PyWeek - All About The Monsters
AwardsRatings (show detail)Fun: 3.8 Production: 4 Innovation: 3.3 5% respondents marked the game as not working. Respondents: 17 |
| Files: | Uploader | Date | |
|---|---|---|---|
| AllAboutMonstrs-1.0.0rc.tar.gz — final | 4.59 Mbytes | scav | 2012/09/15 23:40 |
| We're done I think | |||
| screenshot-4.png | 113.49 Kbytes | scav | 2012/09/15 21:18 |
| Now with sheep and soldiers to defend them | |||
| screenshot-3.png | 49.46 Kbytes | scav | 2012/09/12 19:43 |
| Fences are very little use against the mighty Trinitroceratops | |||
| screenshot-2.png | 25.06 Kbytes | scav | 2012/09/10 22:03 |
| The onslaught currently consists of some remarkably dull-witted dinosaurs | |||
| screenshot-1.png | 21.29 Kbytes | scav | 2012/09/10 10:03 |
| Peaceful scenery that belies the terrible onslaught that is to come | |||
Tuesday 18 September, 2012
[ scav @ 20:27 ] Command-line options for AllAboutMonstrs entry
As usual we added command-line options to our run_game.py, but in this case I forgot to mention them in the README
On Linux you can toggle full-screen with F11. If you are on Windows or OSX I think you need to run:
run_game.py --full
to get full screen. Otherwise it's 1024x768 which on most monitors these days isn't all that big.
I remember when 800x600 carried a risk of eliminating half your potential user base, but I digress...
./run_game.py --help lists the other options.
;)
Sunday 16 September, 2012
[ Strings @ 00:15 ] Just a heads up:
Hey, just remembered there when I tested B-Rex on the windows machine, you'll need Python 2.7 to run it. Hopefully this isn't a problem for too many people though. D:
[ Strings @ 00:04 ] It's all pretty good
I think this was definitely our best entry to date, including all the solo entries from each of us. It was probably the most fun to write too. Better than Nine Disasters at any rate; may it rest in peace. Seriously. Forever.
In fact, I think I enjoyed this one so much that I'd be willing to continue development of it post-pyweek. This would mean a - umm - pretty big overhaul in terms of code-cleanliness, but if it means detonating more dinosaurs how could it not be worth it.
Some of the games up here look really promising already. Looking forward to playing them. Good luck to everyone and I hope you guys enjoyed this week as much as I have.
Saturday 15 September, 2012
[ scav @ 23:49 ] Successfully completed Blastosaurus Rex
Somehow, last-minute testing and polishing of a game that would probably do anyway is still stressful. Always wondering if there's time for one small repair, or whether the last small repair broke something that you won't notice without playing the game for longer than the time you have left.
I bet there will be a lot of great games in this competition, and I look forward to enjoying them all. Congratulations to those who finished. Condolences to those who could not. Respect to all.
I can now drop the stuffy fake-Victorian persona, neck a whisky and go to bed.
Thursday 13 September, 2012
[ scav @ 13:02 ] Day the fifth: Exploding dinosaurs at long last
Now the infernal creatures have a propensity to detonate when injured, causing damage to all nearby.
Good news for the project at hand.
Not such good news for the colonists who must contend with them.
Tuesday 11 September, 2012
[ scav @ 15:53 ] Day the third - Woe and catastrophe at github
It seems that the excellent establishment of Github & Sons is temporarily closed due to unforeseen circumstances. Work on our project can only proceed haphazardly, deferring the reconstitution of our disparate repository branches and the resolution of conflicts therein at some future time unknown.
Exciting times indeed.
Mr. P Scavenger, Chief Engineer.
Monday 10 September, 2012
[ scav @ 10:06 ] Day the second
A good start was made yesterday, and a fair continuation seems probable today.
But damn your eyes, Threads, get out of bed! Those dinosaurs won't explode themselves you know!
Sunday 09 September, 2012
[ scav @ 09:18 ] Minor adjustment to the Skellington apparatus
Note from the quality assurance office
An adjustment was required to the Skellington apparatus, its handling of the apostrophe being less than satisfactory.
This small modification is being announced in the public interest, that others not discover this problem upon first exercising setup.py in an emergency situation.
https://github.com/scavpy/Scav-Threads-PyWeek-Sep-2012/commit/36d58d25600f811f792a0aab8bd7b0e08f60ff49
[ scav @ 08:41 ] Day the first: pre-production and aesthetic considerations
This day at 1 a.m. a meeting was satisfactorily concluded, in which it was resolved that
i) the entertainment be set in a land of exploding dinosaurs, from which no man has returned alive,
ii) the aesthetic and stylistic elements of the entertainment be consistent throughout the body of work, vis. all written material including the textual feedstock of the analytical engine itself,
iii) the first part of this day be spent primarily in contemplation and preparation for the great work to begin this evening.
Mr P. Scavenger, Chief Analytical Engineer
Saturday 11 August, 2012
[ scav @ 10:24 ] Getting my head in the right place
Registered nice and early this year. Now I need to book some time off work.
I seem unable to add more members to my team without having a name for the game, which obviously I have no clue about yet. But I suspect Threads will be in on it as usual, knocking out music and code at a terrifying rate.
Pre-commitment: I will not be depending on my tdgl package this time. Straight pygame all the way. Constraints encourage innovations. Plus. tdgl is pretty clunky, and it isn't going to make the transition to OpenGL 3 very gracefully, so in the long run perhaps it's kinder to let it die. Kinder to me anyway :)
