PyWeek 31 challenge: “Cops”

corcle - 9 hours left

Posted by catornot on 2021/04/03 15:01

I won't have time to finish all of the features so I will try to make a finished game and make an update of the game on icht.io.

To do
- coins
-more levels
-size wall
-jump pad
-level editor
-custom levels

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🚨👮🚨 - finished!

Posted by xmzhang1 on 2021/04/03 13:06

Well, I finished the pyweek 31. Congratulations to myself. I create this game for my son, and he do not like it :(  c'est la vie.

Create game for children is really a good direction in my eyes, anyway, currently teaching children's programming is very popular. Maybe I could do part time job about it. OK, earning money is important, but it's more important to be with my family :)



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Snake Cop - In time?

Posted by GamerC08 on 2021/04/03 09:22

Por enquanto, terminei a base do jogo. Mas ainda preciso criar mais IAs, só tenho dois, adicionar efeitos sonoros e contar a história, nesse curto tempo que me resta. 


Seja rápido, garoto!

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Wrobers Grab n' Run - Diary update #3: Long Overdue Update

Posted by Phantasma on 2021/04/03 08:32

IRL been tough between working and "working" however the scope of the gameplay I'm making is so small. I try to get it done in a matter of hours. Need some sleep but I will do my best to crank out the remaining stuff that needs to get done. Until Then I'll be posting a screenshot of the gameplay. 


To give you an Idea of who's who, you control the red guy. The object of the game is to rob as many innocent people of money as possible before the cops get to ya. The amount of money at the end of the game is sort of like a high score.

I went for an arcade style gameplay so I will add lives(?) before this game jam is over. I will also implement simple AI for police to chase after you. One things for certain is the gameplay is going to be fast paced.

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MISSION: CLAIM FREE DONUT - Day 6

Posted by speedlimit35 on 2021/04/03 06:24

Hey guys,


I had so much to do this week. In fact I still have stuff. I was playing this song called Hoe down by oliver nelson and I could only play it at 150bp. Then I grinded really hard today and now I can play the first part at 250 and the second part at 200. (on guitar)

I also finished my game. I hope it's not too hard...


Thanks for reading.

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Copcake Caper - Day 6: State of the art.

Posted by ahdok on 2021/04/03 06:20

Art is always a strange thing. When you make art regularly you fall into patterns and work methods and grow used to a a routine approach. I've been drawing and sketching for a decade or so, and I've gotten very comfortable with my workflow.

But... I'm not a graphic designer. I draw comics by hand on physical paper, and my normal approach is very slow. When I draw art to show on a website, here are the normal tools I use:



I go through the following steps, and here's an image of what some of those steps look like with one of my character drawings

  • Make a Pencil Sketch on artboard
  • Using pigment liners, carefully draw out the important linework in permanent ink
  • Wait for ink to dry (several hours)
  • Erase pencil marks
  • Second ink layer (this is used to make lines properly black, thicken up important lines etc)
  • Wait for ink to dry
  • Colour the art with special pigment coloursoft pencils 
  • Scan
  • Digitally clean up mistakes and minor tweaks and fixes
  • Add transparancy, resize, export.



This is... not a fast process. An image like this would take several days to work through, and that's fine! I'm drawing to relax and have fun.

-----

Pyweek is exciting because everything about how I normally draw has to be thrown out of the window. In past events, my workflow has been terrible, and nearly everything I learned from the event was in the form of what not to do. 

This event is my fifth pyweek, and the fourth where I was producing the majority of the art for the game - but also, this event was the first time that I felt like we were working with an art style I was comfortable with (hand drawn pencil drawings, rather than graphic design.) As a bonus for our coders, it meant that I could give them pencil scans early to place on the screen and play with during the coding process. I was surprised how helpful it was to me though. Seeing how the asset appeared on the screen really helped me better visualize how the drawing would behave in the environment. More importantly, much less of my time was spent trying to understand how to make an asset that could be incorporated into the game.

However... this is still a very slow process, none of the steps are missing. It's an extremely valuable experience to me to make these pictures to such a tight deadline, to learn where I can cut corners, to figure out which parts need to match my expectations, and which parts you can kind of just fudge and still have them come out okay.

For the first couple of days, this was an extremely stressful situation, how could I draw enough things to make a game? Where should I be spending my time? But as the days ran on, I settled into a groove and started working faster. All of the art has mistakes and issues and problems that I'd like the time to improve, but the result is something about 90% as good as I wanted, but in 10% of the time. It's bolstering to know that if I really need to, I can work faster.

It's good to do things that put you out of your comfort zone. That's how you learn and grow, and coming back to pyweek after years of drawing the same way has been a good experience.

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Cool Cop - Escape Game - Approaching the finish line

Posted by coffee on 2021/04/03 00:07

So after a lot of work we finally are at a state where our progress is perceivable.
We now have guards that check their surroundings and detect the player via raycasting, a fully fledged out Menu, cutscenes and can load

most "special" spots from the map itself.
At this point we are focused on finishing the features we started with and polishing the whole experience...

Our map in the tiled editor
The final (pause) menu

A cop with his precious rays...

Our cutscene system in action

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corcle - day 2

Posted by catornot on 2021/04/02 22:48

yesterday, after school I made half of the game and was confused about what to do with "Cops" so I made a game about infiltrating a facility as a circle.

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SPI-COP - day 5 - finalizing it

Posted by MasterPice on 2021/04/02 21:58

added:
   - pictures for some scenes
   - repositioning of buttons ( still some work left)
   - adding some more clothes
   - sound

( the menu scene):
menu

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Cops and Robbers - Day 5

Posted by JustAnotherCode on 2021/04/02 19:27

Made really good progress, added a power up and drew some art for it, planning on adding maybe 1 or 2 more types of power ups, depends if I have time.

Made movement possible via WASD and the Arrow Keys today.

Fixed a couple of minor glitches and bugs. 

Goals for tomorrow:

-Polish up the main menu
-Make a good background
-Add an options menu
-Add sound
-Play test with friends (only if I have time left)

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