March 2008 challenge: “Robot”

Robot Toast - Composing for Robots?

Posted by AmericanPianist on 2008/04/04 21:43

I am the aforementioned casualty to the team. On Tuesday, after an hour of X-rays and poking things down my throat that had no business being there, the doctors confirmed I DON'T have tuberculosis. Yay for good news. As to what it was - your guess is as good as mine...

In any event, I'm back! With 24 hours to go I'm working hard on getting the soundtrack completed. We've actually got a finished track for "level 1" - or really, wherever we decide to stick it. Basically: we're dancin'!

The journey started last Saturday night with Tresch and I using his synth to create all our own patches. The idea was to create an entire orchestra, purely with our own tweaks of basic waves. It was interesting, decently paced, and fairly successful. Then, I spent the rest of the week knocked out or tripped out on medication.

So, back on track today, we're going old school and nostalgic with our soundtrack. I look forward to you all being able to check it out upon completion!

--AmericanPianist

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Rossum's Dance - "I do this in my slumber, summer..."

Posted by Oluseyi on 2008/04/04 21:42

I moved on Wednesday, so that whole day was lost. Nevertheless, I've been able to lay down core gameplay in the last day and a half, and I should be able to finish my game's implementation by tomorrow, leaving the graphical design elements before the deadline.

Screenshot goodness:

Oh, did I mention I have no internet at home until Friday, April 11? I've pulled out of PyWeek before, and I just made up my mind that I'm staying in this time, even if my final project isn't as polished as I'd like.

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MUA - Scores, Mouse support, and Lag

Posted by keeyai on 2008/04/04 21:16

27 hours 43 minutes remaining

Fixed a lot of bugs that sprouted up when the game states are looped through the multiple levels. Having a working game is definitely a load off -- even if everything else goes to shit, we have a functional, if silent and buggy, entry.

I added mouse support to the main menu, which I think adds a nice touch. It also leads the user to use the mouse on the weapon select screen. It also made me think about adding keyboard selection to the weapon screen, but that is definitely at the bottom of the (very long) list.

I ended up writing essentially some shitty sprite/gui tools to do all my text and icons without resorting to a gui lib. See the previous entries for why I don't want to go down that road again.

To gameplay, I've added a bonus for completing the whole thing, and now it stops the level immediately when you do so you don't have to wait for time to expire while you have nothing to destroy.

The two biggest lag producers in the game are explosions and liquids. On the railgun1 level, there are rows and rows of barrels and boxes in line but behind walls, so you have to line up and blast them with a railgun. This destroys them all and results in a massive fireball of awesomeness (+2 cool). Unfortunately, on my crippled machine this means the FPS drops down below 10, making the game completely unplayable.

In an effort to combat this, I've changed the collision code to only process explosions and liquids every other few frames. It has helped the lag a little, and I think I've got it tweaked so everything still works like it should. I'll probably come back to this area later, especially if some of the testers experience a lot of lag as well.

Next up: music! Wish me luck!

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I Robot? - New in game screenshot

Posted by hugoruscitti on 2008/04/04 21:14

This is a recent screen shot of the scene game, you must move the mouse to dancing like a robot (note, some sprites are temporary:

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Sea War - SeaWar 1.0 RC2 Release

Posted by milker on 2008/04/04 21:11

Add Keyboard support.
I suggest you use joystick to play this game.
Keyboard support just show in non-joystick system ( hasn't joystick ).


use key [WSAD] for move; [f] for mark, [v] is release mark and [g] for catch, [b] is release catch.



P.S. I had compete debug about Keyboard support.
But now the code is ugly.
If I have time, I will clear it later


SeaWar is depend:
  1. python 2.4( maybe can running in above 1.5 )
  2. pygame 1.7

Thank john, who give me idea to support keyboard.

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CRUSH ALL HUMAN - ROBO-PROGRESS MARK 2

Posted by nihilocrat on 2008/04/04 20:10

PUNY HUMAN DEVELOPER HAS PROVEN HE HAS SOME TINY WORTH (IT IS STILL TINY DON'T WORRY!) BY PROVIDING ME WITH LASER EYES! PEW. PEW. DESTROY!

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RoboCute - I Hate PyWeek!

Posted by kfields on 2008/04/04 18:15



Oops! The title was supposed to be 'I Heart PyWeek!'

Unfortunately, I think this project is DNF. I'm bogged down in Bubble code with only limited Python and OpenGL experience. I'll hang around to provide words of discouragement, err, encouragement though!

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MUA - Playability

Posted by keeyai on 2008/04/04 18:06

30 hours 53 minutes remaining Playability has arrived! It is still not nearly finished, but the game is officially playable. You load up, have a menu, play the levels in order, and have a win screen. Hooray! I can see the light at the end of the tunnel!

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Apologies To Our Girlfriends - Wasn't to be

Posted by hillman on 2008/04/04 18:01

I've posted some screenshots of our pyweek attempt. It's a platformer (platformer #7 this year?) where you have to collect various parts of your dismantled robot girlfriend (robots aren't allowed girlfriends) and assemble her and escape. There's a space shoot-em-up bit to fly between platforms, which I just started on. We got chipmunk physics working, some nice particle effects, paged level loading and switches that operate doors, which you can trigger with crates when you can't get to the door before it closes again.

The plan was to build puzzles based on this and a few other elements, implement some baddies etc. Maybe work on a level designer.

Unfortunately my team mate has been busy with work and his kids and so coordinating things has been difficult. It's too late to do it all on my own now so we're dropping out. I can see why working in a team isn't considered an advantage! I'm a bit sad to be quitting really, but i've learned a lot about opengl and enjoyed the bits i've got working. I'll be back next time. Good luck everyone. I'll still be playing the games on Sunday, so i'm looking forward to that. bye for now.

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Sea War - SeaWar 1.0 RC1 Release

Posted by milker on 2008/04/04 17:58

I try add keyboard support in game.

it can run. but very ugly (has bugs).

:>

use key [WSAD] for move, [fv] for mark and [gb] for catch.

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