PyWeek 22 challenge: “You can't let him in here”

Noisy Protozoa 2 - Going to have to throw in the towel this time

Posted by blakeohare on 2016/09/09 02:37

Given that I had a false start on the first weekend (where I get most coding done), PyWeek coinciding with PAX, having a cold the entire time up through yesterday, a few other commitments I made, and, most importantly, limited evening coding hours due to unforeseen fires that manifested at work, I'm going to have to declare DNF for this PyWeek. I do plan on finishing my game at my own pace, but at the moment, I'm not on any sort of trajectory to finish what I've started in the remaining 45 hours. I'll polish up what I have (it's just a generic platformer engine at this point) and upload it, but it won't really be a game. But don't worry, I'll still push all the necessary buttons for the site to function for everyone else!

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Spacestation - Getting Close...

Posted by daftspaniel on 2016/09/08 19:57

Tonight's goal was to get very close to finishing as I am going to be occupied on Saturday (pretty much all day). A big mix of game stuff and visuals done. Tomorrow I will add sound, game over, title screen and improve explosions. The waves of attackers needs tidied up too for a better progression.

Feel like I am in a reasonable place considering it has not been the best week for time or health! :-)

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Coulrophobia - First upload

Posted by HipetyHopit on 2016/09/08 19:55

Ok, the game is playable. Hardest part done. I got a few friends to demo it and they seemed to enjoy it. It still needs a lot of polishing and definitely at least an intro and some credits (the most important part). Let me know if you've played this bare-bones version, if you liked it.

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Treasure Seeker--You can't let him in... - Treasure Seeker--70% Completed

Posted by Ferguson on 2016/09/08 13:52

Multi-level support have been added. Its time to add sound-packs(pick-up, background-music, game-over and many more)... I will try my best to make sure that Treasure Seeker is a fun and an interactive game...I can even add support for score uploading but I am running out of time(being my first pyweek It's like I lack experience on how to stay organized)... Well let see what happen by Saturday!!!

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September 2016 - Scanning artwork with OpenCV

Posted by dholth on 2016/09/08 13:11

I wanted my game to have cards with hard-drawn artwork in my game, so I wrote an image processing script to cut a scanned image into parts. Now I can draw eight images on a piece of paper, scan it, and automatically split the interesting parts into separate images.

It works by extending the find_squares() example from OpenCV. First, use Inkscape to make a page with black squares on each of the four corners of the area you want to be scanned. Then draw a grid of lines to show where you should draw each individual picture, leaving some white space around the corner squares so as not to disturb the square detection algorithm. Print the page.

Now draw! Then, scan the page back in, and run the script on the scanned image.

The script finds all squares "of a certain size" relative to the total size of the scanned image, so it should be independent of the scanner resolution. It will find each of the four squares many times. Then it bins the squares into the four corners of the page based on whether that square is inside the general area expected. It finds the boundary of the page by finding the inside corner of each square (the point closest to the center of the page) and, for each corner, it takes the average of these points from the many times each corner square was detected to refine the page content boundary.

Now that we know the top left and bottom right points of our content area, it's a simple matter to slice it up into equal parts. My page is 2x4 images, each having a 3:2 aspect ratio. These will be processed further to remove the guide lines scanned from the paper and to scale them down to the size the game needs.

By using some simple image recognition I should get perfect image slices from my scan, even if the page was slightly misaligned on the scanner, independent of the resolution of the scan. If it was necessary to tolerate greater scanner misalignment, the script could be extended to rotate and warp the page by taking the other two corners into account. It would also be nice to print a unique 2D barcode onto each page so as to automatically organize the scanned artwork, automatically replacing the correct images if you re-scanned a page.

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Nashes to Ashes - Nashes to Ashes - Day 5

Posted by paulpaterson on 2016/09/08 04:46

Today was polishing a couple of the initial levels and adding sound and animation. I'm pretty happy with how it is coming out. Tomorrow is adding music and hopefully a couple more levels.

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Block the Knight - Keeping a Level Head

Posted by pyrex on 2016/09/08 02:34

Made a level editor yesterday. Today I drew up 11 of the 30 levels. The false start I had was too much resolution in the editor. This made it difficult to come up with levels with good game play. Now that it is blockier, more constrained, it is actually easier.

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Jungle Run - Hey good lookin'

Posted by PaulBrownMagic on 2016/09/07 22:21

Graphics have never been my field of expertise, but with most of the functionality of the basic game-play completed I thought it was time for a face-lift. I've gone for a pixely look to the textures that make the trucks stand out a little more and I've adjusted the size of the scanners so that they are wider, which keeps the trucks in range just that little bit longer and means you don't need to build so many. So you can now select a scanning station from the menu at the top and build it, but upgrading needs to be implemented and the stats need to be tweaked. There is a currency system in place but it's not displayed yet, which all means I need to work on the UI elements. I want an info box on the currently selected scanning station too, giving the stats and info. Now I'm playing the game I'm wondering about levels and goals. It's clear this would play nicely on a touch screen device, which makes me think about moving it across to Kivy but I'm not sure how using that library would fair in this competition. Anyway, it's coming along. I know what you're thinking... that looks nothing like a ferry!

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The Torus - Minor gameplay mechanism

Posted by YannThor on 2016/09/07 15:14

Well, the hard part of the gameplay-related code is about to end. I've implemented village generator, flag planting, diary entries. The 3 explorers are now almost able to go around the world, I juste need a few hours to finish the food mechanism and death management. I hope that I will focus on graphics and sounds by tomorrow.Well, the hard part of the gameplay-related code is about to end. I've implemented village generator, flag planting, diary entries. The 3 explorers are now almost able to go around the world, I juste need a few hours to finish the food mechanism and death management. I hope that I will focus on graphics and sounds by tomorrow.

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Coulrophobia - A passably playable game!

Posted by HipetyHopit on 2016/09/07 14:36

Almost all the game-mechanics are now working. I'm slightly lacking in terms of levels, but what I have is actually playable. You are able to jump, move objects around to overcome puzzles and attack enemies. All I need now is win/lose conditions and some way to tell the (fairly simple) story.

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