Home | Planet Ludum | Rules Wiki | Mailing List| Sign In/Create Account | Write a Post| #ludumdare on irc.afternet.org

Ludum Dare 16 :: December 2009 :: Theme: Exploration

LD16 Results: Top 20 | Categories | View All 121

Theme Voting: Round 1 | Round 2 | Round 3 | Round 4

Posts Tagged ‘python’

…Deeper: Calling it done.

Posted by Doches
Sunday, December 13th, 2009 1:13 pm

Seeing as I expect to be somewhere over the Atlantic in about six hours I’m going to have to call this short and submit what I’ve got. Fortunately, what I’ve got is a reasonably complete (if somewhat slim) roguelike: …Deeper. Download it from the submission page and give it a go.

Hex Roguelike! Huzzah!

Hex Roguelike! Huzzah!

The game is a teensy bit lackluster, lacking several significant roguelike features. I’m pretty excited about the tech though — my goal for the weekend was to come up with a solid hex-based map and associated utilities that I can use in another project, and I think I’ve succeeded at that.

drew a bad BIG BAD.

Posted by illume
Saturday, December 12th, 2009 11:55 am

Started to quickly draw a baddy.  A dwarf was suggested… which then turned into a dwarf with lasers on it.  Since the baddy needs to shoot up and down you see.

Drew a really bad BIG BAD… turned out more like a flying green pumkin than a dwarf with lasers on it.

http://rene.f0o.com/~rene/stuff/screen_shot_2009_12_12_18_50_16.jpg

The laser will just be an animated line, and a sound that goes bzzzzzzzz.  With of course a particle effect explosion when it hits something.

Speaking of particle effects, I kind of got my flare going.  So the flare can light up areas either thrown left or right.  Maybe will make it follow the mouse… not sure yet.

Now it’s time to go down to the pub for a friends birthday.  Feel kind of ok about maybe getting some gameplay in tomorrow… and maybe getting a basic game going.

Shelter From the Rain

Posted by Doches
Sunday, August 30th, 2009 7:24 pm

Finally, a submission-worthy version, complete with menus, music, and online high scores:

Shelter From the Rain

Shelter From the Rain

And, of course, a gameplay screenshot:

Nuclear War. Truly, the end has come. Wait, is that a cereal box?

Nuclear War. Truly, the end has come. Wait, is that a cereal box?

You dig a fallout shelter, then hoard supplies in it. The ultimate goal is to extend your shelter all the way to the cavern below, and re-unite with the rest of humanity. If you make it there you even get to submit your score (a composite of how much stuff you’ve gathered) to the leaderboards!

Download Shelter From the Rain for Windows, or get the Python+PyGame sources (for Linux).

Idea

Posted by alia
Saturday, August 29th, 2009 12:37 am

Ive been on a bit of a randomly generated level binge lately and got inspired by numpy, and Cellular Automata. Basically, I spent way too long trying to get numpy to do all the work for me :)

If anyone knows numpy – is it possible to iterate over the array and compare elements vs where you are in the array currently?

Lucky me the neighbors are having a rockin party so I cant go to bed just yet!

output

First time entrant

Posted by jplur
Wednesday, August 26th, 2009 1:12 pm

Hello all,

This will be my first time entering the competition.  I will be using Blender’s game engine (with python and Bullet Physics).  I’m hoping to keep it simple, finish an entry, and show off how great the Blender game engine can be for rapid game creation.

Good luck to all, I cannot wait to find out the theme and see what people come up with!

Quick Simple Toys

Posted by ArmchairArmada
Sunday, July 26th, 2009 11:42 am

I wasn’t originally going to participate in this Mini Ludum Dare, but I wound up making two simple toys that are a little fun to play around with.  I didn’t really want to commit to actually making a game, and since the theme is ’sandbox,’ both programs are entirely pointless.  Both require Python and PyGame — which are easy enough for anyone to obtain.

Squiggle Draw

It looks better in motion (along with perhaps a higher squiggle value.)  Basically, you draw and it makes the lines all squiggly looking.  As you can see, Left Mouse Button draws, Scroll Wheel increases/decreases squiggliness, and Space bar clears the screen.

Download: squiggle_draw.py

Particles

This program lets you play around with particles.  You can place down ‘attractors’ which draw particles towards it or ‘repulsors’ which push them away.  Left Mouse Button puts down attractor, Right Mouse Button puts down repulsor, Scroll Wheel add/removes particles, and Space Bar clears attractors and repulsors.

Download: particles.py

Jach’s Lava Flee

Posted by Jach
Sunday, April 19th, 2009 6:18 pm

Source: http://shared.nincheats.net/zips/Jach_LD14_LavaFlee.zip

Source with Windows Binary: http://shared.nincheats.net/zips/Jach_LD14_LavaFlee-win.zip

(Does this work on Vista? I’ve only tested it through a 64-bit XP and a 32-bit Wine on my Linux.)

Afterthoughts/replies to comments: Sound was made with sfxr (I love it so much), Gimp was used unoriginally to render the Lava, Xara and KolourPaint were used for everything else. To reiterate, it IS possible to win without losing a single life, and if I weren’t so lazy I’d make a YouTube video showing a perfect run. =P To get past the first big obstacle (the upside down U thing), see the screenshot below. It takes a little finesse for the interesting controls, but it’s more than doable.

Well, finally finished. I was really lazy this time, and probably spent more time just hanging out in the IRC room than coding. Ah well. I had fun, and as I mentioned earlier, there’s at least some good code in here that I can reuse on side projects. Anyway, yes this game is beatable with no lost lives, it’s just somewhat difficult. Would have liked to make it longer, but again, too lazy, and I want some time to contemplate another foodphoto…

It just occurred to me that I didn’t mention you need Python + PyGame (optional Pysco (which is a library to speed up my crappy code)) to run it (until I get the EXE built) in the README, or that you need to run main.py / main.exe, but since I committed revision 30 I didn’t want to mess up that cool number, so I’m telling you here.

my game lib.

Posted by jaber
Friday, April 10th, 2009 1:03 pm

I originally planned to use LOVE game engine, but i thought i just keep it for later as Pyweek is just days after LD.

Moreover, i probably don’t have much time as i has some school field trip for 1 day. (11pm GMT+8 – 11pm GMT+8 = 24 hours)

I’ll be using Python and Pyglet, and here’s my states/buttons/sprites/resourcemanager

http://code.google.com/p/jabersgamelib/downloads/list

Ported from a game called No (nonogram game) from LOVE game engine to Python/Pyglet.

Have a look at the example – don’t just copy and paste the example code and add your contents later.

EDIT: Veerry sorry, link goes to to LOVE website, now updated to my googlecode page.

Martini Serpents

Posted by fallspace
Sunday, February 8th, 2009 10:14 am


Final build. I’ll be honest; I’m an hour late. So, yeah, I spend 49 hours on the game.

A Windows executable is available here (6Mb). Source is included, so if you have Python and pyglet 1.1 installed it should run anywhere.

Instructions:

There are 5 martinis in the game. The first sepent to get all 5 wins. The only way to gain martinis is to steal them by attacking the opponent serpent. To attack, simply click with the mouse. After an attack, a period of time must pass before a new attack can be launched. The cusor lights up red when the cooldown is over and the target is within range.

Edit: Play as the Coral snake, choosing the Milk snake for opponent and go for easy mode, for you first couple of plays.

-Simon

Edit: On a development note, I am pleased with the outcome – I’m especially glad I took out a couple of hours to do all the instruction screens and messages. BUT, if I have 1 regret, it is that I didn’t make more serpents to choose from. The framework is there, I just needed to paint some textures and find some fun paramter values. Oh well, that’s the horror of The Deadline for you. :)

Zombii – Final

Posted by pymike
Sunday, January 11th, 2009 9:43 am

Finished! (requires Python + PyGame) Since the first release there has been added:

  • Power ups (rockets and plasma guns)
  • Better rect class that supports floating point numbers
  • Score now caps at 1,000
  • More level tweaking
  • Various improvements here and there

Enjoy =)

Infection Fighter – Final (I think)

Posted by TimWintle
Sunday, January 11th, 2009 8:21 am

I’m fairly sure this is going to be the final version of my game “Infection Fighter” – I could carry on tweaking the gameplay forever – it’s too easy to win right now, but I think I’m more likely to decide on the best way of fixing that after the competition.

I haven’t finished packaging the windows version into an exe (and I probably won’t be able to find enough time as I’ve got to make up for spending most of my weekend coding), so windows users will need to have python and Pygame to run it – like the rest of us ;-)

You can get it here. (69Kb)

Infection Fighter – back to work

Posted by TimWintle
Saturday, January 10th, 2009 3:31 pm

I got back to work about two hours ago (although I did stay up for an extra hour or two last night after saying I would sleep), and the game is coming along quite well.

Most importantly, I have managed to add some of the extra gameplay ideas I had yesterday. The gameplay is now some kind of mix of asteroids and puzzle bobble – with an infection theme, and in glorious monochrome…

I’ve also added a score (as you can see in the screenshot), and some basic sound effects – my musical skills are best described as NULL, so I’m not sure I’m going to add much more, but perhaps I’ll generate something with DrPetter’s sfxr if I think it’ll fit in (I found the debian/ubuntu binary package here if anyone’s looking for one as I’m getting unmet dependency problems installing libgtk to compile from source at the mo.)

Still to do – lives, deaths, writing the score to the file, and some better physics – but it’s come along.

Infection Fighter – Last update today

Posted by TimWintle
Friday, January 9th, 2009 7:39 pm

This is the state I’m leaving “infection fighter” in before getting some sleep (it’s 3 am here) – the basic code is done and thoroughly bug-checked, and it’s currently working very similarly to asteroids – although I’ve got a few ideas to spice the game up a bit that I hope might work really well …

The player is the cell in the middle (or at least that’s supposed to be a cell in the centre), and you can tell the rotation by seeing where the nucleus is facing. The pill on the right has just been fired.

I’ve got a prior engagement tomorrow (hence deciding to make such a simple game – and needing sleep), but hopefully I’ll have time to add at least some of the features I’m planning, try my hand at recording some sound effects and tie up the bits like scores and lives. And even if I don’t have time to do all of it – judging by the amount of time I’ve been wasting playing it it could be really addictive.

Generally my Ludum Dare experience is a lot of fun so far!

Voyage, a puzzle game

Posted by nilsf
Sunday, December 7th, 2008 5:45 pm

Voyage is a puzzle game: slide the tiles around to make a continuous path to lead the red car forward.

My girlfriend gave me the idea for this game for which I am quite grateful. Roads wasn’t a theme I was psyched about so it isn’t my best work, but I think in the end it came out ok. Sadly I’m no good at making music and I feel this is a game that really could have used some. Maybe I’ll find some Creative Commons music for a post compo version.

More thought later, for now I bid thee all a fair night. 

Download Voyage (Python + pygame / GPLv3)

 

edit:

windows port

PyCatcher – Another timelapsy program

Posted by Fiona
Thursday, December 4th, 2008 4:28 am

I decided that for this LD I wanted to do a Timelapse. I wanted a timelapse program that

  • Ran natively on Linux.
  • Produces a screen shot of the desktop with an image of my webcam inline – not the other way round.
  • Be something that I can start in a terminal and forget about.
  • Not spit out a movie at the end and decide on what format or quality it should be – instead it should give me a bunch of images in a numbered sequence that I can then concatenate with ffmpeg or something myself.

So I wrote PyCatcher, poking it for half an hour every day for the past week. I got my webcam displaying inline last night, so while it’s not as feature rich as I have planned it does work.

If this sound relevant to ones interests you can grab it here- http://github.com/Fiona/pycatcher/tree/master

This Ludum Dare I’ll be using PyCatcher for timelapse and writing my game in Python/Pygame using my Pygame-Fenix library to aid development.

PyGL2D

Posted by pymike
Saturday, November 29th, 2008 3:04 pm

Phew, got it finished :P

PyGL2D is a simple 2D library for PyGame and PyOpenGL. It’s licensed under the GNU LGPL. See http://pygame.org/project/972/

You can download it here.

simplemenu pre-Mini-LD5 release

Posted by pansapiens
Friday, November 7th, 2008 4:52 am

Not sure if I’ll participate in Mini-LD5 yet or not, but just in case, here’s an alpha release of my ’simplemenu’ library. It could well be the simplest GUI framework you can imagine. It barely deserves the title of GUI, actually. It’s intended to make it easy to add clickable “Start”, “Options”, “Quit” buttons to the title screen of a game. It works for me, but it’s far from finished.

(Also, sorry to release code so close to the start time … won’t do it for a ‘real’ LD … but for a mini-LD … well … better lateish than neverish).

Custom framework

Posted by nilsf
Thursday, November 6th, 2008 4:37 pm

Here’s my custom python + pygame framework for the mini LD. It’s little more than the pyweek skeleton with image and sound loaders and a barebones state system. Consider it public domain so feel free to do anything you want with it.

Femme Tower final

Posted by Jach
Sunday, August 10th, 2008 6:57 pm

Edit: To all of you who think my game is too hard, I have beaten it twice! =P And the laser collision is just box-based, so if you shoot it diagonally you have tons of whitespace to possibly hit the things with. Also, a bug escaped the final version so the non-evil clouds sometimes get stuck indefinitely. It’s fixed locally but not in the zip; oh well.

Here’s the link, includes source (python + pygame) and windows executable (not guaranteed to work, though I have been told it works):

http://shared.nincheats.net/zips/ld12-femme-tower.zip

(If it doesn’t work try: http://67.212.186.26/~jach/shared/zips/ld12-femme-tower.zip )

Will add post-compo thoughts here later. NOW!

It’s about 20 minutes after now. So, what I did horribly wrong this time around:

I slept in too late twice, got distracted by all sorts of things, felt horrible demotivation and considered dropping out for most of the compo. I also didn’t pace myself well (submitted about 2 minutes prior to the end) so the art and sound could have been slightly better.

This game seemed pretty hard to me and to my EXE tester, but I assure you it is beatable. =P

Cannon Hates Tower

Posted by Sivart13
Sunday, August 10th, 2008 6:44 pm

Hello! This is a competition entry. It is a simple game where you shoot cannonballs at a tower. Eventually, the tower will succumb. You get more points for letting blocks hit the ground before the top of the tower does.

Hold SPACE to power up the cannon, release to fire. Up and down changes the angle. That’s it!

Requires pyglet/pymunk. Doesn’t run too fast. All those quads to draw, and all.

Windows Binary.

Source code.

Tools of the Trade

Posted by mikejedw
Friday, August 8th, 2008 6:26 pm

I’m a big fan of Python and of PyGame. But I’ve been doodling with Processing for several years now, too, and it’s idea of “sketches” kind of lends itself to a competition like this. For anything more substantial, I’d definitely rock it out on Python… and I still might. But the ease of getting simple things up and running on Processing is really appealing, as is the rock-simple cross-platform capabilities. It’ll depend on the theme and the concept that comes out of it, I suppose. We’ll see in about 35 minutes from now.

Mondrian : an update

Posted by pansapiens
Sunday, May 4th, 2008 3:30 pm

Firstly, I’d like to thank everyone who voted for providing kind and constructive comments in the voting area. They’ve really encouraged me to continue developing this game. Keep in mind when reading my comments that I too am trying to be constructive, and I’m not trying to come across as a complete butthead. In my mind anyone who even got half a final entry completed has done an amazing thing in such a short time. Secondly, let me apologize for including a few levels that were far too hard …. actually I’m almost certain now that they were impossible.

Mondrian Level 15

So, I’ve prepared an updated version of Mondrian for those who’d like to play it. I thought I’d leave this release until after voting, to ensure that nobody could accidentally judge based on the non-48 hour version. You can get the latest version a my OMGWTF Games !!1! page. This new updated version includes: (more…)

There Is No Screwdriver v1.1 Update

Posted by JamesDM
Saturday, April 26th, 2008 5:42 pm

I would have posted this version earlier but I just took a week off to tour a college and didn’t bring my laptop.(which was a stupid mistake on my part considering all the free wifi.)

There Is No Screwdriver

Version 1.1

Bug Fixes:
Fixed an error of being able to leave the first room without actually opening the door.
Cleaned up the code slightly.

Download

If there are any other bugs or if anyone has comments feel free to leave a comment for me.

Color Eater Goes to Win32

Posted by rollbak
Monday, April 21st, 2008 6:26 am

You don’t have to wait anymore, here is the win32 binary of  the great Color Eater.

Download

Color Eater goes win32

  • Recent Comments

  • Recent Tweets (Tag: #LD48)

  • Categories

  • Meta

  • Recent Trophies

    The "Ludum Dare Entry in SOWN" Award
    Awarded by PoV on January 26, 2010
    The "Ludum Dare Entry in the IGF" Award
    Awarded by PoV on January 26, 2010
    The "Ludum Dare Entry in the IGF" Award
    Awarded by PoV on January 26, 2010
    The "Funnest Looking Animated GIF Ever" Award
    Awarded by PoV on January 26, 2010
    The "Breakfast With Awesome Thing" Award
    Awarded by PoV on January 26, 2010
    The Official SonnyBone 'RAD GAME' Award
    Awarded by SonnyBone on January 3, 2010
    The Madk Award for Excellence in Graphic Art
    Awarded by madk on January 2, 2010
    The Official SonnyBone 'RAD GAME' Award
    Awarded by SonnyBone on January 1, 2010
    The 'RAD TUNES' Award
    Awarded by SonnyBone on January 1, 2010
    The Official SonnyBone 'RAD GAME' Award
    Awarded by SonnyBone on January 1, 2010
    The "I Wish I Could Draw Like That" Award
    Awarded by SonnyBone on January 1, 2010
    The "I Would Pay Money For This" Award
    Awarded by SonnyBone on January 1, 2010

  • All posts, images, and comments are owned by their creators.