ArmchairArmada

LD11

Progress on “The Wizard”

I decided, what better movie to make into a video game than a movie ABOUT video games!  I’m surprised how much I have accomplished so far.  I have working game entity system, tile maps, animation, collision detection, game states, and some sprite and tile graphics.  It would have been a lot quicker and easier if I did not have to recreate the graphics for the games manually, but the rules are the rules.

Right now it’s just a Mario 3 clone, but I hope to also add in elements from Teenage Mutant Ninja Turtles, Double Dragon, and Rad-Racer.  Am I biting off more than I can chew?  Most definitely.  Screen shots for the final battle between Jimmy and Lucas:

I have no idea where the unicorns will be…

Comments

05. Jul 2008 · 20:27 UTC
You can (and should) upload the images via the image uploaded interface in wordpress :) Then they’ll be archived here and be awesomer!
05. Jul 2008 · 20:28 UTC
PS very nice looking screenies!

Thought I’d share what I had

I know this is past the deadline and what I have is nowhere near complete, but I thought I’d share it anyhow.  I was hoping to have had at least 20 of the 48 hours available, but this turned out to be a rather busy weekend so I only got to work 12 hours on it.  With that said, however, what I do have is pretty decent (though the code is quite messy.)

It wasn’t originally going to be a simplified version of Mario.  I thought if I got the Mario part working the rest of it would be a cinch, since the rest of the game would only involve small modifications to the Mario code … Maybe if I had more time.

It requires only Python and Pygame.  I included a batch file and a shell script to help people run it, but if that doesn’t work for you just go into the ‘lib’ folder and have Python run ‘main.py’.

Mario can run, jump, collect coins, hit question blocks, break bricks, stomp on goombas, and die.  The controls are ‘left’ and ‘right’ to run and ‘x’ to jump.  The level has one really difficult part, but it doesn’t really matter because there is no real way of completing it.

Have fun and enjoy it!

Download: wizard_v001.zip

Tags: late, wizard

Comments

06. Jul 2008 · 22:01 UTC
nice platforming physics. it’s a shame this didn’t get finished, because it is pretty dead-on.
ArmchairArmada
06. Jul 2008 · 22:29 UTC
Thanks. I spent most of my time tweaking and adjusting Mario’s play control — though there are still problems (sometimes dying while trying to stomp a goomba, for example.) I didn’t get to work on it at all today, but I think if I could have work on it more most of my original idea could have been completed.

LD12

Irresponsible use of time

It’s 4:46 am here and I have a bit of insomnia.  Anyhow, I spent more time than I should have creating the main character for my game, since so much more needs to be made.  My original plan was to write a simple 3D engine, so here’s Castle Man looking at something that cought his interest:

Castle Man

Tags: LD #12 - The Tower - 2008

Comments

09. Aug 2008 · 06:39 UTC
Looks totally sweet!
Sivart13
09. Aug 2008 · 08:26 UTC
That little bastard is adorable.
09. Aug 2008 · 12:45 UTC
Dood! That rocks!

Would Anybody Object If I Require A Joystick?

I am making a 3D game and I was thinking it might be easiest if I designed it to require an analog control joystick or gamepad.  Does anybody here not have a joystick of some kind?

Also, I might as well tell about my current progress.  I have a nice start to my 3d engine with loading .OBJ meshes and textures and correctly rendering them.  This is going smoother than I thought it would.

Tags: joystick, LD #12 - The Tower - 2008

Comments

kai
09. Aug 2008 · 09:59 UTC
I don’t have one. That’s not to say you shouldn’t do it, but it might be nice to have some basic keyboard movements work, too.
09. Aug 2008 · 10:00 UTC
I don’t mind as I have dug up a joypad for potential use with my game but imho you should really make it playable with the keyboard as some people are not going to bother with the joystick/joypad thing.
ArmchairArmada
09. Aug 2008 · 10:38 UTC
But I’m too lazy to have BOTH joystick AND keyboard!
ashton379
09. Aug 2008 · 14:23 UTC
i don’t have one, but feel free to use it if you want.

Banging My Head For What???

I spent the past couple of hours trying to get a simple spacial partitioning system working so ray/triangle intersection tests between game objects and the world mesh would be reasonably quick … or so I hoped.  On my machine the frame rate drops horribly with even as few as 10 intersection tests per frame!  I guess Python’s not a good platform to write a 3D engine in.  :(

Tags: LD #12 - The Tower - 2008

Comments

09. Aug 2008 · 19:02 UTC
Have you tried using Soya? It’s a 3D engine for Python that has a lot of stuff you might need already pre-built.
ArmchairArmada
09. Aug 2008 · 19:10 UTC
It might have been a good idea for me to use an existing 3d engine … but I wanted to try to write a simple engine from scratch. I thought it would be fun!
RB0
09. Aug 2008 · 20:05 UTC
I remember doing the same thing during a Pyweek once, rewrote the code almost a dozen times. Then abandoned the idea and moved on. Ended up being just a couple things I missed really.
ArmchairArmada
12. Aug 2008 · 12:34 UTC
I forgot to mention it earlier, but I figured out how to speed it up quite a bit. I was using a simple 3D grid of cells for a spacial partitioning system with each cell containing the triangles that intersect with it. A lot of the slowdown problem had to do with how Python works. I found that dictionaries are A LOT faster than arrays, so I decided to use dictionaries as arrays. They dictionary keys were simply [z * width * height + y * width + x]. It sounds a little stupid, but the speed increase was amazing. I went from only being able to comfortably do about 7 ray-triangle tests per frame to being able to do around 70 — which would have permitted me to have around 20-25 moving objects (with around 3 ray-triangle tests per object). Unfortunately, this realization came after MANY hours of frustration, leaving me no time to actually complete the game.
ArmchairArmada
12. Aug 2008 · 12:38 UTC
You mentioned C++. I decided not to use C++ mainly because I thought development time would have been significantly shortened with Python. C++ requires a lot of extra typing and any change that’s made requires editing a lot of other bits of code. With that said, however, if I used C++ I estimate I would have been able to do thousands of ray-triangle tests per frame. Python is VERY slow.

Did not come anywhere near finishing

What I have is far from a game.  Maybe if it was a 3-day competition I could have completed something interesting with it, but as it is now all you can do is run around a tiny test stage.  It’s a very quick and dirty 3D engine with terrain collision and animation.  I have a hard time thinking small sometimes.  Maybe next Ludum Dare I’ll learn my lesson!

My Tower Thing – Requires Python, PyGame, and PyOpenGL

Tags: LD #12 - The Tower - 2008

LD13

Mr. Splode 3D

Mr. Spode 3D

I’m not sure I’ll have anough time to actually make this.  Most of the graphics are done, but programming and level design might take too long to actually complete.  To make matters worse, I’ve had a cold for a few days so I’m feeling pretty tired.  Oh well.

[edit]I forgot the ‘l’ in Mr. Splode’s name.  Title now corrected.[/edit]

Comments

nilsf
08. Nov 2008 · 19:17 UTC
Looks nice. :)

I hope you can finish.
08. Nov 2008 · 19:23 UTC
Yeh, looks like it’s worth finishing even if you don’t make the 48 hour deadline.
ArmchairArmada
08. Nov 2008 · 19:33 UTC
Thanks, but for now I think I might take a little bit of a break. I still have some time tomorrow to try to do something with it.
08. Nov 2008 · 20:40 UTC
Can’t wait to play it. OOC is this Python + PyGame + PyOpenGL?

Mr. Splode 3D Finished!

Mr. Spode 3D

You can get this amazing 3D game here!

You’re all going to hate me!

[edit]So as not to decieve anyone, I ran out of time so I just quickly made a joke console program.[/edit]

Tags: fina1

Comments

ArmchairArmada
09. Nov 2008 · 19:03 UTC
By the way. I think I quit. Next time! Next time! … maybe.
radenmuaz
09. Nov 2008 · 21:03 UTC
Wow.

Give him a “Don’t judge a game by it’s cover” Trophy!
ArmchairArmada
09. Nov 2008 · 21:35 UTC
Yeah. My actual project wasn’t anywhere near a playable game. I have a tendency to over complicate project ideas. Next time I’ll have to remember to keep things as simple as possible — maybe not as simple what I put up here though! That was kind of a joke.
radenmuaz
10. Nov 2008 · 00:56 UTC
For this game, maybe you should create a pygame window, blit the screenshot and put a console in there. People had a though time imagining what is happening.
lexaloffle
11. Nov 2008 · 09:00 UTC
Fantastic!

My Take on Towlr

You Can\'t Have Your Towlr And Eat It Too

I quickly hacked together a Towlr of my own.  You can play it if you have Python and Pygame installed.  You can get this game on this page.

Comments

Morre
05. Dec 2008 · 09:49 UTC
Cake in 13 tries. Woo \o/
ArmchairArmada
05. Dec 2008 · 17:24 UTC
Woo for you … and cake too. In the words of Mario, “Thank you so much for-a playing my game.”
08. Dec 2008 · 15:28 UTC
Somebody py2exe this! 😀

Not Quite Sure

I’m not sure what kind of game I’m going to make or even if I’m really going to try to compete.  However, I did hack together the start of a little program, but I’m not sure what I’m going to do with it.

I haven’t decided upon a theme yet, so I don’t know what kind of gameplay I’ll have.  At first I was thinking about the theme ‘Random,’ so I wrote up a little random terrain and trees generator.  I didn’t know what kind of colors I wanted to go with so I tried it with both day and night options.

Day, night, terrain, trees

I personally like the night scene more than day.  I noticed that “Light and Darkness” is one of the options, but I’m still not sure what I might do.  Currently there is no way of dynamically transitioning between day and night.

The themes I might be most interested in are, “Construction/Destruction” (Perhaps building cities on the mountains … or something?), “Indirect Interaction”, or “Swarms” (UFO’s?).

I guess I’m going to sleep on it.

Comments

Pekuja
10. Jan 2009 · 10:06 UTC
Wow, that looks really nice. Reminds me of Gumboy Crazy Adventures. Transitioning between the two might be cool, but I think it’s against the rules. I also kinda like the night scene better, but the day scene looks more original perhaps. A sort of hot desert look. Makes me thirsty just looking at it.

Decided Upon Swarms

I decided to go with the theme “Swarms.”  Here is a mockup of what the final game might look like:

I already have the people and aliens running around.  They don’t exactly “swarm” in any coordinated manner, but I’m not going to worry too much about it.

After lunch I’ll impliment the player’s ship, tractor beam, tossing aliens, and alien ships.  I’m just going to hack this together as quickly as I can.

Comments

10. Jan 2009 · 15:45 UTC
that really looks nice :)
HybridMind
10. Jan 2009 · 16:14 UTC
sweeeet!

LD14

2D Boy’s 48 Hour Game Tips

Some of you may have already seen this 2009 Global Game Jam Keynote video, as it has been around for a few months, but I first watched it only a few minutes ago.  As we will very soon be taking part in a 48 hour game development competition, I thought I might bring attention to this video.

Kyle Gabler give a number of great tips.  His 2nd Theorum of Destruction is likely very true for a lot of people.  I know for myself, the less I care the better my results become.

Tags: 2D Boy, inspiration, Kyle Gabler, tips, video

Comments

13. Apr 2009 · 19:39 UTC
yeah- a great video..!

Quick Simple Toys

I wasn’t originally going to participate in this Mini Ludum Dare, but I wound up making two simple toys that are a little fun to play around with.  I didn’t really want to commit to actually making a game, and since the theme is ‘sandbox,’ both programs are entirely pointless.  Both require Python and PyGame — which are easy enough for anyone to obtain.

Squiggle Draw

It looks better in motion (along with perhaps a higher squiggle value.)  Basically, you draw and it makes the lines all squiggly looking.  As you can see, Left Mouse Button draws, Scroll Wheel increases/decreases squiggliness, and Space bar clears the screen.

Download: squiggle_draw.py

Particles

This program lets you play around with particles.  You can place down ‘attractors’ which draw particles towards it or ‘repulsors’ which push them away.  Left Mouse Button puts down attractor, Right Mouse Button puts down repulsor, Scroll Wheel add/removes particles, and Space Bar clears attractors and repulsors.

Download: particles.py

Tags: draw, final, MiniLD #11, particles, pygame, python, toys

Comments

27. Jul 2009 · 00:24 UTC
Wow! Screenshots really don’t communicate the squiggle thing well. But that’s pretty neat!

LD15

I’m in.

Umm…  Do we need to declair our intent to participate?  It seems like everybody else is, so I guess I will also.  I’m going to see what I can do this weekend.

LD16

Uncertain

I’ve had a cold for a while and my brother might want to do something tomorrow, so I’m not sure how much I will be able to participate.  If I do, I’m not sure if I want to try to use the Flex3 compiler for a Flash game (which will require some learning as I had not used it yet) or simply use PyGame (which I am already very familiar with, but not able to make Windows executables as I only have access to Linux.)

Comments

11. Dec 2009 · 18:52 UTC
Just ask in IRC. Several people use py2exe.
11. Dec 2009 · 19:29 UTC
Thanks, I guess I could simply ask if anyone is willing to py2exe my game if I manage to finish something.

Junk to prove I’m doing stuff

vikingAlthough my game engine is somewhat functional, it is not yet a game.  I don’t have this guy running around yet.  Maybe in a few hours I’ll be in better shape.

Comments

SonnyBone
12. Dec 2009 · 19:03 UTC
VIKING!
lurreluck
12. Dec 2009 · 19:12 UTC
dang, i love vikings, awesome man!
MrDude
12. Dec 2009 · 19:14 UTC
Viking > Ninjas > Pirates

Foundations

I have most of the foundations of a game (probably more than I really needed), but nothing playable yet.  Actually, I don’t even have any player controls.  However, with what I do have I’m sure I can get a game together pretty quickly tomorrow.  I’m going to have to simplify a lot of my ideas, but it might still be fun.  I hope I can pull it off — it’s going to be challenging.

explore_someThere above screen shot doesn’t well represent the work I’ve done.

Comments

SonnyBone
13. Dec 2009 · 01:04 UTC
Good luck. Your Viking is way rad.

Timelapse and Postmortem of Unfinished Game

The timelapse video of me working can be found here.  It’s only 22 of the 48 hours, since I turned my computer off at night and deleted the frames which where black due to my screen turning off from inactivity.

What went right:

  • I had a lot of fun.
  • I chose to not worry too much about graphics, theme, story, etc.
  • Ran into no major time wasting bugs.

What went wrong:

  • Scope of the game would have been better for a PyWeek.
  • It would have been better to start with a library or codebase that handled much of the grunt work for me.  Instead of working on a game, I spent a lot of time writing code for gui, animation, tilemap, resource management, collision detection, etc.
  • I didn’t have anything a player could control until 3 hour from the deadline.

I’m thinking of trying to bring this game to a completed state within the next few days.

More Exciting Bike

I don’t know how much I will be able to accomplish over this weekend, but I made a mess of graphics for “More Exciting Bike.”  It’s like Excite Bike with explosions!

excite_mockup_01

Comments

23. Jan 2010 · 01:27 UTC
Well, *I’m* excited!
23. Jan 2010 · 01:32 UTC
I am too, and my name isn’t even practically the name of the game!
23. Jan 2010 · 01:49 UTC
DOOD!
23. Jan 2010 · 01:56 UTC
That looks sweet.
23. Jan 2010 · 02:06 UTC
Thanks guys. I probably won’t start programming anything until tomorrow and most of the day might be spent doing stuff, so I’m not sure if this game will become a reality. Doing a back-flip off a jump while launching off a barrage of missiles would be fun though.
PsySal
23. Jan 2010 · 03:31 UTC
Best. Mockup. Ever.
23. Jan 2010 · 12:14 UTC
Agreed. I think it would be hard to beat this for hype.

Pop a Wheelie

bike_sprite_anim