April 2007 challenge: “The only way is up”

selsine 2.0 - Ahh PyODE

Posted by selsine on 2007/04/06 19:52

Ahh pyODE I thought you were a good idea, your physics seemed so good...but your collision detection (and my wife's birthday) has bested me.

No matter what I do you seem intent on destroying my frame rate or letting my objects pass through walls.

sigh...it's been fun this time but I don't think that I'll have anything close to anything by tomorrow...my idea wasn't bad but trying to integrate pyODE into my game just didn't work.

Not that pyODE doesn't work...just that I couldn't figure out how to get it to work in the context of my game. All I got was hours of frustrating moon physics, frame rates of 2, or characters sliding through other objects.

What I need is a good pygame/pyODE or pygame/physics tutorial...maybe I'll try to write one after this pyweek so that I can use the code next time!

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Onomatopoeia - Withdrawing

Posted by mrhollow on 2007/04/06 19:03

For personal reasons, I need to withdraw from the compo.

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PyTower - Pyweek for Dummies

Posted by Mikle on 2007/04/06 18:54

So as we are nearing the end, I got no time to post, but I uploaded a few screenies, and I hope to have a Workong thing (not a fun thing) by the end. Hmmm enjoy the new screenies.

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Woody Tigerbaum's Interplanetary Package Delivery (Big Dice Games - PW4) - End of Friday Morning (home stretch)

Posted by tsmaster on 2007/04/06 17:47

I took it easy last night (only worked maybe 2 hours on the game), which meant I didn't do much - I collected a bunch of sounds, and did some light processing on them.

This morning, I incorporated the sounds. I tried making an in-flight sound feature, but it ended up sounding really really bad, so I took it out. Maybe I can revisit it after the competition is done and get a "beep beep beep" sound feature, kinda like George Jetson's car.

I spent the morning breaking the "main" levels apart from the "tutorial" levels. I decided I really ought to have 18 main levels (if you've played the game, you understand), so I cranked out 18 playable levels this morning.

None of them are stellar (Ha!), and right now some of them are way too easy - to the point of being pointless. A few easy ones are OK, I know. On the other hand, I think level 18 is brutal. I've done it in 3, but I've also done it in something like 12.

Oh, that reminds me - the AI is dreadful at gas giant levels. I have an idea of how to address that, and maybe I'll get a chance to implement it, but time is short.

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MathJumper - The quest for the holy integral - Game starting to look cool!

Posted by Srekel on 2007/04/06 16:54

Now the game is pretty much playable, although you can't really finish it yet. Controls are super simple:
  • Move with left-right arrows
  • Jump with up arrow
  • When in the air, hit space to go into slow-mo and get a math question. If you answer it right, you get a bonus to your velocity so you can reach higher!
Note that you need to collect at least three numbers before you can do a superjump!

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DarkVoid Productions - Withdrawing - not defeated

Posted by Darky on 2007/04/06 16:51

Okay, after several major drawbacks and a complete freak out from the teams artist I, as the team leader, has decided that it's time to withdraw.
But we will be back for pyweek 5 and by then our game creation skills will be sooooo much better.
So yeah, we won't add a final entry.

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Mount Fuji - throwing more money and manpower at a project...

Posted by oneup on 2007/04/06 15:29

when problems seem to big just throw more money and manpower at a project and see how it doesn't help.

we started with eight developers on our team;

  • two started a seperate game - Series of Tubes
  • one resorted to documenting the development process (video in progress)
  • one resorted to writing useless diary entries, stopped coding and now does graphics (hello)
  • one build our core game framework and now takes care of public relations
  • one person does sound effects
  • and two actually still code for the game. (our heros)

will this work out? maybe not in 7 days, but our vision is grand, and we're ready to finish it at any cost. :P

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Ninja on the Wall - the end is near

Posted by simono on 2007/04/06 15:02

did my first final submission. juhu! Now I'm off play-testing with friends and hopefully creating some awsome levels

I'll upload a py2exe version soon, if everything goes as planned...

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Death Tower - Nearing the end, level editor, actual gameplay, and more!

Posted by Cthulhu32 on 2007/04/06 09:58

Ok, its 2:53 AM my time thursday night/friday morning and I am going to be heading to Seattle tomorrow. My fiancé is going to be working on her Master's portfolio, so I get a few hours to kill to try and get this thing beyond where it is. If I don't finish Friday night, I will wake up saturday morning, and sadly do another last day scramble to get everything done. At least its playable this time, and I have learned WAYYYY more this time around.

I uploaded the last version of Death Tower (0.04) before I start releasing final versions, this is mainly because the size of the ogg's, and that I will be adding more songs and graphics. Feel free to play with the game so far, it is not really really playable but it works great, and you can't really die.

I also uploaded a Level Editor because Pekuja made enough :-( at me to release it. Its really really ghetto, and the code is super sloppy, and you MUST put it in the same directory as run_game.py or it will not load any of the images. Use the arrow keys to change layer/tile, and use the mouse to place tiles. Left mouse adds, right mouse deletes from that layer. It does not load any maps yet, that will hopefully come tomorrow. So for now all you get a level creator, if you mess up, you can always just edit the .txt manually. I apologize if it does not work on linux systems because of folder names, like I said its ghetto and not included in my game for a reason.

I will also release a final level editor with level loading as well just because thats essential for me to modify old levels and add new items/monsters/things.

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Woody Tigerbaum's Interplanetary Package Delivery (Big Dice Games - PW4) - End of Day 6

Posted by tsmaster on 2007/04/06 07:01

Well, I slacked off this evening - I had hoped to start cranking out a bunch of new levels, but instead, all I did was prepare a bunch of sounds. That's something, though.

You can't really make a screenshot of a sound.

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