April 2009 challenge: “Get off my lawn”
Myna Weft Golf - I'm not dead yet
Posted by gcewing on 2009/05/01 22:23
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.
PyedPypers - take two - First playable demo...
Posted by RB[0] on 2009/05/01 21:13
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!
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
kill H1N1 - release 'kill H1N1 - Can PLAY' version 3
Posted by milker on 2009/05/01 17:36
kill H1N1 - Finish the game logic
Posted by milker on 2009/05/01 17:20

Now it just have a little bug.
(but it have not sound on now.)
But I don't have any idea to handle it.
BubbMan 2 - Giant lawn mowers! Chasing you! Nowai!
Posted by pymike on 2009/05/01 17:09

LAWn Enforcer - Bah
Posted by nuker18 on 2009/05/01 15:55
TeamName - that's it
Posted by electric i on 2009/05/01 15:04
Rose Ninja - Demo Number Two -- Now With Enemies!
Posted by Akake on 2009/05/01 14:39
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