March 2008 challenge: “Robot”

Johnny saves the world - First release...

Posted by roberto on 2008/04/04 17:16

I have the game working with a single level. Now I just need to create 9 progressively harder levels and add sound! :)

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ThEdA_P6 - Updated Graphics

Posted by gizmo_thunder on 2008/04/04 16:48

Today i have worked on updating the graphics and putting all the pieces together. The game now has 5 playable levels, enemy AI kinda works (it's definitely dumb.. but it works). I thought giving Rhythm inputs would be easy.. but turns out it's kinda hard when you have multiple keys to press.. I have used 'F' and 'J' keys for the initial levels.. for the rest 'D', 'F', 'J' and 'K' .. .Trust me its' hard to get these keys right :)... So here goes .. the screen shots..
Download Now: click

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Robosub - Port to Pyglet Perils Production Progress

Posted by nikolajbaer on 2008/04/04 16:17

I decided last night to make a stab at porting my organic mess over from pygame to pyglet to take advantage of GL's high speed blending. It took several hours, and I am still deep in the woods, but I can already see how amazingly fast (and now capable of going fullscreen on something less than Deep Blue) this will potentially be. The sad part, though, is that I am losing time that otherwise would go to improved gameplay and features.. but in truth, I feel a critical part of making this game as intense as it could be is providing a game that can be played fullscreen, and have all the blending capabilities.

I will be posting the pygame 1.7 version at some point, and then hopefully (if i get out of the woods) the pyglet version! Until then, here are some links to some music loops I made in garage band during the week for various moments in the game.

Game start, light, appropriate melody ;)
Deep sea, far from home cold spooky melody
Returning to the boat, low on batteries

Not convinced on the last one (a bit too 80s dance party, not stressful enough), but time is tight for more composing!

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HoleInTheHeadStudios-1.9 - More work...

Posted by RB[0] on 2008/04/04 15:24

Well - yesterday was another very productive day.
I wrote a multiplayer server/client - that works :D, and it only took probably 7-8 hours :)
It uses just sockets, and the game will have a lobby :D

I also shot about 3 hours trying to fix a bug in pygame.mixer that was giving all of us static from our music - which didn't work at all - so we're going to allow players to turn music/sound off if it is yucky for them.

Markus worked on the battles to make the images cleaner and stuff.

New screenie:

Today we need to integrate the multiplayer into the game,
write the ai,
add new gui and images,
make a multiplayer lobby, err wrap it ;)
Clean up gui - and add prompt windows for actions like attacking and movement,
BUG FIXES!!!!

Technically - we are on schedule right now - how, I don't know really - but it has gotten steadily more difficult to keep on schedule here - we fell back one day in the middle - but luckily scheduled some catch-up time in that area - so we are back on! :D

Not sure if we'll be able to stay on today - but we're going all night here to try it :P

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The Ultimate World Domination Challenge: The Story of a Serial Killing Robot Dancer - Another Rules Question

Posted by Johey on 2008/04/04 15:20

Just to be sure not to break the rules, I want to ask another question. I am planning to use my own C64 SID tunes for my pyweek game entry, by first recording them to OGG Vorbis. They have been available in SID format under a CC license for a long time, and downloadable from a number of sites (including CSDb). However, I have not mentioned them on this site until now. Will that count as they have not been available for others to use, which will result in breaking the rules if I use them myself? Or am I free to play?

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Sea War - Keyboard's arrow key

Posted by milker on 2008/04/04 14:55

Many game use arrow key to handle robot or car, like running or jumping.

It is easy to handle for more people, but not for my sons.
because my keyboard is Happy Hacking Keyboard.
If my son need to press 'K_UP', he need to press [Fn] + [[]
So, the joystick control is good enough for them. If you don't have any idea to control your robot. Pleas support Joystick ( Thank you !!)

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Robot Underground - Explosions

Posted by Martin on 2008/04/04 12:55

We had lasers on day one, but it's taken until now for our first explosion.

I think there's something wrong with our priorities.

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Ghetto VIking: The prophecy - Question about the rules

Posted by j-1 on 2008/04/04 12:54

Our team had a little dispute about what media we are allowed to use for our game. Specifically, we want to add a song made by a band in which some of our members are playing, which is not released under a CC-like lincense. Some of us believe that using it would be allowed, since it is our song, while the rest thinks the opposite.

Richard or anyone: Does all media included have to be released under the CC license, or are we free to use it?

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Flat Bot - 1 day, 11 hours, 54 minutes to go

Posted by richard on 2008/04/04 12:11

I've managed to get the actual gameplay I wanted implemented (well, the basics anyway). You can "win" the game by getting the football to your friend (though there's no indication this is what you're supposed to do, and when you do there's no "end of level" just an excited friend :) and you can overcome obstacles to get there (kicking the ball over ledges, zapping walls with your laser.

Like some of my other games it's a very simple one because I want my daughter (now 4) to be able to enjoy it.

The game as it stands implements most of the important engine components (sprites, collisions, tile mapping including an editor, overlays, particle effects, lasers). It doesn't implement a bunch of animation I wanted because I can't quite wrangle Cocos (0.3alpha in SVN) to draw my sprites in the correct order, so eye irises end up behind the head (invisible) and things like that.

I've got other ideas for things to do in the level, but I won't have much time to implement them, and I'd like to get some basic game menu etc. stuff in, and some sound effects. And some level decorations.

I've uploaded a "final" game just in case I don't get any time to do any more on it, but I really do hope to put in a bunch more work.

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Sea War - freeze the project

Posted by milker on 2008/04/04 10:47

Thank richard, who created PyWeek.

I enjoy it. see you later. ( Maybe in pyweek#7 )
:)

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