PyWeek 22 challenge: “You can't let him in here”
Jungle Run - Commence scanning ... now!
Posted by PaulBrownMagic on 2016/09/07 12:43
I've made a variety of truck images, but the rest is still all pygame rects as I'm still focusing on functionality over beauty. I've added the basic scanning functionality with scanning stations that can be placed with a mouse-click and a scanning bar to the trucks. The scanning stations need images and types, the graphics for which are worrying me! I've no idea how I'm going to draw the different types yet. But soon I'll be able to move onto the UI elements to select/ purchase scanning stations and fine trucks. Not bad considering I'm moving house this week :/
Upside Down - Show my semifinished product
Posted by xmzhang1 on 2016/09/07 12:16
Special thanks for Kenney, his work is quit awesome!( Even though it is not the style I like best. But it is free!! ) I get from http://opengameart.org/content/platformer-art-complete-pack-often-updated
Game Screenshot
Tiled Map Screenshot
Game Screenshot
Tiled Map Screenshot
Zombie Keepout - First few days.
Posted by nephitejnf on 2016/09/07 05:40
Needless to say, Day 1 I did nothing, it was Sunday and I needed the rest. Day 2 I spent some time looking for libraries to use to help me with Tiled maps and writing out some basic bones for pygame. I planned heavily this day as well. I decided on a theme of protecting your home from zombies, I found some free game art from opengameart.org. I have the basic UI and look for it. It will be a classic arcade style, I am pulling difficulty inspiration from a Star Wars Arcade game.
Day 3 I found an easier library to use for loading Tiled maps. I found it thanks to the pyllet town project by renfredxh on github, he hasn't touched it in a year. Definitely worked wonders in the last half hour (with slight modifications) compared with the at least three I spent on other libraries. The results so far are stunning, the main menu is probably the last thing I do.
Here is my Basic Idea.
Zombie Limitations
- Can'tclimb fences
- Can't eat you
- They just want your home
- They aren't very fast, but can come in hordes
- Melee attack
- Must defend home
- Can place traps/weapons
- Only one person (main character)
- Can't climb fences
Upside Down - Bottom world is already done, feel about the upperworld ^ v ^
Posted by xmzhang1 on 2016/09/07 05:23
¿ǝʌol ɹᴉǝɥʇ ǝʌɐs oʇ ʎpɐǝɹ oslɐ noʎ ǝɹ∀ ˙ʎʇᴉʌɐɹƃ ǝɥʇ ʎɟǝp oʇ 'ƃuᴉʞɐǝɹqpunoɹƃ ƃuᴉɥʇǝɯos op oʇ ǝpᴉɔǝp ɯɐp∀ 'ʍoN ˙ǝuoƃ sᴉ uǝpƎ ʇnq 'ʇunoɯ ǝɥʇ ɟo doʇ ǝɥʇ uo ʇoƃ ɯɐp∀
Nashes to Ashes - Nashes to Ashes - Day 4
Posted by paulpaterson on 2016/09/07 03:52
I had a breakthrough in the gameplay today as I found a way to make the levels much more fun.
The issue with infiltration (stealth) games is that "waiting" is a key mechanic ... and waiting isn't much fun. I thought of a way around this. I wont let the cat out of the bag yet. See if you can spot it in the final game!
The new idea took some more work to the engine. I also started doing some level design and in order to make interesting levels it required another change, this time to how the "pressure mat" item worked in my levels. It was too similar to the "camera" item. I made it more distinct and I'm quite happy with how that change came out.
Tomorrow I will try to get a few more levels working to keep polishing the gameplay.
The issue with infiltration (stealth) games is that "waiting" is a key mechanic ... and waiting isn't much fun. I thought of a way around this. I wont let the cat out of the bag yet. See if you can spot it in the final game!
The new idea took some more work to the engine. I also started doing some level design and in order to make interesting levels it required another change, this time to how the "pressure mat" item worked in my levels. It was too similar to the "camera" item. I made it more distinct and I'm quite happy with how that change came out.
Tomorrow I will try to get a few more levels working to keep polishing the gameplay.
Ripple - Slow but steady.
Posted by Benjamin on 2016/09/07 02:25
Last night I implemented the attack mechanic I wanted. I did sort of an opposite Ys style attack. In Ys, you try to hit the enemies off-center for the greatest effect. In Ripple, you try to hit them on-center. I have enemies and player death implemented now, but still need to add a health bar of some sort.
The Torus - I ... Need ... To ... Sleep.
Posted by YannThor on 2016/09/07 00:07
All is in the title. I'm still not as advanced as I wanted, dealing with absolute and relative positions, plus chunk VS non-chunked coordinates was more painful than expected. But now all seems okay.
Upside Down - Only 4 days to go, It seemed that everything goes well.
Posted by xmzhang1 on 2016/09/06 22:24
I have finished several part of my game,applaud to myself first! To be honest, for lack of experiece, I can not set a blueprint first, I had a plan, but when did it, met a lot of problems, finally change it. When creating some effect, some other ideas may come out, then try to do the new idea. Yesterday, I suddenly found that my code can not work on Python 2, I want my game to be played by as many people as it can, so I spend several hours to find the problems. One is I should not put arguement like __init__(x,y,*group,reverse = false), because in Python 2, you can not put default parameter before *parameters. Another thing is I should not 'class Object:' it shoud be 'class Object(object)' in Python2 when you want inherit and use super(). Now, Python2 problem solved, but sorry for my game progress, I do not think I arrange my time resonable, anyhow, I enjoy the progress. OK, there is a deadline in the front, so I should go on fighting ^ v ^
The Torus - Difficulties
Posted by YannThor on 2016/09/06 15:47
I wanted to finish the core of the gameplay yesterday... but I'm still fighting against conceptual issues. I would say that I'm 1-day late for now. I will try to work hard this night in order to post a good screenshot by tomorrow.
Bouncer - up to day 2
Posted by mj-meo-dmt on 2016/09/06 07:26
So we went with old school mechanics, pinball but with some different rules. The idea is to keep a certain set of "dudes" out of the "club" (we don't know what the place would be yet...) And you have to let some other "dudes" in. In the screenshots the red spheres are the "bad dudes" and the blue spheres are the good ones which you have to let through. (I wanted to say blue balls... :P) We plan on adding some other different "dudes" that have effects on the "dudes" or spheres in the game later.
There will also be a timer that spawns more and more "dudes" to make it harder of course. A counter will keep track of all the blue "dudes" you let through, every-time you let a "bad dude" through you lose an x amount of counts or points or something... reach zero and you are out.
Its all a WIP.
Screenshot of the Menu
Screenshot of in game
Enjoy!
Screenshot of the Menu
Screenshot of in game
Enjoy!