September 2012 challenge: “One Way Trip”
Run! - Bug update.
Posted by Ermahgerd on 2012/09/14 15:12
I just realized today that there was a rendering bug on Windows machines. That bug will be fixed in the next version. I had been running the game on Mac hardware until this morning, so the bug went by unnoticed.
Jetpack Adventure - Almost there! + screen
Posted by paeron on 2012/09/14 14:45
So, time ran away from me as always. Work got busy as usual.
But this time I still got some free hours to work on the game. Even though the "ugly" code came out from me. May refactor everything at a later time. Not pleased at all with the code but it all seems to work fine.
Got a screenshot on my entry page now.
Not too pretty graphics but thats the best I can do with my limited drawing skills and the lack of time I have.
Still have alittle more code to write but it shouldnt take long!
Might actually make it this time!! Excited.
Looking forward to try out all the games!
/ Tommy
But this time I still got some free hours to work on the game. Even though the "ugly" code came out from me. May refactor everything at a later time. Not pleased at all with the code but it all seems to work fine.
Got a screenshot on my entry page now.
Not too pretty graphics but thats the best I can do with my limited drawing skills and the lack of time I have.
Still have alittle more code to write but it shouldnt take long!
Might actually make it this time!! Excited.
Looking forward to try out all the games!
/ Tommy
um, idk - day 5
Posted by bitcraft on 2012/09/14 06:21
Just got done looking through the new posts, and I excited to play a few of the games already. Unfortunately I will not be submitting a finished game.
Today I got probably as far as I am going to get. I finished a few odds and ends and added the first and probably only enemy to the game, a sentry robot. I probably will not have much time tomorrow. Well, there is always next time.
Today I got probably as far as I am going to get. I finished a few odds and ends and added the first and probably only enemy to the game, a sentry robot. I probably will not have much time tomorrow. Well, there is always next time.
Little Red Riding Hood - First Playable Version
Posted by kcaze on 2012/09/14 03:46
Just finished the art assets and hastily constructed 3 levels, the last of which I haven't actually tested. It's playable now, but I'd like to add in a few more features before I actually begin designing levels.
Goal: To gather all the apples, before you are eaten by the Big Bad Wolf. The BBW cannot backtrack, which helps somewhat ;)
Controls:
Arrow keys - movement
z - action key (not used in this version, but in later levels, will allow you to go up and down stairs)
space - toggle whether the walls are visible or not
Goal: To gather all the apples, before you are eaten by the Big Bad Wolf. The BBW cannot backtrack, which helps somewhat ;)
Controls:
Arrow keys - movement
z - action key (not used in this version, but in later levels, will allow you to go up and down stairs)
space - toggle whether the walls are visible or not
Run! - Competition end is dangerously close...
Posted by Ermahgerd on 2012/09/14 03:32
So today most of the progress made was mainly code cleanup. I didn't want to do this until everything else was complete, and I was more or less sitting on some "spare" time. However, the spaghetti code that I had mentioned in my previous post was causing some trouble with the power-up systems. It was a situation that would have been a snowballing result of the hack code entered previously, and I decided to fix all of the code instead, rather than making it worse. It's still not the prettiest work ever, but it's much cleaner than it was before, and even resulted in a performance gain on my machine.
Other than clean the clean-up, and start on the power-up system, there weren't too many other additions to the game today. At the same time, however, there aren't very many more needed before I'm satisfied with calling it one-oh. I want to tweak the enemy patterns, and add a "High Score" screen viewable from the title screen, and at the end of the game. If time allows it, I will make the data persistent, if not, it will be session specific.
I'll try to have a new version posted tomorrow night.
Other than clean the clean-up, and start on the power-up system, there weren't too many other additions to the game today. At the same time, however, there aren't very many more needed before I'm satisfied with calling it one-oh. I want to tweak the enemy patterns, and add a "High Score" screen viewable from the title screen, and at the end of the game. If time allows it, I will make the data persistent, if not, it will be session specific.
I'll try to have a new version posted tomorrow night.
Moon Pytrol - Proof that good looking code isn't necessary
Posted by jtrain on 2012/09/14 02:50
The codebase is full of hacks and shortcuts. I wouldn't show this code to anyone, let alone our Mum - she is a harsh critic of code. We still bear the scars from her scathing post-mortem code review on our last project.
Despite all of this, the game works. And the core mechanic is fun. It is joyful and soars.
Despite all of this, the game works. And the core mechanic is fun. It is joyful and soars.
Supercode - Random languages, random landscapes.
Posted by tnelsond on 2012/09/14 00:21
Ok, so I've got my random language generator and my random landscape generator kinda working.
Nothing to show for the languages yet, but here's a landscape:
Nothing to show for the languages yet, but here's a landscape:
Last Train to Nowhere - Last Train To Nowhere: Day 5
Posted by mauve on 2012/09/14 00:17
At last the game seems to be more or less fully playable. Not all the stuff in the original concept is implemented yet, but you can have a fight, and die (frequently). It's not that enjoyable yet, because the AI is very punishing.
I think something like reloading is needed too, so that you can spot your moment to attack. Possibly it also needs hand-to-hand combat so you have the option to charge in when you spot the moment. And some grenades would be a nice addition too.
Hopefully we'll have enough time to iron all these issues out.
I think something like reloading is needed too, so that you can spot your moment to attack. Possibly it also needs hand-to-hand combat so you have the option to charge in when you spot the moment. And some grenades would be a nice addition too.
Hopefully we'll have enough time to iron all these issues out.
Super Science Space Explorer - Fresh Start
Posted by Hugoagogo on 2012/09/14 00:14
Finally decided late last night to start again from scratch as my first attempt wasn't working out quite how i wanted, anyway, I have a little spaceship so far that can propell itself around space. Next comes the things to do and things to kill you
http://www.youtube.com/watch?v=mY7kFqlc50U
http://www.youtube.com/watch?v=mY7kFqlc50U
Sixth chance - moving player
Posted by DR0ID on 2012/09/13 22:51
This evening I got my player moving around and extinguishing the fire. Tomorrow I'll try to get the fire rendered. Will see how this goes.