May 2012 challenge: “Mad Science”
Tesla Revenge - Game Overview
Posted by BonesAO on 2012/05/10 17:38
After an experiment going incredibely wrong, Tesla has to stop different enemies from another dimension that threaten to destroy his lab.
By entering into his latest prototype of the EHM (Electrified Hamster Wheel), he will run over his spawning foes in a complete whacky frenzy of mayhem.
By entering into his latest prototype of the EHM (Electrified Hamster Wheel), he will run over his spawning foes in a complete whacky frenzy of mayhem.
Bot Uprising - A bit blocked
Posted by Willyfrog on 2012/05/10 15:09
I'm currently blocked, I know the algorithm I want to implement, but I can't seem to pull it out.
I have an arm with a plank at the end. This arm rotates around a central point. What I need now is to check for collisions with the "bullets". My algorithm is as follows:
I create a rect at (0,0)
for every bullet when it needs to check collision I do the following:
1 get the center (easy from the rect)
2 substract the position of the center of the plank (easy as well, as I have a distance and an angle)
3 apply a rotation matrix on the center point
4 create a rect from that point with size of the bullet
5 check collision between the (0,0) rect and the new one
I'm pretty sure I'm having problems rotating the point, but I have tried several approaches and all seem to fail. I'll get some rest and try again later.
If anyone wants to check the code. I've got it on Github
More direct code access in a gist .
The link for the gist is https://gist.github.com/2653909, I can't get it to work either T_T
I have an arm with a plank at the end. This arm rotates around a central point. What I need now is to check for collisions with the "bullets". My algorithm is as follows:
I create a rect at (0,0)
for every bullet when it needs to check collision I do the following:
1 get the center (easy from the rect)
2 substract the position of the center of the plank (easy as well, as I have a distance and an angle)
3 apply a rotation matrix on the center point
4 create a rect from that point with size of the bullet
5 check collision between the (0,0) rect and the new one
I'm pretty sure I'm having problems rotating the point, but I have tried several approaches and all seem to fail. I'll get some rest and try again later.
If anyone wants to check the code. I've got it on Github
More direct code access in a gist .
The link for the gist is https://gist.github.com/2653909, I can't get it to work either T_T
Heads and Tales - Your picture for today is...
Posted by ahdok on 2012/05/10 15:03
I am far more pleased with this than I have any right to be.
all_your_base - starting to make more headway
Posted by bitcraft on 2012/05/10 14:34
yesterday i spent most of my time fixing bugs and doing boring work inside the map loading portion. there were also a couple minor bugs that i exposed in my TMX loader that needed to be worked out. functionality wise, the game has the major elements in place, it will be mostly a rush to finish some more levels and polish it up. i'm happy with where the game is now and confident that i can finish it!
Mad Robot - Gameplay programming to become finished
Posted by Gabriele on 2012/05/10 14:15
Gameplay programming to become finished, now we start to create assets!
Studio 158 - Payness
Posted by Gothmog on 2012/05/10 13:26
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python:PULSAR - Thanks guys!
Posted by aliswee on 2012/05/10 13:02
As I got to a kind of writer's block on day four I asked for help and I want to thank bitcraft and BlueDragon for their help.
I watched the video BlueDragon recommended, and was impressed I now have a fully functioning menu in my game and it was so easy (google 'kezmenu'). I also think I may need to rethink the 'player lives' part of the game... try something new...
Anyway day five is upon me and I'm now getting the game ready for art and such, as much of it is just simple pygame.draw functions atm. Maybe i'll use lepton?
I watched the video BlueDragon recommended, and was impressed I now have a fully functioning menu in my game and it was so easy (google 'kezmenu'). I also think I may need to rethink the 'player lives' part of the game... try something new...
Anyway day five is upon me and I'm now getting the game ready for art and such, as much of it is just simple pygame.draw functions atm. Maybe i'll use lepton?
4X - Thursday update
Posted by richard on 2012/05/10 12:23
The server code is creating games and is installed and running. The client is making persistent changes to local game state. It's slowly coming together. We've just got a bunch of game model to flesh out and some plumbing to do and the hey presto, it's a game! Well, you know... :-)
The Cure - Day 6? End Game, Mountains, and Magma
Posted by ChipX86 on 2012/05/10 12:18
It's.. let's see.. 5:20AM now. So it might be time to consider sleeping for a few hours.
I wrote the ending sequence for the game today. There are actually two endings, only one of which I've (mostly) completed. But all the stuff is there to do the other one, so it should'nt be bad.
I've been going through and adding detail to the main world. It's coming along well. Spent the past few hours on the mountains and volcano.
Tomorrow, adding some more enemies to the game, finishing the ending sequence, and if time permits, beginning the opening sequence.
Plenty of time for polish. The game is pretty rock solid :)
I wrote the ending sequence for the game today. There are actually two endings, only one of which I've (mostly) completed. But all the stuff is there to do the other one, so it should'nt be bad.
I've been going through and adding detail to the main world. It's coming along well. Spent the past few hours on the mountains and volcano.
Tomorrow, adding some more enemies to the game, finishing the ending sequence, and if time permits, beginning the opening sequence.
Plenty of time for polish. The game is pretty rock solid :)
Peanut Butter and Pickles - Throwing together anything
Posted by PrintStar on 2012/05/10 11:11
So this contest seems to be moving a bit faster than I remembered. My game "does stuff" at this point, but it is effectively unplayable. I'm now cutting corners with a nicely extensible menu system where one class is handling all in-game menus, which should speed things along. That screenshot from days ago is effectively where I still am...