April 2013 challenge: “nemesis”
The Beast Hunters - first screenshot
Posted by scott on 2013/04/16 13:05
Hi,
I'm not really sure what I'm making (which is bad), but I have a screenshot.The main character is basically just a sphere with cylinders for arms, and I can't really call those other messy meshes trees and keep a straight face.
I'm using a slightly different array of tools:
I'm not really sure what I'm making (which is bad), but I have a screenshot.The main character is basically just a sphere with cylinders for arms, and I can't really call those other messy meshes trees and keep a straight face.
I'm using a slightly different array of tools:
- Allegro 5 is my main windowing engine
- PyOpenGL
- pycollada (0.4 from git)
- Blender (2.64) with Collada exporter.
I spent quite a lot of time doing this random hexagonal culling. The idea being that I only render objects that are in the same hexagon as the main character, or one of the 6 surrounding hexagons.
Oh, and the red line in the characters hand is supposed to be a sword, but it looks more like a laser scanner when it swings.
--Scott
Oh, and the red line in the characters hand is supposed to be a sword, but it looks more like a laser scanner when it swings.
--Scott
vengeance (working title) - some trouble with enemy movement
Posted by Alzi on 2013/04/16 10:27
i wasted some time on bezier curves
wanted to move the enemy ships along bezier paths
had some trouble implementing it
decided to go to speed, angle - movement, where i transform the angle and / or the speed over time.
wanted to move the enemy ships along bezier paths
had some trouble implementing it
decided to go to speed, angle - movement, where i transform the angle and / or the speed over time.
Retribution - Interesting but not scheduled day two
Posted by lucio on 2013/04/16 05:33
Day two has ended.
Instead of going with the plan of focusing 100% on gameplay i did some gameplay but decided i needed to spice it up a bit with sfx because it was too "flat".
I ended up finishing the FM synthesizer! I can now create oscillator setups to produce sounds like the old OPL2 / Adlib. I am pretty happy with this.
Music right now is just some random notes picked randomly, generated on the fly.
I still need more enemy types, more levels and some textual interaction for backstory / tutorial.
The biggest parts missing from gameplay are:
- combo move (just one combo)
- strategic enemies
So, the plan for the rest of the days:
3) gameplay, enemies, levels and text.
4) tweak playability and levels
5) music
6) graphics
7) polish
Ill upload the synth code, to run it you just need to:
$ python synth.py
And you will hear some of the sounds it produces.
Keeping this jornal is really helping me with the planning. Hopefully this will still look good by friday.
Lucio.
Instead of going with the plan of focusing 100% on gameplay i did some gameplay but decided i needed to spice it up a bit with sfx because it was too "flat".
I ended up finishing the FM synthesizer! I can now create oscillator setups to produce sounds like the old OPL2 / Adlib. I am pretty happy with this.
Music right now is just some random notes picked randomly, generated on the fly.
I still need more enemy types, more levels and some textual interaction for backstory / tutorial.
The biggest parts missing from gameplay are:
- combo move (just one combo)
- strategic enemies
So, the plan for the rest of the days:
3) gameplay, enemies, levels and text.
4) tweak playability and levels
5) music
6) graphics
7) polish
Ill upload the synth code, to run it you just need to:
$ python synth.py
And you will hear some of the sounds it produces.
Keeping this jornal is really helping me with the planning. Hopefully this will still look good by friday.
Lucio.
Erebus - Day 2 ends.
Posted by Ryan42 on 2013/04/16 04:05
Well, for one thing, I think it's enough to be able to say that, finally, I've gotten as far as to making the game... well... playable. You can actually wave your hands around the buttons that normally control your computer, and my game will react accordingly. I feel pretty accomplished about this fact.
Maybe I will actually finish.
Well, now I just need to do the important stuff that makes it a game.
Maybe I will actually finish.
Well, now I just need to do the important stuff that makes it a game.
Pycrastination - The great Pygscape
Posted by aj_2745 on 2013/04/16 03:57
working on a game of a pig escaping a slaughter house. got the pick moving and turning correctly on the screen. He is going to be a super pig with magical powers with his nemeis being the forman of the slaughterhouse. Have some solid progress. Wont have a lot of time the 3 of us will be out of time by friday evening, but having a lot of fun with this. Working together well and coming together nicely.
Pycrastination - The great Pygscape
Posted by aj_2745 on 2013/04/16 03:57
working on a game of a pig escaping a slaughter house. got the pick moving and turning correctly on the screen. He is going to be a super pig with magical powers with his nemeis being the forman of the slaughterhouse. Have some solid progress. Wont have a lot of time the 3 of us will be out of time by friday evening, but having a lot of fun with this. Working together well and coming together nicely.
Paths of Rhamnous - I knew I sucked... but seriously? This bad?
Posted by kuro on 2013/04/16 03:12
First, the idea: I'm going literal with the nemesis idea and featuring Nemesis, the Greek goddess of revenge/honor against Narcissus, the human personification of vanity.
Of course, you'll be playing Narcissus trying to escape Nemesis. And, while we're at it, we'll make this a remake of pacman. And for fun, I've long wondered what it would be like to program an AI for pacman, and that's what the game will be: write a Python program to guide Narcissus away from Nemesis in the maze in a vain hope of escaping.
Next, the work update:
Well, the weekend didn't see nearly any work and today I was all ready to go... and got very little done in all the hours I worked.
I'm hoping that all of the stuff I learned will translate into something useful tomorrow.
Of course, you'll be playing Narcissus trying to escape Nemesis. And, while we're at it, we'll make this a remake of pacman. And for fun, I've long wondered what it would be like to program an AI for pacman, and that's what the game will be: write a Python program to guide Narcissus away from Nemesis in the maze in a vain hope of escaping.
Next, the work update:
Well, the weekend didn't see nearly any work and today I was all ready to go... and got very little done in all the hours I worked.
I'm hoping that all of the stuff I learned will translate into something useful tomorrow.
Supersymmetry - Tuesday Morning
Posted by gcewing on 2013/04/16 01:10
Drew some pipes:
Evil Squared - End of day 2; start of day 3
Posted by Jjp137 on 2013/04/16 01:00
I see that there's about five days left, so now that I'm home, it's a good time to briefly write about what I did last night.
The major addition is that I got wall turrets working, so bullets shoot out of them now. Other than that, there isn't much to say. Hopefully, by the end of today, I can get boss fight levels to kinda work.
It's about 6pm where I live, so time to start coding more...
The major addition is that I got wall turrets working, so bullets shoot out of them now. Other than that, there isn't much to say. Hopefully, by the end of today, I can get boss fight levels to kinda work.
It's about 6pm where I live, so time to start coding more...
Python Wrath of The Gods - pixel nightmare
Posted by herrv on 2013/04/15 23:36
As i was fighting against Pyxel edit, It came from deep space to punish me to be a so bad pixel drawer.
Here he is, the world crusher, master of the universe, with his endless hunger AZATHOTH!
hum i guess it's time for me to go to sleep.
What i've done TODAY :
ftaghn!
Here he is, the world crusher, master of the universe, with his endless hunger AZATHOTH!
hum i guess it's time for me to go to sleep.
What i've done TODAY :
- Torture Pyxel Edit to make some tiles and tiles_map : done
- Display tiles_map on screen and scroll it : ok but slow
- Draw tiles into a texture to manage screen resize : fail
ftaghn!