September 2013 challenge: “Moon”
Aranara - Day 3 - Aranara
Posted by paulpaterson on 2013/09/03 23:21
Today was a work day so there isn't too much time. I have the theme for about eight levels worked out and I hope to have them implemented tonight. I also hope to replace some of the placeholder graphics with improved ones.
So the main goals are,
- get improved graphics
- implement score HUD and toolbar HUD
- implement first version of 8 levels
So the main goals are,
- get improved graphics
- implement score HUD and toolbar HUD
- implement first version of 8 levels
Moon's moons - Day three
Posted by maral on 2013/09/03 22:50
Today was a bit lazier, I put together pretty cool and working camera, which I have never done before, but I found it so much fun. Wary did an amazing job with our platform engine, which required loads of math, physics and hack, and we're almost there.
Martin, our designer did very well with graphics, so far I absolutely love it! He created the main character and several monsters in vectors, and Honza (jakkoli) managed to create from them several animations, here is our main character and some evil inhabitant:
We still need to work on the gravity and acceleration to make it as enjoyable as possible. Next step is to implement the graphics, add some enviroment objects (spikes..), add monsters, sounds, make music... We have lot of things to do!
Martin, our designer did very well with graphics, so far I absolutely love it! He created the main character and several monsters in vectors, and Honza (jakkoli) managed to create from them several animations, here is our main character and some evil inhabitant:


We still need to work on the gravity and acceleration to make it as enjoyable as possible. Next step is to implement the graphics, add some enviroment objects (spikes..), add monsters, sounds, make music... We have lot of things to do!
Sane Mushroom Picking - Day #3: At least some progress
Posted by petraszd on 2013/09/03 22:10
Finally, I have something interactive. You can move player around and pick up mushrooms.
http://www.youtube.com/watch?v=C3iUxJ6FAk0
http://www.youtube.com/watch?v=C3iUxJ6FAk0
Lunar - Day 3: Assets and sound
Posted by reidrac on 2013/09/03 20:41
Today I've been working mostly with the 3D modeller to have few assets to make the lunar base look nice, or at least to make it look like a lunar base. So far, so good. I can't use more time on this, I'll come back to it later if I can!
Look at the following screenshot, I'm getting there!

Besides the assets I've added some sound to the intro (I've played a silly tune with the guitar, not sure about it though) and the cut scene (yes, there's one with very lame voice acting!). All together I think it works to set up the mood.
Tomorrow is time to model the character and/or start to make something playable. I count on Friday (I'm off work) and Saturday for the final sprint, but I need to keep moving forward with the story-writing and the engine otherwise I'll end with a nice looking non playable game :(
Anyway, enough for today!
Look at the following screenshot, I'm getting there!

Besides the assets I've added some sound to the intro (I've played a silly tune with the guitar, not sure about it though) and the cut scene (yes, there's one with very lame voice acting!). All together I think it works to set up the mood.
Tomorrow is time to model the character and/or start to make something playable. I count on Friday (I'm off work) and Saturday for the final sprint, but I need to keep moving forward with the story-writing and the engine otherwise I'll end with a nice looking non playable game :(
Anyway, enough for today!
Day 3 - :( not much progress
Posted by andarms on 2013/09/03 20:31
I will not sleep tonight
daftspaniel5 - Day Three with Screenshot
Posted by daftspaniel on 2013/09/03 19:28
Good news - I am feeling a bit better today!
I have been busy tying together some of the bits of code that have been kicking around and they appear to make a consistent whole so far. It is a lot like my 'Mad Science' entry - hoping to diverge from that real soon now :-)
The moon in this game is a forest moon but no ewoks (yet)! The only object so far is a tree and you can't actually move. The map can be called up. Taking a break to work on audio aspects.
I have been busy tying together some of the bits of code that have been kicking around and they appear to make a consistent whole so far. It is a lot like my 'Mad Science' entry - hoping to diverge from that real soon now :-)
The moon in this game is a forest moon but no ewoks (yet)! The only object so far is a tree and you can't actually move. The map can be called up. Taking a break to work on audio aspects.

Trajectory - Trigonometry
Posted by HipetyHopit on 2013/09/03 18:44
The theme gave me a chance to play around with some trigonometry in the game. This may not end up as the best game, but I'm enjoying working with angles instead of plain squares and rectangles for a change.
Spacen - spacen - Day 3
Posted by otus on 2013/09/03 16:44
Day three I had some time in the morning, so I decided to look at sounds and
music (because mechanics had progressed so far... not). I found some samples
from Open Game Art, but wanted to remix them some, so I needed an audio editor.
Audacity is in the Ubuntu archives and Google told me it's easy to use so I went
with that. I also used oggenc to make them distributable.
In the afternoon I plugged the sounds and music into the game and started to
work on making the nazis' bombs explode. That required another animation and
a sound as well.
Graphics: check. Music: check. Sounds: check. Huh, looks like I'm on schedule.
Graphics: check. Music: check. Sounds: check. Huh, looks like I'm on schedule.
Spacen - spacen - Day 2
Posted by otus on 2013/09/03 16:40
(These diary entries have been written after the fact based on notes and git
log.)
Second day I started after a morning lecture, at about ten.
I noticed that the game was already running a bit under 60 FPS, so I used
cProfile to find that blitting was slow. Apparently you are supposed to convert
Surfaces to display format. Ok, after that it was running fine. I should have
used an actual delta-t algorithm for uniform running speed, but decided it could
wait.
The next couple of hours saw me add an ammo count, firing up and collision
tests. For the latter I decided to go with a simple homebrew dist-to-line
instead of learning the pygame sprite commands.
Next I wasted two hours of perfectly good coding time trying to get to a lecture
that didn't exist. Still not sure if I messed up and was at the wrong time in
all those places I tried or if the lecturer messed up.
After that interlude I decided to finally use the animations I had for the hero.
Again, rather than learning pygame sprite APIs, I went homebrew. Probably a bad
idea, but we'll see...
Spacen - spacen - Day 1
Posted by otus on 2013/09/03 16:38
(These diary entries have been written after the fact based on notes and git
log.)
First day started a bit late, because I hung out with friends the night before.
I began coding at a quarter to two in the afternoon, after seeing the 'moon'
theme and deciding on my entry.
The idea was to have a "side-scroller" on the moon's surface, where you shoot up
space nazis. (You can thank my brother for helping me come up with the idea.)
I concentrated on having a small enough scope that I'd be sure to get at least
*something* finished.
By three a clock I had pygame running (I'd read a tutorial the day before, but
this was my first time with it) and a green ellipse was running around a grey
moon. After another hour I'd found some graphics and added bullets. The next two
hours had me add bullet mechanics and spawning jetpack nazis.
The graphics were quickly hashed together from Open Game Art graphics with gimp.
I really wasn't sure about even the basic mechanics of the game at this point.
Called it a day after some four and a half hours of work.