'I <3 awards'-Trophy
Awarded by Folis on December 10, 2012
Donor "High Score" Award
Awarded by PoV on May 7, 2009
Ludum Dare Donor
Awarded by PoV on May 7, 2009
The Brian Blessed Compo Game Loader Appreciation Award
Awarded by edwardoka on August 11, 2008
The windows porting token of gratitude
Awarded by nilsf on August 11, 2008
Happiest Pie Award
Awarded by thedaian on August 11, 2008
Edited: Added XP version
Ok, after some great no-brainer advice I hadn’t even thought of, I downgraded my openGL and easily made the executable.
As in the previous post – the idea seems fun to me, but the product just doesn’t do it enough. Please have a play through and give me your comments and advice.
One thing I’m sure it needs is a targeting system for the bees. For some reason I took this out mid-development… It was probably before the humans would flee from the bees stinging them. Anyway, now its a pain in the ass to follow humans around, so I’ll be adding a way for the bees to track their targets.
Another thing to adjust is the scrolling. I think I’ll increase the area on the edges where scrolling starts, but make the distance you pass over it scale the scrolling. In other words, if you are fairly close to the side you won’t scroll as fast as right at the side. Thoughts?
Ok, I’ve been trying to make an executable of my game all morning but I can’t make it work. PyOpenGL 3.x has always been a problem because of the setuptools, but in 3.0.0b1 I had a working solution, sort of. Now, however, I can’t get that to work and am just running into this error over and over:
“RuntimeError: Unable to find an implementation for the ‘win32′ (‘nt’) platform”
The only things I could find online are similar problems with no responses or solutions.
Does anybody have any advice?
Well, I’m not super proud of it, but I’m out of time. I didn’t get to music or sound, and there are still some nasty bugs with some of the bee numbers. You can play all the way through though — the levels suck and the art is worse.
Unfortunately, it just isnt that fun. I’ll have to get some feedback from everyone to see what can make it better.
I’ll probably make an executable later, as well as the time lapse.
Well, I’ve been pushing hard all day. There are 2 hours left and I’m really not as close as I would like, but I am further than I expected. There are a couple big bugs I need to find quickly then I need the packaging to magically work (which it won’t since it has an incomplete version of MUA, rabbyt, and open gl 3).
Still on the plate after those bugs are the levels, the level system itself, winning , sound and music. I’ve cut the pause screen and saving out, but I suspect I’ll still be soundless . Especially since pyglet sound doesn’t work on vista – a fact I forgot until just now.
This marks the first moment a level is actually loaded in game. I haven’t put the scrolling from the level editor into the main game yet (but it should be trivial), so all you get is this boring screenshot with some bees flying around for no reason. Note the terrible art, including the artifacts or whatever that green line on the aluminum siding building is called…
It is always nice to see it all start to come together. Game is probably 30% done. 18 hours and 6 minutes remaining… As usual I wish I hadn’t wasted so much time. For the real LD coming up I’ll block out my schedule and tell everyone else to get lost.
I’m pretty tired so I think I’ll sleep tonight. I’ll try the uberman naps first, but I don’t expect that to help so I’ll likely have a 4 hour or so nap. It is knocking a quarter of my dev time off, but I just don’t function well without sleep and this is crunch time.
I’ve been working on the level editor for the past few hours (yeah, hours… I suck). It is mostly done — now that the parts are coming together it hopefully won’t be too bad to put the rest of it together and actually create some viable levels for the game. One of the bigger tricks I got hung up on was making the level so much larger than the editor window. I didn’t realize it, but this is my first time making levels bigger than the screen so I had to figure out all the scrolling behavior I needed/wanted. Not too bad, but something new.
Before I can complete the editor, I need the art, so I just did that for a while. Quite frankly, the art is embarrassing. I’m not an artist at all, and the time constraints compound that into pure crap. So – apologies to everyone in advance.
I haven’t even started on sound, although I grabbed a copy of “flight of the bumblebees” for the main music.
Dang! I checked the site today and found out the 4th of july plans I made yesterday are going to be in the way. Oh well — good luck to everyone! I’ll probably lurk around IRC to test games, distract people, and a generally give bad advice.
Let’s get that MiniLD#2 category up!
In response to this comment, “What no one else has said so far is … what the hell kind of class names are those? “Thing”, “Dood”, “Baddie”, and “Shoostings”? =P”
Yeah, I really don’t normally code like that. Right at the beginning, I couldn’t think of a good base class name for what became the polygons. It wasn’t the player, and it wasn’t the enemies, because it was both. I ended up just putting ‘Thing’ there to get the ball rolling, and it all went downhill and into the gutter from there. After thing came Dood for player, then Baddies, Shoostings, and Lewt.
I talked briefly about this in IRC: It was pretty funny at first, but, since I don’t normally code like that, it got to be confusing and bug-inducing later on when I couldn’t remember if I spelled it lewt or loot, dood or dude, etc… Back in college I had fun telling stories / being clever with my variable names, but generally, I recommend picking a reasonable naming scheme and sticking to it, especially with a deadline no more than 48 hours away.
Still, thanks for noticing. I hope you got a kick out of it.
Here is a windows executable I made after reading the comments from people who couldn’t wouldn’t install pygame. Sorry linux, I don’t even know where to start for you guys. It is the same version, with all the same limitations, just smashed into an exe.
EDIT: 4th times the charm :/ I think it has the right zip file linked now…
Here is my time lapse vid. I put the webcam time lapse inside the screen one and synced them up as best as I could, so it looks best in fullscreen mode. You can get the high res version here (~6.5MB)
EDIT: 9:01 PM — I didn’t get to make the executable in time, and I haven’t even tested it, but here it is
EDIT: 9:03 PM — Nope, it doesn’t work. You’ll have to use the source (it’s only 1 file, you should be file)
EDIT: after seeing the comments of people who either can’t or won’t install pygame, I made a windows executable. It is all the same code, just in an exe. Get it here.
I’ve added a hints mechanism that pops up at the bottom of the screen giving gameplay tips as you play. It randomly shows a tip every 15 seconds, and only shows each time twice.
I also added a stats system, which you can view on the pause screen or when you lose. They don’t get you anything, but it is fun to see the breakdown of how everything went.
We are officially on the final stretch. 10 hours to go, loads to do. For breakfast today I made kolaches by rolling up cheesy breakfast sausages in croissant dough with some provolone. It sounds iffy, but it is in fact AMAZING and I suggest you try it. I had 8 to start with, but the camera didn’t save the picture or something and I had already eaten a few when I re-took this one. That is one of two big-rig amps on the right, and a clementine I stole from my roommate decorating the center.
Also, the jug. I thought I would get through more water, but whatev. I guess there are still 10 hours of nervous drinking to go, but I’ll probably be hammering caffeinated soda and/or gatorade instead.
Well, I’ve accomplished a LOT tonight, but I wish I had done more. I’m not that tired, but I’m starting to make stupid mistakes, so I’m going to turn in and catch a few Zs before the big push tomorrow. As of this moment I have about 16 and a half hours left. I’ll probably sleep for 4-6, leaving me about 10 hours of solid coding to finish the game. Yikes. I still have 2 major gameplay items I want to add, and I have a couple other things I need to put in to give it that rushed-polish-feel. Worst case I will have to cut those gameplay parts out — the game is still fun, but they will really push it over the top.
We will see how people like my approach to minimalist. Hopefully it will get scored well, but I suspect that people are going to vote it down because of lack of sfx, music, and graphics anyway. Crossing my fingers for good votes.
Until tomorrow: adieu
Ahhhh! After playing with weapon-less AI for so long it is as drastic change to have them actually shooting back now! I didn’t initially intend for this to be a hardcore shooting experience, but I’m liking it so far so that might be the final product…
I ironed out a LOT of bugs over the last few hours, and I’m making headway into the deeper gameplay I didn’t know if I would have time for. Exciting! I’ll probably leave sound and music out and blame it on my desire to keep it one single file. This will give me lots more time to work on the game. I’ll likely work on some music and sound after the compo (and without the 48 hour creation restriction) and roll them into the game later on.