September 2011 challenge: “Mutate!”

FEAW - Final Post

Posted by GruikInc on 2011/09/18 02:14

Hi again people.

So we dev on Linux with elghinn so I just rebooted on my old Win XP to install the libs, check the integrity of our zip file and tried the game. I had no problem so here is our final archive for this week:

 http://media.pyweek.org/dl/13/gruik_inc/feaw_pyweek13.zip
 
As I said only 1 level in it but it took a lots of effort to have it :D

For the tech part, here comes a detail about the libs needed:

- FluentXML -> it's in the archive and is full python so no problem here (http://fluentxml.last-exile.org/ if you're curious)

- Pyglet -> http://pyglet.org/download.html
  -> They say to install AVBin with pyglet so : http://code.google.com/p/avbin/

- Rabbyt -> http://pypi.python.org/pypi/Rabbyt/  (big performance gain for sprites compared to pyglet's

- PIL -> http://www.pythonware.com/products/pil/  (use for our collision maps)


And I thinkg that's it. We tested it on Debian and Ubuntu with python2.7. I tested it on Windows with Python2.6 because I didn't have the courage to fight with Rabbyt tonight (it's 4 AM here)

[[EDIT]]
I'll 'py2exe' FEAW tomorrow so that's it will be easier to try it on Windows
[[/EDIT]]
 
And now that's it. We really hope you will enjoy playing FEAW, even though it's unfinished.
And I leave you with a final screenshot announcing what is to come for Stan.
Bye

 

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Mutagenesis - Mutagenesis - Day 8

Posted by gcewing on 2011/09/18 01:44

Found a planty-looking font for the title screen, changed the background to dark green, and stomped a few last-minute bugs. Looking pretty good. Final final release made. I can stop drinking inadvisably large amounts of coffee now.

5 comments

FEAW - Day 7 is Murphy's day

Posted by GruikInc on 2011/09/18 01:09

Hi fellow PyWeek-ers

Here we are: the 13th PyWeek is done !!! \o/
And sadly for us the last day was the Murphy's law day :)

As I said yesterday, we were a little late on schedule (or so we thought) for the code but had all the assets for our 5 levels.
We wanted to finish coding yesterday and level design/test today. Well it wasn't like that at all.
I finished addind features and mostly fixing bugs 5 hours before the contest end!
What was elghinn doing during this time? He finished his things before me and started to create the levels like 6 hours before the end. So 6 hours to create, tune and test 5 levels without any editor, just filling xml files by hand?
 
So elghinn started to do an idea we like but gave  up this morning: a level editor! Yeah you read it well: we decided to start creating our own level editor at H-6 :)
And you know what? We did it \o/ First, elghinn worked 3 hours and then 1 hour both of us. And now we have a level editor in which we can select the items, enemies, obstacles, platforms. Place, rotate, flip, delete, drag them with the mouse and save all that in a XML file.
For this last part we used FluentXML. This is an XML library written in python, distributed under the GPLv3 license here http://fluentxml.last-exile.org/ and made by our own elghinn.

So then we just had 3 hours to go and 5 levels to make ... elghinn started the 1st one and I tried to take care of the 2nd one to begin with. And Murphy's came and we discovered bugs, some problems we reported to the moment when we would have 1 level complete and other things.
elghinn succeedeed and finished his level, he helps me finished mine while I was fixing a few bugs.
 The 1st level works and in the 4th room of the 2nd one, we discovered a huge collision bug at H-20minutes.
So we dropped it too and finished with only 1 level. So you will only be able to play with Stan in the garden and finishing this level makes you win the game now.

So we are really sad to have our full system working (with 1 or 2 bugs) and 5 levels ready to be done but only one finished. But we will continue the development to have a version 2 with all of this (and maybe more).
But we're most of all happy because it was our first PyWeek, our first GameDev contest (except for elghinn who did a few in the past), cha was abel to make the menus and all the assets for 5 whole levels.
elghinn and I made a complete platformer code.

So here we are. We just have to upload the archive and after that it will be the time to test all you amazing games :)

We hope you'll enjoy FEAW and that we will meet again, maybe for the next PyWeek


Ah just one thing which is in the README but I tell you here: to play our game, go in the "feaw" directory and launch the file run_game.py.

And a last screenshot just to present the levels we wanted to have in the game


 

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Mutable Mamba - Mutable Mamba!

Posted by hodgestar on 2011/09/18 01:04

We made it!
 
In Mutable Mamba our intrepid hero, the ever-changing mamba, overcomes a host of obstacles to find fame and success!

The game is simple, but addictive -- as evidenced by the development time lost to playing the game and making increasingly difficult levels. Proof that the later levels are survivable is left as an exercise for the judges. :)

Despite the distractions we think me managed to put a decent amount of polish on the game (certainly more than our PyWeek 12 entry). Today's work included: more snake control tweaks, a splash screen, a credits screen, lots of editor UI neatening, tons of levels, music tracks, packaging (Windows ZIP, Windows Installer, OS X dmg, Debian package, Unix tarball).

Our game includes a full-featured level editor -- we hope everyone will have as much fun making levels as we have and share their levels by uploading them (click upload in the level editor).  We'll be curating levels during the judging period and making them available for everyone to play (via the network levels screen).  Your edited levels are saved locally.

Towards the end our team of mutant squirrel level designers went a little insane and made such gems as Arrow Maze (look sharp!), Ant Farm (methamphetamines may help here), Mamba (feared in its natural habitat) and Happy Fun Times (exactly what it says on the tin).
 
We're looking forward to judging all the games -- and having everyone inflict their levels on us!

Good night!
The Mamba Team

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Mutate You Must! - Day 7 - Final Countdown

Posted by Pumpenkarl on 2011/09/18 00:50

It has been done.

After long hours of hard work and hard hours of long work, countless votings concerning the title of our phantasm, "Mutate You Must" is the name of the game.

Today, or merely tonight, was all about creating most of our epic 14 level strong campaign, importing and implementing all the assets, graphics as well as sound and bringing all of our stuff together.

We also had a little bit of playtesting with some friends, who were not involved in our game for to check out the playability and beginner-friendliness of the levels, starting off with the tutorial.

Deployment issues had to be cleaned out, linux and windows should work fine, but there will probably be some patching later on today.

That's it, we hope you all enjoy the games and we look forward to checking out all the other ones!

So long and thanks for all the fish.

2 comments

Smooth Jazz Tower Defence - Finale

Posted by pufuwozu on 2011/09/18 00:44

Thanks everyone for the fun time!

We spent almost all of yesterday putting the final touches on the game. Tweaking balance took a very long time. I think we did pretty well, though.

I've uploaded a video of our final game to YouTube.

If you're on Linux or Mac, download the source distribution and read the README.

If you're on Windows, download the binary.

Make sure you rate us!

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Mustache Day - Addendum

Posted by FatHat on 2011/09/18 00:36

Also I'd like to point out that the abyss after the third screen is intentional, and represents the emptiness of life. You're slightly confused, none of it makes sense, and then you fall off a cliff. I don't like to reward players, I like to make them think and feel.

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Mustache Day - A Day of Mourning

Posted by FatHat on 2011/09/18 00:32

Ha, so I just ended up running out of time on this one. I had grandiose plans to have a game about absorbing things with the weird metaball cell things, and gaining their powers, but I didn't have time to do any of that. So I'm uploading this for what it is, but it's not a playable thing really.

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from __future__ import game_title - Lessons learnt

Posted by Mat on 2011/09/18 00:31

Woohoo, it's over!

Our game is a puzzle platformer where the player mutates into different forms when encountering different things.

It had to be scaled back a lot from my original idea due to lack of time, so there are no enemies and there are only 4 different shapes you can mutate into, but I think it more or less turned out ok given that I had no idea what I was doing.
 
I had more free time this pyweek than last time, but I wasted most of it just getting basic game code working, so I only had a couple of days left to spend on level design, which is why there are so few of them. There's a lot I could improve if I revisit this after pyweek, but I think I'll just leave it as it is and wait for next pyweek :)
 
Lessons learnt:
  • Level design is hard. Games with levels need lots of play testing D:
  • For the love of ponies figure out how to use external libraries before the competition! Gaaah.
  • I really hate collision detection.

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Obb - Thus ends the longest week of my life.

Posted by Cosmologicon on 2011/09/18 00:20

To people who said to watch your health and get plenty of sleep during Pyweek, I did the exact opposite. This was the most intense week of coding I've ever done. Looking back at my posts from Day 1 and Day 2, I can barely remember ever being in that position.We'll see if it paid off. (Fourth) final submission here:

Obb version 4

Please let me know if you catch any major bugs I can fix!

Good luck all!

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