September 2012 challenge: “One Way Trip”
Last Train to Nowhere - Last Train To Nowhere: Day 2
Posted by mauve on 2012/09/10 23:13
The main thrust of my effort today was in adding more detailed objects to the scenegraph. The scenegraph mainly allows me to group sprites and animations together as compound objects, but I have scenegraph nodes to do depth effects and some that implement animation though custom draw() methods. So the scenegraph consists of animated 2.5D objects, like this locomotive with animated piston linkage:
I'm also going to write the character animation system as a scenegraph node, so I can keep logic and presentation separate. This has been a problem in some of my previous projects - classes that represent, say, a player character, and deal both with its control and presentation, are quick to get up and running, but soon become very complicated. Having a clear interface for the logic to control the presentation should help manage that complexity.
I'm also going to write the character animation system as a scenegraph node, so I can keep logic and presentation separate. This has been a problem in some of my previous projects - classes that represent, say, a player character, and deal both with its control and presentation, are quick to get up and running, but soon become very complicated. Having a clear interface for the logic to control the presentation should help manage that complexity.
⚁⚀ - The Marswalk
Posted by Ernie on 2012/09/10 22:15
Today i began coding the actual game and finished quite a bit. I implemented the astronaut, who can walk over a tilemap of the mars. The movement is tilebased like in the pokemon and early final fantasy games. Tomorrow i will try to come up with some content or mechanic, besides wandering around.
I wasted much time searching the web about opengl and pyglet as my game has a strange bug: As i am using pixelart i use GL_NEAREST for scaling. Although everything looks fine and scales pixely, the main character is scaled smoothly. When i am switching application, the hero is scaled correctly after switching back. Also does anyone know why you can't blit textures onto other textures, if they are loaded with pyglet.resource, but can if loaded with pyglet.image?
I wasted much time searching the web about opengl and pyglet as my game has a strange bug: As i am using pixelart i use GL_NEAREST for scaling. Although everything looks fine and scales pixely, the main character is scaled smoothly. When i am switching application, the hero is scaled correctly after switching back. Also does anyone know why you can't blit textures onto other textures, if they are loaded with pyglet.resource, but can if loaded with pyglet.image?
daftspaniel3 - Day Two - Fragments and Tripods
Posted by daftspaniel on 2012/09/10 21:21
At first I thought today was a bit of a washout for progress but turns out not too bad for a Monday if all the little fragments are combined. I read up on Mars on Wikipedia, toyed with a bit animation for a bug creature (no screenshot), added some more movement to the player and created a scalable tripod bad guy (who looks like a table!). Biggest job was adding the front and left faces to the blocks forming the surface and getting them drawn fast and in the right order (right to left, back to front etc).
Still not sure on gameplay or even what the hero will look like but there's time. :-)
Hopefully I can shake off this cold and have a good session tomorrow!
project pyFrog - Project pyFrog. Day 2.
Posted by noTformaT on 2012/09/10 20:10
Hello.
So ended the second day of the competition. Today I did very little. Added to the game counter lives. Also added to the game score counter. I also started drawing style for GUI, but something tells me that I redraw it again, I do not like it, we should do something simpler. All I do today can be seen in this video:
http://www.youtube.com/watch?v=2BNpxVDvOI0&feature=plcp
http://www.youtube.com/watch?v=2BNpxVDvOI0&feature=plcp
That's all for today. Tomorrow will try to change the GUI and add a scene the end game.
All. Good luck to everyone.
Anacleto, the escapee rooster - The idea of the game is ready - Anacleto, the escapee roster
Posted by yoldi on 2012/09/10 19:42
Well, no coding yet, but I have the idea to develop the next days.
Anacleto, a rooster in a farm, heard the farmer talking about getting ride of him. Just a few hours, something must be done to survive. Then, Anacleto decides to start a one way trip to anywhere but the farm where his days are numbered.
Here a small draft about how the game should look at the end of the challenge:
Next days I will have more time, than the last 2, so, I hope it is enough time :-)
Cross your fingers!!!
Anacleto, a rooster in a farm, heard the farmer talking about getting ride of him. Just a few hours, something must be done to survive. Then, Anacleto decides to start a one way trip to anywhere but the farm where his days are numbered.
Here a small draft about how the game should look at the end of the challenge:
Next days I will have more time, than the last 2, so, I hope it is enough time :-)
Cross your fingers!!!
From the Abyss - Hello, world!
Posted by davexunit on 2012/09/10 18:24
Hello, everyone. Much of the basic framework for From the Abyss has been written. A simple Scene class is used to break up the game into logical segments (main menu, shmup, etc.). Using the rabbyt sprite library, a bullet system was created that can draw and update a ton of sprites at 60 fps. Finally, borrowing from Cocos2d, an action framework was created to script bullets, enemies, and levels. It's less feature complete than Cocos2d's implementation, but it has some important advantages such as not allocating as much memory and handling time steps better (no losing time when an action's elapsed time exceeds its duration). We plan to have individual updates from the team members as the week goes on.
First game! - Day 1 - Discussion about what kind of game to create
Posted by Master47 on 2012/09/10 17:34
My partner Noro and I quickly agreed to make a side-scrolling game, where the player is automaticly running to the right to escape. We have decided that the only thing the player can do is jump; which is also the main purpose of the game: Jumping over obstacles and get as far as you can.
There will be a special feature called a double jump, where the player can jump again while being in the air already.
More later.
A screenshot or screenshots will follow later.
There will be a special feature called a double jump, where the player can jump again while being in the air already.
More later.
A screenshot or screenshots will follow later.
Run! - Problems on the starting line!
Posted by Ermahgerd on 2012/09/10 15:05
So the competition has just begun, and I've already hit a bump! I'm still relatively inexperienced with Pygame, as I've only written one complete game, so still lack the experience to really make it shine.
The problem I ran into was trying to implement a 3-layer scrolling parallax background. The layers consisted of a static background (did not move), and 2 layers of trees, which stretched the entire height of the screen. The game was unable to exceed 10 frames, which was completely unacceptable for the type of game I'm going for.
Due to this, I lost a couple days of code and art, because I'm scrapping this part of the plan. I'm still technically on track however, as I had allocated these days to work on it in advance.
Oh, and my girlfriend gave me her cold >.>
Hopefully I'll be able to power through it, and have something up in the next 24 hours that resembles a demo.
The problem I ran into was trying to implement a 3-layer scrolling parallax background. The layers consisted of a static background (did not move), and 2 layers of trees, which stretched the entire height of the screen. The game was unable to exceed 10 frames, which was completely unacceptable for the type of game I'm going for.
Due to this, I lost a couple days of code and art, because I'm scrapping this part of the plan. I'm still technically on track however, as I had allocated these days to work on it in advance.
Oh, and my girlfriend gave me her cold >.>
Hopefully I'll be able to power through it, and have something up in the next 24 hours that resembles a demo.
Super Science Space Explorer - Physics is hard
Posted by Hugoagogo on 2012/09/10 11:34
Not much time to work on my game today with a full on 8:30 - 8:30 day at uni, i have done a bit and have a got a camera that can move around and zoom in and out and such, I based it off an example by tartley (who's website seems to be a bit screwy at the moment?). Much frustration was had in trying to redo what I had already done a couple of years back but its all working ok now :)
Now I am just starting to get stuck in into some basic mechanics and am deciding physics to do with space stuff can be kind of hard to translate into a game, I wanted to do something kind of realistic but things are often made difficult when trying to decide what kind of scaling to use as everything in space tends to be rather spaced out, with lots of numbers in the range of 10^3 all the way out to 10^25 or so.
I am going to have a bit of a break and thinking of how to get around this, my first thought is to make my game a bit more arcadey and less realistic.
Now I am just starting to get stuck in into some basic mechanics and am deciding physics to do with space stuff can be kind of hard to translate into a game, I wanted to do something kind of realistic but things are often made difficult when trying to decide what kind of scaling to use as everything in space tends to be rather spaced out, with lots of numbers in the range of 10^3 all the way out to 10^25 or so.
I am going to have a bit of a break and thinking of how to get around this, my first thought is to make my game a bit more arcadey and less realistic.
Charon's Obol - the concept
Posted by circusblatta on 2012/09/10 10:20
Caron dimonio, con occhi di bragia
does anyone know this poem?