Saturday, January 31, 2015

Here's a screenshot from the haunted forest with canon :


Friday, January 30, 2015

There's now an upper exit in Gaia's Navel towards the haunted forest. You can exit back also.

The latest version 0.1.68 is here : https://sourceforge.net/projects/kivypriestsoflore2/files/

Here's a screenshot of the haunted forest :


Fighting works now, the dead enemy picture stays behind :


The version is 0.1.66.
The polygon colliding works perfectly now, the player does get pushed back though from onto where he collides. You can see it starting from version 0.1.65 here :
https://sourceforge.net/projects/kivypriestsoflore2/files/?source=navbar

Gaia's Navel level is almost finished.

Fighting works too, double tap to draw your sword against an enemy.

I still need better resource management for room exits etc.
A simple AI has been put into the Buzz Bee and Gaia's Navel is finished with extra colliding polygons.

Here's a new screenshot of Priests of Lore 2 :



Priests of Lore 2 (Secret of mana) has been updated. The polygon collision algorithm works and there's fighting images in three frames with a double tap on the screen.

I will now make an enemy system and update the first room with it.

The latest versions can be found at https://sourceforge.net/projects/kivypriestsoflore2/files/

Thursday, January 29, 2015

I have forked my secret of mana game for the main character. I will make a Larry game (Leisure Suit Larry) here : https://sourceforge.net/projects/larrythemagicaljourney/

As you see it is called "Larry - the magical journey".

The secret of mana game will be much moer fantasy oriented and stays at : https://sourceforge.net/projects/kivypriestsoflore2

It will become a sequel to "Priests of Lore 1" but I need to finish that game still and I hope I can manage.

Monday, January 26, 2015

I am working on the polygon collision code of priests of lore 2, it's quite difficult but I'll manage. The main problem is you cannot move yourself further into a polygon when you collide and move back to your previous position.

The game plays on your phone and is available at for your kivy launcher : https://sf.net/projects/kivypriestsoflore2/files/
I started out with a geek main character, looks a bit like Larry Wal,
this all adds up to the title, "Priests of Lore" :-)

He will venture in the Seiken Densetsu world and I hope I can find some good jokes for him.

You can fight now with double tap, although there are no enemies yet, but the event gets catched.
The text and font system are also in place. The codebase can be found at : https://sf.net/projects/kivypriestsoflore2

Here's a screenshot :


Sunday, January 25, 2015

I am working on my "Secret of Mana" based game which is called "priests of lore 2", the updated codebase is at https://sf.net/projects/kivypriestsoflore2/files

I will now start on inherent font and enemy fighting.
The algorithms of falling pills and microbe squashing have been added to Kivy Dr Mario, you can see for yourself in the filesection. There is also a microbe generator system for the levels from 1 to 10.

https://sourceforge.net/projects/kivydrmario/files/

Saturday, January 24, 2015

For in between, I am writing a Dr Mario clone (the AI will probabaly differ), the code is at http://sourceforge.net/projects/kivydrmario/files/

You can run this on a kivy launcher application on your phone e.g. in Android.

Here's a screenshot of the flask the mcirobes live in :


The following screenshot is what it should become :


Friday, January 23, 2015

I have new screenshot for priests of lore 2 (https://sf.net/projects/kivypriestsoflore2) :


Thursday, January 22, 2015

I am working on a kivy phone game based on the Mana Series (Secret of mana mor in particular.)
You can run it with the android app "kivy launcher"

The code is at : https://sourceforge.net/projects/kivypriestsoflore2/files/

Here's a screenshot :


Wednesday, January 21, 2015

I am going to start to write a whole new game based on Secret of Mana (Seiken Densetsu), it'll be a kivy phone game and will be the sequel to my protoype of a RTS game priestsoflore available here : https://sourceforge.net/projects/priestsoflore/

A screenshot of the RTS is the following :


The code start of priests of lore 2 as this game is called is at : https://sourceforge.net/projects/kivypriestsoflore2/

Sorry about the lore word choice :-)

Here is a screenshot, as you can see it is based on roguesoflore :


I am programming on my kivy 2D game, rogues of lore, the code can be found at https://sourceforge.net/projects/kivyroguesoflore/files/

The license is GPL version 2 and Python Foundation License 2.0.

It is ready to run on a kivy phone, the interface will be with touches, the game an RPG.

Here's a screenshot of the kivy program, the entity on the screen moves with a timer (Clock) :


Tuesday, January 20, 2015

My 3D game, rogues-of-lore-3D had a license change, it is no longer BSD Revised but GPL version 2 and Python Foundation License 2.0. The code for this can be found at : https://sourceforge.net/projects/kivyroguesoflore3d/

I am working on a simple enemy system based on 3D functionality. The current version for this is 0.2.4.

You can run it on a phone with the kivy launcher available at an android software distribution center.
Here's some more screenshots (https://sourceforge.net/projects/pyzeliard/files/):

Cavern of Malicia with one of the main enemies there and the bank at Bosque town:




Pyzeliard 0.1.58 has been released at https://sourceforge.net/projects/pyzeliard/files/

The fortune teller has been added. I need to link her in the first village (named Bosque.)

I will now start the first village if I can find all the graphics.

Here's a screenshot of the fortune teller, ready to talk you into the spirits :


Monday, January 19, 2015

Here's a screenshot of the weapon shop of the village Bosque that I am working on :


Only the "Go outside" selection works for now.

Sunday, January 18, 2015

I worked some more on pyZeliard, there now is a tile box system inside. This means I can make up my own rectangle and fill it with tile images. There even is a different tile on the floor where you walk. I didn't use a flyweight pattern but blit my images using pygame and SDL double buffering.

The code can be found at https://sf.net/projects/pyzeliard

Anyway here's a screenshot with a tilemap (fencepost error still left) in the start of the first cavern :


Wednesday, January 14, 2015

pyzeliard is at version 0.1.32 (https://sf.net/projects/pyzeliard), the rope and player dispatches are ok now, I need to wotk further on Bosque but the lifemeter is in place as well as the sinusoidal rope code did improve.

In difference with my previous games, I now use a transform function to map entities to the screen with relative x and y coords. This way you can transform back and forth. You can see this in the rope (bridge pattern) code.

Tuesday, January 13, 2015

I am still working on pyzeliard, you can climb on ropes now. See the ropez.py (z from height) and other implementation files (ropeimp and base classes and such.)

There's also preliminary elliptic ropes code inside. The meaning of this is to hang on ropes such as e.g. in Indiana Jones movies or other jungle bridges.

The tarballs are at http://sf.net/projects/pyzeliard

Monday, January 12, 2015

I am working on pyzeliard, the code is at https://sf.net/projects/pyzeliard

You can jump and move through a rom and there's a small taskbar feature.


Zeliard was the only action game between lots of their adventure games such as King's Quest or Quest for Glory.

Saturday, January 3, 2015

I started to write a Zeliard clone, which is an old DOS game. The graphics have been paid for, the code is GPL version 2 and it is based on my evermeet game. Here's the site : https://sourceforge.net/projects/pyzeliard/


I finished the first dungeon in the Nether Mountains at the start of moon wood. I now need to finish the Gnome underground village and Xammux Town, talking should work with the non-player characters and Xammux lies next to the first dungeon in Moon Wood (the starting level.)

You can leave the gnome underground by pressing up when you're on the right of the village.

This release is evermeet-0.4.78, it 's at https://savannah.gnu.org/projects/evermeet

Thursday, January 1, 2015

I finished the 4th room today,  it's available in evermeet-0.4.75+, see https://savannah.gnu.org/projects/evermeet

The level I am talking about is in maproom2_4.py and contains a Gauth hideout.
Evermeet 0.4.70 released on https://savannah.gnu.org/projects/evermeet

Here's a screenshot of the beholder wiz that attacks you at the first passage door of level 2.4 :