August 2009 challenge: “Feather”
Team Awesome - A wild designer appears!
Posted by eMilk on 2009/09/03 21:38
Oh hai thar.
Moar pictuars, also new 2d-designer joined the team. caekplz.
Click here for full-size picture
And here's a bison!
emag eht
Moar pictuars, also new 2d-designer joined the team. caekplz.
Click here for full-size picture
And here's a bison!
emag eht
Team Awesome - Go team GO!
Posted by eMilk on 2009/09/03 19:42
We've finally taken some time away from our busy days and have actually gotten some work done.
Below is a sketch of how the team envisions the game might (or might not) look once we have something near-playable.
As everyone can see, our idea involves indians, running, and a lot of arrows!
Click here for full-size image
Expect more entries in the coming days.
Below is a sketch of how the team envisions the game might (or might not) look once we have something near-playable.
As everyone can see, our idea involves indians, running, and a lot of arrows!
Click here for full-size image
Expect more entries in the coming days.
Fan Mania - wind
Posted by maral on 2009/09/03 15:57
Finally I completed the wind from fans... It was very hard, we didn't know how to make it, and we had to erase lots of code... So now it's very easy, but it works... :D
Abbey's Grand Adventure - Day 5: boss battle GET!
Posted by richard on 2009/09/03 12:17
Not a bad day's effort today. Again I spent a bit of time not actually doing the game which was nice.
When I started the week I used the porygon skeleton which comes with a "mode" system. I thought it was pretty cool, but today when I came to implement the front menu for the game I just decided I didn't want to have to code another bloody menu so I ditched the porygon mode code and swapped in cocos' code. After remarkably little pain I had a working menu :)
I set my sights on finishing the first level today which I almost achieved. All up I added:
I didn't have time to get some stuff done that I wanted to: sketching out the second and third levels, and trying out some music and sfx (though I did play with sfxr to generate some sounds). I have the music selected but I've not actually tried it in-game.
Oh and birds fly away to freedom now instead of just hanging around ;)
No new screenshot today 'cos I'm just too damned tired. I hope to get a playable upload together tomorrow.
When I started the week I used the porygon skeleton which comes with a "mode" system. I thought it was pretty cool, but today when I came to implement the front menu for the game I just decided I didn't want to have to code another bloody menu so I ditched the porygon mode code and swapped in cocos' code. After remarkably little pain I had a working menu :)
I set my sights on finishing the first level today which I almost achieved. All up I added:
- the front menu
- game over handling
- tutorial mode (an alternative playing of level 1 with little help popups)
- the first feather / powerup pickup
- the second spell - the one you start with
- better art for the yuck pool bubbles
- earthquake mode!!1!
- extended level 1 to full length (basically doubling its size)
- level 1 boss battle!!1!!
- refactoring, tweaks and cleanup all over the place
I didn't have time to get some stuff done that I wanted to: sketching out the second and third levels, and trying out some music and sfx (though I did play with sfxr to generate some sounds). I have the music selected but I've not actually tried it in-game.
Oh and birds fly away to freedom now instead of just hanging around ;)
No new screenshot today 'cos I'm just too damned tired. I hope to get a playable upload together tomorrow.
Hark! I Impale Weasels! - Still making good progress
Posted by gcewing on 2009/09/03 12:08
Folio management is done, game ending condition detected. Can play a complete game now, although it's a rather spartan experience.
Found an appropriate font and added some sound effects when picking up objects.
Added carpets to rooms. Still need furniture.
Half way through adding stairs between floors.
Still need enemies, and a reason to use the quills and ink. And, of course, weasels, although we'll have to see about that.
Found an appropriate font and added some sound effects when picking up objects.
Added carpets to rooms. Still need furniture.
Half way through adding stairs between floors.
Still need enemies, and a reason to use the quills and ink. And, of course, weasels, although we'll have to see about that.
Wizburg - Second playable demo
Posted by Cosmologicon on 2009/09/03 09:57
It's only three screens, but I'm pretty happy with how it's coming along so far. Get it here. Controls at this point are: move with the keyboard, fire with the mouse. Give me any feedback or bug reports!
I need to improve what happens when enemies hit you, because right now it happens too fast. I also need to draw more walking sprites for the enemies. But one thing I don't plan to do is implement path finding. If aimless wandering was good enough for the moblins in Legend of Zelda, it's good enough for my critters. They're scorpions, by the way. I changed them from red to brown, but they still look like lobsters. Whatev.
I need to improve what happens when enemies hit you, because right now it happens too fast. I also need to draw more walking sprites for the enemies. But one thing I don't plan to do is implement path finding. If aimless wandering was good enough for the moblins in Legend of Zelda, it's good enough for my critters. They're scorpions, by the way. I changed them from red to brown, but they still look like lobsters. Whatev.
fledgling - day #5, wait until I get to day #6
Posted by georgek on 2009/09/03 06:17
As these things go I didn't get a fraction of the stuff done tonight as I wanted. Friends over for dinner and too tired to stay up late again tonight, so I'm turning in early. However, I did fix all outstanding problems, like the scrolling and the flickering, and except for some sketchy collisions progress is forward once again! The next couple of days I need to:
* create the rest of the level and the enemies
* title, menu, restart
* sound and music
* everything else, in other words...the game basically 8).
* a couple more levels if things are going good
* create the rest of the level and the enemies
* title, menu, restart
* sound and music
* everything else, in other words...the game basically 8).
* a couple more levels if things are going good
Angel-G! - Day 4: all non-scripting work complete
Posted by Red HamsterX on 2009/09/03 05:57
So, like, day 4's done, and aside from level-scripting, so are we. Yay.
We've added a screenshot that's filled with feather-y, and zombie-y, and a mostly obscured Angel-G-y-y. Unfortunately, given the way we're rendering everything, no screenshot can possibly capture the look and feel of this game. When we've got a full level scripted, we'll add a video or something so you can see why.
For now, though, we're pretty pleased with what we have, and we hope that, come PyWeek judgment day, you will be, too. Pleased with our project, I mean. And yours, too, I suppose.
We've added a screenshot that's filled with feather-y, and zombie-y, and a mostly obscured Angel-G-y-y. Unfortunately, given the way we're rendering everything, no screenshot can possibly capture the look and feel of this game. When we've got a full level scripted, we'll add a video or something so you can see why.
For now, though, we're pretty pleased with what we have, and we hope that, come PyWeek judgment day, you will be, too. Pleased with our project, I mean. And yours, too, I suppose.
The advetures of PedoMan - GasMan: Level editor working
Posted by riq on 2009/09/03 03:09
The level editor is working. I'm using Inkscape, and the SVG shapes are associated with box2d shape and body.
Compounds bodies are not supported yet, but probably I won't need them for this game.
The "engine" is more or less working:
- food can be eated. After 10 foods, GasMan is able to fart and fly
- When GasMan touches GasWoman the level is over
TODO:
MUST:
- At least 10 levels
- Scoring
- Food graphics (beans)
- Bad guy graphics (lovers)
SHOULD:
- 15 levels
- High Scores
- Intro that tells the story
- cut-scene between levels
OPTIONAL:
- SVG graphics instead of Box2d DebugDrawData
- CocosLive high scores
In case you want to try the game in it's early alpha stage:
http://code.google.com/p/pedoman/source/checkout
ThEdA_P9 - Made Some Progress
Posted by gizmo_thunder on 2009/09/03 03:02
Almost accomplished the look of the game. ...
To Do list:
- Timer for Levels (decide on how levels will be put in, load from file?)
- Hud has to be done (along with timer etc)
- Menus
- Animation of coloring (can wait till other items are done)
- Background (sun, clouds, animation of color)