March 2006 challenge: “It runs on steam!”

Opioid - Richard: site idea for pyweek3

Posted by shang on 2006/04/02 09:13

For PyWeek 3.0, would it be possible to append the team's/entry's name to the final zip filename automatically? :) Would make the judging work tons easier.

7 comments

The Olde Battleaxe - Congrats on playing! Thanks Phil, Aaron, and Time. Special thanks Richard! Thanks Zanthor!

Posted by illume on 2006/04/02 05:44

Hello everyone!

Congratulations to everyone who played in pyweek2.

Congratulations to Phil, Tim, and Aaron who were all great fun to play with over the pyweek2.

Richard. Thanks.

I got some sleep with five hours left. I was just going to 'rest my eyes for 30 minutes'. HAHAHAHA. Luckily Tim and Phil finished it off, and managed to be awake to upload our final entry.

Our timeline was setup so that we would get a playable game done in the first two days. Which we kind of did in a way. You could walk around picking up coal. At one stage we had coal trucks, factories, and robots in the game. Then they were replaced with peasants. Then the game took a little bit of a change.

The last couple of days were spent madly trying to get things finished. We ended up simplifying things in order to get it finished. Which is the way of things I guess. The game fits into the time you get.

3 comments

sj - Known problems

Posted by sj on 2006/04/02 04:00

Sorry for calling the upload pyweek06, it makes it really hard to identify. Also having some problems with case sensitivity. Will fix asap.

Add a comment

sj - Known problems

Posted by sj on 2006/04/02 04:00

Sorry for calling the upload pyweek06, It makes it really hard to identify. Also having some problems with case sensitivity. Will fix asap.

Add a comment

Salt and Vinegar - On our entry

Posted by erik on 2006/04/02 03:03

Our entry:
http://media.pyweek.org/dl/2/SnV/steamrollers.zip
A mirror:
http://www.wardtek.ca/steamrollers.zip (Hosted on our home dsl, so probably slow.)

Please note that the binaries don't suffer from the memory leak problem the source version has.
Binaries:
Windows: http://www.wardtek.ca/steamRollersWin32.zip
Mac: http://www.wardtek.ca/steamrollers.dmg


Due to efforts to cram in last minute features, our uploaded competition entry has several know bugs:
  • When you finish a race in two player mode, the game crashes instead of loading the win screen.
  • When you finish a race against the computer, the game crashes.
  • If you hit the water on the "Banks Ahoy" course, you get stuck and have to exit the level.
  • Some tracks really suck for two player. "Par for the Course" starts player two stuck on a wall.
  • On some maps player two only needs to do two laps instead of three.
  • Repeat course puts you into two player mode.

These are all one or two line fixes, so we will probably do a "not for judging" bugfix release some time soon.

3 comments

lemach - You need to do this to play

Posted by lemach on 2006/04/02 02:44

I accidentally forgot to take the ball speed off of 0 before I posted SteamPong. If you want to play the game with a moving ball, go to line 182 of the source and change the speed variable from 0 to 7 (which is what I recommend, so that there is a standard speed across the judging of my game). Thank you for taking the time to correct my stupid mistake.

Add a comment

Tom - I finished

Posted by theycallhimtom on 2006/04/02 02:07

I didn't think that I would but I did. *pats self on back* There are some features I will implement in the coming weeks but the core game is there. (Oh yeah and that whole balancing thing. My AI was all done in the last three hours. I haven't actually played it yet so it could waste people or be fair, my guess is people will have a hard time beating it but anyway I dunno. Fun contest either way.

1 comment

The Olde Battleaxe - did you use PGU?

Posted by philhassey on 2006/04/02 01:53

Hey, I'm interested in some feedback on how PGU served you (or didn't!) in this competition.

2 comments

Chris Wilson - A bit about my final submission.

Posted by ciw42 on 2006/04/02 01:40

Due largely to foolishness brought on by lack of sleep, during the last 8 hours or so I think I manage to break more stuff than I fixed, and turned what had been reasonably well structured code into an awful mess. I even managed to break my smoke. Well, not exactly break it, but there a few problems with it when you change speed which are annoying, so it just doesn't look quite right. There's just about no game to play, although I'm pretty confident that I'll be able to get it finished properly by tomorrow night. Still, driving a train around is a lot of fun. Honest. The level map is only my half filled test map, and contains all sorts of stuff that was to be incorporated into the game, but was abandoned, so it's a bit of a mess.

Add a comment

PrettyFace - It's Ovah!

Posted by ataraxia on 2006/04/02 01:05

Well, the contest is over; only the judging remains. I didn't have as much time to work on this as I would have liked; hopefully next time it won't be allergy season.

Making this game was at least a useful way to learn PyODE. Our game's strength was the glider dynamics interacting in a vector-based world. A level editor would have been a great addition given more time.

Next time I hope to use PyODE in a 3D setting, but anything not sprite-based would be great.

1 comment