PyWeek - Superfly Funky Stuff
AwardsRatings (show detail)Fun: 3.1 Production: 3.6 Innovation: 2.9 4% respondents marked the game as not working. Respondents: 21 |
| Files: | Uploader | Date | |
|---|---|---|---|
| voices_under_water-1.1.zip — final | 6.87 Mbytes | safe | 2010/08/29 21:53 |
| Voices Under Water | |||
| voices_under_water-1.0.zip — final | 6.87 Mbytes | safe | 2010/08/28 23:51 |
| Voices Under Water | |||
| screenshot.png | 105.22 Kbytes | safe | 2010/08/28 23:48 |
| Gameplay | |||
Thursday 02 September, 2010
[ safe @ 20:19 ] Ooops! Occasional Seg Fault running Voices Under Water
Unfortunately some people are having problems running Voices Under Water (Team Superfly Funky Stuff) and getting a Segmentation Fault before even seeing the menu screen ... :( ... it looks like there's a problem loading up the background music which is an OGG file. Whether there's a problem with OGG files in general, this OGG file in particular, or the version of AVbin you may or may not be using, I've yet to find out. If you're experiencing problems, here's the quick fix:
Let me know if you still have problems :)music = pyglet.resource.media('04 - Voices Under Water.ogg')tomusic = pyglet.resource.media('VoicesUnderWater.mp3')
btw ... Anyone else seeing this?
- Safe
Sunday 29 August, 2010
[ safe @ 00:08 ] Done for now
Voices Under Water 1.0 is now available!
As expected, there's much more that could be done but it's time to stop, at least for now. Hope to develop it a bit further sometime.
Pretty happy to have coded relatively convincing physics of splashing in and out of the water. Note to self to check if using something like pymunk might have made sense.
Had fun this afternoon adding a few DIY sound effects. I employed the help of my other half, Annie, to record some splashing water in the bath!
That's all folks. Enjoy the game!
Saturday 28 August, 2010
[ safe @ 00:04 ] A rose by any other name
This evening was surprisingly productive. The game is sort of playable and is just about believable as long as you read the story that goes with it. I introduced a bit of sound courtesy of my other half's niece (still need to get her permission!) and all the unit tests pass (only kidding). Tomorrow I'll add a bit of spit and polish to the artwork.
By the way, my entry is called Superfly Funky Stuff - does that mean my game has to be called Superfly Funky Stuff? The game is neither funky nor has it anything to do with flies - though now I think about it, maybe I should have made a game involving flies rather than dolphins!
It's about time I put up a screen shot ...
Tuesday 24 August, 2010
[ safe @ 21:35 ] Exercising my maths glands
Spent the last hour doing all sorts of trigonometry to finally get my hit-testing right. Having spent and wasted valuable time finding far too many solutions to testing points inside overlapping rotated rectangles, I exercised my far too underused maths glands instead and loved every minute of it. As a result, your CPU might well overheat while playing my game, but that's all part of the user experience! I could always implement PyCUDA accelerated hit-testing if I get time ... ;)
Anyways, things are finally looking up. Having dusted off pyglet and cocos2d I finally have a screen full of colourful characters. The characters know when they hit each other and they might even catch something if I'm lucky.
Unfortunately I'll be pulling long hours working from dawn till dusk tomorrow (and as usual ending up feeling and looking like the bad guys in From Dusk Till Dawn by the end of it) but really look forward to getting back to my game after that. Sleep is for wimps, eh?
Sunday 22 August, 2010
[ safe @ 23:34 ] Not a sausage
So here we are at the end of day one and not a sausage of code has been written. Until about 15 minutes ago I didn't have any ideas about what to write either but that has since changed. I plan to mull over and sleep on new found ideas. I'll post my progress here when both said ideas and said progress cease to be embarrassing!
