September 2021 challenge: “Neverending”

The Grind Never Stops - Items and Saving

Posted by Cragon2409 on 2021/09/25 12:07

Today i implemented items and saving.


Items come as either coins, hearts, or treasure chests.

I thought about doing texture mapping or something fancy,  but instead opted for just colouring, for time's sake.

The result isn't too bad, in my eyes, and i think is at least something that can be understood without explicit explanation.

The other thing i did was implement automatic saving and loading seamlessly so that the player will just earn coins and buy upgrades and not worry about saving.

 The game is saved every time a level is beat or an upgrade is purchased, stored in a text file with line and space seperated numbers.

Not much left to do now, just sound effects, a credits menu, a tutorial, and ideally some distinction between enemies? might be a bit much for 12 hours tho

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Wild Campers - finishing up

Posted by Hiross on 2021/09/25 12:00

Added shield that knockback enemies

created menu Help section

changed character's graphic


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BeerOnTheWall - No beer

Posted by yarolig on 2021/09/25 10:03

Not going to make it :(

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Mary Go Round - Mary, Go Round (again, I didn't have much time...)

Posted by thp on 2021/09/25 08:29

Here's my PyWeek #32 entry.

                                                                                                                        

How to play:

  •     You are the WHITE THING ("MARY").
  •     You GO ROUND.
  •     Avoid GAPS to achieve HIGH SCORE.
  •     Use UP and DOWN arrow keys to set the next lane.

Dependencies:

  •     PySDL2 (+ SDL2 + SDL2_mixer)
  •     PyOpenGL (+ some kind of OpenGL driver)


This uses the fancy old fixed function pipeline of OpenGL. All is good.

If your (i)GPU is really old, disable the SDL_GL_SetAttribute lines.


Again, I didn't have much time this week to do a submission, but like

in PyWeek#31, I had some time today (~ 2 hours) to come up with this

game. Just plain simple retro OpenGL, going round and round. I didn't

even have time to clean it up, so it's a bit dirty.


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Infinity Slasher - PyWeek Coming To An End...

Posted by MysteryCoder456 on 2021/09/25 05:46

This PyWeek was loads of fun. This was the second game jam I've ever participated in, the first one being PyWeek29.


Juggling schoolwork while working on my game was, weirdly enough, stressful in a fun way. I learned about using Python with Godot, and also that Godot is just better off with GDScript lmao. I'm done with the finishing touches for my game and it's ready to be submitted.


Good luck to all the other entrants and I hope they had just as much fun as me!

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MowerMan - Week wrap up

Posted by BeefxThief on 2021/09/25 05:16

I had a really good time learning about Python and Pygame and I think this project turned out decent for my first one.  I already have 100 things I'd love to do differently and make the project better, but in all honestly I am a bit burnt out after putting so many hours in.  I am going to just submit as it is and am open to any feedback :)

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The Grind Never Stops - Pixel Art

Posted by Cragon2409 on 2021/09/24 22:40

I made pixel art for every upgrade and ability, in either 16x16 or 32x32.


I'm quite happy with this pixel art, I feel like i have definitely improved.


Didn't get much else cos it was my birthday, but more updates to come tmr

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Axium - Devlogs

Posted by mauve on 2021/09/24 22:13

I've not written up many diary entries this PyWeek because writing a blog post seems like antiquated technology in a world of video streaming.

Instead I've recorded video devlogs which I've uploaded to YouTube (I also posted them in Discord):

In summary, the game is going well. The base building mechanics are all in place now, and I have a decent selection of base structures (4?), so the game is sort of feature complete. Graphics are all looking nice and pretty with plenty of particles and lights.

The big remaining task is to improve enemy AI and level progression, for example by adding harder AIs and harder enemy unit types (bombers, for example). The current AI has a blind spot where it never picks a new target even if the old one is destroyed, so that needs to be fixed for the game to be challenging. But there's a whole day left so that feels like plenty of time. 


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Fable Loop - So Far, So Good

Posted by RicBin on 2021/09/24 18:54

For this jam I decided to make a platformer game, for the theme, I will put it in the story, so you will have to finish it to see the relationship with the theme, which can be risky.

It was not easy to make the game, I had a lot of problems with the sprites since they were not aligned in the usual way, but in the end, I managed to get it to work.

If you ask, the assets are not mine, since I did not have time to make them, so I searched and found cool looking assets. If you are interested in the links to the assets, they are in the description.

I still need a lot, I have about five more mechanics to add, but they are the simplest ... I hope.


You can see my progress in this video, is not finish yet, but I am very glad how it is looking.


Game Play

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Box Adventures - Day 4

Posted by SReaperz on 2021/09/24 18:31

   Contributions

  • Created a custom Camera class
  •  Added a Direction Enum for the  player

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