August 2009 challenge: “Feather”

ThEdA_P9 - Game Almost Done

Posted by gizmo_thunder on 2009/09/05 05:48

So here are the final features that are present in game right now..

1) wind control using mouse gestures (left to rigtht, right to left, down to up, up to down)
2) Squish the enemies with feather (with wind force) to get their color if you just touch them, you loose color.
3) Combine colors from enemies to create new colors. Paint the world with these composite colors to get more points.
4) Game keeps track of your best records (least time for level, max score)
5) Paint the world the way you want (different colors from enemies)
6) Has sound effects (very basic.. but they work, you might want to turn down the volume before testing)

Finally here is the Link if you want to try it out

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fledgling - day #7, fledgenemies

Posted by georgek on 2009/09/05 04:41

I've got a little more done, but I have so much to do I think I'm going to take it easy and take a dnf. I got an enemy walking,



and worked on a soundtrack in lmms, which is a lot of fun, but really hard! Definitely inspires me to get better at it anyway.

The main roadblock this week was lack of time and lack of focus, I didn't have a crystal clear idea like I had last time, which at least enabled me to get the concept down fast. Fledgling was more of an idea and a feeling, but not concrete...it does have promise for the future though.

At least I get more time now to play betas :D.

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robonic - End day #6

Posted by RB[0] on 2009/09/05 04:01

Ok, massively productive day today, from everyone on the team.
Except for two models needed yet from our artist, all game content is done!
I might make another tileset or two, some more alien faces, but otherwise, tomorrow is entirely for level design and play testing and bug finding (surprisingly, we don't have any bugs we've found yet!)

So, rundown of what we got done today:
  1. new tileset (to replace the one from robocalypto)
  2. sfx module to control playing
  3. all our in-game sfx and music (still need one more track) #wow Tim!
  4. implemented said sfx
  5. added pausing and running
  6. two new weapons
  7. weapon swapping
  8. several bug-fixes, tweaks and speed boosts (need more though...)

Really feeling like a nice, fun little game now XD

Gotta work tomorrow, but we'll definitely be finishing, unless osmething really bad happens (like a tornado or something XD )

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Wizburg - #1 Larry's Castle

Posted by Cosmologicon on 2009/09/05 03:59

I've uploaded a playable demo of my first level! In the final version, you won't be able to cast any spells in this level, but in this version, you can, just for fun. Press Tab to cycle through the available spells, and cast with left-click.

If you want to give feedback on how difficult it is, try it without casting any spells. Keep in mind that this is the first level, but you're not expected to get it on your first try. That's the difficulty I was aiming for.

Okay, I have to go design at least two more levels if I want to call this a game. I really gotta dive into it now. Good luck everyone!

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Angel-G! - Day 6

Posted by Red HamsterX on 2009/09/05 03:53

At last, everything essential is done.

We still need to calculate scores for each level and balance difficulty/locations of power-ups, but everything is playable, and there's a consistent amount of action throughout every level.

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Pempenberd - Seamless rooms FINALLY

Posted by ZeuglinRush on 2009/09/05 03:08

It may seem like a cosmetic change, but it's really important to how I'm doing collision. If the data for the edges is missing, stuff can't pass between rooms. ARGH.

I'm still on track fortunately. I've never made a random level generator on this scale, so I was expecting to spend most of the week on it. Not quite this much, but my game concept is so simple (EX the random levels) I should still have time to do stuff to things.

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Flight of Icarus - Nearly there

Posted by krougan on 2009/09/05 02:51

Got animation of the main character in. As well as shooting birds and making them burst into feathers. Tomorrow: level creation and sound integration. FFFFFFFFFFUUUUUUUUUUU

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GasMan: A sound love story - GasMan: beta released

Posted by riq on 2009/09/05 02:29

According to the beta-testers, the game was very difficult to play, so instead of having only the needed quantity of farts to complete the level, now each level starts with 5 farts.

I've also added 5 lives as default.. Before it was just 1 life.

I've prettified the levels, added the bad-guy, and also I've released a beta version.

Are you interested in playing it ?

It's here:
http://www.pyweek.org/e/GasMan/

The gameplay might change a little bit, but I don't have enough time. Tomorrow will be a very busy day for me, and I'll only have 2 or 3 hours to code for pyweek.

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eggs - Lost Artist

Posted by biccy on 2009/09/05 01:48

So... Um.... Alex is missing...I haven't really heard from him or seen him online...

I think work has eaten him up or something...

I finished up most of my animations last night. There are a few more animations I could do and I could always improve the current ones but I'm a bit tired. There's about 8 animations, each frame hand drawn. Took so much effort for just a little out come, I have to say it's a little disappointing.
Each frame is made up of about 7 layers; the sketch, and then a line art, white fill and a colour layer for the wings and body. The wings and body are one different layers to achieve the whole two tone effect.

Last night I replaced some of the temp images/animations with the new ones and then went to bed.

This morning I woke up and drew a background and without a programmer around to help import it into a game I though to myself "This will be easy"

Two hours later and still confused by the pyglet programming guide I some how got a background in the game:
 

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Fan Mania - day 6

Posted by maral on 2009/09/04 23:23

Now, after 7 hours in a row spent by coding, the result is here: Drag and drop support, playable game, working menu... Now the last part is to make levels :D

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