You have a zip of this? A demo game started? I may be able to modify this code to support the types of games I'm doing, and eventually I should get to more complicated games which would make more use of PyBTS so at that time I'd be able to work on it.
Burgess - You plan on continuing your work on it this year? Someone was thinking of a GSoC related to this kind of engine? Mark On Sat, Apr 17, 2010 at 3:39 AM, Thadeus Burgess <thade...@thadeusb.com> wrote: > I have done a tilemap, however I think it might be quite a bit more > involved than what you are looking for. > > http://hg.thadeusb.com/Games/PyBTS/file/f7473ac7857e/src/pybts/terrain > > See tileengine.py and tilemap.py > > -- > Thadeus > > > > > > On Fri, Apr 16, 2010 at 2:29 PM, Mark Reed <markree...@gmail.com> wrote: >> A tile engine where all sprites fit into a tile should be fairly >> simple. Just has to return whether or not movement into tile X from >> tile Y is allowed and draw all the background tile images.. Having >> that base would make each game get done much faster. Being not pygame >> specific I could draw the game in a wxPython panel or in pygame, and I >> can copy the logic over to another language if necessary to port the >> games to other platforms. >> >> Took a look at Squirrel game and I see pulling the tile logic out to >> its own class is feasible. Someone must have already done this? >> >> Mark >> >>> The problem with "little game engines" is that inorder for them to be >>> sufficiently general they end up being not little and not very easy to >>> use. >>> just write your own engine, you know what you need. >>> I'm not sure what you mean about "copy to another language". That >>> seems unlikely. >>> Why don't you just write your own lib using the wxPython Canvas widget >>> thing? >>> >> >