PyWeek - The Olde Battleaxe 4
Ratings (show detail)
|toba_bubble_kong-1.0.zip — final||2.56 Mbytes||pekuja||2007/04/08 01:58|
|Bubble Kong final submission|
|shot5.png||17.62 Kbytes||philhassey||2007/04/06 02:11|
|Backgrounds and bubbles!|
|shot4.png||14.21 Kbytes||philhassey||2007/04/05 02:31|
|barbie seahorse adventures|
|shot3.png||15.09 Kbytes||pekuja||2007/04/02 16:41|
|Brand new graphics featuring our main character, the seahorse.|
|shot2.png||6.76 Kbytes||philhassey||2007/04/01 21:39|
|mmmm better tiles|
|shot1.png||5.78 Kbytes||philhassey||2007/04/01 17:37|
|Basic engine working|
Sunday 22 April, 2007
[ philhassey @ 22:58 ] add your game to pygame.org
Make sure to add your game to pygame.org (even if it doesn't use pygame) - I'll update the website in a couple of days to have the "featured games" be the top few entries that are added.
[ philhassey @ 08:13 ] Bubble Kong Deluxe
... Actually, we re-named it back to the original name it had "Barbie Seahorse Adventures" ..
Check it out here.
It's got a bazillion bug fixes and about 10 new levels and all the lousy levels were removed. So have fun!
Thursday 12 April, 2007
[ timinge @ 15:38 ] Bubble Kong boss guide
The object is not to ride the bubbles up and shoot the boss, but to hit it with the bubbles. On stage one the bubble will rise to the cthulhu in the amount of time it takes for the cthulhu to cross one screen. So, if you shoot a fireball in the middle while the cthulhu is in the middle, it will likely be a hit. If you shoot one on the edge while the cthulhu is on the opposite edge, it will likely hit. In stage 2, the boss will cross a screen-and-a-half before the bubble reaches it's level. So, shoot the fireballs on the edge while the cthulhu is in the middle headed towards the opposite edge. Shoot the ones in the middle while it is on either edge. Beyond that, it's just a matter of dodging fireballs. Stay behind the boss, and try to cross under immediatly after it shoots a fireball. As for the other levels, don't touch the baddies, don't fall below the screen, jump at the right time, and remember that it's often advantageous to take bubbles rather than platforms.
[ philhassey @ 03:42 ] Building levels for "Bubble Kong Deluxe"
I'm working on polishing up Bubble Kong for a deluxe release sometime next week. The main thing our team wants to get into the deluxe version is really nice levels. If anyone wants to help out and design some new levels for the game:
- check out svn://www.imitationpickles.org/pyweek4/trunk
- read LEVELS.txt
- examine a few existing levels, to see how we've put them together
- join us on #toba for help & to submit levels
Sunday 08 April, 2007
[ pekuja @ 17:16 ] Don't run Bubble Kong with .pyw
Apparently our game Bubble Kong crashes eventually if you start it with run_game.pyw, because the game prints out debug messages that we didn't have time to remove before the challenge deadline.
Please start the game with run_game.py instead.
[ philhassey @ 06:07 ] Bubble Kong website - and updates
It was a great pyweek!
My team is likely to do some updates in the future, and we'll be hosting those on my website. In the meantime - check out that link for more Bubble Kong screenshots!
Have fun judging!
Friday 06 April, 2007
[ philhassey @ 02:13 ] bubbles and backgrounds
- secret rooms
- more badguys
- more stuff
- no levels!!!!
Thursday 05 April, 2007
[ philhassey @ 02:33 ] Getting prettier
gerry / trick went on a huge rally today and got loads of tiles done. We've got a number of folks helping out with sprites and stuff.
Got in nifty tile behaviours today as well as lots of magic codes to control how things happen. It's starting to feel like a game now.
Other code is generally getting cleaned up, bugs getting fixed, music getting made, etc.
Monday 02 April, 2007
[ pekuja @ 16:50 ] Barbie Seahorse Adventures, Day 2
Our game is progressing nicely. We've got some graphics now, and I'm tweaking the gameplay elements. There's still a lot to do, but fear not, the game will be super fun and a massive spectacular platforming adventure experience like never seen before!
Sunday 01 April, 2007
[ philhassey @ 22:50 ] looking for pixel artists and level artists!
I'm working on a game - sort of a Mario 3 clone. It's going to be all oldschool and low-res and using just a few colors. And I need artists to help make the game! I've already got a few people helping, but the more the merrier. Once the tile graphics are made, I'll also need level designers to put together levels.
The basic plot of the game is "Oh no, the evil overlord stole the galaxy crystal, we must fly up to the moon to get it!" In more concrete terms - first few levels are in a jungle. The next 3 levels are flying up an exploding volcano. The last 3 levels are going to be on the moon.
Also, if you like to do spirite art, that'd be great too! This is all for the pyweek game development competition this week, and should be lots of fun. Join us on #toba on irc.freenode.net to talk if you're interested in helping out!
Wednesday 21 March, 2007
[ philhassey @ 02:19 ] pgu - bug fixes
I haven't released a new update of pgu in ages, but there are a handful of minor bug fixes in svn:
There is a bug in it that makes it not work with python 2.5 while using tilevid, etc. If you plan on using tilevid .. if you have a moment, please send me a patch. (The bug is, I use the keyword "as" as a variable. Easy to fix, but I'm pretty busy right now!) And I can put it in for you.
Wednesday 14 March, 2007
[ philhassey @ 15:50 ] Need Tile/Sprite/Level folks for Mario3 clone
Hey, My team is wanting to build a Mario3 style game this time-around. We've got our coded and music/sfx covered quite well at this point - but we could use as many people as possible on tiles/sprites/levels. Reply here if interested. Or maybe I'll be in #pyweek. Phil