September 2007 challenge: “Twisted”

Gloopy - Collision Detection, Gravity, and More Graphics

Posted by codexile on 2007/09/05 07:24

Well, another day has gone by. Today we got collision detection, gravity, and some more graphics in the game. Tomorrow we're going to try and have a playable demo out. We hope to have a basic level with one monster and the ability to control that monster and break through obstacles. All that's in our way is a base monster class, a few more images, and piecing it all together! Whoo!

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Big Dice Games Presents Woody Tigerbaum's Twisted Marble Factory - Woody - End of 3rd Full Day

Posted by tsmaster on 2007/09/05 06:59

I simultaneously think I've got a lot done, and not very much. And there's a lot remaining, and not very much.

Today, I made a BUNCH of marble art - mostly making stuff, throwing it away, making different stuff, starting over. I now have an icon that I like (no more using the PyWeek4 WTIPD icon!), and I researched actual marbles. Wikipedia's page on marbles isn't as good as I hoped to tell me what an aggie vs a immie vs an alley would look like.

I got most of my intro working - I need to redo my picture of Woody, as he doesn't really fit in with my look. Also, I'm going to have more playable characters, so I want a consistent look through all of them.

The stuff I got done today probably goes a long way towards the game feeling complete, but I still need to hook up the level designs I've written (# balls at a time, the requirements of the crates, etc) to the board constructor. Shouldn't be hard, just have to get around to doing it. There's also some light parsing I need to do to convert level design structs into useful data.

Still haven't put in the color-blind assistance. I feel optimistic that I can do it quickly, though.

Hopefully, by this time tomorrow, I'll have tutorials in.

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Hole in the Head Studios - We might have lost our minds... - end day 3...

Posted by RB[0] on 2007/09/05 06:15

well, today was almost a complete wash for me :/

I managed to convert our main.py demo app to a full-fledged state engine, with nice results.

I also finished(I hope) the config loader.
And I changed the data structure.

But that is about it :/

Luckily, I think most of the engine skeleton is done, and we should have something playable tomorrow. YAY!

fydo started work on the first races units, Nari has some nice buildings done, and Myst has most of the glyphs we will need completed as well.

Tomorrow I will need to make it so that you can create a campaign/scenario, and start doing things in it.

If all goes well we can still finish I think.
Lucky we scheduled a lot of time to play catch up though :D

Night all :)

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Angels Fall First - pictures

Posted by Sargoth on 2007/09/05 05:42

That's all for today. Cheers people

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Angels Fall First - another engine Video

Posted by LegionDD on 2007/09/05 05:21

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Gloopy - New colored walkcycle for Drakko

Posted by paroneayea on 2007/09/05 04:32

title says it all.

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Galvinball! - Day 3 over

Posted by roberto on 2007/09/05 02:55

Day 3 is over. I added collision detection, changed the graphics a little bit (damn convert_alpha!) and created a computer player with some rudimentary AI. I still want to add music today, but my download is taking too long.

For tomorrow I need to add water to the maps and, most important, an input dialog so that the user can enter new rules. I'm having some trouble figuring out how pgu works, so this it taking longer than I expected.

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King Tree - Days 2 and 3 [Tee]

Posted by Tee on 2007/09/05 02:39

I think I have the game planned out. I know graphics should be the last part, but I made some graphics yesterday and today. For someone who doesn't know how to draw, it turned out nicer than I expected it would. As for the coding, started a bit but not much.

I had said before that the idea wasn't so good, but this is starting to get interesting. I wasn't too fond of it because it is based on a specific style of game, but, then again, games are always based on another.

Anyway, I'm very impressed from what I've seen around here. There are some games I'm really eager to play finished versions of.

Oh, and I have a title, but I'm not sure it's permanent. King Tree. I'll let you guys guess what it's about, but I won't tell just yet, not until I have something fun in my hands to show. :)

Less than 4 days to go. I hope I can do this.

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B.L.O.C.K: Look Out; Can't Kick - Warning, music by a chipmunk.

Posted by eugman on 2007/09/05 01:52

svn http://www.eugmanhome.com/block

Let me know what you think of the controls and background music. Also, if you know how to tell if a music file has stopped playing, that would be very helpful.

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Gloopy - Change of name, and an animation

Posted by paroneayea on 2007/09/05 01:25

Something cool, then some lame babbling. First something cool; there's an animation for Drakko up. Uncolored and the like. Basically, I was going crazy trying to animate the walkcycle for this character, but my friend Grumbel (real name Ingo Ruhnke) made a nice animation for me. It looks good! Really good, in fact. I look forward to coloring it.

Tried making a background, but it completely, totally sucked. For some reason, I had this idea that if I had this repeating background of twisted pipes, it would really be awesome. Instead I ended up with a Windows 95-esque desktop background.

So. A bit of background on the project... Jeff (codexile) and I were brainstorming on ideas that resembled "Twisted". We thought of a game where you run up a spiral staircase and avoid falling objects, but that seemed kind like it would be difficult to code. Then we thought of a tornado rampage-esque destroying a city, and that seemed like it would be hard to make interesting.

"Maybe twisted, like gumby?" And we started to talk about twisting appendages and stuff.

Then jeff mentioned a concept I had sketched up and discarded two years ago, for a game where you have a blob that attaches to characters, and you control them. (It was a really tiny sketch, you can find it here) And we started thinking, "yeah, twisting around monsters to control them, that's the game!" So we immediately started fleshing that idea out.

And all has been going well, but then Jeff did a google search and it turns out there's already another game called Blobbit. What else to call the game? No other name seems really good. So far we're just thinking we'll call it "Globbit".

We're shooting for a playable demo on Thursday night. It'll be awesome, I promise. Think of Kirby, but more puzzle-esque, and instead of stealing the powers from the enemies, you actually take control of them.

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