April 2009 challenge: “Get off my lawn”
Rose Ninja - Day Three -- The plan for Capsule
Posted by Akake on 2009/04/28 06:02
Day Three:
Make Sprites for Capsules A, B, C, D, E, F, G, and H; Make Sprites for Grunt, Sniper, and Rocketeer Enemies; Make Sprites for Items; Make Sprites for Ground and Concrete Level Terrain; Write basic entity and item code; Write code for level structure
Day Four:
Make Sprites for Capsules I, J, K, L, M, N, O, and P; Make Sprites for Brute, Flamer, and Trundler Enemies; Make Sprites for HUD; Make Sprites for Scaffold and Mechanical Level Terrain; Write content loader code; Write enemy ai and combat code
Day Five:
Make Sprites for Capsules Q, R, S, T, U, and V; Make Sprites for Enemy Capsules Blue, Red, Yellow, Black, and Grey; Make Sprites for Menu; Make Sprites for Cave and Base Level Terrain; Write menu code; Write game save/load code
Day Six:
Make Sprites for Capsules W, X, Y, and Z; Make Sprites for All Bosses; Write boss code
Day Seven:
Blue Sky! (Let's Hope)
The Flip Flop Phalanx - idea is found!
Posted by nikolajbaer on 2009/04/28 05:30
PyedPypers - take two - Day two...
Posted by RB[0] on 2009/04/28 04:57
Pymike created our animation thing, and some images for our worker robot units.
Keeyai created our pathfinding system.
I made our map grid and made the baddies use the pathfinding.
All in all, we now have an interesting tech demo.
The core functionality is there, but we gotta get those towers shooting and some resource gathering before I'll say it's a game (yes, there is a lot more planned than just that :P)
Cheers all!
Blatently Unoriginal Entertainment - End of Second Day
Posted by ArmchairArmada on 2009/04/28 04:46
Today I did not accomplish as much as I hoped I would, but I did still make pretty decent progress. The things I finished today were:
- Resource management (images, fonts, sounds, animations, etc.)
- Sprite animation system.
- Slightly better sprite drawing system.
- Input system with customizable keyboard and joystick button mapping.
- Start of an actions system. Example: target_object.action(actor_object, "action_name") will call whatever action is assigned to that action name. For example, wood might have a 'catch fire' action assigned to "burn", where dynamite would have an 'explode' action assigned to it's "burn" action. These actions are reusable for any object, so, if I wanted to, I could on a whim add one line of code and reuse the 'explode' action on other objects with other actions. Deadly exploding signs that are dangerous to read for no explicable reason? Why not?
I haven't gotten around to working on any graphics, procedural map design, or any actual game-play, so I still don't really have anything to show. I just have a test with old sprites moving around on screen and basic interactions.
Panspermia - Third night: selectable units
Posted by Cosmologicon on 2009/04/28 04:05
I realized that selecting units is going to be more of a pain than I originally thought, so I decided to implement that right away. As expected, it was tough, but I got something that at least works:
I refactored my sprite classes, and I think they'll be much more expandable now. But now my selector classes need refactoring. Ah well, that can wait.
I'm not sure if the interface I chose is all that good, so I'm looking for feedback. Download my code here, if you're interested. It's all controlled through clicking, dragging, and right-clicking, and you use Shift-click or Shift-drag to select additional units. All you can do so far is tell them where to go.
So tonight was kind of boring, but I'm glad I got it out of the way. Hopefully tomorrow I can add some more interesting sprites and maybe even some gameplay!
nihilartikel - Better late than never
Posted by skaro on 2009/04/28 03:18
mutANTs Part 1: Mandible Mayhem - screenshot 2
Posted by bencoder on 2009/04/28 02:39

Here we have:
Some soldier ants
A bunch of leaves(resource)
A worker ant collecting some leaves
Cat vs Mice - Day 2 Progess for Tabby
Posted by mespringfield on 2009/04/28 01:40
- Game and level data is now loaded from text files.
- Implemented image loading and texture mapping.
- Game world consists of a lawn and some fences. More objects (bushes, flowers, trash cans, etc) to be added later.
- Can move a placeholder model (representing a cat) around on the lawn. No collision detection yet.
- Can render a hexagonal grid on the lawn when in battle mode.
Chess vs Zombies! - End of day 2, not much progress
Posted by Tee on 2009/04/28 01:38
I spent most of the Sunday perfecting a graphic that now I think it's too big, and because I was polishing it, it's now pretty much impossible to animate it without spending too much time. Well, at least it was fun. :P
Today I was unfortunately busy with other stuff, but I was able to write a bit of code (very little, though).
Considering the scope of my project (big), things aren't going so well. But I'm still optimistic. I have the design which is mostly done (needs more details on a few aspects, but the big picture is there), I have a neat graphic (to my programmer standards, of course), and I have a little code. I'll have something to show, even if I have to make a completely different game in the last 8 hours like I did last Pyweek. Hopefully the next days will be better.
This seems to be recurrent in my Pyweeks, actually...
dont know - aiamsori: idea and sketch
Posted by lucio on 2009/04/28 00:48
The game will be action + strategy.
