Ratings (show detail)
Here's another level of the final game.
|195.6 KB||TenjouUtena||2006/04/02 00:00|
Steeem RC2 (And should be final)
|4.9 MB||TenjouUtena||2006/04/01 23:49|
Fixed the things aerojockey pointed out.
|4.5 MB||TenjouUtena||2006/04/01 19:28|
|4.5 MB||TenjouUtena||2006/04/01 18:22|
A somethat real level, bullets, and our hero emerges!
|65.8 KB||TenjouUtena||2006/03/28 04:11|
It's a map!
|57.3 KB||TenjouUtena||2006/03/26 03:26|
Making this game was at least a useful way to learn PyODE. Our game's strength was the glider dynamics interacting in a vector-based world. A level editor would have been a great addition given more time.
Next time I hope to use PyODE in a 3D setting, but anything not sprite-based would be great.
Frames of reference
Because of the sparse documentation of pygext, one basically has to experiment with the system to figure out the behaviour and its underlying frame of reference. It's a little like discovering a new physical realm.
The moral is to test early and often. Weaving whole cloth code before running means that you'll probably have to rewrite most of your code because some notions you had of the framework are false.
But at least now our glider behaves as if it really is being driven by the steam jets!
On the plus side, you don't have to build your own force integrators.
Currently our hang-glider lifts pretty well over steam, but glides a little *too* well on its own power. Gotta work on that.