March 2019 challenge: “6”
6-Crates - Day Three Summary
Posted by Phantasma on 2019/03/26 23:56
Working on the game play section....I don't have all the sprites and interactions done just yet. I'm going have to pull an all-nighter on this one. It somehow took a very long time to get the sprites to display and have the player move the way I wanted to(its always on the 1st sprite). I'm starting to get the momentum going, and I ain't planning on stopping. Will give you an status update when I'm done in a few hours(or less). Like I said in my last diary I ain't stopping til I'm satisfied.
Posted by zwerver on 2019/03/26 17:50
Yes I know these diaries are a day behind, rest assured I'm writing these about yesterday.
I completed the cat model and rigged it really sloppily to get some testing done. I also gave him a cute little cigar!
Yes I know smoking is bad for your health, but not as bad as firing a revolver at yourself.
I gotta say this is the best rig I've ever made. The face can do some really crazy expressions.
Typing this now I realize he definitely needs a bowl-hat.
Other characters will be pretty much the same character in different colors I bet.
I also modeled something that looks like a dingy basement.
The game won't have pretty shadows like this though since my videocard and knowledge about videocards is not all that.
I also switched to something called pman, which will act as a nice bridge between blender and panda3d so I don't have to keep exporting my models. Hoorah!
There was a problem with shaders, but thanks to the wonderful panda3d community this was solved the next day (aka just now).
Still have only written about 90 lines of code of which 20 are comments to future me. I should probably start writing more.
Also also, I wrote the first entry in the diary and uploaded the first things to the pyweek website. Funny how that works now!
Posted by meb25 on 2019/03/26 15:34
Rough evening. I seem to know a lot of pieces for framework design but not how to easily assemble them. Felt like I took two steps back last evening. Today starting off simple and ugly and just building out what I have. I'm noticing that one benefit of this challenge is that it forces you to go past what works and is comfortable onto something that sort-of-does-what-you-want but at least you understand it. Normally I would table an issue and come back to it "later". This is forcing me through those situations in a productive manner.
Cultivate - day 03 sprite randomness
Posted by Noelle on 2019/03/26 13:26
Sometimes the animated sprites randomly decide to have a blue background? It's exactly the same code, tiling them to a surface with convert_alpha() so ... why don't they want to behave?
Posted by quantumjim on 2019/03/26 11:35
I turned Mario into a quantum program, and then back into an image. It takes around half a second, which is probably acceptable latency for allowing the player to see direct feedback.
I'd usually think that 6 qubits is too few, but using more would mean much longer runtimes. The restriction placed by the theme therefore allows me to explore possibilities I wouldn't usually allow myself.
B Ball Tomb - Day 2 - some ok progress...
Posted by speedlimit35 on 2019/03/26 06:31
I didn't do anything on Day 1 because I was out in the wilderness. When I finally got time to work, it was Day 2 and I was real sad. I tried doing my initial idea about throwing b balls but I just didn't get it. So I decided to do more of a 2d grid game with b balls since I couldn;t do my previpus b ball idea.
Anyways, it was really hard because I have a maximum of a couple hours a day of work and I haven't coded in a really long time. I also didn;t know how to write classes (until now but still bad). ]
i want to try to add collisions for tile types and border and different objects tommorw
JA NE
Six Moves - Day 3 - Graphics, Animations, and More Levels
Posted by OrionDark7 on 2019/03/26 03:55
Today was a productive day. Not as productive as it could've been, but it still was very productive.
So I got a funny award yesterday saying my Screenshot looked like a IChing Hexagram. I had absolutely no idea what that was so I looked it up and it did look a lot like my minimalist temporary graphics I had. That reminded me I actually need to start making Graphics, so thank you for whoever gave me that award. So I spent a couple of hours in Photoshop today putting together some pixel tiles and objects for use in game, and ultimately this is what the result was:
I also switched fonts from the Default Pygame font to a cooler pixel font to match with the pixel graphics.
Another awesome thing I did today is I created animations for the Player (which is now a cute little slime). I made it look smoother when you move from tile to tile and when you enter portals. I also made it so he bobs up and down as time goes on. There was one other block that I spent a lot of time on today so I decided to make some temporary animations for it, which was the portal.
Here's a demo of the new animations in-game:
I sort of had what I guess you could call a "writers block" but for Level Design. I was only to make 3 Levels today because I got a little too obsessed over making the levels just the right amount of difficulty. Though I was still able to churn out some quality levels.
In the end, it was a productive day and I'm happy with what I was able to accomplish. See you all tomorrow.
Posted by pypi on 2019/03/26 03:30
And here is where it becomes clear that I hadn't thought this through very well...
I've made a basic (read: semi-functional, not terribly realistic) 2D side scroller bus driving simulation, complete with "passengers". The real question is: what next? How do I turn this into an actual game? Should I focus on making the simulation core more playable? What about levels or incorporating real life routes?
Posted by mauve on 2019/03/26 01:06
I spent a chunk of this evening refactoring the code I wrote on Sunday into packages. I doubt this will pay off in terms of the time spent, but I do think this kind of organisation helps to mitigate bugs a bit, by limiting the amount of stuff you're accessing out of the global namespace and which therefore may not be in the right state.
After that I added jump direction indicators, then I started work on SVG-editable levels. The actual graphics + physics for that dropped out quite quickly, but parsing SVG paths is a pain. Seems I had forgotten this since I last attempted it (was it PyWeek 10?).
Anyway, this lets me start to think about level design, but I'm going to have to do something special with those ugly rock graphics. Tomorrow might end up being an art and design day.
Posted by chrisyan2000 on 2019/03/26 00:53
Done a little character moving and scene switching.