April 2013 challenge: “nemesis”
For Science! - Day 5: Getting there!
Posted by reidrac on 2013/04/18 20:44
Well, today I got pretty close to what I wanted to be the final gameplay and I think Cocos2d is almost under control (I have that feeling, but things work... so never mind).
You can see a preview here: http://www.youtube.com/watch?v=tpUbZu7lhx0
What is missing in the video? Several things!
- Display cash and the assets + their price.
- The graphic of Dr X and Dr Z (and their evil space stations!).
- AI opponent.
- Animations when using the assets.
- Sound effects.
- Win / lose.
- A HUD?
Other stuff missing:
- Game screen bg music.
- At least one more tile.
- Options screen (not sure about this; disable bg music?).
- Intermediate screen before starting the game to select difficulty.
- Cut scenes.
I asked for a day off at work so I'll have two complete days to finish the game. Looks like I'll be able to deliver! Yay!
You can see a preview here: http://www.youtube.com/watch?v=tpUbZu7lhx0
What is missing in the video? Several things!
- Display cash and the assets + their price.
- The graphic of Dr X and Dr Z (and their evil space stations!).
- AI opponent.
- Animations when using the assets.
- Sound effects.
- Win / lose.
- A HUD?
Other stuff missing:
- Game screen bg music.
- At least one more tile.
- Options screen (not sure about this; disable bg music?).
- Intermediate screen before starting the game to select difficulty.
- Cut scenes.
I asked for a day off at work so I'll have two complete days to finish the game. Looks like I'll be able to deliver! Yay!
you never know? - Oh well, next time
Posted by paeron on 2013/04/18 18:01
Well, Ive had far to much work this week so just didnt have any time for thsi challenge.
Sucks but looking forward for the next one :)
Good luck everyone, waiting to test all you're fun games!
Sucks but looking forward for the next one :)
Good luck everyone, waiting to test all you're fun games!
The Nemesis Code - First Final
Posted by HipetyHopit on 2013/04/18 15:03
I've now finished the first version of my game. Everything should work. I managed to test it on a Linux virtual machine, but don't have access to a Mac so if anyone tries to run the game on Linux or Mac please let me know if it worked. Now I only have to do final editing and testing and maybe add an executable file for windows.
Supersymmetry - Thursday - Nearly playable
Posted by gcewing on 2013/04/18 13:38
Close to having a minimal working game now. Can start/stop the accelerator, discover particles, and advance levels. Most sound effects are done.
Minimum remaining to have a submittable entry: Level restart button, fix the starting pipe in place, detect when end of game is reached, create some help screens.
Nice to have if there's time: More pipe types, a way to buy a chosen pipe, detector display, liquid helium tanks, particle detectors, obstacles.
Minimum remaining to have a submittable entry: Level restart button, fix the starting pipe in place, detect when end of game is reached, create some help screens.
Nice to have if there's time: More pipe types, a way to buy a chosen pipe, detector display, liquid helium tanks, particle detectors, obstacles.
Avidus: Those Left Behind - Day 3.. I think.
Posted by flyingfox on 2013/04/18 09:03
Long, long day. I'm quite happy with my progress though. I've changed the player to a sprite and added obstructions to your paniced run from the goo. The initial testing looked good:
Then I went and added a bunch of 'realistic' looking sprites. Doesn't look too bad right now:
I think I need to back off on the obstructions a bit :)
I spent the better part of three hours trying to get:
Then I went and added a bunch of 'realistic' looking sprites. Doesn't look too bad right now:
I think I need to back off on the obstructions a bit :)
I spent the better part of three hours trying to get:
- The player (yellow circle for now) to collide correctly with object. The collision detection by bounding rect works but the fine gained per pixel collide_mask() doesn't seem to work for me no matter what I do. This is a problem when there are irregularly shaped obstructions.
- A way to dynamically build the obstruction sprite classes. I had a great plan to use __metaclass__s but that didn't seem to work the way I wanted. Then I tried class closures but it failed too because... 1:30 AM. Finally, I decided that I only have a handful of obstructions, I'll just build each of them.
Next up:
- Detect collisions with the goo.
- Add weapons/abilities.
- Title/End screens.
- Add more (varied) obstructions.
- Add a goal sprite.
- Sleep
Mr Octopus and his quest to get back to the Ocean - and I thought I was being original...
Posted by Cody on 2013/04/18 07:55
When I started I thought I was being original, having an octopus as my protagonist. But I now learn that my game was one of three (so far...) games with octopi or octopi related creatures.
What is it with the sudden obsession with octopi? :)
What is it with the sudden obsession with octopi? :)
Slicing Dicing Critter Killer 3000 - Modifications to the idea
Posted by krusty503 on 2013/04/18 05:30
Decided to change the concept a little...I decided the 'farm' theme was way too boring. So now you are a new employee of a heartless multi-national corporation. You are testing out their new automated critter-killing drones to clear out critters trying to consume a new alien and highly profitable mineral growing around the earth. Unfortunately the minerals effect on the critters causes them to get stronger once enough of them are killed, willing them to demand retribution against the killer (that's you).
Evil Squared - With three days left...
Posted by Jjp137 on 2013/04/18 03:16
...I'm pretty sure that I'm going to make the deadline :)
The main addition to the game consists of the boss fights, which are fights against your nemesis. He really is just a big red square, but again, I can't draw :p
He can change between attack patterns at certain HP points, which is a nice touch.
I also added really basic menu screens, including the pause screen.
I guess all I have to do for now is to add sounds and music, and create more levels. I could add more features, but I'm satisfied with what I made throughout the week :) Maybe cleaning the code could be helpful, since a lot of it is spaghetti...
The main addition to the game consists of the boss fights, which are fights against your nemesis. He really is just a big red square, but again, I can't draw :p
He can change between attack patterns at certain HP points, which is a nice touch.
I also added really basic menu screens, including the pause screen.
I guess all I have to do for now is to add sounds and music, and create more levels. I could add more features, but I'm satisfied with what I made throughout the week :) Maybe cleaning the code could be helpful, since a lot of it is spaghetti...
ThEdA_P16 - AARGH
Posted by gizmo_thunder on 2013/04/18 02:56
looks like im' not going to be able to get anything done for this pyweek.. 2 days to go and still dont' have a clue what i want to make. Hopefully ill' be able to figure out something for the 2 days.
Warlocks - Warlocks - Day 4
Posted by mauve on 2013/04/18 00:52
Day 4 and the first diary entry? I'm normally good at diarising progress, but I wasn't here on Sunday so perhaps it threw me off my game a bit.
So to catch up - the last 2 nights have been spent modelling and animating a wizard dude. Tonight was spent playing with particle effects with lepton. Lepton's OpenGL renderer didn't work properly for me when I wrote Doctor Korovic, which is why I wrote a crappy pure-Python renderer. This time round it's much more important, so I dug into the C code to fix it properly. I discovered it has a bug on 64-bit architectures (my patch is here, I have submitted it via the lepton google group too but the message doesn't seem to have appeared yet).
Anyway, without further ado, today's screenshots:
So to catch up - the last 2 nights have been spent modelling and animating a wizard dude. Tonight was spent playing with particle effects with lepton. Lepton's OpenGL renderer didn't work properly for me when I wrote Doctor Korovic, which is why I wrote a crappy pure-Python renderer. This time round it's much more important, so I dug into the C code to fix it properly. I discovered it has a bug on 64-bit architectures (my patch is here, I have submitted it via the lepton google group too but the message doesn't seem to have appeared yet).
Anyway, without further ado, today's screenshots: