Re: [pygame] Fwd: Please hear me out.
Scheol Service wrote: -- Forwarded message -- From: Scheol Service [EMAIL PROTECTED] Date: Dec 7, 2006 4:58 PM Subject: Please hear me out. To: pygame-users@seul.org I know that there is a mailing list and etc.. for Pygame support but there are other people knowing answers to questions to some noobies like me have and others know the answers and the support team doesn't always have time to answer right away so im thinking if you can start a forums based bulletin board on the pygame.org site /forums for people to help people with there pygame questions. Also maybe use PHPBB forum software or SMF software: See, the problem with a forum is: the people who are most likely to visit it often are the people looking for help. If there were a pygame forum on-line, I definitely wouldn't check it very often. But since I have an e-mail client, I have it set to check for new messages every minute. So I get a near-instant notification whenever someone needs help, and I don't have to spend any of my time looking round webpages or being irritated by how slowly everything loads. either the message is fully downloaded and I can read what the person has to say, or it's not in my inbox yet. and when I'm done with a reply, I just hit send and go about my business, confident that my e-mail client will send it on its own. On top of this, there are people like me who won't check the forums, and then there are people who will try to do both, and yet another group of people who only lurk on the forums. I.E. it will be even harder to find help that you need. Also, it sounds to me like you think that the pygame mailing list is for developers, but it's not. It's for anyone who has questions about pygame usage. I know I'm not involved in development at all, but I still try to answer questions when I can. Obviously, this is all my opinion. But I, for one, like things the way they are right now. Email me back ASAP No reason to put this here. If they're going to reply soon, they'll reply soon. This message tacked on to the end doesn't get you quicker replies, but it may be a thorn in some people's sides and get you fewer replies. Just a friendly observation :) -Luke
Re: [pygame] Fwd: Please hear me out.
On 12/16/06, Scheol Service [EMAIL PROTECTED] wrote: I know that there is a mailing list and etc.. for Pygame support but there are other people knowing answers to questions to some noobies like me have and others know the answers and the support team doesn't always have time to answer right away so im thinking if you can start a forums based bulletin board on the pygame.org site /forums for people to help people with there pygame questions. what makes you think that a forum would help with getting questions answered right away compared to a mailing list? In my opinion, an email to a mailing list is read much sooner and more reliably than any forum posts. Plus I've never seen a forum that I didn't think was mostly off-topic. I'm curious too, do you have questions about using pygame that you want answered? If so, why don't you go ahead and ask them on the mailing list and see if you get a good answer? ... or maybe you are some forum modder or developer who just wants to promote something you are working on?
Re: [pygame] Fwd: Please hear me out.
... or maybe you are some forum modder or developer who just wants to promote something you are working on? ^^ Please don't make false accusations about me. Its really disrespectful. Example of a great PHP help forum: http://phpfreaks.com On 12/17/06, Brian Fisher [EMAIL PROTECTED] wrote: On 12/16/06, Scheol Service [EMAIL PROTECTED] wrote: I know that there is a mailing list and etc.. for Pygame support but there are other people knowing answers to questions to some noobies like me have and others know the answers and the support team doesn't always have time to answer right away so im thinking if you can start a forums based bulletin board on the pygame.org site /forums for people to help people with there pygame questions. what makes you think that a forum would help with getting questions answered right away compared to a mailing list? In my opinion, an email to a mailing list is read much sooner and more reliably than any forum posts. Plus I've never seen a forum that I didn't think was mostly off-topic. I'm curious too, do you have questions about using pygame that you want answered? If so, why don't you go ahead and ask them on the mailing list and see if you get a good answer? ... or maybe you are some forum modder or developer who just wants to promote something you are working on?
Re: [pygame] Fwd: Please hear me out.
Lamonte(Scheols/Demonic) wrote: ... or maybe you are some forum modder or developer who just wants to promote something you are working on? ^^ Please don't make false accusations about me. Its really disrespectful. Please don't come on our mailing list and say your PHP forums are superior. It's really disrespectful. Example of a great PHP help forum: http://phpfreaks.com On 12/17/06, Brian Fisher [EMAIL PROTECTED] wrote: On 12/16/06, Scheol Service [EMAIL PROTECTED] wrote: I know that there is a mailing list and etc.. for Pygame support but there are other people knowing answers to questions to some noobies like me have and others know the answers and the support team doesn't always have time to answer right away so im thinking if you can start a forums based bulletin board on the pygame.org site /forums for people to help people with there pygame questions. what makes you think that a forum would help with getting questions answered right away compared to a mailing list? In my opinion, an email to a mailing list is read much sooner and more reliably than any forum posts. Plus I've never seen a forum that I didn't think was mostly off-topic. I'm curious too, do you have questions about using pygame that you want answered? If so, why don't you go ahead and ask them on the mailing list and see if you get a good answer? ... or maybe you are some forum modder or developer who just wants to promote something you are working on?
Re: [pygame] Fwd: Please hear me out.
Luke Paireepinart wrote: Lamonte(Scheols/Demonic) wrote: ... or maybe you are some forum modder or developer who just wants to promote something you are working on? ^^ Please don't make false accusations about me. Its really disrespectful. Please don't come on our mailing list and say your PHP forums are superior. It's really disrespectful. Just in case it wasn't obvious, I wasn't trying to be rude. I was being ironical _. I'm pretty sure that Brian was merely speculating on why you would be claiming that the forums would be better than the mailing list. On the internet you can expect much frankness and a distinct lack of 'tact', as some may call it. Others may call it bullshit. I quite like not having to get the run-around so often, and getting straight answers, which I have found on many occasions to be lacking in real life. Obviously, you can take offense at pretty much anything you want. If you are claiming that Brian was trying to offend you, that's not okay. If you want to be offended by him, that's fine, however. The point is the intent. Brian wasn't intending to offend you. Of course I am speaking for Brian when I shouldn't be, though I very much doubt that he was trying to be rude. This has also gone a bit off-topic. In any case, I have not seen any real defense of establishing a Pygame forum from you. You've given us a link to a great PHP help forum. Okay, that's nice. Here's a link to a great pygame help forum: a href=mailto:pygame-users@seul.org;pygame mailing list/a However, this would be using the term 'forum' how it's used in the English language, as a gathering of individuals for the purpose of discussing a specific topic, and not the internet-specific definition of a database with a website front-end that allows clients to communicate with each other by editing and adding entries in the database. (perhaps a strange way to think of an internet forum, but for the most part, accurate) So can I see some kind of rundown on the advantages/disadvantages that you think an internet forum has over a mailing list? Remember, the burden of proof is on you. You have to prove to us that a forum is a good idea. We don't have to prove to you that it isn't. Thanks for your time, hope you didn't think I was being rude. -Luke
Re: [pygame] Fwd: Please hear me out.
who said its superiorI was giving an example. On 12/17/06, Luke Paireepinart [EMAIL PROTECTED] wrote: Lamonte(Scheols/Demonic) wrote: ... or maybe you are some forum modder or developer who just wants to promote something you are working on? ^^ Please don't make false accusations about me. Its really disrespectful. Please don't come on our mailing list and say your PHP forums are superior. It's really disrespectful. Example of a great PHP help forum: http://phpfreaks.com On 12/17/06, Brian Fisher [EMAIL PROTECTED] wrote: On 12/16/06, Scheol Service [EMAIL PROTECTED] wrote: I know that there is a mailing list and etc.. for Pygame support but there are other people knowing answers to questions to some noobies like me have and others know the answers and the support team doesn't always have time to answer right away so im thinking if you can start a forums based bulletin board on the pygame.org site /forums for people to help people with there pygame questions. what makes you think that a forum would help with getting questions answered right away compared to a mailing list? In my opinion, an email to a mailing list is read much sooner and more reliably than any forum posts. Plus I've never seen a forum that I didn't think was mostly off-topic. I'm curious too, do you have questions about using pygame that you want answered? If so, why don't you go ahead and ask them on the mailing list and see if you get a good answer? ... or maybe you are some forum modder or developer who just wants to promote something you are working on?
Re: [pygame] Re: Galcon linux version
Hi Horst I already let the Galcon Support know that there is also a official Mac Game page from Apple. Maybe it also helps for the Linux version if you can add it there: http://www.apple.com/games/ Dont ask me how to get a entry there but I already saw many Indie games there. Just my 2 cents Farai Am 17.12.2006 um 08:52 schrieb Horst JENS: Please help me to Digg Galcon. It is my first time with Digg and i'm a bit disappointed (just 2 Diggs so far). http://digg.com/gaming_news/commercial_game_written_in_pygame_released cheers, -Horst
Re: [pygame] Re: Galcon linux version
And maybe there are some official Linux game pages you might add it? IMHO projects should be posted where ppl are looking for it. Games - game pages, etc. Am 17.12.2006 um 08:52 schrieb Horst JENS: Please help me to Digg Galcon. It is my first time with Digg and i'm a bit disappointed (just 2 Diggs so far). http://digg.com/gaming_news/commercial_game_written_in_pygame_released cheers, -Horst
Re: [pygame] Tile Size
Inside... Am 17.12.2006 um 03:29 schrieb Kris Schnee: Farai Aschwanden wrote: Inside... Am 17.12.2006 um 01:32 schrieb Kris Schnee: I think that a 2D, flat scrolling tile system in Pygame would be a decent compromise between graphical quality and ease of programming, for my project. I can live with the game's islands being a constant height, for simplicity. One question I could use input on is about tile size. = What blocks you to put higher tiles on the existing tiles? http://kschnee.xepher.net/pics/shiningsea060630-0.jpg I tried doing that in isometric tiles to get a 3D-style effect. The problem was that since characters could go behind higher tiles and I wanted a water layer, I ended up drawing every tile in sight each frame, which was slow (15 FPS at best). For each tile I would draw the top, then side pieces, and water if appropriate. For plain 2D (not isometric) tiles, I would be drawing a top and a set of front pieces for the vertical surface. I would still need to decide how to draw/redraw parts of the landscape that are in front of a character. = I wasnt aware of going behind but you were absolutely right. Not that I've tried it out but you can cheat here as I described for the water: In a 3D style area while the character is walking you could remove the lower body part of the character before blitting if he stands behind a higher obstacle or higher area in front of him. = 8k x 8k is probably not that big but why creating the whole area as image? Why not adding tiles when the player is moving to a certain direction. Lets say the player is moving left, so you should add tiles on the right side while removing tiles on the left side. This would allow you to create big worlds and not limited on huge images. This might make sense, as it involves only drawing individual tiles rarely, and not a whole screen's worth per frame. = Sure thing! ;) How about weather effects like fog? Would give a more creepy athmosphere for certain areas. Btw Im working on a similar project just in 3D. Next thing I have to do is enemy AI (following player when sighted). I dont know if you are interesed in but could give you the code when its so far. Due my project is also tile based you might use it as well. Farai Kris
Re: [pygame] map format
Looks ok to me. One thing to mention: If you use 001 and 002, etc. it will be turned to 1 and 2 if you read them in (Python treats them as number). So you can safe space using direct number w/o leading zeros. About the metafile. If you can define this in one line why not adding it to the first line of the map? Then you can read first out the metaline and after this you iterate through the whole map. There is no perfomance lost on this. Farai Am 17.12.2006 um 06:02 schrieb spotter .: Hey everybody, I am in the process of trying to make a file format for maps. I am doing this right now with this: Test_Map,the_author,the_date,version_number 10,5 # the width and height 1 # layers 000,001,002,001,002,002,001,000,001,002, 000,001.002,002,002,002,001,000,001,002, 000,001.002,002,002,002,001,000,001,002, 000,001.002,002,002,002,001,000,001,002, 000,001.002,002,002,002,001,000,001,002 1 Another way that might be easier to read into a file is to Have two files. One is called mapname.map and the other file will be called mapname.meta The meta file will have the info like name, author, date, version, and the width and height. The other file will have the actual map data in it. This method will be slower, since it involves opening, parsing, and closing two files. The second method will be easier to read in, but will affect performance. How do all of you implement maps? Do you use regular expressions or simple search a string ? Thanks, spot
Re: [pygame] Fwd: Please hear me out.
Hi Harris Are you here to do any advertisements? Or do you offer a dev forum and then it would easier for you to copy from your desired forum to your dev forum? I dont know if the following forum is linked to Pygame mailing list (think so) but there you have a forum: http://aspn.activestate.com/ ASPN/Mail/ And now some advantages of this mailing system: - No login needed like in every other forum - You get the latest answers and questions automatically - You can ask anything about Pygame and no one is telling you you posted it in the wrong forum - You dont need to start your browser, head to the forum, login, search, etc. just starting email cleint Andt now I have two questions to you: 1. Who are the people you are talking about? 2. What is your Pygame question? (if you really have one) 3. Do you ever tried out this mail system before? If so you might realize that the answer tiime is decent fast. 4. Do you have any Pygame projects going and you cant hold the deadline if you dont get answers all the time right away? :) Please anser me ASAP Farai Am 17.12.2006 um 07:13 schrieb Scheol Service: -- Forwarded message -- From: Scheol Service [EMAIL PROTECTED] Date: Dec 7, 2006 4:58 PM Subject: Please hear me out. To: pygame-users@seul.org I know that there is a mailing list and etc.. for Pygame support but there are other people knowing answers to questions to some noobies like me have and others know the answers and the support team doesn't always have time to answer right away so im thinking if you can start a forums based bulletin board on the pygame.org site /forums for people to help people with there pygame questions. Also maybe use PHPBB forum software or SMF software: phpbb.com and simplemachines.org and if you like to spend money try invisionpower.com for IPB forums. Please this will benifit alot of people. AND!! It could be the new deal for the 1.8 release of pygame. Just hear me out one time. Thank you. And if it doesn't go successful then you can dont agree to what I have to say. Thank you for reading this. Email me back ASAP Regards, Lamonte Harris.(scheols)
[pygame] Re: Re: Galcon linux version
Am Sonntag, den 17.12.2006, 13:24 +0100 schrieb Farai Aschwanden: And maybe there are some official Linux game pages you might add it? IMHO projects should be posted where ppl are looking for it. Games - game pages, etc. I already wrote to several linux gaming sites. Thank you for the apple games link. Unfortunately i was not yet able to find out how to add new indy games to this site. -Horst
Re: [pygame] GLSL in Pygame on a Mac
Thanks, that seems to be the solution. Interestingly, perhaps this is a Python feature that I am unaware of but this seems strange to me: import ctypes ctypes.util.find_library Traceback (most recent call last): File stdin, line 1, in ? AttributeError: 'module' object has no attribute 'util' from ctypes.util import find_library Is there something unique about the util module in ctypes? Thanks again! Cheers, Brandon On Dec 16, 2006, at 10:54 PM, Alex Holkner wrote: Brandon N wrote: Hello, I recently came across the GLSL example at: http:// www.pygame.org/ wiki/GLSLExample This would appear to meet my needs for using GLSL from within pygame, but I cannot seem to get it working. First, as I am not really familiar with the Python wrapper of OpenGL, is that example Mac friendly? If so, is there a reason why it would fail on my machine when I have OpenGL installed? My exception (which just shows that neither loading method is working): OSError: dlopen(libGL.so, 6): image not found at file root in shader_test.py at line 14 function LoadLibrary in __init__.py at line 395 function __init__ in __init__.py at line 312 I am not really certain where to go with this, so thanks for any assistance! The example is Linux-centric, trying to load libGL.so. On Mac, the functions are in the OpenGL.framework. Replace the line `gl = cdll.LoadLibrary('libGL.so')` with import ctypes.util path = ctypes.util.find_library('OpenGL')# finds the absolute path to the framework gl = cdll.LoadLibrary(path) Cheers Alex.
Re: [pygame] GLSL in Pygame on a Mac
Brandon N wrote: Thanks, that seems to be the solution. Interestingly, perhaps this is a Python feature that I am unaware of but this seems strange to me: import ctypes ctypes.util.find_library Traceback (most recent call last): File stdin, line 1, in ? AttributeError: 'module' object has no attribute 'util' from ctypes.util import find_library Is there something unique about the util module in ctypes? No, this is normal for Python -- you must import a module to use it (not just its package). Pygame actually does a trick with its sub-modules, which is probably what's causing the confusion. For example, you can do import pygame pygame.display.something(...) This works because in pygame/__init__.py is something along the lines of: import pygame.display which brings display into the module namespace. Most packages I know of don't do this trick -- you must import the packages you want explicitly. Cheers Alex.
Re: [pygame] GLSL in Pygame on a Mac
Interesting, I believe I have had this expressed to me before though it clearly has not sunken in. Thanks for the clarification. Cheers, Brandon On Dec 17, 2006, at 8:55 AM, Alex Holkner wrote: Brandon N wrote: Thanks, that seems to be the solution. Interestingly, perhaps this is a Python feature that I am unaware of but this seems strange to me: import ctypes ctypes.util.find_library Traceback (most recent call last): File stdin, line 1, in ? AttributeError: 'module' object has no attribute 'util' from ctypes.util import find_library Is there something unique about the util module in ctypes? No, this is normal for Python -- you must import a module to use it (not just its package). Pygame actually does a trick with its sub- modules, which is probably what's causing the confusion. For example, you can do import pygame pygame.display.something(...) This works because in pygame/__init__.py is something along the lines of: import pygame.display which brings display into the module namespace. Most packages I know of don't do this trick -- you must import the packages you want explicitly. Cheers Alex.
Re: [pygame] Re: Re: Galcon linux version
At the bottom of the site there is a Contact us link. Maybe that way? Good sources also would be: http://www.versiontracker.com/windows/ (Mac/Windows) http://www.macupdate.com/ (Mac only) Should be easier to add new software there Farai Am 17.12.2006 um 14:15 schrieb Horst JENS: Am Sonntag, den 17.12.2006, 13:24 +0100 schrieb Farai Aschwanden: And maybe there are some official Linux game pages you might add it? IMHO projects should be posted where ppl are looking for it. Games - game pages, etc. I already wrote to several linux gaming sites. Thank you for the apple games link. Unfortunately i was not yet able to find out how to add new indy games to this site. -Horst
Re: [pygame] Wii Remote support -- first patch
this looks great, I've been meaning to get this running for my research, but I'm swamped until after the holidays. I'd be happy to help/submit some samples etc. -an On Dec 17, 2006, at 9:36 AM, robomancer wrote: Hi all, I've created a first step toward Wii Remote support in Pygame. Patch is against 0.7.1 because the current SVN doesn't build for me. I expect that future patches will be against SVN head, or 0.8 when that is released. Let me know what you think. You can download the current sample code here: http://gs3080.sp.cs.cmu.edu/wiimote/ Here's the README file: Preliminary Wii Remote support for Pygame. This is definitely proof-of-concept code, and is only likely to work in Linux. The only supported features are: discovering Wiimotes via Bluetooth, polling the buttons and 3-axis force vector, and setting the LEDs. The wiimote.py module has useful docstrings for all public functions, so pydoc pygame.wiimote should give you some helpful documentation once it's installed. You can also just look at the LiiPong sample code. Files in this package: liipong-0.1.py Pong for Linux with the Wii Remote. See the top of liipong-0.1.py for some setup instructions. You can play 1-player or 2-player! To play 2-player, just sync 2 Wii Remotes when the game prompts you to. pygame-0.7.1-wiimote1.patch Patch to Pygame 0.7.1 that enables preliminary Wii Remote support. I'll generate a new patch against Pygame 0.8 when that comes out (for now, the SVN isn't building for me; I seem to need a new version of SDL, which I'm too lazy to compile from scratch at the moment). __init__.py, locals.py, wiimote.py Full versions of the Pygame 0.7.1 files I changed to enable Wiimote support. If you don't want to use the patch program, you can just drop these in to the lib/ directory of the Pygame-0.7.1 source distribution. robomancer
Re: [pygame] Fwd: Please hear me out.
While I am giving you arguments for mailing lists and they work in a nice way you just headed in forcing a forum in your manner w/o any arguments, just that you like forums. Im so sorry to tell you the world is not turning around you. If you like such forums feel free to start one and prove me wrong. Btw. a forum is no guarantee for ASAP answers. Feel free to treat my answer as rude but this mailing list is in general filled with very nice ppl, so Im the exception. ;) Farai Am 17.12.2006 um 17:43 schrieb Lamonte(Scheols/Demonic): Since people tend to not like forums just say no its that easy. As I had my very one opinionated question that I wanted to see if anyone else agreed on and if no let it be so. On 12/17/06, Farai Aschwanden [EMAIL PROTECTED] wrote: Hi Harris Are you here to do any advertisements? Or do you offer a dev forum and then it would easier for you to copy from your desired forum to your dev forum? I dont know if the following forum is linked to Pygame mailing list (think so) but there you have a forum: http://aspn.activestate.com/ ASPN/Mail/ And now some advantages of this mailing system: - No login needed like in every other forum - You get the latest answers and questions automatically - You can ask anything about Pygame and no one is telling you you posted it in the wrong forum - You dont need to start your browser, head to the forum, login, search, etc. just starting email cleint Andt now I have two questions to you: 1. Who are the people you are talking about? 2. What is your Pygame question? (if you really have one) 3. Do you ever tried out this mail system before? If so you might realize that the answer tiime is decent fast. 4. Do you have any Pygame projects going and you cant hold the deadline if you dont get answers all the time right away? :) Please anser me ASAP Farai Am 17.12.2006 um 07:13 schrieb Scheol Service: -- Forwarded message -- From: Scheol Service [EMAIL PROTECTED] Date: Dec 7, 2006 4:58 PM Subject: Please hear me out. To: pygame-users@seul.org I know that there is a mailing list and etc.. for Pygame support but there are other people knowing answers to questions to some noobies like me have and others know the answers and the support team doesn't always have time to answer right away so im thinking if you can start a forums based bulletin board on the pygame.org site /forums for people to help people with there pygame questions. Also maybe use PHPBB forum software or SMF software: phpbb.com and simplemachines.org and if you like to spend money try invisionpower.com for IPB forums. Please this will benifit alot of people. AND!! It could be the new deal for the 1.8 release of pygame. Just hear me out one time. Thank you. And if it doesn't go successful then you can dont agree to what I have to say. Thank you for reading this. Email me back ASAP Regards, Lamonte Harris.(scheols)
Re: [pygame] Fwd: Please hear me out.
I don't see how that last message I sent was a flame. Anyways yep. It can stop now. Since I've seen the outcome. On 12/17/06, Jakub Piotr Cłapa [EMAIL PROTECTED] wrote: Could you please stop this?! Two sentences should suffice so what's the point of this whole flame? 1. People who are used to mailing lists feel that MLs are superior and require less time to read. (if you don't share this opinion then try using an e-mail client with threading support (not GMail; sadly it's not the required kind of threads what they support)) 2. You can try with the forum but I guess a good WWW interface to mailing lists would be a better choice. Something like GMane.org threaded view but with posting support. -- regards, Jakub Piotr Cłapa
Re: [pygame] map format
Ah, thanks for that, I forgot about how python handles leading zeros. I dont want to place any sort of restriction on the meta information incase I have to add more stuff later on, this way it will scale and simply work. On 12/17/06, Farai Aschwanden [EMAIL PROTECTED] wrote: Looks ok to me. One thing to mention: If you use 001 and 002, etc. it will be turned to 1 and 2 if you read them in (Python treats them as number). So you can safe space using direct number w/o leading zeros. About the metafile. If you can define this in one line why not adding it to the first line of the map? Then you can read first out the metaline and after this you iterate through the whole map. There is no perfomance lost on this. Farai Am 17.12.2006 um 06:02 schrieb spotter .: Hey everybody, I am in the process of trying to make a file format for maps. I am doing this right now with this: Test_Map,the_author,the_date,version_number 10,5 # the width and height 1 # layers 000,001,002,001,002,002,001,000,001,002, 000,001.002,002,002,002,001,000,001,002, 000,001.002,002,002,002,001,000,001,002, 000,001.002,002,002,002,001,000,001,002, 000,001.002,002,002,002,001,000,001,002 1 Another way that might be easier to read into a file is to Have two files. One is called mapname.map and the other file will be called mapname.meta The meta file will have the info like name, author, date, version, and the width and height. The other file will have the actual map data in it. This method will be slower, since it involves opening, parsing, and closing two files. The second method will be easier to read in, but will affect performance. How do all of you implement maps? Do you use regular expressions or simple search a string ? Thanks, spot
Re: [pygame] map format
Thanks, I just wanted to make it fast because if I start loading the map at the beginning, it might seem to take a while before the game starts due to parsing and caching. Probably just my computer though, its a bit low on ram :( On 12/17/06, Ethan Glasser-Camp [EMAIL PROTECTED] wrote: spotter . wrote: Hey everybody, I am in the process of trying to make a file format for maps. The meta file will have the info like name, author, date, version, and the width and height. The other file will have the actual map data in it. This method will be slower, since it involves opening, parsing, and closing two files. I think that unless you're going to be opening/reading map files all the time -- numerous times per frame? -- the performance differential is likely to be negligible. Get it working, then get it fast. If loading maps does turn out to be slow, perhaps you can cache them once loaded. I do something like this with image files, storing the images as .png with information like colorkey in a seperate file. Since I'm caching images anyhow, performance doesn't suffer much. The second method will be easier to read in, but will affect performance. How do all of you implement maps? Do you use regular expressions or simple search a string ? I typically try to write my maps as pure Python that call game engine functions. For instance, I've been toying with something like this: setMap(''' 0 1 0''') setTerrain(0, passable=True, tile=grass) setTerrain(1, passable=False, tile=forest) Of course, the last two times I tried to write a tile-based RPG I got nowhere fast and gave up, so maybe you shouldn't take my advice. :) The map format I describe above is inspired by looking at some Wesnoth maps, which look like a huge block of letters, with some other meta information stored in a seperate file. Ethan
Re: [pygame] Fwd: Please hear me out.
If this list is archived online then that should be sufficient. Most forum software is very annoying to use, though there are some exceptions. Jon Quoting Jakub Piotr CÅapa [EMAIL PROTECTED]: Could you please stop this?! Two sentences should suffice so what's the point of this whole flame? 1. People who are used to mailing lists feel that MLs are superior and require less time to read. (if you don't share this opinion then try using an e-mail client with threading support (not GMail; sadly it's not the required kind of threads what they support)) 2. You can try with the forum but I guess a good WWW interface to mailing lists would be a better choice. Something like GMane.org threaded view but with posting support. -- regards, Jakub Piotr CÅapa Come and visit Web Prophets Website at http://www.webprophets.net.au
Re: [pygame] Fwd: Please hear me out.
On 12/18/06, JoN [EMAIL PROTECTED] wrote: If this list is archived online then that should be sufficient. It is: http://aspn.activestate.com/ASPN/Mail/Browse/Threaded/pygame-users Most forum software is very annoying to use, though there are some exceptions. Agreed. Personally I never use www-forums. Mostly because the UI is 99% horrible in everyone I've seen. Also, the search function usually sucks. A ML provides a better overview, since you can pick the mail-reader of your choice to do the sorting/searching etc. -- - Rikard.
[pygame]Whats the best way to build a game map.
Im trying to start a simple game that is basically an RPG type game. So a sprite can travel around land etc.. Whats the best way to do this?
Re: [pygame]Whats the best way to build a game map.
I'll start the deluge by saying: Easiest place to start is to rip off an existing game engine and get a feel for how it works. Jon Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]: Im trying to start a simple game that is basically an RPG type game. So a sprite can travel around land etc.. Whats the best way to do this? Come and visit Web Prophets Website at http://www.webprophets.net.au
Re: [pygame]Whats the best way to build a game map.
Do you know of any game sources that does this? that I can look at. On 12/17/06, JoN [EMAIL PROTECTED] wrote: I'll start the deluge by saying: Easiest place to start is to rip off an existing game engine and get a feel for how it works. Jon Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]: Im trying to start a simple game that is basically an RPG type game. So a sprite can travel around land etc.. Whats the best way to do this? Come and visit Web Prophets Website at http://www.webprophets.net.au
Re: [pygame]Whats the best way to build a game map.
I'll let some others field that one (guys?) - I'm more an OpenGL person than a qualified Pygame person at present. Jon Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]: Do you know of any game sources that does this? that I can look at. On 12/17/06, JoN [EMAIL PROTECTED] wrote: I'll start the deluge by saying: Easiest place to start is to rip off an existing game engine and get a feel for how it works. Jon Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]: Im trying to start a simple game that is basically an RPG type game. So a sprite can travel around land etc.. Whats the best way to do this? Come and visit Web Prophets Website at http://www.webprophets.net.au Come and visit Web Prophets Website at http://www.webprophets.net.au
Re: [pygame]Whats the best way to build a game map.
On Monday 18 December 2006 12:39, Lamonte(Scheols/Demonic) wrote: Do you know of any game sources that does this? that I can look at. Have a look at PGU: http://www.imitationpickles.org/pgu/ Richard
Re: [pygame]Whats the best way to build a game map.
cool ill check it out. On 12/17/06, Richard Jones [EMAIL PROTECTED] wrote: On Monday 18 December 2006 12:39, Lamonte(Scheols/Demonic) wrote: Do you know of any game sources that does this? that I can look at. Have a look at PGU: http://www.imitationpickles.org/pgu/ Richard
Re: [pygame] GP2X and PyGame
Hi John, I used pygame (gp2x beta2 is available somewhere) to make the gp2x homebrew games: Oh! The Humanity! Tunar and the commercial game: retrovirus RTS On 13/12/06, John Eriksson [EMAIL PROTECTED] wrote: Hi, I'm going to get my hands on a GP2X soon and was wondering if anyone is using pygame on that device. I've seen some pygame beta 1 release somewhere..but that project looked kind of dead?? But then I also saw a gp2x package in the latest pygame release. Are there anyone out that that could gve me some more info about using pygame om gp2x?? Best Regards /John
Re: [pygame] GP2X and PyGame
So, you used the gp2x in the normal Pygame release? On 12/18/06, Luke Miller [EMAIL PROTECTED] wrote: Hi John, I used pygame (gp2x beta2 is available somewhere) to make the gp2x homebrew games: Oh! The Humanity! Tunar and the commercial game: retrovirus RTS On 13/12/06, John Eriksson [EMAIL PROTECTED] wrote: Hi, I'm going to get my hands on a GP2X soon and was wondering if anyone is using pygame on that device. I've seen some pygame beta 1 release somewhere..but that project looked kind of dead?? But then I also saw a gp2x package in the latest pygame release. Are there anyone out that that could gve me some more info about using pygame om gp2x?? Best Regards /John -- Andrew Ulysses Baker failrate
Re: [pygame]Whats the best way to build a game map.
I don't ordinarily promote my game engine, but I did the same thing. I ripped open Einar's Adventure, improved it, and added an editor ( http://sourceforge.net/projects/smpltn). I've tried to keep it super simple. -- Andrew Ulysses Baker failrate
[pygame] stupidity, and a lesson learned
Hi everybody, I just got hit by the silliest, stupidest error on my part and I decided to share it, since it was kinda funny after the fact and so that no one else would make my mistake. This was the data I was trying to parse (a map format I was making): mapname=DeathMap mapauthor=pumaninja mapdate=12172006 mapversion=0.0.1 mapwidth=10 mapheight=5 And this was the code I was using to get the info out of the file: elif info.find(mapauthor=) == 0: # 0 means that the string has been found temp = temp = info.strip(mapauthor=) map_author.append(temp) I was thinking that the .strip() simply took out the specified absolute phrase. I was wrong. The .strip() looks for all the characters specified and takes them out. For the other tags, this did not get me since none of the other names matched any where close to data type or the combination of letters. Only for the author part because I had put in pumaninja which if you see has p, u, m, a contained in mapauthor. Ah, well, at least this didnt come back and get me way after the fact. Although, this code was based on a part of a game I had already written, that one missed the bullet because the info was numbers and not characters. Moral of the story : Clearly read the docs, and test the function with various data types. Happy coding, -spot
Re: [pygame] stupidity, and a lesson learned
spotter . wrote: Hi everybody, I just got hit by the silliest, stupidest error on my part and I decided to share it, since it was kinda funny after the fact and so that no one else would make my mistake. [snip] I was thinking that the .strip() simply took out the specified absolute phrase. I was wrong. The .strip() looks for all the characters specified and takes them out. For the other tags, this did not get me since none of the other names matched any where close to data type or the combination of letters. Only for the author part because I had put in pumaninja which if you see has p, u, m, a contained in mapauthor. Happened to me too. Was once trying to change an extension from .rbs to .mp3, and just did 'filename.strip('.rbs')'. Yeah, it sucks. Note that the way your mapfile is formatted, you could just import it as a python module, and the variables would be declared automatically. As long as you can trust people not to mess with your mapfiles. Considering they could just change the source of your actual program if they wanted to be malicious, I don't really see this as a security vulnerability. But... to each his own, I guess. -Luke
Re: [pygame] stupidity, and a lesson learned
On Monday 18 December 2006 16:31, Luke Paireepinart wrote: Note that the way your mapfile is formatted, you could just import it as a python module, and the variables would be declared automatically. Not quite. The strings aren't quoted. He could however use the standard library ConfigParser which is designed for this very thing. http://docs.python.org/lib/module-ConfigParser.html Richard
Re: [pygame] stupidity, and a lesson learned
Very interesting ideas. The link will be handy for later use. For now, I have simply used this format : name;author;date;version;width;height and then use split(;) to move them into a list and assign it to variables then. Does this seem alright, no glaring things I have missed? It does seem to work from my small amount of testing that I have put it through. -spot On 12/18/06, Richard Jones [EMAIL PROTECTED] wrote: On Monday 18 December 2006 16:31, Luke Paireepinart wrote: Note that the way your mapfile is formatted, you could just import it as a python module, and the variables would be declared automatically. Not quite. The strings aren't quoted. He could however use the standard library ConfigParser which is designed for this very thing. http://docs.python.org/lib/module-ConfigParser.html Richard
Re: [pygame] stupidity, and a lesson learned
spotter . wrote: Very interesting ideas. The link will be handy for later use. For now, I have simply used this format : name;author;date;version;width;height and then use split(;) to move them into a list and assign it to variables then. Just thought I'd mention, since the split method returns a list, you could do: name,author,date,version,width,height = astr.split(;) Does this seem alright, no glaring things I have missed? It does seem to work from my small amount of testing that I have put it through. Yeah, as long as you don't expect any of your values to have semicolons in them. You could always use something strange like chr(245) as the separator, and it'd be less likely to occur in your values. But if you're the one defining these map files anyway, just make sure you don't use semicolons. And make sure you make a note of that if you give people the ability to make custom maps. Another alternative you could use is defining a Map class and pickling the instances. -Luke and Richard - you're right, of course. I didn't notice there weren't quotes.