March 2006 challenge: “It runs on steam!”
TeamXerian - Cool Intro Sequences
Posted by simonwittber on 2006/03/24 03:50
I've re-created the intro cutscene from Quido in the new SiGL cutscene format. The new format is specifically targeted at non programmer types (designers), so it uses some unusual python tricks to make things easier.
http://www.xerian.net/browser/sandbox/showcase
If anyone is going to use SiGL (probably nobody :) this is a good place to start if you want to build a nice intro sequence.
There are some bugfixes still to go in tonight, so you can work from SVN if you want (http://svn.xerian.net/svn) or use the official build from cheeseshop, which I will make later tonight. During the comp, I will copy SiGL to a new branch which will likely get a lot of modifications, so dont expect the trunk to change too much.
The few tests I have should also help anyone who wants to try out SiGL. http://www.xerian.net/browser/SiGL/trunk/tests
-Sw.
Steam of the Colossus! - System Survey Results
Posted by richard on 2006/03/23 22:04
This could be a useful guide for people looking to use uncommon technologies in their entry.
Rts-fans (Boilersuit) - Music
Posted by andreas on 2006/03/23 20:42
Nik Baer's Solo Entry - experimentation with steam
Posted by nikolajbaer on 2006/03/22 18:24
I am really excited about pyweek, can't wait. I decided to flex my game makin' muscles and whip up some stuff yesterday. In the end the basis for a lunar lander type game via steam. Fly it around until steam runs out! Thankfully I have a different idea should steam be the choice.. something a bit more creative and unique (but its good to have had the chance to play with rendering a barebones particle system type steam cloud :)

heureusement - Personal data serialization modules
Posted by dbickett on 2006/03/22 04:11
xmlValue
From that page:
This is a set of (two) modules which convert between a simple xml specification and nested Python dictionaries, making basic data easily writable and retrievable. The result is essentially very basic serialization that is language independent and human readable.Again there are numerous serialization modules (Pickle, marshal, etc.), and I'm certain someone has made on that uses XML, however I was hoping to use these two that I've written (the data conversion is literally effortless). I know we're supposed to announce any personal libraries we plan to use far ahead of time, so if anyone has any qualms with these modules being used, I certainly won't complain. :)
UniLodians - h4ck1ng t34m ;-) - Statistical mind.
Posted by maciekl on 2006/03/22 02:00
MaciekL speaking from UniLodians.
A statistical fraction of my mind cannot give up and shouts: Ask them what countries do they come from.
So I'm asking: Ppl, what countries do You come from? :D
We (UniLodians) are from ex-soviet-polluted Poland.
Sweclockers Python Coders - More developers!
Posted by Srekel on 2006/03/20 22:44
gizmo_thunder - Check this out :)
Posted by gizmo_thunder on 2006/03/20 07:11
I thought you guys might like it .. by the way its' my blog :D
korg - A rules question.....
Posted by korg on 2006/03/19 05:06
I have a beginning idea for a game (theme vote permitting) but I want check if its 'legal'.
Im going to write my game logic in python (well, duh, obviously) but I want to write my user interface (graphics, input etc) in plib (http://plib.sourceforge.net/) which is a c++ graphics library.
Part 1 is that there _ISN'T_ a python interface for plib. Now from reading the rules, making one in the contest would be ok. (Under the bit that says: "doesn't preclude the use of supporting languages (eg. C or C++ libraries")
(Writing some C++... yes, I am insane, thanks for asking. :-)
My problem is that if Im going to write code to do some of the UI, Id much rather write:
- all the game stuff (mapping, unit control, game logic, what to display etc) in python 'game code'
- all graphics, key/mouse input, user interface and actual display (maybe even collision detection) in C++ plib 'client/UI code'
The idea is that the python engine could just do "begin burst_steam_pipe animation at x,y" and the C++ engine would draw and animate it and python could keep on with the game logic leaving C++ doing 'grunt' work.
The thing is that that would be more than just a 'simple' interface to the library, rather it would handle more complex stuff like animation and things like that which is why I'm posting here.
The key points seem to me to be:
- The source would have to be released with the game (duh).
- It wouldnt have any 'game logic' in it (plib is _just_ a graphics layer, UI, scene graphs and collision detection and other stuff)
- Does 'collision detection' count as game logic? It seems to me that game logic is what you do with the collision once you detect it (and that part has to be in python, naturally).
- Richard mentioned that using other languages for optimization (which this kind of fits) but its hardly mentioned in the rules.
- The rules say: "This is a Python programming challenge, but that doesn't preclude the use of supporting languages".. well ok...
- ... but the other hand, the line continues "eg. C or C++ libraries" which seems to point away from writing much non python code yourself.
It _feels_ ok to me (as the C++ code is for 'grunt' work only, graphics, collision crunching, all which seems to fall under 'optimization' and not game logic) but I thought Id ask....
Maybe we should insert into the rules (at point 2) something about languages and not roll it into "Entries are to be written 'from scratch'" section?
Opinions... ?
Steam of the Colossus! - Themes discussion
Posted by richard on 2006/03/19 00:00
- Someone else's trash
- A fraction too much friction
- Mind the gap
- Doorways
- It runs on steam!