March 2006 challenge: “It runs on steam!”

Salt and Vinegar - Day Seven Summary

Posted by Jay on 2006/04/01 08:14

So tired... Anyways, here's a run down on what we got in short bulleted form:
1) Collision detection & response
2) Minimap to track movement on the HUD
3) Persistent scores
4) Updated Graphics
5) Easier map configuration files
6) Many small tweaks...

List seems short for the 13 hours I put in today... ah well. The game itself feels so much better now. I was going to put up a snapshot, but really, I'd rather just sleep. I've even got the zip somewhere... ah well. You can all see the final product tomorrow anyways.

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Galacticus - Citys are up!

Posted by Treeform on 2006/04/01 07:39

Well now the ability to build a city in game is added and steammers makes steam and every thing runs just fine ... well alsmot fine ... need to sleap to make it a wake tomorow!

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PixelShip - 02:24 < Frem> PixelShip FINAL BUILD uploaded!

Posted by Frem on 2006/04/01 07:36

And with those historic words, Frem uploaded his first complete Python game. With about 16 hours to spare. Yay.

Note that this is marked as the final build, but I'll (try to) fix any bugs that pop up until the deadline.

So. Enjoy!

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sjbrown - Day ...?

Posted by sjbrown on 2006/04/01 07:31

So ... tired...
Had a crazy day making new graphics and tweaking some of the gameplay. Only 16 hours to finish it up.

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Army of Aerojockey - Graphics coming along; still a little rusty

Posted by aerojockey on 2006/04/01 06:58

ok, having completed and verified that no bugs remained in the graphics engine, i finally get to polish up the graphics.

heretofore i'd been testing with an embarrassingly bad model of a town i whipped up in a few minutes early in the week:

about an hour ago i began working on the real scenery. here's a sample of what i got so far:

i know, i know. it still looks pretty bAd and sPazzy, but best i could do in an houR. i guess my modelIng skilLs are a little rusty. unFortunately, the game engine was harder than i expected. i was only getting a disappOinting 140 frames per second; spent quite a Lot of time getting up to a satiSfactory 200.

i'm hoping i can come up with something that looks presentable in the next few hours. oh well.

good luck, everyone!

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sj - Credits

Posted by sj on 2006/04/01 06:56

Thanks for everyone on the net who posts their art and music for public use.

I have used tiles and graphics from the Lost Garden www.lostgarden.com

Music and sound came from the Partners in Rhyme www.partnersinrhyme.com

Thanks guys. I couldn't have done it without you!

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korg - Damn lack of PyOpenGL feedback.....

Posted by korg on 2006/04/01 06:55

So, I have a 'font' texture that Ive made and loaded and it seems to be working fine on constant text. Excellent

Lets make an FPS counter. Ill just make a draw method that actually draws the texture, rather than makes a display list. Easy, right?

Ok, code that up. Put it in my scene graph.. excellent. Seems ok.

So, lets put it on the HUD..

All my fonts turn into opaque squares. Huh? Weird.

Um. Well I did some changes to allow render time displaying (rather than making a scenegraph model), maybe I didnt turn something on. Nope. That code all looks fine. Um....

So, _Lots_ of code checking later... I finally discover that the glGenTextures call is returning a texture_id for the font of 24837324 (or something huge). Hmmm. Ok, thats before Ive loaded the font image... Um.

My _other_ textures still work fine (and have numbers like 1, 2, 3, 4).

Ok, so what if I call glGenTextures ore than once... 24837324, 0, 0. Hmmm.

3 Hours later... It seems that I initialised my textpage class _BEFORE_ calling mygame init, so opengl cant render a texture.

Augh!

I think thats my problem. Its not that I consentrate on graphics too much, its that I cant let bugs go without working out _why_ they dont work. And it just so happens that my newbieness to opengl translates into lots of bugs. :)

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sj - Final Game

Posted by sj on 2006/04/01 06:51

The final time is here already. Luckily what I have at the moment is playable and quite fun. On the down side, much of what I hoped for isn't included.

What I do have for you is two levels of steam-powered mayhem, where you live and die by your actions.

What i don't have, but would like to add in the future (post-pyweek) is a more intricate menu, splash screens, more detailed objects and, of course, more levels.

For now, however, I hope you enjoy playing what i guess i will have to call Untitled II. (see pyweek 1 for the original Untitled)

As an aside, while on the topic of the first pyweek, I'm sure I'm eligible for the title of 'most improved,' since i ranked second last. It was well deserved, though, and from it i learned much about time management.

Relating to the current game, I haven't been able to test it on anything other that windoze xp, so I'm expecting a range of bugs to come through. Please, if you have any trouble e-mail me smokin_josh@hotmail.com and I will fix it and repost the game. Thanks.

Also, if you feel daring, take a look at the level files and see if you can make your own levels! I'm more than happy to add your content in :)

Well, thats about it. All I can do for the immediate moment is to sit back and wait for the inevitable bugs and crashes. Hopefully windows users should be fine, and I've included a py2exe'd build for you to play as well.

Happy Steaming!

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gizmo_thunder - Mostly Done

Posted by gizmo_thunder on 2006/04/01 06:49

Today ive' worked with level editing and tested the levels. I've submitted the final version of the game. Unless some bug comes up.. i guess im' done :) its' been really good week's work. I've uploaded the py2exed' version as well.

Game Links: Listed below are the features currently present in the game.
  1. 3D camera movement (you can move the camera up and down)
  2. 5 Levels (first level more like a tutorial)
  3. complete 3D environment with 3D models
  4. Huristics based ai for cops
  5. Sounds

Menu For my Game.. isnt' it Carooney :D

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Mindless Game Studio - In the finals

Posted by Ron on 2006/04/01 05:37

The past days flew away fast.. It was exciting to see how the code, the stage editor, the graphics , and the music come together slowly..

Now I'm almost up for a whole day (greetings mates! :), and things seem to be working quite all right (more than expected..). Coding some intro screen and menu is still back though..

All right, a little teaser about the game: It's a multi(2-3)player networked game (no AI support yet.. maybe sometimes later), mainly for LAN/stable net connection usage (heh, mostly because the initalizer UDP packets' arrival is not verified :d .. bandwidth usage is quite small)

The goal is to gather a specified score, faster than the others do. A player controls a train, and receives score based on the number of carriages he pulls. You can 'steal' carriages of other trains by bumping into their back, or in a frontal meeting, beeing the faster one.

Of course, having more carriages makes life difficult: it's harder to accelerate. You have to input coal to the engine to maintain a steam pressure, and keep acceleration high (if you want). Coal can be picked up on specified locations of the railway, and can be piled up for a limited amount.

Switches can be controlled by 'bidding' for them. The player, who gives the most action point for a switch, when any train comes near it, determines it's position.

Well, sounds complex, but it's straighter when you play it (at least we hope). I'll post a screen-shot, and return coding..

Keep working hard, there's still time!! Cheers!

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