August 2009 challenge: “Feather”
RED -spider lily- - Want. To. Buy. Time D:
Posted by killdream on 2009/09/04 12:00
Seriously, I've made almost no progress yesterday since job took all my time... well, at least the time I planned to spent on this. I'll probably have a meeting today, so... yeah, I've gotta transform a day in a week nao xD
Anyways, I still could get a few things done yesterday:
For some strange reason, the converter I was using generated ogg files that played wherever but in my game. I still don't know what was going on there, it was supposed to generate proper OGG vorbis files (I tried encoding with flac to see if it was just a wrong encoding, but pygame doesn't play flac files, so...). Anyways, I've got another encoder that does the job, so I'll be using ogg files nao :D
Here's a screenshot of the hi-scores screen (because most probably you won't be reading my whinings anyways xD)
Things I plan to do today:
Now I have a todo list to complete, let's get to wo~rk ✩
I shall post a new beta demo today if everything goes smoothly...
hopefully it will...
—it will, right?
Anyways, I still could get a few things done yesterday:
- High-scores screen (yeah! old game style rewards ftw :D)
- Level clear screen which looks sorta like sonic ones. It was fun to do that :D
- Reworked on menus and interface, but still need to add the anime-ish graphics.
- Fixed bug with .ogg files. Somewhat my converter generated a ogg file that played whereverelse but in my game O.O
I'll make the intro/ending story only if I have time to, they're not priority right now (even though I wrote the story already, it's long tho), but I want to add the angel girl to the menu. She looks so cute :3 Also, I changed the interface so it looks cuter now (for some reason I still don't know I've made sorta horror-ish graphics for a cute-ish game /yep, I should stop working while sleeping xD)
For some strange reason, the converter I was using generated ogg files that played wherever but in my game. I still don't know what was going on there, it was supposed to generate proper OGG vorbis files (I tried encoding with flac to see if it was just a wrong encoding, but pygame doesn't play flac files, so...). Anyways, I've got another encoder that does the job, so I'll be using ogg files nao :D
Here's a screenshot of the hi-scores screen (because most probably you won't be reading my whinings anyways xD)
Things I plan to do today:
- Options screen, so you can change display/difficulty/sound vol/etc
- Work on some animations for deaths and such
- Work on some special effects jus' 'coz game should look good :D
- Create moar levels (at least 7 or so)
- Make a tutorial level... or maybe not, this won't be a priority too.
Now I have a todo list to complete, let's get to wo~rk ✩
I shall post a new beta demo today if everything goes smoothly...
hopefully it will...
—it will, right?
robonic - 70% finished...
Posted by RB[0] on 2009/09/04 08:24
Assuming I've tallied all the features up correctly.
Now we have in essence 1.5 days left (for me anyways) which is about 20% of the time.
remaining 30% of the game (mostly just content now) in remaining 20% of time? Cake XD
Especially since i am finally in the zone... and actually feeling like coding.
Unfortunately it is 3 in the morning and I need some sleep or I won't make it the rest of the way at all :S
So, what did we get done today:
Tomorrow will see music and sfx (including 3d sound XD ), enemy logic (instead of just blasting you, which is already danged hard to beat), remaining weapons, tilesets, Chicken (and feather), final mission (against boss), and a few more levels.
If all goes according to plan we should have all the "features" in by tomorrow night, and Saturday can be completely bug testing, play-testing, tweaking, packaging and anything/everything else...
Oh, yeah, and finally, we present our first screenshot. A long time coming (longer than normal) but hopefully worth the wait :)
Cheers all!
Now we have in essence 1.5 days left (for me anyways) which is about 20% of the time.
remaining 30% of the game (mostly just content now) in remaining 20% of time? Cake XD
Especially since i am finally in the zone... and actually feeling like coding.
Unfortunately it is 3 in the morning and I need some sleep or I won't make it the rest of the way at all :S
So, what did we get done today:
- Refactored code into modules (so other programmers can help, doh :S )
- about 50 optimizations (seriously)
- in-game gui
- main/sub menu's
- win/loss screens
- boss
- game name (Chickenstein!) and logo and icon
- 2 gui themes
- story
- main mission
Tomorrow will see music and sfx (including 3d sound XD ), enemy logic (instead of just blasting you, which is already danged hard to beat), remaining weapons, tilesets, Chicken (and feather), final mission (against boss), and a few more levels.
If all goes according to plan we should have all the "features" in by tomorrow night, and Saturday can be completely bug testing, play-testing, tweaking, packaging and anything/everything else...
Oh, yeah, and finally, we present our first screenshot. A long time coming (longer than normal) but hopefully worth the wait :)
Cheers all!
Grabber Giver Fixer Feather Plucker - Feed the birds...
Posted by saluk on 2009/09/04 05:04
Hooray! The interface for feeding the bird has finally been built, and it's a riot. Imperfect art aside, it's pretty fun to try and give the bird his meal while at the same time not being pecked. You don't know for sure if he will like what you are trying to feed him, and if he hates it, you are in for pain.
So far, this feeding interface is really the only game-like element of our game so far. I am a bit worried that we are this far along in the week and there is not really any gameplay to speak of. We brainstormed a lot of ways that there could be gameplay at the beginning of the week, but I'm not sure how well it can all be put together at this point.
A lot of it will hinge on where the food, toys, etc are coming from. Originally you had to go to the store and pick them up, but we felt like we couldn't handle more than one room with our limited time, so we have the wife bring them by instead. But what does she bring exactly, and when? If she brings the wrong things you could lose purely by chance.
Hopefully enough of the game will be implemented tomorrow that we can really work on balancing the sliders to make it somewhat playable.
Pempenberd - Biases
Posted by ZeuglinRush on 2009/09/04 04:57
I've just added a sort of debug view thing to look around at my level, and I've noticed that the levels tend to either show a vertical bias, with lots of climbing, or a horizontal bias, with lots of side-to-side. I didn't add this, so it's cool to see patterns coming out.
Got collision data working. I have made a physics engine in half an hour before so I'm not terribly worried about that.
What I am worried about is the fact that the seam-removal alg I have set up seems not to work. Because of the way my collision detection code works, this means everything is stuck in the same room. oh dear.
Got collision data working. I have made a physics engine in half an hour before so I'm not terribly worried about that.
What I am worried about is the fact that the seam-removal alg I have set up seems not to work. Because of the way my collision detection code works, this means everything is stuck in the same room. oh dear.
Pempenberd - Startin' to look just about right
Posted by ZeuglinRush on 2009/09/04 03:23
Here's a closeup of some generated level data!
Next on the AWESM list of things to do is to make the tile connections between rooms seamless, then to get collision data from the world, then to start on mah favorite part, making the little mans do stuff.
PROTIP: you can see the minimap at the top left. AWSM
Next on the AWESM list of things to do is to make the tile connections between rooms seamless, then to get collision data from the world, then to start on mah favorite part, making the little mans do stuff.
PROTIP: you can see the minimap at the top left. AWSM
The advetures of PedoMan - GasMan: 15 levels ready
Posted by riq on 2009/09/04 02:51
I made more or less 15 levels.
The levels are drawn using box2d.DebugDrawData() which is not very nice.
So, if I have time I will create SVG images instead.
The game is working, but I need to create more complex levels.
Also, I need to write the story, otherwise nobody will understand the "feather" theme.
The levels are drawn using box2d.DebugDrawData() which is not very nice.
So, if I have time I will create SVG images instead.
The game is working, but I need to create more complex levels.
Also, I need to write the story, otherwise nobody will understand the "feather" theme.
Flight of Icarus - Animation
Posted by krougan on 2009/09/04 00:46
Got a crude bird animation in. This is taking ages.
Workflow is: pivot stickman animator -> bmps -> irfanView -> transparent pngs -> pygame
Workflow is: pivot stickman animator -> bmps -> irfanView -> transparent pngs -> pygame
Fox Assault - Cursors, Equipment, UI Clean-ups
Posted by hodgestar on 2009/09/03 23:33
A lot of work gone done this evening:
- Allowing armour to be damaged.
- Initial armour implementation.
- Improved equipment redrawing.
- Drew selected versions of all building images.
- Drew game-over splash images.
- Unequip method for chickens.
- Don't allow occupied buildings to be sold.
- Highlight selected building.
- Equipment selling dialog.
- Added game-over splash images.
- Toolbar neatening.
- Found the invisible chicken bug.
- UI / gui.App usage refactoring.
- Awesome cursors!
- Start of egg selling support.
- Added fox memory to avoid indecisive foxes.
- Improved fox memory to avoid them chasing their own tails.
- Sorting out label alignment problems.
- Support for displaying equipment images.
After The Fall - Day 5 : Look At Our Amazing Tree
Posted by Chard on 2009/09/03 23:05
Hi everybody!
Good progress again, our platform puzzles are coming together, our game looks better. Just starting to hit framerate issues but we haven't chunked the map yet so we'll see if that remains a problem after that. I took a screenshot of the tree in the main courtyard again but blown up to 200000 branches (instead of 2000). Its worth seeing:
Awesome tree!
The 30.11 fps there is not representative of our current performance naturally. Although, as I say, we will be looking in to optimising that.
Good progress again, our platform puzzles are coming together, our game looks better. Just starting to hit framerate issues but we haven't chunked the map yet so we'll see if that remains a problem after that. I took a screenshot of the tree in the main courtyard again but blown up to 200000 branches (instead of 2000). Its worth seeing:
Awesome tree!
The 30.11 fps there is not representative of our current performance naturally. Although, as I say, we will be looking in to optimising that.
Chickencoop - Hunting & sounds
Posted by godfryd on 2009/09/03 21:39
Today I have added hunting. When day ends and night comes then fox hunting starts :).
I have also added lots of sounds here and there.
I have also added lots of sounds here and there.