October 2018 challenge: “Flow”
Snow Hill - day 4 - here be dragons
Posted by allefant on 2018/10/25 03:10

Time Chicken - Day Three Complete
Posted by haker23 on 2018/10/24 23:35


Traffic Flowmageddon - Now with added ZOMBIES!
Posted by ntoll on 2018/10/24 23:18

Bone Rush - Gameplay Update
Posted by gizmo_thunder on 2018/10/24 18:21
I've figured out the gameplay, am working towards fixing bugs and getting the thing working.
One of the important things iv'e carried over from previous pyweek is the cocos library ui editing workflow, it's not going to be super useful for this time, but i did spend some time trying to fix it.
I've also had to look at multiple ideas before settling on the game that matches the theme.
Compiano - 2018-10-24 Midnight
Posted by xmzhang1 on 2018/10/24 15:32
But I think I can have a good night, at least I have made my game work.My game is something like o2jam, player press the key to catch the note, maybe just like practice typing, who knows. I am not good at this genre, I still remember my sister can easily beat me using only one hand :) And I am really not good at music, no sense of rhythm, so, be polite and be kind when playing my game :)
Ok, maybe I should add high score board or made some json file to store more music. who knows, I think the first thing for me is sleep ~~~~~~~~~~~~~~~~~~~~~~~~~~
Alien Toy Factory - Data driven shenanigans :)
Posted by AnthonyB on 2018/10/24 14:53
Welp, I got the data driven stuff more-or-less working, though relatively untested. It's recognising the pattern for a circuit board from data, and the whole map is generated from data too, so that's good enough for me, for now.
I was right before - I'm tired and found myself making a bunch of silly mistakes, the main one being that I misread the configuration of the circuit board machine and assembled the machines as CBA, rather than ABC. But I've broken the back of it, I think now, so I'm also glad I pushed on. Shouldn't be too much more debugging from here.
Tomorrow: Levels! :D
PS: Listened to some old school techno stuff while coding. Neville Watson, if you want a listen. Reminded me somewhat of the BBC Paul Oakenfold mix that I used to listen to while coding/getting shit done.
Alien Toy Factory - Game data (probably) complete. For now.
Posted by AnthonyB on 2018/10/24 12:06
So I now have most of the data that I'll need to generate levels entered, and images selected out of Kenney.nl's "generic items" library. I did need to edit a few to make them fit, and created one from whole cloth using Paint.NET :D, but other than that it's been comprehensive enough to use as-is.
I've gone for a broad selection of items, with some relatively complicated build trees. Whether they can actually be built, I'm not sure, but that's what playtesting is for.
Now it's 11pm, and I'm not sure whether I should push on, or go to bed now and be relatively rested for tomorrow. I kinda want to see what the game looks like, and I don't want to get caught having to crunch, but on the other hand I was pretty tired this morning. I'll take a break and see how I feel in 10-15 minutes...
Crossing sea! - Wednesday morning - 7 FPS
Posted by yarolig on 2018/10/24 09:52
1. I am a competent software developer! Writing computer programs is an important part of my life. I can do these things right.
2. To make one new thing you usually need to make a hundred broken things.
What I want to do today.
- delete code I don't like.
- add more music (I have the only track since Sunday and I will hate it soon)
- change video drivers and write in readme that my game is incompatible with nouveau
- replace OBJ loader
- add some fun things to game. Funny sounds when hitting coast and reaching checkpoint.
ain't got that flow if it isn't a flow - Day 4
Posted by speedlimit35 on 2018/10/24 06:33
yoyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoyoyo

Alien Toy Factory - Multimachines working properly
Posted by AnthonyB on 2018/10/24 04:26
Well, that took a while. There weren't too many other chunks I could break off, so I ended up tackling all the bugs one after the other. Multimachines now work, and can produce circuit boards from ingots, but I suspect that there are other bugs and a bunch of refactoring in the immediate future.
To be fair, I did spend some time tweaking things, like adding visible hopper entries to the machine so that it's more obvious where to send the stuff, and it seems to work well.
For now though, the bulk of the game mechanics are in and it's time to start thinking about how the game itself will work, and adding game data: levels, items, more machines, etc, etc. I don't want to get caught by leaving everything until the last minute and having to crunch overnight...