September 2013 challenge: “Moon”
Super Moon Adventure Turbo Extreme - Bit confused on the day - Think it's day 4 :/
Posted by capturts on 2013/09/04 14:05
Got level 2 into a working state... I think there is time for a level 3
Todo:
Scoring in level one is wrong :p
Thinking I should *actually* draw some moon for the landing pad to sit on...
Make proper backgrounds
Make proper graphics
Sounds for in game events (but it's in space - you can't actually hear explosions!)
Maybe sounds for button presses in menus
Make background stars varying sizes or at least smaller!
Level 2 doesn't have any scoring...
Graphics, backgrounds, sounds and sprites :p
Level 2 has terrible framerate at times :/
Level 2 player sometimes spawns on enemy - equally enemy may spwn on player, weapon or helium may spawn on anything...
MAKE README.txt
Should have time for some more hacking this evening.
Todo:
Scoring in level one is wrong :p
Thinking I should *actually* draw some moon for the landing pad to sit on...
Make proper backgrounds
Make proper graphics
Sounds for in game events (but it's in space - you can't actually hear explosions!)
Maybe sounds for button presses in menus
Make background stars varying sizes or at least smaller!
Level 2 doesn't have any scoring...
Graphics, backgrounds, sounds and sprites :p
Level 2 has terrible framerate at times :/
Level 2 player sometimes spawns on enemy - equally enemy may spwn on player, weapon or helium may spawn on anything...
MAKE README.txt
Should have time for some more hacking this evening.
Loon - Walking
Posted by gcewing on 2013/09/04 12:12
Got a walking animation working for Loon movement. I probably spent longer on it than I should have, but it looks at least 3126.48% better than my last RTS effort, where the units moved around like cheesy cardboard cutouts.
Also found a really big picture of a piece of lunar surface to use as a background. It's starting to look like the moon, if nothing else.
Also found a really big picture of a piece of lunar surface to use as a background. It's starting to look like the moon, if nothing else.
Moon of Blood and Steel - Day 4: big day
Posted by richard on 2013/09/04 12:08
I got a whole lot of our user interface in place today. It's all using placeholder artwork, but the important bits around user interaction and display of information is there. I'm a bit pooped, so I'm gonna grab a book and go get some sleep :)
Moon of Blood and Steel - mercurial vimdiff
Posted by korg on 2013/09/04 06:26
It seems that quitting mercurials attempt to do a diff3 merge in vimdiff tags your code as 'add your changes and undo the last external addition'. *sigh*
code repositories hate me.
code repositories hate me.
The Lunar Project - The past 36 hours...
Posted by Jjp137 on 2013/09/04 06:05
During the past 36 hours, I mainly implemented the game's first enemy, hitboxes, health, fuel, one of the player's weapons, a few more level elements, and I finally started working on the menus. I really wanted to start implementing the menus yesterday, but that didn't really happen. Unlike last time, I'm not sure if I'm going to end up with what I want to have by the end of the week, but we shall see :p
I have four classes tomorrow, so that doesn't help either. :(
Of course, I did eat and sleep as well :p
I have four classes tomorrow, so that doesn't help either. :(
Of course, I did eat and sleep as well :p
to-get-lucky - First source code commit
Posted by bitcraft on 2013/09/04 05:04
https://github.com/bitcraft/pyweek17
today was 70% studying matrix transformations, 28% looking at other source code and tutorials, and 2% actually coding. oh well!
today was 70% studying matrix transformations, 28% looking at other source code and tutorials, and 2% actually coding. oh well!
Journey to the Center of the Moon - Day 3: Carving polygons!
Posted by Cynerva on 2013/09/04 04:52
I'm tired @.@
The world is now implemented with a chunk-based system; unused chunks are saved to disk and can be reloaded later.
For world generation, I needed a way to be able to shape the world easily, abstracting away the concept of a chunk. The hardest part was finding a way to allow for arbitrary physical shapes in Box2D. The idea was that I wanted to "carve" away pieces of the moon with arbitrary polygons.
It turns out that there's a python library, Polygon, that does this and works pretty well with Box2D. You can define polygons and subtract them from eachother. Now, you can end up with pretty complicated polygons with multiple contours, and Box2D doesn't like that, but you can just call a triStrip() method to break it up into simple triangles. This works surprisingly well!
Surface generation works by carving out the top chunk based on a 1D midpoint-displacement heightmap. The carver sweeps from left to right:

Cave generation is a similar approach. The width of the carver again uses midpoint-displacement, and the carver wanders in random directions with some constraints:

I also have player movement and animations working. Here, have a shiny picture of the lunar surface!

I haven't made any new songs yet, but Ami's made a ton of sprites for us to use. Whoo!
The world is now implemented with a chunk-based system; unused chunks are saved to disk and can be reloaded later.
For world generation, I needed a way to be able to shape the world easily, abstracting away the concept of a chunk. The hardest part was finding a way to allow for arbitrary physical shapes in Box2D. The idea was that I wanted to "carve" away pieces of the moon with arbitrary polygons.
It turns out that there's a python library, Polygon, that does this and works pretty well with Box2D. You can define polygons and subtract them from eachother. Now, you can end up with pretty complicated polygons with multiple contours, and Box2D doesn't like that, but you can just call a triStrip() method to break it up into simple triangles. This works surprisingly well!
Surface generation works by carving out the top chunk based on a 1D midpoint-displacement heightmap. The carver sweeps from left to right:

Cave generation is a similar approach. The width of the carver again uses midpoint-displacement, and the carver wanders in random directions with some constraints:

I also have player movement and animations working. Here, have a shiny picture of the lunar surface!

I haven't made any new songs yet, but Ami's made a ton of sprites for us to use. Whoo!
Steel Moon - Progress Report - Wed 1am BST
Posted by TheMrFarquad on 2013/09/03 23:59
Okay, so I had to back into work this evening so I haven't had much time to do much. Saying that most of the backend stuff is done and I now have a working intro and title/menu screens. I'll get into the actual meat of the game later once I've slept.
Just to show I am doing stuff:
Just to show I am doing stuff:

Harvester-Ralley - maybe, could be
Posted by Alzi on 2013/09/03 23:55
this is my 2nd entry and of course had my first attempt been aimed too high with too little experience. I'm wondering, if it's doable this time. There is a little game-engine up and running, I can load a level made with Tiled-Map-Editor and draw it on the screen. My Class for the Harvesters has some functionality and a little more planing how it should work. So it seems ok, but there is still so much to do.
There is no sound nor music, the sprites are as simple as possible, the whole gameplay logic is not implemented, i have as good as nothing gui-wise. And I really was looking forward to do an intro-screen with a menu and a help-screen. Ok keep your fingers crossed and your eyes as well, or somming. :)
There is no sound nor music, the sprites are as simple as possible, the whole gameplay logic is not implemented, i have as good as nothing gui-wise. And I really was looking forward to do an intro-screen with a menu and a help-screen. Ok keep your fingers crossed and your eyes as well, or somming. :)
Werewolf Sonata - Don't mind me, I'm just a brain with 2 eyes on stalks
Posted by stefanor on 2013/09/03 23:23

We now have a patrolling alien, who is quite fun to push around. It pushes back, but is otherwise mostly harmless.
We have a couple of new objects are present in the world:
- There are doors between levels, or teleporting around inside the level. They can be locked, and require a switch to unlock (like the one with the green light on it, in the screenshot).
- We have a new class of interior drywall, which doesn't need to be a closed polygon.
- And there are notes on the floor, that display when the protagonist is over them.
- Decoy has gone on a sound hunting spree, and apparently found us a mountain of background music and possible effects. Nothing has been hooked up, yet, though.
- Some code was tidied up, to avoid the game_object module collapsing under its own weight.
- New werewolf artwork landed. We now have 6 out of the possible 8 movement directions.
The level editor gained some features, but we're mostly still level-editing in a text editor. We'll need to allow it to add objects to the level, and then we can start building the game. I hope we haven't left that too late...