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Trolls Outta Luckland

Trolls Outta Luckland - 1.1.0b

Gummbum (gummbum)



Trolls Outta Luckland is a 360-degree arcade-style space shooter featuring danger, action, explosions, triumph and tragedy. And one handsome devil of a space hero.

Tested with: Python 2.5.4, Pygame 1.9.1.


This is a beta release containing some new features, bug fixes, and a Windows executable distribution for Windows folks who don't have Python and Pygame installed. Changes:
  • Fonts got a facelift.
  • Fps class now uses font name.
  • Changed Destroyer class to drop a load of slowly moving mines. Number of mines increase with game difficulty.
  • Changed scoring for missiles to put them more in line with mines: shooting yields low score to discourage commendation farming; on-screen when completing level gives 5X the PATROL score to encourage some commendation boosting strategies; death gives nothing.
  • Made enemy laser fire a little less aggressive. With lasers, missiles, mines, and ramming craft there is a lot going on during the peaks.
  • Added F12, RMB, LMB, and Visible Pointer to HUD.
  • High scores now have commas.
  • Changes for Pygame 1.8.1 compatibility:
    • In,,, replaced rect.copy() with pygame.Rect(rect).
    • In replaced mixer.pre_init(buffer=1024) with mixer.pre_init(0,0,0,1024).
  • Narrowed song selection.
  • Added ui.TextReader class for in-game Help and Credits.
  • Fixed: Sky no longer layers planets behind galaxies.
  • Fixed: utils.load_image(): using surface.copy() on a cached image no longer produces a copy with alpha=0. It now preserves the original alpha. (Bug in Surface.copy()?)


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Trolls Outta Luckland - 1.1.0b - Feb 28, 2010
Trolls Outta Luckland - 1.0.0 - Feb 6, 2010
Trolls Outta Luckland - 0.0.7-beta - Jan 17, 2010
Trolls Outta Luckland - 0.0.6 - Jan 3, 2010
Trolls Outta Luckland - 0.0.5 - Jan 2, 2010
Trolls Outta Luckland - 0.0.4 - Jan 2, 2010
Trolls Outta Luckland - 0.0.3 - Dec 21, 2009
Trolls Outta Luckland - 0.0.2 - Dec 18, 2009 account Comments

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December 11, 2010 8:25pm - Robert Leachman - nickname: (quazar)
Mad skills dude, very impressive. I get 140+ FPS without Psycho

Was able to make it run with Pygame 1.8.1release-svn1537 by patching

#sr = self.small_rect.copy()
sr = self.small_rect.move(0,0)

Sweet stuff!
February 28, 2010 11:44pm - Gummbum - nickname: (gummbum)
v1.1.0-beta released
February 11, 2010 9:51pm - Nathan Franck - nickname: (font)
Hey, you can return the favour: I made one awesome christmas game a while ago a have zero comments -

I can relate to feeling neglected...
February 11, 2010 6:37pm - Gummbum - nickname: (gummbum)
Hey, thanks for the note, Nathan. :)

Each enemy type has a unique curve shape, be it "S", "?", or whatever. The flight paths are bezier curves. Each time a new path is plotted, key elements of the default control points are first randomly tweaked to give the calculated curves some variety.

Ship control was something I spent a lot of time experimenting with. Originally it was just twitchy, instantly turning towards the mouse pointer--but the feel was too manic for my taste. The other extreme was a slowly turning ship, which made for wider turns and less ease backing out of a wrong turn. I wanted to /see/ the ship spin but didn't want to be hampered by a wide turning radius. The way it is now is a compromise. By design I had never considered not turning the ship--I wanted 360-degree movement and shots. Tip: If you plan to make it very far you'll learn to smooth out your turns. Potshots miss nearly 100%, and they waste your cannon's potential fire rate while waiting for shots to clear the screen edge.

What's wrong with the menus? Lol. (I was lazy and didn't want to hand paint images. :))
February 10, 2010 11:57pm - Nathan Franck - nickname: (font) - 4/5
I was actually able to play it this time, and I must say, you have some fine concepts in there. How planned is the flight patterns of the ships? The whole ship rotating on the mouse thing is a bit weird and makes for a more pot-shot-then-dance experience (different) and the menus are *blech*! Good job though.
February 6, 2010 9:25pm - Gummbum - nickname: (gummbum)
v1.0.0-final released
January 17, 2010 6:55pm - Gummbum - nickname: (gummbum)
v0.0.7-beta released
January 4, 2010 11:15am - Gummbum - nickname: (gummbum)
v0.0.6 released
January 2, 2010 11:36pm - Gummbum - nickname: (gummbum)
Sorry to hear, Nathan. What is your monitor's max resolution?
January 2, 2010 4:57pm - Nathan Franck - nickname: (font)
the strange and high resolution disallows me form playing it on my laptop. Sorry.
January 2, 2010 4:17am - Gummbum - nickname: (gummbum)
Roger, Horst. Here ya go. :)

Thanks for the note of encouragement. While this release does not bring the mighty keyboard into the cockpit, I think that the mouse controls, look, and feel--and sound--are quite improved. Hope you enjoy.
December 26, 2009 11:52am - HorstJENS - nickname: (horst) - 3/5
nice game. i wish for some sound effects to get the full 1980 feeling.
Also think that (optional) keyboard control would be more thematic than mouse control. looking forward to the next release :-)

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