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TIGSource ForumsCommunityDevLogsPUIT WARS - cute pixel graphics with weapons
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Author Topic: PUIT WARS - cute pixel graphics with weapons  (Read 56144 times)
oneup
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« on: December 06, 2007, 06:27:16 PM »

unless something surprising happens, i plan to code something for this this weekend:



website
cute wars release 1 (osx 10.5)



(yes, colors stolen from fez)
« Last Edit: June 01, 2009, 07:39:50 AM by oneup » Logged
Melly
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« Reply #1 on: December 06, 2007, 07:26:20 PM »

That is awesome in levels beyond comprehension.
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« Reply #2 on: December 06, 2007, 07:54:04 PM »

Reminds me of Worms for some reason, which is a good thing.

Font is kinda hard to read, though.
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« Reply #3 on: December 07, 2007, 12:15:54 AM »

My favorite is the one with the tiny top hat.  A close second is his neighbor, in the tiny chef's hat.
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« Reply #4 on: December 07, 2007, 08:44:35 AM »

Hat Mania!
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« Reply #5 on: December 09, 2007, 01:21:08 AM »

started actually coding... (warning: huge uninteresting screenshot following)



what do you see here? the (somewhat) deformable landscape, the player and collision detection. one day of work. /: (including trying half a day to set up pygame on mac os x leopard and switching to pyglet instead)

(oh and the screenshot in the first post has been update)
« Last Edit: December 09, 2007, 01:28:37 AM by geeq » Logged
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« Reply #6 on: December 09, 2007, 02:06:42 AM »

looks, uh, interesting?
Whats with the sudden name change?
Also I look forward to this.
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« Reply #7 on: December 09, 2007, 02:11:45 AM »

Can you talk a little bit about advantages and disadvantages of python for game development? What I hear is:
Pros:
Easy to develop
Cons:
Not suitable for large applications
Runs slow because of dynamic type-checking

are these true?
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« Reply #8 on: December 09, 2007, 02:07:00 PM »

Depending on what hes trying to accomplish, using python probably won't make a difference.  Even though it's *slower*, the performance hit isn't going to be too great unless he builds some type of extremely complex AI, or is running through a ton of calculations a second.  For rapid development, nothing beats it in my opinion.

As per larger applications, it can be done...  but I can't really see why you'd want to use it for that.  You aren't gaining any type of rapid development advantage, and you're going to take a bit of a hit performance wise.  Plus, I imagine maintenance would become somewhat of a pain.
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« Reply #9 on: December 10, 2007, 06:43:53 AM »


what do you see here? the (somewhat) deformable landscape, the player and collision detection. one day of work. /: (including trying half a day to set up pygame on mac os x leopard and switching to pyglet instead)

How is using pyglet over pygame? Is one quicker/easier to develop in? Last I heard pyglet didn't offer sprite rotation and  some other features.
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« Reply #10 on: December 10, 2007, 06:59:09 AM »

@teamquiggan: the name change? because i wanted to have a "cute" allegory in the name. and thanks Smiley


@NaYoN, ha1f, apodysophilia: python & productivity

coding in python instead of C++ lets me implement stuff in one day that would otherwise take four (no joke!).

python in the wild

python is definately suitable for large applications: know battlefield 2014? the eninge is c/c++, everything else (game logic) is python.  Wink

btw: python isn't slow because of dynamic type checking (c++ needs to do that everytime you use inheritance), but because it's a scripting language. but with modern CPU speeds it "just doesn't matter" (tm). computers should make my life as developer easier, not the other way round... (of course it's even more important to create a good game)


using pyglet

pyglet over pygame wasn't really a choice. pygame is a pita (if not impossible, i have heard no success story yet) to set up under mac os x leopard, so i had to go with pyglet.

for what i'm doing now (just sprite blitting) it works perfectly. the event model is somewhat nicer than pygame and everything feels more python-ish instead of pygames "just make the sdl api available" approach.

pyglet & sprite rotation

pyglet runs on top of opengl, while it offers no sprite rotation itself you can make the necessary opengl calls. as far as i see it is under heavy development, so if you write the developer a patch i'm sure he'd add it. it shouldn't be much more than

Code:
def blit_rotated(...):
  glPushMatrix()
  glTransformMatrixOrWhateverYouNeedToDo
  blit() # call the usual blit method
  glPopMatrix()
  # profit!

besides that: i know that i'm going to need pixel-level editing of textures. i hope i don't run into any bigger obstacles while doing that.

let's see.

so far pyglet rocks!
« Last Edit: December 10, 2007, 07:00:56 AM by geeq » Logged
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« Reply #11 on: December 10, 2007, 08:19:49 AM »

I started checking pyglet out after reading this thread, and I really like what I see.  It's a lot cleaner than pygame, with no dependencies and keeps everything in python instead of just wrapping SDL.  It's true there's no rotation or scaling, but I was reading about using rabbyt with pyglet from the rabbyt sprite library author, and it sounds like the two together can make an excellent base for simple games.
« Last Edit: December 10, 2007, 08:21:34 AM by fartron » Logged

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« Reply #12 on: December 12, 2007, 12:32:19 PM »

ah, using python turned out to be a real benefit.

multiple teams, colour swapping for sprites, animations, sound -  done, more to go.



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« Reply #13 on: December 13, 2007, 07:38:45 PM »

Totally dig the style so far, heheh
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« Reply #14 on: December 19, 2007, 04:48:06 AM »

I want to control an army of those little pixel dudes  Cool
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« Reply #15 on: December 21, 2007, 07:10:37 AM »

you will. ^__^ uplink/battlezone style.

oh and yeah: after looking at those images on a monitor other than my macbook, i found out: fuck, that green is *really* bright.

anyway, here are pirates and parachutes:

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« Reply #16 on: December 22, 2007, 01:12:29 PM »

Wow!  Shocked This game looked awesome but you added pirates and parachutes?
Congratulations on what appears to be a great game! I love the graphics, the gameplay seems promising and thanks for posting all that info, python seems great!  Grin
Nice to see more mac users around!
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« Reply #17 on: December 29, 2007, 12:31:00 PM »



yay menus Tongue

(nah, just showing that i'm actively working on it)

ah, yeah gameplay: we're planning two modes:


# arcade:

survival. stay alive as long as possible, as enemy waves try to crush you.


# conquest:

i discussed gameplay with a friend yesterday and he suggested something quite similar: why not make the gameplay like Z, just in 2D?

what's Z? something similar to advance wars, just realtime: http://en.wikipedia.org/wiki/Z_(computer_game)

in short: you start with a couple of soldiers, if you conquer factories they produce more soldiers / tanks / helicopters. enemies can conquer them back though - so watch out!
« Last Edit: December 29, 2007, 12:37:21 PM by geeq » Logged
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« Reply #18 on: December 29, 2007, 12:58:26 PM »

I want this game so bad.
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« Reply #19 on: December 29, 2007, 01:47:50 PM »

Wait - there are pirates and parachutes but WHERE ARE THE NINJAS? :-P

Or are those black-clad guys ninjas? Then I stand corrected... In this case the game only needs Vikings and/or knights. ^^
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