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PyWeek Diary Entries

The latest 40 entries from diaries at the PyWeek challenge


minecraft demo in pyglet

Sat, 30 Mar 2013 09:20:15 -0600

Came across this today and thought it was pretty cool:
-- Mat

Please be patient during PyWeek #16

Fri, 29 Mar 2013 01:04:32 -0600

I'm not going to be able to run or participate in the challenge in a couple of weeks (I'll be flying to Jersey [the little island] for the week and on a plane at the start and end of the challenge).

I've got a volunteer to help out but please be patient. Hopefully everything will just run...

-- richard

Howdy! Another New Face Here.

Thu, 28 Mar 2013 17:09:53 -0600

Hi, I'm Joshua and I'm looking forward to participating in the upcoming PyWeek! I'm a software engineer by profession and a game maker by obsession.

I need a bit of clarification. I'm planning on using a library I've been working on for quite some time, and it's lived on GitHub for four years now. Does the one month requirement start now(as of this post), or from when I first committed on GitHub?

Toast Python Module

Thanks in advance!
-- Joshua

Egg on my face

Thu, 28 Mar 2013 03:14:25 -0600

It's now the next pyweek, and after reading what I wrote for the game I didn't even start, I feel stupid. "Spaceship building, flying, navigation." How was that even close to *minimal*? 

*sigh* I actually want to make a game. I seriously overestimate myself. I'm just going to put a bunch of pixels on the screen and call it a game next time. 
-- Ryan42 of One Way Trip to Mars

Hello everyone!

Wed, 27 Mar 2013 03:39:09 -0600

Hello everyone!

My name is Michael Purdy.  I am very excited to participate in this year's PyWeek.  I recently finished my enlistment in the United States Marines Corps, and towards the end of my enlistment, I had the joy of being deployed during last year's pyweek...  Boo!

Don't worry though!  I still did it!  Sort of...

With a VERY small programming background (2 classes in high school 8 years ago), no internet, pydoc, and the pygame manual, I set off to make a video game.  Based on an event that actually happened to a friend of mine during a deployment, I made a game.  (Please note that due to Operational Security, I have censored the information about the military member, unit, and deployment)

What resulted was playable, and fun.  Though it was horrible coding.  HORRIBLE!  Possibly the worst this site has seen!  Still, it taught me the most important thing.  That I CAN make a game!

Please, don't look towards this as an example of proper coding, but look at it as an example of adapting and overcoming, and of perseverance.  There were no principles of Object-Oriented Programming, nor did I even use the tools that were available to me via the pygame library to their fullest (or even proper!) intent.

The music is all copyrighted by their respective artists, and I do not intend to sell the game what so ever.  The zip file is so large because (like I said, I had no internet), the only way I was able to capture the music for the intro of the game was by ripping it from a DVD with VLC player.

I hope you enjoy the game, and I can't wait for pygame to start!  My wife right now is 38 weeks pregnant, and I'm really hoping I can participate; besides, he should be out before it starts! :)

- Michael Purdy

And, with no further ado...
-- PurdyGames

Warm up game: yet again falling blocks

Mon, 25 Mar 2013 21:35:55 -0600

Last weekend I wrote a simple "falling blocks" game to try pyglet.

One of the problems I had in Pyweek 15 was that I didn't know PyGame well enough and because of that I got stuck several times and ended rewriting a good amount of code. So I thought making a small game would help me to decide if I will use pyglet plus get some experience with the library before the competition.

You can fin the game here:
(source code, windows bundle, etc)

I think I'm going with pyglet! I've found some rough edges, specially with audio, but overall I'm quite happy with the results.
-- reidrac

Updated introduction to PyGame video

Mon, 25 Mar 2013 02:46:57 -0600

Hi all, I gave an updated version of my Introduction to Game Programming at PyCon a little over a week ago. I hope it's of some help :)

The source code is in my bitbucket account as "pygame tutorial."
-- richard

hi, new in here

Sun, 24 Mar 2013 17:00:28 -0600

hi, I'm Rahul, I have a keen interest in Game Development as a hobbyist. About 2 week ago i'm searching for how to develop open source games. That time i found PyWeek challenge after visiting the site, i found that after 1 month challenge will start. I see last year winners projects and they made incredible games. I'm naive in Game programing but I now little python but good in c and java. I haven't yet tried in game programming. Can you guys please suggest me what are the things i need in this challenge, is their any beginer game programming book, I'm naive in game programming. I think now only 20 days left. Is it good idea to take participate this year or i will try on next year.
-- Neutron01

Newbie looking to tag along

Tue, 19 Mar 2013 02:59:00 -0600


I got into Python a few months ago and have learned the ropes on my own.
Unfortunately, I do not really have any connections in the programming field, so all of my inspiration and motivation has to be internal.
I joined this site in order to see if I can fix myself among a group of veterans, to see if I can learn a thing or two from the way more experienced programmers work.

I don't intend to contribute to a group, I'm more or less interested in watching you folks work, ask questions, and keep up with your activities.  I could also serve as a game-tester, if that's needed.

I'd like to be able to see the inner workings of a game under construction, as well as the inner workings of a programming team motivated toward a goal.  Right now, all I know about completing large projects is muddled and based in imagination, so I think it'd be very valuable for me to take a look at the way the true coders out there work.

I hope someone can appreciate my position, and invite me into a group so that I may continue my learning and hopefully make a friendly connection or two.

Shoot me an email at if you're willing to have me on board.

Thanks a lot,
-- AuntEggma

30-day library deadline is looming

Sat, 23 Feb 2013 12:59:39 -0600

This Pyweek I'm being relatively organised and getting some of my old code out into libraries in advance.

It's all more or less the standard of code written during Pyweek, and I haven't written tests, but there are docs:

So far I've spun out some geometry code: PyPI Docs

And some crude box-based physics: PyPI Docs

I've also been experimenting with loading models into VBOs and applying vertex and fragment shaders; I have the code working but my eventual intention was to merge all my mesh-generating code from previous games (things like health bars are always a nuisance to rewrite) in such a way that it all works together.

This, like all my other code, is on Bitbucket.

Much of this work depends on various bits of open-source code I've found on the web. I haven't been too careful about checking license compatibility unfortunately, but then, we are in the Github age, and I don't know if anyone is being very cautious. There are tons of great resources out there but it's all unmaintained, forgotten, not on PyPI. I would like for that to change.
-- mauve

HTML5 port of Mortimer the Lepidopterist

Sat, 16 Feb 2013 21:25:25 -0600

Is now online at

-- Cosmologicon of Universe Factory 11

Next challenge: April 14th to 21st!

Wed, 13 Feb 2013 01:02:08 -0600

Put it in your calendars!! :-)
-- richard

Stellar - pythonic GameMaker

Wed, 09 Jan 2013 14:36:27 -0600

Hello pyweekers!

I'd like to introduce you Stellar (

We are working on it to make creating games using pygame easier. Maybe one day there will be a game participating in pyweek.

This program is open-sourced and always will be free.

If you want to contribute, fell free to submit pull request or create issues on github, ask questions on freenode IRC #stellar.

Have a nice day :)
-- Adman

created a Google+ about Indie Arcades

Sat, 05 Jan 2013 13:31:11 -0600

i hope it's not offtopic here: 
-- nitrofurano

Lightweight Python Game Library

Sun, 11 Nov 2012 02:38:44 -0600

I created a new library for raw access to OpenGL/OpenAL, along with some windowing and event handling. It's pretty spartan at the moment, I plan on adding some free-floating extension modules, similar to the way SDL does things with SDL_image, SDL_mixer, SDL_net, etc.
-- plainflavored

what about Resource Based Economy being the next PyWeek theme?

Tue, 23 Oct 2012 13:32:14 -0600

from the discussions from this group at Facebook - - this raised me a question: what about the next PyWeek theme being about Resource Based Economy? (   -  - )

-- nitrofurano

Dandelion: Thanks for the feedback!

Sat, 06 Oct 2012 14:09:00 -0600

Thanks for the kind comments and generous ratings! It seems undecided whether mini-games are a good idea for PyWeek. From the production perspective they definitely are — you can always add more if you have time or drop some if you don't. It's not easy to make them satisfying but since they are short, we hoped the player would not mind that much.
  • SO PRETTY, a beautifully crafted game, unfortunately the fun apsect was let down by it being really easy with no way to lose
Hah! You just did not try hard enough! You can actually avoid collecting any fairies and lose. It's easy to make a mistake and get one by accident, so this is a more challenging way to play the game.
  • Beautiful. No frustratingly difficult sections you have to master to get past. Just pretty things to look at, pleasant varied tasks to attempt, and more shinies the better you do instead of a numerical score. The only negative thing is it took me an hour of installing non-free Nvidia drivers, breaking my X11 setup catastrophically, booting a previous kernel version, manually editing /etc/X11/xorg.conf and finally getting the PC working again, before the thing would actually run. Actually, it was STILL worth it. I will be plundering the code shamelessly to learn how to do OpenGL properly.
Wow, thanks for the perseverance and the praise! It's a shame we couldn't make the game more portable. Video drivers offer a surprising diversity of OpenGL implementations... As for learning from our code, know that it is the product of a struggle between Alex and myself :). One thing we couldn't agree on for example is whether to have the simulation depend on the frame rate. He says it's more correct, I say it's more error-prone. What do you think?

-- cyhawk of Dandelion

Post-competition version

Wed, 03 Oct 2012 03:59:09 -0600

I have uploaded a new version of Rainbow Rooms.  This one adds support for Python 3, 64-bit Linux, and (hopefully) OS X, while still supporting Python 2.6+, 32-bit Linux, and (probably) Windows.

I have also fixed the level-generation bugs.  It always terminates quickly, and there should always be a way to the goal.  It can still prevent you from going back to the starting point, though.

For those who had fun with the original, this one promises a bit more challenge.  The new maze generator tries to hide switches when it can, and each maze is longer than the last, no matter how long you play.  Yes, that means that the seamless height transitions are in, starting on level 6.

For those who didn't; sorry.  There's nothing spectacularly different about this one.  I have a few ideas, though...
-- eswald of Rainbow Rooms

Is pyggy happening again this time?

Mon, 01 Oct 2012 14:44:53 -0600

I haven't been able to find any details.

I'd definitely like to polish out some of the gross user-interface defects in my game.

-- scav

This was unexpected...

Mon, 01 Oct 2012 03:58:27 -0600

So I just remembered the Pyweek judging was over and I momentarily stepped off from my day-to-day craziness to see how things went. Wow. I was very surprised to see my game on top. I guess I should definitely try going minimal more often.

I expected to get a lot of people saying it was hard, since it's complicated to calibrate a puzzle game when you know the solution, and I thought they looked hard. I'm happy to see that didn't happen. I'm really glad you guys enjoyed it. Now I'm even tempted to port it to mobile (though I don't expect to have much free time any time soon, not this year at least :( ).

Thanks for all the comments! Sorry for the lack of saving: I didn't have time to implement it, but I think you'd agree with me that having a reasonable amount levels is more important that saving. :)

Ok, back to my crazy routine. Thanks a lot everyone!
-- Tee of Tee-py15

Level pack released

Tue, 25 Sep 2012 20:27:53 -0600

As anticipated, we prepared a full set of new levels for our last game Charon's Obol.
Just remove/rename the existing level folder and unzip this in the game directory.
Please take care of backup&remove the file game001.sav in save folder in order to reset the game.

Just as reminder, five levels from the original set have been modified in order to make them winnable with gold medal. Details in this post.
-- ilseppia of Forked Tail

Game Guide, until I find a better place to put it

Fri, 21 Sep 2012 02:34:17 -0600

   Shunned Survivor Game Guide, by Satyrane    Since it seems our small in-game tutorial may not be sufficient, or for those who had issues playing the tutorial, here's a brief written guide to help with the basic features of the game. There will also be a short video clip for those who find the typed word unappealing :)    Upon landing, you'll notice at the top of your screen there is a taskbar at the very top with five options: Build, Demolish, Infiltrate, Fire Ray Gun, and Main Menu. Clicking on Build will bring up the Build menu, which contains the Resource, Offensive, Defensive, and Misc. options; Demolish will allow you to destroy any structures you have placed by approaching them and pressing the space bar; Infiltrate allows you to deploy bots in another player's base; Fire Ray Gun allows you to use the space bar to fire your characters ray gun instead of hitting the “Z” key; and Main Menu is rather self-explanatory. Selecting the Build option will bring up another menu containing the options Resource, Offensive, Defensive, and Misc. Resource contains structures that bring in additional resources; Offensive build items are the various factories that will allow you to build bots to deploy against other players; Defensive buildings include various kinds of turrets that protect your base; and Misc. has unique items that can be constructed as you progress in the game.     In order to build, most structures require resources: you'll find the amount of each resource you possess in white numbers next to a small image at the top right of the screen (you can hover over each image to see the name of each resource type: Num nums [food], Wawa [water], Shinyium, Rust, Obtainium, and Dark Chocolate). You'll notice a small CD image with blue numbers after it; if you hover over it, you'll see the title Bytes of Research. These will come into play when you begin to do research and infiltrate other bases.     The first three build options available to you are the greenhouse, the turret, and the med tent. Greenhouses are free and require no resources; they will give you food and water. The turret costs a small amount of food, water, and shinyium, and it will attack enemy invaders. If you have trouble collecting the appropriate amount of shinyium at the earliest stages, killing the aliens roaming the unclaimed parts of the world will give you a small amount of resources: just go on a small killing spree, and you should be able to afford turrets. Finally, the med tent requires some food, water, and shinyium, and it increases your character's health. Once you build med tents, be sure to enter them (approach the building; when it turns a bluish shade, hit enter) at least once to get your health bonus.    When you feel you have a sufficient amount of turrets, you'll want to enter your headquarters and select the research option “Factory” using the mouse. This will lower the shields protecting your base and will trigger an enemy attack. Between your turrets (which attack automatically) and your ray gun which your character wields, do your best to eliminate the invaders. When all enemies have been destroyed, the shields will be raised again, there will be an announcement of the success of the research attempt, and you will be able to build factories. Note: if your base is near water or some kind of unusual geography, enemies can occasionally become trapped or stranded. They must be kil[...]

Unachievable gold medals

Wed, 19 Sep 2012 21:41:29 -0600

Unfortunately we realized that a couple of gold medals looks not achievable... if confirmed (we are still trying), we'll upload the .map files that should be copied in /levels folder to fix those levels.
Anyway all the levels are winnable with at least silver medal, and you can still see the end of the game without completing all of them.

Then if you liked the game....

You'll be happy to hear that we are now working on an additional level pack.
If you mind, you can also contribute by submitting a level created by you, and we'll put it in the pack.
You may create levels taking as sample the .map files in the /levels folder.
Here is the legend:
C-Charon's Ferry
S/F-Start/Finish Docks
U/D/L/R-Directional Streams
A-Swimming Soul
Q-Question Mark
-- ilseppia of Forked Tail

Hey all! Tell me here what you wish you'd put in README!

Wed, 19 Sep 2012 18:48:57 -0600

We all do it, miss out the one piece of information that makes our game playable or at least something that we thought was obvious to ourselves, but to everyone else is completely inexplicable.

I hope it's OK for me to ask this, but I want to give anyone a chance to broadcast this sort of info before voting gets fully under way. It seems likely that some games will get a bad score because their best features are hidden behind an unlikely key combination or something.

I'll start:
  •  In Blastosaurus Rex (AllAboutMonstrs) you get a different build menu depending on whether you click on the edge of a grid cell (thin rectangle) or near the middle of one (fat rectangle with circular handles). Edge for fences and walls, middle for buildings and units.
Please no comments in this thread relating to judgements about individual games. Just any last minute documentation if anyone wants to put some out there.

Or if that's not in the spirit of the rules, a stony silence is OK too.
-- scav


Tue, 18 Sep 2012 21:16:00 -0600

This time I managed to submit something playable and it is a great victory for me, nevertheless the voting results. These are some comments about my experience.Figuring out what to doThat was difficult. At first I couldn't find any idea that I could implement (both programming and art), and after that I couldn't find any idea at all. I lost the first day, and in the second day I spent some time watching some youtube videos of Spectrum, Amstrand and Amiga games.I found some videos of games I used to play about 20 years ago (Saboteur, Trantor, Xecutor, Xevious, etc), and I started to feel nostalgic and sad because I was watching videos instead of writing code :)Finally, the third day I started writing some base classes and implemented a basic scroll. OK, go for it: create a game.The artI'm not an artist. Repeat: I'm not an artist. I googled a tutorial on how to make a starfield with Gimp (yes, a tutorial... I had to repeat it 4 times to get something decent). Oh, it doesn't look that bad after all. I started drawing some spaceships with mtPaint. I knew the application, but it's the first time I've used it... it reminds me to my old Deluxe Paint II :) It's perfect for pixel art (I can even use the keyboard!).A shot'em up sounds OK for the theme: one way trip, a suicide mission to destroy... etc. So carry on.At this point I made my first great mistake: it's an horizontal shooter, meaning that the graphics are more complicated. After sweating bullets for two hours I had a player ship and one enemy. Then my partner noticed I wasn't using the same perspective for the player and the enemies... so I present you the spinning enemy: It's far from perfect, but I can tell you is the best animation I've ever done under pressure! (and in any other way, to be honest).I had a great time drawing the explosions, although it was pretty clear I wouldn't have enough time to make a lot of different enemies. I'm too slow :(With the music I was lucky. I used SoundTracker about 10 years ago and it hasn't changed at all (I don't know if this is good or bad). I started with a bass line and it was easy to get a shot'em up feel. I'm happy I used some time for the music, it adds a lot to the final result.I made some effects with Audacity and the laptop microphone, and finally I generated some extra sounds with sfxr (although my first try with mouth-generated explosions was quite nice too).ProgrammingEvidently I didn't have any plan whatsoever, so I had to face a lot of problems when I was tired and after lots of hours programming (after my work day, of course) because I didn't know how how to implement what I had in my head.One of the critical moments was when I was programming the circular hordes: according to the sprite it was a good idea that they shoot to the player, but I was getting the maths wrong because the aliens seem to have sight problems (or even worse, a drinking problem).That was Saturday, 8 hours left, and trying to understand why your Python code for the formula of the line between two points is wrong... it's quite stressing!I think I wasted a lot of time with that and refactoring code because I didn't know PyGame well enough. Besides I had to test the game script to see if it was playable just hours before the deadline.Summing upIt has been a nice experience, although I think I can improve the results and (probably) make the whole process more pleasant and less stressing. So count on m[...]

Command-line options for AllAboutMonstrs entry

Tue, 18 Sep 2012 20:27:16 -0600

As usual we added command-line options to our, but in this case I forgot to mention them in the README

On Linux you can toggle full-screen with F11.  If you are on Windows or OSX I think you need to run: --full
to get full screen. Otherwise it's 1024x768 which on most monitors these days isn't all that big.
I remember when 800x600 carried a risk of eliminating half your potential user base, but I digress...

./ --help lists the other options.

-- scav of All About The Monsters

Reducing my own voting bias

Tue, 18 Sep 2012 20:17:49 -0600

This year, before I even look at any of the entries, I want to establish a consistent voting scheme for myself, to reduce the effects of the order in which I look at entries, and how I am feeling at the time.

I am not suggesting anyone else should use this scheme or even have one, but I know I can be a little inconsistent, and I want to be fair.


1 : No fun at all, or actually irritating
2 : It was a bit of a chore and I couldn't be bothered putting in the effort to finish it.
3 : I liked playing it once but probably wouldn't again
4 : I played it a few times for fun
5 : means I fully intend to play the game again occasionally even after the competition.

A game I couldn't get working because of pathological dependencies or wrong-case filenames will get a 2. Them's the breaks.
edited: not a 1, because mauve correctly pointed out that was unreasonable.

1 : A blatant copy of a game I am already aware of
2 : A near copy of a game I am already aware of, but with distinguishing features.
3 : A game in a well-worn genre but mostly unlike any specific game I can think of
4 : A game with an unusual genre or with novel features I haven't played with before
5 : An entirely new gaming experience for me

1 : DNW. If it doesn't even run, testing FAIL
2 : Rough edges or bugs that reduce my enjoyment of the game
3 : Competent but not well polished. Homely but not ugly.
4 : Aesthetically pleasing in at least one way (music, artwork, good writing, clean code)
5 : A delight to the senses and the sensibilities.

In all of these, 5 is hard but not unattainable. I wouldn't give my entry a 5 for any of them :(

P.S. You can if you like. Who am I to tell you how to vote? ;)
-- scav

Please check your ratings

Tue, 18 Sep 2012 12:21:30 -0600

I've incorporated a couple of changes into the ratings form to make it much clearer (thanks mauve!) so it's probably a good idea to revisit any entries you've rated just to make sure everything's correct.
-- richard

BUG: I can't vote on the games

Mon, 17 Sep 2012 12:53:08 -0600

Every time i load an entry page the vote menus disappear. They are only visible for a fraction of a second. I tried Camino, Safari and Opera.
-- Ernie

MeeGo 1.2 Harmattan package (N950 and N9)

Mon, 17 Sep 2012 09:06:28 -0600

A package for MeeGo 1.2 Harmattan is available here:

-- thp of Viennesians


Sun, 16 Sep 2012 23:48:49 -0600

(image) the main characters of Forked tail, three man and one woman like forked tail team (not for real: midnightstorm is a group of men)(image)
-- circusblatta of Forked Tail

A few notes about Shunned Survivor

Sun, 16 Sep 2012 17:14:51 -0600

Blake might give a proper postmortem, but I just wanted to post in case anybody has any bug reports.

Yes, this is a massively multiplayer online tower defense game. A lot of the logic is done server-side, so the results of your actions don't always show up right away. Be a little patient with the interface.

No, you can't interact with other players in realtime, but you're all in the same world, and you can try to invade bases that they've created. If you can't find anyone who's at your level, find the latest world map on this download list.

There is a lot of complexity to this game, but also a lot of content, so I hope you'll think your patience is rewarded. If you need any tips, we can probably help. Thanks for playing!
-- Cosmologicon of Team Nerd Paradise, v5 (MVF15)


Sun, 16 Sep 2012 14:29:48 -0600

So now that the week of development is over, I thought that I should take a few moments to reflect on the past week, and go through the various parts of the development that I was happy with, as well as the parts that I would do differently next time.First, I have to say that overall I'm extremely pleased with the final product. I managed to throw together what, to me, is a really fun game in less than a week. I got sick early on in the week after nursing my girlfriend back to heath, but it didn't slow me down too much. I was able to get a few days off from work, and class due to the illness, and used a lot of this time to work on the game. My girlfriend was extremely helpful and supportive during the week.Pygame was a huge part of the rapid development. It's such an easy to use framework, and well documented. Not once did I need to consult with an outside source, such as Google, to find out how to accomplish something specific. I did run into a performance issue in the beginning however, which forced me to change the entire direction of the project. I don't know if this was poor design, or a limitation of the framework, but it's definitely going to affect my designs going forward with games using Pygame. It's also going to push me to exploring other frameworks, such as Pyglet, especially when I want to push big ideas into my games.The week before PyWeek has started, I was doing some research on handling game states for my last game, Kitty Vacuum Dodge. I asked about it in the Pygame IRC channel, and Idlework opened the doors to State Machines. This had a HUGE effect on the code design (and will on future games). The modular nature of the game states allows you to easily customize the states, as well as easily handle initialization and cleanup when necessary. One thing that was sorely lacking in my development was planning. Most, if not all features of the game were made up on the fly, and it shows in the code. It got a little tricky when implementing elements later on that relied on previously implemented elements, because the elements relied on weren't being designed with that in mind. That resulted in a lot of back and forth tweaking, and some less than elegant "hacks" to force things to work the way I wanted them to. Midway through the week, I did manage to take a few hours to refactor some of the code, and fix a lot of the spaghetti, and circular dependencies, but I still think it could have been better. In the end however, it works, and I suppose that is what matters the most.Something that kinda worked and kinda didn't was the art. I managed to put together all of the art on my own, and it works, but isn't quite what I had envisioned the game looking like. I haven't had any prior experience looking for/using free art resources on the web, and didn't want to waste any time doing so during development. The current art definitely gets the point across, and has the benefit of being made with a specific purpose in mind. It was just too simple, and I wanted the graphics to "pop" a bit more than they do. I also wish I could have added a few more backgrounds to the game. Music and sounds ended up being a complete afterthought. I had forgotten all about th[...]

Walkway: Postmortem

Sun, 16 Sep 2012 13:51:15 -0600

I've been very busy these past few weeks, since I've had some major changes to my life recently. Nevertheless, I'm quite satisfied with how this Pyweek turned out for me.

Fortunately, I was able to spare a day (not without some sacrifice). I don't want to lose my Pyweek streak after all. :) So I figured I would make something very small and minimal for a day. I felt making a puzzle with a minimal mechanic would be interesting. The tie to the theme might be a little hard to see: it's about constructing a "one way" path. The rules are fairly simple: you should pass through every yellow node and cross twice every orange node, and you cannot cross yourself except on orange nodes.

I think this game turned out more interesting than I was expecting. When I started this morning, I thought this mechanic was too shallow to generate hard puzzles. Thankfully, I was wrong. It may not be deep, but it's also not too shallow.

I hope it's not too hard though. I haven't had anyone else playtest it and it's really hard to calibrate a puzzle by yourself (since you know the answer already :)). If you manage to finish it (or not), please let me know. If you find it's too easy, add GOOD_LUCK to the list of levels at the end of and good luck. :)

It was quite a nice experience to do something with a small scope this time. I guess I should try this more often.

Anyway, once again, congratulations to everyone who finished and thanks to Richard for hosting yet another Pyweek. I'm fairly sure I won't have time to judge your games, unfortunately. :(

See you all next Pyweek!

-- Tee of Tee-py15


Sun, 16 Sep 2012 11:56:55 -0600

Can I ask if there will be a handy torrent of all the games to download this year?
-- Hugoagogo

Windows bundle uploaded

Sun, 16 Sep 2012 11:02:01 -0600

Although I made the final submission yesterday, I gave it a go in an old Windows laptop my partner has around here and I've uploaded a ZIP file with a Windows bundle.

It is exactly the same game that has been py2exe-processed to provide an easier experience in Windows systems.

Disclaimer: it's been quite painful and it's my first time with py2exe, so I'd appreciate if you use the source code version in case the Windows bundle doesn't work for you.

To my surprise the performance of the game in Windows is notably better than in Linux, comparing an old 1GB Celeron bloated laptop with my regular 3GB i3. It's probably something related to graphic card drivers I guess :(

PS: I believe this is "legal" (I got a mail from Richard saying that I have 24 hours to upload the game). If is it not, please let me know and I'll delete the file!
-- reidrac of Hopefully a game

Closing thoughts

Sun, 16 Sep 2012 01:42:04 -0600

My original roguelike idea proved too large for one week, particularly given that I hadn't yet programmed anything similar.  On Wednesday, I thought up this maze idea.

Sadly, my early-week work on seamless level transitions didn't make it into the final submission, because my maze generator doesn't yet know how to handle multi-level mazes.  In the last few hours, it was either that or the colored doors, and the latter are essential for following the theme.

I would also have liked to put in a few sound effects, particularly for finishing the level, and a couple of counters for steps taken and switches flipped per level.

That said, there's something compelling about solving the mazes, with or without the doors.
-- eswald of Rainbow Rooms

all not done, just in time!

Sun, 16 Sep 2012 01:41:28 -0600

I was close to uploading something playable (although, nowhere near a finished game), but I ended up having to go to work unexpectedly around the 3 hours to go point. :(


If anyone whats to play what little of it there is, I will be working on it a little more and could upload it as a non-final or something.
-- Evdude of Uncertain At Best 2


Sun, 16 Sep 2012 01:09:42 -0600

This [py]week:
I simply did not have enough time to get the game finished  I didn't even have time on the weekends.

Positive points:
  • I got a few hours to work on art, which is challenging for me, but interesting
  • The hover bot uses the game's physics engine to fly, which i think is cool

-- bitcraft of Four is Death

Submitted: one fine game

Sun, 16 Sep 2012 00:41:39 -0600

Had a great time this Pyweek. We finished strong, and packagee up a treat of a game for you. The only requirement is Pygame this time around. (a teaser)

We tried very hard to use Python 3 but found that there were quite a few hurdles to getting a copy up and running on mac osx with pyglet or pygame. It took me a good few hours to work them out, so I figured that I wouldn't put anyone else into that same position!

The game comes with a requirements.txt file, useful for those of you using a virtualenv.

I'll end with a question for everyone else. Having made this game, is it easy to put into a form that anyone as tech savy as my Dad could download and play? I've used the py2exe in the past. py2exe is useful, but with so many windows versions available now (Windows XP all the way through to Windows 8) I'm not 100% certain of it working every time, and it providing a pleasant user experience. 
-- jtrain of Moon Pytrol