April 2013 challenge: “nemesis”
Supersymmetry - Friday - First submission
Posted by gcewing on 2013/04/19 13:27
Progress has been good today. I've got as far as implementing a few of the optional features on my list -- crossing pipes and end caps, vacuum integrity checking, buying selected pipes, inventory scrolling.
It's still not quite ready for prime time. Something is screwy with the calculation of the required energy for each level -- seems to be too low for levels above the first. But I've made a release just in case.
It's still not quite ready for prime time. Something is screwy with the calculation of the required energy for each level -- seems to be too low for levels above the first. But I've made a release just in case.
vengeance (working title) - some graphix and music
Posted by Alzi on 2013/04/19 12:18
spent some time for interface-pixels and music - still need game sprites. ah - and a game would be nice too. :P
the song
the song
Avidus: Those Left Behind - So close to a real game
Posted by flyingfox on 2013/04/19 08:28
Getting there. I would like to have been able to get the text flavours added tonight, but that's not going to happen. Floaty text and end goal are the first things up tomorrow. Maybe in the morning if I get up early.
I changed the way the the goo repulsion was implemented. Instead of magically bumping back the goo, you now leave a poison bomb (and some followers) to poison the gunk. It alters the colour and prevents it from growing for a few seconds. The turbo power didn't change, but I've added a sandy pattern to the Ghost (walk through walls) power. Also, you can't be harmed by the goo or pickup items in ghost form. Finally, I beefed up the explosion. The previous one wasn't as awesome (or useful) as I wanted, so I kicked it up a notch. BOOOOM!
Also, I've been testing it at a lower frame rate (20 FPS). On older machines this is about all you get. If you've got something like a mid-range i5 or better, it will only get better. I'm a bit concerned about how the goo speed tracks machine performance. That's one downside of decoupling the 2D convolution from the game loop. It doesn't slow down the game, but the goo can perform better on higher end machines.
Goals:
Ghosting:
Poisoning:
Exploding:
I changed the way the the goo repulsion was implemented. Instead of magically bumping back the goo, you now leave a poison bomb (and some followers) to poison the gunk. It alters the colour and prevents it from growing for a few seconds. The turbo power didn't change, but I've added a sandy pattern to the Ghost (walk through walls) power. Also, you can't be harmed by the goo or pickup items in ghost form. Finally, I beefed up the explosion. The previous one wasn't as awesome (or useful) as I wanted, so I kicked it up a notch. BOOOOM!
Also, I've been testing it at a lower frame rate (20 FPS). On older machines this is about all you get. If you've got something like a mid-range i5 or better, it will only get better. I'm a bit concerned about how the goo speed tracks machine performance. That's one downside of decoupling the 2D convolution from the game loop. It doesn't slow down the game, but the goo can perform better on higher end machines.
Goals:
- End goal sprite
- Flavour text
- Sound and music.
- Start menu
- End game screen
- More levels?
Ghosting:
Poisoning:
Exploding:
Balancer Of Circles - Day #5
Posted by petraszd on 2013/04/19 06:29
Almost no progress. I was experimenting with some ideas. One of them circles that grow big starts shooting at you back. In reality it is stupid, because You do not see most of circles. So, from time to time some ball just start flying into Your side.
Now I am trying to implement new approach to make this tech demo a game. When circle grows big, You should reduce it to normal size (Because you are "balancer"). So, I have implemented tracking of big circles with lines:
Now I am trying to implement new approach to make this tech demo a game. When circle grows big, You should reduce it to normal size (Because you are "balancer"). So, I have implemented tracking of big circles with lines:
Evil Squared - Some random thoughts (Day 5-ish)
Posted by Jjp137 on 2013/04/19 04:00
I've been just making levels, really. I should fetch some sounds and music, write up those text files...
...and I still need to name my game.
...and I still need to name my game.
The Beast Hunters - another screenshot
Posted by scott on 2013/04/19 03:47
Hi fellow pyweekers,
A friend of mine suggested turning my game into a beast hunt. So far I've added a beast (but without any AI yet, and basically just a large version of the main character with horns) and some minions (just clones of the main character at the moment).
I've added a way too aggressive controller for the minions
A friend of mine suggested turning my game into a beast hunt. So far I've added a beast (but without any AI yet, and basically just a large version of the main character with horns) and some minions (just clones of the main character at the moment).
I've added a way too aggressive controller for the minions
def update(self):
# do something sensible
# attack!
angle_betw = math.atan2(self.player1.avatar.y - self.avatar.y,
self.player1.avatar.x - self.avatar.x);
dist_betw = math.sqrt((self.player1.avatar.x - self.avatar.x)**2. +
(self.player1.avatar.y - self.avatar.y)**2.);
(self.player1.avatar.y - self.avatar.y)**2.);
if utils.shortest_difference_between_angles(angle_betw, self.avatar.facing) > 10. * math.pi / 180.:
# turn towards
if utils.compare_angles(angle_betw, self.avatar.facing) > 0:
self.set_turning_left();
else:
self.set_turning_right();
else:
# charge!
self.set_attacking();
self.set_moving_forward();
Oh shit ...
... i'm being attacked by clones.
The beast lurks here, but doesnt move yet.
My gameplay mechanics are fairly terrible right now.
--Scott
Oh shit ...
... i'm being attacked by clones.
The beast lurks here, but doesnt move yet.
My gameplay mechanics are fairly terrible right now.
--Scott
Avidus: Those Left Behind - Now with sleep.
Posted by flyingfox on 2013/04/19 01:55
The things that plagued me last night (simple collision detection, button cool down) I solved during my lunch break. I love how my sleep addled brain was working, "Too tired make sprite collision detection work... hmmm, maybe time to start playing around with a __metaclass__ for my obstructions!"
Anyway, you now have powers (that are paid for by followers). I've settled on a goo repeller (cost: 5), turbo sprint (cost:2), ghosting through obstacles (cost: 3) and poison bombing (cost: 1). All but the poison bombing are implemented but I may revisit the repel mechanism.
To do tonight:
Anyway, you now have powers (that are paid for by followers). I've settled on a goo repeller (cost: 5), turbo sprint (cost:2), ghosting through obstacles (cost: 3) and poison bombing (cost: 1). All but the poison bombing are implemented but I may revisit the repel mechanism.
To do tonight:
- Make the poison bomber work.
- Add random pickups.
- Add the Goal.
Still to do:
- Menu / Title Screen
- End Screens
- Floaty Text objects.
Supersymmetry - Interesting way of getting a dialog box wrong
Posted by gcewing on 2013/04/19 01:05
A salutory reminder of what can happen if you're foolish enough to pass a string where a list of strings is expected.
Olympian Redemption - Days 2-4
Posted by PyTM30 on 2013/04/18 22:53
I was ill on Monday afternoon so didn't get too much accomplished then. Since then I have made a slightly better sprite, although it needs replacing; I then sorted out some physics and then spent a couple of nights trying to sort out ground detection.
To Do:
Scrolling
Background/terrain images
Opponents - collisions, AI, sprites
Animated character sprite
Menu
Story - I was hoping for cut scenes but time is running out rapidly.
Music
Bleeps and bloops
To Do:
Scrolling
Background/terrain images
Opponents - collisions, AI, sprites
Animated character sprite
Menu
Story - I was hoping for cut scenes but time is running out rapidly.
Music
Bleeps and bloops
Bane's befuddlement - Day 5: Vaguely game'ish
Posted by drnlm on 2013/04/18 22:02
So I managed to finish the level editor today, added a couple of extra features to the maze and also tweaked the nemesis AI to be approximately what I wanted - directed enough to be something a threat, but still really stupid. All the components for a game are now there, it just needs more content.
I'm not going to have much time to work on this on Saturday, so I'll need to get it into submittable shape tomorrow, but with the level editor working, hopefully I can get it to a reasonable number of levels quickly.
I should try add some sound to the game. Kivy's documentation suggests it will be fairly straightforward, so hopefully that won't take much time.
I'm not going to have much time to work on this on Saturday, so I'll need to get it into submittable shape tomorrow, but with the level editor working, hopefully I can get it to a reasonable number of levels quickly.
I should try add some sound to the game. Kivy's documentation suggests it will be fairly straightforward, so hopefully that won't take much time.