April 2018 challenge: “Two worlds”

Guardian of The Tree - Derpy Humans

Posted by DaFluffyPotato on 2018/04/18 17:05

I don't know if I went too far with the derpy humans idea in this game. I don't think the music matches. xD

Click for Derpy Humans!


Add a comment

Paperchase - Finally found some time to work...

Posted by ntoll on 2018/04/18 13:26

After a two day hiatus due to other pressing tasks I've managed to spend a couple of hours on the player character's moves and associated animations. My god, if I knew how much time I would be spending drawing stick men in the GIMP I'd have gone for a different approach. In any case, it's all looking rather satisfactory and I need to add some power-ups (for the player to collect) and some "real world" objects for the player to avoid in the "paper world".

Finally, PyGame Zero and Mu continue to make me smile due to how easy things are to do in code.

Here's an animation of the player character... it's all looking very XKCD (https://www.xkcd.com/353/) --- which I may play on....




1 comment

Bitetris - April 18th (Sunny 28°)

Posted by xmzhang1 on 2018/04/18 07:25

well, I think maybe I have already finish my pyweek :) Currently, I have done what I want, creat a bi-tetris game, left one with odd falling piece, but when the piece stop, become normal. left one with normal falling piece, but when stop, change to odd shape. My initial throught is alternatively masking the left and right screen. but someone already have that idea. Then I change it, I want to switch the piece between screen, but I found there is some problems,say, how to do the swap operation? double tap? or just use left/right control the swapping. and during the test, I found I can not focus my concentration between the two screen. So I finally get a idea, if left screen clear the lines, the right screen get a punishment, it would grow lines. that is also how two-player vs tetris plays :)



Anyway, I found the philosophy is in my game, you can not do two things well at one time. :)


OK, Maybe I should get back to my work, the left days just do some minor changes and package it :) Pyweek is good, while life is hard :)


My code (need kivy)


screenshot

2 comments

Jim's Big Win - Less stuff done... :(

Posted by speedlimit35 on 2018/04/18 05:36

Today was an okay day. We didn't really do much though since I was still kind of imagining exactly how the game should work. Because of some other factors, we barely made any progress today. Hopefully we can finish. Also, here is a picture I made:

jumbi boss

3 comments

Parallel - Day 4 - Added More Obstacles

Posted by OrionDark7 on 2018/04/18 03:12

I didn't get much work done today either, but the work I did get done was really cool.


First off this morning, I added laser cannons that fires when you come within a certain radius of it (and yes, you can see it, I learned my lesson from PyWeek 24...). I added effects for it as well on the death screen, where it draws a laser beam between the cube and the cannon.

Second off, I added a glue trap, that slows you down (oh wow! I didn't expect that would happen!). It looks like a puddle of piss, but you know, it's only my fourth day, I'll change it later.

Here's a screenshot from earlier today:

Day 4

Oh, and I made the coolest logo ever:

Parallel Logo


Add a comment

The Dark World - Day 3

Posted by mauve on 2018/04/17 23:46

I spent today trying to make animations work. Having used kenney.nl assets for everything so far, I got Blender out for this. Here's the process, roughly:


  1. Create a model in Blender (doesn't take long)
  2. Animate it using Blender keyframes (takes ages, Blender is terrible for this)
  3. Export it to GLTF
  4. Work out how three.js represents animations and write code to start them
  5. Debug why it isn't working
  6. Find the animation is kind of half broken due to feature mismatches between Blender, GLTF, and three.js
  7. Rework broken part of animation, go to step 2

So after a whole night's work I have added just sword swipes and a flapping bat.


Here's a video.

2 comments

Rogue: Through The Veil - Day 3: Menus, Items, and better combat.

Posted by PaulBrownMagic on 2018/04/17 22:45

Okay, so today I began with the simple task of creating monsters for the magic world. With that out of the way I started on improving the melee combat system, balancing out strength and chance to hit. That led me into implementing levelling up when gaining experience and increasing HP. That then reminded me I need HP to regenerate, so I did that too.

With lots of those little jobs out of the way I made armours and weapons, not only did I need to make them, but I then had to incorporate them into the combat and levelling up. With these in the game I wanted to make an inventory screen, so I did. I made the function reusable too, so I automatically got a controls screen too. Bonus! It's starting to become a playable game now. You can wonder through the dungeons, fighting monsters, and getting better weapons and armour.

Finally I made the scrolls, I had no idea how to do these at first, but implementing the functions to put on armour and change the weapon being wielded gave me the interactions and framework to figure out how to do them. So I've got "most" of the scrolls done.

There's still lots to do, I need to implement the disguised names for scrolls, which will also apply to potions and wands, and I've still got some functions to add in. Not all the specialist monster behaviours are implemented yet either. Plus there's still the big decision to make on how we're going to transition between the normal and magical worlds. But there's some hope now that it will be achievable within the week!

Day3 Rogue: Through The Veil

Add a comment

A Patchwork Orange - Great teamwork resulting in moderate progress

Posted by wkmanire on 2018/04/17 22:44

We're learning to work as a team and it's really showing! We have completed our story and have documented at a lower level how the game should work. Our game will contain quite a few mini-games sprinkled in through the story and 5 of those have been completed. Perhaps tomorrow we'll be ready to post some screen shots once we've finalized on more of the artwork.

Add a comment

Master47 - PyWeek 25 - Day 3 - Making progress

Posted by Master47 on 2018/04/17 21:58

I am making some progress, finally.
I've got two planets (two worlds) and a space background, yay!

Tomorrow, I will create the spaceship with the cannon which the player can control to shoot meteors/asteroids.
I might also create the asteroids class tomorrow, so that the main game-play is almost complete! :)

Here is a screenshot of what my "game" looks like right now:
Day 3 -

Add a comment

Contrast - Stage 2.5: Setbacks

Posted by Pygasm on 2018/04/17 21:52

So of course, I continued adding more and more features to the game, including animation and a flip mechanic!

Weeeweeee
 
we fly high blares in the background

Sadly the flip mechanic, which was supposed to teleport you to the other area, never panned out, so I removed all traces from it and started from a blank slate, working on only one mechanic.


Add a comment