May 2014 challenge: “8-bit”

Atlantis - And we're done.

Posted by ikanreed on 2014/05/15 23:58

We've finished a pretty good game, I think. No major bugs outstanding, no polish left absent. A game I enjoy playing is all I ever really want to make any given pyweek, and I feel pretty good about Atlantis.

In extra good news, that leaves plenty of time for the 1 hour np181hke mini-pyweek we're doing tonight. As always any feedback is appreciated.

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Bit Flags Robo - Day #4, #5: Basic Gameplay

Posted by petraszd on 2014/05/15 23:00

I've finally managed to reach basic gameplay. Nothing fancy:
- Player reacts to bits being turn on/off
- Player can collect and active bits
- Player bumps into walls
- Player can navigate to other rooms

Video demo: https://www.youtube.com/watch?v=zOg5VlvWr5I

And I am lagging so much behind a plan...

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Save all 8 bits - Day 5

Posted by jimmybob on 2014/05/15 22:42

Well that is all done for me, since I'm not able to work on my entry on Friday or Saturday. I did manage to get a couple of solid days in though so can't complain too much. Today I made some additional levels and added a couple of extra game features. Now to test on windows (again), and then to bed.

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Robolock II - Zoop! Chirp! Zzzz!

Posted by hodgestar on 2014/05/15 22:37

Today saw a lot of fleshing out of the game board interface. Highlights include:

  • We have sounds! And they're 8-bit! Zoop!
  • We have a sound generating tool -- for generating even more 8-bit sounds over the last two days!
  • Select tile and valid move highlights became overlays and look much nicer
  • Winning is easier (and doesn't require the MSB)
  • The players current square is now always a valid move (also helps with winning)
  • The game was completed for the first time (by confluence)
  • Numerous reworks of the game board controls -- arrow keys now change the selected tile, tab moves to the next valid move and enter performs a move
  • Similar reworking of the information area -- arrow keys now change the selected action, tab moves to the next valid action and enter performs an action
  • We noticed we were using some colours from outside our chosen 16-colour palette, so we made an official list of colours and have started applying those through-out (I'm sure we've missed some)
  • Usuable actions are now greyed out
  • Action text acquired funky symbols (and now those are greyed out too)
  • We acquired a new image transformation for blending images with colours (in order to grey out the glyphs)

I think we're entering the last two days in good shape. Tomorrow we'll hopefully clean up the win and lose screens and the splash screen and credits, leaving Saturday for polishing the game play, add cool new features and packaging.

Today's stats:

  • 44 commits
  • 1 branch
  • 88 files changed
    • 56 images
    • 5 sounds
    • 15 source files (including 3 test files)
  • 463 insertions(+)
  • 201 deletions

Currently under development:

  • Chess moves

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Grid Runners - Day 5: A Grid Runner!

Posted by reidrac on 2014/05/15 21:17

Today was a long and intense day, so I couldn't work much on the game. At least I got the animation for the main character of the game: the grid runner!

You can take a look to an early test here: he runs!

Only two days left, but as I'm off work tomorrow I'll be able to work on the game full time and hopefully I'll be able to finish it!

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8bit Navy - Collisions

Posted by procrastimancer on 2014/05/15 14:18

Doesn't look like much, but bullet to ship collisions and applying of damage done. A hitpoint bar shows below the ships.

I'd like to get bullets to fly in a parabolic arc, like shells. So might try that.

Next I'll need to have a destroyed state for ships, ship to ship collisions, visual differences between enemy / player fleets, selected ship indicator, and picking enemy ships (at the moment we just shoot at a point in space)

So much to do - so little time!

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Goodnight, Mr President - Goodnight, Mr President

Posted by alex on 2014/05/15 14:10

Whipped up a first pass at a possible title screen that I'm not entirely settled on :-)

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Bouncy Shoes - Day 5: Permanence (i.e. killing enemy aliens is fun)

Posted by justinmeister on 2014/05/15 06:57

I think I can say that all the basic game mechanics are done. Today I added a death animation for enemies killed during bouncy mode. One fun thing I added was that instead of the enemy just disappearing from the level, their dead carcass is left on the ground. It's a simple effect, but adds a lot to the game. If you haven't seen this talk on "Screen shake" and other things you can do to make a game better, you should because it's great. It's where I learned about this idea of permanence.

The Art of Screenshake

Another interesting, but minor effect is that dead enemies are randomly placed into a group that is either in front of or behind the player. This gives a little depth to an otherwise 2D world. Again it emphasizes the permanence of the player's impact on the world.

The player is also damaged if he touches an enemy when not in bouncy mode. I added a little red tint effect when he bounces back to emphasize the damage. I have to add in the concept of player health (and potential death), but that is for another day.

Goals for tomorrow: Time to create an actual level. After that, I need to do all the no-fun little things you have to do to make a complete game: title screen, player health, score, sound effects, etc. If I have time after finishing these boring but important things, I'll add more levels.

Github Repo: Bouncy Shoes

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ThEdA_P18 - Progress (2 Days to go)

Posted by gizmo_thunder on 2014/05/15 03:33

So i've managed to finish up the powerups' implementation Now im' working on the main menu, you can buy powerups here before getting into the game. The inventory is done as well. I thought ill' use the ConfigParser with inventory stored as an .ini file but the config parser on mac seemed to have some weird package name issue. I switched to json instead, hopefully this will ensure that it doesn't crash on other OS. Things to DO: 1) Main Menu (has to show the currency, cpu cycles .. represented by "So i've managed to finish up the powerups' implementation Now im' working on the main menu, you can buy powerups here before getting into the game. The inventory is done as well. I thought ill' use the ConfigParser with inventory stored as an .ini file but the config parser on mac seemed to have some weird package name issue. I switched to json instead, hopefully this will ensure that it doesn't crash on other OS. Things to DO: 1) Main Menu (has to show the currency, cpu cycles .. represented by "

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Idle - Backgrounds are done!

Posted by paperstarships on 2014/05/15 03:27

Backgrounds are done - time to finish up characters, dialogue, sound effects, and background music. We got this. (Right?)

Example - Dubiety Bay:

Dubiety Bay

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