March 2024 challenge: “Tube”

London - Day 4

Posted by Xrunfun on 2024/03/20 21:27

SirBilby extended the hitboxes feature to include health for each character, which I then extended further to add a knockback effect.

TheKing is attempting to rewrite some of the code to include functions and classes - godspeed, mate.

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London - Day 3 (late)

Posted by Xrunfun on 2024/03/20 12:50

Forgot to post diary entry yesterday.

Not that it really matters: the only work done was some hitbox detection.

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The Tube - Tuesday

Posted by Master_cheese12 on 2024/03/20 03:04

I really got some work done with major gameplay mechanics.  I believe I will be able to make the sprites and animations for my characters tomorrow.


Video on YouTube: https://www.youtube.com/watch?v=Crmur7R91_Y

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Tube - day 3

Posted by inkontoasty on 2024/03/20 00:04

spent my time in online tution getting rocky rocks, icy ice and a title screen

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T U B E F A L L E R - Technical Update

Posted by Simulan on 2024/03/19 20:18

I implemented a rubber banding effect on the main perspective cam to alleviate some of the apparent frame lag due to the physics update and the very large level area. In theory, this is also frame rate aware, which is important for keeping the instantaneous camera position rational. Still have left the UI to languish on the side, but I'll definitely do something with that either before or after building a couple more levels for the release.

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The average British commute - Quick update

Posted by coffee on 2024/03/19 13:46

Hey guys, we have been fairly silent up until this point but here is our first little update:
While we had some initial ideas revolving around tubes we soon came to realize that the subway in London is also called "The Tube".
So we decided to focus on the subway of London and create a little beat em up game within a subway carriage (maybe even a train station, who knows).
As of now we have some combat elements, the first basic models as well as some basic settings. The goal for today is to add the first proper enemy and finalize our map loader. We are fairly lucky that a lot of the issues we had were similar to our last pyweek entry and that Panda3D provides us with powerful tools to deal with them.

Screenshot
Btw did you know Elden Ring has a coop mod?

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The Tube - Days 1, 2 and 3

Posted by _dawka_ on 2024/03/19 13:23

I managed to get the basic shape of the game. Bg scrolling, title screen, font fragment and some graphics. Its gonna be pixel art tho, cause i can't draw ._. Now working on obstacle generation...

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OnlyTheLowestOfEfforts - mandalarana, initial vision

Posted by Schwarzbaer on 2024/03/19 10:46

Okay, deep breaths... So, this is yet another tunnel runner game, of which there will probably be a dozen in this competition; No matter, just as long as this is fun for five minutes.

My initial milestones are:
* Packaging; Without that, nothing really matters.
* Fiddling with the graphics until I'm satisfied with the flying-through a mandala feel
* Adding mechanics; What this will be exactly will depend on how much time is left.

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LBA - Days 1 and 2

Posted by Anonymous4045 on 2024/03/19 04:26

We're not on the strongest start, but we're picking up steam. The first day was spent brainstorming ideas and choosing one. Today, we made a base for the game with the core physics and mechanics. We also started on some of the artwork.

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The Tube - Monday

Posted by Master_cheese12 on 2024/03/19 03:30

Yesterday I did some prototyping but mostly brainstorming.  Today I really laid out my plan and created the foundation for the core mechanics of my game.  Really excited to be participating.


Video progress on my game posted on YouTube:

https://www.youtube.com/watch?v=UqMeHsrVLp4

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