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"One Square at a Time" is programmed in Python2.7 using pygame, therefore it should be easy to port to lots of other operating systems, but I can't test that at the moment, since I'm doing the work on my desktop Linux PC.

The goal of the game is to enhance and train my Python and pygame programming.

Features I'm working on:

  • User maps
    - Make it easy to create customized maps (and levels).
  • Error handling
    - At the moment there is no such thing as error handling. If you do something the game does not like at all, it's out aka crash.
  • Jumping animation
    - Make an animation when the player is jumping
  • GUI
    - Make a GUI so the game is easy accessible
  • Cross-Platform
    - Since Python and pygame is already cross-platform, this should not be a big problem. Until I've ported it successfully, Linux will be the only stated supported OS.
  • Ideas are appreciated. Feel free to post ideas.
RSS Articles

Maps? What maps?

News

Maps? What maps?
What I'm mostly interested in doing for "One Square at a Time", is to make it really easy for the users to create their own maps. This will make sure that the game will never be the same all over.

This is how it works at the moment:
How maps work

A map consist of lots of levels, in which there are three levels (yep confusing, but I had no idea what to call them): level #1, level #2 and level #3.

So in a quick tree-view, this is how a map would look like:
map
- Level 1
-- Level 1.1
-- Level 1.2
-- Level 1.3
- Level 2
-- Level 2.1
-- Level 2.2
-- Level 2.3
- Level 3
... and so on

The background colors of level x.1 and level x.3 are the same, but the background color of level x.2 is another color. The objects (boxes) on level x.1 and level x.3 are the same color as the background color of level x.2. And, as you might have guessed already, the objects (boxes) on level x.2 are the same color as the background color of level x.1 and level x.3.

Here's my experimental 1.map:

text code:
[level1]

name = Awesome

bg1R = 255
bg1G = 255
bg1B = 255

bg2R = 0
bg2G = 255
bg2B = 255

top = ................................
................................
................................
..........#.#...................
..........###........#..........
............................#...
............................#...
................................

mid = ................................
...............#................
................................
........#.......##..............
........................#.......
........................#.......
........................#.......
................................

bot = ................................
................................
................................
................................
...............#................
...............#................
................................
................................

[level2]

name = Kewl

bg1R = 255
bg1G = 255
bg1B = 255

bg2R = 0
bg2G = 255
bg2B = 255

top = ................................
................................
................................
................................
.....................#..........
............................#...
............................#...
............................#...

mid = ................................
................................
................................
........#.......................
................................
................................
................................
...........

As you see on the level arrays, objects (boxes) are marked by a # sign. This makes it really easy and quick to create levels.

Other news...
I've received my NVidia GTX 460 today and it works perfectly on my ArchLinux desktop PC. Everything was just plug-n-play.
I'd love to say that because of my upgrade from GT 8800 to GTX 460 you can expect a lot more 3D effects and other graphic intensive usage in this game, but no. This'll stick with plain 2D and SDL so far.

"One Square at a Time" on IndieDB

"One Square at a Time" on IndieDB

News

"One Square at a Time" on IndieDB. Source code is coming soon and why Python?

RSS Files
One Square at a Time MAEMO EDITION Build 20052011

One Square at a Time MAEMO EDITION Build 20052011

Source Code

Minor update: * Modified controls: - You know jump py tapping anywhere on the screen.

One Square at a Time MAEMO EDITION Build 19052011

One Square at a Time MAEMO EDITION Build 19052011

Source Code

The build for Maemo is finally here. It is optimized for Maemo on the Nokia N900, with a screen of 800x480px

One Square at a Time Build 19052011

One Square at a Time Build 19052011

Source Code

Added a way to load different maps using terminal arguments + new mappack

One Square at a Time Build 12052011

One Square at a Time Build 12052011

Source Code

New background music, text management and new speed and gravity numbers.

One Square at a Time Build 10052011

One Square at a Time Build 10052011

Source Code

Build 10052011 Released 10th May 2011. Includes source code of the first build.

Post comment Comments
Inko
Inko - - 49 comments

I really like the idea of an easy-to-code open source game structure. You were asking for suggestions? Make the lvl count per map dynamic, so that each map creator can decide for himself how many lvls he wants in his map. Some probably want just one, some want like 10... who knows :)
Should be fairly easy to achieve with a 2d array.

Other then that. Keep going! Oh, and a bit more info on the actual gameplay would be nice ;)

Reply Good karma Bad karma+2 votes
MarcusM Creator
MarcusM - - 158 comments

As you can see on the example .map file, you can create as many levels as you want.
Just do a new [levelX] in the .map file.

A new build will be up later.

Reply Good karma+2 votes
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