About georgek


georgek's Trophies



Mike_W says ...

Don tget the point I move up and down and what

DrPetter says ...

On windows:

Traceback (most recent call last):
File "abandon.py", line 627, in <module>
File "abandon.py", line 117, in __init__
TypeError: __init__() got an unexpected keyword argument 'anchor_x'

mjau says ...

Um. Is the sound supposed to be white noise in a short, endless loop?

The game itself didn't seem to work right either. Some other squares went flying by at first, and the background changed colour, but then my square was all alone on the screen. Nothing else happened. Did I miss something?

Endurion says ...

What weird functions does pyglet use for a rather simple game?

File "pygletgllib.pyc", line 63, in MissingFunction
pyglet.gl.lib.MissingFunctionException: glGenBuffers is not exported by the available OpenGL driver. VERSION_1_5 is required for this functionality.

hroon says ...

All items except the player disappeared after moving to far up or down. I am not sure if this is intentional or a bug?

5parrowhawk says ...

Hmm. I can't tell which of those counters is supposed to be the score.

My guess is that you're supposed to go up to get the greenish things to make you faster, then down and avoid the walls to pick up the boxes which score points... I dunno.

Anyway, the framerate goes way south after playing for more than 10-20 seconds. Also, I don't get any sound, not even white noise. Nice colours and visual design though.

agj says ...

Hrrmmm, I didn't get the rules. :(

PsySal says ...

Meep! I got this error:

Traceback (most recent call last):
File "abandon.py", line 63, in <module>
File "pygletwindowwin32__init__.pyc", line 423, in __init__
File "pygletwindow__init__.pyc", line 685, in __init__
File "pygletwindowwin32__init__.pyc", line 518, in _create
File "pygletwindowwin32__init__.pyc", line 364, in _set_window
pyglet.gl.ContextException: Unable to share contexts

I'm running Vista, and I've got this same error from other games using pyglet.

nilsf says ...

Not really sure what I'm supposed to do, when I collide with squares the bottom number increases and a pleasant sound is heard, when I collide with a rectangle, the top number is increased and an unpleasant sound is heard. If I go too far in either direction I'm alone.

LunarCrisis says ...

It took a while to figure out what to do. As I went up, there didn't seem to be very many enemies, but when I went down instead there were more and more. I found that despite the somewhat jerky controls, the difficulty wasn't very high. I also have no idea what the number at the top was for, it stops at 300.

noonat says ...

I liked your choice in color, and wanted to like the game... but I honestly didn't really understand what was going on, even after playing the post-compo version. The lack of instructions combined with the fact that everything is the same color and general shape makes it very hard to figure out what to do. The dual scores make it even more confusing...

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

abandon compo release

Posted by
Sunday, April 19th, 2009 3:13 pm

the compo release — you will need Python and pyglet installed.


While it obviously still needs a lot of work, I’m blitzed to have taken my first game from an idea to some kind of release. It was a lot of fun!

update: After an unfortunately busy week, I’ve finished my post-compo release. Now with more static:

abandon post-compo release

Still no .exe I’m afraid. I do appreciate that people have tried the game, and I should have included some kind of warning that the original release was rather unfinished, apologies for that. However I was unsure if I should reply to the comments, as I felt that I had committed to what I released and I wanted it to stand on its own, admittedly somewhat stunted, two feet. The new release includes most of the features I originally had planned. Now back to playing the rest of the games!

.exe update: Now you can get a Windows .exe bundled either as a .zip (about 9MB) or as a tar.gz (about 4MB).




Posted by
Saturday, April 18th, 2009 9:50 pm

the Louisiana BBQ down the block will get official mention in my game credits — gumbo, yam pie, baked beans, potato salad, and a snack earlier on top. I hope it’s OK that I seem to be paying more attention to my food photos than screens of my game…I’m very happy with how things are going, and I think I can I have something playable tomorrow, and hopefully with more graphics and sounds.


Posted by
Saturday, April 18th, 2009 12:23 pm

here I go, breakfast and the title screen of my first game ever! As I was doing that I remembered reading that it’s best to start a game in the middle, with the gameplay, then do the end and the beginning afterward…it’s funny how intentions don’t always translate into actions. Anyway, I have a pretty solid idea of what I want to do, the only thing now is to do it.

in with the desk montage

Posted by
Friday, April 17th, 2009 5:58 pm

desk collage

Going to have a go at this finally! Above is my upstairs/downstairs work space, but it’s finally not going to rain this weekend, so maybe I can sit out in the sun. My planned arsenal:

* Python + pyglet or libtcodpy

* GIMP, Alchemy, sfxr, lmms, and Audacity

* a marantz pmd620, yamaha p140, and wacom UD

* Louisiana gumbo and hopefully a garden salad at some point.

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