August 2009 challenge: “Feather”

ThEdA_P9 - Beta Release.. (feed back plz)

Posted by gizmo_thunder on 2009/09/04 22:21


Tried a different type of menu style.. every thing looks black and white.. but as you complete the levels, the menu get's colored.. indicating which levels you have completed.



You can see the indication on screen of the direction of wind blowing.. (you use mouse strokes to blow wind)


And Splash!! thats' how enemies die.. giving the feather it's color.. which you can use to paint the buildings with.
you can download the almost complete version from here

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Chickencoop - Tunning and bug fixes

Posted by godfryd on 2009/09/04 22:07

Now I'm tunning the game and do lots of bug fixes.

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RED -spider lily- - Second beta ✩

Posted by killdream on 2009/09/04 21:27

Today I worked on getting this playable and polished... although I didn't much really. Most of time I just spent doing nothing xD. Anyways, this is looking like a game nao.

I decided to take the options screen off, because... really, who cares about an options screen. Okay, I do care, but that'd consume a time I don't currently have, so I will spend tomorrow doing some more levels and trying to put the introduction/ending togheter.

I colored Hikari's image too. She should look cute, but somewhat I screwed her drawing a little, so it's not that cute. And I still think her eyes look real weirdo, but that's it D:

This is how main menu is looking rite nao, with Hikki's picture in it :3
 


Btw, I did one more level, so second beta released :D
I really don't want to do it now, but... *sigh*

Edit
-----
Uploading it again because I ended up uploading the debug version xD

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Rolling Steel, Rolling Thunder - Got something I've wanted for a long time

Posted by Akake on 2009/09/04 20:52

I have very, very good news.

My Acer Aspire One arrived at my school's bookstore today!
And my mom's demo (She hands out samples at the store, and manages the people who do the same) got cancelled, so she had time to drive me out to the bus stop so I could go get it!

I've got CrunchBang running smooth as ice, and am posting from the wee machine, in fact!


Also, I've decided that though I won't enter into Pyggy, I will be having my own, personal Pyweek one I'm well.
No theme, just a deadline of one week, and a requirement to use Python.

I'll be doing this once I'm well, and I'll host it on my GoogleCode compo practice page!

I'll also make blog posts here, if that's okay.

I'd like to do this, even if I have to do it late. :-)

Today was a pretty good day, overall. I got my dream machine, amidst the sniffles, sneezes, and wooziness, I got the machine of my dreams. That makes me more happy than words can express.

---Akake

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fluffy - Arrr camera

Posted by rowr on 2009/09/04 18:51

The 3D "camera" in OpenGL is killing me!  I've spent most of my time trying to get something that works how I want, and clearly there are gaps in my understanding still.   I ended up translating a C++ camera class and it works well, so far. 

Now I've just got to try and cram everything out with the remaining time.  It's been quite the learning experience, I'm glad I entered.

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Turbo Feather Interceptor - That's All Folks

Posted by hackedhead on 2009/09/04 17:46

Woot!

We got something turned in!

What an experience. No ideas til tuesday, then two and half hectic days of coding and badgering my artist! I got a lot completed though. More than I thought I would manage with only a lame space invaders clone as my warmup in pygame (from two years ago no less!). So. Fly fast, collect feathers and try to not blink!

I'm aware the game is tuned horribly and there's only one level (the "next level" option is a lie.)
We're considering revamping this entry for the pyggy awards though. Hopefully we will have a better timeframe than we did for pyweek9. I'm leaving today (Friday afternoon) for a camping trip and my artist/designer just started college on Monday (Day 2)! =P

Enjoy! I can't wait to judge!

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Wild Text - My game don't need run on X and no sound.

Posted by milker on 2009/09/04 15:10

EveryOne:

Is it a game ? Do you like it ?!

Milker

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Rolling Steel, Rolling Thunder - Day 6 - Sick, and Throwing in the Towel

Posted by Akake on 2009/09/04 12:19

I'm really sad to do this, but I have to forfeit.

I'm very sick at this time, and feel really awful.

I hate that I have to do this, but I need to give up. I need to rest and recover.

This is a shame. I was really looking forward to this, but between school and now being sick, it's just not going to happen. :-(

There's always next time, I suppose.

I'm not going to write a post-mortem, because there's no game. Just a page or so of boilerplate.


This is really sad for me. I'm sorry.

It was fun, and I look forward to the next one, but I'm just too sick to continue.

I... Don't have anything to say, except that I'll be back next time, and I'll try my best to finish.

Here's hoping.


---Akake

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Abbey's Grand Adventure - Day 6: the bird arrives!

Posted by richard on 2009/09/04 12:11

Today I started with drawing the Grand Phoenix:

(bigger)

Before you all go on about how mad my art skillz are I totally used a step-by-step tutorial to get that image. Came out nicely though, I think :)

I spent bits of today working cocos stuff into the codebase to make scene management work nicer. I spent a frustrating half hour trying to figure out why my damned cocos animations weren't working, only to discover that I'd (intentionally) overridden the cocos layer setup method which schedules the animations. Whups. It's actually something I've been meaning to address in cocos - there's a few places where you have to override a base class method to add behavior where it'd be much, much nicer to be able to just fill out a stub. For example have cocos do its stuff in _on_enter() which invokes a stub on_enter(). Or perhaps a different approach that's more backwards compatible ;)

Anyhoo, the rest of the day saw:
  1. most of level 2 (town) done
  2. most of level 3 (castle) done
  3. make menu prettier
  4. end of level score tally
  5. end of level score
  6. high score table
  7. level 3 boss
  8. uploaded first version!
At this point the gameplay represents a whole game. There's a beginning, middle and end, with challenges along the way. The game detects the end (and game over) and handles them gracefully. There's a tutorial mode for level 1. There's a high score table, and scoring system encouraging replay.

I've still got a bunch to add. Tomorrow is looking to be a short dev day again so I'm not sure how much I'll get done before Sunday. Things I would really like to achieve before then:
  1. baddies shooting so there's some more variety in the baddies
  2. queen throwing stuff - at the moment the ultimate baddie doesn't fight back :(
  3. health pickup or perhaps pickup count allowing N pickups = health
  4. finish level 2
  5. finish level 3
  6. intermediate spell powerup (bouncing)
  7. secrets? did I say that? shh!
  8. fix circular baddie paths
  9. fix the clouds so you can actually see them ;)
  10. more birds, more powerups

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Hark! I Impale Weasels! - It's getting better

Posted by gcewing on 2009/09/04 12:08

Enemy placement and battles are implemented. Downloaded more plays.

Made the room generation algorithm suck slightly less, although it's still not great, and there still isn't any furniture. May not get time for that. My todo list has about 2 weeks of work on it. :-(

Weasels are looking unlikely.

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