April 2009 challenge: “Get off my lawn”
BubbMan 2 - End of Day 3, lots of progress
Posted by pymike on 2009/04/29 03:09
- Rock throwing
- An incredibly efficient Baddie class, along with 3 different baddies
- Powerups/fruit
- Music and sound effects

Green - Day 3 ended
Posted by kent_turbo on 2009/04/29 00:55

Okay, almost half of the challenge is behind, time to check what's done.
The engine is almost ready, which leaves me with plenty time to work on the actual gameplay. The goal is to preserve natural land, which you used to consider yours since childhood, from the clutches of expanding city, somewhat sim-city like.
The graphics this time is of least priority, because it is not as important as the game itself, and requirements can change as concept is polished in the process.
The Unfortunate Undoing - Day 3 Art - We've Got Lawn!
Posted by ZeroByte on 2009/04/29 00:23
End of day 3, another poor showing from me on the art side. I need to get some sun to get myself out of this funk I think. I've managed to partially finish one location which is less than what I had set for myself to finish this day. For this location I need to do a few rooms to make the house tilable and then I can work on the final location (I think) before I have the character(s) to animate. This is going to be a looong art week. In other news though, there's finally a craptastic looking lawn in our game! That also needs further tweaking. I shall go off to sleep now.
Each day seems to make the thumbnails ridiculously smaller.
Lawn Fairy - Day 3 and first problems
Posted by Woodwolf on 2009/04/28 23:26
All that while the player and more than 50 bugs move around. But it has nothing to do with them!
Player+bugs+background -> 30fps.
Player+bugs+grass -> 30fps
Player+bugs+background+grass -> 15fps 8(
I've fighting all day against that. There's something in pyglet batches and OpenGL that I just don't get. GRRRR!
Nothing much was accomplished today :(
TeamName - zombies
Posted by electric i on 2009/04/28 22:48
LAWN: Terror From The Green - And the music starts
Posted by cyhawk on 2009/04/28 22:30
I added music and sound effects, so instead of a screenshot here's a snapshot:
Creating art really eats up my time so I will try to cut it back in the following days. (I have to be done by Friday because I will take part in the Challenge24 programming competition on the weekend. If we finish early — say in 23 hours — I will be able to add some final polish, but let's not count on that.)
Note to adventurous players: You can switch kids with TAB or clicking and move with the cursor keys. If the old man sees you, you panic and start running around. Hovering over a character shows its range of vision.
Spawnmower Lawn Defense - Day Three
Posted by T-002 on 2009/04/28 22:00
- Towers can attack the creeps
- Creeps die after they took a specific amount of damage
- Modified Pathfinding, which was responsible for lagging
- ...
Lawn - little bit of progress
Posted by allefant on 2009/04/28 21:17
Eventually I hope I'll get to use the art I made in Blender - either by using the 3D models (then I'd add a camera and you could freely view the lawn from any direction), or by pre-rendering it with a fixed isometric camera. For now, I'll try to finish the gameplay using only white circles.
Happy Insect Garden - Day 3: menu animation.
Posted by Chard on 2009/04/28 20:58
Today was very productive, especially from an interface point of view. Certainly the most satisfying thing I did today was making transitions between screens on the menu animated. Check out the menu screen (its static, trust me the animation is cool):

PyedPypers - take two - First screenie!
Posted by RB[0] on 2009/04/28 19:42

Well, I guess the may need some explaining:
the grey square with the red circle at the topleft is the enemy hive, where baddies come from,
the red circle on the bottom right is your hero, where the baddies are trying to get,
the black squares with the red border are build points for towers,
the tall red things with the sorta rounded top are built towers,
The actual images are workers out and about building towers for you,
the black squares with the hour glass sorta things are scrap mines, where your workers go to get more resources for you,
the white bordered, side-ways, pink hour glasses are boulders that just simply block movement,
the black diamonds are the baddies,
And the white grids all over are debug info that show which tiles are "filled" and can't be built on...
So, I'm really happy so far, I think the game will be playable in a basic state by the end of the day XD