April 2009 challenge: “Get off my lawn”
kill H1N1 - My game can play.
Posted by milker on 2009/04/28 19:27
Mindless Labs - Ultimate Banana Squad - Beginnings
Posted by Ron on 2009/04/28 17:58
Okay, we have found out something, let's hope we will have enough time to finish. Kukkerman will do most of the coding (poor him), I will try to sketch some gfx.
Because our game will be awesome, we decided to publish boxed retail versions in all major software stores, so I thought a box cover art would come handy ;)
Or not?
BubbMan 2 - Mid Day 3 Video Update
Posted by pymike on 2009/04/28 16:58
http://pymike.pynguins.com/downloads/bubbman2-shooting.mpeg
Illuminous Foliage - Robotron style WIP Demo
Posted by Cthulhu32 on 2009/04/28 16:47
Try the [DEMO]

Everybody loves the Circus Invasion - Descriptive title
Posted by j-1 on 2009/04/28 16:45
Colon:

open - #1: flocking
Posted by georgek on 2009/04/28 15:25
I've had less time than I thought this week, but I am making progress!
It doesn't look like much (this may be a trend this week) but I'm pretty happy as I wrote my first flocking algorithm (thanks to the excellent tutorial by Conrad Parker, based on Craig Reynolds work). The routine is really cool in that it's built up from small components, so it's fun to play with by adding and subtracting things.
Of course there are a few sticking points I'm keeping my eye on, but hopefully won't have to worry about too much. Currently performance is OK, and my laptop definitely isn't new or top-of-the-line -- if things do start to drag I have a vague plan to use NumPy and the Doom inverse square root function ;). Second I haven't quite nailed collision avoidance in combination with flocking. I'm just using rectangle collision and under certain parameters of the flocking routine, the sprites still collide. So I'm not sure how to deal with that -- except by tweaking the parameters of the flocking ;).
Hoping to work on some audio tonight. My concept with this is not that ambitious (about the same as my Ludum Dare entry), but I'd like to get something more complete done by Saturday.
Imperium: Tux - End of day 2. Feeling more optimistic than yesterday.
Posted by jotham on 2009/04/28 13:06
(accidentally posted this in the wrong section sorry.)
Well, day 2 has ended for me. Feeling more optimistic than I was yesterday.
Have quite a few problems already but am pretending not to notice them. The only way is forward...whichever axis that is along :-\. I need to improve my OBJ exporter as right now I'm sure I'm drawing far too many lines in a far too inefficient manner. I also need to figure out how to get some animations happening. I am going to need some art help but am not sure how to go about that just yet, I am also very apprehensive about how slow any particle effects are actually going to be.
I set up a repository here: http://code.google.com/p/imptux/
and here is my first real screenshot:
praise the lords of python \m/
The Unfortunate Undoing - Day Three has begun! - tech review, quadtrees, opengl3.0/ES1.1 compliance
Posted by gordallott on 2009/04/28 11:53
Well its day three and i'm fairly confident that the game will be finishable by Saturday night, Its actually not been too hard for me this time, our game idea mostly requires zb to produce mountains of artwork, might i say what a fine job he does at that though! If i can keep him focused until Friday then we'll be fine ;)
I thought I Would take some time out to talk about a few of the technologies that I have been using in the backend.
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The most interesting thing I have been playing with this time is QuadTree's, No one else seems to go for them for some reason, favouring one giant list of objects to render. I used this method last time and ran into problems, ended up having to create large display lists of large area's of geometry just to reduce the size of the python list. Lesson learnt - python does not do well with giant lists.
Quadtree's however a nice idea, you partition the world space into buckets, once the bucket gets full you split it into four more smaller buckets, in doing this you create a tree of spacialy organised data. Retrieving the items that are in a certain spacial area is trivial then. Quadtree's basically let you create worlds as big as you like without having to worry about speed problems :)
The second technology I am playing with in this setup is trying to stay true to the backwards incompatible ideals of opengl 3.1, the codebase does not require opengl3.1 in any way (at the moment it should work on anything that has vertex buffer object support) but its a rather interesting way of coding.
Basically the major change is the removal ofglBegin() ... ... glEnd()
Instead you are now encouraged to create vertex buffer objects for everything in your scene, Its a system that works quite well and is especially speedy if your not switching buffers too much. I'm not going 100% gl3.1 though, namely in that 3.1 glTranslate() and such are depreciated in favour of you modifying the matrices yourself, I have done that in the past and its not the most fun, especially not in python, that would be rather slow :)
Oh and as usual inkscape is being used as our level editor, not much to say about that though apart from this time i designed the game to be using inkscape from the ground up rather than hastily adding it half way though, the code is much cleaner :)
Kettling - An illegal protest
Posted by lethe on 2009/04/28 08:24
CampDivisible - First screen
Posted by cbean on 2009/04/28 07:51