Woody - End of 2nd full day
I didn't get a whole lot done today, I'm sad to say. I did some minor polishing on the game, including:- focus exception - when you switch to another window, I have code to trigger a pause menu. No actual pause menu exists, though (indeed, my hFSM code isn't in, yet), so it used to throw an exception that didn't make people happy. They should be relieved to know it's fixed.
- music - I'm no musician, but if you're going to turn the music off, there'd better be music there to turn off, right? So I made two short MP3 files, which I'll in turn process into OGG, and get playing ingame soon. There's a robot saying "tubes", which sounds a little like "noobs". Sorry about that. I'll get a better robot next time.
- transparent tubes - I think the balls are easier to see now.
- color distribution - balls are emitted based on a color distribution table. Eventually, each level will control its distribution.
- ball distribution - I take measures to keep balls from stacking up on each other at the top of the screen. You may still be able to glom them together through clever twisting. You're very smart.
- greener greens - The green ball should be more easily distinguished from the black ball. No progress on making color-blind-friendly assets. I have an idea of how to proceed; an alternate set of assets for the balls and the 'shipping labels' with colors+patterns to help disambiguate. I'll allow the player to toggle between these using a button (maybe 'C'), and mention this in the tutorial.
- brass rings - I probably mentioned this before, but it should be clearer where the player can click now, through the display of brass rings around the tubes.
- cheat button - press '1' to fake dropping a while ball into the leftmost crate. If you want to do such a thing.
- Py2EXE - I made a skellington-free copy of my game, which seemed to be the easiest way to get Py2EXE to work for me. I now have non-programmers testing out my game.
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As for PyOpenGL, I think I'm still using a hacked version that I have that is Py2EXE friendly. The hack I'm using I posted to the pygame mailing list - it involves circumventing PyOpenGL's load of a version file and hardcoding it instead.
richard on 2007/09/04 07:51:
Skellington-11 is py2exe (and py2app) ready...