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Wukonop - 0.1 a

Fibula (fibula)



Use spells to attack enemies and defend yourself. So far there's only a flamethrower and leaf shield, but more are planned. Controls are as follows: D and A move left and right, Space jumps, and O and P unleash your attacks. NOTE: This is a VERY early release, so graphics are pretty terrible at the moment. The player is currently a log, but that'll be changed someday if I decide to continue working on it. I ask that you give me LOADS of suggestions on how to make it better. I feel like a lot needs to be improved, but I can't really pinpoint what. Tell me any cool enemy ideas, how I should improve AI, how to improve level design, etc. Any and all criticism is good.


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Wukonop - 0.1 a - Oct 14, 2009 account Comments

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August 8, 2012 10:28am - Cyril T. Makwembere - nickname: (duncannslade) - 5/5
Your idea on using png to level design, is to put it mildly, "PURE GENIUS". I've been looking for tips on scrolling level designs for Python for DAYS now. Your method is not only the most elegant, but the most effective. I'm working on a game of the same nature for the next couple months. May I build on the concept you've created?
October 23, 2009 1:25am - Jared - nickname: (jabapyth) - 3/5
neat idea! (and really sweet graphics). try putting in some gravity -- the movement seems a little strange atm.
btw i really like your idea of encoding level data as a png image -- props!
October 20, 2009 5:29pm - Kris Schnee - nickname: (snow)
Okay. Looks promising. I like the pretty graphics of the logs and background. I noticed that the controls were a little buggy, though. Specifically, if I'm moving right and then suddenly go left, or vice versa, I get stuck for a moment. Is this due to some partly-implemented "turn around" code? The movement and jump speed also seem too slow. About gameplay and level design, are you looking to do something unique or to get ordinary but solid and well-implemented gameplay? For the second option you could implement things like dashing and wall-jumping that make it fun just to move around, or less common moves like shooting a particular weapon at the ground to fly by recoil. ("Cave Story" is a good example of that and other things.) Maybe think about what kind of character we get to live out: some invincible tank that's getting hit by lots of stuff and barely feeling it, or a squirrel climbing and bouncing around everywhere, or what? Figure out what fantasy we're experiencing, then make the controls match that. (The AVGN review of "Superman 64" talks about how badly some designers botched that.)

About the control problem, maybe react to the KEYDOWN event even if the other key is currently still being held?

I look forward to seeing how this one develops.
October 17, 2009 5:37am - Fibula - nickname: (fibula)
Yeah, that problem comes from the player trying to move in another direction while still holding the other directional key. You might not notice it, but even if it's 1/1000 of a second, it'll happen.

I'll experiment with a few methods and see if I can find a way to keep it from happening.

Any other suggestions?
October 16, 2009 9:31pm - Shizzle - nickname: (vashstamptypho) - 4/5
It's a fun little game. I liked the idea of mana serving as both health meter and life bar. The art style is really neat. One problem I noticed is that sometimes when changing directions the player character will be "stuck". Say, you're holding the D key, going right, then you hold the A key. The player inches left an inch, than stops despite the user holding the key. I'm a beginning python and pygame programmer myself so I am not sure how to fix it, but it's cool little game and I offer you the best of luck.

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