March 2008 challenge: “Robot”

Ghetto VIking: The prophecy - DAMN that anti-aliasing!

Posted by j-1 on 2008/04/05 17:08

We just recieved the graphics from our artist, it seems as if the resizing and compression of the PNG:s messed up the color codes! I am the only one from GhettoViking coding tonight, I doubt that I will have time magic-selecting the color-code-ish colors from all of the images, and exporting the images anew, which, as far as I know, is the only way to fix this. Long story short: either no game, or a pink box around everyone.

Don't panic. Large, friendly letters...Pink ones. Meh.

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I Robot? - Graphics are done, new screenshots

Posted by hugoruscitti on 2008/04/05 17:04

But, anyway, we have some problems to create a .exe version for windows users...

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gather - done, checked in, time to make the coffee.

Posted by abachman on 2008/04/05 16:49

I'm super intimidated by the work of some folks here, but 'tis all in good fun and I made a game I like, so there :)

It's not everything I hoped, a lot of laziness went into making this one (the good kind). No hand created art, no self recorded sound, just a lot of bleary eyed coding sessions trying to make eight direction geometry work in a trigonometry world. It's fun enough that I come back and play it, and my QA team (three-year old son) agrees that it's a "good game daddy".

Top-down 2D shooter with a twist. Think Asteroids, except the asteroids shoot back. Better soundtrack, too.

Good luck to all, I look forward to playing every game (even the DNFs) once I've had enough sleep and/or coffee to be rational.

Next time: a team (perhaps); better adherence to the "eugman challenge" or equivalent constraint subcategory; start with gameplay, finish with graphics; and actually write a few warmup games before the week begins.

Anyone interested in a little Ludum Dare?

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PrintStar Zero - Almost there!

Posted by PrintStar on 2008/04/05 16:29

I finally got loading and saving to work. I have the most inefficient but foolproof saving system. The game is stored in an SQLite database, and the database is modified during play. For example, if you pick up an item, it creates an entry in the Inventory table and deletes the entry from RoomContents. So to save the game, the system creates a complete copy of the working game database wherever the user wants. The system essentially copies the entire game to a new location. This is obviously inefficient, but the game db measures less than 100kB and the trouble of saving the states of multiple objects is completely eliminated.

Now I just need to finish interaction with two characters, write the ending and intro, and package it up! Hurry, hurry!

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X-25 Unplugged - 640mb is not enough either

Posted by ra on 2008/04/05 16:04

So, after a long time working in a cutscene for the winners, I ran out of RAM and my computer decided to kill inkscape instead of any other silly program running on my machine. So bad I hadn't been saving :( A bit upset, I shall keep on drawing. And saving money to update my machine for the next pyweek :)

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Fount of Untapped Ideas - Still going

Posted by MattS on 2008/04/05 16:00

We have just added some particle stuff, and we are on the way to fixing the interface and adding polish. We have levels, 3D but no sound. I will post a screenshot in a little while.

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HoleInTheHeadStudios-1.9 - WOOT!!!!

Posted by RB[0] on 2008/04/05 15:59

Well, I just committed our new ai to the game :D
And it only took about 2 hours - yay!

Now it is just how much ui and how many bugs we can squash, and whether Markus can finish the multiplayer :P

New screenie for you - blue beat me :(

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MUA - Almost there

Posted by keeyai on 2008/04/05 15:47

Got up early this morning and over the last 3 hours finished the rest of the gameplay. There are still a few things missing, but I'm packaging it all up and submitting it.

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Even Robots have Bad Dreams - Not this time

Posted by Tee on 2008/04/05 15:33

Unfortunately I don't think there will be time for me to finish my entry. The game is about 70% of something playable (pretty much all graphics are done, there is a working level editor and half a gameplay, but no levels), but I won't be able to finish it in time, especially because I have stuff I need to finish today. I don't think this was a total loss, because I got to play around with pyglet. The problem was that I had a busy week and little time for Pyweek, not to mention having to rewrite the idea in the middle and consequently scrapping what I had.

Basically the idea of the game was to make one or more robots reach an exit, forcing them to move by making them be afraid of or be attracted to certain objects (they all share the same fears, so you can influence a robot to move by making another one afraid... well, it's hard to explain, but I think it could've worked).

Well, see you next Pyweek. Good luck with your entries.

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Robot Toast - ALMOST THERE!!

Posted by III_Demon on 2008/04/05 14:55

with just a few hours left to go, we only have about half our level design done. what are the chances we'll pull it off? this is what 'level zero' looks like in the editor:

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