• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

stubborn code

4 posts in this topic

today i decided to do a simple shooter game so i could practice scrolling backgrounds but for some reason code that i use on a regular basis isn't working! my plan was to have the player shoot at/avoid  meteorites unfortunately my code to spawn multiple meteorites is only spawning a single one.iv spent hours trying to fix it.  i event opens a new page and typed up the code for that event but nothing seems to work. iv used similar code for my frogger clone and similar games. can someone please help? im sure its a noob mistake


Share this post

Link to post
Share on other sites

Do you mind posting the code? Some people here don't trust downloads (from anybody). Plus it will be easier for people to respond to.


Share this post

Link to post
Share on other sites
# IMPORT------------------------------------------
import pygame, sys, random
from pygame.locals import*
# DISPLAY----------------------------------------
screen = pygame.display.set_mode([500,700])
WHITE = (255,255,255)
BLUE  = (  0,  0,255)
class backg(pygame.sprite.Sprite):
    def __init__(self):
        self.image = pygame.image.load('stars.jpg')
        self.image = self.image.convert()
        self.rect = self.image.get_rect()
        self.dy = 5
    def update(self):
        self.rect.bottom += self.dy
        if self.rect.top >= 0:
    def reset(self):
        self.rect.bottom = screen.get_height()
#this is the metorite
rock_speed = 3
class Rock(pygame.sprite.Sprite):
    def __init__(self):
        self.image = pygame.image.load('roid01.png')
        self.rect = self.image.get_rect()
    def reset_pos(self):
        self.rect.x = random.randrange(0,700)
        self.rect.y = 0
    def update(self):
        self.rect.y += rock_speed
        if self.rect.y > 600:
# ACTION------------------------------------------    
      # A - ASSIGN VALUES TO KEY VARIABLES----------------
Stars = backg()
star_list = []
for i in range(100):
    x = random.randrange(0,500)
    y = random.randrange(-100,400)
#this is the metorite
rock_number = 5
for i in range(rock_number):
    srock = Rock()
    srock.rect.x = random.randrange(10,475)
    srock.rect.y = -100
    space_rocks = pygame.sprite.Group(srock)
all_sprites_list = pygame.sprite.Group(Stars)
clock = pygame.time.Clock()
     # L - SET UP MAIN GAME LOOP-------------------------------
done = False
while done == False:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
    # draw background scrolling-------------------------------
    # draw scrolling stars
    for i in range(len(star_list)):
        star_list[i][1] += 15
        if star_list[i][1] > 700:
            y = random.randrange(-50,300)
            star_list[i][1] = y
            x = random.randrange(0,500)
            star_list[i][0] = x
      # T - TIMER TO SET FRAME RATE------------------------
      # R - REFRESH DISPLAY---------------------------------

Share this post

Link to post
Share on other sites
ok i kinda figured out the problem. i decided to add the meteorites to the all_sprites_list< ill use the space_rocks group for collision instead.
its spawning more rocks but when its set to spawn 10 it only spawn like 5 >_<
but when i set rock_number to rock number = 5 * 2 and tell it to spawn the number in rock_number it will then spawn 5 rocks or what ever number i set the multiplied number by. And collision isn't working for the meteorites when I shoot them usually one will disapear and the others aren't affected Edited by MiniKong

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0