Monkey in a tangle
This is a group effort from OSU. The game is 2D, viewed from the side, and a collector game.
The game mechanics work like this: You're a monkey with a tether. You'd like to box yourself some bananas but your hands are circular so what do you do? You tether them! (Why not?).
In the upper right hand corner you'll see the number of bananas you need to box and how many you've boxed so far. Once your box is full you will move to the next level. If you don't complete the level before time runs out you must restart the level.
NOTE:
A faster computer is suggested to play the game. It will likely be slow and unfun on anything slower than a 1.2 GHz x86
The game mechanics work like this: You're a monkey with a tether. You'd like to box yourself some bananas but your hands are circular so what do you do? You tether them! (Why not?).
In the upper right hand corner you'll see the number of bananas you need to box and how many you've boxed so far. Once your box is full you will move to the next level. If you don't complete the level before time runs out you must restart the level.
NOTE:
A faster computer is suggested to play the game. It will likely be slow and unfun on anything slower than a 1.2 GHz x86
Awards
Scores
Ratings (show detail)
Overall: 3.2
Fun: 2.8
Production: 3.2
Innovation: 3.4
0% of respondents wished to disqualify the entry.
Respondents: 30
Files
File | Uploader | Date |
---|---|---|
Monkey_In_a_Tangle-1.0-1.zip
— final
Updated License File |
Alfred Rossi | 2008/09/14 21:20 |
Monkey_In_a_Tangle-1.0.zip
— final
Our final submission. Updated Readme |
Alfred Rossi | 2008/09/14 01:36 |
Level2.png
— final
Level 2 |
Alfred Rossi | 2008/09/14 00:42 |
Level5.png
The secret to the bridge level |
Alfred Rossi | 2008/09/14 00:41 |
Level1.png
— final
Level 1 |
Alfred Rossi | 2008/09/14 00:39 |
Monkey_In_a_Tangle.zip
— final
IN at the wire |
morgan.goose | 2008/09/13 23:58 |
Screenshot-Monkey in a Tangle (Working Title).png
Monkey in a Tangle |
morgan.goose | 2008/09/13 06:07 |
Diary Entries
Pre-PyWeek
We've just registered, but we (Alfred and I) need to get some artists to join officially.
Got our artist, and the game is chugging along
Jane signed on a while back, but just recently signed up here. So today I've added her to our team officially.
Right now we're at the point where we have physics, objects, and they can interact with the levels we've made. We gabbed the menu system that PyMike made, and it is great. Got a nice backdrop to the menu, and added in a nice font. It kinda looks like a Napoleon Dynamite cover now. heh I would put i a N.D. quote but that seems a bit much.
almost done
Tonight and today Alfred and I got the mechanics of our levels working, and I pushed out a few new levels that utilize what we did. Jane got us our monkey walk frames, and tomorrow we add those into the game. I also took the liberty to add caps to the box textures Jane gave us so that they don't end so abruptly. Alfred also found a sweet mod song for use to use, and we got that all rolled into the game.
Next on the todo list is to add in the level win events, and to loop on a level if the player fails to finish in time. That and we've got to put in the chain, and wlak cycle.
Got it all in
That was one of the coolest things I've done in a while. We really got into a sweet rythm at the end, and were getting things DONE. I'm really happy with what we got done and I love the look. There are only a small number of things that I'd like to go back and do, mostly minor changes to the look.
I am really proud of the whole team, and can't thank them enough for getting on board. I can't wait to do this again next pyWeek, heopfully with the same crew.
Monkey's out of the Bag
This is my first time participating in pyweek and, wow, what an exhausting and rewarding experience. It's been an intense week and it'll be strange to see it go. I am very pleased with the progress we've made and surprised how quickly everything came together in the end.
Our team member James Sharpnack (jsharpna) took the time to play through the final version of our game so we're sure it's beatable. The later levels get difficult suddenly but it's not impossible. If you're frustrated you can use the bracket keys to move forward and backward.
The game mechanics work like this: You're a monkey with a tether. You'd like to box yourself some bananas but your hands are circular so what do you do? You tether them! (Why not?).
In the upper right hand corner you'll see the number of bananas you need to box and how many you've boxed so far. Once your box is full you will move to the next level. If you don't complete the level before time runs out you must restart the level.
z picks up your tether, x drops it
c attaches the held end of your tether to certain movable items in the game (and non-movable hooks on the ground). You have to be holding the tether and pressing against the item you'd like to rope.
v detaches the rope from an item, you need to be pressing against the connected item.
You can jump with space (or up) and you move the arrow keys.
We'd also like to thank pymike for his ezmenu. It's a great little piece of software that saved us time and effort.
It's been great chatting with you guys in the channel (i'm _ar). I am excited to see everyone's work and I look forward to participating in the future.
Great job guys,
Alfred
Our team member James Sharpnack (jsharpna) took the time to play through the final version of our game so we're sure it's beatable. The later levels get difficult suddenly but it's not impossible. If you're frustrated you can use the bracket keys to move forward and backward.
The game mechanics work like this: You're a monkey with a tether. You'd like to box yourself some bananas but your hands are circular so what do you do? You tether them! (Why not?).
In the upper right hand corner you'll see the number of bananas you need to box and how many you've boxed so far. Once your box is full you will move to the next level. If you don't complete the level before time runs out you must restart the level.
z picks up your tether, x drops it
c attaches the held end of your tether to certain movable items in the game (and non-movable hooks on the ground). You have to be holding the tether and pressing against the item you'd like to rope.
v detaches the rope from an item, you need to be pressing against the connected item.
You can jump with space (or up) and you move the arrow keys.
We'd also like to thank pymike for his ezmenu. It's a great little piece of software that saved us time and effort.
It's been great chatting with you guys in the channel (i'm _ar). I am excited to see everyone's work and I look forward to participating in the future.
Great job guys,
Alfred
pymunk on osx
Our game, and many others here, require pymunk. In order to get pymunk working on OSX you'll need to obtain or build a libchipmunk binary.
Penguin has built the dylib for intel based mac's. You can find it on myke's site Here or Here. (You'll need to click "Save file to your PC" near the bottom of the box.)
If your mac isn't intel based, or if Penguin's build doesn't work for you, you can build your own copy with the following:
svn checkout http://pymunk.googlecode.com/svn/trunk/ pymunk-0.8
cd ./pymunk-0.8/chipmunk_src
gcc -O3 -std=gnu99 -ffast-math -c *.c
gcc -shared -o libchipmunk.dylib *.o
For our game you can drop the dylib into the pymunk folder among the .dll and the .so files. If you have pymunk installed on your system you can drop this dylib in the appropriate folder. (e.g. /Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/pymunk-0.8-py2.5.egg/pymunk/)
Your feedback on how well these methods work would be greatly appreciated. If you have any trouble please feel free to ask.
Penguin has built the dylib for intel based mac's. You can find it on myke's site Here or Here. (You'll need to click "Save file to your PC" near the bottom of the box.)
If your mac isn't intel based, or if Penguin's build doesn't work for you, you can build your own copy with the following:
svn checkout http://pymunk.googlecode.com/svn/trunk/ pymunk-0.8
cd ./pymunk-0.8/chipmunk_src
gcc -O3 -std=gnu99 -ffast-math -c *.c
gcc -shared -o libchipmunk.dylib *.o
For our game you can drop the dylib into the pymunk folder among the .dll and the .so files. If you have pymunk installed on your system you can drop this dylib in the appropriate folder. (e.g. /Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/pymunk-0.8-py2.5.egg/pymunk/)
Your feedback on how well these methods work would be greatly appreciated. If you have any trouble please feel free to ask.