April 2018 challenge: “Two worlds”

Runia Chronicles - Entry Notes

Posted by Quikli on 2018/04/16 17:57

This entry is Windows only.  I'm sorry Mac & Linux-only users.

I built a game engine in 1 week to go along with this entry, and spent 5 days of that primarily on the game itself, only the first 2 on the engine.  I just didn't have enough time to do cross-platform.

If people are really interested in trying it out, I will try to have at least Ubuntu Linux support in the engine soon that is pip-install-able.  I don't own a Mac so I think that means compiling c-extensions for Mac is out of the question, but I haven't done enough research on that to know for sure.

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Twins - Character animation

Posted by Slava on 2018/04/16 17:40

I got stuck with character animation, but in the end everything is working how I want.

walking and jumping


My code looks like garbage. I hope I will have time for refactoring. 

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Crossing the river - Eye protection required.

Posted by yarolig on 2018/04/16 16:28

I'm using pyglet, kolourpaint, GIMP, Tiled Map Editor, QtCreator with pyqtc and 10 years old notebook.


Surprisingly I can't fill 640x480 screen with dynamic tiles keeping 60 FPS. Even manually with OpenGL.

My CPU and GPU are fast enough. Bottleneck is in link between them. I do not intent to change (crash, burn and destroy) map content during gameplay. So placing entire map in one Batch is ok.


My drawings is awful. I can't draw orc or goblin. I tried to draw a wall. Unsuccessful.

There will be blobs and circles in place of monsters.


My code is even worse.

Wear eye protection before viewing https://github.com/yarolig/ShortName


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Contrast - First stage: Design

Posted by Pygasm on 2018/04/16 13:35




The game will be about a monochrome world with a line separating two contrasting areas, one initially white, one initially black. As you traverse you can flip yourself to the opposite area where gravity is reversed and vice versa, what you cant control is the backgrounds, which shift colors and make drastic changes to the environment, black objects are invisible in black and therefore non-interactable. White is interact-able in a black background, however and vice versa. The backgrounds change only when you press certain buttons which could flip both the top and the bottom, only the top, or only the bottom.

Now we need to get coding!

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Around the Worlds in 80 days. - aroundtheworlds, badly drawn

Posted by illume on 2018/04/16 09:46

I decided to use drawings of monuments in cities to make up the levels. So below is my badly drawn Eiffel Tower.  There will probably be a badly drawn Big Ben, and a badly drawn Opera house. You get the idea.

Cut out, and burned a little because I drew it on cardboard. It turns out soft pencil on brown doesn't scan very well. Who would have thought?

Now I need to somehow make a level out of it.
Lots of Eiffel Towers cut and pasted all over to make a level. There's been stranger things. lol ;)

Now to draw the hot air Balloon...


Eiffle Tower cut out

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Parallel - Day 2 - Mastering Special Effects

Posted by OrionDark7 on 2018/04/16 02:50

Wow! We got a lot of work done today.


Today for me was mostly finishing the engine, and starting out on animations / special effects, and adding more obstacles. The result was close to perfect! I added animations for every time you win and start a level, switching which side you were viewing, and every time you enter / exit the pause screen. I also added some really cool particle effects on player death.

I was able to get a recording of all of these animations, as they are extremely cool (sorry, transferring it to a.mov file to a .gif kinda made it choppy and slow):

Day 2 Animations

Overall, it was a great day, and I think we've got a good solid foundation below our feet. :)

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Jim's Big Win - Pretty nice pretty nice

Posted by speedlimit35 on 2018/04/16 01:38

We are doing pretty good with all the basic ideas and kooool stuffff.

here is a picture i made

the pygame man

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Bitetris - April 16th

Posted by xmzhang1 on 2018/04/16 01:19

well, 8 o'clock yesterday morning, I get the theme 'two world'. It is not my favoriate theme :) But I put it for my second choice, just because I like this word. I have two sons, and they are two world in my reality. And in fact, I have no idea about the game itself, I do not have much time this time, my little son is only 3+ month, I have to take care of him when I get home, and I do not want to miss pyweek, so maybe I take an easy game as my entry.


I have an idea is about bi-tetris, the screen is divided into two part, both of them is a single tetris game, but the player control both of them at the same time. then I add some fun elements in it.


I still use kivy this time, it is more efficient than pygame. And of course that means I have to leave one day to package my game :)


Hope everything goes well :)  

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The Dark World - Day 1

Posted by mauve on 2018/04/15 23:34

After I actually got going today I started to put together a game engine. I now have a vague idea for the game I want to create - an MMO where there's a light communal creative world and a dark instanced dungeon world.

Partly this is attempting to scratch an itch I've had to try writing an MMO, but I wanted to explore new things, and the new things I've picked are asyncio and three.js. asyncio feels much like tornado or gevent which I've used extensively, but it's good to actually try it out and see what the libraries look like.

three.js is slightly more fiddly to use than I expected, but overall seems good. I got model loading and shadows working very quickly:


This already supports multiple users. In-game footage is here:

https://youtu.be/xleWiWFQGyI

It feels wrong to be writing so much Javascript during a Pyweek, but the idea is that the Javascript will end up being quite a thin client and the Python server will eventually dwarf it. Currently it's 50:50.

$ wc -l assets/js/dark-world.js run_server.py
  426 assets/js/dark-world.js
  428 run_server.py
  854 total

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yes_no_world - Starting with framework

Posted by gizmo_thunder on 2018/04/15 23:21

I've been used to picking inkscape for my level design in some of my previous pyweek entries. 


Since then I've been using cocos2d-x with various editors for the UI and animation. The latest tool out there for cocos2d-x is the cocos creator. I've been researching about how this could be used in CPP. I've now started writing the relevant classes for python cocos. This should help me speedup the UI / UX iterations .. while doing all this I'm hoping I can build a reasonable game :)

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