September 2008 challenge: “The length of a piece of string”

Yo Yo Brawlah! - Big Swinging Yo-Yo

Posted by patrick on 2008/09/10 06:43

Things seem to be coming along... so far I've put in some yo-yo tricks (albeit with a couple bugs from the scroll manager) and got the first level more or less rendered. I've been using SketchUp! to draw out the levels in 3d and then export a png. Even with SketchUp it takes a while to render everything since I'm just learning it, but the results look really good. The computer crashed a couple times yesterday too, so I lost a bit of level 2. Yay crashy computer.

Last night I also put some particle effects in for blood splatter for when the yo-yo hits something, which I think should definitely add to the gore factor.

Tonight I put the health meter in, fixed up the collision map and started trying to fix up the yo-yo attacks. I think I'll try to get level 2 done and call it a night.

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P4 - End our day 3...

Posted by RB[0] on 2008/09/10 05:57

... Well, this has been an incredible day. Everything now is starting to pull together game-play wise, and we have our first screenie. The only thing that we hoped to start today that we did not was the UI - but we'll have to see about that tomorrow ;)



In this image you can see hotseat play already working, between player green and red. You can also see player red has a unit selected that has the area it can move to highlighted, and the ranges for attacking circled around - with three bands, one for each range.
Also, player red has a unit docked at an island.
Oh, and most importantly you can see the territory borders as well ;)

Not shown rally well are the moving water in the background, and scrolling the map. Or the first resource implemented in-game (no hints as to what it is yet ;) ).

All-in-all - I think we are still pretty close to on schedule.
Tomorrow will hopefully see some new art creation, as well as the resource management fully in place, the gui up and running, and the battle engine in place.

Still lots to do, but it is only Tuesday O.o so we are good XD

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Thrill Seeking Stan - Drawing!

Posted by abombm1 on 2008/09/10 05:48

I've finally got a good framework for drawing and things are appearing on the screen.

My finalized idea for the game is a stunt man named Stan who likes to attach his trusty harness and rope, and then jump off things or do other crazy stunts.

Your goal is use the correct length of rope to propel Stan to the ultimate thrill, hence his nickname Thrill Seeking Stan.

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Cthulhu32's Pyweek 7 - Not as much progress as I would have hoped

Posted by Cthulhu32 on 2008/09/10 05:20

Alright, so my wife accidentally spilled a good half glass full of juice into the bottom of her laptop last night, so I spent much of today opening and cleaning her laptop. There are about 30 screws total in that thing, so it took me forever to get it apart and together. AND then I forgot to grab milk at the grocery store, so its 11:20 pm, and I have done about 20 minutes of work tonight. Things are not looking too up for me for this Pyweek unfortunately. I have no idea if I'm going to have time to finish this thing or not, hopefully I'll get collisions working tonight and that will speed me up A LOT.

Seems like everyone else is having a pretty hard time with the theme as well, but I have high hopes there are going to be some cool entries.

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Yo Yo Brawlah! - two words:

Posted by sjbrown on 2008/09/10 03:04

blood spatter!

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Mr. Fuze - Rah rah rah richard! Uhh, I have a question

Posted by pymike on 2008/09/10 02:31

Can we use midi files? I.E. (NOT Internet Explorer *shudder*) from vgmusic.com? Please say yes otherwise I'm screwed for music this compo.

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People and Planes - Choices...

Posted by Tee on 2008/09/10 01:59

I've been having some problems with my progress. All I've done so far is a string, but I'm starting to lose confidence in my original idea, especially because I'm not sure if I can make it in time. On the other hand, while playing around with my string, I've had this a bit more experimental idea that could be interesting, but I'm not too sure if it can be fun. But I think it should be faster to implement than the first idea.

So, I'm torn between two choices:

a) stick with a more tried-and-true platformer-type game that I might not finish in time, but should definitely be fun; or
b) go for another idea which is a bit more experimental, with some potential for disaster, but could possibly be fun, probably not as fun as a), and also I think is faster to do?

I did say in another post that I would try to focus on fun over innovation (a), but b) would sort of be the opposite. It's actually a pretty cool idea which I won't say just yet, but I'm not so sure about the fun in it. Currently, I'm leaning towards b), especially because I'm worried I might not finish a) in time. I'm going to bed now, so maybe tomorrow I'll have a clearer thought of what I want.

Thoughts, anyone?

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Mr. Fuze - End of Day 3, and lookin good

Posted by pymike on 2008/09/10 01:45

End of day 3, and I got moving platforms, coins, shooting, two different baddies, levels, etc. all done! Woot! Screenie is below.

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Eye stabs - Pitch detection of a guitar, and simple note/song interface.

Posted by illume on 2008/09/09 23:32

Nicholas has been playing around with pitch detection on his guitar. Seems to be almost working.

Get those notes right! Notes come up on the bottom, and the notes you play appear on the top. This is just a functional moch up of the main game screen. Lots of other meta game screens are going to be in the game.   Including a doctors surgery where you can repair your eye, and club scenes. aka is working on the art work for them.

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Littlest Goddess - Day 3, Where's the Gameplay?

Posted by ZeroByte on 2008/09/09 23:15

Day 3! We're looking real shiny on the engine and art asset side, but we're still asking ourselves where the gameplay is though. Most important thing and we're still not there. We also don't have a name for the game yet but I think we're tying it to the theme with the Indian Rope Trick. Don't hold me to that though, we haven't even found the gameplay yet! It did suggest the art direction of the game to me though so I'm pretty happy with that.

Assets! I might be trying to intentionally give people nightmares with my assets. First Devika's joker-esque smile and now these two guys:

Due to PyODE's trimesh support being broken in Ubuntu, our levels are made up of mostly boxes and spheres. This limitation gave gord an inspired idea to use inkscape as our level editor. He had this thing running on the second day but it's more feature packed now.

Saving the best for last, here's gord's uber bloom and sketch shader. It looks really great in motion!

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