May 2014 challenge: “8-bit”
8bit Navy - Shoot em up
Posted by procrastimancer on 2014/05/14 14:06
Alright - slow progress again, but got turrets implemented on the ships.
They rotate towards and track targets. As soon as a target is designated, the ship starts firing. It should really wait until its within a certain cone so it will hit the target.
Changed the look and feel with a dithered radar type screen, which I'm happier with. The waypoints still aren't quite correct asor I haven't got the ship sprite centered properly.
Next I'll implement collisions / damage modelling.
I'm hoping I'll make lots of progress on Saturday instead of trying to fit this is after work!
Bouncy Shoes - Day 4: Bouncy mode, tinting and enemies
Posted by justinmeister on 2014/05/14 09:11
Goals for tomorrow: Implement the ability for the player to kill enemies while in bouncy mode. I want to create a sense of permanence by having the enemies' dead bodies left in the level on the ground. We'll see how it looks. I know I say this everyday, but I really want to get the mechanics down pretty solidly before really working on level design. Hopefully, tomorow I'll be done the mechanics. I also want to spend some time experimenting with the camera, maybe adding a delay instead of always being centred on the character.
Github Repo: Bouncy Shoes
ThEdA_P18 - Moving Ahead
Posted by gizmo_thunder on 2014/05/14 09:06
Little Bandit - Progress Update - Day 4
Posted by Fishbowl444 on 2014/05/14 04:29
Jacobs VS Richard Bommer & the machines army in the fabuluos 8-bit - Busy days, not much progress
Posted by andarms on 2014/05/14 01:53
Team Laughing Hat - Off to a slow start
Posted by jcsirron on 2014/05/14 00:33
Save all 8 bits - Day 3
Posted by jimmybob on 2014/05/14 00:24
Some progress today. Thankfully, making a couple of simple levels made be realise that the game might become 'fun' (or at least challenging) at some point. I also implemented a basic tutorial to explain to the player how to play. There are quite a few different cell types but the tutorial will hopefully dispell any confusion...
Tomorrow will be a day for general all round improvement, and possibly some level design.
Bits of Eight - Bits of Eight - Day 3
Posted by mauve on 2014/05/14 00:08
This evening I spent a few hours trying to fix shader bugs in wasabi-scenegraph. The lighting model was pretty much unmodified from the hastily crafted shaders from the Pyweek 16 entry, with a hasty attempt at specular lighting added on that turns out to be quite buggy. With these bugs fixed objects in the game can be properly glossy. Naturally I'll merge this work back into wasabi-scenegraph after the competition so that everyone can use it next time around. The shader work sucked up a lot of time but I think I understand it better and better the more time I spend on it.
For example, it didn't take long to change the properties of the sail material so that light is transmitted through the sail cloth, so sails now receive diffuse illumination from the reverse.
Our Pyweek 16 and 17 entries depended on Lepton and in both competitions I've found and fixed 64-bit bugs that have made it unusable when compiled on 64-bit architectures. We have a number of different use cases for particle effects in Bits of Eight that will require lepton again. As a C extension, it has always been problematic for users to install. Our "spectator" team member Sal has stepped up to package my 64-bit compatible branch of lepton: the hope is you'll be able to find a suitable binary distribution for various platforms on the PyPI page.
With lepton in hand, I've used it to create wake and bow wave particle effects, so that at last you can see your ship moving:
We still don't have a complete combat model, but the graphics engine is now looking pretty solid.
Robolock II - Day 3
Posted by stefanor on 2014/05/13 23:33
More interns were interviewed during the workday, today. A talk was given by a team member, in the evening, and a bunch of us had dinner afterwards. But most importantly, things moved forward in the game.
The basic gameplay has been implemented - the robot can move, and perform actions. The mechanics of this aren't quite right, yet, but it's a start. The art got a repaint, using an historically accurate Apple II palette (thanks Wikipedia), and real bitmap fonts.
Next on the plate are a few missing bits, some beeps, and generally trying to make the game more fun.
Bit Flags Robo - Day #3: Physics
Posted by petraszd on 2014/05/13 23:23