April 2007 challenge: “The only way is up”

Team Quicksilver - I have uploaded...

Posted by RB[0] on 2007/04/02 00:51

Our first snap-shot of the game, the green cylinder is you, the red ones are enemies and the green platforms are platforms.

There seems to be a problem though, with the camera, if you dont move the player at all, the camera will circle it as planned, but if you move at all it does weird stuff.

You move the camera with the left-right arrow keys, and you move the player with the up-down arrow keys, you can also jump with the space bar.

I think there might also be a prob with the math3d module, but that might just be the bad camera again.
Would anyone mind looking at it?
The camera stuff is in the main GAME.py file, lines 80 through 87

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The Black Shoe - PyODE

Posted by erik on 2007/04/02 00:43

Note to self: make sure you keep a reference to your PyODE joint objects or else they will get garbage collected, and fail silently.

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Mount Fuji - pyweek without knowing python? yes!

Posted by oneup on 2007/04/02 00:33

i've joined pyweek without knowing a single line of pygame or python. three hours after opening the pygame tutorial i've written the foundation of a worms-like pixel based landscape engine. yay! :) madness? this is metalab!

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PyClimb - Screw the Menu!

Posted by wegstar on 2007/04/01 23:28

I've spent too much time on the menu, now I have abandoned efforts on the meny and started on the game...

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Evil Mr Henry 4: Electric Boogaloo - I see the site doesn't like small screenshots

Posted by evilmrhenry on 2007/04/01 22:53

I'm going for the art style of Blade Warrior, a dos game that you likely haven't heard of. Mobygames

The game doesn't work under DOSBox, and the reviews aren't very good, but I like the style.

Anyway, I created a few background tiles, but decided to try creating an enemy, to see how easy that style is to animate in.

The preliminary title is "Professor Peril and the Martian Invasion", which also describes the style...

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The Olde Battleaxe 4 - looking for pixel artists and level artists!

Posted by philhassey on 2007/04/01 22:50

I'm working on a game - sort of a Mario 3 clone. It's going to be all oldschool and low-res and using just a few colors. And I need artists to help make the game! I've already got a few people helping, but the more the merrier. Once the tile graphics are made, I'll also need level designers to put together levels.

The basic plot of the game is "Oh no, the evil overlord stole the galaxy crystal, we must fly up to the moon to get it!" In more concrete terms - first few levels are in a jungle. The next 3 levels are flying up an exploding volcano. The last 3 levels are going to be on the moon.

Also, if you like to do spirite art, that'd be great too! This is all for the pyweek game development competition this week, and should be lots of fun. Join us on #toba on irc.freenode.net to talk if you're interested in helping out!

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RopeSwing - Prototype!

Posted by SimRex on 2007/04/01 22:40

I've put together a very early prototype release of my game, please feel free to have a test and a poke around. The rope swinging and collision detection are essentially final (some tweaking to be done, and fixing any bugs that might crop up). Nothing else works yet, but I'm feeling quite happy with the fruits of Day 1 :)

I look forward to any comments! :)

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PrintStar Part III - Slow start

Posted by PrintStar on 2007/04/01 22:29

After my first day of work, I finally have the game starting up at least. The concept involves operating an elevator to take people up to their desired floor. For fun, I thought I'd try drawing everything directly in pygame instead of using images for sprites (as I've always done). Anyway, I need to put in an elevator (currently its just riders waiting to get on) and the requisite controls. Fun times!

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Team Quicksilver - Day 2:

Posted by RB[0] on 2007/04/01 22:25

Well, its not really over yet, but I dont expect to do much more tonight.

Today was no where near as productive as yesterday but here is what we've accomplished...

I found our physics engine was buggy, cumbersome, and way too slow(I'm not sure why...), so I gutted it and only kept the collision detection stuff.

Created some asset managers and edited the obj loader to gather BBox data, and other things...

I also created the basic object classes(player, enemy, etc.)

Now we just need a level/world loader, some art, and to integrate all of things that are finished into an actual game.

After that we'll get to work on a menu system.

All-in-all, I expect we shall finish, but how well done the game will be I dont know.

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PyBlockTower - First Day

Posted by Tigga on 2007/04/01 22:23

Got of to a fairly slow start. I'm probably going for something vaguely resembling upside-down tetris. Using randomly generated blocks you have to build a tower to meet certain objectives. Started on the engine. Trying to keep it simple. At the moment you can place the blocks anywhere and they will fall, and glue into place. Still adding stuff to the UI, then I'll go onto victory conditions, and "bad stuff" that can happen to the tower...

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