April 2009 challenge: “Get off my lawn”

Myna Weft Golf - I'm not dead yet

Posted by gcewing on 2009/05/01 22:23

Got off to a bit of a late start this time, as I somehow managed to miss any and all announcements of the competition date. But I'm here now, with something vaguely resembling an entry. The premise doesn't make a lot of sense, but that never seems to have stopped anyone...

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LAWN: Terror From The Green - All done

Posted by cyhawk on 2009/05/01 22:13

Well, here is my final submission, wish me luck! I will now sleep around six hours and then I'm off to an on-location 24-hour programming contest. I hope it will be at least half as fun as PyWeek was!

Since I was in a pretty big hurry to complete the game today, I wasn't able to check out the submissions I saw cropping up. The screenshots look nice, so I am looking forward to judging all of you!

Download lawn-tftg-1.0-final.zip
or the Windows executable (py2exe) build if that's more convenient

PS: It was developed on Windows and I did not have time to test on other systems. I tested an early version on a MacBook and the font sizes were much smaller and it has some graphical artifacts. Sorry about that, play on Windows if possible.

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PyedPypers - take two - First playable demo...

Posted by RB[0] on 2009/05/01 21:13

Still a long way to go (mainly content addition and balancing) but the game is at least playable now.

For those who are interested:
http://media.pyweek.org/dl/8/pyedpypers-2/rel1.zip

Note, we are having some... fun... with the balancing, so if anyone plays, could you please suggest how you would like the modes (easy/medium/hard) to be changed to make them more interesting :)

Cheers all!

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CampDivisible - Spec

Posted by htormey on 2009/05/01 18:53

Hi all I just thought I would Included the spec for our game so that everyone has a better idea of what its about. Campdivisible consists of Colin Bean, Harry Tormey and Brad Busse. At present we do not have a name for this game, so any suggestions are more than welcome.



Get off My Lawn
Note on Game Play and spawning:
  • A random sequence of 5 colored bugs is chosen.
  • Any given bug color defeats two other other bug colors.
  • Example: Blue: Beats red, yellow. Red: Beats yellow, white. Yellow: Beats white, green. Green: Beats Red, Blue.
  • One of the Bugs is the key bug,the number of other colored bugs varies.
  • Player color is set to a non key bugs colors.
  • The players color determines the bugs he can beat. All other colored bugs can kill him.
  • The player changes color to the bug he kills.
  • Their is a door tile which matches the color of the key bug.
  • Once you kill the key bug, you can pass through the door way ending the level/game


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kill H1N1 - release 'kill H1N1 - Can PLAY' version 3

Posted by milker on 2009/05/01 17:36

Hi, everyboy:


You can download in here.
Note: WASD key.press and Mouse and more education logic.

4 comments

kill H1N1 - Finish the game logic

Posted by milker on 2009/05/01 17:20

I Finish the game logic


Now it just have a little bug.
(but it have not sound on now.)
But I don't have any idea to handle it.

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BubbMan 2 - Giant lawn mowers! Chasing you! Nowai!

Posted by pymike on 2009/05/01 17:09

3 comments

LAWn Enforcer - Bah

Posted by nuker18 on 2009/05/01 15:55

so much stuff to be done! need to make levels, need to make a menu, need to make level switching, highscore counting and display, sounds, smarter ai... and more...

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TeamName - that's it

Posted by electric i on 2009/05/01 15:04

well i have been overcome with other priorities. only had 2 hours worth of time for this. maybe next time although i'm happy with my idea and will continue to work on it.

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Rose Ninja - Demo Number Two -- Now With Enemies!

Posted by Akake on 2009/05/01 14:39

I have another demo ready and uploaded!

I have a basic HUD, which displays your health, how many shurikens you have left, and the score (Not implemented yet)

I also have a second test level, and this one has two enemies in it who will attack viciously!

If I implement difficulty setting (If not this week, then certainly for the Pyggy Awards!), it will slow the enemies down, lower their health, and possibly make their attacks do less damage.

The player currently gets five times as much health as each of the enemies, as well. Even with that, though, the buggers are tough! ;-)

My next task is items! Yeah!


I was surprised by how easy it was to implement enemies. It only took a little tweaking to get them right.

Their AI is simple (REALLY simple. Based on how far away the player is horizontally and vertically, without using states!), but they are really tough because they move just as fast as you do, and can really nail you if you're not careful!

As you may notice, taking damage knocks characters around. How big of an impulse is delivered to the character is based on how much damage they take from the attack.

Also, if an enemy's shuriken is stuck in the ground, and you touch it, you take damage! Be careful! X-D

---Akake

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