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LD 11 :: Weekend of April 18-20 :: Theme :: Minimalist
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Posts Tagged ‘pygame’

Mondrian : an update

Posted by pansapiens
Sunday, May 4th, 2008

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…)

The Hunt for Pepsi Blue–Final

Posted by Jach
Sunday, April 20th, 2008

Here’s the link:

http://shared.nincheats.net/zips/ld11-pepsi.zip

Windows executable coming soon. Requires Python and Pygame at the moment.

Newedit: Here’s the link to the WINDOWS version. Had to change directory structure for it to work. Just run main.exe for it.

http://shared.nincheats.net/zips/ld11-pepsi-windows.zip

Edit: The ZIP will contain the windows executable by tomorrow with no changes to anything else. Also, here’s the screenie. If I come up with more theme arguments, I’ll put them here instead of the readme before tomorrow, but I probably won’t because that wouldn’t be minimal. =P

pepsi-shot

(Still part of edit) I didn’t really like the idea after about 4 hours into it, but I decided to continue. I’m not too displeased with the final result, though I wish I had another hour or so to make a nice game over and win screen.

Spacbattle is done-ish

Posted by tirpen
Sunday, April 20th, 2008

After 48 hours of hard work I present to you all:

SPACEBATTLE! (Least original name in the universe, I know…)

download (python sources) (requires python, pygame and numarray installed)

download (win32) (edit: now contains readme as it should)

The archive contains both source and a win32 exe (Which will hopefully work)

EDIT: The exe in the archive didn’t work. I’ve recompiled it and uploaded a separate win32 version. The fonts are slightly messed up in the win32 version compared with running from sources but it works.

if you have a better server and can host it for me, please tell me in the comments.

The player controls a group of ships that try to shoot down the opposing ships. The controll is done entierly with the mouse.

Both the graphics and control scheme can be concidered minimalistic I hope. At least that’s what I was going for. :)

Here are the final screenies:

sb-final1

Lots of ships shooting each other up.

sb-final2

The shop between levels where you buy new ships.

sb-final3

The intro sequence.

There is a readme file in the archive with info about controls and stuff.

The game was made with python + pygame (also requires numarray) and absolutely everything else was created from scratch.

Big thanks to:

  • Jach for helpingwith the win32 compile
  • DrPetter for sfxr
  • Jenny, my lovely GF for not going crazy with me. :)

win32.dll The Game

Posted by philhassey
Sunday, April 20th, 2008

A few days ago my laptop got violently attacked by all sorts of bloatware. I’m guessing it was due to some IE hole or something, oh well. Anyway, it inspired this game. You get to destroy bloatware - yay!

Download for windows or get the source svn://www.imitationpickles.org/ld11/trunk/

phil7.png

phil8.png

Oh, and you can get all kinds of crazy combos if you don’t miss any boxes and are really fast.  So get playing!  Made with python / pygame as per usual.

Final

Posted by NULL
Sunday, April 20th, 2008

screenie.png

Final version is avaible here: Python source

Needs python and pygame installed.

They are avaible from here: Python PyGame

Framed! v1.1 Released (Final)

Posted by mikeware
Sunday, April 20th, 2008

Well, after waking up and just drinking some juice, I fixed my music song and tweaked the difficulty levels a bit. So, Framed! is complete!

It’s pretty exciting. I think I’ll make an installer later and post it permanently on my website. For now here are the links for downloading:

Framed! v1.1 Final: (windows) (src)

The windows version was tested on XP on two separate machines, let me know if there’s any trouble.  The source requires Python 2.4 or Python 2.5 and PyGame 1.7.1.  Enjoy!

Framed!

You can see a recap of my progress log, after the break.

(more…)

Pixelman 3 - Final

Posted by pymike
Sunday, April 20th, 2008

Okay, this time I really think I’m done. I added an intro and an outro, fixed some bugs, and changed the way scoring works, and tweaked gameplay a little bit. I also added a windows executable. Cheers! :-D

Source: Download (55 KB)
Windows: Download (3 MB)

pixelman3-screenshot-final1.png

Omnihunter: final

Posted by Dathgale
Sunday, April 20th, 2008

I finally settled on a name. Since this game is based on one of my past projects, a roguelike called “The Hunter”, I kept thinking of corny names like “Hunter 2D” for its contiguous 2d coordinate system, and “Hunter 360″ for 360 degrees of freedom. Yuck. Finally I came up with “Omnihunter” for an omni-directional version of The Hunter.

As for the polish I added since my last post, it was mostly a hour worth of minor bug fixes, and I replaced the alligator graphic with a rat because it matches the monsters’ movement pattern better. Here’s what it looks like:

It’s very… minimal. There’s a lot more I could have done with this game, like adding more types of monsters, give the player a choice of weaponry, make the monsters spawn out of things that the player can destroy, add walls and turn the environment into a labyrinth, add animations… even make the rats spontaneously combust. Overall, though, I’m pleased with how it turned out. It’s nice to see my entire development cycle outlined in my posts, and for my idea to have become a reality in about a day. Plus, I have fun playing my game, and I think other people will too.

According to my posts, it looks like I have spent around 9-10 hours of work on this project over the course of 26 hours. Somehow I think it should have taken me less time than that, seeing as it’s a very simple game, but I finished a project for once, and I have plenty of time to spare. Better that than not finishing in time.

Download the game here: http://www.mediafire.com/?xcmndkznj4n

EDIT: On second thought, there were still a few changes I wanted to make. I’m really cutting it close with only 17 minutes left. Download the updated version here: http://www.mediafire.com/?jdmmi1k5e7y

Dependencies:

Tools used:

  • Ubuntu
  • gedit
  • terminal + command line python interpreter
  • GIMP
  • Audacity Sound Editor

Final Entry! (I guess…)

Posted by pymike
Saturday, April 19th, 2008

Well, I guess I finished my entry, though I might add some more levels tomorrow. Gonna go chill out and play my DS now… Cheers :-D

Source Code: Download (53 KB)
Windows: (I’ll upload a binary later, hopefully)

pixelman3-screenshot-final.png

A menu!

Posted by pymike
Saturday, April 19th, 2008

Woohoo! I have a menu! Yeah, its not the best looking menu in the world, but it works ;-)

menu

Pixelman 3

Posted by pymike
Saturday, April 19th, 2008

Woot! I’ve made some good progress on my game. Its a 2D platformer (how inventive, eh?). Unfortunately, its really hard not inserting all my ideas in, since the theme is “Minimalist”. Anyway here’s a screenie of my prog:

pixelman 3 screenshot

And believe it or not, everything you see on there is in one file! Now that’s minimal ;-)

I hope you guys are prepared…

Posted by Devon
Thursday, April 17th, 2008

I just made my first giant clock! I am so ready for Ludum Dare now that I have this incredible custom library at my fingertips:

import os, pygame, random, math, pgu
from pygame.locals import *
clock = pygame.time.Clock()
pygame.init()
screen = pygame.display.set_mode((800,480))
timer = 0
seconds = 0
minutes = 0
timertext = str(minutes) + “:” + str(seconds)
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((250, 250, 250))
font = pygame.font.Font(None, 500)
text = font.render(timertext, 1, (10, 10, 10))
background.blit(text,(0,0))
screen.blit(background, (0,0))

quit = 0
while not quit:
for e in pygame.event.get():
if e.type is QUIT: quit = 1
if e.type is KEYDOWN and e.key == K_ESCAPE: quit = 1
background.fill((250, 250, 250))
text = font.render(timertext, 1, (10, 10, 10))
background.blit(text,(0,0))
screen.blit(background, (0, 0))
pygame.display.flip()
clock.tick(60)
timer = timer + 1
if timer == 60:
seconds = seconds + 1
timer = 0
if seconds == 60:
minutes = minutes + 1
seconds = 0
if seconds <= 9:
timertext = str(minutes) + “:” + “0″ + str(seconds)
else:
timertext = str(minutes) + “:” + str(seconds)

Invasion of the Blobs - Final (2)

Posted by pymike
Sunday, February 24th, 2008

iob.png

I made a few more updates to my game, so this is the real final release. Enjoy!

The story of “Invasion of the Blobs”:

A satellite orbiting Earth detects a mass of weird lifeforms rapidly heading towards the sun, that seem to collect around a massive green lifeform. Alarmed, and taken completely by surprise, Earth deploys a top-secret spacecraft to destroy weird mass of blobs, and the strange lifeform they collect around.

Source: http://pymike93.googlepages.com/iob-src-final2.zip
Windows: http://pymike93.googlepages.com/iob-win32-final2.zip

Invasion of the Blobs - Final

Posted by pymike
Sunday, February 24th, 2008

This is my final release of “Invasion of the Blobs”. I’m not completely happy with it, but oh well… there’s not many changes to the game, but a windows binary is now available. Have fun playing!

Source: http://pymike93.googlepages.com/IOB-final-src.zip

Windows: http://pymike93.googlepages.com/IOB-final-win32.zip

screenshot

Invasion of the Blobs

Posted by pymike
Saturday, February 23rd, 2008

Version 0.2 source code is available here:

http://pymike93.googlepages.com/IOB-0.2-src.zip

Here’s a screenshot of the boss:

Big Bad Boss

Invasion of the Blobs

Posted by pymike
Saturday, February 23rd, 2008

Here’s the first source release of “Invasion of the Blobs”:

http://pymike93.googlepages.com/IOB-0.1-src.zip

Here’s a look at my new menu:

Menu is Finished!

Invasion of the Blobs

Posted by pymike
Saturday, February 23rd, 2008

Well, I was rather disappointed with the theme, but I managed to get a game going. It’s called “Invasion of the Blobs”. Earth is taken by “surprise” when a mass of “weird” blobs have been spotted by a high-range space satellite orbiting Earth, and “unexpectedly” a top-secret spaceship fighter is deployed to take them out.
Screenshot is below. Enjoy!

THE CAVES OF INSANITY!!

Posted by philhassey
Sunday, December 16th, 2007

Hey - here’s my final entry for LD10. THE CAVES OF INSANITY!! I had a fun time making this game, the highlight being colorinig all those fun backgrounds. Be sure to check ‘em out :) Enjoy the game, it’s pretty short-n-sweet. Download it HERE (win32). Or svn://www.imitationpickles.org/ld10/trunk or HERE (tgz source).

Here’s my wife, our hero, in this game:

philhassey-final-title.png

And here’s a shot from the final level of the game .. it’s a tricker, but this time I did test all the levels and they can all be beaten :) Good luck!

philhassey-final-play.png

Chain Pain: Final Submission

Posted by Jach
Sunday, December 16th, 2007

Here it is. All that’s in the zip is the source code and the data; if I get less lazy by the end of today I’ll compile it with PyInstaller and make a Windows executable. Requires Python and PyGame.

Edit: Fun facts that weren’t in the README: Graphics made with Gimp and KolourPaint, sound effects made with my voice with my microphone, the two music files were made in WarioWare Touched’s toyroom using its piano and harmonica. Pretty much all the sounds had to be amplified with Audacity, too. Edit: Another fun fact is that the moving bar thing was inspired from Star Fox Adventures. You remember the Test of Fear? Though I have to say that game’s better than this one. =P

EditEdit: The Zip now contains a standalone EXE file so you can just double click on main.exe if you run Windows.

Edit³: If you want to see the high score system in action, change the best_time.txt file in data/ to something low, like 00:00 (I forgot to do that myself when I packaged it).

http://server.mjzhosting.biz/~jach/shared/zips/ld10_final.zip

chain pain final

Chain Pain: In-game Screen

Posted by Jach
Sunday, December 16th, 2007

Here’s a screenshot of the in-game thing (taken by scrot, I was too lazy to do prt scr), featuring invisible Chains! (Except those holding the player down.) Once I implement the chains graphics I can work on prettifying it a bit more (sad to say what you see here is pretty much the limit of my art capabilities). You’ll understand what everything on the screen is when I release the full thing. =P

chain shot

Custom Library

Posted by RB0
Wednesday, December 12th, 2007

Well, this will be my first Ludum Dare, so I wanted to be prepared ;)

I had started a 3d library before, but it was buggy and cumbersome, so I later abandoned it.

Now I have retried it, and the result, after about 9 hours work, is PygLibsX.

It is a sibling to my PygLibs 2d library, except it is 3d.

you can get it here: PygLibsX

Let me know if it isn’t “acceptable”, but I’m sure it is :)

Cya Later :)

LD8.5 Entry: buggyGame

Posted by fydo
Tuesday, December 11th, 2007

This was my very first LD entry ever!

It was written with python + pygame. I don’t have my original compo submission version handy, these screenshots are from the slightly polished version of the game that I have available on my website. Since “Anti-Text” was one of the themes, there wasn’t a title on the title screen, nor was there the status bar on the bottom of the screen when playing the game. The final version has the same original 3 levels as the compo submission though.

buggyGame screenshot #3buggyGame screenshot #1buggyGame screenshot #2

All in all, I’m quite happy with the result. It’s a nice simple game that allowed me to show off some of my ‘graphics-making’ abilities. I spent the majority of my game development time doing the graphics. The first level in particular took a very long time because I digitally painted it using my wacom tablet (see the second screenshot above). Phew!

You can download the game (both win32 and python source available) and find a bit more information here:

http://fydo.net/projects/buggygame

Flowers n Bees

Posted by viblo
Sunday, December 9th, 2007

Flowers n Bees was made for the 8th Ludum Dare 48 hour programming competition. This was my first attempt to create a game in 48h, so it was quite a challenge to come up with something playable at all. The goal of the game is to gather honey for the winter. However, you cannot collect honey on your own. Instead you have a swarm of bees at your command that can do the gathering for you. Flowers n Bees was programmed in Python using PyGame, PyOpenGL and PGU.

Flowers n Bees Gameplay

Phil’s Ultimate Game Builder Kit!

Posted by philhassey
Sunday, December 2nd, 2007

Really, my LD9 entry was my crowning acheivment. I originally had some grand schemes to dominate the competition with a distributed networked web based magic thing. Those schemes amounted this:

ld9-philhassey.png

All things considered, I placed fairly well.


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