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The Week of awesome II - The competition Thread!

Started by September 22, 2014 04:00 AM
297 comments, last by slicer4ever 9 years, 11 months ago

It's day 3 for me, I've just got in from work so this is really the start of my day 3 sprint, except that I was able to do a bit of tinkering on the train.

I didn't manage to post an update for day 2, this is in part because I was battling with buggy physics and a screeny wouldn't have made sense. Fortunately I was able to squash all my physics woes on the train earlier so I can now post a belated day 2 update prior to starting on any of my intended day 3 goals...

[attachment=23879:day2 (start of day 3).png]

So, I now have units spawning, moving, bouncing and disappearing when they reach the goal. With gravity and collision detection/response all working correctly now (at least it seems to).

My goal for today is to get the rest of the crucial gameplay mechanics implemented, at that point I have the minima of an actual working game!

Tinkered way too much with the level editor GUI.

At least now the core game play is there, you get a tool set to work from (a palette of blocks) and have to save a certain number of tin soldiers.

[attachment=23880:shot3.png]

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

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Tinkered way too much with the level editor GUI.

At least now the core game play is there, you get a tool set to work from (a palette of blocks) and have to save a certain number of tin soldiers.

attachicon.gifshot3.png

Looking good :)

And here is my journal entry for day 3.

Never say Never, Because Never comes too soon. - ryan20fun

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.

It's day 3 for me, I've just got in from work so this is really the start of my day 3 sprint, except that I was able to do a bit of tinkering on the train.

I didn't manage to post an update for day 2, this is in part because I was battling with buggy physics and a screeny wouldn't have made sense. Fortunately I was able to squash all my physics woes on the train earlier so I can now post a belated day 2 update prior to starting on any of my intended day 3 goals...

attachicon.gifday2 (start of day 3).png

So, I now have units spawning, moving, bouncing and disappearing when they reach the goal. With gravity and collision detection/response all working correctly now (at least it seems to).

My goal for today is to get the rest of the crucial gameplay mechanics implemented, at that point I have the minima of an actual working game!

That look's good and interesting :)

Never say Never, Because Never comes too soon. - ryan20fun

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.

Haven't made too much progress, ran into some coding complications.

However, the artist has drawn and colored the first mouse w/ the different walking animations (only two frames each direction).

ByU7gxoCEAAMa3j.png

End of day 3:

[media]https:

[/media]

Not so much more info about it at http://www.gamedev.net/blog/1936/entry-2260185-week-of-awesome-ii-3/

Awesome progress! Looks good!

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I've got a quick question. Is it allowed to post a link to a beta build here?

Hey guys, just published my first journal ! Day one (well, my one... :P)

http://www.gamedev.net/blog/1944/entry-2260193-day-one-idea-and-concept/

I'm so excited to participate!!

Here is my first entry:

http://www.gamedev.net/blog/1937/entry-2260144-gearteams-questweek-of-awesome-ii/

~GTE

Here is my second entry:

http://www.gamedev.net/blog/1937/entry-2260194-entry-two/

~GTE

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