March 2008 challenge: “Robot”
Devman - A bit of...despair
Posted by Devman on 2008/03/29 18:56
Well, I'm sad. And need a bit of help. I'm new to python, and when I saw pyglet, I was happy. However, pyglet has let me down. It has no collision :(. I have no idea on how to write my on collision functions, and that alone would take me a week. My other choice if pygame, but I couldn't learn pygame well enough to make anything in the next couple of hours (when pyweek starts). So what should I do? I need advice my friends, and I'm hoping I get it soon.
PS - Does pyglet have any hidden collision functions? I'm talking 1.1 here...alpha version.
Rene Dudfield loves robots and balloons. - pygame 1.8 is released.
Posted by illume on 2008/03/29 13:49
Awesome Block Game 4 - Mega post:part 1: some history.
Posted by eugman on 2008/03/29 03:06
Hello all, I felt like just dumping my brain onto the intertubes in one colossal post. It actually got so big that I'm going to have to split it into parts.
Some of you may not know me. That's unfortunate. But seriously, I've managed to participate in 3 of the 5 pyweeks and have developed a silly graphical style.
It started with my first entry. I was new to python, new to pygame, new to everything really. I figured I didn't need graphics or fonts or sounds. I needed a game. This is what I made:
Sweet right? I did decently for what it was despite having barely any levels because of some coding issues. And even though just the game skeleton was there, flying around was a ton of fun. I had named the general entry awesome block game because ti was an awesome block game.
Well, the next pyweek I missed I think. So after that one I was able to compete again. I liked the minimalist look of my previous game so I decided to follow with it. I got better physics, a menu and some more complex graphics. All still using pygame.draw. (I cheated with the story page; antialised text crashed the game, so I just made a text filled sprite.)
People didn't like it. It was nicer but there were issues. It was hard, counterintuitive, weird, and one dimensional. Oh well. Same protagonist, worse game at it's core(with a shiny candy coating). I tried right?
Third time is the charm or so the cliche says. The theme was twisted and I was tired of coding collision response. So, I made a shmup and expermented with having the stage twist(rotate really, leave me alone.) one of my first things had it so instead of just rotating the viewpoint that all the enemies would rotate but keep their absolute trajectory. It was a strange vortex of death.
I decided to go with a stable level that rotated in reference to the viewpoint with relative controls. This game the game it's uniqueness and challenge. Some people hated, some people loved it, some one beat it. I haven't beaten it, the fourth level is that hard.
There are only four levels and no more are needed. The first level just has a slowly growing swarm of dumb bots which give the player a chance to get adjusted to the game. The levels grow hard and harder with the last one ending with replicators, they fill the whole screen and move in all 4 directions. It's crazy.
I got 7th place and was rather happy. I felt I had made a polished game that was some decent fun.
Well you do something three times, it becomes a tradition so I'm doing it again this pyweek.I wanted to upgrade the graphics with opengl but keep the same style. Unfortunately I've had some installing issues. even if I did get it to work, I can't learn opengl in its entirety from a cold start.
Int the meantime you guys can play ABG REMIX! It was something I was working on a few months ago. Basically, I wanted to redo the code for my first pyweek game to make it nicer and easier to edit. So that means no scrolling or parallax. I also wanted one menu I could launch all of my games from.
Give it a shot and if someone beats all of the few levels and wants more, I'll make at least 8 more before pyweek starts. It's hard to get motivated for these things when you have no idea if anyone will play them. I could probably make it really good but there always seems to be something better to be doing.
HERE
Some of you may not know me. That's unfortunate. But seriously, I've managed to participate in 3 of the 5 pyweeks and have developed a silly graphical style.
It started with my first entry. I was new to python, new to pygame, new to everything really. I figured I didn't need graphics or fonts or sounds. I needed a game. This is what I made:
Sweet right? I did decently for what it was despite having barely any levels because of some coding issues. And even though just the game skeleton was there, flying around was a ton of fun. I had named the general entry awesome block game because ti was an awesome block game.
Well, the next pyweek I missed I think. So after that one I was able to compete again. I liked the minimalist look of my previous game so I decided to follow with it. I got better physics, a menu and some more complex graphics. All still using pygame.draw. (I cheated with the story page; antialised text crashed the game, so I just made a text filled sprite.)
People didn't like it. It was nicer but there were issues. It was hard, counterintuitive, weird, and one dimensional. Oh well. Same protagonist, worse game at it's core(with a shiny candy coating). I tried right?
Third time is the charm or so the cliche says. The theme was twisted and I was tired of coding collision response. So, I made a shmup and expermented with having the stage twist(rotate really, leave me alone.) one of my first things had it so instead of just rotating the viewpoint that all the enemies would rotate but keep their absolute trajectory. It was a strange vortex of death.
I decided to go with a stable level that rotated in reference to the viewpoint with relative controls. This game the game it's uniqueness and challenge. Some people hated, some people loved it, some one beat it. I haven't beaten it, the fourth level is that hard.
There are only four levels and no more are needed. The first level just has a slowly growing swarm of dumb bots which give the player a chance to get adjusted to the game. The levels grow hard and harder with the last one ending with replicators, they fill the whole screen and move in all 4 directions. It's crazy.
I got 7th place and was rather happy. I felt I had made a polished game that was some decent fun.
Well you do something three times, it becomes a tradition so I'm doing it again this pyweek.I wanted to upgrade the graphics with opengl but keep the same style. Unfortunately I've had some installing issues. even if I did get it to work, I can't learn opengl in its entirety from a cold start.
Int the meantime you guys can play ABG REMIX! It was something I was working on a few months ago. Basically, I wanted to redo the code for my first pyweek game to make it nicer and easier to edit. So that means no scrolling or parallax. I also wanted one menu I could launch all of my games from.
Give it a shot and if someone beats all of the few levels and wants more, I'll make at least 8 more before pyweek starts. It's hard to get motivated for these things when you have no idea if anyone will play them. I could probably make it really good but there always seems to be something better to be doing.
HERE
Devman - Pyglet FTW!
Posted by Devman on 2008/03/28 15:26
For this pyweek, I'm going to use the pyglet library. I'm running some simple tests, and hopefully I can become profienct enough with the library that I can produce something worth while. Heres to me! :)
Even Robots have Bad Dreams - Goals for this Pyweek
Posted by Tee on 2008/03/27 22:31
So it's that time of the semester again. Treeforms playing with their Pandas, eugmans (eugmen? :P) making blocks, and the screams of "Rah rah Pyweek!".
I have the habit (well, since last Pyweek :P) of writing my goals for the Pyweek before it starts, so here it goes.
I have the habit (well, since last Pyweek :P) of writing my goals for the Pyweek before it starts, so here it goes.
- Simplicity and minimalism: Last Pyweek I had to postpone some real life work and, at least for me, making a game in a week takes a lot of effort. So the idea is not work too hard this time. I'll aim for a simple game, even though it probably means I'll get a lower rating. I'm already antecipating some real life work so I can have a more free schedule for next week.
- More planning: Planning is always good. :) I'll try to put the most I can on paper before touching the code. I have a bit of an habit to plan as I code.
- Have fun: As always. :)
pyar strikes back - cocos & pyglet
Posted by riq on 2008/03/27 16:04
Hi,
Cocos is a game library based on pyglet.
Main features:
For those who will use it for this pyweek, this is our suggestion:
If you are going to use:
Cocos is a game library based on pyglet.
Main features:
- Defining a workflow for your game
- Creating special effects in layers
- Creating transitions between scenes
- Managing sprites
For those who will use it for this pyweek, this is our suggestion:
If you are going to use:
- pyglet 1.0, use cocos 0.1.x
- pyglet 1.1, use cocos 0.2.x
Rene Dudfield loves robots and balloons. - I hope the row boat theme wins.
Posted by illume on 2008/03/27 06:26
Because I like ROBOTS.
pygame is the name of the game... making tool - that makes all others look like fools.
PLEASE VOTE FOR ROBOTS. peace.
pygame is the name of the game... making tool - that makes all others look like fools.
PLEASE VOTE FOR ROBOTS. peace.
aff:city - Pyweek warm up - City builder
Posted by Treeform on 2008/03/26 20:17
I was going to try out how i would like to make a city game. I through some thing together in 2 hours with Panda3d. Its fun:
Apologies To Our Girlfriends - Artists? Musicians? 3d???
Posted by hillman on 2008/03/26 16:07
Reading the various diary entries is a bit scary! Musicians? Artists? Getting a bit worried now :-) Just two Java escapees on our team, working in our limited evenings. Bring on the coder-art!
Sea War - Boom
Posted by milker on 2008/03/26 04:10
Boom is change!!!!!