March 2010 challenge: “Wibbly-wobbly”
Things From Above - Outtakes
Posted by macrobe on 2010/04/04 13:09
Here are some really awesome clouds.
Unfortunately, they didn't make it into the game anymore.
Big thanks again to the artist. You rock, bug man from space!
Unfortunately, they didn't make it into the game anymore.
Big thanks again to the artist. You rock, bug man from space!
Wibbly-Wobbly the Canine Screwdriver - Uh oops
Posted by adrwen on 2010/04/04 12:28
Well, at around half past one last night (the competition ended at two where I live), I decided that I needed some sound. As such I fixed some public domain piano music (musopen.org) and threw it in quite randomly before each level, so that there would be at least some music in the game.
When I created the tgz it trurned out that my entry was in a class of it's own. The size is a staggering 52.8 MB (that's way more than twice the size of any other entry) for a game consisting of 3 levels and 4 cutscenes. Of course the problem was that I hadn't taken into account that I wouldn't need 10-20 minutes of music for each level, and thus hadn't removed anything from the original recordings. Additionally I had converted everything from mp3 to ogg, which resulted in (most likely due to me being tired) two 20 MB music files and one and one 7 MB music file.
Of course, you can't really compress ogg files, since they are already compressed, and as such my entry became the biggest entry with the least content (if I manage to upload it that is).
Did I mention that I also removed the font, causing the game's text to become microscopic! just skip the cut scenes, and you'll be allright.
Lessons learned this PyWeek (my first!):
So I guess I'm going to try to upload the lot now, wish me luck.
When I created the tgz it trurned out that my entry was in a class of it's own. The size is a staggering 52.8 MB (that's way more than twice the size of any other entry) for a game consisting of 3 levels and 4 cutscenes. Of course the problem was that I hadn't taken into account that I wouldn't need 10-20 minutes of music for each level, and thus hadn't removed anything from the original recordings. Additionally I had converted everything from mp3 to ogg, which resulted in (most likely due to me being tired) two 20 MB music files and one and one 7 MB music file.
Of course, you can't really compress ogg files, since they are already compressed, and as such my entry became the biggest entry with the least content (if I manage to upload it that is).
Did I mention that I also removed the font, causing the game's text to become microscopic! just skip the cut scenes, and you'll be allright.
Lessons learned this PyWeek (my first!):
- Don't change anything at half past one at night
- Sound is not your friend
- It's a good idea to include fonts
- The Skellington package is your friend
So I guess I'm going to try to upload the lot now, wish me luck.
Full Fillment - better next time
Posted by Lukino on 2010/04/04 10:22
So the week is over, It was funny but if I'm nowere near something enjoyable. I had a chance to start learning python, I'll keep messing around, see you for the 11th pyweek and this time it will be easier to complete something!
Anyway, I'm now eager to try all the other entries, some are really interesting!
Anyway, I'm now eager to try all the other entries, some are really interesting!
James Wobble - James Wobble | Professional Perl Collector
Posted by jtrain on 2010/04/04 09:27
I had a great time making this game. Thanks to Richard for running this event.
Looking forward to playing all the games. :)
Looking forward to playing all the games. :)
Stalk - Bug fixes
Posted by richard on 2010/04/04 09:22
I've fixed a couple of stupid bugs in the path following of baddies, and also in some other display stuff which was just dumb.
I've also added some information to the opening screen to indicate whether you're using the accelerated euclid / curve modules (ie. cython) and also whether your system supports anti-aliasing (ie. looks pretty at all).
If your system can't do anti-aliasing I'm sorry, it's just not going to look as nice as my screenshots :-(
I've also added some information to the opening screen to indicate whether you're using the accelerated euclid / curve modules (ie. cython) and also whether your system supports anti-aliasing (ie. looks pretty at all).
If your system can't do anti-aliasing I'm sorry, it's just not going to look as nice as my screenshots :-(
Wobleigh Towers - I'm calling it a game
Posted by gcewing on 2010/04/04 08:25
I managed to get the planned 11 floors of the tower done. There isn't a huge amount to do in them, but nonetheless, completing the game turns out to be not completely trivial, so I'll have to be satisfied with that.
Didn't get time to add any music. I'll have to hunt down a collection of music in advance for next time.
Didn't get time to add any music. I'll have to hunt down a collection of music in advance for next time.
Bamboo Warrior - Well, I'm glad that's over
Posted by mauve on 2010/04/04 00:57
I don't think I could have carried on. I'm completely exhausted. Tomorrow I shall drink copious amounts of beer and try to forget all about ninjas and vectors and texture coordinates.
Sadly the final game is still running poorly, with wonky framerates that even with hours of profiling I haven't been able to completely track down, though I have made huge strides. Pyglet sprites are slow, for one thing: the quad is rebuilt when you set any property - position, opacity, colour, rotation - so I had to use the internal, underscore-prefixed names, to work around this.
According to sloccount:
Total Physical Source Lines of Code (SLOC) = 2,369
But also:
Development Effort Estimate, Person-Years (Person-Months) = 0.49 (5.94)
(Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
I like to think Python lets you do in a week what most developers take 6 months to do (and it's not just that COCOMO is a poor model for small projects).
Sadly the final game is still running poorly, with wonky framerates that even with hours of profiling I haven't been able to completely track down, though I have made huge strides. Pyglet sprites are slow, for one thing: the quad is rebuilt when you set any property - position, opacity, colour, rotation - so I had to use the internal, underscore-prefixed names, to work around this.
According to sloccount:
Total Physical Source Lines of Code (SLOC) = 2,369
But also:
Development Effort Estimate, Person-Years (Person-Months) = 0.49 (5.94)
(Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
I like to think Python lets you do in a week what most developers take 6 months to do (and it's not just that COCOMO is a poor model for small projects).
Deep Dark Mayhem - It's as done as it ever will be.
Posted by Tang on 2010/04/04 00:46
Play in your browser here: http://protonode.dogzgaming.com/p3d/pw1.html
The gameplay consists only of collecting satellites. Nothing fun will ever happen.
If you run out of satellites (there are 100 total) you win, but moreso you lose because you have wasted time that you will never get back.
Soul Shenanigans - Oh noes!
Posted by Falun on 2010/04/04 00:46
We just got a report that this breaks in Linux (or really any OS that has a case-sensitive file system). As soon as I get home I'll try to find a system I can test on and get a patch up so you guys can play too but this won't be until much later tonight =(
Sorry about that!
Sorry about that!
rebelP - Throwing in the towel
Posted by scionkiller on 2010/04/04 00:12
Unfortunately, there just wasn't enough time to get this game finished for the deadline. I'm not going to bother packaging what I have as it's not fun enough to waste time judging. However, I'm going to continue working on it and I'll post something when it's done. The biggest problem today was integrating the physics I already had with the cocos graphics system, which didn't go well.
Here's a screenshot of the menu system I got working earlier today:
Here's a screenshot of the menu system I got working earlier today: