Bone Rush
Thank you @gummbum for pointing this out to me in the discussions.
main.py:
- 61: cr.LoadScene("Scene/main.ccreator")
- 66: pyglet.resource.path.append("Resources/creator")
gameplay.py:
- 83: self.attack_sounds.append(pyglet.media.load("Resources/creator/Audio/" + sf, streaming=False))
- 84: self.hurt_sound = pyglet.media.load("Resources/creator/Audio/attack.wav", streaming=False)
- 87: self.skeleton_walk_imgs = list(map(lambda x: pyglet.resource.image("Texture/skeleton/"+ x), images))
- 90: self.skeleton_attk_imgs = list(map(lambda x: pyglet.resource.image("Texture/skeleton/"+ x), images))
- 92: self.skeleton_fall_img = pyglet.resource.image("Texture/skeleton/fall.png")
- 208: spr = cocos.sprite.Sprite("Texture/skeleton/walk1.png")
ccbreader.py:
- 199: font_name=lbl.FontName().decode('utf-8')[:20],
Details about the fixes quoted above:
The game is failing to run on windows due to some issues in pyglet library
Error1: Replace all os.path.join() calls the actual path (fails with assert when using os.path.join for relative paths)
Error2: pyglet label fails with error saying unable to proceed:
Thank you for taking time to try out my game. Sorry for the trouble, lesson learnt, test on windows before uploading final version :)
This is a simple arcade game with simple two button input. You have to tap left-arrow when there is an enemy to the character's left and tap right-arrow when there is an enemy to the right
If you are a fan of cocos library you should definitely try to look at the way i've used the "Cocos Creator" editor for setting up the scene to render in-game. I've leveraged the same workflow i used in my previous pyweek entry.
Libraries:
- Cpp-Lua plugin for Cocos Creator [https://github.com/cocos2d/creator_to_cocos2dx]
- FlatBuffers for python
- cocos (python version) [https://github.com/los-cocos/cocos]
- pyglet
Tools Used:
- Cocos Creator 1.9
- Dragon Bones Pro [Animation]
I'm not sure how popular cocos still is but i've been used to cocos because of cocos2d-x and cocos-creator so tried to leverage that experience by using the same on python side. I would love to see cocos-creator editor support get added to cocos library project but thats a discussion i should still start and see.
Awards
Scores
Ratings (show detail)
Overall: 3.3
Fun: 3.6
Production: 3.3
Innovation: 3.1
Files
File | Uploader | Date |
---|---|---|
Screen_Shot_2018-10-28_at_2.18.36_AM.png
In-Game Action |
gizmo_thunder | 2018/10/27 20:51 |
Screen_Shot_2018-10-28_at_2.18.18_AM.png
Home Screen |
gizmo_thunder | 2018/10/27 20:51 |
bone_rush-1.0.zip
— final
Bone Rush 1.0 |
gizmo_thunder | 2018/10/27 20:46 |
Screen_Shot_2018-10-26_at_12.08.20_AM.png
final character art |
gizmo_thunder | 2018/10/25 18:39 |
Screen_Shot_2018-10-24_at_11.50.58_PM.png
Placeholder art for gameplay test |
gizmo_thunder | 2018/10/24 18:22 |
Diary Entries
Gameplay Update
I've figured out the gameplay, am working towards fixing bugs and getting the thing working.
One of the important things iv'e carried over from previous pyweek is the cocos library ui editing workflow, it's not going to be super useful for this time, but i did spend some time trying to fix it.
I've also had to look at multiple ideas before settling on the game that matches the theme.
ArtPipeline
Tried the following options
- Setting up character pose in inkscape and save the image for pose required (Hard to set pose when you need hierarchy of arms etc)
- Setting up Character nodes in CocosCreator and loading it into the scene just like i do for ui scenes (character animation is problem)
- Use external tools for character animation and generate sprites for the game (blender / cao -tools / dragon bones)
Turns out dragon bones is a free character animation tool and is pretty extensive in animation loading support.. well except python :) so i had to drop the idea of going skeletal animation for 2D. I instead chose to quickly get sprites that would be effective and fast to implement. Had to learn the dragon bones workflow in a couple of hours and setup animations for the game. Though figuring out the art pipeline and setting everything up was a pain, i was able to import the characters into the game and setup the working gameplay.
Will start working towards gameplay enhancements.
Bone Rush 1.0
The game itself is pretty arcade like, would love to know what people think about it. Couldn't add too much depth to the combat but i believe its' fun enough to get people hooked.
Additional Details
You can also read about the game in detail on the game's page
If you are a fan of cocos library you should definitely try to look at the way i've used the "Cocos Creator" editor for setting up the scene to render in-game. I've leveraged the same workflow i used in my previous pyweek entry.
Libraries:
- Cpp-Lua plugin for Cocos Creator [https://github.com/cocos2d/creator_to_cocos2dx]
- FlatBuffers for python
- cocos (python version) [https://github.com/los-cocos/cocos]
- pyglet
Tools Used:
- Cocos Creator 1.9
- Dragon Bones Pro [Animation]
I'm not sure how popular cocos still is but i've been used to cocos because of cocos2d-x and cocos-creator so tried to leverage that experience by using the same on python side. I would love to see cocos-creator editor support get added to cocos library project but thats a discussion i should still start and see.