While the screenshots may not seem like a lot, I focused a lot more on animations and special effects this time, so you really have to see the game in action to get a good feel of what it's really like.
Python 2 FTW
Presented by gummbum
The Python 2 is dead award
Presented by ntoll
Ratings (show detail)
2% of respondents wished to disqualify the entry.
Parallel for Python 2.7
Day 7 Screenshot
An Example of Keys opening Doors
Day 5 Screenshot
The Parallel Logo
Day 4 Screenshot
Day 3 Screenshot
Day 2 Screenshot
parallel day 2.gif
Day 2 Animations
Day 1 Screenshot
And it's over. Okay then...
COMMUNICATION (a.k.a. the one thing i'm not good at)
What we could've changed and done better:
- Tell people that running into walls kills you
- Tell people that there was something in the settings to make the controls less jittery (Few people figured it out)
- Tell people why they died so they understand.
Oh and one more thing, whoever marked our entry "not working" just for using python 2.7, please note: you're supposed to rate people's games on the aspects of the game, not the technologies it's based on.
Well that was a good PyWeek, see you all in 6 months.
Day 8 - "An unforgettable luncheon"
Well, I'm all done! I finished the last three levels, added some major refinements to the game, and I sent it on it's way. And this time, I didn't turn in my entry at 23:15, so I did better by about 30 minutes. This week was an "unforgettable luncheon" indeed (If you've ever heard of the meme Steamed Hams, then you'd know what I'm talking about.).
I'm going to compile this for OS X and Windows, and then Crash on the couch for 12 hours.
Day 6 & 7 - Refinements and more level building
When I tested the game on a different platform, it ran fast, a little too fast. Like my Core-2 Duo PC ran it faster than my Quad-Core Xeon Mac Pro. That kind of disturbed me a bit.
So, I came up with a solution, and now I have a game settings screen, which changes how much graphic effects there are, how fast those effects are and whatnot. And it works, so I'm good.
I also put in 2 more levels, which my Dad helped me design over the past couple of days, and they're really hard. I now have a total of 7 levels, and I'm hoping to have 10 done (quality over quantity) by the time I turn it in. I also added a really cool thing where the color of the walls change with each level, so level 1 is red, level 2 is blue, and so on and so forth...
I'm not done yet, though it's "Day 7", considering it's still Friday, April 20th in my timezone, and I don't have to have it in until tomorrow by 5 in my timezone. So in a sense, I still have the same amount of time, I'm just awake for much more of it.
I got a long day ahead of me tomorrow, so I'm going to get some sleep.
Day 5 - Level Building
I added 2 other obstacles, keys and doors. Both are connected by a special id only used by those two objects, which allows for the player to collect the key, which automatically triggers the corresponding door to open, no matter which side of the level the key or the door is on. So one cube can open a door for the cube on the other side.
Day 4 - Added More Obstacles
First off this morning, I added laser cannons that fires when you come within a certain radius of it (and yes, you can see it, I learned my lesson from PyWeek 24...). I added effects for it as well on the death screen, where it draws a laser beam between the cube and the cannon.
Second off, I added a glue trap, that slows you down (oh wow! I didn't expect that would happen!). It looks like a puddle of piss, but you know, it's only my fourth day, I'll change it later.
Here's a screenshot from earlier today:
Oh, and I made the coolest logo ever:
Day 3 - Starting building Levels
Day 2 - Mastering Special Effects
Today for me was mostly finishing the engine, and starting out on animations / special effects, and adding more obstacles. The result was close to perfect! I added animations for every time you win and start a level, switching which side you were viewing, and every time you enter / exit the pause screen. I also added some really cool particle effects on player death.
I was able to get a recording of all of these animations, as they are extremely cool (sorry, transferring it to a.mov file to a .gif kinda made it choppy and slow):
Overall, it was a great day, and I think we've got a good solid foundation below our feet. :)
Day 1 - Engine Building & Brainstorming
The idea is a little complex, it's two different levels, with one avatar in each of the levels. You control both avatars, but you can only see one of them at a time.
Anyways, I've started building a small engine for the game, while Space has been helping me with designing some graphics and thinking up more ideas to make the game better over Google Hangouts. The engine isn't much, it basically just divides the screen into 2 seperate sections, and neither player can enter the others section, or go outside the window. It also basically just allows you to switch between which player you're looking at.
Right now, I'm calling it "Parallel", since they're both in different worlds parallel to each other. I have not cleared it with Space, but we'll see.