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Tuesday 09 May, 2006[ philhassey @ 04:44 ] zanthor post compo updatelots of bug fixes
.tgz and windows .zip available, windows installer coming soon!
Monday 17 April, 2006[ philhassey @ 02:22 ] add your game to pygame.orghey -- please add your entry to pygame.org! i will likely set up the "spotlight" to rotate between the top few entries, so add 'em so i can link to them. Sunday 09 April, 2006[ philhassey @ 07:17 ] watermelons !! a fun post-pyweek2 game
pekuja, philhassey, and treeform got together on irc this evening and cranked out this whacky game about bouncing watermelons on a trampoline in about 4 hours. enjoy! Sunday 02 April, 2006[ illume @ 05:44 ] Congrats on playing! Thanks Phil, Aaron, and Time. Special thanks Richard! Thanks Zanthor!Hello everyone!
[ philhassey @ 01:53 ] did you use PGU?Hey, I'm interested in some feedback on how PGU served you (or didn't!) in this competition. Friday 31 March, 2006[ illume @ 08:35 ] Who is ZANTHOR?
Thursday 30 March, 2006[ illume @ 14:36 ] interface work. next level, game over == game?I spent tonight cutting out the interface, getting ready to put it in to the game once it has been completed. I still have a bunch to do on the interface. I need to hook up the stat indicators on the left. I need to make the save/load/news/quit buttons work. The text message box needs to work too. But I think I'll sleep for soon.
[ illume @ 09:00 ] a fun README.txt
main.py
KEYBOARD: arrows or wasd - to move. F10 pause. f/space/ctrl to fire.
MOUSE: button one move. button two fire.
JOYSTICK: game pad move. button 1 fire.
We love you.
Thank you for downloading.
' ' . Thank you for installing.
.' '
!"' Thank you for clicking.
'
`' Thank you for loading.
\
_()()__ Thank you for playing.
| |
| | Thank you for quiting.
//\_____/\\
// \ / \\ Thank you uninstalling.
|| | | ||
// | \ Thank you for deleting.
Sanity is as overrated as a nuclear bomb.
Wednesday 29 March, 2006[ illume @ 07:35 ] more picture interface thinghere's our latest interface...
[ illume @ 05:45 ] new graphics, game play, speed, and hopefully fun!Download and play here: zip file source
Can also shoot baddies, and shoot the walls. I've started putting in more game play stuff. Now all of the unit types use the same base class. So they all use steam, and need coal & water to make steam. We did a few speed optimizations to hopefully get it running at 30FPS even with lots of baddies, and particle effects on screen. Aka has done some new graphics. But he's not finished yet, still a bunch to go. We also still have a lot of game play elements to finish. As well as to do the interface, menu screen, credits screen, etc etc. We need to start putting in some sounds and music. Tim has made one song which sounds really cool! But it's not included yet. Tuesday 28 March, 2006[ illume @ 05:50 ] AI robots, cannon towers, auto scolling level, walls, rubble, steam, coal, water stats... download!Here's the
latest source .zip
Monday 27 March, 2006[ philhassey @ 05:40 ] and now with crazy explosionsgee, particle effects are fun to make...
[ philhassey @ 04:31 ] now with burning coal
[ philhassey @ 03:29 ] lots of steam for all
[ illume @ 02:28 ] Game play idea complete... I think.We've mangled all of our ideas for gameplay into something that all of us think will be really fun.
We just need to decide if playing as the human, and as the steam powered castle would be fun or too complicated.
Here is a screen shot of the game with the placeholder art.
You play as a human, and as a walking/flying castle. 1800s victorian past atmosphere, mixed with some future elements. Using wild steam powered junk castles. You play as a weapons inspector, and inforcer searching for, and destroying nukes weapon factories before they are finished. there are coal mining trucks sent out by the city to collect coal. You can stop the coal trucks to slow the factory down from completing construction. You need to pick up coal, and water. You can push around rubble. the human is there to control the castle. But the castle has a mind of it's own. The human can get out and pick up coal and water. The human is smaller than the castle, so it can fit in other places the castle can't go. The human does not use resources to move. This solves the problem that the castle can run out of coal and the player then loses. You use water, and coal to power parts of your castle. Moving uses up steam, so does firing cannons. The heavier your castle the more steam it needs to run. You can pick up pieces of junk and add them onto your castle. Like engines, armour, cannons. Cannon towers that shoot you will be placed on the map. the player can install / uninstall a part in the robot when he is next to the robot what rewards will the player get
[ philhassey @ 01:40 ] for those using pgu.isovidif anyone is trying to use pgu.isovid and are having troubles, please get ahold of me, and i'll send you a patched version. we're using it for our entry, and there are a few odd-ball bugs that could make it hard to use! Hope that helps! Sunday 26 March, 2006[ illume @ 13:55 ] Place holder art, starting on basic game play.We're using some place holder art, and starting on basic game play.
What it shows here is the basic layout of the interface. with the three status boxes on the right, and the iso view in the middle.
It also shows the start of a pick up coal dialog when the robot goes over some coal.
There's a bunch of bugs with it at the moment.
[ illume @ 05:25 ] some more sketches by akaQuick Sketches --
[ illume @ 02:33 ] some concept ideas we have had.Here's some sketches we've made for game concepts.
Still no code done yet.
Monday 13 March, 2006[ philhassey @ 07:01 ] pgu-0.10.2 -- bugfix releasefor anyone who has been using pgu, this bug fix release addresses numerous minor bugs. it also includes some minor enhancements to make the system slightly more user-friendly. Please see examples/gui14.py and examples/gui15.py to see the cleanup and updates in action. I'll be available in #pyweek for the next two weeks as well as during the contest to answer any questions, provide help. Please check out this latest release, if any final bugs are found I can wrap those up before the contest as well.
- fixed: gui11, when everything is removed scroll bar is removed
too soon!
- fixed: gui11, graphical crud shows up after removing stuff, sometimes
- fixed: Select can drop below window sometimes, and it looks bad.
now Selects that are at the bottom of the screen may go upwards.
- added: ProgressBar widget & documentation.
- fixed: if the widget in the scroll doesn't fill it up,
doing any scrolling causes a crash
- fixed: gui.Menus not working due to focus related fixes
- added: widget.connect gets *values, not just value to pass on
so that you can have multi-param methods. See widget.connect
documentation for details.
- added: widget.send can send the event and the widget to
the reciever if the receiving fnc has the params named
_widget or _event or _code. See widget.connect documentation.
- fixed: disabled items in scrollarea don't get alpha-ized due to
alpha image that is being drawn to.
- fixed: scrollers don't scroll quite like normal scrollers do...
- fixed: slider size can get too small
- added: scrollbars added in arrows, so that they are scrollbars
instead of just sliders.
- fixed: sliders & scrollbars inconsistent, and don't look good
- fixed: weird border in scrollarea, sometimes...
- fixed: internal cleanup of ScrollBox, etc. the scollers will
automatically appear when the sub-widget gets bigger, smaller, etc.
- fixed: when you click on a disabled widget,
the click can slip to a non-disabled widget
- added: .disabled, .focusable attributes to widgets,
see widget.widget documentation
- fixed: .add, .remove for Container, Table, Document so they
all work properly. gui14.py adjusted to demo accordingly
- fixed: select to work, by adding an improper use of resize ;)
- fixed: a number of improper uses of resize()
- fixed: gui.Table to only resize() something a second time
if it _really_ needs to
- fixed: gui.Table to clear() out old rows properly
- fixed: gui.Widget so that chsize() would work a lot faster (thus
the gui13.py example is very nice and smooth now, doesn't feel like
it is lagging anymore.)
- fixed: ScrollBox a lot faster by using double buffering
this will, however, require a lot of memory for large buffers
but hopefully that won't be a problem, it makes examples/gui12.py blaze
during scrolling, whereas before it was quite slow even on my 2x3 GHz machine.
- fixed: "calling Button.event() before Button.paint() causes crash"
- fixed: "container.remove makes a widget stop working but not disappear"
- fixed: some docs about a bug whereby container.add(w) won't work
after the app is running
Friday 10 March, 2006[ philhassey @ 22:53 ] the olde battleaxe pyweek websitethe olde battleaxe has its pyweek website (wiki) up and running at http://www.imitationpickles.org/pyweek2/ there isn't really anything to check out, so i'm not sure why i'm mentioning it. maybe just so as to publicly invite anyone who wants to deface it. have at :) i guess on a team status line, i also got a subversion repository set up for the team and ftp set up for the team. rah rah. richard, is there a place i can add this link to a description of my team or something? not super important, but it might be convenient. Thursday 09 March, 2006[ philhassey @ 17:12 ] using php ... in PYweek?this might just be a dumb question, but my team is thinking it might be fun to make a pygame game that connects to a central server for some multi-player aspects. would it be okay if the server app was php/mysql? all competitors would be able to play the game using only python, since nobody would have to install the server app. (although it would be available if someone wanted to see how it worked, etc...) Tuesday 07 March, 2006[ philhassey @ 06:15 ] pyweek 2 for allthis team is the same as philhassey from pyweek 1 + illume + maybe a friend of illume's. we'll be using pygame, pgu, rdpy, py2exe modplug, gimp, audacity, n-track, subversion, and more! lookin' forward to the contest! if anyone has some last minute bug fixes they need in pgu, e-mail me and i'll get out another bugfix release before pyweek begins. [ illume @ 00:11 ] Hello gerbals.I can't wait to produce some interesting text files, image files, and sound files.
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