September 2008 challenge: “The length of a piece of string”
Gondola - The joys of json
Posted by joey101 on 2008/09/10 18:04
All the json elements convert strait to their python elements equivalent (thanks to javascript and python types having so much in common). I don't have to do any manual type converting from the settings file to python this way. Much better than any ini parsers I've seen.
Fishing Frenzy! - Hacking Day 2 Progress
Posted by htormey on 2008/09/10 16:57
Mr. Fuze - SFXR - Sound Making Tool
Posted by pymike on 2008/09/10 14:54
There's a great sound-making on here: http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html
Unfortunately, there's only a standalone for windows, but he DOES have the source code available and I made a walkthrough on how to build it for Ubuntu. Thanks a LOT to _ar for his help getting this to work.
How to build SFXR on Ubuntu
- First download and extract the source code from http://www.cyd.liu.se/~tompe573/hp/files/sfxr-sdl.tar.gz
- Now you need the library dependencies. For each of the libraries listed below run
sudo apt-get install libraryname
- build-essential
- libasound2-dev
- libasound2-plugins
- libsdl-dev
- libgtk2.0-dev
- Then CD to the directory you extracted the .tar in and type
make
Cheers!
People and Planes - New idea
Posted by Tee on 2008/09/10 13:39
The current title of the game is Trace (subject to change, of course).
Bell Runner - First Upload
Posted by gcewing on 2008/09/10 12:28
Kite Story - Game art
Posted by biccy on 2008/09/10 12:07
33 items not including the ones I had to redraw, I don't think I've ever drawn so much in one day.
Tomorrow I'll work on backgrounds and maybe animation if I have time.
Now excuse me while I go and pass out.
Stolen Fate - It's a kinda magic
Posted by richard on 2008/09/10 12:05
Overnight (for me) abzde did some work on the encounter map interface enabling non-turn-based encounters (ie. walking around a town and not killing everyone). Ehtirno added a bunch of new items and some party summary user interface to the tactical game display.
tee_skoowared is still plugging away composing music.
The first thing I did today was produce new character (PC and NPC) art and props. These are easy to make and thus can be consistent which is important. And they don't look too shabby, I think. The sword above is a small sample :)
I implemented the new character composition code so that characters are visibly equipped with the things they have in their hands in the encounter screen. While I was at it I implemented using armour and added some to the test characters, and it worked.
Haragorn popped into IRC and has started creating a world map for us. He started talking about the game's design so I also spent some of the day writing up the overall design of the game for the team's reference. cfuller popped in and offered to write the code behind the world map to make it clickable.
We also now detect when an encounter has ended successfully. I added a "Zot" action for characters when the --god command-line switch is used so I can just kill off any characters. We don't detect encounter failure yet though.
I finished the day adding a magic system. The test party now has a Wizard and Cleric (and a mace and another female person image). There's no pretty zappy effects yet, but the actions work.
Evergrey just handed me some new tiles to use as town buildings, but I'm too pooped to try them in the engine. Tomorrow.
Littlest Goddess - engine comments
Posted by gordallott on 2008/09/10 10:32
It started off as being a generic world engine based on the open dynamics engine (using a 2d plane to clamp all the objects to 2d) and the early builds had nice ODE simulated boxes that you could push over as a stick man type person, the further we got into development the less important the physical dynamics were though, at this point in time the only thing thats physically simulated is our actor object, everything else just uses ODE to perform collision detection (ODE is smashingly good at that!)
the graphics engine is a custom built one that basically uses sprites to draw the most basic of things, quad polygons. i aimed the engine to be able to be playable on pretty much all machines, the most advanced thing it uses is GLSL fragment shaders but those are auto-deactivated for machines that can't handle it.
the actual engine uses three distinct object types, actors, props and geometries, actors 'do stuff', props are dumb objects that are physically simulated and geometries mearly provide collision detection most of the time. the only real problem we had was making it able to pass certain geometries (platforms when climbing up a rope) but that was solved pretty easly in the end, the whole thing has been really easy to code. its great! woo python.
oh and of course heres an obligitory screenshot, this ones from a way early alpha!
Yo Yo Brawlah! - tuesday night yawn...
Posted by sjbrown on 2008/09/10 08:47
visual effects manager added talking enemies added hug hearts added level transitions added cutscenes added rudimentary menu addedAll the primary game elements still look like ass, but that should change tomorrow as we get some character animations plugged in. Backgrounds look nice. And I gotta say I like the hug-hearts.
edit: this screenshot shows the "hug-hearts" I speak of
Plectrum Infinitum - Steady Progress
Posted by ajhager on 2008/09/10 07:49