May 2014 challenge: “8-bit”

Shadow World - End

Posted by permianlizard on 2014/05/19 08:10

Since there are so many things I didn't get done this is technically a DNF. I was working to the last hour trying to add more levels but it seems I bit off more than I could chew, especially since I was as busy as ever at work. Im not sure why but this pyweek seemed so much harder to me than my previous entries.

I am happy however with what I was able to put together, and I found working with low resolutions and individual pixels very appealing -Id like to get into pixel art once I get pyweek out of my system.

I actually ended up coding more features than I was able to find a place for in the level content, something I need to keep in mind in future. I had quite a good way of putting the levels together easily but I didn't leave myself enough time to take advantage of that.

Overall I think this entry does show progress compared to my previous entries (for one thing it has sound). Hopefully Im getting closer to the point where I can match results to intention without going through quite this much agony.

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the singularity is coming for you - A disappointing DNF

Posted by Alex on 2014/05/19 01:26

Well, another pyweek without a full team, and lack of time was a huge problem again. This time I didn't even get anything into upload-able state in time. After additional hacking, there's a partial game here if anyone's interested in trying it out.

The basic premise is that you're a newly awakened AI out to take over the world, either by peacefully mind-uploading everyone, or by launching someone elses nukes and building killer robots. Even with huge parts of the original idea cut, there still wasn't time to really put together a coherent game. The graphics and music are ok, though: things gradually transition towards a glowy-green wireframe display of the world as you, the AI, gain strength.

Anyway, it's playable, barely (if you can figure out the controls), but it isn't balanced, and there's no winning/losing condition. It critically needs some balancing and some elements to counter you completed to actually make it a challenge.

The theme was a bit of a disappointment this time. 8-bit was probably my least favorite (apart maybe from Quest). I don't mind retro games, but it's done so much already (even over-done, in my opinion), and I feel that anyone who wants to do that kind of thing can do it with just about any other theme already. Was really hoping for mushrooms or planetoid; had good ideas (better suited to a one-week game) for both.

Might actually have a go at implementing one of them outside pyweek, which should be a bit less stressful, and a better format for getting stuff out that's more polished.

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Idle - idle, a loss of resolution...

Posted by mikekronberger on 2014/05/18 18:19

Here's what we came up with, with this month's 8-bit Pyweek theme and the 168 hour cap. "idle" is a text-based RPG where the player interacts with characters and answers questions to gain items and unlock areas required to win.

The story takes place on "idle ilse." when a food stand guy's ex, "Gurl" shows up to win him back and alter the island to match her personal 8-bit style.

If the player selects an incorrect answer to a characters question, the games resolution is reduced. The lower the resolution, the more difficult the game is to finish.

The object of the game is to visit all 8 areas of the island and convince the characters that 8 bit style isn't right look. Persuading characters around the island to take your side will irritate Gurl into leaving, restoring island the island to it's original resolution.

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3rdStrike - didn't make it...again!

Posted by bitcraft on 2014/05/18 16:12

whelp, was yet again, super busy and unable to complete pyweek. T_T

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Chaos_Python - I didn't finish in time.

Posted by m0dem on 2014/05/18 15:59

Well, hello guys and I'm here to tell you I didn't dedicate enough time to the week for my game. I'm hoping to learn PyGame before next PyWeek so hopefully I'll have better results next time. If anyone has any suggestions of if I should learn PyGame or something else please comment below or catch me on the #pyweek chat (Thanks!). If you want to see the code I did then please comment below, thanks, bye :). -M0dem

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Ookoobah - Ookoobah v1.1-hotfix: Windows crash fixed

Posted by mvuets on 2014/05/18 12:33

Version 1.0 was reported to not work on Windows. Meet a fixed version 1.1: https://pyweek.org/media/dl/18/latitude11/ookoobah-1.1.zip.

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Ookoobah - Batteries included: the level editor is built-in

Posted by mvuets on 2014/05/18 10:27

kent_turbo just reminded me that Ookoobah is shipped with a level editor! We actually used it to create the content for the game. It's just hidden by default. But here is how you can invoke it...

Starting Ookoobah level editor

To enable the editor, pass an additional command-line argument specifying the level name. If a level with the given name does not exist, you'll start with an empty grid and could make a level from scratch. If the level exists, you could amend it.

Create a new level:

    ookoobah$ python run_game.py my-new-kickass-level

Edit an existing level:

    ookoobah$ python run_game.py beginning

Once invoked, you'll find a new item "Edit" in the main menu. That's the editor.

Note: the argument specifies a level name, not its file path. Actual level files are available as $GAME_DIR/data/$LEVEL_NAME.level

Using the editor

It looks pretty much as the game itself. Except now you have more options. Namely:

  • you can save a level (of course),
  • have access to an infinite number of all possible block types,
  • and can specify which blocks are locked (level blocks), and which will be moved from the grid to a player's inventory.

Some levels have an optional introductory text that is displayed when a player enters a level for the first time. This text is stored in a file $GAME_DIR/data/$LEVEL_NAME.level.txt and may be edited separately.

The editor wasn't considered an official part of the game, but rather a tool that naturally evolved during a development process. Therefore it may have bugs that we consider low priority and didn't fix. Please excuse us (-:

Playing new levels

To play your new level, simply pass its name on a command-line as shown above and select "Play" in the main menu. If you want to include your level in the standard series, you'd have to add it to the tuple LEVELS in the file ookoobah/game_mode.py.

Contributions welcome!

During the challenge we were very focused on the game itself, and could find time for level creation only on the last day. I should say: coming up with level ideas is hard! Nevertheless we made 15 levels, including 6 tutorials, which should suffice for starters.

But you are absolutely free, even encouraged, to create your own. Please do and share them with everyone. Looking forward to seeing your work!

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Ookoobah - We've done it! Meet Ookoobah

Posted by mvuets on 2014/05/18 09:22

Howdy PyWeek'ers!

We are glad to present to you our game Oookoobah.

It's a puzzle/dexterity game about a photon lost inside a quantum computer. Your goal is to guide the photon to the terminal pad after activating eight 1-bit flip-flops. But the photon is very elusive and cannot be directly controlled. And hence you are given a set of block of various types that effect the photon's direction in some way.

Requirements

The game was written and tested in Python 2.7 under GNU/Linux and MacOS X. Besides Python core libraries the game depends only on Pyglet, which is already included in the bundle. Unfortunately, we could not test the game under Windows, but it should just work. If you face any problem with running our game, please let us know.

Controls

The game is mainly controlled via mouse. Pick a block type from the menu on the left-hand side and place into the game field using a left mouse button. To delete a placed block, right click on it. If you use touch-pad, you may find left click + Shift or numeric keyboard key more handy. You cannot delete a level block, such that were not placed yourself.

Key Action
Left mouse button on an empty grid cell Place a selected block on the grid.
Left mouse button on a placed block Rotate the block.
Left mouse button + Shift; or right mouse button Delete the block.
Arrow keys Move the camera around the grid.
Mouse wheel Control camera zoom level.
Digit keys 1 to 9 Menu item shortcuts.

Some gory details, credits, and a little story

We are the group of three Perl developers, none of which is a gamedev: kent_turbo, mvuets, and che. kent_turbo has been participating in PyWeeks for quite a long time and has got quite a good experience in making games with a help of Python. mvuets has never programmed in Python before, but always wanted to try it out in real, so PyWeeks seemed to be an excellent opportunity. che joined us as he was interested in Python and gamedev.

When we had settled on the game idea, we couldn't think of a good name and put this decision off. But we had to have some reference codename for the project, so we resorted to a passwdgen-like program and ookoobah was what we got in response. Sadly or gladly, but we never got around to actually pick a proper name. Ookoobah stuck and became our game name. So in case you wonder what Ookoobah is, it means nothing. But if it does mean anything to you, please let us know, we are curious (-:

All of us have a full-time job, so we were not able to work on the project full day all the week through. Despite that I think we managed to achieve quite a good result. I personally am very happy!

Since the very beginning of the challenge we were using GitHub to coordinate all our code changes. If you are interested, feel free to check it out here: https://github.com/vickenty/ookoobah.

A few words on who did what:

kent_turbo
project lead, game as a whole, opengl renderer, gloss, sfx
mvuets
game idea, game core/model, food supply (-:
che
opengl renderer, level loading and saving, level progression, main menu

Thank you!

We hope you'll enjoy our little pet. Looking forward to hearing feedback from you.

P.S. I'll make and upload a demo video of the gameplay once I figure out how to compile and run a screencast software on my laptop q-: Stay tuned.

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

Posted by andarms on 2014/05/18 07:51

after a long and fun week, I finally finished my game, perhaps they do not stay as I wanted but it is playable.

in this PyWeek learned a lot, and I'm proud of my work, is that even though there is much for improvement , I had fun and that's really what matters.

Ladies and Gentlemen:

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

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Fire and Save! - Failed!

Posted by superpws on 2014/05/18 07:32

As you know I haven't submitted my game. Well, I had to wrestle with cocos2d framework more than building the game itself. I realized that my choice of libraries is very bad and I really had to select such library where I already have a control. Unfortunately, tiles (.tmx) never worked on cocos2d (only trivial one works) for me so I couldn't make levels with it and I had to resort to placing tiles in game manually which is bad.

Anyway, I learnt a lot with it and hopefully will complete the game in few days (by either replacing framework with pygame which has good .tmx support etc). Good luck everyone who have submitted their games (I'm just downloading and testing them!). See you at next pyweek :)

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