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Re: [pygame] pykanoid




  After reading the other posts, I guess I'd better tell you the features I
had...The levels could be completely random, or a set of prebuilt ones could
be fed to the game, powerups of a few sorts (stopped development after the
demonstration) including ones that could change the shape of the level,
change the shape of the 'ball', the paddle, generate new blocks, change
velocity of the ball, make it ethereal (temp pass through blocks) etc.  Ah
and also extra lives, points, balls things like that.  The main thing I
missed out was making the paddle have guns as a powerup - but I had to stop
messing with it sooner or later...and tkinter isn't the best game dev
environment... (very thread un-friendly).  Ooh and I even had a storyline
for the prebuilt levels :)
  Okay I've rambled enough.  Back to work...

----- Original Message -----
From: "Glen Wheeler" <wheelege@hotmail.com>
To: <pygame-users@seul.org>
Sent: Friday, February 01, 2002 4:36 PM
Subject: Re: [pygame] pykanoid


>
>   Hey Gang,
>
>   I wrote an arkanoid clone (+xtra bits) in Tkinter for the company I work
> for (as an example of tkinter/python) - it was called Ponkanoid.  Just
> thought I'd mention it...this was before I'd discovered pygame, which
would
> of shortened the code by a factor of about 4 (it was a few thousand
lines).
> Of course I wouldn't of been able to use it - I was displaying the prowess
> of tkinter and python, not pygame :)
>
>   Glen
>
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