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I hereby dub thee: Spacewalls! [ FINAL ENTRY ]

Posted by
April 18th, 2009 9:11 pm

At least, FINAL ENTRY round one.

EDIT: Round two — Fixed what was hopefully the only one or two misuses of the OpenGL API that worked on my machine but croaked on others’. Still no confirmation from a 3rd party that it runs, though. :( After I get back from snowshoeing, I’ll try to get it running in VirtualBox. Also, if time allows, I’ll pull out my nice nebula pic with something photoshopped since it was a photo from the ‘net.

EDIT TWO: Uploaded direct to LD. Final entry, python source version, hosted on LD. Wait, never mind. “File type goes not meet security guidelines. Try another.” … I thought I was following the instructions; I’ll try again later.

EDIT THREE: The background, although not nearly as nice, is now one done from scratch.

EDIT FOUR: Post-deadline: Added two bug fixes that ought to make it work nicer on other computers than mine. (a) Some sloppy python code was restarting the game, and not properly re-initing the display, when you clicked “start game”. (b) I was using non-power-of-two opengl textures. (c) stripped out all the subversion crap, slimming the download considerably.

EDIT FIVE: A million thanks to allefant, who wrestled with pygame + pyopengl to create a windows executable that seems to work!

Python source version. Run src/game.py from the ld48 directory.

Windows executable. Run game.exe.

I’d appreciate anyone letting me know how (if) it works. This is my first time using pygame or python, so… at least I’ve got a full day (minus all my prior engagements) to fix anything.

EDIT: Oh yeah, move with arrows and left control to fire. Use the mouse to work the menu.

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7 Responses to “I hereby dub thee: Spacewalls! [ FINAL ENTRY ]”

  1. crux says:

    Note: there are some version issues, if your pyopengl is different than mine you’ll want to edit framework/scene.py and change all the glPushMatrix() calls to take no arguments.

    Will fix upload tomorrow.

  2. muku says:

    That looks pretty. Would you mind telling how you got that spectacular backdrop? I’d love to use something like that myself, but if I understand the rules correctly I can’t use stock photos…

  3. HybridMind says:

    heh.. I was wondering about that backdrop too.. looks great.. if there is a easy tool for space backdrops (like bryce3d is for canyons..) i’d love to know about it. Maybe you just went up to space though and took a photo yesterday? ;)

  4. crux says:

    Alas, those of you asking about the backdrop… it’s a photo: I used google images to search for “extra large” nebulae pics.

    I’ll probably replace it in the Real True Final upload with something I created myself, since it’s not exactly a crucial part of the game.

  5. simon says:

    Thanks for sharing this code, and your development files, it is rather interesting. FYI it didn’t work well here on mac leopard with latest python 2.6/pygame/opengl from macports. I get the menu screen with two clickable buttons, but the game doesn’t render at all except for a few seconds each time the player dies.

  6. crux says:

    Thanks for the feedback, Simon… maybe some OpenGL thing I overlooked, like ensuring the z-buffer is off, which is different per platform? I’ll tinker with it this evening, or maybe after the contest is over.

  7. Simon says:

    That latest version works just fine on my mac, when run from the right directory. Very nice!

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