Tag Archives: MUA

A MUA Update

I’ve made yet another major change to MUA. Ok, it wasn’t THAT major, but it did require me to re-do all the demos. It came about as I was reading some things in the python-ogre wiki and saw some code similar to (but better than) mine. It elegantly solved some of the icky things I was doing by using Singletons, a concept I hadn’t fully understood until I delved into it for this. They are actually very simple, and can be useful when applied correctly. I also had a ‘duh’ moment when I saw some code and realized I should have pause/unpause functionality in addition to activate and deactivate. I’m aware this means little to all of you since the MUA code isn’t released yet, but just smile and nod like you always do. Yes, that’s the way.

I’ve also completely re-written the 2 player pong. It has been cleaned up quite a bit, currently sitting at 187 lines of code, 63 lines of comments, and 53 lines of doc strings as per pycount’s analysis. I’ll probably tweak it a bit and change up the graphics, but it shouldn’t change much now, unless I massacre the way MUA works again.

Next on the list is probably finishing MUA Space, the MUA version of my LD 11 entry. Also up and coming are 4 player pong, networked pong, mmo MUA Space, finishing our rampart clone, and something with the destructible terrain trajectory game I created for pyday 2. If any of these interest you, particularly the last one, drop me a line. I’d much rather have some team mates, and some other eyes on MUA will help tremendously.

MUA Space = Minimalist 2.0

I’ve taken my ludum dare entry, minimalist, and ported it to the MUA Framework, as was the plan. The port isn’t finished yet, but the game is sooo much cleaner using MUA, and much much faster too. I’ve implemented chaining already, which didn’t make it into the LD final version. Before you could only make it to level 10. Now, you can go 1-10, the it starts tacking on little child ships for 11, 12 and so on. Temporarily I’ve used text to show the levels, but you can see the chaining in the vid below. There are slots for 1-10, 50, 100, and 500. As you get to the next block, you’ll just add some more ships like making change.

In the vid below collisions and xp and whatnot are not yet implemented, so I have a button that just levels the player up to somewhere in the 40s. At about 5 seconds you’ll see it switch from level 1 to level 42 and start shooting everywhere. I either need to bring down the firing speed A LOT, or stop the chained ships from shooting as well. That bullet hell near the end is just me firing – imagine the 8 enemy mobs shooting like that too… The code can handle it easily (thanks rabbyt!), but I don’t think the player can.


[youtube:http://www.youtube.com/watch?v=udqf1IkXJkU]

MUA Drawing

I know I just posted, but this has been a big deal for me for a while, and I really wanted to get it out here. MUA now officially has openGL drawing functions. I know, I know, this is the simplest thing you can possible do in openGL, but until today I had no idea how to do it, and now it is working beautifully. In fact, I’m so happy with it that I added the drawing tests I made to the default View2D.ViewState. You can see the result here. Nothing spectacular since it is just basic basic points, but all the different functions are working correctly, so huzzah.

Draw functions in MUA

MUA + Pyglet + Rabbyt

I have finally converted the MUA 2D View to pyglet from pygame. I was on the fence for a while, balancing pyglets openGL and multiple windows against pygames draw functions and stability, but I finally got into pyglet today and have a working, if incomplete, 2D View class for MUA. I still have to roll my own openGL draw functions to replace what I had in pygame, but I already worked that out in another file and just need to bring it over. I also trimmed out some unnecessary pieces, and completely broke animations :D . I’m sure it has lots of bugs, since it isn’t really tested at all yet, but it does boot up with the defaults and display this amazing screen:

MUA + Pyglet + Rabbyt

Post Pyweek

Well, pyweek is over, and I think it went very well. I’m very happy with Office Space 5000. It certainly can be made a little better, but I think it is pretty good for a week’s work. We shall see what the others vote…

You can check out the Office Space 5000 page Here

Expect a post-mortum after the scores come out, but one of the biggest things I learned is that lamina, while cool, is NOT a real time GUI solution for openGL. It is just too slow. I was really excited to use it in the MUA framework, but it is now clear that won’t be an option. So, I’m on the lookout again for GUI solutions.