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Sunday 23 September, 2007[ DR0ID @ 07:38 ] RatingsHello people Monday 10 September, 2007[ ldle @ 05:10 ] Falling through the level?If, when you start the game, the level flies away and the ball is in freefall your computer is above average. We didn't regulate simulation speed. So if you still care to play, feel free to change the second argument of the min() function on line 297 in states.py Try lowering it to around 15. [ ldle @ 04:57 ] Linux Users Read This!There is a bug on linux. You will get an error similar to: pygame.error: Couldn't open /home/bjorn/Desktop/pyweek/Murmel2/data/art/menusplash.PNG rename /data/art/menusplash.png to /data/art/menusplash.PNG Thanks! Sunday 09 September, 2007[ DR0ID @ 10:47 ] link to final submission since upload seems not to workLink to download file:
>>> import md5
>>> m= md5.new()
>>> m.update(file('Murmel2.zip').read())
>>> m.digest()
'\x089\xe2\xd6\xda\xc2\xf6\xc7\x01\x05\xac\x84s\xeel\x1a'
>>> m.hexdigest()
'0839e2d6dac2f6c70105ac8473ee6c1a'
>>>
I hope I can upload it as soon as possible.
Some comments: It has been fun to develop this game because I got a chance to implement collision detection for the first time. I had some knowledge, but did not implement it until now. It is not perfect. Next time I want to concentrate more on gameplay since our gameplay is very limited... ~DR0ID Thursday 06 September, 2007[ DR0ID @ 23:16 ] starting leveldesign phaseUntil now we have worked on getting the level mechanics working. But it looks we really going to make it. I hope get some good levels done by the end of pyweek. After writing all that collision code it will surely be a different challenge to code. But now I need to get some sleep, since this week I have slept not enough! Wednesday 05 September, 2007[ ldle @ 19:23 ] A lot of progress...Since the last diary entry we have made major revisions to many parts of the game. Here is a rough delineation of our progress: - Application Frame work: 95%% - - State Stack : 100% - - Event Signaling : 100% - - Music and Sound : 95% - Graphics: 80% - - Collision Detection : 80% - - TileMapping : 95% - - Rotatable View : 95% - - Splash Screen : 80% - - Art: 10% - Game Mechanics: - - Physics: 0% - - Game Logic: 0% - - Level Design: 0% There's still a lot of work to be done but with DR0ID_ hammering out the collision and graphics and two full days to continue work things are looking good! Sunday 02 September, 2007[ ldle @ 19:15 ] Dragging the screenOkay our first technical challenge was figuring our how to implement dragging. We decided the way to do it was record the point at which the mouse was pressed. Then each frame just figure out the angle between the first point to the current point using the game's marble as the center. This works well because we get the effect of manipulating a pinwheel. Dragging close to the marble yields faster rotation, further away it becomes slower. |
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