October 2018 challenge: “Flow”
Posted by haker23 on 2018/10/28 01:23
The final game is definitely an example of code-first think-later but it works every time I run it so I can only hope that counts for something.
Insanely tired now but here's a software-captured (read: lots of dropped frames) gameplay video anyway:
Time Chicken Gameplay Video
Looking forward to trying some of the other entries (and not so much to seeing how bad my code is in comparison)
Posted by saluk on 2018/10/28 00:10
There was no time for polish or even adding something as basic as a readme. But somehow I managed to pull in the basic mechanics at the last minute. In lieu of a readme:
Download the source code to run it outside of windows. Requires kivy but shouldn't need much else. Run main.py
Download the windows exe to run it on windows. Run FlowingMagic.exe after extracting.
You can use a test account (bob@bob.com/password or sara@sara.com/password) but you can register your own. Don't use a sensitive password I don't know how secure this server is. I'll harden it in the next few days as well.
How to Play
The goal is to deplete your opponents life force. There are two kinds of cards: instant and flow. Flow cards are placed on an empty space on your side of the board, instants will activate immediately. Drawing and playing cards costs mana: drawing is 1 mana per card, cards have a mana symbol in the corner that shows how much it costs to cast.
Flow cards: when you end your turn, you gain 1 mana, and the "FLOW OF MAGIC" rotates clockwise. If a flow card flows into a slot that matches it's color, it will activate.
When you win or lose, you can concede to close the game.
Play cards by dragging from the hand on the bottom to a spot in the play area, draw cards by dragging from your deck on the left.
If you are unable to drag cards from your hand or deck, it's probably not your turn. You may have to log off and on again at times. There will be bugs.
Posted by yarolig on 2018/10/27 23:56
There is no time to investigate it. And no time to reupload README. But I still can write a little warning here.
On one of my windows PCs there is a terrible lag for keypresses. It is impossible to play my game.
If you experiencing random lags between keypress and boat movement please do not suffer! Try to use other OS or other computer.
Road Rage - Day 8 - Sounds, Tutorial, Bug Fixes, Finished!
Posted by OrionDark7 on 2018/10/27 22:45
I'm done, finally. I've gotten up at 4 AM every morning (except for yesterday, which I got up at 3:30, and today I got up at 3AM). I'm so exhausted, I'm ready for a good nap.
But, I'm still going to list the changes I made today, because that's what I've been doing all week, so that's how I'm going to finish the Week.
Today I implemented the sound effects into the game. Their volume can be toggled by the volume slider in Settings, and you can toggle them on/off by using the "SFX" option in Settings.
Another thing I added is a Tutorial. It's on level 1, and it basically just guides you through getting the flow of Traffic going and some other helpful tips.
I also added a way to make the game more challenging. I messed around with the unhappiness settings for a bit until I got a System that stopped the timer [in some modes] if you had too many angry cars that were stopped. This was to prevent "cheating" by not moving any of the cars to beat a Level or to set a Highscore, so I thought I might as well do it. There's also a notification that pops up when this happens saying that the Timer has stopped, and is closeable [until you make more cars angry] and will go away once the flow of traffic is restored.
I spent a good 5 hours debugging today. I playtested every little aspect of the game, in Python 2, in Python 3, and in Windows (Now you know why it took 5 hours). I recompiled my code so many times I can't recall the exact number of how many times I did it. But, I did get 98% of the bugs out for a good quality entry. I'll also try to get a OS X Build out some time later, but there are no guarantees on that.
It was a great PyWeek, and I'll see you all on November 11.
Posted by wezu on 2018/10/27 21:38
I'm done... for a give amount of done. Looks like the game works, I've put it up on github, will upload the source in a few moments. The binary/packed version will be uploaded tomorrow - but running Panda3D programs is easy this time, just pip install panda3d
Posted by gizmo_thunder on 2018/10/27 20:56
Im' pretty happy with what i've made in just 3 days. I've been able to setup the art pipeline and use cocos-creator editor for creating the in-game scenes very quickly. The fact that i was able to tweak prop placement across the scene and tweak the animations in the editor and get the to work in game was awesome.
The game itself is pretty arcade like, would love to know what people think about it. Couldn't add too much depth to the combat but i believe its' fun enough to get people hooked.
Posted by allefant on 2018/10/27 20:38
I added a "finish" sign to the end of the snow hill. Since I didn't want to mess about with fonts I built 3D models for the F, I, N, S and H keys and placed a 3D FINISH-model at the end. I also added a gameplay features, there's now hungry wolves jumping out of the hills and attacking your wizards. It's mostly untested - so either it will have little effect and you can just ignore them, or it will make it slightly harder to win :)
Anyway, I just spent hours getting pyinstaller to work. In theory you can now run the game on Linux, OSX and Windows without installing Python or any of the dependencies. I wish they would put in some effort to make this easier. Especially do not require me to access an actual OSX and Windows box to create the distribution for them - that sort of defeats the purpose. Oh well. Will see for how many people it will actually work.
Posted by ntoll on 2018/10/27 18:48
...aaaaaand cut!
Just added the final entry source-code and assets to this entry. A better way to get at them is probably via this release on GitHub.
Please check out the README for instructions to play (tl;dr: install PyGameZero, type "pgzrun flow.py" in the source directory). Any problems, please give me a kick.
Looking forward to playing everyone else's games.
Posted by arifsch on 2018/10/27 18:27
I've just uploaded the final game! Yay!
To play it, you need Python 3 (tested with 3.6 and 3.7), Pygame Zero and Numpy. If you've installed the dependencies, just unzip the source and run "python3 run.py" (see the README more more details).
Your goal is to help the animals to cross the river and reach the area with the large green tree.
To do so, build a bridge of logs, starting at the bare tree near the animals.
But you cannot place logs on land, only inside the water. Use the flow of the river to pull the bridge on land on the other side, so that the animals can cross the river.
Try to minimize the number of logs used!
Controls:
- Left mouse button: place new log, connected with the
highlighted points
- Left/right key or mouse wheel: rotate log
Right now it contains just two levels (based on the same map). I would love to add more levels, but I haven't enough time for the final release.
I hope you enjoy it.
Posted by wezu on 2018/10/27 17:36
Crunch!
I have sound effects... some out of sync, but sound effects!
You can now win or lose in a fight with the zombie - the zombie may take a round to realize it's dead (more dead), but it dies anyway.
All I need to do now is place the zombies randomly in the level, and add some pardon my dnd-speak 'flavour text'.
But first food... and coffee. Coffee is a type of food, right? So it's coffee and coffee time!