Author Topic: Vectroid (game development)  (Read 6004 times)


Video games, video games, video games games games.

Will this game also include chiptune music theme?



http://www.youtube.com/watch?v=9-6pjxkp0RY
on its own, that would be a great song
but from my experience, a title song shouldn't build up because the player's not gonna spend much time in the menu
instead, it should go straight to the climax (or close to it) when you first open the game, to set the mood (and in this case, pump up the player)

that's just my opinion anyway

I am a proud owner of the vectroid source code c:

What is chipmunk physics

Alright, I've gotten something I can reliably develop on. I've completely rewritten the main Game class to rely on child BaseState classes, such as PreloadState, IntroState, MenuState, GameState, etc. With this new system I can add things and modify things to the game in a much simpler way.

Why is it called Vectroid when pixels are the opposite of vectors??

Why is it called Vectroid when pixels are the opposite of vectors??

because your avatar

Development folder #4 (/Vectroid3/client_2, currently active) screenshot:



Also, I've set up a brilliant collision mask/mesh system.
Also, updated project library dependencies:


[1]: I may switch to pygrafix if it becomes necessary.
[2]: I will probably write my own physics code instead.
« Last Edit: May 13, 2012, 03:26:44 AM by Port »

« Last Edit: May 13, 2012, 04:18:05 AM by Tylale »

This art style reminds me so much of Under the Garden.

Well, this mini-inventory will remind you even more of it (yes, the map is from GG2, I'm just using it to test transparency of the HUD)!


Alright, I'm doing an engine switch from my makeshift invent-it-as-you-go thing to PyGG2 which is being developed by a sub-branch of Faucet.

Updated dependencies list:

  • PIL
  • pygrafix
  • numpy

Updated development folder screenshot: