September 2011 challenge: “Mutate!”
Shroomgobbler - Buggy GameClock :(
Posted by gummbum on 2011/09/18 22:08
Well, here was a rude moment of truth. GameClock breaks down when the host's CPU is challenged, and it's not properly sacrificing frames in favor of ticks. To make matters worse, this happened last pyweek, too. Another possibly related mystery is that DT is not computed accurately under stress, and game mechanics lose huge chunks of time when the CPU can't keep up.
The practical result is that some people will not be able to complete the second map unless they use the final2 release. I radically hacked GameClock to get it to function well enough for *this* game, and increased the spawn timer by two seconds on the tricky shroom. Conversely, people with faster computers will find this level way too easy. But at least hopefully no one will be frustrated by a DNW now.
Back to the drawing board with GameClock... again... with a steady stream of invective-laiden grumbling.
The practical result is that some people will not be able to complete the second map unless they use the final2 release. I radically hacked GameClock to get it to function well enough for *this* game, and increased the spawn timer by two seconds on the tricky shroom. Conversely, people with faster computers will find this level way too easy. But at least hopefully no one will be frustrated by a DNW now.
Back to the drawing board with GameClock... again... with a steady stream of invective-laiden grumbling.
Mutatis Mutandis - Mutatis Mutandis: screenshots and commentary
Posted by guyr on 2011/09/18 21:37
Here are some examples of turtle geometry. The resulting procedurally-generated objects are supposedly easy to mutate:



Here is an example of the walk area to which the avatar is confined. Clicking outside of it takes the avatar to the nearest possible point within the walk area.

Here is what happens when obstacles are in the way. The graph below contains all vertices of the walk area (including the hole) and the avatar's source and destination points. The blue lines indicate paths that pass completely within the walk area (and are thus edges in the graph). The green lines indicate the shortest paths from the avatar's source point (in the lower right quadrant) to all other points in the graph (computed by Dijkstra's algorithm). The avatar chooses the shortest path from source to destination.

This is just the very beginning of keyframes for animation. At this point I retired.

G.



Here is an example of the walk area to which the avatar is confined. Clicking outside of it takes the avatar to the nearest possible point within the walk area.

Here is what happens when obstacles are in the way. The graph below contains all vertices of the walk area (including the hole) and the avatar's source and destination points. The blue lines indicate paths that pass completely within the walk area (and are thus edges in the graph). The green lines indicate the shortest paths from the avatar's source point (in the lower right quadrant) to all other points in the graph (computed by Dijkstra's algorithm). The avatar chooses the shortest path from source to destination.

This is just the very beginning of keyframes for animation. At this point I retired.

G.
Mutatis Mutandis - Retrospective (non-)progress report on "Mutatis Mutandis"
Posted by guyr on 2011/09/18 21:10
Idodi didn't have time to participate, and I also decided to retire from the competition after four days for personal reasons.
The idea was a point-and-click puzzle game in which it would have been possible to mutate every object (including the avatar!) using a gradually expanding set of mutations. The mutations were to include morphological and behavior/movement changes. During the game, "random seeds" were to be gathered in order to increase the repertoire of mutations. Mutations were to be applied using a fractal-like zooming interface.
Retrospectively, the concept was probably a little too grandiose for this time frame ;)
Noteworthy artifacts include:
1. A very crude basis for a point-and-click puzzle/adventure game with Dijkstra path-finding.
2. A very basic implementation of turtle geometry for the construction of mutable skeletons/objects.
The code uses pyglet and shapely.
I will publish screenshots and source code promptly.
G.
The idea was a point-and-click puzzle game in which it would have been possible to mutate every object (including the avatar!) using a gradually expanding set of mutations. The mutations were to include morphological and behavior/movement changes. During the game, "random seeds" were to be gathered in order to increase the repertoire of mutations. Mutations were to be applied using a fractal-like zooming interface.
Retrospectively, the concept was probably a little too grandiose for this time frame ;)
Noteworthy artifacts include:
1. A very crude basis for a point-and-click puzzle/adventure game with Dijkstra path-finding.
2. A very basic implementation of turtle geometry for the construction of mutable skeletons/objects.
The code uses pyglet and shapely.
I will publish screenshots and source code promptly.
G.
Lab Lab Bunny Lab - Hear the song of the First Bunny War
Posted by cyhawk on 2011/09/18 18:20
We have finished recording the music today. It was mostly composed yesterday, but feel free to ignore the music when scoring — it might actually increase the score :).
If you press Alt-Tab you will also see fancy icons now (pictured below).

Before these last touches were added the game had nothing sinister in it. Version 0.9 may be better suited for ages 13 and under...
If you press Alt-Tab you will also see fancy icons now (pictured below).
- lab-lab-bunny-lab-1.0.1.zip (9.4MB)

Before these last touches were added the game had nothing sinister in it. Version 0.9 may be better suited for ages 13 and under...
drinPy - Well, this was fun
Posted by drincruz on 2011/09/18 13:31
This was definitely fun. As a newcomer, I expected this to be a lot of work (really). As a solo entry, I expected even more work. As a full-time engineer, I expected hell! But, as I stated straight from the beginning, I figured it would be a good time to learn pygame and or any other game libraries.
Learn; and learn some more. I started off with no pygame experience and within Pyweek (Py-less-than-two-days for me) I somehow managed to get a working "game" up. It has "game start" and "game over" screens, characters, points, and even music & sound effects. Not bad for my first time methinks!
Now as for mutating...uh yea. I had this idea in my head but I couldn't get it to work the way I wanted it to. Ah well. So, no "mission complete" for Pyweek.
Congrats to ALL Pyweek'ers! I think I may have found a nice "freetime" (yea right, freetime...) hobby of mine.
Learn; and learn some more. I started off with no pygame experience and within Pyweek (Py-less-than-two-days for me) I somehow managed to get a working "game" up. It has "game start" and "game over" screens, characters, points, and even music & sound effects. Not bad for my first time methinks!
Now as for mutating...uh yea. I had this idea in my head but I couldn't get it to work the way I wanted it to. Ah well. So, no "mission complete" for Pyweek.
Congrats to ALL Pyweek'ers! I think I may have found a nice "freetime" (yea right, freetime...) hobby of mine.

Alison In Wonderland - Alison in wonderland - Day 8 - Aftermath
Posted by Hugoagogo on 2011/09/18 08:00
Well the competition is now finished, while i don't think the game i have produced this time is anywhere near as finished or polished as my last entry i think it is a much better game and hopefully more fun to play.
While i got most of the elements that i would like to into the game, there ware still a fair few that i just didn't have time for, the foremost was finishing the levels and making them much more complete, as well as adding a bit of a story, i had all of the elements to do this ready, i just didn't have the time, other aspects i would have like to have done were.
While i got most of the elements that i would like to into the game, there ware still a fair few that i just didn't have time for, the foremost was finishing the levels and making them much more complete, as well as adding a bit of a story, i had all of the elements to do this ready, i just didn't have the time, other aspects i would have like to have done were.
- Menus
- Loading screen while base lighting is calculated
- Better tiles
- Fix bug that makes all tiles grey instead of colorized
- Enemies
- More power-ups

Blonkers! - Not even remotely feature complete.
Posted by shhhh on 2011/09/18 07:47
This version of the game is not finished. Although, I am quite proud of what I accomplished this week. Sorry if the code is unreadable, it got much, much worse in the last 13 hours! Especially the Game and BlockFormation classes, lol.
I've already squashed several of the bugs in the game, and plan to continue development until it is feature complete and bug free.
In the meantime, the development version will be kept at http://chrisflesner.net/PyWeek/pyweek-game.tar.gz
Once I get the code cleaned up a bit, and learn how to use git (I'm still very new to the whole programming thing, and haven't even begun to learn how to use version control) , I'll get it on there.
Special thanks to my wife, isCake for handling all of the artwork!
Thanks for taking the time to check out our game!
I've already squashed several of the bugs in the game, and plan to continue development until it is feature complete and bug free.
In the meantime, the development version will be kept at http://chrisflesner.net/PyWeek/pyweek-game.tar.gz
Once I get the code cleaned up a bit, and learn how to use git (I'm still very new to the whole programming thing, and haven't even begun to learn how to use version control) , I'll get it on there.
Special thanks to my wife, isCake for handling all of the artwork!
Thanks for taking the time to check out our game!
pyflux - Creating a Windows EXE is proving difficult
Posted by LongSean on 2011/09/18 07:15
Might have to make due without one. We tried PyInstall and Py2exe. We've been less then successful.
Going to try : http://www.pyweek.org/d/882/ . Hopefully the exe is short in coming.
Going to try : http://www.pyweek.org/d/882/ . Hopefully the exe is short in coming.
Shroomgobbler - Oh right... a diary. :)
Posted by gummbum on 2011/09/18 02:59
Well now. It was another balls-to-the-wall pyweek. I'm sure they are all going to be like this. It started with a bang and maintained the pace all week. Trying to remember when we first had the core completed. I think late Monday evening. I say "we", but for a few small exceptions I was the only coder.
The team was worse for manpower this time around. I knew Cosmo was a great asset in pyweek 12, but it was not until pyweek 13 that I really understood. I really missed his energy, enthusiasm, and creativity.
In addition we had no graphics artist, so we faced a choice. The deciding factor was that DR0ID had an interest in Blender. So DR0ID spent the last five days learning Blender. I daresay he did a superb job. The critters, avatar, fire, ice, and exits are his frames, rendering, and animations. The critter and avatar lack textures, but we felt it was important to show what we accomplished rather than substitute a stranger's art work farmed from the Internet.
Tiles are another story. I used some of the very cool tilesets from The Mana World, and spent most of yesterday and today doing map design, fixing bugs, and fulfilling last-minute coding requests from the team.
JDruid came awake on the last day and whipped out some SFX and music, and wasn't even breathing heavy! :P Maybe I'll take up sound. :)
It was a great learning experience for my pygame library, Gummworld2. I discovered some aspects that really need improvement or redesign. By and large, it performed admirably and except for one design flaw--incompletely leveraging the Tiled map for layer rendering order--it did not require any major workarounds. I can see myself getting a lot of use out of it.
In the end we did not have time to add much content and polish what we had. Menus and credits are plain. Combat should have been made more exciting, and the core has a lot of untapped potential. In retrospect, had I known DR0ID would not be coding I would have preferred a more humble game idea. Another part of me is fairly confident that if you have time to kill during a pyweek you need to think bigger.
Despite all the challenges, or maybe because of them, it was fun! Well, no. Strike that. My car breaking down and sucking four freaking hours out of my valuable coding time was *not* fun. But the rest sure was. :)
The team was worse for manpower this time around. I knew Cosmo was a great asset in pyweek 12, but it was not until pyweek 13 that I really understood. I really missed his energy, enthusiasm, and creativity.
In addition we had no graphics artist, so we faced a choice. The deciding factor was that DR0ID had an interest in Blender. So DR0ID spent the last five days learning Blender. I daresay he did a superb job. The critters, avatar, fire, ice, and exits are his frames, rendering, and animations. The critter and avatar lack textures, but we felt it was important to show what we accomplished rather than substitute a stranger's art work farmed from the Internet.
Tiles are another story. I used some of the very cool tilesets from The Mana World, and spent most of yesterday and today doing map design, fixing bugs, and fulfilling last-minute coding requests from the team.
JDruid came awake on the last day and whipped out some SFX and music, and wasn't even breathing heavy! :P Maybe I'll take up sound. :)
It was a great learning experience for my pygame library, Gummworld2. I discovered some aspects that really need improvement or redesign. By and large, it performed admirably and except for one design flaw--incompletely leveraging the Tiled map for layer rendering order--it did not require any major workarounds. I can see myself getting a lot of use out of it.
In the end we did not have time to add much content and polish what we had. Menus and credits are plain. Combat should have been made more exciting, and the core has a lot of untapped potential. In retrospect, had I known DR0ID would not be coding I would have preferred a more humble game idea. Another part of me is fairly confident that if you have time to kill during a pyweek you need to think bigger.
Despite all the challenges, or maybe because of them, it was fun! Well, no. Strike that. My car breaking down and sucking four freaking hours out of my valuable coding time was *not* fun. But the rest sure was. :)
Unmutate - My game is a genetics based breeding platformer game.
Posted by tnelsond on 2011/09/18 02:54
In the game you breed creatures to traverse the platforms and gain immortality which has been lost due to mutations. Mutations are downhill, information can be deleted but not gained by mutation. Most of the variety in the creatures actually arises from their original created genome. And through changing the allele frequencies, different creatures arise with different abilities which will aid in getting the immortality genes back into the genepool. The creatures are diploid, so they have two copies of each gene which allows for dominant and recessive as well as codominant traits.
If anyone wants to try it, the link is Py_Ed.
P. S. if anyone beats it I would like to know "how" (What kind of creatures they bred, what path they took) they did it to see if anyone has done it through someway that I have not thought of.
If anyone wants to try it, the link is Py_Ed.
P. S. if anyone beats it I would like to know "how" (What kind of creatures they bred, what path they took) they did it to see if anyone has done it through someway that I have not thought of.