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Trolls Outta Luckland

Trolls Outta Luckland - 0.0.6

Gummbum (gummbum)



Trolls Outta Luckland is a 360-degree arcade-style space shooter featuring danger, action, explosions, triumph and tragedy. And one handsome devil of a space hero.

Tested with: Python 2.5.4, Pygame 1.9.1.


Bug fixes and enhancements:
  • Better "Loading..." screen.
  • Load an enemy of each kind in to generate the hitmasks.
  • Got rid of huge border when in windowed display.
  • Reduced height requirement so game will fit on 1024x768 monitors.
  • Tweaked factory: implemented per-type max_on_patrol instead of the shared max_on_patrol. Whilst in there, the patrol dispatcher was enhanced to turn out more interesting combinations.
  • Tweaked the algorithm that increases max-on-patrol over time.
    • For each game, every five waves the default for all enemy types increases by 1. Net effect: every five waves the wave starts out a bit harder.
    • For each wave, about every 30 seconds a random enemy type's max will be increased by 1. This is cumulative for the wave only. It is reset to the game default when the next wave starts. Net effect: every 30 seconds the wave gets a bit harder.
  • Fixed: Menu and marquis sounds were playing over music. They no longer play if a song is playing.


Home Page:


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Trolls Outta Luckland - 1.1.0b - Feb 28, 2010
Trolls Outta Luckland - 1.0.0 - Feb 6, 2010
Trolls Outta Luckland - 0.0.7-beta - Jan 17, 2010
Trolls Outta Luckland - 0.0.6 - Jan 3, 2010
Trolls Outta Luckland - 0.0.5 - Jan 2, 2010
Trolls Outta Luckland - 0.0.4 - Jan 2, 2010
Trolls Outta Luckland - 0.0.3 - Dec 21, 2009
Trolls Outta Luckland - 0.0.2 - Dec 18, 2009 account Comments

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December 11, 2010 8:25pm - Robert Leachman - nickname: (quazar)
Mad skills dude, very impressive. I get 140+ FPS without Psycho

Was able to make it run with Pygame 1.8.1release-svn1537 by patching

#sr = self.small_rect.copy()
sr = self.small_rect.move(0,0)

Sweet stuff!
February 28, 2010 11:44pm - Gummbum - nickname: (gummbum)
v1.1.0-beta released
February 11, 2010 9:51pm - Nathan Franck - nickname: (font)
Hey, you can return the favour: I made one awesome christmas game a while ago a have zero comments -

I can relate to feeling neglected...
February 11, 2010 6:37pm - Gummbum - nickname: (gummbum)
Hey, thanks for the note, Nathan. :)

Each enemy type has a unique curve shape, be it "S", "?", or whatever. The flight paths are bezier curves. Each time a new path is plotted, key elements of the default control points are first randomly tweaked to give the calculated curves some variety.

Ship control was something I spent a lot of time experimenting with. Originally it was just twitchy, instantly turning towards the mouse pointer--but the feel was too manic for my taste. The other extreme was a slowly turning ship, which made for wider turns and less ease backing out of a wrong turn. I wanted to /see/ the ship spin but didn't want to be hampered by a wide turning radius. The way it is now is a compromise. By design I had never considered not turning the ship--I wanted 360-degree movement and shots. Tip: If you plan to make it very far you'll learn to smooth out your turns. Potshots miss nearly 100%, and they waste your cannon's potential fire rate while waiting for shots to clear the screen edge.

What's wrong with the menus? Lol. (I was lazy and didn't want to hand paint images. :))
February 10, 2010 11:57pm - Nathan Franck - nickname: (font) - 4/5
I was actually able to play it this time, and I must say, you have some fine concepts in there. How planned is the flight patterns of the ships? The whole ship rotating on the mouse thing is a bit weird and makes for a more pot-shot-then-dance experience (different) and the menus are *blech*! Good job though.
February 6, 2010 9:25pm - Gummbum - nickname: (gummbum)
v1.0.0-final released
January 17, 2010 6:55pm - Gummbum - nickname: (gummbum)
v0.0.7-beta released
January 4, 2010 11:15am - Gummbum - nickname: (gummbum)
v0.0.6 released
January 2, 2010 11:36pm - Gummbum - nickname: (gummbum)
Sorry to hear, Nathan. What is your monitor's max resolution?
January 2, 2010 4:57pm - Nathan Franck - nickname: (font)
the strange and high resolution disallows me form playing it on my laptop. Sorry.
January 2, 2010 4:17am - Gummbum - nickname: (gummbum)
Roger, Horst. Here ya go. :)

Thanks for the note of encouragement. While this release does not bring the mighty keyboard into the cockpit, I think that the mouse controls, look, and feel--and sound--are quite improved. Hope you enjoy.
December 26, 2009 11:52am - HorstJENS - nickname: (horst) - 3/5
nice game. i wish for some sound effects to get the full 1980 feeling.
Also think that (optional) keyboard control would be more thematic than mouse control. looking forward to the next release :-)

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