March 2019 challenge: “6”
mxch-tbd - Day 2 meb25
Posted by meb25 on 2019/03/25 13:48
FacilityVI - Day 2 morning
Posted by yarolig on 2019/03/25 08:12
Gilda-Six - 3D picking
Posted by Astrofra on 2019/03/25 07:08
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
Route 6 - Day 1 (2?)
Posted by pypi on 2019/03/25 05:40
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.
Six Moves - Day 2 - Game Engine, Level Design, SFX and Music, and More Features
Posted by OrionDark7 on 2019/03/25 03:43
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.
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.
- 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.
- 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.
- Main Menu Screen
- Pause Screen
- Settings Screen (temporarily empty)
- How to Play Screen (temporarily empty)
DEEP-6 - Galaxy
Posted by schilcote on 2019/03/25 01:32
Sextus, the sixth adventurer - Got the party moving
Posted by jcsirron on 2019/03/25 01:24
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:
- Got out of bed, dozy, struggling to remember how to program
- Make a sprite appear on the screen and move around in a hexagonal pattern
- Integrated Chipmunk, added platforms
- 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.
- Added flies, and an animation tongue that flicks out to grab them. Easy, done in half an hour.
- 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.
- 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.
6-Crates - Day one Part 2
Posted by Phantasma on 2019/03/24 23:43
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.