thedaian says ...
Controls are... pretty unintuitive. If the control scheme was better somehow, it'd make the game a lot more exciting, and thus, fun.
Hamumu says ...
"Hooray" for Rapidshare. Holy crap, I have never seen a captcha that annoying. I already hate your game and it hasn't even finished downloading yet!
The windows version didn't include the readme, that I could find. And I'm not going back to rapidshare to get the other one!
Anyway, on to the actual game! I guess what I think is that I like it a lot, except I really hate how it actually plays. Steering the ships is crazy (and when they're heading down, it's very confusing). I got to the second battle (he had a cruiser, I didn't... sad), and it devolved into a whole lot of both of us going offscreen and popping back on for a moment before going away again, until he finally cruisered me away.
So I like the ships and having them battle it out. I wish there was a better way to make them do so.
shrt says ...
Hm, never really figured out how to control ships properly. Very slow-paced gameplay, just not my cup of tea.
Fit the theme in terms of minimalistic control-scheme and graphics.
jolle says ...
I have a problem with this kind of cat captchas -- I can't read them. Might try later.
dgriff says ...
File "spacebattle.py", in line 10, in <module>
File "ai.pyc", line 1, in <module>
File "gamesprites.pyc", line 429, in <module>
File "gamesprites.pyc", line 426, in rotateSprite
File "utils.pyc", line 85, in loadGfxTeam
File "pygamesurfarray.pyc", line 163, in pixels3d
ValueError: unsupport bit depth for 3D reference array
keeyai says ...
Great fun! Controls could be a little better, but overall, awesome. The little lines in the corners add a lot.
I also got the MSVCR71.dll could not be extracted error, but I just ran it with python.
sol_hsa says ...
We need some kind of file hosting for the next LD - but not mandatory - rapidshare etc. sites are annoying.
pekuja says ...
Didn't work for me in Windows, had to play it in Linux. And that captcha is whack.
Anyways, the game is pretty slow paced, and the controls are annoying. It seemed to me like gunships might be overpowered. Not sure about that though, but they just require the least amount of maneuvering. With some better controls the game could be a lot of fun I think.
SethR says ...
I get the MSVCR71.dll error (I got this on a few others too, but it still seems to run for them) and then: File "mainuildmainout1.pyz/pygame", line 52, in __getattr__
otImplementedError: surfarray module not available/ I'll try again when there is a v1.2?
HybridMind says ...
the latest win32 exe still didn't work for me. Got that MSVCR71 error others were getting and then a whole bunch of warnings and errors that eventually seemed to end in that __GETATTR error I saw someone else had. I'm on fairly standard winxp.
After installing python and pygame now I get the following errors:
"Fatal Pyhton error: (pygame parachute) Segmentation Fault"
mikeware says ...
It was a pretty interesting game; however, it was hard to continually have to tweak the movement of all your ships.
sgstair says ...
I'm getting the "Fatal Python error: (pygame parachute) Segmentation Fault" too...
... I got further, after installing numpy,
now I get this (pasting the end of the traceback)
File "C:Documents and SettingsStephenDesktopld11final irpenspacebattle-
ld11-1.1utils.py", line 88, in loadGfxTeam
if a[i,j,:] != [0,0,0]:
ValueError: The truth value of an array with more than one element is ambiguous.
Use a.any() or a.all()
.. If there are suggestions I'll try them.
DrPetter says ...
Getting similar errors to what others are reporting. Looks kind of interesting on the screenshots though.
phren says ...
Cannot run. :/
Same problems as sgstair. Also seems like you're missing packages from the win32 release since it throws different errors than running from the source.
drZool says ...
I got the same error as MrFun. Too bad, it looked neat.
robot_guy says ...
Bit annoying that I couldn't fully play it as I only have a track pad with a single button but looked reasonable
negativegeforce says ...
exe no workie
Archive for the ‘LD #11 – Minimalist – 2008’ Category
EDIT: Seems like I forgot to put the Readme in the win32 version zip. Whoops. Quick reupload.
Ok, the .exe file included in my upload didn’t work it seems, I’m not on a Windows desktop while developing, so I didn’t have time to try the compiled version during the compo. But I’m pretty darn sure I have a working version now. I updated the Final-post with a download link but here it is again
The fonts gets a bit messed up in the win version for some reason but It’ll have to do. Changing things more than getting it to compile after the compo would be cheating, right?
After 48 hours of hard work I present to you all:
SPACEBATTLE! (Least original name in the universe, I know…)
download (python sources) (requires python, pygame and numarray installed)
download (win32) (edit: now contains readme as it should)
The archive contains both source and a win32 exe (Which will hopefully work)
EDIT: The exe in the archive didn’t work. I’ve recompiled it and uploaded a separate win32 version. The fonts are slightly messed up in the win32 version compared with running from sources but it works.
if you have a better server and can host it for me, please tell me in the comments.
The player controls a group of ships that try to shoot down the opposing ships. The controll is done entierly with the mouse.
Both the graphics and control scheme can be concidered minimalistic I hope. At least that’s what I was going for.
Here are the final screenies:
Lots of ships shooting each other up.
The shop between levels where you buy new ships.
The intro sequence.
There is a readme file in the archive with info about controls and stuff.
The game was made with python + pygame (also requires numarray) and absolutely everything else was created from scratch.
Big thanks to:
- Jach for helpingwith the win32 compile
- DrPetter for sfxr
- Jenny, my lovely GF for not going crazy with me.
Phew. I just got the “AI” system I’ve been working on the last hours to work at least a decently. The enemy ships don’t move totally random anymore, they try to line up so they can hit your ships at least. It’s still really stupid though, especially when close to the screen edges but it’s as good as I’ll bother to make it I think.
I’ve also implemented levels and game-over conditions, a shop where you buy new ships between the levels and done tons of bugfixes/speedups since yesterday. There is still one really annoying bug where the sprites sometimes doesn’t get cleared completely and leave one or two lingering pixels, but I’m sure I’ll figure that out soon.
After that there is mostly fine polishing left to do, the shop screen is very, very minimalistic right now, to the point of not making any sense, the interface graphics could also need some love and after that it’s on to game balancing.
Well, there is definitly a game here now. It’s my take on a minimalist space battle.
The ships move around and will automatically shoot if they see an enemy in their weapon arc. The player controls the red shipsby clicking on one, holding down the mouse and moving it left or right, this determins if the ship will go forward, turn constantly to the right or the left. The mousewheel controls the speed of ships under the pointer and right click will activate some special function on the different ships.
The game can be paused at any time and orders can be changed while paused. Not sure if I’ll keep that feature though.
TODO for tomorrow:
- At least some kind of AI for the opponent, at the moment they just go forward or in circles.
- Levels, Goals, Score, Structure of the game
- Some more graphical special effects
- Possibly more types of ships. There are three at the moment
Oh well. I’m happy with what I’ve done today given the distractions, pauses, and so on. I can’t wait to see what kind of insanities everyone has made when I wake up tomorrow.
Well, I finally got an idea and started coding. I’m nowhere near having a working game, but the basic gameloop is there and most of the basic classes exist in at least skeletal form.
Make some simple graphics so I can start to test stuff.
Start to handle user input properly
Interaction between the Triangles and other guys
Interface of some kind.
I just woke up and checked the theme.
Out of all the themes in the final round minimalist was probably the only one that didn’t imediately give me any ideas for a game. (Ok, that and bumber cars) Oh well, I guess I’ll go make some coffee/breakfast and hope to come up with something within the hour or so.
Being located in Sweden means more than just meatballs, ABBA and random polar bears in the streets. It also means that for me the competition starts at 04.00 in the middle in the night. So therefor I wont join in on the fun until around 8 or so, that is 4 h after the competition starts.
I’ll probably wake up in the middle of the night and no be able to not rush to the computer and check the theme.
I’ve been meaning to give Ludum Dare a try for quite some time, but the last three compos were all set in weekend when I was very busy. But this time I’m pretty sure I’ll be able to participate unless something huge earth-shattering happens.
Some quick words about me: 25 yrs young, math student (+ some comp. sci.), swedish, TERRIBLE artist/musician, decent programmer.
I’ll probably use Python + pygame, since that’s what I have most experience with when it comes to graphics, I looked a bit at rubygame as well since I’ve been wanting to try ruby for something bigger for a while, but I realized I didn’t have time to learn a new library before the compo starts.
This’ll be so much fun, I can hardly wait.