March 2006 challenge: “It runs on steam!”

Steam of the Colossus! - My game and OS X

Posted by richard on 2006/04/04 03:41

So my game doesn't run under OS X -- the sound loading bits just kinda sit there doing nothing. Dunno why. If you want to play it on OS X you'll have to comment out the loop that loads the sounds (search for "sounds") and the bits that use the sounds).

Naughty me for not testing on OS X I suppose. Not that I tested it on Windows either :)

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Opioid - Reminder to everyone about MP3s

Posted by shang on 2006/04/03 16:05

Just in case someone doesn't know this yet, as there are some entries that have music in mp3-form: The Windows distribution of Pygame doesn't support mp3s, so your game won't work for any Windows users. Please use oggs instead.

12 comments

Chris Wilson - Man, I needed a break.

Posted by ciw42 on 2006/04/03 07:45

My plan to finish the game off yesterday hit the buffers when I woke up at 9am with the intention of going for a 10 mile walk, and didn't even have the energy to phone/send a text saying I wasn't going. The wife described me as "being like a zombie, but with much less energy". Last week was lots of fun, and for a while I was reliving my youth, up all night coding demos and games on the C64/Amiga. It's a lot harder to do it now though, and I was starting to feel somewhat dissappointed in myself, until I realised that back then, some 18 year or more ago, I didn't have a full time job, wife, house or commitments, and my time was truly my own, which kind of made me feel somewhat better about it all. Still, it's a pity I didn't finish my game by the end of the week, and whilst it probably looks a long way off, all the pieces are pretty much in place, and the actual full game coding wise is probably only around 8 hours from completion. I still need to develop the graphics side of things (around hlf of the in-game artwork is currently ripped from "Super Locomotive") and the music, but it shouldn't be more than about a day's work. Probably get things underway again this evening.

2 comments

gizmo_thunder - Level Guide for Transporter

Posted by gizmo_thunder on 2006/04/03 07:17

  • Tip:
    KEEP AN EYE OPEN FOR THE TEMPERATURE BAR ( LEFT TOP CORNER)
  • Level1:
    just go right without getting stuck at the walls and reach the check point. If you feel like try out cutting the trees etc.. this is basically supposed to be easiset level.
  • Level2:
    You will find only two trees that can be cut in the whole map..so try to find them and reach the end point.
  • Level3:
    Even in this map you will find trees only at one location.. harvest 100 wood and run towards the check point.. if you cut more or less... you will not make it to the check point :)
  • Level4: and Level5:
    These are the levels which have cops involved.. you have to collect wood and trap some cops.. The cops Travel in straight lines .. .so put traps around you (make sure you have way to get out of the traps.. you cannot move over the traps) and harvest wood..

2 comments

Team Trailblazer - About Clad in Iron 0.5

Posted by mcferrill on 2006/04/02 20:53




In addition to what was mentioned in the readme there are a few things you should know about Clad in Iron. There are only 3 levels in the pyweek release and on "Islands" the enemies don't fight back so you can make your own (and send them to us to be included). To use the level editor choose it from the main menu and create new. Size is measured in pixels and rounded to fit our 20x20 tiles. If you do a slightly larger level you'll have to scroll left to find it. To scroll the toolbar use page up/down (view window uses arrows).

Also, if you find any bugs we'd appriciate your feedback. We've noticed a few already and intend to fix them and re-release the game.

7 comments

PixelShip - PixelShip website

Posted by Frem on 2006/04/02 20:27

Just adding a little link to my "official" PixelShip wesite. Any improved versions I make will be uploaded there. Like the one that fixes that annoying movement jamming bug.

http://gecko.f2o.org/doku.php?id=games:pixelship

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Galacticus - Site

Posted by Treeform on 2006/04/02 16:53

I have added a galacticus home page at
http://www.atlantisinterior.com/galacticus/

4 comments

The Awesome Block Game - Well technically I was done in time.....

Posted by eugman on 2006/04/02 16:32

Editing a game ofver vnc and trying to test it by closing the game winodow everytime I needed to change direction made it a bit hard to finish up my game.

I had to leave my relatives house a bit sooner than expected so even though I had a version I thought was uploadable it actually wasn't because my copying left out some braces and such.

Mirror is available until richard makes that torrent. You can tell it's the same because of the poorly done levels. Of course since I may have made secret improvements you shouldn't trust me.

However if your bored try to kill the mega blob at the last level completely.

Thanks again so richard for being to understanding.

Oh and if a few people are actually interested I'll keep on improving it and adding stuff. I just don't want to maintain the game if nobody will play it.

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Eel - Highscores!!

Posted by eltriuqS on 2006/04/02 15:43

Post your best score in here!

2 comments

Mindless Game Studio - Crossed the finish line

Posted by kukkerman on 2006/04/02 12:11

Huhh..

This week was a big rush competing with the clock. I really liked working on this idea and it was fun to play against each other. However we didn't have much time to test the game in mupltiplayer. Most of my time was consumed by creating the level editor which is currently in a half finished state. It contains one bug for sure and it lacks many features. Initially I didn't want to release it (it's source is a big-big mess :)but Ron included it in the final package so I said let it be. However I didn't created documentation for it (at least not in english). So here is a very-very brief doc for it.

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