April 2007 challenge: “The only way is up”

|Gunboy - Ok, now I'm on stage 2

Posted by john on 2007/04/02 11:38

Now I've made the character move, now for the bullet, and collision detection.

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|Gunboy - Ok, I got myself images for background/sprites, now for mouse detection

Posted by john on 2007/04/02 10:01

So I've got my first basic sprite climbing up a wall, graphics black 'n' white, could edit that later though, now I'm going to make it move depending on mouse position.

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Self Defence Against Fresh Fruit - Irrlicht + Boost::Python

Posted by steveth45 on 2007/04/02 09:26

What we've accomplished in the first two days: 1. Very lightweight Irrlicht to Python binding using Boost::Python. Only wrapping things as I need them. (Working) 2. 3rd person camera that can rotate around the player. 3. Basic player model with walking animation, working in game. 4. Basic level class and single room level. 5. Compiles and runs in Windows & Linux Tools used: Modeling: Blender 2.42 Luke's (an Irrlicht contributor) WIP B3D exporter Game Engine: Irrlicht 1.3 Python wrapper coding: Boost::Python 1.33 Python 2.5 Code::Blocks (nightly build) in Linux Visual C++ Express 2005 in Windows Python coding: KWrite (in Linux) Food: Frozen pizzas, Mountain Dew, Sun Chips, Gatorade, tea Headache: Ibuprofen

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Century of the Fruitbat Moving Picture Publishing Company - with 1000 elephants - Our version of "wow, we have a title screen"

Posted by saluk on 2007/04/02 09:18

You can download the entry here: http://media.pyweek.org/dl/4/cent_of_fb/upupaway-0.1.zip although why would you want to? It just fades up and isn't all that interesting. The graphics engine is mostly complete, but there is nothing to prove this point. So you'll just have to imagine a million sprites running around and pretend that there isn't a framerate hit.

This is Century of the Fruitbat signing out.

Peace yall, let the gamez continue

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Death Tower - Progress, scrolling tiles, a better grasp

Posted by Cthulhu32 on 2007/04/02 08:57

Damn I am working 100 times quicker than pyweek 3, I have a tile engine going, scrolling tiles, a moving character in 8-ways, I hit the ground running this time around.

I have uploaded Death Tower v0.01, which has the intro, menu, and now a preliminary in-game feel of how it will play.

I also updated the screen to show what its like, I will work on tile-player collisions tomorrow. After that, I have a few things I can work on, I think I am going to add enemies and player-enemy collisions to make it playable so I will have a playable game demo going.

PS: holy crap the other entries are looking great, I am really excited to play some of these games! Dr Conrad B Hart, jebus could your 3d look any better damn.

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PROBE - Funky Orbits

Posted by gcewing on 2007/04/02 08:15

(See accompanying uploaded file)

I just had to share this -- it's the result of an amusing bug that occurred while I was trying to draw the orbits of my planets. I call it the "many-worlds Ptolemaic system", in which the sun orbits around all planets simultaneously.:-)

(Don't worry, this will be fixed before the final release. Also the planets won't all be called "Fiddlesticks".)

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Spy Challenge - The Rather Ordinary Game Project - OK, I've chosen my idea

Posted by ajdlinux on 2007/04/02 07:38

Since there's not that much time left, I've decided to do a spy-escapes-from-enemy-agents-using-a-jetpack game. I think it's sufficiently original. I'll post some more detailed plans here as soon as I have them. I've realised I probably have more time than I think as Good Friday is a public holiday here in Oz.

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PyClimb - End of Pyweek Day 2

Posted by wegstar on 2007/04/02 05:34

Well.. it's the end of day one...

Things I got done today:
  • got some neat sounds set up
  • health bar
  • player pictures (took most of the day)
  • map
  • movement
  • gun sound effects system
  • dealt with skipped mouse events (sort of)
Things to do tomorrow:
  • AI and enemies
  • Item drop
  • fix skipped mouse event bug
  • snow!
  • REAL BULLETS

Also, I realize that I'm about a 1/3 done with the game.. with about 5 days left.. I don't know if that's a good thing or not; it could be that I had chosen a very simple idea, but it gives me extra time to polish the horrible graphics :).

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Super Hyper Pogo Madness - Doh! Starting late

Posted by siebharinn on 2007/04/02 05:04

I don't know how I messed up!
I was thinking that the local start time was 8pm on Sunday, not 8pm on Saturday. So I'm already a day behind.
Yikes.

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mmorts - well end of day 2

Posted by Treeform on 2007/04/02 04:49

the end of day 2 is finished i think we figured out what kind of a game we will make ... an mmorpg no less set in side a pyramid where you make your way to the top with the help of others that are also traped there ... we got chat and map working. Server setup. now just the actual game need to be made. thats all

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