March 2006 challenge: “It runs on steam!”
Neowert - Progress so far
Posted by neowert on 2006/03/28 07:20
Day 1 - came up with idea
Day 2 - changed idea, relearned python, wrote some code
Day 3 - Spring break ends. Went to school. Drank a beer.
So kinda slow. Fortunatly, I think my game will come togather, but I have a ton of school work to do.
My game idea is basically a nature simulator, powered by water vapor (obvioussly). Basically I want to provide a little universe to play around in, instead of a goal oriented thing, which will need more content.
Salt and Vinegar - Day Three Summary - Pictures & Code
Posted by Jay on 2006/03/28 07:14
Here's the snapshot of our work thus far:
http://media.pyweek.org/dl/2/SnV/pyweek2-day2.zip
Today at work I fought with python, but couldn't get it to work right (stupid intel macs), so I wrote up the credit roll module blind and tested it when I got home. Also today I worked to get a bunch of our specific hard coded hacks out of the way and slightly cleaned up everything. Also put some more work into the map code. We have a start line, so we can count laps whenever my brain starts working again. Erik also cleaned up a bunch of code and started on the HUD design. He also took some time to yell at me for my horridly designed map config file when him and Scott tried to make a few new maps.
Our artists have been getting things in motion. You can see two samples of their work here and here. Hopefully I can post some music samples tomorrow night. Should be good!
http://media.pyweek.org/dl/2/SnV/pyweek2-day2.zip
Today at work I fought with python, but couldn't get it to work right (stupid intel macs), so I wrote up the credit roll module blind and tested it when I got home. Also today I worked to get a bunch of our specific hard coded hacks out of the way and slightly cleaned up everything. Also put some more work into the map code. We have a start line, so we can count laps whenever my brain starts working again. Erik also cleaned up a bunch of code and started on the HUD design. He also took some time to yell at me for my horridly designed map config file when him and Scott tried to make a few new maps.
Our artists have been getting things in motion. You can see two samples of their work here and here. Hopefully I can post some music samples tomorrow night. Should be good!
Evil Mr Henry - End of day 3
Posted by evilmrhenry on 2006/03/28 07:03
This is an actual game now. New this day are the enemies, the cool explosions, your score, and metal. Metal is actually useless until I get the uprade screen done, (ETA: Tuesday) but the game is actually playable.
Version 0.03
Version 0.03
The Olde Battleaxe - AI robots, cannon towers, auto scolling level, walls, rubble, steam, coal, water stats... download!
Posted by illume on 2006/03/28 05:50
korg - @*#$ blending again
Posted by korg on 2006/03/28 04:44
Being too smart for my own good, I took my working engine and tried to add post rendering alpha blending of transparent objects but now Ive got a blank screen.
mutter mutter...
PrettyFace - Entry
Posted by TenjouUtena on 2006/03/28 04:13
We're goign to make a hang-gliding via steam game. various dials will controll the flow of steam though various vents, and you have to hang glide on them to the exit! You're inside of a giant robot! ANd bust turn his valves to defeat him! Or somesuch.
tu
heureusement - Believe it or not, progress!
Posted by dbickett on 2006/03/28 03:52
Whether or not we'll be able to finish our idea in time this week is very questionable. For three or four different reasons, this turned out to be the worst possible week for us. To be honest, we still haven't finished our idea. However, if you read my previous post regarding how the three stick figures will be coerced into doing what the user wants...
keyboardPrototype.zip
The player will press three keys in sequence on the keyboard. The keys must all touch one another diagonally, horizontally, or vertically, to be considered a cohesive set of three keys. For example, if the player presses T, H, U on a QWERTY keyboard, this will "suggest" to the morons the shape "V" and they can be expected to then take that formation on the platform/plane/field/grid...I went on to explain the technical details of how the system would work. Though it took me several hours of fixing obscure technical errors to finally get it to work, I have finished the prototype for the keyboard suggestion. On all QWERTY keyboards, run this pygame utility and make a three letter shape on your keyboard (the keys have to be in contact with at least one other key in the three key shape), and that very same shape will be displayed on the screen. :)
keyboardPrototype.zip
sjbrown - Night 2
Posted by sjbrown on 2006/03/28 03:33
Allright, I spent some time at the cafe on the cursor-chasing interface that makes the heating element warm up.
Then tonight, I worked up some graphics in Inkscape (www.inkscape.org) and dropped those in. I also fleshed out the Bladder object. No steam spraying yet, though.
Then tonight, I worked up some graphics in Inkscape (www.inkscape.org) and dropped those in. I also fleshed out the Bladder object. No steam spraying yet, though.
The Awesome Block Game - WOOT!
Posted by eugman on 2006/03/28 02:38
WARNING: Animated goodness ahead!
Download link is here : here
Even though there is no current objective it's sooo much fun to just steer the guy around.
It's starting to look like I've got a chance of winning. I've got quite a bit done but have a ways to go.
Let me know if I should keep the green steam. I still need to add enemies, a way to win, a persistent level system and some other goodies.
Also, I've had one problem I just can't solve to far. Give a list of points which a block of the class platform is supposed to move at some arbitrary speed every time platform.update() is called towards the next point on the pointlist.
Given the position of the first node(or point or whatever), the second node, the center of the block and the wanted speed what do I send to platform.moverel() ?
Moverel(x,y) is a simple function I made that moves the object right by x pixels and down by y pixels relative to it's current position.
Basically it adds the arguments to all the points.
Download link is here : here
Even though there is no current objective it's sooo much fun to just steer the guy around.
It's starting to look like I've got a chance of winning. I've got quite a bit done but have a ways to go.
Let me know if I should keep the green steam. I still need to add enemies, a way to win, a persistent level system and some other goodies.
Also, I've had one problem I just can't solve to far. Give a list of points which a block of the class platform is supposed to move at some arbitrary speed every time platform.update() is called towards the next point on the pointlist.
Given the position of the first node(or point or whatever), the second node, the center of the block and the wanted speed what do I send to platform.moverel() ?
Moverel(x,y) is a simple function I made that moves the object right by x pixels and down by y pixels relative to it's current position.
Basically it adds the arguments to all the points.
Salt and Vinegar - Logo
Posted by erik on 2006/03/28 02:13
The team is starting to produce some art. Check out our logo.