February 2016 challenge: “The aftermath”

The Last Gardener - Day 3 progress

Posted by Jjp137 on 2016/03/02 00:48

The problem that LegoBricker mentioned in his earlier diary entry (which is really part of this day :p) is that Pyglet didn't like the .wav files we were using for some reason. We just converted them to .ogg and it worked; we don't want to waste time figuring out exactly why :\

Anyway, a lot of the unfinished things I mentioned in my last diary entry are now implemented, and the gameplay is pretty much set in stone now. Everything else that surrounds the gameplay, such as the menus, putting the story in the game, defining the levels (the framework is there), and adding more sounds and music, has yet to be done, but we're making some steady progress.

I also added a screenshot :) Time to go back to work...

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The Little Drop - Sow seeds

Posted by fireclaw on 2016/03/01 23:03

The week's almost half way through already! Today we implemented most of the main gameplay of our game. Planting seeds to earn points and place vein bridges to get to new areas and give the forest some new life. To make it a bit more strategical, you need to take a look at your bodies amount of water to get to the end of the forest without loosing all the water your body is made of as a rain spirit.
Here's a little image of how the planting and growing cycle works in our game.

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Stable Orbit - Menus In

Posted by LeopardShark on 2016/03/01 20:49

I've got the menus and backstory into the game. I still need sound and to fix a bug (Oh no!). I spend about 50% of my time identifying and fixing bugs. I really need to learn how to use the IDLE debugger... Instructions also need to be written. Not got much time to write this which is why it's so brief and horribly written.

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Poor man's Medal of Honor game - Monday: Finished with game idea

Posted by ReekenX on 2016/03/01 12:24

I have decided to build **Poor mans Medal Of Honor** Game. Yeah, I think it will be even hard to think something more stupider idea.

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The Uninterrupted Kea Experience - The jumping Tiger

Posted by green0range on 2016/03/01 10:18

Well, that's day 3 gone. Level switching works, food now has graphics (thanks Deimos Impact, I just got an email load of bananas, apples cookies and pie, dot png.) and tigers can fly, well, jump. I've also been working on the collision detection and attacking, which is on the way, but not quite there. I'm also starting to add in sound. Oh, and the kea can fly, well, it kinda floats without even flapping it's wings. I'm telling ya, that kea has superpowers! So, that's me signing off, Good night everyone.
Postscript; (because why not use a traditional old-fashioned snail-mail format?) Do not expect my code to look good. I've gone for the quick, hard-coded, non-modular method, which is honestly quite ugly. But time is of the essence.

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Laion - Brainstorming

Posted by ilseppia on 2016/03/01 07:31

So here we are again, after missing the latest two competitions , there are chances we'll produce something this time. Yesterday I had short brainstorming with my team mate and we landed to a kind of running game, with obstacles and other stuff to be avoided or caught. Control system will be something little different from straight left/right/jump keys, probably involving a scrolling button bar to be clicked. From code point of view I'll give a try to kivy, I hope this choice will not mess things up. Going to combine some code later in the evening.

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The Last Gardener - Legobricker's Day 2 Update

Posted by LegoBricker on 2016/03/01 05:01

This is a short update, because I haven't done much today. I just wanted to say that while trying to get a sound file to play I crashed the game. Actually I did that for almost 10 minutes straight before figuring it out. Who knew a sound file could crash a game?

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The Long Walk - Day 2

Posted by PixelFlower on 2016/03/01 04:39

I have the menus working for the most part, pause occurs at the correct time, challenges pop up randomly while walking and I can adjust the speed of the character's movement. Not much to look at yet since it's still all just a lot of bare bones designs. Hopefully tomorrow I can improve how challenges are handled to make it easy to drop in a whole bunch of different events and situations easily. Once that's done then I just need to drop in a max distance to win the game and a way to handle when structural integrity hits 0 (or game over in other words) and the game will be complete. That is to say, complete on the most basic possible level. From there it's all fleshing it out, improving and thinking about art assets.

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Lost Colony - Day 2

Posted by mauve on 2016/03/01 01:26

Today we pushed towards combining our POC stuff for hex grids and experiments with PyTMX, in order to draw and render the tile map in-game. We also got further with weapon design and some of the code for characters and enemies to follow point-and-click paths. So today's screenshot may look a lot like yesterday's, but this is now in-game!:

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The Last Gardener - Day 2 progress

Posted by Jjp137 on 2016/03/01 00:46

And before we know it, another 24 hours has passed.

Anyway, we managed to get the mowing mechanic working, and we've replaced the temporary player sprite with a better one. As usual, however, there are many features that aren't even close to being finished. There are enemies, but they don't move, and they don't have hitboxes. There are bullets, but there aren't really any patterns; instead, there's test code that fires hundreds of them randomly. And there's no way to really win or lose.

It's progress, though :) We also started to search for resources and edit them to fit our needs, so hopefully the game will look decent by the end of the week.

Right now, I need to get back to figuring out how levels will be defined and stored...

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