Robot Buzzsaw in KILL ALL MUTANTS
The Galactic Postal Service has three simple rules for postage:
1. No aerosol cans
2. No explosives
AND
3. Definitely no highly mutagenic triptaninian-826 (the hive mind mutagen).
Now, someone has broken the rules and all that stands in the way of a code-3 mail violation is AL the ships computer and a collection of workshop robots.
The GPS Argo is two weeks from Earth with a deadly cargo of triptaninian-826. You, AL the ship's computer, must buzzsaw through the mutant crew and mark that package "Return to sender".
Awards
Scores
Ratings (show detail)
Overall: 2.0
Fun: 1.7
Production: 2.4
Innovation: 1.9
Respondents: 20
Files
File | Uploader | Date |
---|---|---|
robotversusmutants.zip
— final
The, ah, 'game'. |
Jan | 2011/09/17 23:56 |
Screen Shot 2011-09-17 at 8.08.10 PM.png
— final
Taking a saw to a mutant |
Jan | 2011/09/17 23:33 |
Diary Entries
Player sprites!
Just completed the player sprites using Photoshop (bitmap)
It's alive
Jan has put Robot Buzzsaw in a room and I just drove him around in circles. It is very cool.
Now for the cutting (which means I need to get started on the blood).
Now for the cutting (which means I need to get started on the blood).
Sprite animations and cocos2d
It took a day or so, but I am finally getting cocos2d. Or it feels like that anyway.
The key to image based animations in cocos2d seems to be pyglet. Understanding both was key to much happiness. But doing so was like making origami without instructions. It is surprising that there are so few - easily found - examples of image animation management in cocos.
Creating the animations is very simple. pyglet.image.Animation is all that is needed. I use spritesheets so from_image_sequence is my new best friend. The key bit of information is that a cocos sprite inherits two important things from pyglet.sprite.Sprite: the property image, and the event on_animation_end. So I use image to assign the next to play animation to an existing sprite, and on_animation_end to know when it ..ends.
The key to image based animations in cocos2d seems to be pyglet. Understanding both was key to much happiness. But doing so was like making origami without instructions. It is surprising that there are so few - easily found - examples of image animation management in cocos.
Creating the animations is very simple. pyglet.image.Animation is all that is needed. I use spritesheets so from_image_sequence is my new best friend. The key bit of information is that a cocos sprite inherits two important things from pyglet.sprite.Sprite: the property image, and the event on_animation_end. So I use image to assign the next to play animation to an existing sprite, and on_animation_end to know when it ..ends.
The end
We didn't finish. But I've submitted what we have anyway.