PyWeek - Don't mess with the PyN00b
PyWeek saved by PyCon
Presented by nitrofurano
Ratings (show detail)
|final.png||2.50 Kbytes||davec||2011/04/09 23:28|
|Screenshot of the final game|
|CrossFireFinal.zip — final||481.67 Kbytes||davec||2011/04/09 23:26|
|My final entry for PyWeek 12!|
|CrossFire_Evolution.zip||339.52 Kbytes||davec||2011/04/09 23:20|
|Evolution of the game over the past week.|
|CrossFire.zip||327.78 Kbytes||davec||2011/04/09 17:55|
|Test version - rough around the edges and no title screen yet!|
|FirstScreen.png||4.15 Kbytes||davec||2011/04/05 07:41|
|Progress as of day 2|
Saturday 09 April, 2011
[ davec @ 23:33 ] Blimey. Done.
Wow. I just finished the tweaking that has gone on all evening and I have uploaded my final version.
This week has been a huge amount of fun, and I really hope that you all enjoy my little game.
The idea is to defeat 9 waves of increasingly irate and difficult to kill aliens. The twist is that you control two ships at once.
Use the z and x keys to fire, and the cursor keys to move the ships.
I haven't created any binary executables, sorry, as I ran out of time. I have used the Skellington 2.3 structure though so just run_game.py and away you go.
I have learned a lot about Python this week, and have really fallen in love with the language. I discovered better ways to do a lot of things and as such my code is patchy with regards to quality and Pythonic-ness :-)
I think that's it. Right... I'll leave you all to it, and I'll look forward to taking a look at what everyone else has come up with.
[ davec @ 00:25 ] Day Six Ends
I'm glad I booked a day off work today to work on my game or I'd never have got it ready. I have worked pretty much all day and evening fixing bugs and adding baddie collision detection. I have yet to implement: the players shields, the sound fx, titles and menu and (if I have time) a basic particle explosion system.
It's nice to see the game coming together after all my late nights and scribblings on the train. I have lost several game features along the way (such as the aim changing to just to blasting the aliens rather than protect a space ship, which imo wouldn't have worked).
I'm rather tired and I am pretty sure my Tux plush just moved on it's own so I reckon it's time for bed. See you for the final push tomorrow!
Wednesday 06 April, 2011
[ davec @ 23:26 ] Day... FOUR?!
Day what?! Oh dear. Time is slipping through my grasp. Never mind. Onwards.
The game is taking shape nicely... the players missiles / bullets / whatever can now blow them scum sucking aliens out of the sky (or space or whatever... I'm rather tired), there is a scoring system, and three different types of aliens to blow away. I was hoping for 9 but that is stretching things a little given the current 3 day and 41 minute deadline. I have booked Friday off work to try and claw back some lovely precious wonderful time.
I am having so much fun :-). It's refreshing after years of coding boring database applications to actually make something that involves exploding aliens and such.
Also... a tip. It's not a good idea to try to watch Boardwalk Empire while coding your PyWeek game. I found that out the hard way.
Righty. To bed.
Monday 04 April, 2011
[ davec @ 23:29 ] Day Two
Day two flew by, mainly because of that pesky job thing they keep making me go to.
Anyway... long story short (because I have to get up for said job thing in around 5 and a bit hours) I have added a starfield, some chunky enemy sprites, some very chunky player bullets that work and everything, and am overall happy with the progress.
I have added yet another '9' element to the game: because I want the GFX to be chunky pixel type affairs I am limiting my palette for the whole game to 9 colours. I'm sure there are more ways to shoehorn '9' in somewhere.
I'm never going to win awards for my graphic design skills, but I'm confident it will be fun to play :)
5 days and 30 minutes to go. Eeek.
Sunday 03 April, 2011
[ davec @ 21:07 ] CrossFire: Day one