Things are going better now.

abg5

First I started with a mario galaxy 2d type game, abandoned that, started a puzzle game, ran into a big problem, had to code around it to avoid that. I didn't get as many difficult or fun elements in my game as I wanted but I'm happy with it. Also, if you run python2.4, you need to define the all() function as it's builtin for 2.5.

Awards


Connect the dots
Presented by saluk

Education disguised as fun
Presented by richard

Originality and Orthogonality: Keepin' it real and shunning the diagonal.
Presented by HanClinto

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Scores

Ratings (show detail)

Overall: 2.9
Fun: 2.9
Production: 2.4
Innovation: 3.4

Respondents: 41

Files

File Size Uploader Date
abg5.zipfinal
AHHH
735.8 KB eugman 2008/09/14 23:58
QoF5.png
Things are going better now.
10.4 KB eugman 2008/09/14 14:48
abg5-3.zip
So I had a big problem and found a way around but now I need gameplay.
733.6 KB eugman 2008/09/14 14:13
abg5-2.zip
You can do stuff now.
731.8 KB eugman 2008/09/11 22:50
QoF4.png
Things are really starting to look nice.
9.5 KB eugman 2008/09/11 01:27
abg5-1.zip
Look, I can make tiles!
733.1 KB eugman 2008/09/11 00:20
QoF3.png
I had to start with anew idea. it's looking good though.
4.3 KB eugman 2008/09/10 11:31
QoF2.png
Bah, I'm not in cool graphics land yet.
9.3 KB eugman 2008/09/09 01:05
QoF1.png
My first reall attempts to make something with pyglet is a success!
8.7 KB eugman 2008/09/07 17:10

Diary Entries

A Guide to ABG5:QoF . A.k.a Please don't downvote me!

Ok, here is the reference image.

Controls for the game consist of left/right mouse and wasd(or arrows). A/D rotate the current tile and W/S change the tile type between three types.

On the top are the two inputs, yellow and blue. The yellow one has sent its 8 blocks and so has turned black in color. The tiles connected to it have grey lines because they have been used. This shows where the blocks came from and means you can't remove them with right click like normal.

The most common problem, turns are shown here and are quite simple. On the simple, default tile, a block will go in the direction of the white string piece. So to make a turn you have to push a block onto a rotated(using a/d or left/right) simple tile. The blue path therefore acts as it looks in this case.

I'm probably going to try to do an update on the game this weekend to fix some things and add some interesting elements. Hopefully then you'll get to see how this game was meant to be. If you have any other questions, let me know.

5 comments

Has anyone completed my game?

I'm really curious if my game was fun and hard enough. I kinda got it out last minute missing a lot of features. So, I'm wondering if anyone actually beat the game.

15 comments

Continue on or restart again?

I've spent all day trying to solve a problem. I don't think I can solve it and working around it doesn't look like it'll work well either. So I'm going to go to sleep now but I have a question. What do you think I should do? Try to solve it and finish up or Start over again and make the simplest game I can in the time remaining?

1 comment

Is there a use to coding a game that can run under 2 different libraries?

Apparently the pypy-flex project was sorta abandoned. So, no game in flash for me.

However as a result of looking into it, I came up with a crazy idea. I could code my game in both pygame and pyglet and at the same time abstract the common code to a game class. In practice the idioms for each library is probably so different, that trying to abstract things out will be difficult.

However I can think of two possible benefit of such a strange idea. Firstly, I'd be able to try learning pyglet while having pygame to fall back on if that fails.Of course I'd probably be better off just diving in headfirst instead of bneing slowed down by trying to support two libraries. Also, in theory the game could detect which of the libraries you have and run accordingly. Of course since pyglet is includable this really shouldn't be an issue.

So, can anyone think of a reason for doing this?

2 comments