April 2007 challenge: “The only way is up”

Ninja on the Wall - something playable

Posted by simono on 2007/04/03 00:29

spent most of the day adding graphics, animations and stuff that makes the game nicer to look at... this paid off:-)

tomorrow i'll add vertical-scrolling... you should always be forced to move up, because the plattforms at the bottom explode.

It's not optimized at all. by hitting ENTER you start a new level, making the game as-fast-as-currently-possible again

things i'd like to include tomorrow:
  • the up-scrolling (top priority)
  • better rope-swing-physics
  • health bar + timer... so the toy hopefully becomes a game

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Midnight Serpyentes - 2nd day is over

Posted by r0ver on 2007/04/03 00:21

Well... just few minutes to start the 3rd and we just have a user stories and a initial draft of the architecture enough to start coding tomorrow. We're not sure if we'll get something to play with for saturday... but we already started to get fun. Wish us luck

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Grnd H1 0v3l0rd 0f t3h L33t!!11!eleventy-one - First day of working

Posted by Adam on 2007/04/03 00:20

I missed the first day so just got started on the entry. My mate is interested in doing some artwork so I may not have an individual entry for very long but you won't have to witness my terrible attempts at pixel art. So far I have my idea which basically builds on a good old 2d platformer idea. I've got platforms and some scrolling going and have started collision detection.

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PyClimb - Wasting time...

Posted by wegstar on 2007/04/02 23:17

grr.. I've been wasting time doing other things.
I've just rewritten the gun sound system.. that's only for the handgun.
I'll have to do it for the AK-47.
I guess I'll add some snow and post a screenshot.

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PyTower - PyTower, the second day

Posted by Mikle on 2007/04/02 22:37

Well, I think I managed a lot of stuff, especially considering a lot of "first time problems" for me in python and in game programming generally (that means that I probably solved it the wrong way :)).
So what have I accomplished today?
1.Fleshed out the main idea, including how it will be done (well a bit).
2.HUD - Heads Up Display. Again, very generic, modular, read from an ini, as it's gonna be subject to many changes.
3.Got my first brick type (gray) and it works. Check the game upload, and the readme.txt
4.Graphics! Aren't they pretty? Thanks to Pixarra's TwistedBrush. My art never looked less programmer :)
5.I've been spending way too much time on graphics (TwistedBrush makes it so fun!) and even more time on IRC...That should be cut off, more code tommorow. No food for me! No sleep :)
6. I don't usually drink coffee or alcohol to help programming, but I think I shall start...With the alcohol I mean - not desperate enough for coffee.
7. Download my game and play it...Please drop a line about the features you would like to see in a SIM TOWER clone...Other stuff you want to comment about. Especially people that test it on linux.

That's it for now, keep on the good work, and come hang out with me in the irc channel. :)
Mikle

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PyBlockTower - Bogged down

Posted by Tigga on 2007/04/02 20:59

I'm getting a bit bogged down...

The original plan was to have the tower you build acting as a rigid body fused together, and have it topple accordingly, however I decided this was a bit simplistic, and would make the game easy.

Next plan was to work out the loading in each of the blocks, given the weight of each individual block. However, this is quite hard to solve, as the structure could be statically indeterminate, meaning I'd have to produce a lot of simultaneous equations and solve them to find the final state of stress. I'm not sure if this will be possible to do in real time.

Been trying to get that to work all day, with no success. Will probably scrap that all and start again tomorrow. I think once that is done the rest should be just coding, making fancy art, and getting a few sounds together.

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Self Defence Against Fresh Fruit - Mac users?

Posted by steveth45 on 2007/04/02 20:53

Our game is using a custom binding to Irrlicht, and I don't have an OS X system to compile and test the game. I will be making binaries for both Windows and Linux, however. Is there anyone here that will not have access to a Linux or Windows system to play our game?

It's difficult to support a platform that has both a proprietary OS and proprietary hardware. If the OS X license would allow it to be run on non-Apple hardware, I'd support it in a second, but I'm not about to break the law to do it. Also, I'm not going to spend $1000 for a new Mac, either.

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Ascent of Justice - Trailblazer 3.0 - 1st Demo for "Ascent of Justice"

Posted by mcferrill on 2007/04/02 20:05

After nearly 48 hours of work I am pleased to announce our first demo! Please see our project page for download links and screenshots.

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Dashman DX - Day 2 - Level editor :)

Posted by buffi on 2007/04/02 19:33

There we go... got a working level editor and am quite pleased with it. Gonna tweak the physics quite a bit and then move on to doing something about the horrible horrible graphics.

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DarkVoid Productions - End of Day 2 - A little late in the compo

Posted by Darky on 2007/04/02 17:45

We have been running a little late in the competition, though hopefully it won't matter that much. Anyways we have decided on an idea ([sarcasm] remarkable, isn't it? [/sarcasm]) which is basically a dwarf that is trying to literally digg his way out of a cave (a rather large cave). We've also thought of having some enemies in the game, for now though the only enemies that are being planned for are goblins.
So far we got the basic gameplay elements, which includes:
  • The player can move around and "digg" (basically he's just making things disappear)
  • The map is loaded and drawn
  • The goblin class almost complete (though it has not yet been tested/added)
  • You can bump into hard rock
    I'll see if I can get up a screenshot later.
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