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it's just `pip install Box2D`. However, when I worked on this a few weeks ago it didn't seem like Box2D supported python 3.9, 3.10, or 3.11 (pip install gives an error). So I had to use python 3.8.
It's a shame this didn't make the jam's deadline but it's easy to see why - this is really well-constructed! I played it in my video regardless if you'd like to see. My only complaint is I wish there were more levels and mechanics because it feels great to play and the core gameplay and everything else is super solid!
This was really neat! The graphics are awesome - sort of cardboard-cutouty with the flat colors and drop shadows, and the gameplay mechanic isn't something I've seen before. It's cool how you're constantly having to decide whether to fill up big blobs to make them go away or feed smaller ones to prevent yourself from losing. Very fun! Here's my playthrough.
Finally this got added to the jam, ha.
I liked it! The story and audio was fun and was way more than I expected - and the combat (while a bit hectic) felt like something you could get better at with practice. I couldn't quite make it past the first boss but I think with a bit more practice I could. This is a well-polished project, nice work! Here's my playthrough if you're interested.
This was an interesting idea for a game and a creative take on the theme. I'd be curious to know what the best strategy is - I think you basically want to waste as little water as possible while balancing the distribution as evenly as possible, which I think means there's probably an optimal movement pattern to achieve that. Anyways, here was my playthrough, I got 3:52.
Thanks. If I had two weeks instead of one, I could add volume controls and 100% more fun, ha. In short jams like this, if you're doing something experimental you sorta gotta commit to an idea quickly and hope the result is fun. It doesn't always work out super well. In this case I was envisioning more of an abstract strategy game, where reflection angles and precise positioning would be the main gameplay loop, but it ended up being a bit jankier, physicsy and RNG-heavy instead. Which has its own charm, but could be improved, yeah.
That's interesting! I've been brainstorming ways to expand on this concept, and adding other types of particles is an interesting approach. The neat thing about virus particles (in the context of Meltdown) would be that if they infected some kind of biological "host" object, then that object would start emitting the particles too. So you could kind of chain the particles from one thing to another (by infecting new things) in a way you can't really with nuclear radiation. I'll add it to my list, thanks :)
Aw thanks, I'm glad you like my work :) No pressure to watch it if you don't want to! I record these videos mainly because I personally find it insightful to watch people play my games, and I want to pass that experience on to other pygamers if I can. If that sounds useful to you, it's available, and otherwise no worries! I'm not trying to be the ultimate critic of other pygame projects or anything like that, ha. Anyways I enjoyed playing it, well done!
I found this frustrating and hard, which I think was the point, so well done. My only real gripe is that some of the level transitions in the post-checkpoint section felt unfair. There were a couple places where you enter a door and immediately get whipped into the wall by the wind, and now you have to start over. The combination of that + sparse checkpoints made this hard to play, but other than that this was well-crafted and I enjoyed it! And I think the pre-checkpoint section is quite fair and fun on its own. Here's my playthrough.
This was great! The overall polish is awesome (graphics + sound) and I enjoyed the boomerang mechanic. I found it a little awkward to catch the boomerang with F, since my left hand was already responsible for WASD to move the player (I think catching with right-click would work?) but other than that I liked this a lot, well done! Here's my playthrough.
I liked this a lot!
At first I quite struggled to understand the rules, because I couldn't tell what was happening when I clicked a square (I thought it was swapping tiles, or deleting tiles, I thought there was gravity -- I saw that when you hover over a tile, it seemingly rises up and connects with the tile above it, which misled me).
But once I got past that I enjoyed it quite a lot. It's an interesting take on the match-3 genre I haven't seen before. Here was my playthough if you wanna see my brain firing on all cylinders, ha.
This was fun! I liked the little details like the cutscene in the beginning and the menu animation! Sometimes the ladders run out and force your run to end prematurely but I enjoyed it nonetheless :)
Thanks! This actually doesn't use raycasting per se (raycasting is more of a rendering technique for calculating the colors of screen pixels).
Everything in this game is controlled by a physics simulation (using Box2D, a physics library) where the particles are small circles, the player is a circle, the walls are polygons, and they collide and interact based on physical parameters I've set like mass, density, and friction.
Here's what it looks like under the hood. Definitely interesting to make games this way - it adds a certain dynamicism that's hard to achieve without 'real' physics:
Thanks! I believe Box2D isn't supported on python 3.11 (and possibly not 3.10 either?) yet so that's probably why you're getting errors. I was using python 3.8 throughout development, so using an earlier python is what I'd suggest if you want to run from source.
This is nice :)
Lovely work as always - there's always so much life, atmosphere, and creativity in your games and this was no exception! This was an interesting take on the bullet hell genre - the shield and force fields give you plenty of time to strategize, but there's still a lot of frantic dodging and damage boosting in later levels which is satisfying to pull off.
I liked the enemies too! It's cool you were able to create so many unique challenges by putting different enemies together and building environments that suit their strengths. I think sound effects and a couple of songs would go a long way (even if they're stock, no one will notice)! Great work, I enjoyed playing this.
The #server-guide channel describes the process - you have to react to the message at the bottom of #server-guide (with an emoji) and also some things in #roles before you can chat freely. I think that's it, if you're still having issues you can message a moderator though. And I'm not quite following what you're talking about in the previous message (about pydbag, perhaps you meant, "pygbag"? The #pygame-web might be able to help with that though). Anyways, I hope you're able to find solutions to these things!
Thanks! The documentation for how to set up custom cursors in pygame is here: https://www.pygame.org/docs/ref/cursors.html
And src.utils.profiling is a module I wrote (using cProfile) that I used to help identify performance bottlenecks during development. The idea is that you toggle it on, wait a bit (while the game is running), and then toggle it off, and it prints a report of which methods were called during that period and how long they took.
For more pygame-specific questions I'd urge you to check out the pygame community discord, where lots of experienced pygamers can help with stuff like this!
This was really cool. It somehow felt like both an authentic slug experience and an engaging platformer at the same time, which I wouldn't have thought possible before playing this! Nice job.
This is a neat idea for sure. The limited visibility makes it tricky to juggle (or even notice) all the aircraft in the playing field, but I'm guessing that's intentional. With a little luck & strategy I was able to get a high score of 35 though! (Before two planes crashed somewhere offscreen, I presume). Nice job!