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Member Since 18 Sep 2013
Offline Last Active May 08 2014 09:09 AM

#5111317 How do I make a very basic inventory.

Posted by on 22 November 2013 - 11:19 AM

My suggestion is that now is the perfect time to learn about classes! You have two types of objects in the game, right now, that you'll want to be checking for collisions on. The "you" sprite (or rather, mouse_c object) and the dots represented by the r1, r2, etc. variables. Start with your mouse_c: there are a few things that can be merged, the 'you' string representing the graphic, the mouse_c image made by pygame, and the movex and movey variables. Make a class that combines those, and then work on doing the same for the dots (I assume that's what you want to pick up?). After that, figure out how to make both classes inherit from pygame.Sprite, and you can start using some of pygame's built in collision checking on each game loop.

#5110832 PUTT People's Choice Award and Comments

Posted by on 20 November 2013 - 02:42 PM

I'd be interested in a team project, too. Like Aspirer, I like to learn something new with a game... But that being said, there's a lot I can learn. I have only really used C++ and python, and I'd be happy to branch out. I've also never really used much version control (just very basic mercury), and have never been a part of a team project, so just being a part of something is already a win on my end.

#5107079 PUTT People's Choice Award and Comments

Posted by on 04 November 2013 - 10:52 PM

For those interested in playing the final package that was made for my game, but don't have a Mac, this is it:




This was the final version that made it to the Mac app, I just didn't have a chance to sit down at a Windows computer and compile it until after the weekend. The win/loss screens are minimal, but at least there. That's the primary difference.

#5106434 PUTT Updates and Finals Thread

Posted by on 02 November 2013 - 08:33 AM

So apparently I left the readme out of the last windows package I made. I guess I was in too much of a rush. Combined with my bad control scheme, that's sort of a problem! Sorry, everyone... Here it is, incase you're trying to play my game and getting frustrated with it:



#5106329 Whats is the easiest programming?

Posted by on 01 November 2013 - 02:42 PM

I'm gonna throw in and just say that I think Python is amazing. I went from using a little perl (for scripting purposes) to heavily relying on Python, and did it all while learning about game-related concepts. I'd recommend the free book at http://inventwithpython.com/ .It's aimed at young audiences, so it explains every bit of code, and constantly works at the concept of core game mechanics.

#5106319 PUTT Updates and Finals Thread

Posted by on 01 November 2013 - 02:07 PM


My only suggestion, knowing these controls, is perhaps not using Shift (I popped up the "Sticky keys" prompt a couple times. :-P)




Ahh - sticky keys! I forgot all about that dumb thing. I'm usually around my Mac, and so ended up doing 95% of my development on it (which is also why the windows binary isn't the most up-to-date version of the game).

#5106103 PUTT Updates and Finals Thread

Posted by on 31 October 2013 - 06:00 PM

Alright, mine are below. Unfortunately, my win condition got screwed up at the last minute and I couldn't figure it out, so I guess I'm DQ'd :-/


Anyway, I'm not sure if there are enough judges for me anyway. The OSX build is my most up-to-date:




For windows, below, the build is a previous one with a lot less functionality. The gameplay mechanics are all in, but incomplete in terms of win/loss condition. Bah :-(






EDIT:  A little late on the competition, so I'll leave it up to the judges if they want to score or not. But I found my last minute bug (using < rather than <=... d'oh).  Here's what I believe is the fixed version, for completeness: