a couple of screenshots.


Gregor Samsa - The Graphics ...
Posted by redplanet on 2011/09/16 21:48
Work (still) in progress!

Gregor Samsa - First demo + going mobile
Posted by mihi on 2011/09/16 21:44
As threatened previously: we successfully ran our game on mobile platforms. From the first day the N900 of one of the co-developers was used for testing. Today we finished the android specific parts. So go to the marketplace, download the "Pygame subset for android", copy our game to the /sdcard/pygame/ folder and play it! If you can't, here's a screenshot.

Also as you can guess from the title: the first playable demo is online. Play away and give us feedback.
<3 the invisible hand of adam smith

Also as you can guess from the title: the first playable demo is online. Play away and give us feedback.
<3 the invisible hand of adam smith
Blobate! - Start
Posted by maral on 2011/09/16 21:41
Hi all, so we thought we would give y'all an advantage, so we just started 2 hours ago. After long time brainstorming we decided to make some kind of mix of Tower defense, fish eating game and Airport traffic game. We're really curious, what would we make, since we have something about 26 hours, not really thinking of going to sleep ;-)
The main idea is to make something very blobby, make it nice and cute, and make various sounds to it. Let's see how will it look like!
The main idea is to make something very blobby, make it nice and cute, and make various sounds to it. Let's see how will it look like!