September 2006 challenge: “The Disappearing Act”
Kiwi - Post-pyweek and suggestion for PW4
Posted by eltriuqS on 2006/09/10 08:40
Models
In the end, we have no models in the game (only coded glut functions), due to technical
difficulties (our modeler is down). Too bad we wasted so much time on writing and debugging
model-loading code. I guess next time we will prepare ourselves in advance to having no models
at all.
Bugs:
* Transparency problem in in-game left-bottom menu
* Time is reset when returning from paused mode
It looked like it would take too much time to fix them (They are a result of a design problem,
or the lack of it to be precise) so we postponed the fixing and so they got here.
However they don't *really* bother the game (If you don't pause).
Submission
We finished the game (at the current state) some 20 minutes before the deadline, but the server was too
loaded so i don't really know if the game will end up on the entry list.. :/
A suggestion: Everybody must upload their MD5 of the files until the deadline, and after they
will have a week to upload the files themselves, and so the server will handle just fine, and noone will waste
so much precious time before the deadline on uploading
Any comment about that idea?
Urban Ninja - ATTENTION: last minute fixes :/
Posted by Cthulhu32 on 2006/09/10 03:43
Three Bug Fixes
- Rename Data/overLay1.gif to Data/overlay1.gif
- Change line 142 in main.py from currentTime = 10 to currentTime = 150
- Change Level2.txt to
Room 5 4 4 4 3 2 1 Lights 07081 13202 50100 92014 80213 01149 51240 Enemies 00000 0A00D A000A 0000D 000A0 A000D 000A0 Obstacles 0c000 0000l bc000 c000b 0000l 00c00 b00be Warps 0000A 00A0B 00000 B000C 00000 00000 C0000 Extra 00000 00000 00000 00000 00000 00000 00000
If you do not want to vote on it because you do not believe in after-deadline fixes like this, no worries :) I just thought it'd be nice to give it out there. I'll also work on a post-compo version.
ThreeLittlePygs - Thank you...
Posted by RB[0] on 2006/09/10 02:41
Rabidpoobear - for the needle on the sonar
Richard - for all of the loose ends he provided suggestions/answers for
And for everyone else who helped us with play-testing and/or help.
Our sound effects were primarily from http://www.grsites.com/
And the great in-game music was from http://creativecommons.org/audio/
As this was our first real attempt at pyweek(I was in the last one but with another team and I didnt do much) or any other compo, I am greatly pleased with how well the game turned out.
It will be fun playing the rest of the games now that it is all over.
Devoid of Responsibility - Postmortemesque
Posted by Jay on 2006/09/10 02:41
I'm happy the way our game turned out, but I know it could've been much much better. With the cometition timed as it is, a lot of the people we had doing assets, playtesting, and the like last time were unavailible. I myself work at a University and it was on during the first week so I didn't get much done.
A lot of our stuff is taken from creative commons or other equally free licensed areas. This helped us out a lot and made our game seem a lot more polished than when we had arrows for ships. In all honesty, I liked the idea of having our own stuff in game. But we just couldn't do that and code all we wanted to. If I haven't mentioned yet how much I hate trig, and more to the point trig that only works in one quadrant, consider yourself lucky ;)
We all suffered from a fair lack of motivation and didn't put in near as much effort as we did our last game. All of us were very busy at work and that just didn't translate well. I also started playing WoW the week before and that may have had some small effect, but I doubt it. We could have benifted from more levels, but I feel we have enough in there to give a sense of what the engine is capable of and to leave the player with an idea of what we wanted to do.
The code itself started out very much all over the place and over time grew tighter and tighter. Our final entry felt very polished. There were very few hacks and several places where our elegance and cleverness made us giggle with mirth. Thankfully we never had to debug those. That would've been hell. Of course, the final verdict on how we did is up to the masses.
Enter The Foo - Obligatory screenshot
Posted by f00f on 2006/09/10 02:16
the comp anymore, it's about the game.
We'll complete and polish it up and
plan to have it available for download
from pygame.org within a month or so.
Here's a screenshot

Crunchy Toads - Yargh!
Posted by skaro on 2006/09/10 01:00
The Bishop and The Warlord - DNF
Posted by bishop on 2006/09/10 00:49
Frog Princess VS The Cyborg Fireflies - Game done.
Posted by pekuja on 2006/09/10 00:43

We finished the game on time. The last couple of hours were pretty hectic. We managed to add highscores and death rays (actually paralysis rays, but "death ray" sounds cooler) during that time. Most of the game was made in the last two days. We weren't making a lot of progress earlier in the week, so we realised that we can't make the game that we set out to make. We changed our plans and finished in time.
Frog Princess VS The Cyborg Fireflies is a game where you play the role of the Frog Princess, and you are hungry. You must catch the cyborg fireflies with your tongue. The fireflies are clever though, and they disappear from sight very quickly, so you must use your ears to catch them. You have to be quick though, because the fireflies are cyborgs armed with death rays! (which paralyse you for a couple of seconds... kinda like death) You can manouver yourself using your tongue as a grappling hook. Don't spend all the time dangling around though, because you can only afford to miss 5 fireflies before the princess starves (she's very hungry). Catch 12 or more flies to enter the prestigous Princess List.
Cloaked - Note:
Posted by TenjouUtena on 2006/09/10 00:32
Cornflower Blue - Missing help images
Posted by apu on 2006/09/10 00:23