August 2009 challenge: “Feather”
ThEdA_P9 - de Feather is GOLD
Posted by gizmo_thunder on 2009/09/06 04:43
As in It is in GOLD status... (ready to be shipped.. you know... as in games... ok what ever)
The windows exe is up for download grab it now :D
ps:Posting this for facebook, coz it picked up my prev diary entry which is just a script :)
The windows exe is up for download grab it now :D
ps:Posting this for facebook, coz it picked up my prev diary entry which is just a script :)
Pempenberd - The wire: coming up to it etc.
Posted by ZeuglinRush on 2009/09/06 04:20
Oh god there are like three hours left. and I'm still totally not finished. BARGH
let's recap:
Level generation is good (if boring)
you can walk around as the player
all the areas on the map are reachable
there are no enemies
there are no birds
there is no way to win
I think I allocated my time slightly wrong this time :L
let's recap:
Level generation is good (if boring)
you can walk around as the player
all the areas on the map are reachable
there are no enemies
there are no birds
there is no way to win
I think I allocated my time slightly wrong this time :L
ThEdA_P9 - py2exe Script (copy to gamelib folder)
Posted by gizmo_thunder on 2009/09/06 04:06
class MediaCollector(build_exe):
def copy_extensions(self, extensions):
# super(MediaCollector, self)
build_exe.copy_extensions(self, extensions)
# Create the media subdir where the
# Python files are collected.
media = os.path.join('..', 'data')
full = os.path.join(self.collect_dir, media)
if not os.path.exists(full):
self.mkpath(full)
# Copy the media files to the collection dir.
# Also add the copied file to the list of compiled
# files so it will be included in zipfile.
for f in glob.glob(os.path.join('..','data/*')):
name = os.path.basename(f)
self.copy_file(f, os.path.join(full, name))
self.compiled_files.append(os.path.join(media, name))
py2exe_options = {
'cmdclass': {'py2exe': MediaCollector}
#'bundle_files':1
# [...] Other py2exe options here.
}
setup(windows= ['run_game.py'], **py2exe_options
def copy_extensions(self, extensions):
# super(MediaCollector, self)
build_exe.copy_extensions(self, extensions)
# Create the media subdir where the
# Python files are collected.
media = os.path.join('..', 'data')
full = os.path.join(self.collect_dir, media)
if not os.path.exists(full):
self.mkpath(full)
# Copy the media files to the collection dir.
# Also add the copied file to the list of compiled
# files so it will be included in zipfile.
for f in glob.glob(os.path.join('..','data/*')):
name = os.path.basename(f)
self.copy_file(f, os.path.join(full, name))
self.compiled_files.append(os.path.join(media, name))
py2exe_options = {
'cmdclass': {'py2exe': MediaCollector}
#'bundle_files':1
# [...] Other py2exe options here.
}
setup(windows= ['run_game.py'], **py2exe_options
Hark! I Impale Weasels! - Less buggy than I though!
Posted by gcewing on 2009/09/06 03:36
What I thought was an insoluble-level bug turned out to be a false alarm. (I'd forgotten that Reynaldo was a character in Hamlet and didn't think to try the right page on him.)
robonic - 7x3
Posted by RB[0] on 2009/09/06 02:49
Well, I am extremely pleased with this entry - it is honestly the best we've ever done, I believe.
Had a couple people I haven't worked with before on the team this time, and they were awesome.
Everything just seemed to go right for this project.
In the end we didn't drop a single major feature, I didn't stress over the entry, we were always ahead of schedule, and we did some things we haven't before.
The entry itself has no known bugs, but I'll be interested to see if we maintain our 100% worked ratio from past entries...
Oh, and from the title:
Seems like this is our lucky Pyweek...
It is quite slow (as we knew, being immediate mode OpenGL in pure Python) but it is smooth enough.
I fixed a ton of bugs and will probably be spending a month merging my changes from Pyweek into PYGGEL's svn XD
For me as well, I picked up far more of the project than I have in the past (though certainly less than if I went solo XD )...
I even did a few sfx - which I haven't done before, so that was fun (though I was slightly disappointed to note that I've lost my Elmer Fudd "aww cwud" voice :S )
Gonna spend tomorrow probably testing the game to see if there are any devastating bugs we haven't caught yet, and building an exe, but probably will end up not changing a single thing :)
Cheers all, and congrats on a great competition and a ton of great entries!
Had a couple people I haven't worked with before on the team this time, and they were awesome.
Everything just seemed to go right for this project.
In the end we didn't drop a single major feature, I didn't stress over the entry, we were always ahead of schedule, and we did some things we haven't before.
The entry itself has no known bugs, but I'll be interested to see if we maintain our 100% worked ratio from past entries...
Oh, and from the title:
Seems like this is our lucky Pyweek...
- 7th on the entries list (before drop-outs)
- 7 levels
- 7th time I've lead a team in pyweek
It is quite slow (as we knew, being immediate mode OpenGL in pure Python) but it is smooth enough.
I fixed a ton of bugs and will probably be spending a month merging my changes from Pyweek into PYGGEL's svn XD
For me as well, I picked up far more of the project than I have in the past (though certainly less than if I went solo XD )...
I even did a few sfx - which I haven't done before, so that was fun (though I was slightly disappointed to note that I've lost my Elmer Fudd "aww cwud" voice :S )
Gonna spend tomorrow probably testing the game to see if there are any devastating bugs we haven't caught yet, and building an exe, but probably will end up not changing a single thing :)
Cheers all, and congrats on a great competition and a ton of great entries!
Featherbound - So what should I improve?
Posted by eugman on 2009/09/06 02:13
Tomorrow I was thinking of make an exe for my game and maybe touching up some of the art. One person suggested adding timer and try tracker so people could compare scores. So what suggestions do you all have for a little polish to my game?
Abbey's Grand Adventure - Day ... 8 :) the final rush
Posted by richard on 2009/09/06 01:47
Well, not for me. I tweaked some of the sound effects, added a story screen, not too much.
Then I edited some of the pyweek.org site code to change a few things (turn off judging until after the 24 hour upload grace period is over).
Then the deadline hit and I put together a source upload package. Which I tried out and got a bus error. Fixed, and finally uploaded my final submission! Yay!
Things I didn't get to do during the week:
Then I edited some of the pyweek.org site code to change a few things (turn off judging until after the 24 hour upload grace period is over).
Then the deadline hit and I put together a source upload package. Which I tried out and got a bus error. Fixed, and finally uploaded my final submission! Yay!
Things I didn't get to do during the week:
- a switch to turn off the music
- much better Queen Baddie battle
- more props / decorations in the second and third levels
- "super jump" powerup which I thought might be fun
- a count of the "coin" pickups to count towards regaining health
- fix sometimes-broken circular baddie paths (sometimes they work, sometimes not so much)
- sloping ground
- some secrets :)
Fan Mania - Last day
Posted by maral on 2009/09/06 01:42
Very very confusing hectic ending, but I hope we did good job...
Longicorn: Enter the Mind of the Spirit Wolf - FInale
Posted by devon on 2009/09/06 01:20
Well, I got something done, and it has an end state and a few really cool things going on and a few really horrible things! It pales in comparison to the original vision me and John had, but I got some decent art and music in there.
Things I wish i would've done before pyweek (A post mortem):
learn cocos2d :) I spent the first half of the week trying to get the window resized correctly and the second half trying to keep track of all of my transformation anchors... at the end of the week crunch time made for some messy code with no rhyme or reason to which class was in which class' business.
The cocos animation editor would've been great to use too, if I could figure the darn thing out.
Made a platformer. I realized after I started that I really hadn't made a platformer before... bad idea for getting something done, but it was a great learning experience.
Created a framework for loading images. It's just a mess right now, especially with all the calls to set each image to use GL_NEAREST for scaling. I couldn't find a way to not have to touch every texture loaded and manually set the scaling for pixel art.
Understand physics and framerate independent movement better. Right now moving left and right and up is fps independent based on dt, but falling down slows with the framerate... could not for the life of me get it to behave right so I had to keep it this way (my movement is a little complicated, especially since the movement mechanics and sprite dimensions change frequently).
But I'm still a little proud what I did get done, especially since the bulk of the art and all of the programming duties were on my shoulders. Thanks again to Ian for the awesome retro music and sound effects and the funny NPC NPC sprites, and John for coming up with the longicorn mechanic/character idea and original spirit wolf concept ;)
Maybe I'll finish this for pyggy with some kangaroo mice which were supposed to be in there instead of the Indian, and a spirit wolf boss that actually does something, not to mention some sort of risk in the game besides missing a jump would do gads to improve its enjoyability...
Oh well, congrats to all who finished!
Things I wish i would've done before pyweek (A post mortem):
learn cocos2d :) I spent the first half of the week trying to get the window resized correctly and the second half trying to keep track of all of my transformation anchors... at the end of the week crunch time made for some messy code with no rhyme or reason to which class was in which class' business.
The cocos animation editor would've been great to use too, if I could figure the darn thing out.
Made a platformer. I realized after I started that I really hadn't made a platformer before... bad idea for getting something done, but it was a great learning experience.
Created a framework for loading images. It's just a mess right now, especially with all the calls to set each image to use GL_NEAREST for scaling. I couldn't find a way to not have to touch every texture loaded and manually set the scaling for pixel art.
Understand physics and framerate independent movement better. Right now moving left and right and up is fps independent based on dt, but falling down slows with the framerate... could not for the life of me get it to behave right so I had to keep it this way (my movement is a little complicated, especially since the movement mechanics and sprite dimensions change frequently).
But I'm still a little proud what I did get done, especially since the bulk of the art and all of the programming duties were on my shoulders. Thanks again to Ian for the awesome retro music and sound effects and the funny NPC NPC sprites, and John for coming up with the longicorn mechanic/character idea and original spirit wolf concept ;)
Maybe I'll finish this for pyggy with some kangaroo mice which were supposed to be in there instead of the Indian, and a spirit wolf boss that actually does something, not to mention some sort of risk in the game besides missing a jump would do gads to improve its enjoyability...
Oh well, congrats to all who finished!
After The Fall - After The Fall
Posted by adam on 2009/09/06 00:58
Well, after yet again coding right up until the last seconds of PyWeek, our game is complete and uploaded. We were determined to stretch our capabilities this time, and we're pretty satisfied with what we ended up with.
After the Fall is an exploration-based platform adventure rendered in a stark and haunting monochrome style. It features skeletal animation based on motion capture data, a world pieced together in CSG by our homemade level editor and a story told through the letters and objects left behind in an abandoned palace.
After the Fall is an exploration-based platform adventure rendered in a stark and haunting monochrome style. It features skeletal animation based on motion capture data, a world pieced together in CSG by our homemade level editor and a story told through the letters and objects left behind in an abandoned palace.