72dpiarmy

The Archives => Florian's Remembrance => cute pixel graphics with weapons => Topic started by: Florian on December 03, 2007, 07:43:10 PM

Title: [puit wars] - the development thread
Post by: Florian on December 03, 2007, 07:43:10 PM
in case you clicked the "PixelWar" link on the frontpage, try: PixelWar (http://http://2ddev.72dpiarmy.com/viewtopic.php?id=17).

(http://http://geeq.at/home/poit/poit%20wars.png)

what? "you play a soldier in a 2d war, pick up items, enter vehicles, blow up stuff" omg.

02 poit (http://http://geeq.at/home/#poit)
01 cute wars (http://http://metalab.at/wiki/Cute%20Wars)

(http://http://blawg.72dpiarmy.com/wp-content/uploads/2007/12/puitwars.png)

Quote from: "Smash and Crash.1"
Where is the demo?

A) mac binary (leopard only)
download (mac leopard) (http://http://io-soup-assets.s3.amazonaws.com/asset/0260/6322_788e.zip) on soup (http://http://soup.geeq.at/post/15306852/download-the-first-game-release-in-well)

B) from source
1. http://www.python.org/download/ (http://www.python.org/download/)
2. http://www.pyglet.org/download.html (http://www.pyglet.org/download.html)
3. http://tmp.72dpiarmy.com/puit/vLOL.zip (http://tmp.72dpiarmy.com/puit/vLOL.zip) -> cmd -> cd wherever -> python run_game.py
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Post by: Smash and Crash.1 on December 03, 2007, 07:48:43 PM
Nice.
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Post by: MC Jimmy on December 03, 2007, 07:58:41 PM
Iunno about the white dude though...looks outta place... :?
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Post by: Mario on December 03, 2007, 08:06:26 PM
Really nice, but I still like the stick figures.
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Post by: Kabukiguy on December 03, 2007, 08:32:03 PM
i like this, better than stick guys.

Needs more custimization though.
like hats/color/face
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Post by: Mario on December 03, 2007, 09:31:22 PM
Wait, is that Nicro War? Is it supposed to be Micro War?
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Post by: Agastya on December 03, 2007, 11:26:20 PM
Quote from: "MC Amber"
Iunno about the white dude though...looks outta place... :?
Yeah, kinda looks like a 1x2 bigger target. *shrug*
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Post by: dorino on December 04, 2007, 12:33:39 AM
m3, stop spamming.


also.
i like this xD
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Post by: soulbreather on December 04, 2007, 02:40:16 AM
i presume this is pixel war's new name/revamped
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Post by: Florian on December 04, 2007, 04:14:51 AM
ok, it's micro, not nicro.

all the names on there are ideas. i'm not so sure whether i want to call this something simple as "x war". i'm thinking about a name with more "story" / "background" (somehow i always have to think of "knytt" in this regard).

well... i'm not sure about the white guy. i think this might be something like an item. invisibility, a power suite, or something.

but i do like the idea of having different colours for different "nations".

regarding customization: it's hard if you have only that few pixels available. but hey - take a look at the guy with the helmet in the bottom left corner and the guys with the scarf and the western thingy above him.

i could do one with a ninja like headband as well i think.
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Post by: dorino on December 04, 2007, 12:41:55 PM
lol florian is rascist cus he doesn't like white guys.


f
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Post by: EmThree on December 04, 2007, 06:59:28 PM
Quote from: "dorino"
m3, stop spamming.


also.
i like this xD


D: Whut happened to my post.

It seems very Knytt styled, I <3 knytt.
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Post by: Florian on December 05, 2007, 09:43:28 AM
(http://http://tmp.72dpiarmy.com/pixelwar/micro2.png)

thanks to Zakiller2000 for customization inspiration ^_
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Post by: EmThree on December 05, 2007, 10:52:27 AM
kewl
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Post by: Evil Eye Sigma [But] on December 05, 2007, 11:39:13 AM
Looks nice, but when you mean by this weekend do you mean have it done by then?
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Post by: Florian on December 05, 2007, 11:52:17 AM
neh, i'd code on it saturday and sunday.
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Post by: dorino on December 05, 2007, 11:59:44 AM
Quote from: "Florian"
neh, i'd code on it saturday and sunday.

so umm

if you can code the game in two days


why isn't pixel war completely done yet? /kidding
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Post by: Florian on December 05, 2007, 12:35:19 PM
because i scrapped a lot of ideas for micro. no pixel blood lakes, no deformable landscape, etc etc. ;)
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Post by: dorino on December 05, 2007, 02:23:29 PM
Quote from: "Florian"
because i scrapped a lot of ideas for micro. no pixel blood lakes, no deformable landscape, etc etc. ;)

darn!


those were the only reason that was good
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Post by: Florian on December 05, 2007, 02:49:57 PM
:P

the techdemo had no real gameplay. just the physics.

this time it's gameplay, but no physics.

;)
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Post by: dorino on December 05, 2007, 03:49:33 PM
okay so


combine techdemo and this time


now :B
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Post by: Mario on December 05, 2007, 06:45:13 PM
Quote from: "Florian"
because i scrapped a lot of ideas for micro. no pixel blood lakes, no deformable landscape, etc etc. ;)

Bold: I'm kindof glad about that. I didn't like the blood much.

You changed the forum title. I still think this game should have something to do with the 72dpi Army. Although I really like Micro War... :?
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Post by: Jared on December 05, 2007, 06:58:31 PM
Yeah, "72dpi" could stand for "72 dudes per inch".
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Post by: Mario on December 05, 2007, 07:03:32 PM
Quote from: "Jared"
Yeah, "72dpi" could stand for "72 dudes per inch".

:lol:
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Post by: lgb on December 05, 2007, 07:31:07 PM
Quote from: "Florian"
:P

the techdemo had no real gameplay. just the physics.

this time it's gameplay, but no physics.

;)

Gameplay over Graphics? Hell yeah.
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Post by: Florian on December 05, 2007, 09:31:31 PM
Quote from: "Mario"
Quote from: "Jared"
Yeah, "72dpi" could stand for "72 dudes per inch".
:lol:


gameplay > graphics ^_^/ !
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Post by: dorino on December 05, 2007, 10:35:13 PM
but like


good gameplay + good graphics > good gameplay + bad graphics



=x
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Post by: Mario on December 05, 2007, 10:57:37 PM
bad gameplay + awesome graphics < Great gameplay + Ok graphics

...
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Post by: dorino on December 05, 2007, 11:04:20 PM
Quote from: Mario
bad gameplay + awesome graphics <Great> great gameplay + Ok graphics

...

=x
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Post by: Mario on December 05, 2007, 11:12:17 PM
Quote from: "dorino"
Quote from: "Mario"
bad gameplay + awesome graphics <Great> great gameplay + Ok graphics

...

=x

What? I dont get it. Your quote is broken.
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Post by: dorino on December 05, 2007, 11:15:52 PM
basically saying graphics AND gameplay are important

though i'd rather have gameplay over graphics
I am encouraged to play more when blood seeps into dirt.

Eh
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Post by: Mario on December 05, 2007, 11:23:40 PM
My Thoughts About PixelWar

.:Like:.
Physics (Simply awesome)
Black-color collision
Make your own maps
Simple gameplay, yet fun
Stain-able landscape

.:Dislike:.
Red blood (Perhaps blue)
It was incomplete (But still great)

.:What I Want:.
MicroWar characters
More options (Blood color, etc.)
Better collision detection (Can slip through landscape)
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Post by: dorino on December 05, 2007, 11:25:30 PM
lol mario is obsessed with vulcans
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Post by: Mario on December 06, 2007, 12:07:04 AM
Quote from: "dorino"
lol mario is obsessed with vulcans

Vulcans? What'dyoo mean? :?
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Post by: Florian on December 06, 2007, 10:40:10 AM
[somehow] Physics (Simply awesome)
  enough for a jump and run. (about as much as pixelwar had)
[not yet] Make your own maps
  instead: massive customization of your character
[yup] Simple gameplay, yet fun
[hmm] Stain-able landscape
  i'm thinking about that. i guess it could be very cool as every army has it's own color. i'll see what i can do. but i'm very unsure wether this will work in two days time.

btw: what do you think of the names 20dpi war / 20dpi army / puit ?
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Post by: soulbreather on December 06, 2007, 11:18:09 AM
Quote from: "Florian"
btw: what do you think of the names 20dpi war / 20dpi army / puit ?

ARG what!?
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Post by: Agastya on December 06, 2007, 11:22:30 AM
IMO, 20dpi War

Save Army for the full project~
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Post by: Florian on December 06, 2007, 05:01:23 PM
(http://http://tmp.72dpiarmy.com/pixelwar/micro3.png)
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Post by: Mad_Monkey on December 06, 2007, 05:04:59 PM
Awesome!!!!
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Post by: soulbreather on December 06, 2007, 05:05:02 PM
lol
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Post by: Mario on December 06, 2007, 05:18:25 PM
Quote from: "Florian"
[somehow] Physics (Simply awesome)
  enough for a jump and run. (about as much as pixelwar had)
[not yet] Make your own maps
  instead: massive customization of your character
[yup] Simple gameplay, yet fun
[hmm] Stain-able landscape
  i'm thinking about that. i guess it could be very cool as every army has it's own color. i'll see what i can do. but i'm very unsure wether this will work in two days time.

btw: what do you think of the names 20dpi war / 20dpi army / puit ?

What's the 20 mean? Why not 72?
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Post by: Mario on December 06, 2007, 05:48:58 PM
What I meant with that list was to tell you what I liked about PixelWar 0.2. I really liked the physics, and the blood was great. But I really would have liked it if it was blue.
(http://http://i69.photobucket.com/albums/i63/chris_dcus/pixelwar2.png)
Check out that blood! Whats not to like about that game? ;)

Edit: Those MicroFighters look great, but you forgot one: (http://http://i69.photobucket.com/albums/i63/chris_dcus/micro-xmas.png)
:P
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Post by: Florian on December 06, 2007, 07:17:40 PM
LOL!!! :D

haha, i just realised i can implement a light version of pixelwars landscapes just as easy.

and then i also can use some old code (landscapr) as starting point for micro/puit/20dpi wars.

why 20? welll... hm... because the graphics are really small and the just upscaled. so in reallity i'm probably working with something aroun 20 dots per inch.

i could measure the exact number, but "twenty dee pi aye wars" has a nice ring to it. at least it's easier to say than "seventy two dee pi aye wars". *g :)
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Post by: Chaos on December 06, 2007, 07:22:59 PM
Quote from: "Mario"
Really nice, but I still like the stick figures.

this
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Post by: dorino on December 06, 2007, 07:32:13 PM
Quote from: "Chaos"
Quote from: "Mario"
Really nice, but I still like the stick figures.
this

this isn't a debate.

he's making the damned game.
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Post by: Kabukiguy on December 06, 2007, 08:01:27 PM
massive custimization = AWSUM, so much so, that i don't have to spell it right.
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Post by: Florian on December 06, 2007, 08:28:52 PM
exactly. i think the fact that quite some people already make / use customized versions speaks for itself.

and the fact that i spent most of my time pushing pixels for the game. it's so much fun working with that figures ;)
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Post by: Kabukiguy on December 06, 2007, 08:30:21 PM
so exactly how many weapons are you planning?
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Post by: Florian on December 06, 2007, 08:32:50 PM
i think i won't implement more than the machinegun (seen on bottom) in the first release.

but afterwards... who knows. does the number count? ;)
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Post by: NiGHTS on December 06, 2007, 08:36:27 PM
Quote from: "Florian"
does the number count? ;)


Yes.
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Post by: Kabukiguy on December 06, 2007, 08:38:22 PM
also,
ability to set blood color would solve everyones blood problem.
and a total blood control, settings for amount of blood, which i think would be
better for folks with slow comps or dislike for blood.



also,
running micro dude on fire is always a win.


 :lol:
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Post by: NiGHTS on December 06, 2007, 08:39:28 PM
Give him a break, he just started, right?
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Post by: Kabukiguy on December 06, 2007, 08:40:28 PM
im just suggesting ideas.
he dosnt have to make them in.
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Post by: dorino on December 06, 2007, 10:34:40 PM
Quote from: "NiGHTS"
Give him a break, he just started, right?

actually what gad suggested
seems fairly simple.

Just make blood particles monitored, and lower the ammount exerted per kill/shot.

And color? fleh. I mean, an easy way is just to include a "pallette" file with the game to change blood and anything else.

=x
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Post by: Mario on December 06, 2007, 11:00:20 PM
Quote from: "dorino"
Quote from: "Chaos"
Quote from: "Mario"
Really nice, but I still like the stick figures.
this
this isn't a debate.

he's making the darned game.

Yeah, and I've changed my mind since then. I like the MicroWarriors more now.
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Post by: zomby on December 07, 2007, 01:07:13 PM
Very nice work Flo. I like the graphics and the concept. The player customization reminds me a bit on "Soldat". But the abilities you work on are way better, because there is more the player can do to create his "personal" figure. I like that idea. We need more games with this much customization options ;)
One simple question (if you already answered it, beat me :P ): What sort of multiplayer do you want to make? Two players on one computer or network play?
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Post by: Florian on December 07, 2007, 05:05:12 PM
two armies fighting each other.

as many players as you like (or your internet connection can handle ;) ). play on the same side, or play against each other.
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Post by: Mario on December 07, 2007, 05:12:37 PM
Can you program AI?
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Post by: Florian on December 07, 2007, 07:54:52 PM
not yet.

btw: day 1. not much, but something. it was more work than i remembered.



(http://http://img132.imageshack.us/img132/387/55181839dz2.th.png) (http://http://img132.imageshack.us/my.php?image=55181839dz2.png)

oops, wrong image. anyway: that's the sheet for printing and cutting out some of those fellows. :)

(http://http://img139.imageshack.us/img139/6795/picture2nm6.th.png) (http://http://img139.imageshack.us/my.php?image=picture2nm6.png)

very exiting, i know. but he can already move & jump. and the landscape is pixel-blood-particle ready. ^_^
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Post by: Mario on December 07, 2007, 08:01:40 PM
Quote from: "Florian"
not yet.

btw: day 1. not much, but something. it was more work than i remembered.



(http://http://img132.imageshack.us/img132/387/55181839dz2.th.png) (http://http://img132.imageshack.us/my.php?image=55181839dz2.png)

oops, wrong image. anyway: that's the sheet for printing and cutting out some of those fellows. :)

(http://http://img139.imageshack.us/img139/6795/picture2nm6.th.png) (http://http://img139.imageshack.us/my.php?image=picture2nm6.png)

very exiting, i know. but he can already move & jump. and the landscape is pixel-blood-particle ready. ^_^

*Gasp* That's an Apple you're working on! There'll be a Windows port, right? D: If you dont make a Windows port, I'm gonna hate you.

So, will you program just the base concept in one weekend, and then add stuff on? I don't think many features would be implemented in just one weekend.

And do you think you will be able to program computer players ever? I would really like to be able to play this game without a partner to have to play with.

And also, great MiniFighters/MicroFighters/MicroWarriors/MiniWarriors*. Can we make our own, and can they have colors? (Like the one in my avatar?)

*Any idea on what they will be called yet?
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Post by: Smash and Crash.1 on December 07, 2007, 09:05:41 PM
And atleast make a mac port for me.
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Post by: Mario on December 07, 2007, 09:49:54 PM
Quote from: "Smash and Crash.1"
And atleast make a mac port for me.

I'm sure there will be. After all, he is developing it on a Mac.
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Post by: dorino on December 07, 2007, 09:51:45 PM
Quote from: "Smash and Crash.1"
And atleast make a mac port for me.
...

If this is being done in python, he might as well (easily) make a port to everything... But I don't remember if this is python or not.

'nyway:
Quote from: "Mario"
Quote from: "dorino"
lol mario is obsessed with vulcans
Vulcans? What'dyoo mean? :?

Vulcans, like Spock. They have blue blood.
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Post by: Florian on December 07, 2007, 10:35:08 PM
so many questions ^__^/

mac port: definitely (as i'm working on one (;)
windows: shortly after. must have.
linux: it's python. you're welcome (:

weekend: just the base concept, respectively "as far as i get before i absolutely have to do other stuff"

computer players: this weekend.

name: not yet. but i'm so far i'm tending towards "puit". puiticians? micro warriors doesn't sound too bad either.

microfighters: customizable. choose hat, scarf, base color, secondary color, eye color, weapon color. but not this weekend.
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Post by: Mario on December 07, 2007, 11:02:11 PM
so many questions ^__^/ so many answers ^__^

mac port: definitely (as i'm working on one (;)
windows: shortly after. must have. Yesssssssss!
linux: it's python. you're welcome (:

weekend: just the base concept, respectively "as far as i get before i absolutely have to do other stuff"

computer players: this weekend. Sweet!

name: not yet. but i'm so far i'm tending towards "puit". puiticians? micro warriors doesn't sound too bad either. Try saying "Puiticians" out loud. :lol:

microfighters: customizable. choose hat, scarf, base color, secondary color, eye color, weapon color. but not this weekend. Yes! Just what I wanted. But can we make our own fighters? (Like in my avatar? I really want that one.)
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Post by: Florian on December 07, 2007, 11:06:07 PM
laterz. when you can add your own sound samples for your army.

*GGG
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Post by: Florian on December 09, 2007, 03:23:43 AM
(http://http://blawg.72dpiarmy.com/wp-content/uploads/2007/12/puitwars.png)

new graphics & name

"puit wars" - cute pixel graphics with weapons

it was hard to choose between "puit wars" and "puit army". the later emphasizes the "create your *own* army" aspect, the first the "there are multiple armies" aspect.

this way i'm reminded of (online) multiplayer more often (;

otoh "puit army" is quite cool too. what do you think *sounds* better?
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Post by: Zadrave on December 09, 2007, 08:59:21 AM
whats that thing near the regular green pixel war guy? poop? O_o
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Post by: zomby on December 09, 2007, 10:34:36 AM
Nice colors and the name sounds good. I like the new style for the invisible fighters. Just a thin line, looks very good.
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Post by: Smash and Crash.1 on December 09, 2007, 10:36:17 AM
Isn't a small demo supposed to come out this weekend?
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Post by: Florian on December 09, 2007, 12:43:21 PM
saturday and sunday i stood up at 6pm. too much partys. sorry. looks like wednesday. ;)
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Post by: Mario on December 09, 2007, 01:04:13 PM
Quote from: "Florian"
(http://http://blawg.72dpiarmy.com/wp-content/uploads/2007/12/puitwars.png)

new graphics & name

"puit wars" - cute pixel graphics with weapons

it was hard to choose between "puit wars" and "puit army". the later emphasizes the "create your *own* army" aspect, the first the "there are multiple armies" aspect.

this way i'm reminded of (online) multiplayer more often (;

otoh "puit army" is quite cool too. what do you think *sounds* better?

Those look great! And my guy is in there, too!

I kind of like the "multiple armys" aspect. Therefore, I kind of like Puit Wars.

and @ Zadrave: That's a grenade. Look at the dude to the bottom left of him.
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Post by: Florian on December 09, 2007, 01:12:16 PM
thanks.

yup, part of the "throw grenade" animation.
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Post by: EmThree on December 09, 2007, 02:11:31 PM
Looks good, I'd like to see simple pixelated characters but complex pixelated backgrounds, kind of like in Knytt.
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Post by: Mario on December 09, 2007, 02:12:40 PM
Quote from: "Florian"
saturday and sunday i stood up at 6pm. too much partys. sorry. looks like wednesday. ;)

Man, Flo, I can't believe you. I wanted a demo by Monday! ;)
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Post by: Florian on December 09, 2007, 05:14:20 PM
and i want many things. :P
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Post by: Florian on December 10, 2007, 01:13:53 PM
(http://http://img215.imageshack.us/img215/6568/picture4eu9.th.png) (http://http://img215.imageshack.us/my.php?image=picture4eu9.png)

smarter than pixelwar enemies, but still pretty dumb.

but hey... this time they shoot back ;)

(http://http://img216.imageshack.us/img216/8308/picture2xe0.th.png) (http://http://img216.imageshack.us/my.php?image=picture2xe0.png)

and they accidentally kill themselves and create an endless loop (because when one enemie dies two appear):

(http://http://img221.imageshack.us/img221/4217/picture2ba5.th.png) (http://http://img221.imageshack.us/my.php?image=picture2ba5.png)

gameplay will be improved after animations and blood is done ;)
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Post by: Mario on December 10, 2007, 03:25:42 PM
That's really nice! Is the demo still this Wednesday? ;)
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Post by: Florian on December 10, 2007, 06:18:29 PM
:P

if you got a mac... maybe
Title:
Post by: Outrage on December 10, 2007, 06:51:13 PM
Quote from: "Florian"
:P

if you got a mac... maybe



What? Only for Mac? Oh, come on, Flo, Windows needs loev too~
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Post by: Smash and Crash.1 on December 10, 2007, 07:13:27 PM
Quote from: "Florian"
:P

if you got a mac... maybe

If it come out only for mac on Wednesday, I will tell you guys how good it is.
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Post by: Florian on December 10, 2007, 08:53:22 PM
"good" is relative... ;)

i've got something playable already (score = killcount, 1 hit and you're dead). it's already a bit addictive ^__^

well... i guess i can't give you something good on wednesday. more like friday then.

but i can give you something different *right now*:

#1 animations work ^__^

(http://http://img502.imageshack.us/img502/9241/picture5iy2.th.png) (http://http://img502.imageshack.us/my.php?image=picture5iy2.png)

#2 needs some work on your part, but might be interesting

1. http://www.python.org/download/ (http://www.python.org/download/)
2. http://www.pyglet.org/download.html (http://www.pyglet.org/download.html)
3. http://tmp.72dpiarmy.com/puit/vLOL.zip (http://tmp.72dpiarmy.com/puit/vLOL.zip) -> cmd -> cd wherever -> python run_game.py

the code is pretty good. it's already ready for different coloured teams, animations use a clever system, the landscape has dynamic height and is transformable, everything is laid out pretty nicely. i'm pretty satisfied. it's fun to work on this. :D

^___^'/




--------

oh, if anyone wants to motivate me further... for puitwars i'd need:

[ ] pixelgraphic - a background pattern (clouds or whatever)
[ ] pixelgraphic - a graphic for a helicopter
[ ] pixelgraphic - dudes with parachutes (floating down)
[ ] your army list (http://http://forum.72dpiarmy.com/viewtopic.php?p=129212#129212)
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Post by: JM Dragon on December 10, 2007, 09:15:04 PM
Hmm:
(http://http://i2.tinypic.com/72sxgmx.png)
(http://http://i14.tinypic.com/8f1174z.png)
(http://http://i4.tinypic.com/8bsxvtw.png)
[/random graphic drop]
Also, I'll get an idea up for the armies and stuff.
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Post by: dorino on December 11, 2007, 12:07:12 PM
Demo <3

I still say we make a "Dad" and such army.
They look so neat.
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Post by: Florian on December 12, 2007, 02:13:10 PM
new
* jump & 2x death animation
* sound
* different team colours (totally dynamic. every color can be swapped ^__^/)

(http://http://img57.imageshack.us/img57/8969/picture2tf9.th.png) (http://http://img57.imageshack.us/my.php?image=picture2tf9.png)

for you python installers: vLOL.zip has been updated ^___^/
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Post by: Smash and Crash.1 on December 12, 2007, 04:35:38 PM
Where is the demo?
Title:
Post by: dorino on December 12, 2007, 11:42:41 PM
Quote from: "Smash and Crash.1"
Where is the demo?

1. http://www.python.org/download/ (http://www.python.org/download/)
2. http://www.pyglet.org/download.html (http://www.pyglet.org/download.html)
3. http://tmp.72dpiarmy.com/puit/vLOL.zip (http://tmp.72dpiarmy.com/puit/vLOL.zip) -> cmd -> cd wherever -> python run_game.py
Title:
Post by: eeliottheking on December 14, 2007, 09:58:36 AM
Traceback (most recent call last):
  File "C:Documents and SettingsEliotDesktopJUSvLOLpuitrun_game.py", line 4, in <module>
    from puit.gamemaster import Gamemaster
  File "C:Documents and SettingsEliotDesktopJUSvLOLpuitpuitgamemaster.py", line 1, in <module>
    from puit.state.running import Running
  File "C:Documents and SettingsEliotDesktopJUSvLOLpuitpuitstaterunning.py", line 3, in <module>
    from puit.objects.character import Team
  File "C:Documents and SettingsEliotDesktopJUSvLOLpuitpuitobjectscharacter.py", line 4, in <module>
    from puit.objects.corpse import Corpse
ImportError: No module named corpse
>>>

florian, i have played with python only a little bit (i have set up a virtual server to access file on my wii from my cpu.)  any help?
Title:
Post by: Florian on December 14, 2007, 11:50:16 AM
i uploaded a new version, try downloading and running again.

and: is there a corpse.py file in puit/objects?
Title:
Post by: Two52 on December 14, 2007, 02:51:02 PM
Is there a way to respawn after I die?
Title:
Post by: dorino on December 14, 2007, 03:27:54 PM
Quote from: "Two52"
Is there a way to respawn after I die?

I think you could just modify it to redraw the character at his starting location and subtract x points

but then you would need
brains


oh wait it's you
not
everyone else
Title:
Post by: Florian on December 15, 2007, 10:24:10 AM
not yet. death -> over.

you could modify the die() function in puit/objects/player.py to either spawn a new player or reset his position (self.boundingbox.x self.boundingbox.y)

^__^
Title:
Post by: dorino on December 15, 2007, 12:24:17 PM
Quote from: "Florian"
not yet. death -> over.

you could modify the die() function in puit/objects/player.py to either spawn a new player or reset his position (self.boundingbox.x self.boundingbox.y)

^__^

that's what I meant
>.<
Title:
Post by: Smash and Crash.1 on December 15, 2007, 01:55:48 PM
I am having trouble loading it.
Title:
Post by: dorino on December 15, 2007, 01:57:30 PM
Quote from: "Smash and Crash.1"
I am having trouble loading it.

You need pyglet >>
Title:
Post by: Florian on December 15, 2007, 03:25:06 PM


the particles don't look good so far, i'm still building the technical basis to make actual gameplay.
Title: Re: [puit wars] - the development thread
Post by: Florian on December 17, 2007, 11:09:48 PM
(http://http://blawg.72dpiarmy.com/wp-content/uploads/2007/12/cutewars1.png)

i need ideas for arcade mode... kind of like smw, but how?
Title: Re: [puit wars] - the development thread
Post by: XutaWoo on December 17, 2007, 11:14:34 PM
A randomly generated map that scrolls and is like Metal Slug, where you score until you die.
Title: Re: [puit wars] - the development thread
Post by: Florian on December 17, 2007, 11:27:59 PM
yeah, been thinking about that. endless scrolling map or something. or maybe stages. hm...

how do enemies spawn? ;) how much, how many, where?

and how in a random generated way so i don't have to work on leveldesign now?

so...i basically need an idea how many and where randomly generated enemies should spawn.
Title: Re: [puit wars] - the development thread
Post by: Giga Man on December 17, 2007, 11:53:24 PM
It can be arena-based. You are basically in one place, killing enemies until Game Over. Though, that's more of a Survival mode than an Arcade mode.
Title: Re: [puit wars] - the development thread
Post by: dorino on December 19, 2007, 03:48:04 PM
Code: [Select]
puit.state.add_object(Player([random.randint(1, 200), 100], self.team))

Respawn yourself.

open player.py and at the top, after all the "froms" and "imports", but before "class Player", add
Code: [Select]
import random

Find
Code: [Select]
super(Player, self).die(killer)
after all the operations but before the def ends, add it.

Or replace that entire def with this:
Code: [Select]
def die(self, killer=None):
    super(Player, self).die(killer)
    print "GAME OVER!" + 'n'
    print "Kills:" + str(self.kill_count) + 'n'
    puit.state.add_object(Player([random.randint(1, 200), 100], self.team))

For even simpler ways, open up player.py and just replace the entire thing with
Code: [Select]
import puit
from puit.objects.character import Character
from puit.objects.bullet import Bullet
from pyglet import event;
from pyglet.window import key
import random

class Player(Character):
  def on_key_press(self, symbol, modifier):
    if symbol == key.LEFT:
      self.move_left(True)
    elif symbol == key.RIGHT:
      self.move_right(True)
    elif symbol == key.UP:
      self.velocity[1] = self.jump
    elif symbol == key.SPACE:
      self.shoot()
 
  def on_key_release(self, symbol, modifier):
    if symbol == key.LEFT:
      self.move_left(False)
    elif symbol == key.RIGHT:
      self.move_right(False)
     
  def die(self, killer=None):
    super(Player, self).die(killer)
    print "GAME OVER!" + 'n'
    print "Kills this life:" + str(self.kill_count) + 'n'
    puit.state.add_object(Player([random.randint(1, 200), 100], self.team))
 
  def shoot(self):
    super(Player, self).shoot()
    puit.state.mainloop.play('shoot.wav')
the above code
Title: Re: [puit wars] - the development thread
Post by: dorino on December 19, 2007, 04:22:42 PM
Here's another one. Now, it counts kills and deaths, considering you can die more then once now ;)

player.py
Code: [Select]
import puit
from puit.objects.character import Character
from puit.objects.bullet import Bullet
from pyglet import event;
from pyglet.window import key
import random

class Player(Character):
  def on_key_press(self, symbol, modifier):
    if symbol == key.LEFT:
      self.move_left(True)
    elif symbol == key.RIGHT:
      self.move_right(True)
    elif symbol == key.UP:
      self.velocity[1] = self.jump
    elif symbol == key.SPACE:
      self.shoot()
 
  def on_key_release(self, symbol, modifier):
    if symbol == key.LEFT:
      self.move_left(False)
    elif symbol == key.RIGHT:
      self.move_right(False)
     
  def die(self, killer=None):
    super(Player, self).die(killer)
    x = x + 1
    print "GAME OVER!" + 'n'
    print "Total kills:" + str(self.kill_count) + 'n'
    print 'Total deaths: %d'% x
    print 'n'
    puit.state.add_object(Player([random.randint(1, 200), 100], self.team))
 
  def shoot(self):
    super(Player, self).shoot()
    puit.state.mainloop.play('shoot.wav')
Title: Re: [puit wars] - the development thread
Post by: Florian on December 19, 2007, 06:34:47 PM
juding by your code you will always have one death ;)
and everytime you die your killcount is reset.

but - OMG THAT'S SO COOL SOMEONE'S PLAYING WITH THE CODE :D :D :D : D:D

happycat is happy ^__^/



i gives you a hint:

Code: [Select]
import puit
from puit.objects.character import Character
from puit.objects.bullet import Bullet
from pyglet import event;
from pyglet.window import key
import random

class Player(Character):
  //omg this wasn't here in the first place? ololololol
  def __init__(self, position, team):
    super(Player, self).__init__(position, team)
    self.deaths = 0

  def on_key_press(self, symbol, modifier):
    if symbol == key.LEFT:
      self.move_left(True)
    elif symbol == key.RIGHT:
      self.move_right(True)
    elif symbol == key.UP:
      self.velocity[1] = self.jump
    elif symbol == key.SPACE:
      self.shoot()
 
  def on_key_release(self, symbol, modifier):
    if symbol == key.LEFT:
      self.move_left(False)
    elif symbol == key.RIGHT:
      self.move_right(False)
     
  def die(self, killer=None):
    super(Player, self).die(killer)
    self.deaths = self.deaths + 1
    print "GAME OVER!" + 'n'
    print "Total kills:" + str(self.kill_count) + 'n'
    print 'Total deaths: %d' % self.deaths
    print 'n'
    //just reposition the player, don't create a new object
    self.boundingbox.x = random.randint(1, 200)
    self.boundingbox.y = 100

  def shoot(self):
    super(Player, self).shoot()
    puit.state.mainloop.play('shoot.wav')


 :D :D :D :D :D :D :D :D
Title: Re: [puit wars] - the development thread
Post by: XutaWoo on December 19, 2007, 06:35:29 PM
The enemies could be spawned once or twice or so at spawn point that are also generated as you go along. It's basicly completely random and never ending.
Title: Re: [puit wars] - the development thread
Post by: MrMister on December 19, 2007, 06:37:53 PM
I know some C# and C++... I'm not very knowledgeable of SDL...
Title: Re: [puit wars] - the development thread
Post by: Florian on December 19, 2007, 06:38:14 PM
yeah. basically i want to add a parachute animation to be able to spawn them in air.
then i need scrolling.
then i need a nice logic to make a gradually improving difficulty level while you walk to the right.
then moar stuff


---

Quote from: "Mr Mister"
I know some C# and C++... I'm not very knowledgeable of SDL...

you need not know SDL (which is a library for C by the way).

but you need to know python.

fortunately the code is (imho) really easy to understand.
Title: Re: [puit wars] - the development thread
Post by: MrMister on December 19, 2007, 06:42:49 PM
I understood about... 75% of the code you guys posted, I mean it looks clean... (Did you make the <Self> Class for the player?)

Also, yea I saw what happened with the kill counter thing too.
Title: Re: [puit wars] - the development thread
Post by: Florian on December 19, 2007, 07:03:46 PM
self.foo in python means the same as this->foo in C++ ;)

or did you want to know something different?
Title: Re: [puit wars] - the development thread
Post by: MrMister on December 19, 2007, 07:06:08 PM
No that was it, thanks... I already knew the difference between Pointers tho. :)
Title: Re: [puit wars] - the development thread
Post by: Florian on December 20, 2007, 07:17:08 PM
(http://http://tmp.geeq.at/puit/beach.png)

paratroopers & pirates... yummy :D
Title: Re: [puit wars] - the development thread
Post by: MrMister on December 20, 2007, 07:18:46 PM
Man... I can't wait until you release a EXE...
Title: Re: [puit wars] - the development thread
Post by: Giga Man on December 20, 2007, 08:39:52 PM
So like, swords and other close range weapons will be in the game? That's tight!  8)
Title: Re: [puit wars] - the development thread
Post by: zomby on December 21, 2007, 07:08:21 AM
Quote from: "Florian"
(http://http://tmp.geeq.at/puit/beach.png)

paratroopers & pirates... yummy :D
Damn. That's so cool :shock:
Title: Re: [puit wars] - the development thread
Post by: Kabukiguy on December 21, 2007, 10:54:51 AM
CTF would be a good mode.
have some buddies follow you
as you take the flag from the other base.
Title: Re: [puit wars] - the development thread
Post by: Florian on December 21, 2007, 01:18:34 PM
madness? this are parachutes!

(http://http://img48.imageshack.us/img48/9169/picture1hx1.th.png) (http://http://img48.imageshack.us/my.php?image=picture1hx1.png)

also svn has been update. cute wars starts to be somewhat fun. ^__^/

my killcount is [s:30fi5tcz]87[/s:30fi5tcz] 103. i think i'll add a highscore list next.
Title: Re: [puit wars] - the development thread
Post by: Roxas on December 22, 2007, 08:37:05 AM
I dunno whether this is the place to post bugs (didn't see a thread for it) but I didn't respawn when I got shot, only the other guy did.
Title: Re: [puit wars] - the development thread
Post by: Florian on December 22, 2007, 09:44:54 PM
it's not on on default ;)
Title: Re: [puit wars] - the development thread
Post by: dorino on December 23, 2007, 01:26:27 AM
Ya, flo posted code to make you respawn as did I.

Both work fine.
Title: Re: [puit wars] - the development thread
Post by: Mario on December 25, 2007, 05:45:28 PM
(http://http://i69.photobucket.com/albums/i63/chris_dcus/HighScore.png)
Code: [Select]
        self.owner.kill_count = self.owner.kill_count + 14

Messing with code is fun. ^_^/
Title: Re: [puit wars] - the development thread
Post by: Florian on December 25, 2007, 06:20:37 PM
haha.

the current version is a bit too easy by the way...


because the player has a MINIGUN *GGG

(http://http://img180.imageshack.us/img180/1902/picture1fy4.th.png) (http://http://img180.imageshack.us/my.php?image=picture1fy4.png)
Title: Re: [puit wars] - the development thread
Post by: dorino on December 25, 2007, 07:05:23 PM
Bitch yes
Title: Re: [puit wars] - the development thread
Post by: Mario on December 25, 2007, 07:22:01 PM
Gack
It doesnt run

WindowsError: [Error 3] The system cannot find the path specified: 'data\character/*.*

...
Title: Re: [puit wars] - the development thread
Post by: Florian on December 25, 2007, 07:35:13 PM
hmm... when, where? line number?

oh, i forgot to add the minigun graphic. now everything's in.
Title: Re: [puit wars] - the development thread
Post by: Mario on December 25, 2007, 08:13:32 PM
Simply put,
YOU. ARE. AWESOME.
Title: Re: [puit wars] - the development thread
Post by: Florian on December 26, 2007, 04:41:35 PM
(http://http://asset.soup.io/asset/0018/6004_cddb.png)
Title: Re: [puit wars] - the development thread
Post by: Mario on December 26, 2007, 04:46:51 PM
Quote from: "Florian"
(http://http://asset.soup.io/asset/0018/6004_cddb.png)
That's awesome! But, what button is used to shoot? And why can't I jump?
Title: Re: [puit wars] - the development thread
Post by: Florian on December 26, 2007, 06:33:45 PM
enter & backspace.

i changed it because... well... it was the easiest way to play it with the wiimote ^__^ (darwiimote under mac *ggg). configurable controls real soon now ;)

UPDATE: configurable controls are in.
Title: Re: [puit wars] - the development thread
Post by: Mario on December 26, 2007, 08:28:58 PM
Quote from: "Florian"
enter & backspace.

i changed it because... well... it was the easiest way to play it with the wiimote ^__^ (darwiimote under mac *ggg). configurable controls real soon now ;)

UPDATE: configurable controls are in.
Oh, ok. I thought You'd gone crazy! :lol:
Title: Re: [puit wars] - the development thread
Post by: Mario on December 27, 2007, 05:21:31 PM
Hey Florian, I added something else. The B key selects the Gun, N selects the Minigun.
Although I can't seen to incorporate that into the latest release...

Dl: http://www.usaupload.net/d/3v99ukxpu64 (http://www.usaupload.net/d/3v99ukxpu64)
Title: Re: [puit wars] - the development thread
Post by: Florian on December 27, 2007, 07:04:56 PM
nice!

this motivated me.... to add an item crate for the minigun :)
Title: Re: [puit wars] - the development thread
Post by: Mario on December 27, 2007, 07:37:18 PM
Yes! :)
Title: Re: [puit wars] - the development thread
Post by: Mario on December 27, 2007, 07:44:11 PM
Wahaha! The crate's invisible! :lol:
Title: Re: [puit wars] - the development thread
Post by: dorino on December 27, 2007, 09:28:52 PM
I couldn't get boundingbox and stuff to work with the latest, so I used my old method to respawn.

Code: [Select]
    self.gamestate.add_object(Player([random.randint(1, 200), 100], self.team))
    self.kill_count = 0

Code: [Select]
  def die(self, killer=None):
    super(Player, self).die(killer)
    self.gamestate.mainloop.play('die_player.wav')
    print "kills- " + str(self.kill_count)
       
    if puit.gamemaster.highscore.get_score() < self.kill_count:
      print "YAY - NEW HIGHSCORE !!! ^_^/ - " + str(self.kill_count)
      puit.gamemaster.highscore.set_score(self.kill_count)

    print "----------------------"
    self.gamestate.add_object(Player([random.randint(1, 200), 100], self.team))
    self.kill_count = 0
Title: Re: [puit wars] - the development thread
Post by: Florian on December 29, 2007, 02:19:15 PM
(http://http://img227.imageshack.us/img227/5851/picture1wy8.png) (http://http://img227.imageshack.us/my.php?image=picture1wy8.png)

two players ^__^

also: gameplay concept now is "Z in 2D" (conquest mode) and "survive enemy waves" (arcade mode)
Title: Re: [puit wars] - the development thread
Post by: soulbreather on December 29, 2007, 03:54:21 PM
i would make the pixels that make the words thinner, i can never read words like that :V
Title: Re: [puit wars] - the development thread
Post by: Mario on December 29, 2007, 04:30:35 PM
Quote from: "Florian"
(http://http://img227.imageshack.us/img227/5851/picture1wy8.png) (http://http://img227.imageshack.us/my.php?image=picture1wy8.png)

two players ^__^

also: gameplay concept now is "Z in 2D" (conquest mode) and "survive enemy waves" (arcade mode)
That's awesome! Love the new conquest theme.
Although one glitch that's been in all the releases;
(http://http://i69.photobucket.com/albums/i63/chris_dcus/puit-mgerror.png)
When the bullets from the minigun encounter ground that is higher than the gun, they hug the ground as they fly.
Pretty wierd. :|
We probably need to make less rocky landscape, or make the minigun higher.

Oh yeah, turns out I have Internet here at my vacation spot. ^__^
Title: Re: [puit wars] - the development thread
Post by: Jared on December 30, 2007, 02:30:05 PM
Quote from: "Mario"
When the bullets from the minigun encounter ground that is higher than the gun, they hug the ground as they fly.
Pretty wierd. :|
We probably need to make less rocky landscape, or make the minigun higher.

That's because it's actually an ant-gun.
Title: Re: [puit wars] - the development thread
Post by: XutaWoo on December 30, 2007, 07:45:50 PM
When's the public alpha for Windows?

...it's already out, isn't it?
Title: Re: [puit wars] - the development thread
Post by: Mario on December 30, 2007, 08:25:35 PM
Quote from: "XutaWoo"
When's the public alpha for Windows?

...it's already out, isn't it?
No, sorry. I've been trying to make a Windows build, but no luck.
Title: Re: [puit wars] - the development thread
Post by: Florian on December 30, 2007, 08:55:35 PM
performance is still to bad to make a public release - looking into it *right now*.

ant gun? no - it's a full automatic minigun. what you found is a glitch i need to take care of.

update: i just found out how i can improve performance by 30fps ^__
Title: Re: [puit wars] - the development thread
Post by: Mario on December 31, 2007, 12:42:55 PM
Quote from: "Florian"
performance is still to bad to make a public release - looking into it *right now*.

ant gun? no - it's a full automatic minigun. what you found is a glitch i need to take care of.

update: i just found out how i can improve performance by 30fps ^__
What! How? Tell me, tell me! :shock:
Title: Re: [puit wars] - the development thread
Post by: Florian on January 01, 2008, 05:58:48 PM
well... i had to buffer the level texture instead of drawing each individual column each frame.

anyway, i now have 30fps (the framerate is limited to that, don't need more) as long as not too much bullets are in the game.

also: 3 lifes & respawning are now in. svn update :)
Title: Re: [puit wars] - the development thread
Post by: Mario on January 01, 2008, 08:49:24 PM
Quote from: "Florian"
well... i had to buffer the level texture instead of drawing each individual column each frame.

anyway, i now have 30fps (the framerate is limited to that, don't need more) as long as not too much bullets are in the game.

also: 3 lifes & respawning are now in. svn update :)
That's great! Although now it's too fast, I'm used to it being slow. :lol:
Hey Florian, you should add a "Always show FPS" option.
Title: Re: [puit wars] - the development thread
Post by: dorino on January 01, 2008, 11:37:15 PM
just print fps in corner always, that's not something that needs to be disbled or anything
Title: Re: [puit wars] - the development thread
Post by: Florian on January 04, 2008, 06:18:07 PM
(http://http://asset.soup.io/asset/0020/4788_37f1.png)

png based levels - now in!
Title: Re: [puit wars] - the development thread
Post by: Mario on January 04, 2008, 09:41:05 PM
Whoa!!! That's awesome!  :D
Title: Re: [puit wars] - the development thread
Post by: Florian on January 04, 2008, 11:12:26 PM
(http://http://blawg.72dpiarmy.com/wp-content/uploads/2008/01/aaapicture-2.png)

* two player mode with combined score
* enemy waves get tougher
* second player can join in game
* 2screens wide level (though every width works ;) ...i think )

yes, i know about the glitch where you fall through the level and die

thanks to leo for the clouds ^__^ (yes, walkable atm)
Title: Re: [puit wars] - the development thread
Post by: Mario on January 05, 2008, 12:01:51 PM
*Gasp*
Darn it, I wanted to implement clouds before you. ;)
Oh well, nice work. :mrgreen:
Title: Re: [puit wars] - the development thread
Post by: Zadrave on January 06, 2008, 06:24:06 PM
cool. Nice job. Is the white guy stand on the cloud? Clouds are just gas.. they cant stand on it  :shock: .

[spoilers:38civstt]in the mario games, the clouds are teeth. Can't you tell?[/spoilers:38civstt]
Title: Re: [puit wars] - the development thread
Post by: Mario on January 06, 2008, 08:01:54 PM
Quote from: "YoshiGuy907"
Clouds are just gas..
Not in this game they aren't. :mrgreen:
Title: Re: [puit wars] - the development thread
Post by: dorino on January 07, 2008, 10:43:22 PM
And besides, clouds are actually just steam.

n00b
Title: Re: [puit wars] - the development thread
Post by: (Dark Spirit) on January 27, 2008, 10:14:53 PM
Is their a windows compilation?  Ifd not then tell me how to get the .py thing to work a am a cmd expert but it just wont work.
Title: Re: [puit wars] - the development thread
Post by: Florian on April 08, 2008, 03:21:40 PM
no, but i'm reusing the graphics for a new project now anyway; http://github.com/oneup/puituniverse/tree (http://github.com/oneup/puituniverse/tree)

and it seems like it's easier to make windows .exe's for ruby/gosu apps.

or i'll try HotRuby and do it in flash :)
Title: Re: [puit wars] - the development thread
Post by: wharp99 on May 18, 2008, 09:51:02 PM
wow, thats cool!
Title: Re: [puit wars] - the development thread
Post by: DarkAndroid on June 20, 2008, 12:12:11 PM
ooo this looks fancay. ima going to go make some skins for this now.
Title: Re: [puit wars] - the development thread
Post by: formula1 on October 11, 2008, 06:56:48 PM
Some Suggestions
1) Caves/Hills. Allow The Game to Scroll Down
2) Game Modes
-Survival-Enemies Increase as more are killed. Scrolling right or left doesnt change the number of enemies created, it only changes terrian and makes enemies easier/harder to deal with.
3) Duck-I'm worried you may need a duck addition so you wont be completely vulnerable to every person with an

Rate of Fire, Reload speed/Clip Size/Switch Weapon Speed, Bullet Spread and Accuracy
-As Rate of Fire and Accuracy goes up, Clip Size, bullet spread and Reload Speed should Go down
-Perhaps Randomly generted Weapons That

-Accuracy will Send Bullets at diagnals as Much as

Lazer Sights
-I would Hope you put this in just to give people ease of shooting.
Title: Re: [puit wars] - the development thread
Post by: Florian on October 15, 2008, 03:09:16 AM
change of plans: puit IRL.

also: images!
(http://http://asset.soup.io/asset/0143/2913_d8c2_500.jpeg)
(http://http://asset.soup.io/asset/0144/9593_ffd7_500.jpeg)
(http://http://asset.soup.io/asset/0144/9564_897c_500.jpeg)

and pixels again:

(http://http://asset.soup.io/asset/0024/6604_7c90.jpeg)
Title: Re: [puit wars] - the development thread
Post by: Helio on October 15, 2008, 11:31:58 AM
Cool stuff Florian! I love your style!
Title: Re: [puit wars] - the development thread
Post by: Roxas on October 17, 2008, 11:44:10 PM
I cant wait till the game is done, it looks sooo coool, it looks like it could be cooler than SMW (it has GUNS)
Title: Re: [puit wars] - the development thread
Post by: DarkAndroid on October 20, 2008, 10:22:42 AM
Quote from: "Florian"
puit IRL.
pssssh.
i made a 3d one in Lego digital designer.
and he can hold weapons and MOVE.

but those are cool
and whos the pink guy?
Title: Re: [puit wars] - the development thread
Post by: Florian on February 02, 2009, 09:31:16 AM
PROJECT REVIVAL:

http://http://geeq.at/home/#poit
the website is super easy to edit, i'd be happy to see some of you contribute links or osomething :;)




the idea is to rebirth the game in javascript in your browser. we can even play on the wii/ (there's a opera wiimote javascript plugin somwerhe).

this means:
puit wars
 + online multiplayer.

(in theory, we'll see).

good?
Title: Re: [puit wars] - the development thread
Post by: formula1 on February 02, 2009, 03:34:40 PM
Quote from: "Florian"
PROJECT REVIVAL:

http://http://geeq.at/home/#poit
the website is super easy to edit, i'd be happy to see some of you contribute links or osomething :;)




the idea is to rebirth the game in javascript in your browser. we can even play on the wii/ (there's a opera wiimote javascript plugin somwerhe).

this means:
puit wars
 + online multiplayer.

(in theory, we'll see).

good?

That website is something Special :D

So we can Create COncept art and Just put it up.
Overtime, We start actually making the game?

SOunds good to me.

I've seen a level in 8bit Mario done in only [s:29a7g290]28kb[/s:29a7g290] [s:29a7g290]14kb[/s:29a7g290] 8kb (http://http://www.nihilogic.dk/labs/mario8kb/)
So, with the mix of Puit being an awesome concept, and the fact that Javascript being so low in memory consumtion. I think this is a grand idea

How do you post Urls?
Title: Re: [puit wars] - the development thread
Post by: Florian on February 05, 2009, 11:11:00 PM
yeah, exactly :)

and it's open super open open source.

like... you can change the code,
*while the game is running* :D :D

for urls:

box_box("<a href='http://lol'>click linky</a>");

---

concernign the concept_art -> game:
 exactly!

it's just a matter of

character.prototype = {
 create : function(){
  this.sprite = img_box("http://sprite");
 }
 update : function(){
 }
}

etc etc etc.

i haven't worked with classes in javascript for a while, but it can't be that hard. *and that*s the ipmortant part!
Title: Re: [puit wars] - the development thread
Post by: formula1 on February 06, 2009, 06:47:44 PM
Quote from: "Florian"
concernign the concept_art -> game:
 exactly!

it's just a matter of

character.prototype = {
 create : function(){
  this.sprite = img_box("http://sprite");
 }
 update : function(){
 }
}

etc etc etc.

i haven't worked with classes in javascript for a while, but it can't be that hard. *and that*s the ipmortant part!

hm....
WHat I posted up didn't seem to save : /

Either way...
I'm excited, I'm going to start looking up picture control and hit detection
Title: Re: [puit wars] - the development thread
Post by: DarkAndroid on February 13, 2009, 10:01:29 PM
Code: [Select]
---------------------------
Windows Internet Explorer
---------------------------
BAKKA! : name: TypeError
message: Object expected
number: -2146823281
description: Object expected

---------------------------
OK  
---------------------------
um
wut?
Title: Re: [puit wars] - the development thread
Post by: Florian on March 10, 2009, 11:17:15 AM
(http://http://s3.amazonaws.com/io-soup-assets/asset/0260/6325_7bb3.png)soup (http://http://soup.geeq.at/post/15306852/download-the-first-game-release-in-well)

cute wars mac os x release 01 download (http://http://io-soup-assets.s3.amazonaws.com/asset/0260/6322_788e.zip)
Title: Re: [puit wars] - the development thread
Post by: zomby on March 10, 2009, 12:53:02 PM
Yes, finally! But I don't own a Mac, hopefully that will have an end in a few weeks.

Any chance that there will be a release for Windows in the near future?
Title: Re: [puit wars] - the development thread
Post by: Florian on March 11, 2009, 01:24:51 PM
well... as i figured out how py2exe works, it should be doable.
just needs a windows box.
Title: Re: [puit wars] - the development thread
Post by: zomby on March 11, 2009, 02:35:14 PM
Doesn't it work with Bootcamp or what Apple is calling it? Okay, you would need a working Windows version...

Or you give me the source, tell me how py2exe works and I compile it.
Title: Re: [puit wars] - the development thread
Post by: Florian on March 27, 2009, 03:25:18 PM
[omg]
(http://http://aws-asset.soup.io/asset/0273/2486_da90_640.png) (http://http://www.stlyrics.com/songs/a/aesoprock120/commencementattheobedienceacademy5274.html)

now with troop transporterszs and transparency.

it would be soo cool to have a game in the browsers. on every site.



Quote from: "├Žsop rock"
Capture the flag
Drag that crass little bastard flag through the hazmat grass
Laugh when he asks for it back
Scratch that
Welcome to the mansion and y/aour basket of cash
Title: Re: [puit wars] - the development thread
Post by: MrMister on March 28, 2009, 04:16:38 AM
Wait wait wait wait WAIT.

Puit Wars lives!?
Title: Re: [puit wars] - the development thread
Post by: Florian on March 29, 2009, 02:14:39 PM
since i became addicated to aesop rock.... pretty much yeah!
been pixeling much lately..
Title: Re: [puit wars] - the development thread
Post by: Florian on March 31, 2009, 10:45:04 AM
video of the game in motion: http://www.vimeo.com/3940231 (http://www.vimeo.com/3940231)
Title: Re: [puit wars] - the development thread
Post by: MC Jimmy on March 31, 2009, 01:24:56 PM
Man that looks like it will be fun to play, especially if you get friends to play all together on it. :)
Title: Re: [puit wars] - the development thread
Post by: Florian on April 13, 2009, 10:02:22 AM
heyyya, update:

stop motion movie: http://www.youtube.com/watch?v=TRlSLDj3r74 (http://www.youtube.com/watch?v=TRlSLDj3r74)

current master sprite sheet (kevin from tigsource did awesome work on the tank, heli, att, buildings & much more.

(http://http://farm4.static.flickr.com/3382/3438339596_f4916207d2_o.png)
Title: Re: [puit wars] - the development thread
Post by: MrMister on April 15, 2009, 05:46:24 PM
I don't know why, but the above tile sheet reminds me of some sort of Advance Wars side-scrolling mode.
Title: Re: [puit wars] - the development thread
Post by: Felix-The-Ghost on April 20, 2009, 11:21:51 PM
So are you gonna make another release soon? I got the one for Mac. Font is like crazy illegible. Didn't know what it was telling me to push until I figured that must be for player 2 to join. Game kinda slows down with the machine gun in conquest. How do you beat conquest? What do you do and why do some spots on the ground glow?
Title: Re: [puit wars] - the development thread
Post by: Florian on May 17, 2009, 03:55:57 PM
(http://http://asset.soup.io/asset/0319/8125_bdd1.png)

<3 ruby
Title: Re: [puit wars] - the development thread
Post by: eeliottheking on May 17, 2009, 06:02:46 PM
Quote from: "Florian"
(http://http://asset.soup.io/asset/0319/8125_bdd1.png)

<3 ruby

gee.  what have you done there florian?
Title: Re: [puit wars] - the development thread
Post by: Florian on May 17, 2009, 09:39:10 PM
well... since esad (a friend & hacker )'s attempt to port puit the iphone (http://http://www.youtube.com/watch?v=8DBtgqKBsPA), we've also started a ruby version.

this is an early screenshot, we're currently re-building the game from scratch (hopefully with modding capabilities beyond your imagination *hehe*).

progress is good & ruby is awesome.

not counting the framework (which tremendously helps to rapid-prototype game ideas)
we're currently ~250 lines of game-code for enemies, player, spawning, shooting, bullets, nozzle flash, ejecting brass & paralax scrolling.

huh?
game gets on fast(er) now. 'nuff said.
Title: Re: [puit wars] - the development thread
Post by: eeliottheking on May 17, 2009, 10:09:24 PM
Quote from: "Florian"
well... since esad (a friend & hacker )'s attempt to port puit the iphone (http://http://www.youtube.com/watch?v=8DBtgqKBsPA), we've also started a ruby version.

this is an early screenshot, we're currently re-building the game from scratch (hopefully with modding capabilities beyond your imagination *hehe*).

progress is good & ruby is awesome.

not counting the framework (which tremendously helps to rapid-prototype game ideas)
we're currently ~250 lines of game-code for enemies, player, spawning, shooting, bullets, nozzle flash, ejecting brass & paralax scrolling.

huh?
game gets on fast(er) now. 'nuff said.


i love you florian.  thats freaking epic.  if you ever need a tester im right here :)
Title: Re: [puit wars] - the development thread
Post by: Rockerfrick on May 18, 2009, 03:31:08 AM
[exaggerate]FLORIAN IS A GOD!!!!!![/exaggerate]

Hope it would come up to Windows. Even its pixel-creamy graphics, it looked like FUN!

why is puit wars posted here? It must be on a new site! But that's a hard work. Concentrate on the game first.
Title: Re: [puit wars] - the development thread
Post by: eeliottheking on May 21, 2009, 12:21:52 AM
Also florian, i would like to say that i do have a mac; however, it is EXTREMELY old.  i believe its a an old Powerbook G4 or something :
but it is running the latest version of OSX
Title: Re: [puit wars] - the development thread
Post by: Florian on May 21, 2009, 06:34:45 PM
Quote from: "Rockerfrick"
[exaggerate]FLORIAN IS A GOD!!!!!![/exaggerate]

Hope it would come up to Windows. Even its pixel-creamy graphics, it looked like FUN!

why is puit wars posted here? It must be on a new site! But that's a hard work. Concentrate on the game first.

(http://http://asset.soup.io/asset/0324/6019_ca33_500.png)

http://puit.soup.io (http://puit.soup.io)


new name: BLOKHEADS ! (or still Puuit Wars?)
Title: Re: [puit wars] - the development thread
Post by: MC Jimmy on May 21, 2009, 06:37:08 PM
oh fuck man that screenie is bitching.
Title: Re: [puit wars] - the development thread
Post by: MrMister on May 21, 2009, 10:18:23 PM
72dpiarmy's next big game in the making right there.
Title: Re: [puit wars] - the development thread
Post by: Florian on May 27, 2009, 07:26:33 AM
possible music: http://www.myspace.com/describetherapper (http://www.myspace.com/describetherapper)
Title: Re: [puit wars] - the development thread
Post by: DarkAndroid on May 31, 2009, 10:49:23 PM
hi, yeah.
please don't change the name again.
Title: Re: [puit wars] - the development thread
Post by: MC Jimmy on May 31, 2009, 10:54:12 PM
I think that music would be great!
Title: Re: [puit wars] - the development thread
Post by: DarkAndroid on May 31, 2009, 10:59:08 PM
Quote from: "Florian"
heyyya, update:

stop motion movie: http://www.youtube.com/watch?v=TRlSLDj3r74 (http://www.youtube.com/watch?v=TRlSLDj3r74)

current master sprite sheet (kevin from tigsource did awesome work on the tank, heli, att, buildings & much more.

(http://http://farm4.static.flickr.com/3382/3438339596_b8e44ee164_o.png)
could you reupload this?
I have a strange inspiration to restart an old project...
Title: Re: [puit wars] - the development thread
Post by: Florian on June 02, 2009, 08:13:48 AM
gameplay vid: http://www.youtube.com/watch?v=XDn4H1AI ... annel_page (http://www.youtube.com/watch?v=XDn4H1AIF-s&feature=channel_page)

img: (http://http://farm4.static.flickr.com/3382/3438339596_f4916207d2_o.png)
Title: Re: [puit wars] - the development thread
Post by: Florian on June 06, 2009, 04:08:40 AM
(http://http://asset.soup.io/asset/0343/1157_a05f_800.png)
(http://http://asset.soup.io/asset/0343/0948_6a0b_800.png)


Code: [Select]
class Tile < Actor
  def on_collision_with actor
      actor.bounds.bottom = self.bounds.top
  end
end


the funny thing is; if you put the graphics in the right folder that's really the code that's needed for tiles.

(oh and Cursor#on_click does game.add(Tile.new(click_x, click_y)) )
Title: Re: [puit wars] - the development thread
Post by: Mario on June 06, 2009, 01:04:59 PM
Lovin' how the new game looks. :wink: Haven't got to try it out yet, though.

Glad to see my santa hat guy is still there, too. :)
Title: Re: [puit wars] - the development thread
Post by: DarkAndroid on June 12, 2009, 08:04:16 PM
:cry:
i want to play...
Title: Re: [puit wars] - the development thread
Post by: MasterLederhosen on June 15, 2009, 10:07:24 AM
Quote from: "DarkAndroid"
:cry:
i want to play...
Quit whining and learn how to wait patiently. I'm looking forward to this game myself, especially the netplay, yet I don't whine about it.
Title: Re: [puit wars] - the development thread
Post by: Florian on June 15, 2009, 11:28:23 PM
"SIR WE HAVE AQUIRED THE BEAT NINJA PLANETOID"

(http://http://asset.soup.io/asset/0354/5543_d11e_800.png)
http://puit.soup.io/ (http://puit.soup.io/)

1st video http://www.youtube.com/watch?v=XDn4H1AIF-s (http://www.youtube.com/watch?v=XDn4H1AIF-s)
2nd video coming
Title: Re: [puit wars] - the development thread
Post by: MrMister on June 16, 2009, 12:00:19 AM
Lol I lost that old Pixel War Tech Demo years ago, this makes me wanna play it again.
Title: Re: [puit wars] - the development thread
Post by: Mario on June 18, 2009, 12:39:44 AM
I've got it. :wink:

http://www.megaupload.com/?d=C2A4RKGA (http://www.megaupload.com/?d=C2A4RKGA)
Title: Re: [puit wars] - the development thread
Post by: EditorSD on July 24, 2009, 03:14:43 PM
i dont want nag, but when is somethiong new here?
Title: Re: [puit wars] - the development thread
Post by: eeliottheking on July 27, 2009, 07:09:02 PM
Quote from: "EditorSD"
i dont want nag, but when is somethiong new here?
when he makes something new :p
Title: Re: [puit wars] - the development thread
Post by: MrMister on August 01, 2009, 04:38:15 AM
Trust me, it's gonna be awhile. When he does release it, it'll have it's own forum here on 72dpiarmy.
Title: Re: [puit wars] - the development thread
Post by: Roxas on August 02, 2009, 04:06:49 PM
Quote from: "Mr Mister"
Trust me, it's gonna be awhile. When he does release it, it'll have it's own forum here on 72dpiarmy.
I can't wait for that to happen =D. puit wars looks realy promising.
Title: Re: [puit wars] - the development thread
Post by: Florian on August 30, 2009, 01:22:29 PM
yeah and its as much putting my head on fire.

getting this baby going is far harder than i ever imagined.

especially since i was aiming for a windows-mac simultaneous launch.


and while the ruby version is currently stalled im thinking about restarting in c.




to say at least that the iphone version is also on my radar...


new screens are on http://puit.soup.io (http://puit.soup.io)




hmm.....maybe if i open-source the ruby version and make the iphone one c based (for windows^mac aswell).....


what do you guys  think?
Title: Re: [puit wars] - the development thread
Post by: MC Jimmy on August 30, 2009, 02:14:48 PM
I'd enjoy it more if I could play it since I like the gameplay videos.
Title: Re: [puit wars] - the development thread
Post by: Yoennie on September 10, 2009, 01:36:48 PM
Goodluck with it hoping for the release soon!

I love the screens and gameplay vids !  :lol:
Title: Re: [puit wars] - the development thread
Post by: Ultra_Mario on September 10, 2009, 03:09:21 PM
Quote from: "Yoennie"
hoping for the release soon!

>implying Florian works on anything

(http://http://i30.tinypic.com/2cen47q.png)
Title: Re: [puit wars] - the development thread
Post by: Florian on September 12, 2009, 05:02:29 AM
broke my brain,
now recovering.

like said here: http://puit.soup.io/ (http://puit.soup.io/)
Title: Re: [puit wars] - the development thread
Post by: Yoennie on September 13, 2009, 07:53:30 AM
Ay he broke hish brain ppl:

Quote
i'm currently in panic mode / dev hiatusi

Say wuut? recover my boy xD
Title: Re: [puit wars] - the development thread
Post by: Florian on September 16, 2009, 04:20:07 PM
i must!

everytime i see those graphics i think "OMFG FLO FINISH THIS GAME LOOKS SO AWESOME GNAAAAA"
(http://http://geeq.at/projects/poit.png)
Title: Re: [puit wars] - the development thread
Post by: Rockerfrick on September 17, 2009, 05:24:46 AM
Quote from: "Florian"
i must!

everytime i see those graphics i think "OMFG FLO FINISH THIS GAME LOOKS SO AWESOME GNAAAAA"
(http://http://geeq.at/projects/poit.png)

w00t.

I'm so excited.

w00t.
Title: Re: [puit wars] - the development thread
Post by: EditorSD on September 17, 2009, 07:34:28 AM
i love the awesome stile!
now im official excited!
Title: Re: [puit wars] - the development thread
Post by: Florian on October 08, 2009, 05:38:05 PM
yo folks,

just a question: raise hands; how many of you have a mac?



also here's a screeny to show you a) that i'm still working on puit b) things a bit broken at the moment.

though i want to switch to a release early, release often mode (hence the mac question).

(http://http://asset.soup.io/asset/0491/0438_0032_800.png)
Title: Re: [puit wars] - the development thread
Post by: dialga483 on October 09, 2009, 05:03:14 AM
Ouch, I don't have a Mac... But that game seems awesome.
Pixelated soldiers are cool.
Title: Re: [puit wars] - the development thread
Post by: mariokirbyssbm on October 09, 2009, 03:57:25 PM
*Evil Voice:  Argh! It Seems like You have last post In Every topic!*
Hopefully it will be released for PC as well?
Title: Re: [puit wars] - the development thread
Post by: EditorSD on October 20, 2009, 04:47:01 AM
i think the half of 72 dpi users havent got a mac...
Title: Re: [puit wars] - the development thread
Post by: smwforever45 on October 20, 2009, 06:18:47 AM
Quote from: "EditorSD"
i think the half of 72 dpi users havent got a mac...
Not only half of it, but 80%, I think.

To stay ontopic, I'm really interested in Puit Wars, but I also want a Windows version to be released.
Hoping this will be done!
Title: Re: [puit wars] - the development thread
Post by: Rockerfrick on October 20, 2009, 08:41:32 AM
Quote from: "smwforever45"
Quote from: "EditorSD"
i think the half of 72 dpi users havent got a mac...
Not only half of it, but 80%, I think.

To stay ontopic, I'm really interested in Puit Wars, but I also want a Windows version to be released.
Hoping this will be done!

Yeah, me too. *whistles*
Title: Re: [puit wars] - the development thread
Post by: MC Jimmy on October 21, 2009, 03:11:06 PM
I think Florian is the only user who uses mac. :P
Title: Re: [puit wars] - the development thread
Post by: EditorSD on October 22, 2009, 07:03:49 AM
Quote from: "MC Jimmy"
I think Florian is the only user who uses mac. :P
then thats the reason why he makes it for mac:
its better for him, and he can work then better on it when he haves the same system..
Title: Re: [puit wars] - the development thread
Post by: Ultra_Mario on October 22, 2009, 04:15:28 PM
Quote from: "MC Jimmy"
I think Florian is the only user who uses mac. :P
green text less than symbol implying mac has games period
[imagetag]hilarious reaction image dot jay peg[/imagetag]
Title: Re: [puit wars] - the development thread
Post by: Psuedo on October 27, 2009, 11:06:32 AM
No mac here.
Title: Re: [puit wars] - the development thread
Post by: Rockerfrick on October 28, 2009, 01:27:15 AM
Awwww. =(

How I hope there would be software converting programs out there.
Title: Re: [puit wars] - the development thread
Post by: Yoennie on November 11, 2009, 07:38:15 AM
is he gonna finish it? its been a long time?  :(
Title: Re: [puit wars] - the development thread
Post by: EditorSD on November 11, 2009, 08:09:43 AM
Quote from: "Yoennie"
is he gonna finish it? its been a long time?  :(

Do not nag!
Title: Re: [puit wars] - the development thread
Post by: Rockerfrick on November 12, 2009, 01:51:51 AM
Quote from: "Yoennie"
is he gonna finish it? its been a long time?  :(

Just wait for it. Nagging too much about something isn't mature enough.
Title: Re: [puit wars] - the development thread
Post by: Zadrave on January 29, 2010, 03:16:47 PM
So... uh...
subforum closed?
Title: Re: [puit wars] - the development thread
Post by: KingPepe on January 29, 2010, 03:26:37 PM
Quote from: "Zadrave"
So... uh...
subforum closed?
Maybe...maybe not.
Time will tell, my friend...
Title: Re: [puit wars] - the development thread
Post by: Felix-The-Ghost on January 30, 2010, 12:30:04 AM
Heh. Haven't checked here for a while I guess. But I do [s:149frnl6]have[/s:149frnl6] use a Mac.
Also wasn't there a post somewhere where he released the code? Or actually I thought It was either elliottheking, Gki, MrMister, or Rageout that said "after some digging I found this code" or something to that effect.
Title: Re: [puit wars] - the development thread
Post by: yoshi_the_best on February 09, 2010, 09:29:45 AM
Quote from: "Felix-The-Ghost"
Heh. Haven't checked here for a while I guess. But I do [s:2oz89gbq]have[/s:2oz89gbq] use a Mac.
Also wasn't there a post somewhere where he released the code? Or actually I thought It was either elliottheking, Gki, MrMister, or Rageout that said "after some digging I found this code" or something to that effect.

Top normal topic in this subforum.
viewtopic.php?f=7&t=10378 (http://72dpiarmy.supersanctuary.net/viewtopic.php?f=7&t=10378)
Title: Re: [puit wars] - the development thread
Post by: Felix-The-Ghost on February 09, 2010, 12:29:32 PM
Yeah that's it. I don't know how I missed it, and I actually don't know how I missed it before, either. :P
Title: Re: [puit wars] - the development thread
Post by: cjpag on February 26, 2010, 08:55:38 PM
hey can somebody tell me how to use pixel wars?
Title: Re: [puit wars] - the development thread
Post by: ninjataco64 on September 02, 2010, 10:28:15 PM
Um why is there only a download link for mac, and python?
Title: Re: [puit wars] - the development thread
Post by: Rockerfrick on September 02, 2010, 11:51:21 PM
Quote from: "ninjataco64"
Um why is there only a download link for mac, and python?

It's because the development for other platforms stopped for there's a couple of things happened.
Title: Re: [puit wars] - the development thread
Post by: ninjataco64 on September 04, 2010, 04:52:26 PM
Oh okay, The graphics look neat