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For me that is.  Actually I think it's going to do pretty well overall as well, so I'm really pleased with what we built.  I uploaded the final version last night, but didn't have the energy to post about it until this morning.

Here's a screen shot from the 3rd level (there are 4 levels total):

As is always the case, there wasn't enough time at the end to tweak gameplay ond tune the levels to find the right difficulty.  If you don't die (which isn't too hard once you get the hang of it) you can beat all four levels in about 10 minutes (that includes loading times, which are longer than we'd like). 

I have to apologize about the size of the download; our single artist was extremely productive and despite having four programmers we just couldn't keep up and get all of the assets included in the game, but I didn't have time to trim the data down and only include what was actually used.  This may not have actually saved a lot of space though, as a quick survey estimates I maybe could have trimmed 6MB (total package is ~30MB)

I'm a little sad we weren't able to get all those great art and sound assets in, and a little annoyed at the brutal looking hud (Shields and timer) which totally clash and detract from the overall beauty of the visuals: A nice shield charge bar (or equivalent indicator around the ship) would have helped a great deal.  Some alpha on the timer (ala the FPS counter) would integrate it better, but in the final hours I decided getting the storyboards in for each level was more important.  I hope that was the right choice.

I'm a little nervous how it will perform on some slower machines, since I didn't get a chance to test it on one, and we didn't get to do any optimization.

Also (random note) it seems to crash occasionally on me, or start up and you won't see the graphics update.  I'm not sure why, most of the time it's fine, so if you see that just restart the thing and it should clear up the issue.

 I hope you enjoy it!

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I really love your game mechanic, what a great idea, it was really fun.

I had some problems though. First of all I got a segfault. I seem to keep getting this with pyglet games though and it seems to be related to audio somewhere so It might just be something screwed up with my set up. I managed to fix it by commenting out audio bits in the code

Secondly, it wouldn't let me play without a joystick plugged in:
  File "gamelib/", line 388, in __init__
  File "gamelib/", line 109, in __init__
    self.dpad = joystick.DPad()
  File "gamelib/", line 57, in __init__
    self.joystick_event_dispatcher = JoystickEventDispatcher(device_number)
  File "gamelib/", line 18, in __init__ = open(device)
IOError: [Errno 2] No such file or directory: '/dev/input/js0'

So I plugged one in and it worked fine, but was a bit annoying.

Apart from that, thank you for the game! It's excellent.
awe crap, I forgot to test w/ my joystick unplugged  - this will only be a problem for linux users, but if you run into this and don't have a joystick, open gamelib/ and change this:
if sys.platform == 'linux2':
if False:

as for the sound issues, I've seen the same thing, though Osscilliscape has worked for me most of the time, especially after I switched it to use alsa.  Probably still has something to do with the random crashes I mentioned above.

I'm glad you like the game mechanic :)
bencoder: can you post what audio parts you commented out in order to get it to run? I've got the same issue.
export PYGLET_AUDIO=silent
before running the game.

Otherwise, I think all of the calls to load and play sounds (really it's just music) are in, one song fore each level.