trying to make and add music, frustrating results...

Today i spent my time on trying to make some music for the game - so frustrating... - my idea were try to add some kind of .s3m module (made with ModPlugTracker on Wine) of jazz electric-bass solo (a bit like music from Jaco Pastorius or Victor Wooten), but the result of my tries really sucks... :( (sounding too hard, and lacking subtilities) - it's really hard to add some interesting atmosphere with a music doesn't annoy - i'm almost forgetting the idea on adding music or sound in that... :( - but anyway, my game submition were downloadable here since monday, be welcome commenting! :)

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The game is shockingly fast on my computer. Please tell me it is a bug! :)
@cyhawk - it's weird how much fast it is on MacOS-X than on Ubuntu-Linux in the same machine (core2duo@1.85ghz) - which OS are you using, and which machine spec you tested?

try to replace line 139 (or close):
    pygame.display.flip();pygame.time.delay(1000/100)
to
    pygame.display.flip();pygame.time.delay(1000/50)

and tell if you feel some difference...

otherwise, on the same Ubuntu-Linux (i386 9.04) it here performs in the same speed (not that shockingly fast i saw on OSX) on the core2duo@1.85 ghz as on the pentium4@2ghz

please note i'm still very Pygame and Python newbie, and of course i'd appreciate more testing and bug solution ideas! :)
To set the (maximum) framerate, you should be calling the tick() method on a pygame.time.Clock instance, if you're not already doing that.
Yes, it's an OS X and the suggested patch helps. It starts at a realistic speed, but over time it gets pretty fast anyway. I assume that is intended. Thanks for the help!
Yes, the enemies gets faster with the time, it's the main idea of the game - and feathers becomes progressivelly less -
You're welcome! :)
@Cosmologicon - becoming to see tick() is really the best choice - it seems delay is hugelly different of tick... i have to do some more experiences - for this game i only developed snippets, and joined them in a rush, i didn't care about these bugs at all until now - and i used to be very intuitive on coding, if the code runs fine, it seems 'ready' (when it's still hugelly far away from it... :( )
@Cosmologicon, @Cyhawk - thanks all the feedback!- you know, it's my very first Pyweek entry! :)
didn't fix that tick() situation - i'm looking for a way to have something similar from 'waitvbl' from Amos and sdlBasic (maybe i must add some kind of counter variable somewhere)

otherwise, it seems some people are having problems on fullscreen display, so i added a bugfix for toogling the fullscreen: search from '# keyboard' in the code, and add this line below:
if key[pygame.K_LALT] and key[pygame.K_RETURN]:pygame.display.toggle_fullscreen()