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Quantum Man

Quantum Man - 0.0.1

nezbo and Kristoffer L.B (gadamagaska)

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Description

Quantum Man (working title), is a project run by two programming novices. It is actually the very first python/pygame program we've ever written and has steadily increased in complexity as time has passed. To begin with the code included one single loop, since we had little idea of how they actually worked. Now, fortunately, we've figured that out and been able to mold the game exactly as we want it. Since neither of us has any noteworthy experience with handdrawing or anything like it, everything you see in this game is mouse-drawn in MS Paint, this gives the game a retro-style feel. As for now, the game isn't very long since we've just (nearly) finished the basic mechanics for the game and are now able continue to expand it. If you have any questions or suggestions please leave a comment or send an email to: emilovicmail@gmail.com. Thanks

Changes

Project created. We don't yet have anything to show for it, but a compiled version should be avalable soon. The first source is written with python 2.6.5 and the corrosponding pygame version 1.9.1 To run the game you should launch game.py. It might be helpful to know that you control the wizard with WASD or the arrows, and interact with the surroundings by clicking with the mouse while facing it. You can equip gear in the inventory menu, accessed by the "o" button. And (cheat), you can instantly recieve all possible items for testing at the "p" button. The "y" button will engange a combat with two Sand Monster's.

Links

Home Page: http://www.gadamagaska.com
Source: http://gadamagaska.com/MediaWiki/index.php?title=Quantum_Man_change_log

Screenshot


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Releases

Quantum Man - 0.0.2 - May 31, 2010
Quantum Man - 0.0.1 - May 30, 2010

Pygame.org account Comments

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June 12, 2010 9:41pm - nezbo and Kristoffer L.B - nickname: (gadamagaska)
Website is up now, with a wiki over this game and soon our other projects.

Also, the code revamping is going just great, we've pretty much fixed the fps problem during combat. Now we're cleaning the code, so it should be a bit more readable.

Go check out www.gadamagaska.com :)
June 5, 2010 2:15pm - nezbo and Kristoffer L.B - nickname: (gadamagaska)
We are currently revamping the entire code in order to make larger maps possible and (hopefully) getting the combat to run a lot smoother and without the major fps drop after an attack has been made.

Stand by for 0.1.0 :-)

- Gadamagaska
May 31, 2010 12:44pm - Max Power - nickname: (paolo)
The source code is kinda messed up, but i'm still impressed by your little game.
I like the graphics, the sprites, the animations... very cool.
May 31, 2010 6:15am - Kristoffer Laustsen BlÃdel - nickname: (kb03y)
Yeah, we are aware of that bug.We didn't see it before the game was uploaded. It's because we decided to make a new function to use for spawning monsters but it will be fixed today :).

Thanks for the nice words though. We are constantly trying to optimize the code, splitting it into several files and whatnot.

- Kristoffer (the other programmer on the project)
May 31, 2010 5:08am - Donpachi - nickname: (donpachi)
Looks fun. I can see some clumsy techniques in the code, but that should be all right as long as you keep coding. It will probably become a nightmare to maintain (if it isn't already) as the code keeps on piling up. The list of all variable names used is already a sight to behold. However I find it amazing that a couple self-acclaimed novice coders had the patience to patch this all up into a game. That's a promising sign for the future.

There's a crash that happens when the game tries to create any other monster than the sand-flinging one. All the others seem to expect a location argument, which is not provided. Perhaps that was on purpose, as after delivering an arbitrary location for them, it starts to list more errors.
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