Apr 21, 2008
pyglet = Bullet Heaven?
/python
Doing Pyweek stirred up some memories of another competition I did a while back over at
Shump-Dev. I did not end up completing my entry because
I just could not squeeze enough performance out to get enough bullets on screen at once. Last night, while
speaking with a friend about indie game development, I started to wonder how well pyglet could handle
thousands of bullets on the screen at once.
This is just a quick demo, but I am already able to see that pyglet can handle it remarkably well. The shot above is
not of the stress test I did (which with an average of 1k bullets on screen at once was still able to maintain a steady
60 fps), but I thought it was one of the nicer looking ones. All this needs is joystick support *hint*, *hint* and
I would be in heaven.
Pyweek 6 - Results
/python
The judging is complete and the results are in. Robot Underground swept the team category, which
did not surprise anyone. Let's just say that I am still playing it, even after the competition.
It looks as if the dev team will be releasing a new version pretty soon, so everyone keep an eye out
for that.
My own entry, Chain of Command, placed 10th in the solo category. Before the start of the competition,
I would not have thought top 10 was possible. Toward the end ,though, I was feeling pretty confident. From the
comments I received, it was quite clear that everyone thought it was too hard. On the other hand, most people found
the game innovative, pleasing to the eye, and enjoyable (ranking a 2 or 3 in fun because of the difficulty and 4 or 5 in production and polish).
There were just too many people who ranked me 1/1/1 or 2/2/2 all because of the difficulty which really brought my average down.
Thanks to everyone who left detailed comments. I worked very hard on CoC, and it was wonderful to feel the
appreciation. You asked for better controls, more forgiving movement, and a smooth level progression. My post-pyweek release, which is already in the works, will
include all of that and more.
I had a blast, met some cool people, learned tons, and came out with a fun game. I would say Pyweek 6 was a success.
Apr 08, 2008
Pyweek 6 - Chain of Command
/python
RB[0], a fellow dev from GMR convinced me to submit an entry for Pyweek
this year. I am truly glad that I did. I learned a lot and had a nice heaping of
fun. Also, I believe I came up with a pretty fun game. I, at least, have had
a good time challenging myself with new levels.
I set up a Google Code page
to continue work on it. There are some things I would like to rework, and I am
also working a level pack. If anyone enjoys the game well enough to make levels,
feel free to send them my way, and I will consider them for inclusion in the next
release.
I used Pyglet for my entry which made most things pretty easy to do. It certainly
gave me the time to achieve the level of polish that I was able to. I did have
to change to pygame.mixer for sound at the last minute. I really hope Pyglet
comes along in that area. Other than that, it is a great media library!
Special note: Check out Celldoku
which was coded by ldlework and jazzed up by fydo. It is is a grid puzzle game
where you must set up a Game of Life 2D cellular automata so that on its next
iteration it will be in the target configuration. This resonates deeply with
some ponderings I had about 4 months ago and is great fun to play. Check it out!
Feb 16, 2008
Pymd2 1.0
/python
I would like to officially announce the release of my quake2 model loader and
animator for python, Pymd2. I still want to do some cleaning up, optimizations,
and calculating normals. I probably should not release it as 1.0 because
it depends on pyglet svn, so hold off until pyglet-1.1 is released.
One thing that I really love about pyglet, and that helped speed up pymd2
by an order of about 20, is pyglet.graphics.draw(). It is a simplified
interface to vertex arrays. A textured model looks like:
graphics.draw(num_of_vertices, GL_TRIANGLES, ('t2f', texture_vertices_array), ('v3f', array_of_vertices))
Pyget is really starting to shape up. I have started moving all of my
projects over to it. Right now I am trying to see if
it is right for Galaxy Mage Redux. I will be posting about that soon.
Dec 21, 2007
Oct 24, 2007
GalaxyMage Redux
/python
The development of the open source tactical rpg known as GalaxyMage slowly but surely died out over the last year. It is unfortunate that it happened, but I believe everyone involved felt that it was going to be too much to make any progress with what we had.
Personally, it was my first contribution to an open source project. I learned a lot about what goes into managing the madness of many people coming together from different lands and different walks of life to create something as complicated as a computer game. I would like to thank Colin McMillen for starting the project and giving us greenhorns a chance at creating something wonderful.
Recently, when the GalaxyMage website went completely down, I decided that I would like to give the project another attempt using the experience from the first try. Just as I started laying out the design, I read over at Free Gamer that a new game project had been announced with the name GalaxyMage Redux. As it turns out, a GalaxyMage revival was on more minds than one.
If anyone is interested, the new project is being hosted here by our new fearless leader Brandon Barnes. We are currently in need of talented pixel artists, musicians, story tellers, and programmers. If you are one of the above, or just want to tell us how you want your TRPG to play, then stop on by the forum and say hello.