October 2018 challenge: “Flow”

WaveStopper - Not gonna pull it off.

Posted by ikanreed on 2018/10/26 01:26

It's thursday and I'm still on basic simulation.  This is gonna be a serious DNF.

My pressure system is great at filling new spaces appropriately.  It's just terrible about emptying the spaces that flowed into them.

I've tried a "debt" based model that ends up running away to flood the world, and a "doom counter" approach that ends up static and unmoving.  A number of hybrids that behave very boringly.

I've got one last thing I'm going to try before I stop programming for the week and switch to just playing games instead.

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Time Chicken - Actual picture of the Time Chicken Code

Posted by haker23 on 2018/10/26 01:22

Actual picture of the Time Chicken code

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Dynamite Valley - Bombs queue, skip, a-splode, and push!

Posted by larry on 2018/10/26 00:57


Look at all this technology showcased in this GIF!  (And please excuse the occasional screen tearing--it's a side-effect of the screen capture program I used.)

  • Bombs sitting in moving water get pushed along by the water.
  • If multiple streams of bombs meet at one tile, they take turns moving into the contested tile.
  • You can walk on top of floating bombs.
  • You can skip bombs along the tops of floating bombs!
  • Bombs that explode push away nearby bombs!
  • Poor Ranger Jim can be all a-burned up if he gets too close to an exploding bomb.


Pardner, them there's what we call game mechanics.

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Just Flow - How do I end this....

Posted by chrisyan2000 on 2018/10/26 00:57

Well I just realized that it's pretty hard to make a game with a complete storyline during a week...

Welp the storyline is gonna be pretty underdeveloped

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Evaporating Kenneth - Day 5

Posted by cauch on 2018/10/25 23:09

I really have no time for this pyweek.
The main system is working very well, but creating, testing and fine-tuning levels takes a lot of time.
I have the feeling that the amount of fun that people are feeling when playing a pyweek game plays a bigger role than the level of polishing (as soon as the game itself passes a given threshold), so I wonder where I should spend my time.
I'm not sure of "how fun" my game will be considered, especially if I will have no time to implement all the little things I had in mind to had the levels challenging and interesting.

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Wagoneer - What Day Is It?

Posted by swordfish on 2018/10/25 21:05

I'm starting a little late in the challenge here so I don't know if I'm going to finish anything or not but I figured I'd give it a shot. I read the theme on Saturday but didn't have a chance to work on anything until yesterday, I'm building a trading game loosely based in medieval Europe. The idea is to send wagons carrying goods between towns and take advantage of differing prices in each location to make a profit. As long as you keep the flow of goods between towns going, you'll do well. I'm using pygame along with a small library (that can be found here) to hopefully speed things up a bit. The only issue so far is that my library has nothing to help with ui and this is a very ui focused game. Almost all my time so far has been working on that and it's still a long way from functional.


There's still a lot missing right now, there's no way to send wagons between towns, there's no way to load wagons, there's no way to even switch between wagons in a town right now. At least selecting towns works great and scrolling the list of wagon contents works. Here's hoping I can get a whole lot done in not a lot of time.

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Crossing sea! - Thursday evening - drawing levels

Posted by yarolig on 2018/10/25 20:16

My game becames fun. I played a lot and draw more levels.

But I got a strange bug. My currents are working on one computer but gone crazy on another. May be it is better to turn it off completely. My boat physic looks like a bad car physics. I'm tired to rewrite it. 

Time to prepare packages. And add a boring but important stuff like a plot.

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Just Flow - Day 5 - Here goes nothing

Posted by chrisyan2000 on 2018/10/25 20:09

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Bone Rush - ArtPipeline

Posted by gizmo_thunder on 2018/10/25 18:46

New ArtHad to figure out and experiment with multiple ways to get the character animation done for the game. 

Tried the following options

  • Setting up character pose in inkscape and save the image for pose required (Hard to set pose when you need hierarchy of arms etc)
  • Setting up Character nodes in CocosCreator and loading it into the scene just like i do for ui scenes (character animation is problem)
  • Use external tools for character animation and generate sprites for the game (blender / cao -tools / dragon bones)

Turns out dragon bones is a free character animation tool and is pretty extensive in animation loading support.. well except python :) so i had to drop the idea of going skeletal animation for 2D. I instead chose to quickly get sprites that would be effective and fast to implement.  Had to learn the dragon bones workflow in a couple of hours and setup animations for the game. Though figuring out the art pipeline and setting everything up was a pain, i was able to import the characters into the game and setup the working gameplay. 

Will start working towards gameplay enhancements. 


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MrOnion - Disaster

Posted by capturts on 2018/10/25 15:43

Sadly I've managed nothing over the last couple of days. 

Well, I've managed lots - but nothing for my pyweek game.

I had a work disaster and had a lot of website fixing to do.

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