May 2014 challenge: “8-bit”

Spaceship Spaceship SPACESHIP! - We're off to a start of sorts ...

Posted by bobsmith on 2014/05/11 11:04

Quote: "It's 9pm and I don't know where my enemies are"

( ... because they're the same colour as the background)

Also this happened:
http://www.youtube.com/watch?v=9STTW7fxgNU

Meanwhile I'm currently dealing with a seg fault. Such joy.

Signing off,
Private Robert J. I. Smith

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Fire and Save! - Day 1 - Panda3D it's sad to say goodbye!

Posted by superpws on 2014/05/11 10:07

8-Bit wasn't my favourite preference because I had a 3D game concept in my mind. Well, I must say goodbye to Panda3D for this week and should say hello to pyglet+cocos2d because of it's awesome 2D capabilities. Anyway, I decided to make an action side-scroller sort of contra games where you have to eliminate the monsters/terrorists who are ruining the world. Here's the boring Menu:

Image and video hosting by TinyPic
Github repo: https://github.com/danyalzia/Fire-to-Save

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Quest for Fire - Brainstorming done

Posted by wezu on 2014/05/11 08:04

Power to stage one emitters in three...two...one

8-bit is quite a bit of a challenge if one wants to use a 3D engine like Panda3D, one could go mad trying to do that... so I've gone mad before the start just to save myself some time.

The idea I had is to use 3D graphics, just like I would do normally and then use a filter to make it look like in the olden days. Here's a mock-up on how it should work (in GIMP for now, but the shader shouldn't be that difficult to make- even for me):

pyweek1

As far as gameplay goes I decided to do a caveman beat'em-up. I don't know where the idea came from, but when I think of old games I think of titles like Cadillacs and Dinosaurs(not 8-bit but well...) and Prehistorik... the Iron Maiden track 'Quest for Fire' could also be blamed.

The plan for today is:

  • Write and test a retro shader
  • Make a character with MakeHuman
  • Write a loader-setup thing
  • Find a retro/pixel font
  • Find some music
  • Find or make some textures (grass, rock, tree, etc)
Wish me luck.

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Bouncy Shoes - Day 1 - Game concept and boilerplate

Posted by justinmeister on 2014/05/11 06:58

I decided my game is going to be a sidescroller. Since I've already made one before, at least I'm more likely to actually finish the game in a week. The basic mechanics will be a normal Mario-esque side scroller, with a powerup that makes the player bounce continously. I want a feature where if the player hits jump within a window, the player will jump really high. Ideally I want multiple levels exploring this concept, but just one will be okay too.

I think I'll name the game Bouncy Shoes. I still have to figure out how to incorporate the theme into the game.

Basically tonight all I got done was the basic boilerplate code to support scene switching and resource loading. Hopefully tomorrow I'll actually get some really game content done.

Github repo: https://github.com/justinmeister/bouncy-shoes

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ThEdA_P18 - Hurrah!!

Posted by gizmo_thunder on 2014/05/11 05:55

Im' so glad that the 8-bit theme is selected. I have a whole bunch of things planned out for the 8-bit was kinda worried that i might have to screw up the story / art just to handle the other themes. Planning to use cocos + pyglet for the game dev. First time using the cocos library hoping it won't be too hard to pick up and use.

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Atlantis - Tonight's bedtime wrapup.

Posted by ikanreed on 2014/05/11 05:10

We have completed our first night of work on the game tentatively titled "Atlantis." Seems promising that we will have a working demo by tomorrow night.

So: the premise. You have to build a tower defense and wall structure out of tetris-like blocks, connecting power sources to turrets to kill enemies before they can steal your rare magic pearls.

Hopefully everything works out.

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Idle - Night 1 development

Posted by assertivist on 2014/05/11 04:16

We spent the first 2 or 3 hours coming up with a concept. We were somewhat disappointed with the theme that was nominated, though we pushed onward... Since 8-bit seems to us a difficult theme to do correctly, we're keeping the gameplay quite simple, something like a RPG that's heavier on the R. We plan on lampooning the theme a little and the story we have developing is pretty funny IMHO.

While my creative teammates work on the concept and story of the game, I've been doing research into effects we know we want in the game. One of the main concepts is a double entendre on the concept of resolution, as a character trait and as a graphical trait.

A 'mosiac' style of 'degeneration' of sprites was called for, and instead of creating seperate sprites for each stage of degeneration, I managed to get surfarray to handle it for us by getting a sample pixel and tiling blocks of variable size to create the 'deresolution' effect (with test images of course). I'm very pleased with they way it's turned out, and its pretty quick at the moment (only one image 'derezzing' at a time).

test images!!

I'm off to generalize the sprite drawing and 'derezzing' of animated sprites (basically perform the operation on a spritesheet and modifying the source array values based on an offset). Hopefully I'm not up too late tonight, I do have to take my mother to dinner tomorrow...

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Jacobs VS Richard Bommer & the machines army in the fabuluos 8-bit - 8 -bit Yeah

Posted by andarms on 2014/05/11 02:09

my prefertheme won, now i will start do the magic, i decided do a platformer game and this night (cause i live in Colombia and here still in saturday) i want do the sprites, i wanna do something nice so i started in that way.

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TS Entry #1 - Library!

Posted by kenzierocks on 2014/04/12 05:21

I heard we needed to publicize our library, here it is: http://techshroom.github.io/2014/04/10/pyweek-lib/

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