March 2019 challenge: “6”

mxch-tbd - Day 2 meb25

Posted by meb25 on 2019/03/25 13:48

Still putting together basic game framework. At least have a good sense of text, player lives, powerups, and shields. Need to get game start and end setup. Hopefully roughed out this evening and maybe even a screen shot of framework. 

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FacilityVI - Day 2 morning

Posted by yarolig on 2019/03/25 08:12

I did nothing on day 1. I try again. But now I don't want to do menu and music. I will try to make a game.

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Gilda-Six - 3D picking

Posted by Astrofra on 2019/03/25 07:08

Added a quick 3D picking routine, not sure it will make through the final game, thought...
I will need the exact ID of the object picked by the player, maybe the Physics (using a raycast) will serve this purpose more easily.

In the meantime, screenshot...

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Six Days till Dawn - Day-1 Scrolling Background

Posted by chrisyan2000 on 2019/03/25 05:59

Alright, so the goal of the game is to survive 6 days in the wilderness.


And today I finished 6 different biomes.. and they are scrolling backgrounds

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Route 6 - Day 1 (2?)

Posted by pypi on 2019/03/25 05:40

Time is ticking on. The plan is to make a bus driving simulation - driving Route 6 on a public transport network - with some kind of game aspect as yet undecided! I'd better come up with something soon...


Fun things from today were arranging the bus so that it stays stuck to the road, and making a pseudo engine model with sound effects for the bus.

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Six Moves - Day 2 - Game Engine, Level Design, SFX and Music, and More Features

Posted by OrionDark7 on 2019/03/25 03:43

Wow, what a day. I got a whole bunch of things done today, and it was really surprising. I feel like the progress I made today made up for the lack of progress I made yesterday, and maybe a little more.

Game Engine

Today I decided to make it so the Player can move in 8 different directions, and they can choose where they want to go by clicking on an adjacent tile that is open for them to go to. I created a system where I can load TMX files and turn them intro a sprite map (more about that later). I also created a system for myself that allows me to link objects to other objects (like a key to a door), which can be pulled from a text file and turned into data values inside sprites which will then do something when the trigger object is interacted with (like when you collect a key it unlocks a door).

SFX and Music

Usually I don't get to this until the last day or two. But today, I created all the Sound Effects for Moving, Clicking, Completing a Level, Dying, Teleporting, as well as Picking up Keys and Gems. I spent around an hour today creating two Game Loops, one for the Menu Screen, and the other for early Gameplay. I got some of my folks to listen to it and they had a better reaction to how it sounded than I thought they would, as I have had minimal experience composing (maybe a couple of times in Band Class a year or two back). I'm interested to see how other people think of it and how well they think it fits with the gameplay and scenario.


Level Design

For creating levels, I decided to learn this new module called PyTMX, which basically just loads TMX format maps into Python for use with Pygame and other modules. I also learned how to use Tiled, which you may have heard of, which is a TMX map editor and TSX tileset creator. This saved me a whole bunch of time, as I remember in my PyWeek 25 and 24 entries I was spending hours transferring a level from paper to computer. Now I can do it in less than ten minutes, which I'm really excited about because it'll give me a lot more time to expand on the game and increase its quality.


I was able to design 3 Tutorial Levels, 5 Easy Levels, and 2 Intermediate Levels, which took me less than 2 hours at most. As the difficulty increases, I decided to gradually introduce new obstacles and objects to the player so they can get used to using it and learning how to use it to their advantage or how to avoid it.

More Features

I added a lot of new in-game obstacles and objects today that can help / harm the player, such as:

  • Hidden Walls that Appear when you cross an imaginary line.
  • Conveyor Belts which allow you to move farther while using less turns.
  • Hidden Traps which you can't see, and when you step on them they instantly kill you.
  • Crumbling Floors (Temporary Name) is basically a floor where when you step off of it, it will crumble away and reveal a trap so you can't walk back on that tile again.

As mentioned in the last section, I created a Tutorial for learning the ropes of the game, and introducing the first, and probably the simplest obstacle in the game. I'm going to get some friends to play it tomorrow to see if there is anything they don't understand or are confused about the Tutorial and I'll fix it after that.

Some other Miniature Features I added:
  • A Restart Level Function
  • A Full screen Mode
  • An Indication that tells you whether the Tile you are hovering over is open and that you can move to it.

Basic UI Design

This PyWeek I tried to speed up my workflow by making it much easier to create Text and Buttons. Earlier I was spending a while trying to correctly position, center, copy, paste, and modify code from different text renders. So I created a whole bunch of easy functions where I can just put in text, specify where I want it, and wether I want it centered, and ta-da, I just saved myself 2 minutes of my time.

More Specifically, I created some menus:
  • Main Menu Screen
  • Pause Screen
  • Settings Screen (temporarily empty)
  • How to Play Screen (temporarily empty)

I still haven't worked much on Graphics yet, as I'm going to wait until I've completed all of the Levels to do that, but for now, here's a screenshot of the Tutorial:
Day 2 Screenshot

I've still got lots to do tomorrow, so I'm going to get to bed.

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DEEP-6 - Galaxy

Posted by schilcote on 2019/03/25 01:32

I had to visualize the galaxy generation, so I figured as long as I'm making images I may as well show them off. Here's what a galaxy with 10,000 stars looks like (the scale is in parsecs, by the way):
And with 100,000 stars:

I'm only 25% happy with the generation algorithm right now, but I need to stop messing with it and move on. I'm shocked I stumbled on something as good as this, honestly.

I'm holding off on deciding the scale of the game until I have more pinned down and can see how the performance scales; I can generate 100,000 star positions in a fraction of a second, but once each star has planets and stations and ships... we'll see. I mean, having a full-size 200 billion star replica of the Milky Way would be awesome, but overkill.

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Sextus, the sixth adventurer - Got the party moving

Posted by jcsirron on 2019/03/25 01:24

Well, I have been able to make some good progress today:  I have the basic party moving around towards a mouse click.  They need to have "walking" hops, but that can be addressed at some point.

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What The Frog?! - Day 1

Posted by mauve on 2019/03/24 23:51

I felt so confident "Ripples" would win I was ill-prepared for "6", with only a few fragmentary ideas. It was actually pretty close between the top 4 themes, so turns out I suck at predicting.

I wanted to play with ripples and watery effects anyway, so I've themed my mechanic for "6" with some watery effects.

Here's roughly what I achieved today:

  1. Got out of bed, dozy, struggling to remember how to program
  2. Make a sprite appear on the screen and move around in a hexagonal pattern
  3. Integrated Chipmunk, added platforms
  4. Added water - initially just a line strip. Spent maybe 4 hours making the ripples look Ok. They pretty much worked in the first numpy code I wrote but getting the wave propagation smooth and stable took a lot of tuning.
  5. Added flies, and an animation tongue that flicks out to grab them. Easy, done in half an hour.
  6. Fought a performance problem. In the end, I think I'm misunderstanding pyglet.clock.schedule_interval() somehow. Scheduling more things makes the game start to jitter. Switched to updating everything from a single update() function.
  7. Attempted to do refractive water. Because this is PyWeek and it's "from scratch" I couldn't use the FBO stuff I wrote during PyWeek 24 because I don't think I've ever turned it into a library. I thought I would give ModernGL a try. Turns out this is a huge pain. The docs have gaps and out of date references, and the whole library very low level, and doesn't co-exist too happily with Pyglet's nice high-level abstractions. In the end I got it to work through poring over the docs, reading the code, perseverance, copying the examples, and trial and error. The shader was easy to get working once I got the VAO/VBO/FBO nightmare tamed.

So, it feels like good progress. I've got most of what I need by way of engine. I should try to create some levels next and try out the gameplay, but honestly I'll probably continue making it prettier first.


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6-Crates - Day one Part 2

Posted by Phantasma on 2019/03/24 23:43

I just Uploaded a screenshot of the main menu which I worked a majority of the time today. Its unfinished but the idea is to get a functioning menu which acts as a foundation for my game. After this post I'm going to work on getting menu selections functioning. They're pretty self explanatory.


The main menu is obviously unfinished, but I want to put something there that indicates my current progress before day 2 comes in less than a half an hour. There will be more to come soon

After the menu selection is done I'll be working almost entirely on the gameplay. Its going to be a puzzle game for sure.

Edit: Note to self: Write a better, more organized diary entry before 8pm EST next time.

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