pyBreakout
Given that I've only been learning Python for the past two weeks or so, I'm going to try and finish my version of a "Hello World" game, which in my case always seems to be a Breakout clone. If I get any sort of fancy features beyond a basic first level implemented I'll be content.
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File | Uploader | Date |
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screenshot.PNG
Day 5 and this is all I have? What a gyp. |
Gauss | 2007/09/07 04:10 |
Diary Entries
Day One, Nothing done
Okay, that's a damned lie, but I haven't written any actual code yet so we'll stick with it.
After learning of the theme selection I abandoned my original plan and decided to come up with something truly Twisted, but after realizing that "Danny Dunn's LSD Adventure" would require art resources I didn't have, I settled for continuing with the Breakout clone. Once I get the basic gameplay up and running I plan to add in a "screwball" effect that will hopefully Improve the gameplay rather than create an unplayable mess.
With the theme decided, it was time for class diagrams! Which I am failing to reproduce here in HTML, but most everything will inherit from the Sprite and/or Rect classes, except the main Game class which should come from scratch.
Goal for tomorrow: Screenshots of a full level built using coded classes rather than the GIMP. Functionality optional but here's hoping.
After learning of the theme selection I abandoned my original plan and decided to come up with something truly Twisted, but after realizing that "Danny Dunn's LSD Adventure" would require art resources I didn't have, I settled for continuing with the Breakout clone. Once I get the basic gameplay up and running I plan to add in a "screwball" effect that will hopefully Improve the gameplay rather than create an unplayable mess.
With the theme decided, it was time for class diagrams! Which I am failing to reproduce here in HTML, but most everything will inherit from the Sprite and/or Rect classes, except the main Game class which should come from scratch.
Goal for tomorrow: Screenshots of a full level built using coded classes rather than the GIMP. Functionality optional but here's hoping.
Day Two Shot to Heck
Another near-complete waste of a day... laid out skeleton classes for later implementation, but not a damn thing else. Living under a constant cloud of fear thanks to the news, and have a wedding to plan besides, neither of which is a Good Thing for a programming contest, especially a short term one like this.
Enough with the excuses, right? People are laboring under worse handicaps than mine, and I deserve only scorn and humiliation (and rum. Lots of rum).
Goal for Tomorrow: Implement a class, any class. Secondary objective is a rough implementation of All classes. They should fall like dominoes once I get going (har de har har).
Enough with the excuses, right? People are laboring under worse handicaps than mine, and I deserve only scorn and humiliation (and rum. Lots of rum).
Goal for Tomorrow: Implement a class, any class. Secondary objective is a rough implementation of All classes. They should fall like dominoes once I get going (har de har har).
Day What, Five Now?
I'm vaguely hosed, but I have a working demo of a barebones Breakout game, done from scratch, which is not to be sneezed at. Much.
Blocks are in play and disappear when they collide with the ball. The paddle moves with the mouse and collides with the ball. Bounds checking is well done, collision response not so much: the first trial only worked in one direction, the new version is a complete catastrophe.
Goal for Sometime Saturday Morning: Implement proper collision checking, lives, and a score system. Once that's done, twist it somehow and call it Ready To #*@!, er, Ship. A week before impending nuptials is Not the proper time to be doing this.
Blocks are in play and disappear when they collide with the ball. The paddle moves with the mouse and collides with the ball. Bounds checking is well done, collision response not so much: the first trial only worked in one direction, the new version is a complete catastrophe.
Goal for Sometime Saturday Morning: Implement proper collision checking, lives, and a score system. Once that's done, twist it somehow and call it Ready To #*@!, er, Ship. A week before impending nuptials is Not the proper time to be doing this.
Is This... The End?
Complete and utter devastation... even with a mocked-up, playable game in place, I got turfed out of my house on Saturday, destroying any shot I had at finishing the game on time. Horrors...
But if nothing else I've gotten the game programming bug again, so that's a plus. Shout outs to Pete Shinners's "Line by Line Chimp" tutorial, Joe Wreschnig's "piman's writing" sprite tutorial, and Will McGugan's blog, which features a number of handy code samples that just hadn't been out long enough for me to use (I think).
And Good Luck, to all of you.
But if nothing else I've gotten the game programming bug again, so that's a plus. Shout outs to Pete Shinners's "Line by Line Chimp" tutorial, Joe Wreschnig's "piman's writing" sprite tutorial, and Will McGugan's blog, which features a number of handy code samples that just hadn't been out long enough for me to use (I think).
And Good Luck, to all of you.