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The "Victory Message of the Year" Award
Awarded by Morre
on August 22, 2008

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Progress?

Posted by
Saturday, April 18th, 2009 6:17 am

Started about 30 minutes ago and this is what I have so far…

it’s not much but it’s a start.

Junktowers final

Posted by
Sunday, August 10th, 2008 6:51 pm

Screenshot of Junktowers

Got it done!

Jump through the levels and grab the golden owls to win.

controls:
left/right = move
spacebar = jump
r = reset level
ESC = exit

Used pygame, pyopengl and pybox2d.

Py2Exe version for windows here.
Source version for everyone else here.

EDIT: Check Bikko’s awesome comment if you want a quick guide on building pybox2d in linux

Crunch time!

Posted by
Sunday, August 10th, 2008 4:53 pm

I decided to finish my game anyway, and time’s almost up!

I plan on making one more map, and if there’s time throw in some sounds from sfxr.

Anyway, here’s a screeny:

I’m out

Posted by
Sunday, August 10th, 2008 8:52 am

I give up, this is what I’ve got so far: http://www.kekbur.se/junktower.rar

More progress!

Posted by
Saturday, August 9th, 2008 6:04 pm

Ugh, things are moving forward at last. Although it seems I’ve screwed myself over.. Making maps for this game is really tedious, and I don’t have an editor! I guess I’ll have to make one :/

Anyway, pics + playable test. Built with py2exe and should run.

The objective is to climb the tower of junk (not much of a tower in this level(the only one so far)) and get to blue-ish squard at the top (which will be an golden owl.. maybe). You can jump with space and move sideways with the left- and right-buttons. Btw, you can’t win yet ;).

Download here.

First screenshot

Posted by
Saturday, August 9th, 2008 11:16 am

I’m way behind… Decided to scrap both my idea and code and start over.

The idea for the game is to climb a tower of junk without making it fall down, we’ll see how it goes.. I’ll be using Box2D for the physics so it should be pretty easy setting things up, I hope. Using PyOpenGL and Pygame as well.

Aaaaaah!

Posted by
Saturday, August 9th, 2008 4:33 am

I’m so far behind and my code isn’t working like it should!

At least I’ve got some stuff done though, so it isn’t completely hopeless :)

My Workspace

Posted by
Friday, August 8th, 2008 6:36 pm

Well, this is it. This is where the magic happens.

Yet another warmup post

Posted by
Friday, August 8th, 2008 3:10 pm

This will be my second LD, last time didn’t go too well. But, at least I reached my goal of having something that ran and could be mistaken for a game. This time I will set the bar a little bit higher and hopefully have something that actually has (some) decent game play.

I will probably be using python and pygame + pyopengl this time as well, and I will try to record a timelapse to show off at the end of the compo. I might go with C and glfw instead though, I just like plain old C. We’ll C I guess, harr harr.

PS:

I hope it’s not evolution, I hope it’s not evolution, I hope it’s not evolution, I hope it’s not evolution.

You know you will

Posted by
Friday, August 8th, 2008 7:03 am

Time to get things in order

Posted by
Friday, August 8th, 2008 6:43 am

Short post mortem + Deskphoto

Posted by
Friday, December 21st, 2007 11:30 am

This was my first ludum dare ever so I didn’t really know what to expect of it. Also it’s my second little-time-internet-game-compo ever, the first one the last pyweek. I think it was my 3rd or 4th game I’ver ever made, but I’ve programmed other stuff before so it’s not all new to me. All that considered I do have some things I wished I could have done better..

Bad things (in no particular order):

  • The choice of using Glut to draw fonts, because I was lazy. This led to my game being impossible to package and I think I missed out on some ratings because of it. ( I updated it with new font-rendering and working packages after the compo was over though). This choice was made purely because I was lazy, i didn’t know any other way to draw text in opengl so I ran with it.
  • Taking too many breaks.. Yup, I took breaks. Plenty of them, I even played some games! Now, this is not bad, you need breaks every now and then to function properly. But taking to many will throw you off just as well, and of course leave you with less time to work.
  • Not spending time on art. This was a big mistake, I started out with boxes for everything and that’s pretty much the way it ended up in the final game.I should have taken the time to make some ugly sprites, even that is better than boxes.
  • Not leaving enough time to make some decent levels, I think the game could be great fun IF it had some fun levels. And I should have made a better ‘system’ for loading levels and controlling the enemies.
  • Using single-point particles as an explosion effect. Doing this in python, the quite possibly bad way I did it, turned out to be slooooow. Who would have guessed? Had I gone with something else maybe it would have run a bit faster. Also drawing lots of points in opengl immediate is slow in itself, should have bother being more fancy with it.
  • Thinking “I can’t do that, I have no idea how to do it and I’m not a good enough programmer” too much. Turns out I sat around thinking about stuff I thought was really hard to do, that were in fact simple to do once I started. Not because of me coming up with a great way to do it, but just because the problem was simpler than I had imagined and/or I was not as daft as I thought.

Some good things:

  • The idea! I liked the idea and had great visions for it, but the way I implemented it was no good and the game ended up being pretty dull. I might revisit it later and make something out of it. Done right I think you could make people spend some time on it.
  • I finished! I’m very pleased I actually made a somewhat working game in 48 hours, I’m really pleased with that.
  • Explosions, I think it looks really cool when you chain together a long line or a big bunch of bombs. And that’s what matters most…right? right?

That’s pretty much it. I really loved doing this, it was great fun and you are all nice people. I will be back next time, hopefully coming up with something better. :)

Oh, deskphoto! It’s a bit late, but better late than never. (Beware of dust)

p1000756.JPG

Updated version of my game

Posted by
Wednesday, December 19th, 2007 6:28 pm

I’ve changed the font-rendering in my game as to avoid GLUT and letting me build a working package you guys can run.

Nothing even remotely related to gameplay has been changed, only font rendering is different.

Here it is: PewPew Laz0r

And here’s an uptaded source version

SS5

Final submission: PewPewLazor

Posted by
Sunday, December 16th, 2007 1:59 pm

 

I’m calling this done. I’m not happy with it at all but at least it’s playable.

My code and Python just wasn’t fast enough for what I wanted to do, I really think I could have made it a bit more fun had I gone with C++ instead.. More bombs.. more enemies.. But then again, being the slow coder that I am, I might not have finished if I did it in C++ ;>

Here’s the final file: Pew Pew Lazor
Here’s a version built with py2exe: Pew Pew Lazor py2exe
Here’s a version built with pyinstaller (not actually an installer though):
Pew Pew Lazor pyInstaller

 

And a screenshot to go with it:

SS5

First really playable version

Posted by
Sunday, December 16th, 2007 9:42 am

Finished with my very simple system for advancing levels, spawning waves and stuff.. So you can actually play it now, although it still looks crappy and there aren’t many levels and you can’t be killed yet, just lose by failing to kill enough of the horrible block enemies.

From the looks of the other entries I’m definetly in the lower end as far as fancy graphics go, but I hope I can make some fun enemies and levels to counter it. Over all the game needs som tuning at the moment, especially the bombs…

First playable version

Also, for those brave enough to try there’s a test-version here: http://www.kekbur.se/pewpew.zip

It’s written in pygame with pyopengl for drawing. It will try to import and enable psycho to speed things up, hopefully it won’t crash if psycho is missing :)

You play with the arrow-keys, spacebar and left control. Move with arrows, shoot bombs with space, detonate them with left control.

I can haz starfieldz?

Posted by
Saturday, December 15th, 2007 3:15 pm

Yes you can!

Time to get cracking on the enemies… and then maybe some sound? I heard that kind of stuff is great to have.

3rd screenshot

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