March 2008 challenge: “Robot”

Null - One day to go...

Posted by PyScripter on 2008/04/05 12:27

This is the last day of the contest. I have a lot of things to do. Implement menu, more levels and sounds. Then it's bug fixing and testing. I hope I make it in time.

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RoboCute - .5 Days Left

Posted by kfields on 2008/04/05 11:36

This is killing me! It hurts so bad, yet it feels so good!

The AI if you want to call it that is going well. It's going to be a super simple board game. My 3 year old nephew will get a big kick out of it!

I was also thinking this would be a good way to teach preschoolers how to count and read. Counting because you roll the dice and then the avatar counts as it moves forward on the board. Pretty cool.

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Deemed Red - And the sun comes up...

Posted by HanClinto on 2008/04/05 11:23

... on the last day of development. We've got less than 12 hours to go, and while much of our framework is done, it's going to be a rush to get all of the RPG content into the game.

So to distract you from our risk of not completing a game, please enjoy this shiny new screenshot! :)

It uses a custom-built particle engine that's tied into PyODE (which we're using to track all of the momentum and collisions in the game

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Assembly Line - Robots achieved

Posted by gcewing on 2008/04/05 11:05

There is now an Assembly Robot machine type. All is well with the world. The sky will no longer fall in at midday tomorrow.

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Shawnee State Army of Hair - One day to go, much to be done

Posted by sam_bushman on 2008/04/05 09:37

We managed to rebuild a much more useful engine, or at least node class plus a few functions. This latest screen shot shows our sprite loader/animation creator. at present, the user may select a node, rotate it, and save the resultant coordinates in an external text file. The user may also load in an exported set of coordinates. 90% of our art assets are done and our sounds are at about the same point. RoadKill and myself now bear teh brunt of the work to be done. I'm honestly not expecting a full game done by midnight, but an interactive program will do.

take care and have a good night:)

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ThEdA_P6 - Unable to Create EXE

Posted by gizmo_thunder on 2008/04/05 09:07

I was trying python setup.py py2exe it says it's not able to find main module. Is anyone else facing the same issue?

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Robot Toast - Our lead voice actor

Posted by Tresch on 2008/04/05 08:43

This photo was taken during a recording session with our lead voice actor, the toaster. As you can see, the toaster is quite a showoff, and as usual, is goofing off for the camera.

From the left: Erlandr, the Toaster, and myself

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Super Street Fighter 10 Turbo Edition - Super Street Fighter 10 Turbo Edition

Posted by saluk on 2008/04/05 08:03

Woohoo, after not getting much time to work this whole week, and going down the silly rabbit trail of skeletal animation (which really doesn't have much bearing on gameplay, but does, I admit, look very cool), I was finally able to implement something tangible tonight. It took about 5 hours of hacking on the animation system, coupled with actually designing the boss robot and some animations, and working on the animation editor, to get to this point today instead of tomorrow.

This gives me some time to at least extend the game a little tomorrow, add more boss ai and polish, as well as balancing things as a whole. Unfortunately, I won't even get remotely close to my original scope of the game (what was to be the short introduction level will now be the ENTIRE GAME), but since I'm the only one who really knew what that was, no harm done :)

The battle works, the player bot can punch the boss to make his health go down. The boss cheats and shoots energy balls that you have to jump over. Controls are:

  • A and D - left and right
  • space - punch
  • W - jump
  • P - restart
Download here: http://media.pyweek.org/dl/6/fruitbat/sf10_alpha2.zip

And for anyone wondering why street fighter 10, 10 is 2 in binary :P Makes sense for a street fighter 2 rip off...

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Robosub - Robosub!

Posted by nikolajbaer on 2008/04/05 08:02

Added alot of polish to my pygame 1.7 version. Pyglet version was floundering and is disabled in the source. Check out my final version! Occasionally the trench walls render to a weird flat wall with jitters, but usually its aok (hold "d" to see a snapshot). Added my music loops and some in game help. And made this awesome intro screen!

As I have a marathon training run early tomorrow morning, I might not get to put a couple finishing touches on it before the deadline (I am on west coast USA), but i feel satisified with what I managed to produce, and I hope all of you with pygame 1.7 or above will download it and try it out. It may not be the most exciting game, but I think it was a delight to build!

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MUA - Music and Sound

Posted by keeyai on 2008/04/05 07:30

16 hours 30 minutes remaining

Music and sound are done! Both are working pretty well together, although I think I went overboard. I certainly wasted a lot of time today on them... I tried to make my own music but failed horribly, so everything in the game is either directly or made from free loops online. Special thanks to the sites organizing/hosting them ( Freesound, Soundsnap, and Partners in Rhyme) and the authors who put them up there (all are listed in the readme.txt files inside the sound and music folders).

With sound and music done, the game is essentially finished. In fact, I'd be satisfied with using this iteration as the final product. But with 16 and a half hours remaining, you know I won't. :) My biggest problem with it all is the 18-ish MB of music and sound files I'll have to package with it. Oopsie...

Tonight I'm going to see what I can do on the storyboard, then catch a few hours of sleep. The GF is getting up at 7:00 am, so I'll rise and shine with her. As I joked with #pyweek, she is getting up to go do a lingerie shoot with her hot friend, and I will be jumping up and running to my computer as I wave goodbye to them. Where are my priorities?

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