SHMUpy General Production Thread

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Garoslaw
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SHMUpy General Production Thread

Postby Garoslaw » Sun Jul 20, 2014 12:54 pm

Remember the poll about pyFraxy and said I wanted to totally make a fraxy clone?!
eheheh, i lied...

Instead however, our team will be making an engine which has a very similar aim as Fraxy does: A shoot 'em up with high capabilities of modification along with a tool to make your own enemies.
After we reach that, we want to also expand on that by adding Scenarios, which is basically the equivalent of TRY apparent in FRAXY. We also want to hear what you would like to see in it, thus this thread.



We all will be making this using Python, along with the pygame and PyOpenGL libraries. Any support is welcome! Just shoot me a PM.



I will keep you updated on any progress with this thread. Feel free to discuss about the project here as well.

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Re: SHMUpy General Production Thread

Postby The Phantom » Sun Jul 20, 2014 1:16 pm

playtester kthxbai.
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Re: SHMUpy General Production Thread

Postby Garoslaw » Sun Jul 20, 2014 3:32 pm

how predictable :p
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Re: SHMUpy General Production Thread

Postby ShadowSpectre » Sun Jul 20, 2014 4:40 pm

Python! :D
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Re: SHMUpy General Production Thread

Postby mmxpert » Sun Jul 20, 2014 5:44 pm

The Phantom wrote:playtester kthxbai.


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Re: SHMUpy General Production Thread

Postby Aquamancia » Sun Jul 20, 2014 6:58 pm

This project sounds interesting, and I hope this project gets off the ground.

Also, Spider mentioned something similar earlier, but I'd like to see this compatible with current .fed files, if that's possible.

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Re: SHMUpy General Production Thread

Postby Garoslaw » Sun Jul 20, 2014 8:37 pm

Maybe, if I figured a way to parse all the current functions on to the different engine I could in fact make a converter of sorts, but that's not to be expected any time soon though ;w;
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Re: SHMUpy General Production Thread

Postby Garoslaw » Mon Jul 21, 2014 7:17 pm

Hello there, I have actually started work on the engine itself.



The reason I post this is that instead of relying on default values, I decided to jump straight away to defining the window dimensions. For now I'll keep using pygame for things until I will get a better hang of OpenGL. that tempcfg.py script was used to write the configuration file that the other script uses.
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Re: SHMUpy General Production Thread

Postby The Phantom » Mon Jul 21, 2014 10:42 pm

I assume the window dimensions can be adjusted as necessary, then?
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Re: SHMUpy General Production Thread

Postby Garoslaw » Mon Jul 21, 2014 10:49 pm

Yep. Right now I'm making XML files to define the player ship, followed with a set of instructions to parse the XML data.

Also thinking to allow a cluster XML file to define everything from the graphical aspect to the sound effects, would come in use for Scenarios in the future.
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