Re: [pygame] Time to load font with pygame.font.SysFont on Mac

2021-04-04 Thread Jason Marshall
If I remember correctly, there's a external call to fc-list that is very
slow. At one time, I intended to improve this situation by removing the
fc-list dependency on Mac and Linux and instead collecting only the needed
font data by using freetype and/or Mike C. Fletcher's TTFQuery, but I got
too busy.

Jason

On Sun, Apr 4, 2021, 4:36 PM Irv Kalb  wrote:

> [I apologize if this is a duplicate, but I haven't seen this message show
> up on the list.]
>
>
> I have tracked down a huge slowdown on loading fonts with
> pygame.font.SysFont
>
> Mac OSX 11.2.3
> Python 3.9.1
> Pygame 2.0.1
>
> If I load a font like the system font using None with a call to
> pygame.font.font, it happens almost immediately.
>
> But if I load a font by name using pygame.font.SysFont, it's taking over 7
> seconds on my Mac to load.  It doesn't seem to matter which font I try to
> use.
>
> Sample program:
>
> import sys
> import pygame
> import time
>
> pygame.init()
> screen = pygame.display.set_mode((400, 400))
> clock = pygame.time.Clock()
>
> now = time.time()
> font1 = pygame.font.Font(None, 24)
> print('Loading System font took', time.time() - now)
>
> now = time.time()
> font2 = pygame.font.SysFont('Arial', 24)
> print('Loading Arial font took', time.time() - now)
>
> while True:
>for event in pygame.event.get():
>if event.type == pygame.QUIT:
>pygame.quit()
>sys.exit()
>
>screen.fill((255, 255, 255))
>
>pygame.display.flip()
>clock.tick(30)
>
>
> Output:
> pygame 2.0.1 (SDL 2.0.14, Python 3.9.1)
> Hello from the pygame community. https://www.pygame.org/contribute.html
> Loading System font took 0.0006210803985595703
> Loading Arial font took 7.058471202850342
>
>
> (I don't have a setup to test this on Windows.)
>
> This seems like a rather excessive amount of time as it slows down that
> start up of many of my programs.
>
> It seems to be related to how long it takes to get the list of fonts.  If
> I add this before the call to SysFont:
>
> now = time.time()
> fontList = pygame.font.get_fonts()
> print('Getting fonts took', time.time() - now)
>
> I get:
>
> Loading System font took 0.0006549358367919922
> Getting fonts took 7.013390064239502
> Loading Arial font took 0.0004830360412597656
>
>
> Anyone else seeing this?
>
> Can someone tell me how to send in a bug report for this?
>
> Thanks,
>
> Irv
>
>
>
>
>


Re: [pygame] Why does Rect and Surface have copy method when copy exist in std-lib?

2017-06-01 Thread Jason Marshall
In the C code, rect.copy and surface.copy are equivalent to
rect.__copy__ and surface.__copy__. You may use copy.copy(rect) and
copy.copy(surface) in your code, but copy.copy will simply call
rect.__copy__ or surface.__copy__. By using rect.copy and surface.copy
rather than the standard library's copy.copy, your code will run
≈0.0001% faster.

For aesthetic reasons, you would use rect.copy and surface.copy rather
than rect.__copy__ and surface.__copy__ in your code.

Jason

On Mon, May 29, 2017 at 3:38 PM, Victor Blomqvist  wrote:
> Hello,
>
> Something I have been thinking about:
> Rect and Surface classes have their own copy methods. Why do they have that
> when there is a module called copy in the standard lib that can handle copy
> (with help)? The rect copy method was added in pygame 1.9 so it is fairly
> recent.
>
> http://pygame.org/docs/ref/rect.html#pygame.Rect.copy
> https://docs.python.org/2/library/copy.html
>
> Thanks for any insights!
> /Victor


Re: [pygame] NO MOVIE module in Pygame??

2017-04-08 Thread Jason Marshall
I think that updating the python-VLC code is more likely to work with
pygame than using pyglet (AVbin).
http://stackoverflow.com/questions/19748648/attempting-to-embed-a-video-in-pygame-using-pyglet

On Fri, Apr 7, 2017 at 11:33 PM, DiliupG <dili...@gmail.com> wrote:
> what about using some other python library like pyglet only for this
> purpose?
>
> On 8 April 2017 at 09:24, Jason Marshall <jasonmarshall...@gmail.com> wrote:
>>
>> Diliup,
>>
>> Well, there's pygame 1.9.1.
>>
>> Two years ago, I tried to play a video in pygame using a script called
>> pygame-vlc.py, but I was not successful. (I guess that modern versions of
>> VLC have a different interface from the one that pygame-vlc.py was designed
>> to use. I don't really know though.)
>> https://gist.github.com/smathot/1521059
>>
>> Jason
>>
>> On Apr 7, 2017 12:36 PM, "DiliupG" <dili...@gmail.com> wrote:
>>>
>>> Hi Jason!
>>> Good to hear from you!  :)
>>> I realized that the module has been removed But hoped that some miracle (
>>> by your guys) can bring it or similar back. What options available to use
>>> movies in Pygame?
>>>
>>>
>>>
>>>
>>>
>>> On 7 April 2017 at 03:45, Jason Marshall <jasonmarshall...@gmail.com>
>>> wrote:
>>>>
>>>> Diliup,
>>>>
>>>> Yes, pygame.movie was removed because it caused more trouble than it's
>>>> worth.
>>>>
>>>> More info:
>>>>
>>>> https://bitbucket.org/pygame/pygame/issues/238/no-module-named-pygamemovie
>>>>
>>>> Jason
>>>>
>>>> On Thu, Apr 6, 2017 at 2:41 PM, DiliupG <dili...@gmail.com> wrote:
>>>>>
>>>>> Has the Movie module been removed from Pygame? I get this error.
>>>>>
>>>>> NotImplementedError: movie module not available
>>>>> (ImportError: No module named movie)
>>>>>
>>>>> --
>>>>> Kalasuri Diliup Gabadamudalige
>>>>>
>>>>> https://dahamgatalu.wordpress.com/
>>>>> http://soft.diliupg.com/
>>>>> http://www.diliupg.com
>>>>>
>>>>>
>>>>> **
>>>>> This e-mail is confidential. It may also be legally privileged. If you
>>>>> are not the intended recipient or have received it in error, please delete
>>>>> it and all copies from your system and notify the sender immediately by
>>>>> return e-mail. Any unauthorized reading, reproducing, printing or further
>>>>> dissemination of this e-mail or its contents is strictly prohibited and 
>>>>> may
>>>>> be unlawful. Internet communications cannot be guaranteed to be timely,
>>>>> secure, error or virus-free. The sender does not accept liability for any
>>>>> errors or omissions.
>>>>>
>>>>> **
>>>>>
>>>>
>>>
>>>
>>>
>>> --
>>> Kalasuri Diliup Gabadamudalige
>>>
>>> https://dahamgatalu.wordpress.com/
>>> http://soft.diliupg.com/
>>> http://www.diliupg.com
>>>
>>>
>>> **
>>> This e-mail is confidential. It may also be legally privileged. If you
>>> are not the intended recipient or have received it in error, please delete
>>> it and all copies from your system and notify the sender immediately by
>>> return e-mail. Any unauthorized reading, reproducing, printing or further
>>> dissemination of this e-mail or its contents is strictly prohibited and may
>>> be unlawful. Internet communications cannot be guaranteed to be timely,
>>> secure, error or virus-free. The sender does not accept liability for any
>>> errors or omissions.
>>>
>>> **
>>>
>
>
>
> --
> Kalasuri Diliup Gabadamudalige
>
> https://dahamgatalu.wordpress.com/
> http://soft.diliupg.com/
> http://www.diliupg.com
>
> **
> This e-mail is confidential. It may also be legally privileged. If you are
> not the intended recipient or have received it in error, please delete it
> and all copies from your system and notify the sender immediately by return
> e-mail. Any unauthorized reading, reproducing, printing or further
> dissemination of this e-mail or its contents is strictly prohibited and may
> be unlawful. Internet communications cannot be guaranteed to be timely,
> secure, error or virus-free. The sender does not accept liability for any
> errors or omissions.
> **
>


Re: [pygame] NO MOVIE module in Pygame??

2017-04-07 Thread Jason Marshall
Diliup,

Well, there's pygame 1.9.1.

Two years ago, I tried to play a video in pygame using a script called
pygame-vlc.py, but I was not successful. (I guess that modern versions of
VLC have a different interface from the one that pygame-vlc.py was designed
to use. I don't really know though.)
https://gist.github.com/smathot/1521059

Jason

On Apr 7, 2017 12:36 PM, "DiliupG" <dili...@gmail.com> wrote:

> Hi Jason!
> Good to hear from you!  :)
> I realized that the module has been removed But hoped that some miracle (
> by your guys) can bring it or similar back. What options available to use
> movies in Pygame?
>
>
>
>
>
> On 7 April 2017 at 03:45, Jason Marshall <jasonmarshall...@gmail.com>
> wrote:
>
>> Diliup,
>>
>> Yes, pygame.movie was removed because it caused more trouble than it's
>> worth.
>>
>> More info:
>> https://bitbucket.org/pygame/pygame/issues/238/no-module-nam
>> ed-pygamemovie
>>
>> Jason
>>
>> On Thu, Apr 6, 2017 at 2:41 PM, DiliupG <dili...@gmail.com> wrote:
>>
>>> Has the Movie module been removed from Pygame? I get this error.
>>>
>>> NotImplementedError: movie module not available
>>> (ImportError: No module named movie)
>>>
>>> --
>>> Kalasuri Diliup Gabadamudalige
>>>
>>> https://dahamgatalu.wordpress.com/
>>> http://soft.diliupg.com/
>>> http://www.diliupg.com
>>>
>>> 
>>> **
>>> This e-mail is confidential. It may also be legally privileged. If you
>>> are not the intended recipient or have received it in error, please delete
>>> it and all copies from your system and notify the sender immediately by
>>> return e-mail. Any unauthorized reading, reproducing, printing or further
>>> dissemination of this e-mail or its contents is strictly prohibited and may
>>> be unlawful. Internet communications cannot be guaranteed to be timely,
>>> secure, error or virus-free. The sender does not accept liability for any
>>> errors or omissions.
>>> 
>>> **
>>>
>>>
>>
>
>
> --
> Kalasuri Diliup Gabadamudalige
>
> https://dahamgatalu.wordpress.com/
> http://soft.diliupg.com/
> http://www.diliupg.com
>
> 
> **
> This e-mail is confidential. It may also be legally privileged. If you are
> not the intended recipient or have received it in error, please delete it
> and all copies from your system and notify the sender immediately by return
> e-mail. Any unauthorized reading, reproducing, printing or further
> dissemination of this e-mail or its contents is strictly prohibited and may
> be unlawful. Internet communications cannot be guaranteed to be timely,
> secure, error or virus-free. The sender does not accept liability for any
> errors or omissions.
> 
> **
>
>


Re: [pygame] NO MOVIE module in Pygame??

2017-04-06 Thread Jason Marshall
Diliup,

Yes, pygame.movie was removed because it caused more trouble than it's
worth.

More info:
https://bitbucket.org/pygame/pygame/issues/238/no-module-named-pygamemovie

Jason

On Thu, Apr 6, 2017 at 2:41 PM, DiliupG  wrote:

> Has the Movie module been removed from Pygame? I get this error.
>
> NotImplementedError: movie module not available
> (ImportError: No module named movie)
>
> --
> Kalasuri Diliup Gabadamudalige
>
> https://dahamgatalu.wordpress.com/
> http://soft.diliupg.com/
> http://www.diliupg.com
>
> 
> **
> This e-mail is confidential. It may also be legally privileged. If you are
> not the intended recipient or have received it in error, please delete it
> and all copies from your system and notify the sender immediately by return
> e-mail. Any unauthorized reading, reproducing, printing or further
> dissemination of this e-mail or its contents is strictly prohibited and may
> be unlawful. Internet communications cannot be guaranteed to be timely,
> secure, error or virus-free. The sender does not accept liability for any
> errors or omissions.
> 
> **
>
>


Re: [pygame] Dirty rect overlapping optimizations

2017-04-06 Thread Jason Marshall
I agree with Leif.

I have now used Cython to compile and test my optimize_dirty_rects script
(along with the bisect standard library module it uses). The disappointing
result was that my test suite ran a little bit slower than it did using
pure Python. Maybe there would've been some performance improvement if I
had reduced overhead by using structs and C++ standard library containers
instead of Rect objects and Python lists & dicts, but I don't know how to
do that. (I also found that psyco on 32-bit Python 2.7 helps performance a
little bit, but not enough to make optimize_dirty_rects have a positive
overall effect on performance.)

So, for the kind of programs I make with pygame, I've determined that it's
faster to just update one big rectangular area that covers all of the
blits. Maybe someone else could contrive a better optimization algorithm
and implement it in C to minimize overhead, but I don't think I'll be able
to do that.

Jason

On Mar 28, 2017 9:21 AM, "Leif Theden" <leif.the...@gmail.com> wrote:

In my experience, I've found it is better to optimize the game as if the
whole screen was being updated at the same time.  The effect being, I never
bother with dirty updates.  It seems that many games will have moments of
brief full or near full screen updates, and time spent optimizing the
screen updates is effectively wasted.

On Tue, Mar 28, 2017 at 7:19 AM, Jason Marshall <jasonmarshall...@gmail.com>
wrote:

> I tested the effect of my optimize_dirty_rects script that René mentioned,
> and I found that the time spent in my optimization algorithm exceeded the
> time saved by blitting fewer pixels. :-( I've thought about reimplementing
> it in Cython to see if that would make the algorithm run fast enough that
> its overall effect is to save time, but I haven't gotten around to doing
> that.
>
> Jason
>
>
> On Mar 26, 2017 2:50 PM, "René Dudfield" <ren...@gmail.com> wrote:
>
> Because rectangles can overlap, it's possible to reduce the amount drawing
> done when using them for dirty rect updating. If there's two rectangles
> overlapping, then we don't need to over draw the overlapping area twice.
> Normally the dirty rect update algorithm used just makes a bigger rectangle
> which contains two of the smaller rectangles. But that's not optimal.
>
> But, as with all over draw algorithms, can it be done fast enough to be
> worth it?
>
> Here's an article on the topic:
> http://gandraxa.com/detect_overlapping_subrectangles.xml
>
> jmm0 made some code here:
> https://bitbucket.org/jmm0/optimize_dirty_rects/src/c2affd54
> 50b57fc142c919de10e530e367306222/optimize_dirty_rects.py?at=
> default=file-view-default
>
> DR0ID, also did some with tests and faster code...
> https://bitbucket.org/dr0id/pyweek-games/src/1a9943ebadc6e21
> 02db0457d17ca3e6025f6ca60/pyweek19-2014-10/practice/dirtyrects/?at=default
>
>
> So far DR0ID says it's not really fast enough to be worth it. However,
> there are opportunities to improve it. Perhaps a more optimal algorithm, or
> one which uses C or Cython.
>
> "worst case szenario with 2000 rects it takes ~0.3126376 seconds"
> If it's 20x faster in C, then that gets down to 0.01. Still too slow
> perhaps.
>
>
> It's not an embarrassingly parallel problem... I think. But I haven't
> thought on it much at all. Maybe there is a use for multi core here.
>
>
> Anyone done any other work like this? Or know of some good algos for this?
>
>
>
> cheers,
>
>
>


Re: [pygame] Dirty rect overlapping optimizations

2017-03-28 Thread Jason Marshall
I tested the effect of my optimize_dirty_rects script that René mentioned,
and I found that the time spent in my optimization algorithm exceeded the
time saved by blitting fewer pixels. :-( I've thought about reimplementing
it in Cython to see if that would make the algorithm run fast enough that
its overall effect is to save time, but I haven't gotten around to doing
that.

Jason

On Mar 26, 2017 2:50 PM, "René Dudfield"  wrote:

Because rectangles can overlap, it's possible to reduce the amount drawing
done when using them for dirty rect updating. If there's two rectangles
overlapping, then we don't need to over draw the overlapping area twice.
Normally the dirty rect update algorithm used just makes a bigger rectangle
which contains two of the smaller rectangles. But that's not optimal.

But, as with all over draw algorithms, can it be done fast enough to be
worth it?

Here's an article on the topic:
http://gandraxa.com/detect_overlapping_subrectangles.xml

jmm0 made some code here:
https://bitbucket.org/jmm0/optimize_dirty_rects/src/
c2affd5450b57fc142c919de10e530e367306222/optimize_dirty_rects.py?at=default&
fileviewer=file-view-default

DR0ID, also did some with tests and faster code...
https://bitbucket.org/dr0id/pyweek-games/src/1a9943ebadc6e2102db0457d17ca3e
6025f6ca60/pyweek19-2014-10/practice/dirtyrects/?at=default


So far DR0ID says it's not really fast enough to be worth it. However,
there are opportunities to improve it. Perhaps a more optimal algorithm, or
one which uses C or Cython.

"worst case szenario with 2000 rects it takes ~0.3126376 seconds"
If it's 20x faster in C, then that gets down to 0.01. Still too slow
perhaps.


It's not an embarrassingly parallel problem... I think. But I haven't
thought on it much at all. Maybe there is a use for multi core here.


Anyone done any other work like this? Or know of some good algos for this?



cheers,


Re: [pygame] display.set_mode opens oversized window.

2015-08-04 Thread Jason Marshall
See issue 245 on BitBucket. 


Jason


Sent from Yahoo Mail on Android

From:Estevo euccas...@gmail.com
Date:Sun, Aug 2, 2015 at 10:04 PM
Subject:Re: [pygame] display.set_mode opens oversized window.

That was it, thanks!  It was set to 150% (so I had eyeballed it alright :)), 
and setting it to 100% fixes it.

Now, this seems like a problem for releasing software.  Do I need to tell all 
the people who use my game to go check their DPI setting?  Is there no way to 
programmatically account for this and make it just work?


On Mon, Aug 3, 2015 at 3:45 AM, mspaintmaes...@gmail.com 
mspaintmaes...@gmail.com wrote:

What's your system DPI setting?


On Sun, Aug 2, 2015 at 6:43 PM, Estevo euccas...@gmail.com wrote:

When I call pygame.display.set_mode the resulting window is about 150% the 
requested size.  That's true whether I ask for FULLSCREEN or not.  When I do 
ask for fullscreen, the window is too big (and thus I only get to see the upper 
left part) whether I explicitly set the screen size to that of my laptop's 
monitor (1920x1080) or use (0,0) for auto detection.  HWSURFACE and bit depth 
doesn't seem to matter at all in this respect.

Either calling get_size on the return value of set_mode or calling 
pygame.display.Info claims that the window is indeed 1920x1080.

Has anyone heard about this problem?

My laptop is a Toshiba Satellite P50-B-10V.  It has two graphics cards: one 
Intel HD Graphics 4600, which it uses by default, and one AMD Radeon R9 M265X, 
which IIUC only gets used when I plug in an external monitor.  I'm using 
pygame-1.9.1-win32-py2.7, Python 2.7 on Windows 8.1.

Thanks in advance!

Estevo.





Re: [pygame] What's next for Pygame project?

2015-07-13 Thread Jason Marshall
René,
What aspects of being the lead developer  website maintainer give you 
enjoyment and pride?And which parts of your roles are a bore or a nuisance to 
you?
I want to help you to find the job in the pygame community that gives you the 
most satisfaction and maximizes the impact of your talents. I do not want 
people to have unrealistic expectations of you though, and I want to maximize 
the impact of others' talents too.

Thanks,
Jason
On Monday, July 13, 2015 8:02 AM, René Dudfield ren...@gmail.com wrote:
 

Hi,

a few notes:
   
   - I have dropped the ball, but would like to finish the new website and get 
1.9.2 out the door.
   - pygame_sdl2 seems the best choice going forward. For backward compat 
reasons, platform support, and C/asm code is needed. Many things have been put 
into SDL and related libs already, and this is a good way to go to share with 
other SDL projects.
   - seul.org has only been used for the mailing list for a number of years (7 
years maybe?).   

   - there are many other considerations which the new website addresses. 
Reddit integration, and bitbucket is done. Also, fun is important, as is 
integration with youtube and other ways of sharing work (like playing music can 
be done on the new website too).   

   - I have done some thinking with Tom about how to do a migration with 
pygame_sdl2 to the pygame infrastructure.   

   - nothing has stopped contributors for 1.9.2 being released. Many people 
have admin access to the bitbucket repo, and there has been some work been done.
   - ... more to come.   



best,



On Mon, Jul 13, 2015 at 6:10 AM, Peter Shinners p...@shinners.org wrote:

Yes! I'm motivated to make some changes sooner than later. If we really need to 
we can do some amount of reverting.

I think it's time to move off of the seul.org hosting Pygame has had since day 
1. This was such a great choice back in 2004. But nowadays there's many options 
beyond sourceforge! As soon as we switch the DNS the pygame mailing list may be 
inaccessible.

I think the following things should be in order before switching.
1. New website with some amount of placeholders or redirects to the popular 
pages of the current site.
2. New forum or mailing option.
3. Get documentation on readthedocs.org?



On 07/12/2015 05:05 PM, Jason Marshall wrote:

René Dudfield, pygame's lead developer, has contributed significant Python, C 
and assembly code to pygame and has generously hosted the pygame.org website 
for years. We all should be thankful for that. However, René has not been 
active on this mailing list for almost 3 months. I guess that René has new 
priorities that have overtaken his interest in pygame, so I think that he 
should pass his leadership role to a new leader or leadership committee. (I'd 
prefer a leadership committee so that pygame's development would not be so 
susceptible to stalling if one person's priorities change.)

I have opinions on what the website's features should be and what pygame2 
should be, but I don't think that we're ready to discuss those topics yet. We 
need active leadership first. To me, the pygame leader is the person (or 
people) in control of the official pygame.org website. Fortunately, Pete 
Shinners is the person who keeps the pygame.org name registered, so, even if 
René remains inactive, it would be technically possible Pete to redirect the 
pygame.org name to a new official website that would be under different 
leadership.

So here's the question for Pete:
Pete, if René remains uninvolved, would you be willing to point pygame.org at a 
new website?

Jason

PS. Sorry about the coup d'état suggestion, René.




On Friday, July 10, 2015 10:05 PM, Peter Shinners p...@shinners.org wrote:


I haven't been paying close attention to Pygame, but it doesn't seem
controversial to say things have stalled. I haven't gotten much feedback
from Rene, but I'd like to give him time to put something together. Some
of the main things that may need help are:

* Getting 1.9.2 actually released
* Moving on to Pygame 2, whatever that means
* Catch up on the Bitbucket pull requests
* Website replacement and love
* Migrate forum to Reddit (or community forum)

It seems there are still many great people involved with the Pygame
project. Perhaps I can help by getting those people the control they
need to make progress. I'm completely detached from things at this
point, so I don't have any context to jump in and try to change
anything. What parts of the project are going well these days?









  

Re: [pygame] What's next for Pygame project?

2015-07-13 Thread Jason Marshall
In 2009, there was a prototype of a redesign of the pygame website. It was 
written in Python (Django) instead of PHP (SiteSwing). The redesign was not 
adopted and the people who had worked it lost interest in volunteering and left 
the pygame community. 


http://article.gmane.org/gmane.comp.python.pygame/24070/


The code for this redesign still exists at 


https://code.google.com/p/pygame/downloads/detail?name=pygweb1.0.tar.gzcan=2q=


Jason

Sent from Yahoo Mail on Android

From:Daniel Foerster pydsig...@gmail.com
Date:Mon, Jul 13, 2015 at 4:03 PM
Subject:Re: [pygame] What's next for Pygame project?

On 07/12/2015 10:05 AM, Paul Vincent Craven wrote: 

I don't think a Pygame website needs to be build on Python. I've got the 
pygame.info domain and I think a Wordpress site that has several verified 
contributers would be the way to go. Share the 'love' and efforts across 
several people.


It isn't a requirement. However, I'm a full-stack developer who uses Python so 
that's what would make sense for me. Not a big fan of Wordpress to be honest.




[pygame] Who wants to help update the credits in the readme?

2015-07-12 Thread Jason Marshall
Everybody / anybody,

This readme is outdated: 
https://bitbucket.org/pygame/pygame/src/default/readme.rst

Right now, the readme credits approximately 50 people with reporting or 
patching bugs. This list of contributors has not been updated in years. For the 
pygame 1.9.2 release, I would like to update the list of bug reporters  
patchers and also give credit to people who have cleaned up wiki spam.

I created a Google Sheet to gather the names of the recent contributors and 
track which issues  wiki pages have been checked for contributors' names. If 
you would like to help me in this effort, then send me your Google account 
address, and I will share the sheet with you.


Thanks,
Jason


Re: [pygame] create account on pygame.org

2015-02-15 Thread Jason Marshall
Welcome to the pygame mailing list! I am sending you the secret URL that I 
have. 


Thanks, 

Jason

Sent from Yahoo Mail on Android

From:Gino Ingras ginoing...@gmail.com
Date:Sun, Feb 15, 2015 at 7:22 AM
Subject:[pygame] create account on pygame.org

would like an admin please, mail me to setup an account on pygame.org.

my project:
http://sourceforge.net/projects/pybreak360/

thanks,



Re: [pygame] create account on pygame.org

2015-02-15 Thread Jason Marshall
Ted,


I'll send you the secret URL that I have. Let me know if it works for you. 


Good luck, 

Jason

Sent from Yahoo Mail on Android

From:Ted Hunt ted.h...@clear.net.nz
Date:Sun, Feb 15, 2015 at 7:11 PM
Subject:Re: [pygame] create account on pygame.org

Hi Jason,

I've been trying to get registered on pygame.org for months. Can you please 
send me the secret URL.

Cheers,

Ted.

On 16/02/2015 4:45 a.m., Jason Marshall wrote:

Welcome to the pygame mailing list! I am sending you the secret URL that I 
have.  


Thanks, 

Jason

Sent from Yahoo Mail on Android

From:Gino Ingras ginoing...@gmail.com
Date:Sun, Feb 15, 2015 at 7:22 AM
Subject:[pygame] create account on pygame.org

would like an admin please, mail me to setup an account on pygame.org.

my project:
http://sourceforge.net/projects/pybreak360/

thanks,




   


This email is free from viruses and malware 
because avast! Antivirus protection is active.  

 



[pygame] Repo's multiple heads problem is my fault. Sorry.

2015-02-14 Thread Jason Marshall
Yesterday, I pushed an updated compat.py to the BitBucket repository. It looks 
like the changes weren't merged how I expected because I see a multiple heads 
notice when I look at __init__.py on BitBucket. I'll straighten out my mistake 
as soon as possible (probably tomorrow). 


More detail: 

I use Subversion at work without problems, but Mercurial confuses and 
frustrates me. I'm trying a new tool, PyCharm with its Mercurial integration. 
Using PyCharm, I committed compat.py to my local repo and then tried to push 
the change to BitBucket. I got an error that directed me to pull  merge first. 
I tried to figure out how to do that, but I failed. So then I tried the force 
push option, and that appeared to have worked, except that it appears to have 
caused this multiple heads problem in the BitBucket repo. 


Sorry, 

Jason



Re: [pygame] Pygame non-MPEG1 video options?

2015-02-13 Thread Jason Marshall
ffmpeg is a good tool for converting to MPEG1. Questions:

What is your operating system?What version of pygame are you using?
What computer hardware are you using (CPU and GPU)?
According to pygame.display.get_driver(), what video driver is being used?Are 
you running full-screen or windowed?
What is the resolution of the video?Are you loading the video file from your 
hard drive or from a network location?

Jason




From: Brian Madden br...@missionpinball.com
To: pygame-users@seul.org 
Sent: Friday, February 13, 2015 11:59 AM
Subject: Re: [pygame] Pygame non-MPEG1 video options?


Oh man that would be awesome! Unfortunately Pygame can't do that (unless I'm 
missing something)...


Anyone else?




On Fri, Feb 13, 2015 at 9:45 AM, Charles Cossé cco...@gmail.com wrote:

Hi Brian,

Don't know if possible, but if i were you i'd investigate embedding your 
videos.  Is there any html support in pygame?  I don't know, personally, but if 
yes then that's the way i'd suggest ...
good luck,
Charles


On Fri, Feb 13, 2015 at 10:41 AM, Brian Madden br...@missionpinball.com wrote:

Hi Everyone,


I have a Python app that's pretty much ready to go. Problem is that we need to 
be able to play videos. To be honest I never really looked too deep into 
Pygame's video support. I knew from the docs that it had to be MPEG-1 and that 
if you wanted audio then it had to have exclusive control of Pygame.media, so I 
kind of thought, Ok, that's fine, I'll deal with all that later.


So now it's later and I'm dealing with it. :)


Problem is that we cannot get videos converted to MPEG-1 in a way that works 
reliably. We've gone through all the posts on this list and read a lot. 
Sometimes the videos play, sometimes not, sometimes we get SDL errors, 
sometimes we get garbage on the screen.. It's really kind of a mess.


So I've started looking into options for non-MPEG1 videos and I wonder if 
anyone has successfully done anything?


I found a blog post where a guy wrote a simple app that uses Pyglet to play the 
video and then for each frame it converts the Pyglet video frame to a Pyglet 
texture (kind of like Pyglet's version of a Surface), converts the pixels to a 
ctype, converts the ctype to the format Pygame can use, converts it to an 
image, then blits it to the Pygame window surface. That technically works but 
it's far too slow.. for hi-def videos we're only getting about 10fps.


So I wonder if there are any other alternatives? Like can we install SDL2 and 
use PySDL2 to play the video and somehow convert that to a Pygame surface? (I 
have no idea if surfaces between SDL1.2 and SDL2 are compatible, or if so if it 
would be possible to get them into Pygame.)


Or are there any other crazy ideas?


To be honest if we can't figure this out then I think we're going to have to go 
with something other than Pygame, which would be a lot of work, but I don't 
know of any other alternatives? Unfortunately I don't know C or C++ so I'm 
afraid I'm not much help in terms of contributing to Pygame.


Has anyone successfully taken a Python project based on Pygame and converted it 
to PySDL2? From what I've read it seems like there are many similarities since 
they're both SDL, but I don't know how much other work Pygame is doing, and 
whether if I recreated any of that in Python it will be fast enough?


Anyway, sorry I'm a bit all over the place. I wonder if anyone has any thoughts 
to share?


Thanks,

Brian


-- 

Brian Madden

Mission Pinball (blog | twitter | MPF software framework | sample games)





-- 

Brian Madden

Mission Pinball (blog | twitter | MPF software framework | sample games)





Re: [pygame] registration

2015-02-06 Thread Jason Marshall
Only René Dudfield can register a new user. To request a new account, send a 
message directly to René's address, which you can get by evaluating this Python 
expression:
__import__('codecs').decode('erarfq\x40tznvy\x2Epbz','rot_13')
René may or may not notice your request because he's drowning in 
mail.https://twitter.com/renedudfield/status/543637671755915264

(I have full access to the News feed and any project's data, but I cannot 
register or delete users.)

Jason
 From: bw stabbingfin...@gmail.com
 To: pygame-users@seul.org 
 Sent: Friday, February 6, 2015 9:53 AM
 Subject: Re: [pygame] registration
   
 Howdy, folks,
 
 The pygame.org site maintainers read this list. They will hook you up with web 
site accounts when they see your request here. Have patience, it may take more 
than a day.
 
 It is this way because auto-registration enabled an amount of commercial spam 
on the web site that was impossible to prevent, and damaged the editable 
content. Can't blame 'em. It was difficult to police, and nobody wants that 
chore. :)
 
 In the meantime please visit IRC #pygame. It's vibrant in spurts. But again, 
have patience, because people have lives. They will eventually see your 
messages, so if you stick around you will get to meet some members of the 
community.
 
 This mailing list, the web site, and IRC each fill a niche. Between them we 
have a pretty cozy community.
 
 Gumm
 
 

On 2/5/2015 11:48 PM, cco...@gmail.com wrote:
  
 Hey,
 
 I agree ... it's a shame that the community isn't as vibrant as it could be.   
I noticed in both your emails that  pygame-users@seul.org is listed as 
additional recipients.   That's interesting ... SEUL stands for Simple End 
User Linux ... I just messaged a friend of mine who is involved with that ... 
maybe he's even the guy,  but I doubt, else I would have know that by now ... 
unfortunately he just got into a motorcycle accident in Bangkok, but it's 
daytime there and he's probably going to respond shortly ... so I'll try to 
help from that angle ... I've never had anything to do with pygame admin, but I 
also have a pending question on this list asking if it's okay to put a certain 
project on pygame as it's not using pygame at all, apps are in javascript ... 
but apps have evolved from pygame original impls ... 
 
 I googled pygame seul and there are IRC channels ... maybe try those ... I 
can't right now ... but here's the channel: #seul at irc.seul.org
 
 I'm interested in seeing a more active/engaged/vibrant community for sure.  
 
 Cheers,
 Charles
 
 
 
 
 On Friday, February 6, 2015 at 12:36:57 AM UTC-7, Michael Lutynski wrote: 
  Hello!   I wish I could help you! In fact, I wish our community could grow 
instead of turn away people who want to participate.   So who is in charge of 
the pygame.org site? Are they here on this list? I know there was a new beta 
version of the site, but was its horizontal scrolling on the home page an issue 
for its  not being adopted?   Who is in charge of the site?? And what would it 
take to have a vibrant community that pygame deserves?   ~ Michael    On Fri : 
Feb 6, 2015 12:03:06 AM you wrote:  Hi, I would like to register to pygame.org 
but it was disabled, can someone sign me up please? Cheers:)  
  
 
 

  

Re: [pygame] Announcing SplatGL

2014-10-30 Thread Jason Marshall
I have added the announcement to the News section on pygame.org. Thanks,
Michael.

Jason

On Wed, Oct 29, 2014 at 9:44 PM, Michael Dale Long ml...@digitalbytes.net
wrote:

 Hello,

 This is more PySDL2 related news than it is PyGame related, but this list
 seems to be the best place to post it.  I've created a simple
 OpenGL/SDL2-based render library called SplatGL.  SplatGL is written in C,
 and also provides Python bindings, which rely on marcusva's PySDL2
 bindings.  It is still early in development, however it is already usable
 for the basic needs of sprite and tile-based games.  I have made it
 available on Github under the zlib license.  I'm looking for early adopters
 to try it out and provide feedback and contributions to the project.

 You can find more information here:

 Announcement:  http://digitalbytes.net/announcing-splatgl/
 Github repository:  http://github.com/nikarul/splatgl/

   -Michael




Re: [pygame] TMX support in pygame

2014-10-22 Thread Jason Marshall
• I think 2.7+ is fine at this point, but it's usually easy to port to 
2.4/2.6+.

I would like more clarity. René, would you start a new thread to declare what 
pygame 1.9.2 will and will not support please? I think pygame 1.9.2 should 
support Python 2.7 and 3.2+. (According to python.org, Python 2.6 and 3.1 have 
been retired.)


Thanks,

Jason




 From: René Dudfield ren...@gmail.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Wednesday, September 24, 2014 4:59 AM
Subject: Re: [pygame] TMX support in pygame
 


Hello,

Very cool. This has been something many people have asked for before :)


* Do you know of any other games or examples that are using them?  
We'll need at least one example to include with pygame, and it would be nice if 
other people can try out the API and give feedback.
* I think 2.7+ is fine at this point, but it's usually easy to port to 
2.4/2.6+.
* We'll need to figure out where internal parts like Quadtree go. Do we 
keep them private or make them publicly available?
* For testing, it would be good if at least every method is tested. 
100% coverage tested is not necessary but nice.
* There needs to be documentation for every public method.
* The other documentation that would be good is a tutorial in how to 
use it.Maybe we could organise a mini sprint to discuss things? Otherwise we 
can go over each part on the mailing list.

I'll be at this game jam thing on Saturday doing pygame things, and perhaps we 
can meet then on irc to discuss? If you want to do this, then I could work on a 
little game using your libraries to get a feel for them then too.
http://www.berlinminijam.de/2014/09/next-game-jam-announcement-september.html


It's probably a good idea to discuss the API, and get feedback with a few 
people on how it could be made more usable before we go ahead and write lots of 
documentation/tests/etc for it.

Of course, pygame hasn't done a release for a while. So you may want to take 
that into consideration before embarking on all this work.



cu.








On Fri, Sep 19, 2014 at 6:10 PM, Leif Theden leif.the...@gmail.com wrote:

Any specific reason for targeting python 2.4?...  It's ten years old.  
Currently, it is tested again 2.7 and 3.3, but I can't think of any reasons why 
2.6 wouldn't work.  As for 2.4, there might be some issues with the generator 
syntax.  Its been a long time since I've used 2.4.


On Fri, Sep 19, 2014 at 6:06 AM, Jason Marshall j...@yahoo.com wrote:

How difficult would it be to make the code compatible with Python 2.4+?

Jason 




 From:  Jason Marshall j...@yahoo.com; 
To:  pygame-users@seul.org pygame-users@seul.org; 
Subject:  Re: [pygame] TMX support in pygame 
Sent:  Thu, Sep 18, 2014 11:48:26 AM 


I haven't used your tools myself, but if they really work well and have a 
tutorial and good documentation, then I'm in favor of adding them. Batteries 
included!



Thanks,

Jason





 From: Leif Theden leif.the...@gmail.com
To: pygame-users@seul.org 
Sent: Monday, September 15, 2014 11:51 AM
Subject: [pygame] TMX support in pygame
 


Hello everyone!  


I'm a long time user of pygame and active member of #pygame under the handle 
bitcraft.  I help many people who stumble into the channel to build their 
first game in pygame.  I've also released and maintain a couple small 
libraries PyTMX and Pyscroll to help new users develop using the Tiled Map 
Editor.



https://github.com/bitcraft/PyTMX

https://github.com/bitcraft/pyscroll





The Tiled Map Editor is widely known in the indie game community and many 
popular game development ecosystems include out-of-the-box support for it, 
including pyglet, cocos2d-x, allegro5, libgdx, and many others.


I am confident that PyGame will benefit from a TMX loader that it is 
integrated into the core and documented on pygame.org.


As maintainer of PyTMX and pyscroll, I would like to nominate these projects 
to be integrated into the pygame core.  They both support python 2.7 and 3.3+ 
and I have tried to make them feel like native pygame libraries; and they 
even work well with the spite/group concept.  The only library that it 
depends on outside of the python standard lib is the six module.


There are of other loaders available as well, and I will list them as well 
for the consideration of the pygame core developers.  My apologies if I have 
overlooked another tiled TMX map format project.  


http://www.pygame.org/project/1158/

http://pytmxlib.readthedocs.org/en/v0.1.0/

https://bitbucket.org/r1chardj0n3s/pygame-tutorial/src/a383dd24790d/tmx.py

https://github.com/renfredxh/tmx







Thank you everyone and I look forward to hearing your comments.

 


Re: [pygame] Multiple sound cards

2014-10-18 Thread Jason Marshall
Sorry, no.

Re: [pygame] TMX support in pygame

2014-09-19 Thread Jason Marshall
How difficult would it be to make the code compatible with Python 2.4+?

Jason

[pygame] How to make your own local working copy of pygame.org

2014-09-19 Thread Jason Marshall
To download all of the resources on pygame.org so that you can use them when 
you're offline, you can use wget. 


Here's the command to use at the command line:
wget -mpck --user-agent= -e robots=off --wait 30 --random-wait 
http://www.pygame.org/old/


Let it run for a day. It'll download 1.4GB of data.


wget is included with Linux distributions.
wget can be built with Xcode on OS X: Install wget in Mac OS X Without Homebrew 
or MacPorts | OSXDaily

wget for Windows: http://eternallybored.org/misc/wget/wget-1.15-win32.zip


Re: [pygame] TMX support in pygame

2014-09-19 Thread Jason Marshall
http://article.gmane.org/gmane.comp.python.pygame/20577/
A long time ago, I asked which Python version should be the minimum that we 
support, and René said Python 2.4. What do you think should be the oldest 
supported version now? I would be comfortable with Python 2.6.

Jason


From: Leif Theden leif.the...@gmail.com
To: pygame-users@seul.org 
Sent: Friday, September 19, 2014 11:10 AM
Subject: Re: [pygame] TMX support in pygame
 


Any specific reason for targeting python 2.4?...  It's ten years old.  
Currently, it is tested again 2.7 and 3.3, but I can't think of any reasons why 
2.6 wouldn't work.  As for 2.4, there might be some issues with the generator 
syntax.  Its been a long time since I've used 2.4.


On Fri, Sep 19, 2014 at 6:06 AM, Jason Marshall j...@yahoo.com wrote:

How difficult would it be to make the code compatible with Python 2.4+?

Jason 




 From:  Jason Marshall j...@yahoo.com; 
To:  pygame-users@seul.org pygame-users@seul.org; 
Subject:  Re: [pygame] TMX support in pygame 
Sent:  Thu, Sep 18, 2014 11:48:26 AM 


I haven't used your tools myself, but if they really work well and have a 
tutorial and good documentation, then I'm in favor of adding them. Batteries 
included!



Thanks,

Jason





 From: Leif Theden leif.the...@gmail.com
To: pygame-users@seul.org 
Sent: Monday, September 15, 2014 11:51 AM
Subject: [pygame] TMX support in pygame
 


Hello everyone!  


I'm a long time user of pygame and active member of #pygame under the handle 
bitcraft.  I help many people who stumble into the channel to build their 
first game in pygame.  I've also released and maintain a couple small 
libraries PyTMX and Pyscroll to help new users develop using the Tiled Map 
Editor.



https://github.com/bitcraft/PyTMX

https://github.com/bitcraft/pyscroll





The Tiled Map Editor is widely known in the indie game community and many 
popular game development ecosystems include out-of-the-box support for it, 
including pyglet, cocos2d-x, allegro5, libgdx, and many others.


I am confident that PyGame will benefit from a TMX loader that it is 
integrated into the core and documented on pygame.org.


As maintainer of PyTMX and pyscroll, I would like to nominate these projects 
to be integrated into the pygame core.  They both support python 2.7 and 3.3+ 
and I have tried to make them feel like native pygame libraries; and they even 
work well with the spite/group concept.  The only library that it depends on 
outside of the python standard lib is the six module.


There are of other loaders available as well, and I will list them as well for 
the consideration of the pygame core developers.  My apologies if I have 
overlooked another tiled TMX map format project.  


http://www.pygame.org/project/1158/

http://pytmxlib.readthedocs.org/en/v0.1.0/

https://bitbucket.org/r1chardj0n3s/pygame-tutorial/src/a383dd24790d/tmx.py

https://github.com/renfredxh/tmx







Thank you everyone and I look forward to hearing your comments.

 

Re: [pygame] TMX support in pygame

2014-09-18 Thread Jason Marshall
I haven't used your tools myself, but if they really work well and have a 
tutorial and good documentation, then I'm in favor of adding them. Batteries 
included!


Thanks,

Jason




 From: Leif Theden leif.the...@gmail.com
To: pygame-users@seul.org 
Sent: Monday, September 15, 2014 11:51 AM
Subject: [pygame] TMX support in pygame
 


Hello everyone!  

I'm a long time user of pygame and active member of #pygame under the handle 
bitcraft.  I help many people who stumble into the channel to build their first 
game in pygame.  I've also released and maintain a couple small libraries PyTMX 
and Pyscroll to help new users develop using the Tiled Map Editor.



https://github.com/bitcraft/PyTMX

https://github.com/bitcraft/pyscroll



The Tiled Map Editor is widely known in the indie game community and many 
popular game development ecosystems include out-of-the-box support for it, 
including pyglet, cocos2d-x, allegro5, libgdx, and many others.

I am confident that PyGame will benefit from a TMX loader that it is integrated 
into the core and documented on pygame.org.

As maintainer of PyTMX and pyscroll, I would like to nominate these projects to 
be integrated into the pygame core.  They both support python 2.7 and 3.3+ and 
I have tried to make them feel like native pygame libraries; and they even work 
well with the spite/group concept.  The only library that it depends on outside 
of the python standard lib is the six module.

There are of other loaders available as well, and I will list them as well for 
the consideration of the pygame core developers.  My apologies if I have 
overlooked another tiled TMX map format project.  

http://www.pygame.org/project/1158/

http://pytmxlib.readthedocs.org/en/v0.1.0/

https://bitbucket.org/r1chardj0n3s/pygame-tutorial/src/a383dd24790d/tmx.py

https://github.com/renfredxh/tmx




Thank you everyone and I look forward to hearing your comments.

Re: [pygame] Perf - No. of rects vs area of rects

2014-06-15 Thread Jason Marshall
Number of rects is not very important. 

The total area is much more important. Also, aligning surface widths to 
multiples of 16 and blitting to locations on the x axis that are multiples of 
16 can help the performance of the blitting. (I just learned that from this 
mailing list.) Setting the source surface's RLEACCEL flag helps if there is a 
lot of solid coloration in your source surface.

This script reduces the update area as much as possible:
  https://bitbucket.org/jmm0/optimize_dirty_rects/downloads

Jason



From:Abhas Bhattacharya abhasbhattachar...@gmail.com
To: pygame-mirror-on-google-gro...@googlegroups.com 
Sent: Saturday, June 14, 2014 8:13 PM
Subject: [pygame] Perf - No. of rects vs area of rects
 


Does the performance of pygame.update depend solely on no. of rects or total 
area of all rects passed to it?
I was thinking of a small speedup by splitting two intersecting rects into 
three non-intersecting rects, which will reduce the toal area, but increase the 
no. of rects.
Its probably a very small gain, and might result in a actual loss if the no. of 
rects explode. But if I know for sure that performance depende solely on one 
factor or the other, small gains like h=this might be possible.

Re: [pygame] BUG: Color order reversed on Windows

2014-05-28 Thread Jason Marshall
Ben,

64-bit or 32-bit Windows 8.1?(And if 64-bit Windows 8.1, then 64-bit or 32-bit 
Python?

Does the problem persist if you use the current 1.9.2pre and SDL 1.2.15? 
http://www.lfd.uci.edu/~gohlke/pythonlibs/#pygame

Thanks,
Jason




 From: Ben Withbroe ben.says.b...@gmail.com
To: pygame-users@seul.org 
Sent: Friday, May 16, 2014 12:30 PM
Subject: [pygame] BUG: Color order reversed on Windows
 


Hi pygame devs-
I'm running Pygame 1.9.1release on top of SDL 1.2.13 on Windows 8.1.  When I 
set a pixel on a Surface object (with set_at()), and then read the modified 
pixel back out (with get_at()), the red and blue channels have been exchanged.  
A minimal demonstration script is attached.

For what it's worth, displaying Surfaces works correctly: if I load an image 
file to a Surface and then display it, it looks correct.  However, if I modify 
the surface (using Surface.set_at()), the modified pixels also display with 
their red and blue channels exchanged.

Thanks,
Ben Withbroe

Re: [pygame] Updating the pygame.org news section with an intro video to pygame?

2014-05-25 Thread Jason Marshall
I've posted this news item. Thanks!

Jason




 From: Michael Lutynski mich...@callthecomputerdoctor.com
To: pygame-users@seul.org 
Sent: Thursday, May 22, 2014 1:05 AM
Subject: [pygame] Updating the pygame.org news section with an intro video to 
pygame?
 

I'd like to get this piece of news on the Pygame.org site's main page as I 
think it'd be helpful. 

It's an intro to game programming from PyCon 2014:

    http://pyvideo.org/video/2620/introduction-to-game-programming

How do I go about that?

This is part of my personal wish to see more Pygame news to counter PySDL's 
presence. I feel that all the mentioning of PySDL is like an endorsement of 
PySDL over Pygame. I want to hear more about Pygame :)

Michael

Re: [pygame] which distribution to use for OSX mavericks python 2.7 ?

2014-05-25 Thread Jason Marshall
For Mavericks, you have to build from source. Using Homebrew may help.

https://bitbucket.org/pygame/pygame/issue/82/homebrew-on-leopard-fails-to-install#comment-636765


Jason




 From: Floris van Manen v...@klankschap.nl
To: pygame-users@seul.org 
Sent: Sunday, May 4, 2014 1:58 PM
Subject: [pygame] which distribution to use for OSX mavericks python 2.7 ?
 

Where can i find the latest distribution of pygame to be used with OSX 
mavericks and python 2.7.6 ?
e.g. where can i find the download link ?

Thanks
.F

[pygame] How to call EnumDisplaySettings using ctypes?

2014-04-16 Thread Jason Marshall
I know how to get the screen's refresh rate in Windows using pywin32 (win32all).

import win32api
d = win32api.EnumDisplaySettings(None, -1)
print (d.DisplayFrequency)

How would I call the same function using ctypes? 

Thanks,
Jason


Re: [pygame] IDE ?

2014-04-16 Thread Jason Marshall
I'm trying out Eclipse/PyDev. It has features that I want (syntax highlighting, 
change bars [called Quick Diff], cross-platform compatibility, $0, viewable 
whitespace). So far, I hated the 100-step process to install it. I am annoyed 
by the project paradigm. (I keep related files in the same directory, and 
that is enough project organization for me, thank you very much.) I was 
surprised that Quick Diff doesn't work if I am editing a file that isn't part 
of the current project, but at least it does work when I do things the 
Eclipse way.

I got used to having change bars from using UltraEdit at work. I miss change 
bars when I'm changing big sections of code in existing scripts, which is why 
I'm trying to get used to PyDev. I don't know of any other Python IDEs that 
have change bars besides PyDev. Does anyone?


I have tried...
* UltraEdit - Very good, but expensive. I've earned a living writing 
thousands of lines of Python code with this. It isn't great for Python 
out-of-the-box, but it can be customized. I customized it to run PyChecker at 
the click of a button.

* SPE - Great. I especially like the integrated PyChecker. PyChecker 
hasn't been updated for new versions of Python, and SPE had an error once that 
made me lose my work, so I don't use it anymore.
* DrPython - Good, nice, simple. DrPython had an error once that made 
me lose my work, so I don't use it anymore.
* Geany - Good, nice, simple. I used this to create 
optimize_dirty_rects.py last year.

* IDLE - Not good for large scripts. Can't view whitespace.
* Komodo Edit - I haven't used this much. Seems a bit complicated. I 
don't like the project paradigm, and I don't see change bars. I prefer the 
simplicity of Geany over this to just get things done.

* Wing101 - I haven't used this much. Seems slightly less complicated 
than Komodo Edit. I don't see change bars. I prefer the simplicity of Geany 
over this to just get things done.

Jason



 From: David dvp1...@gmail.com
To: pygame-users@seul.org 
Sent: Monday, April 7, 2014 7:02 PM
Subject: [pygame] IDE ?
 


This must have been asked before

Which IDE do you like?

I'd want Free and Cross-Platform (Win/Linux).
A debugger would be very handy.
Would be beneficial if it is widely used and that it will be around a good long 
time.


I can't tell if they mean Eclipse/Pydev has a steep learning curve because of 
the installation/setup or the everyday use?

If not that, then Spider and PyScripter looked like possible candidates...


I know there are hold outs for Emacs and Vim...(Im a Vim usermyself) 
but I'm asking whihc IDEs do you use and like (and if you dont use one, perhaps 
you know of one that many people generally use and like)

thanks.
-- 
David
Running Linux since 1994 

Re: [pygame] PySDL2 0.9.1 released

2014-04-08 Thread Jason Marshall
I've added this to the website news. Thanks!


Jason



 From: Marcus von Appen m...@sysfault.org
To: pygame-users@seul.org; SDL development mailing list s...@lists.libsdl.org 
Sent: Saturday, April 5, 2014 3:46 AM
Subject: [pygame] PySDL2 0.9.1 released
 

PySDL2 0.9.1 has been released.

PySDL2 is a wrapper around the SDL2 library and as such similar to the
discontinued PySDL project. In contrast to PySDL, it has no licensing
restrictions, nor does it rely on C code, but uses ctypes instead.

Version 0.9.1 is a bugfix release, which fixes some issues in the
PySDL2 API:

* fixed issue #50: corrected the sdl2.ext.load_image() documentation
* fixed issue #52: sdl2.ext.Renderer.fill(), sdl2.ext.Renderer.draw_rect() and
  sdl2.ext.Renderer.draw_point() convert sequences correctly now
* fixed issue #53: provide backwards compatibility for previous SDL2 releases
  by adding a wrapper function for sdl2.cpuinfo.SDL_HasAVX()

You can download it from http://bitbucket.org/marcusva/py-sdl2/downloads.
The documentation, listing all of its features, can be browsed online at
http://pysdl2.readthedocs.org/.

Cheers
Marcus

[pygame] Website updates - 26 March 2014

2014-03-26 Thread Jason Marshall
* Added news about PyWeek 18 (May 11-18)
* Added news about cocos2d 0.6.0 release
* Added news about PySDL2 0.9.0 release
* Added news about Blender 2.70 release
* Deleted projects tagged pleasedelete

Re: [pygame] Python3 version packaged?

2014-03-20 Thread Jason Marshall
Here#39;s an idea: what if we were to remove pyportmidi 0.0.6 from the pygame 
source and make pygame.midi dependent on stand-alone pyportmidi?

Jason

PS. I think the most recent version of pyportmidi, 0.0.7, is here: 
https://bitbucket.org/aalex/pyportmidi/

 From: Christopher Night cosmologi...@gmail.com
 To: pygame-users@seul.org 
 Sent: Tuesday, December 31, 2013 4:58 PM
 Subject: Re: [pygame] Python3 version packaged?
 
That#39;s all well and good for development, but if I want to distribute my 
game to other Ubuntu users I#39;m not going to tell players they have to 
comment out part of the setup file for one of my dependencies and install it 
from source.



I#39;m not complaining or anything. Set whatever priorities you think are 
appropriate. I#39;m just adding another data point: this is blocking me from 
transitioning to Python3.

-Christopher




On Tue, Dec 31, 2013 at 5:47 PM, Lenard Lindstrom le...@telus.net wrote:


Hi,



On Gnu/Linux it is simpler to just build Pygame from source. The dependencies 
are libsdl-mixer, libsdl-image, libsdl-ttf, and libportmidi0. Installing these 
libraries, and their header file dev packages should force the installation of 
all Pygame dependencies, such as SDL and freetype2. Also be sure to include the 
Python3 dev package. Since I do most of my Pygame development on Linux Mint, 
there should be no compatibility issues on Ubuntu, except with libportmidi0. So 
I suggest commenting out the Pygame midi module entry in the Setup file.





Lenard Lindstrom



On 13-12-31 09:36 AM, Sam Bull wrote:


Can we get a working Python3 version of Pygame packaged either in the

Ubuntu repositories or in pip3?



This would be really helpful in allowing us to transition to Python3 for

our projects.







 

[pygame] Website updates - 13 March 2014

2014-03-13 Thread Jason Marshall
* Added news about PyJ2D and Pyjsdl
* Added news about BaconGameJam 07 and Mini Ludum Dare 50 competitions
* Deleted some ridiculousspam advertising escort services


[pygame] Website update - 27 February 2014

2014-02-27 Thread Jason Marshall

• added news about the next Ludum Dare competition

[pygame] Maintenance of sysfont.py (issue #179)

2014-02-22 Thread Jason Marshall
In sysfont.py, there are long lists of fonts for Windows XP and Mac OS X 
10.something. I think that we should remove those lists because they're a pain 
to maintain, nobody has been maintaining them lately (which is why there's no 
font list for Windows Vista, 7 or 8), and we can get a system's list of fonts 
programmatically. Does anyone have a reason why I should not remove the long 
lists of fonts from sysfont.py?

Jason


[pygame] Pull request #26: sysfont.py change for OS X 10.9 from Dan Ross

2014-01-15 Thread Jason Marshall
Should we accept this change for pygame 1.9.2?
https://bitbucket.org/pygame/pygame/pull-request/26/removed-usage-of-fc-list-in-os-x-font/diff

Jason

lib/sysfont.py

def initsysfonts_darwin():
     read the fonts on OSX.
    
    # if the X11 binary exists... try and use that.
    #  Not likely to be there on pre 10.4.x ...
    #    so still need to do other OSX specific method below.
-    if os.path.exists(/usr/X11/bin/fc-list):
-    fonts = initsysfonts_unix()
-    else:
-    fonts = {}
+    # if os.path.exists(/usr/X11/bin/fc-list):
+# fonts = initsysfonts_unix()
+# else:
+# fonts = {}
+    fonts = {}
     
    # we look for the default paths.
    _search_osx_font_paths(fonts)

    return fonts

[pygame] Website update - 31 December 2013

2013-12-31 Thread Jason Marshall
* Added news about PySDL 0.8.0


[pygame] Website updates: 10 December 2013

2013-12-10 Thread Jason Marshall
* News about pygame-cffi on the Raspberry Pi and PyPy


Re: [pygame] Quick OS survey - 2013

2013-12-06 Thread Jason Marshall
I use Windows 7 at work for 150 to 200 hours per month. I've used Linux Mint 
for about 1 hour per month this year, so that's roughly 0.5%. 



 From: Julian onp...@gmail.com
To: pygame-users@seul.org 
Sent: Thursday, December 5, 2013 11:18 PM
Subject: Re: [pygame] Quick OS survey - 2013
 

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Just Trisquel for me. I have to wonder, though, how the heck can you
deduce how much you use each OS to the nearest half of a percent?
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

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-END PGP SIGNATURE-

Re: [pygame] Quick OS survey - 2013

2013-12-06 Thread Jason Marshall
No, if this survey were on a dedicated web service, then it never would have 
been created because setting up a dedicated web service would take too much 
effort. Also, fewer people would have noticed it and responded to it.

I'm still hoping for many more responses. Doesn't somebody use pygame with 
Windows 8.x?

Jason



 From: Olivier Crouzet olivier.crou...@univ-nantes.fr
To: pygame-users@seul.org 
Sent: Friday, December 6, 2013 1:06 AM
Subject: Re: [pygame] Quick OS survey - 2013
 

Dear all, it seems to me that if any single pygame user is going to answer this 
survey, it won't be long until this list becomes full with any single answer! 
Wouldn't it be wise, if this really is a matter of interest, to set up a survey 
on a dedicated web service so everyone can continue discussing and reading 
pygame issues? Thanks for your understanding.

Olivier.

--Message d'origine--
De: Miriam English
Expéditeur: owner-pygame-us...@seul.org
À: pygame-users@seul.org
Cc: Jason Marshall
Répondre à: pygame-users@seul.org
Objet: Re: [pygame] Quick OS survey - 2013
Envoyé: 6 déc. 2013 07:27

Puppy Linux 97%
Android 1%
Ubuntu Linux 1%
various flavors of MSWindows and FreeDOS 1%


Jason Marshall wrote:
 pygamers, which computer operating system(s) have you used this year? If
 you have been using more than 1 operating system, approximately what
 percentage of your time are you using each one?

 Here's my breakdown:
 0.5%Linux Mint
 0.5%Mac OS X 10.4
 2%Windows ME
 4%Windows XP
 5%Mac OS X 10.6
 88%Windows 7

-- 
If you don't have any failures then you're not trying hard enough.
  - Dr. Charles Elachi, director of NASA's Jet Propulsion Laboratory
-
Website: http://miriam-english.org
Blogs:  http://miriam-e.dreamwidth.org
          http://miriam-e.livejournal.com



--
Olivier Crouzet
LLING - Laboratoire de Linguistisque

[pygame] Quick OS survey - 2013

2013-12-05 Thread Jason Marshall
pygamers, which computer operating system(s) have you used this year? If you 
have been using more than 1 operating system, approximately what percentage of 
your time are you using each one?

Here's my breakdown:
0.5%    Linux Mint

0.5%    Mac OS X 10.4

2%    Windows ME 

4%    Windows XP
5%    Mac OS X 10.6
88%    Windows 7


Re: [pygame] Old projects with bad links

2013-11-26 Thread Jason Marshall
I figured it out. Source, Windows and Mac URLs are per-release, so I have to 
dig down into the release data to edit them.

Jason




 From: Jason Marshall j...@yahoo.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Sunday, November 10, 2013 3:16 PM
Subject: Re: [pygame] Old projects with bad links
 


Could we make the Source, Windows and Mac URLs on project pages editable? We 
could point people to archive.org in some cases. (Even my own Firework project 
has a dead Source link, and I can't update it.)





 From: René Dudfield ren...@gmail.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Monday, November 4, 2013 3:55 AM
Subject: Re: [pygame] Old projects with bad links
 


Please do not delete them yet.

[pygame] Website updates: 18 November 2013

2013-11-18 Thread Jason Marshall
* Question: Should we consider the posts by Geeta Sanganee to be spam?
* Deleted projects with names like delete or deleteme
* Deleted projects by spam users: Markus Mueller, donaldholton, vilan 
duck, ashley grace, dds, Jhonny, pcdriver, niammuddin, bdee

[pygame] Website updates: 17 November 2013

2013-11-17 Thread Jason Marshall
* Deleted projects of the following spammers: seputarsoftware, 
danicastro, rixos35, danicastro, ocim, johnyeo90, dadanramadhan, alfanbutway, 
blahau, Chriestover Arie, benyocyberprotokol, gini sen, budi, TinguBondi, 
jemimaann, Agen Bola, eliyanirahayu, Cah Manggar, arumi, kasmir hdm, Jose 
Vieira Da Silva Neto, irfan tampan, Bio Sanjaya, mark lewis, alip iskandar, 
Sophie Green, drew belmore

* Deleted testing project of bro bro


[pygame] Website updates: 12 November 2013

2013-11-16 Thread Jason Marshall
* Removed spam projects by kevinnguyen (kizi2), gameslove57 
(gameslove), Girls Games (y8girlsgames), Kizi 1 (kizi1), Y8 freey8games.net 
(vienmaria) and cute girl (cutegirl36)

[pygame] Website updates: 12 November 2013

2013-11-12 Thread Jason Marshall
* News: Ludum Dare #28 dates announced
* Removed projects by spammers Theodorus Mardjohan(johantheo88), Jorolo 
Kakac (taoof2gts), seputarsoftware (seputarsoftware)

Re: [pygame] Old projects with bad links

2013-11-10 Thread Jason Marshall
Could we make the Source, Windows and Mac URLs on project pages editable? We 
could point people to archive.org in some cases. (Even my own Firework project 
has a dead Source link, and I can't update it.)





 From: René Dudfield ren...@gmail.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Monday, November 4, 2013 3:55 AM
Subject: Re: [pygame] Old projects with bad links
 


Please do not delete them yet.

[pygame] Optimization of dirty rects (removal of overlapping area)

2013-11-09 Thread Jason Marshall
I wrote a function to remove overlapping sections of rectangles. I'm pretty 
proud of it. It should speed up blit time when using dirty rectangles on a 
stationary background, but if the whole background is moving or there are no 
overlapping sprites, it will waste time.

Please try it out and let me know if it helps or hurts performance.

Link to download  details:
http://www.pygame.org/project-Optimize+Dirty+Rects-2866-4646.html


Jason

Re: [pygame] Pygame minigames

2013-11-06 Thread Jason Marshall
One way to do this is to use nested loops. An outer loop calls functions which 
each contain their own inner loop. Each inner loop function will return either 
the inner loop function that should run next or None. If None is returned 
instead of a function, then the program exits. 


Here's a template for you:

import pygame

def main():
    one main loop to rule them all
    pygame.init()
    screen = pygame.display.set_mode((500, 500))

    func = menu
    while func is not None:
    next_func = func(screen)
    func = next_func

    pygame.quit()

def menu(screen):
    main loop for menu mode
    # Clear screen

    # Put your menu's main loop here
    # To run minigame_1, set chosen_game to minigame_1 and exit the loop
    # To run minigame_2, set chosen_game to minigame_2 and exit the loop
    # To quit the application, set chosen_game to None and exit the loop

    return chosen_game

def minigame_1(screen):
    main loop for minigame_1

    # Clear screen
    # Put your first game's main loop here

    return menu

def minigame_2(screen):
    main loop for minigame_2

    # Clear screen
    # Put your second game's main loop here

    return menu

if __name__ == __main__:
    main()


Jason



 From: Astan k12...@gmail.com
To: pygame-users@seul.org 
Sent: Monday, November 4, 2013 8:50 PM
Subject: [pygame] Pygame minigames
 


Hi,
I'm trying to make a sort of game in pygame that is a collection of minigames 
(that may or may not be timed-based). The problem I'm having is developing 
something like this. I was wondering if it was possible to make the main 
interface of the game with pygame normally for menus, etc and then making these 
minigames with pygame as well and then combining them.
Currently, I'm having problems combining these two files/modules since they 
both init pygame and do various background manipulation. 
Are there any examples of something like this that might help me?
Cheers
Thanks


-- 
To make a photocopier, simply photocopy a mirror. 

Re: [pygame] Pygame logo license?

2013-11-03 Thread Jason Marshall
Julian,

That's an understandable conclusion. I'll try to contact the logo's creator for 
an attorney-compatible clarification.

Jason


On Sat, 11/2/13, Julian onp...@gmail.com wrote:

 Subject: Re: [pygame] Pygame logo license?
 To: pygame-users@seul.org
 Date: Saturday, November 2, 2013, 11:57 PM
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 On 11/02/2013 04:48 PM, Jason Marshall wrote:
  See this previous discussion:
  
  https://groups.google.com/forum/#!searchin/pygame-mirror-on-google-groups/horst$20snake$20logo/pygame-mirror-on-google-groups/Td1bnVhsZeA/W7q4MwBP5DgJ
 
 It
  
 looks like the only answer in there was vaguely, it's in
 the
 Pygame repo, so I suppose it's under the LGPL. Vague
 speculation
 isn't enough for me. I want to be very thorough about this.
 
 If what sort of license the logo is under is up in the air,
 I'm going
 to assume that it was never actually licensed by its
 copyright holder
 and not use it.
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.11 (GNU/Linux)
 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/
 
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RE: [pygame] pygame idea: pgHoF (pygame Hall of Fame)

2013-11-03 Thread Jason Marshall
I have created a Google Group for discussion of the pygame Arcade idea.
https://groups.google.com/forum/#!forum/pygame-arcade
I think we should consider it a separate project from pygame.

Jason


On Fri, 11/1/13, Westley Martínez aniko...@gmail.com wrote:

 Subject: RE: [pygame] pygame idea: pgHoF (pygame Hall of Fame)
 To: pygame-users@seul.org
 Date: Friday, November 1, 2013, 1:56 PM
 
  -Original Message-
  From: owner-pygame-us...@seul.org
 [mailto:owner-pygame-us...@seul.org]
 On
  Behalf Of Jason Marshall
  Sent: Friday, November 01, 2013 5:35 AM
  To: pygame-users@seul.org
  Subject: Re: [pygame] pygame idea: pgHoF (pygame Hall
 of Fame)
  
  Thanks, Westley.
  
  
  1.    On bitbucket.org, should I create
 a new repository for pygame Arcade
  under the existing pygame team's control? This
 repository would be at
  https://bitbucket.org/pygame/Arcade. Or
 should I create a new team on
  bitbucket.org?
 
 I guess it depends how closely tied we want to be with
 Pygame.  I'm not
 a Pygame developer so I don't know what the proper protocol
 for this
 would be. 
 
  2.    Does anybody have a better idea
 for a name for this application?
 
 I think it's a good start.  It's better than Pygame
 Launcher.  Maybe
 PyArcade, but that might be taking the Py- convention too
 far.  I have a
 question though.  Will this be open to any games
 written in Python or
 only those that use Pygame?
 
  3.    Should we start from scratch or
 start with something that somebody else
  has created? (Adam Furman's Python OS, which I haven't
 looked into, comes to
  mind.) I'm inclined to start from scratch with Python
 2.7.6, which bundles the
  version of Tkinter that's compatible with OS X
 Mavericks and integrates well
  with Mercurial. Because I have used Tkinter at work,
 it's my first choice for
  creating a basic GUI, but what are your opinions of
 using it?
 
 Tkinter is my first choice as well.  We should reuse
 code when we can.
 (And if it's a good idea of course)
 
  4.    Does anybody have a good reason
 why we shouldn't create a pygame Arcade
  application at all?
  
  Jason
  
  
 
 There's never a good reason to not make a good program :)
 Why don't we start with a sheet of ideas/goals that we want
 to
 accomplish for the app?  Maybe present it on this
 mailing list so we can
 get input from everyone else.  Here's one goal of
 mine:
 
  * Track data made by games, such as save files, so that it
 may be
    removed (like when the game is
 uninstalled).
 



[pygame] Old projects with bad links

2013-11-03 Thread Jason Marshall
Should we delete old projects if the user is inactive and the links are dead? 
The existence of so many dead projects is not friendly to newbies.

Jason


[pygame] Website updates: 3 November 2013

2013-11-03 Thread Jason Marshall
• Deleted spam projects by users: Kizi 1 (kizi1), Friv frivminiclips.com 
(frivminiclip)
• Updated URL for PYGRIS project


Re: [pygame] Pygame logo license?

2013-11-03 Thread Jason Marshall
OK, here is a definitive answer from Gareth Noyce: 'They're public domain but 
I'd like attribution if they're used anywhere. Just a logo by Gareth Noyce 
would do, but I won't be complaining if people forget. :)'

Jason


On Sun, 11/3/13, Jason Marshall j...@yahoo.com wrote:

 Subject: Re: [pygame] Pygame logo license?
 To: pygame-users@seul.org
 Date: Sunday, November 3, 2013, 5:51 AM
 
 Julian,
 
 That's an understandable conclusion. I'll try to contact the
 logo's creator for an attorney-compatible clarification.
 
 Jason
 
 
 On Sat, 11/2/13, Julian onp...@gmail.com
 wrote:
 
  Subject: Re: [pygame] Pygame logo license?
  To: pygame-users@seul.org
  Date: Saturday, November 2, 2013, 11:57 PM
  
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
  
  On 11/02/2013 04:48 PM, Jason Marshall wrote:
   See this previous discussion:
   
   
https://groups.google.com/forum/#!searchin/pygame-mirror-on-google-groups/horst$20snake$20logo/pygame-mirror-on-google-groups/Td1bnVhsZeA/W7q4MwBP5DgJ
  
  It
   
  looks like the only answer in there was vaguely, it's in
  the
  Pygame repo, so I suppose it's under the LGPL. Vague
  speculation
  isn't enough for me. I want to be very thorough about
 this.
  
  If what sort of license the logo is under is up in the
 air,
  I'm going
  to assume that it was never actually licensed by its
  copyright holder
  and not use it.
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  Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/
  
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RE: [pygame] Old projects with bad links

2013-11-03 Thread Jason Marshall
Hmm, that's a good idea, but it might be a problem. As a junior admin, I can 
modify  delete projects, but I cannot view users' e-mail addresses (or delete 
their accounts).

Jason


On Sun, 11/3/13, Westley Martínez aniko...@gmail.com wrote:

 Subject: RE: [pygame] Old projects with bad links
 To: pygame-users@seul.org
 Date: Sunday, November 3, 2013, 1:05 PM
 
 Yes.  Maybe try to contact the
 maintainers telling them it's deleted or
 will be deleted.
 
  -Original Message-
  From: owner-pygame-us...@seul.org
 [mailto:owner-pygame-us...@seul.org]
 On
  Behalf Of Jason Marshall
  Sent: Sunday, November 03, 2013 4:17 AM
  To: pygame-users@seul.org
  Subject: [pygame] Old projects with bad links
  
  Should we delete old projects if the user is inactive
 and the links are dead?
  The existence of so many dead projects is not friendly
 to newbies.
  
  Jason
 



Re: [pygame] Pygame logo license?

2013-11-02 Thread Jason Marshall
See this previous discussion:

https://groups.google.com/forum/#!searchin/pygame-mirror-on-google-groups/horst$20snake$20logo/pygame-mirror-on-google-groups/Td1bnVhsZeA/W7q4MwBP5DgJ

Jason


On Sat, 11/2/13, Julian onp...@gmail.com wrote:

 Subject: [pygame] Pygame logo license?
 To: pygame-users@seul.org
 Date: Saturday, November 2, 2013, 2:49 PM
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Is the Pygame logo[0] under any sort of free culture
 license? I can't
 seem to find any license information about it.
 
 [0] http://www.pygame.org/docs/logos.html
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Re: [pygame] pygame idea: pgHoF (pygame Hall of Fame)

2013-11-01 Thread Jason Marshall
Thanks, Westley.

1. On bitbucket.org, should I create a new repository for pygame Arcade 
under the existing pygame team's control? This repository would be at 
https://bitbucket.org/pygame/Arcade. Or should I create a new team on 
bitbucket.org?
2. Does anybody have a better idea for a name for this application?

3. Should we start from scratch or start with something that somebody 
else has created? (Adam Furman's Python OS, which I haven't looked into, comes 
to mind.) I'm inclined to start from scratch with Python 2.7.6, which bundles 
the version of Tkinter that's compatible with OS X Mavericks and integrates 
well with Mercurial. Because I have used Tkinter at work, it's my first choice 
for creating a basic GUI, but what are your opinions of using it?

4. Does anybody have a good reason why we shouldn't create a pygame 
Arcade application at all?Jason




 From: Westley Martínez aniko...@gmail.com
To: pygame-users@seul.org 
Sent: Thursday, October 31, 2013 11:24 PM
Subject: RE: [pygame] pygame idea: pgHoF (pygame Hall of Fame)
 

I'd be interested in working on this.


 -Original Message-
 From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
 Behalf Of Jason Marshall
 Sent: Thursday, October 31, 2013 7:56 PM
 To: pygame-users@seul.org
 Subject: Re: [pygame] pygame idea: pgHoF (pygame Hall of Fame)
 
 Popularity-driven fame rather than committee-driven fame is an excellent idea,
 Jake! We could make one application—I call it pygame Arcade—to install which
 would be able to download and launch Python games that we've screened for
 malicious code. When it would make sense, we could modify the games ahead of
 time to share high scores (using a service like Scoreoid) to promote
 competition in the community. The launcher could track each time that a game
 is played to calculate popularity. To promote learning and experimentation,
 there would be a button to open the directory that contains the .py files, and
 another button to restore the game to a pristine state after the user has
 experimented with it. I could go on
 
 
 
 Jason
 
 
 
 From: Jake b ninmonk...@gmail.com
 To: pygame-users@seul.org pygame-users@seul.org
 Sent: Thursday, October 31, 2013 8:20 AM
 Subject: Re: [pygame] pygame idea: pgHoF (pygame Hall of Fame)
 
 
 If we suggest projects to be posted on github/etc, that would prevent
 dying links.
 
 Down the road maybe viewer's votes would simplify who to choose for
 the month. I'm thinking simplicity is better here. ( facebook and
 greenlight only have an upvote, no downvotes ). We could could pick by
 recent-popular activity.
 
 --
 Jake
 
 
 On Thu, Oct 31, 2013 at 7:27 AM, Jason Marshall j...@yahoo.com wrote:
  There are a lot of old projects on pygame.org with dead links. This isn't
  newbie friendly. To counter this, I boldly propose the following:
 
  Deletion of old projects if the user is inactive and the links are dead.
  Enshrinement of the really good old projects into a pygame Hall of Fame.
  Proposed details:
 
  The pgHoF project must be really good. We'll need volunteers to nominate
  projects and vote for a winner.
  The pgHoF project must use pygame or a derivative of it.
  The pgHoF project must have freely-available source code.
  The pgHoF project must be = 1 year old.
  To make it elite, only 1 pygame application can be added per quarter
  (January-March, April-June, July-September, October-December).
  If necessary, the pgHoF application will be modified to run on pygame 1.9.2.
  Installation will be simpler than installing Python, especially on Windows.
 
 
  What do you think?
  Jason
 
 
 
 
 --
 Jake
 
 

Re: [pygame] news items:

2013-10-31 Thread Jason Marshall
I have posted news about PVC's textbook.

Did anyone use Python in BaconGameJam 06? Indie game competitions are news, but 
I'm trying to find the pygame connection so a post about this competition will 
be relevant.

Thanks,
Jason




 From: Jake b ninmonk...@gmail.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Wednesday, October 9, 2013 5:29 PM
Subject: [pygame] news items:
 

Couple ideas for today:

1- http://www.reddit.com/r/pygame/comments/1o3529/student_pygame_animations/
2- 
http://www.reddit.com/r/BaconGameJam/comments/1nlyov/bacongamejam_06_on_20131025_2200_utc_48_hours/

-- 
Jake

Re: [pygame] leveraging current non-mailing list members

2013-10-31 Thread Jason Marshall
Jake,

I have that junior admin status. I can post news, moderate comments and edit 
any project page, but I can't modify pages, site code or user data. If you want 
junior admin status too, ask René. You have a good track record in the pygame 
community, so I would like you to be a fellow junior admin.


Jason




 From: Jake b ninmonk...@gmail.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Friday, October 25, 2013 2:55 PM
Subject: [pygame] leveraging current non-mailing list members
 

Once the site is updated, I think it needs a system for more dynamic
addition of lower level admins.
Because there's plenty of people active in the non-mailing list sites, like:

http://www.reddit.com/r/pygame
http://www.reddit.com/r/gamedev
http://www.reddit.com/r/learnprogramming
http://stackoverflow.com/questions/tagged/pygame

I'm sure we could get volunteers to post news, since there's
frequently a coding jam or perhaps even link to Screenshot Saturdays?
( Example: 
http://www.reddit.com/r/gamedev/comments/1o9xo6/screenshot_saturday_140_streamtown/
)

Note: If you read screenshot saturday, having RES to auto-expand all
gifs is nice.
-- 
Jake

Re: [pygame] leveraging current non-mailing list members

2013-10-31 Thread Jason Marshall
Edit: I can't modify static pages.




 From: Jason Marshall j...@yahoo.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Thursday, October 31, 2013 6:53 AM
Subject: Re: [pygame] leveraging current non-mailing list members
 


Jake,

I have that junior admin status. I can post news, moderate comments and edit 
any project page, but I can't modify pages, site code or user data. If you want 
junior admin status too, ask René. You have a good track record in the pygame 
community, so I would like you to be a fellow junior admin.


Jason




 From: Jake b ninmonk...@gmail.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Friday, October 25, 2013 2:55 PM
Subject: [pygame] leveraging current non-mailing list members
 

Once the site is updated, I think it needs a system for more dynamic
addition of lower level admins.
Because there's plenty of people active in the non-mailing list sites, like:

http://www.reddit.com/r/pygame
http://www.reddit.com/r/gamedev
http://www.reddit.com/r/learnprogramming
http://stackoverflow.com/questions/tagged/pygame

I'm sure we could get volunteers to post news, since there's
frequently a coding jam or perhaps even link to Screenshot Saturdays?
( Example: 
http://www.reddit.com/r/gamedev/comments/1o9xo6/screenshot_saturday_140_streamtown/
)

Note: If you read screenshot saturday, having RES to auto-expand all
gifs is nice.
-- 
Jake

[pygame] pygame idea: pgHoF (pygame Hall of Fame)

2013-10-31 Thread Jason Marshall
There are a lot of old projects on pygame.org with dead links. This isn't 
newbie friendly. To counter this, I boldly propose the following:

1. Deletion of old projects if the user is inactive and the links are 
dead.
2. Enshrinement of the really good old projects into a pygame Hall of 
Fame. Proposed details:

* The pgHoF project must be really good. We'll need volunteers to 
nominate projects and vote for a winner.
* The pgHoF project must use pygame or a derivative of it.
* The pgHoF project must have freely-available source code.

* The pgHoF project must be = 1 year old. 

* To make it elite, only 1 pygame application can be added per quarter 
(January-March, April-June, July-September, October-December).

* If necessary, the pgHoF application will be modified to run on pygame 
1.9.2. 

* Installation will be simpler than installing Python, especially on 
Windows.

What do you think?
Jason


Re: [pygame] pygame idea: pgHoF (pygame Hall of Fame)

2013-10-31 Thread Jason Marshall
Popularity-driven fame rather than committee-driven fame is an excellent idea, 
Jake! We could make one application—I call it pygame Arcade—to install which 
would be able to download and launch Python games that we've screened for 
malicious code. When it would make sense, we could modify the games ahead of 
time to share high scores (using a service like Scoreoid) to promote 
competition in the community. The launcher could track each time that a game is 
played to calculate popularity. To promote learning and experimentation, there 
would be a button to open the directory that contains the .py files, and 
another button to restore the game to a pristine state after the user has 
experimented with it. I could go on 


Jason



 From: Jake b ninmonk...@gmail.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Thursday, October 31, 2013 8:20 AM
Subject: Re: [pygame] pygame idea: pgHoF (pygame Hall of Fame)
 

If we suggest projects to be posted on github/etc, that would prevent
dying links.

Down the road maybe viewer's votes would simplify who to choose for
the month. I'm thinking simplicity is better here. ( facebook and
greenlight only have an upvote, no downvotes ). We could could pick by
recent-popular activity.

--
Jake


On Thu, Oct 31, 2013 at 7:27 AM, Jason Marshall j...@yahoo.com wrote:
 There are a lot of old projects on pygame.org with dead links. This isn't
 newbie friendly. To counter this, I boldly propose the following:

 Deletion of old projects if the user is inactive and the links are dead.
 Enshrinement of the really good old projects into a pygame Hall of Fame.
 Proposed details:

 The pgHoF project must be really good. We'll need volunteers to nominate
 projects and vote for a winner.
 The pgHoF project must use pygame or a derivative of it.
 The pgHoF project must have freely-available source code.
 The pgHoF project must be = 1 year old.
 To make it elite, only 1 pygame application can be added per quarter
 (January-March, April-June, July-September, October-December).
 If necessary, the pgHoF application will be modified to run on pygame 1.9.2.
 Installation will be simpler than installing Python, especially on Windows.


 What do you think?
 Jason



-- 
Jake

[pygame] Website updates - 30 October 2013

2013-10-30 Thread Jason Marshall
Deleted spam projects by these users: wanda sintia (koranpagi99), dayoo tigoo 
(dayoo)


[pygame] Website updates: 29 October 2013

2013-10-29 Thread Jason Marshall
* Added news about the availability of Paul Vincent Craven's new pygame 
book
* Deleted spam projects by these users: blahau, topik (opickaza), 
seoandi

[pygame] Website updates - 28 October 2013

2013-10-28 Thread Jason Marshall
* Added news about the PySDL2 0.7.0 release.
* Added news about PyWeek 17's completion.
* Deleted spam projects by this user:vFcvff

Re: [pygame] Pygame look and feel

2013-10-10 Thread Jason Marshall
Nice!


Jason



 From: Aikiman j...@diadem.co.nz
To: pygame-users@seul.org 
Sent: Thursday, October 10, 2013 4:52 AM
Subject: Re: [pygame] Pygame look and feel
 

Sorry forgot the drop shadow

http://pygame-users.25799.x6.nabble.com/file/n957/pythonLogo_v04.jpg 



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Re: [pygame] freetype + unusual font format: What am I doing wrong?

2013-10-08 Thread Jason Marshall
Thanks for digging into this. If multiplying the em width by 2 // 3 is the most 
difficult step in using a bitmap font with pygame, then I'm happy!

Jason



 From: Lenard Lindstrom le...@telus.net
To: pygame-users@seul.org 
Sent: Tuesday, October 8, 2013 12:32 AM
Subject: Re: [pygame] freetype + unusual font format: What am I doing wrong?
 

I looked at the BDF code in freetype2, and then ran a debugger on 
pygame.freetype to confirm. In freetype2, when only a SIZE record in a 
BDF file, the width, in pixels-per-em, is calculated as (height * 2 / 3) 
[1], which may not be the point size given in the SIZE record. For 
c64.dbf this is (8 * 2 / 3) = 5. The width is used as the font size. 
This is a quirk of the freetype library. I see no easy work-around.

Lenard Lindstrom

[1] bdfdrivr.c:438, see 
http://git.savannah.gnu.org/cgit/freetype/freetype2.git/tree/src/bdf/bdfdrivr.c?id=VER-2-5-0-1#n438

On 13-10-06 02:44 PM, Lenard Lindstrom wrote:
 Okay, setting the resolution to 45 corrects the sizes:

 pygame.freetype.init(resolution=45)

 Python 2.7.3
 pygame 1.9.2a0
 pygame.freetype 2.4.10
 radon.bdf 12
 radon.bdf 13
 radon-wide.bdf 12
 radon-wide.bdf 13
 c64.bdf 8
 c64d.bdf 16

 I don't know why this is the case. Explicit bitmap font support is not 
 built into the freetype module, so is untested.  It is something I 
 intended, but have not got around too. Sorry.

 Lenard Lindstrom.

 On 13-10-05 03:07 PM, Lenard Lindstrom wrote:

[snip]

 The freetype version of pygame.font.init() is just 
 pygame.freetype.init(). It takes a 'resolution' keyword argument that 
 sets the default pitch used in rendering. I suppose setting the pitch 
 to the screen resolution, in pixels per inch, makes the point size 
 equal pixel size. The pygame.freetype.Font type allows pitch to be 
 set individually for each Font instance. It is this pitch twiddling 
 which allows pygame.freetype.Font to mimic how pygame.font.Font 
 handles the default Pygame font, which is scaled differently from 
 other fonts.


 On 13-10-05 01:48 PM, Jason Marshall wrote:
 Maybe my understanding of size is wrong...
 http://www.freetype.org/freetype2/docs/ft2faq.html#other-size

  

 *From:* Jason Marshall j...@yahoo.com
 *To:* pygame-users@seul.org pygame-users@seul.org
 *Sent:* Saturday, October 5, 2013 2:41 PM
 *Subject:* Re: [pygame] freetype + unusual font format: What am I 
 doing wrong?

 Lenard,

 Sorry, updating to pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi 
 didn't help.

 By passing a different (wrong) size, I was able to get freetype to 
 render some fonts but not others. I made a webpage with the only 
 documentation that I have found, some demo code that can render from 
 some BDF fonts, and a screenshot:
 http://www.marshallworkshop.com/pygame/freetype-bug/

 I suspect that there's a mistake in the documentation for 
 instantiating the pygame.freetype.Font class. If I follow the 
 documentation and pass it the font name, style and size, I get an 
 error.  If I just pass only the font name and a certain (wrong) 
 size, it sometimes renders.

 Jason








Re: [pygame] freetype + unusual font format: What am I doing wrong?

2013-10-05 Thread Jason Marshall
Lenard, 

Sorry, updating to pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi didn't help.

By passing a different (wrong) size, I was able to get freetype to render some 
fonts but not others. I made a webpage with the only documentation that I have 
found, some demo code that can render from some BDF fonts, and a screenshot:
http://www.marshallworkshop.com/pygame/freetype-bug/

I suspect that there's a mistake in the documentation for instantiating the 
pygame.freetype.Font class. If I follow the documentation and pass it the font 
name, style and size, I get an error.  If I just pass only the font name and a 
certain (wrong) size, it sometimes renders.

Jason





 From: Lenard Lindstrom le...@telus.net
To: pygame-users@seul.org 
Sent: Friday, October 4, 2013 1:21 PM
Subject: Re: [pygame] freetype + unusual font format: What am I doing wrong?
 

Hi Jason,

This sounds like issue #144, unable to render text. 
https://bitbucket.org/pygame/pygame/issue/144/unable-to-render-text 
The issue #144 fix is included in an updated 32bit Windows installer 
added to the downloads page 
https://bitbucket.org/pygame/pygame/issue/144/unable-to-render-text 
earlier this week: pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi 
https://bitbucket.org/pygame/pygame/downloads/pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi.
 
I have taken to adding a changeset identifier to the file name so 
tracking installer versions will be easer.

Lenard Lindstrom


On 13-10-04 05:50 AM, Jason Marshall wrote:
 I would like to use the freetype module to render text from a BDF font 
 file, but I am getting a vague error. I am using the 8x8 font from 
 this site:
 http://beej.us/c64bdf/c64bdf/c64.bdf

 import os
 os.environ[PYGAME_FREETYPE] = 1
 import pygame
  pygame.font
 module 'pygame.ftfont' from 
 'C:\\Python33\\lib\\site-packages\\pygame\\ftfont.py'
  import pygame.freetype
  pygame.freetype.init()
  c64 = pygame.freetype.Font(r'C:\Users\marshalls\Downloads\c64.bdf', 8)
  s = c64.render('TEST', pygame.Color('white'), pygame.Color('blue'))
 Traceback (most recent call last):
   File stdin, line 1, in module
 SystemError: error return without exception set
 

 Can somebody spot what I am doing wrong?

 I am using a recent build of pygame 1.9.2pre and Python 3.3 (32-bit) 
 on Windows.

 Thanks,
 Jason

Re: [pygame] freetype + unusual font format: What am I doing wrong?

2013-10-05 Thread Jason Marshall
Maybe my understanding of size is wrong...
http://www.freetype.org/freetype2/docs/ft2faq.html#other-size




 From: Jason Marshall j...@yahoo.com
To: pygame-users@seul.org pygame-users@seul.org 
Sent: Saturday, October 5, 2013 2:41 PM
Subject: Re: [pygame] freetype + unusual font format: What am I doing wrong?
 


Lenard, 

Sorry, updating to pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi didn't help.

By passing a different (wrong) size, I was able to get freetype to render some 
fonts but not others. I made a webpage with the only documentation that I have 
found, some demo code that can render from some BDF fonts, and a screenshot:
http://www.marshallworkshop.com/pygame/freetype-bug/

I suspect that there's a mistake in the documentation for instantiating the 
pygame.freetype.Font class. If I follow the documentation and pass it the font 
name, style and size, I get an error.  If I just pass only the font name and a 
certain (wrong) size, it sometimes renders.

Jason





 From: Lenard Lindstrom le...@telus.net
To: pygame-users@seul.org 
Sent: Friday, October 4, 2013 1:21 PM
Subject: Re: [pygame] freetype + unusual font format: What am I doing wrong?
 

Hi Jason,

This sounds like issue #144, unable to render text. 
https://bitbucket.org/pygame/pygame/issue/144/unable-to-render-text 
The issue #144 fix is included in
 an updated 32bit Windows installer 
added to the downloads page 
https://bitbucket.org/pygame/pygame/issue/144/unable-to-render-text 
earlier this week: pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi 
https://bitbucket.org/pygame/pygame/downloads/pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi.
 
I have taken to adding a changeset identifier to the file name so 
tracking installer versions will be easer.

Lenard Lindstrom


On 13-10-04 05:50 AM, Jason Marshall wrote:
 I would like to use
 the freetype module to render text from a BDF font 
 file, but I am getting a vague error. I am using the 8x8 font from 
 this site:
 http://beej.us/c64bdf/c64bdf/c64.bdf

 import os
 os.environ[PYGAME_FREETYPE] = 1
 import pygame
  pygame.font
 module 'pygame.ftfont' from 
 'C:\\Python33\\lib\\site-packages\\pygame\\ftfont.py'
  import pygame.freetype
  pygame.freetype.init()
  c64 = pygame.freetype.Font(r'C:\Users\marshalls\Downloads\c64.bdf', 8)
  s = c64.render('TEST',
 pygame.Color('white'), pygame.Color('blue'))
 Traceback (most recent call last):
   File stdin, line 1, in module
 SystemError: error return without exception set
 

 Can somebody spot what I am doing wrong?

 I am using a recent build of pygame 1.9.2pre and Python 3.3 (32-bit) 
 on Windows.

 Thanks,
 Jason

Re: [pygame] Pygame look and feel

2013-10-04 Thread Jason Marshall
I like it, Aikiman. Here's an idea: We could keep the old logo for pygame 1.x.x 
and use the new logo for pygame 2.


Jason



 From: Aikiman j...@diadem.co.nz
To: pygame-users@seul.org 
Sent: Friday, October 4, 2013 2:45 AM
Subject: Re: [pygame] Pygame look and feel
 

For what its worth then here are a couple of designs of the logo. Im only
throwing them up here because i've already done the work but if you are
interested I can continue onward with colors, otherwise I can drop this no
problems. Maybe its something for the future then.

http://pygame-users.25799.x6.nabble.com/file/n912/pygame1.jpg 



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Sent from the pygame-users mailing list archive at Nabble.com.

[pygame] freetype + unusual font format: What am I doing wrong?

2013-10-04 Thread Jason Marshall
I would like to use the freetype module to render text from a BDF font file, 
but I am getting a vague error. I am using the 8x8 font from this site:
http://beej.us/c64bdf/c64bdf/c64.bdf

 import os
 os.environ[PYGAME_FREETYPE] = 1
 import pygame
 pygame.font
module 'pygame.ftfont' from 
'C:\\Python33\\lib\\site-packages\\pygame\\ftfont.py'
 import pygame.freetype
 pygame.freetype.init()
 c64 = pygame.freetype.Font(r'C:\Users\marshalls\Downloads\c64.bdf', 8)
 s = c64.render('TEST', pygame.Color('white'), pygame.Color('blue'))
Traceback (most recent call last):
  File stdin, line 1, in module
SystemError: error return without exception set


Can somebody spot what I am doing wrong? 

I am using a recent build of pygame 1.9.2pre and Python 3.3 (32-bit) on Windows.

Thanks,
Jason 


Re: [pygame] Is there a downloadable Manual?

2007-09-10 Thread Jason Marshall
Lamonte,

This is available, but it's not quite up-to-date:
ftp://pygame.org/pub/pygame/pygame-docs-1.6.exe

Jason M.


   

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Re: [pygame] where is tick_busy_loop?

2007-09-07 Thread Jason Marshall
Joan,

You're probably looking at the Pygame 1.8
documentation, but using Pygame 1.7.1 software. The
Clock_Object.tick method in Pygame 1.7.1 is the same
as the Clock_Object.tick_busy_loop method in Pygame
1.8.

Jason M.

--- Joan Planas Illas [EMAIL PROTECTED]
wrote:

 Hi all, I'm developing a multimedia app involving
 text movement and I 
 need to use (or at least test) tick_busy_loop
 because I need an acurate 
 frame control.
 I'm working on Ubuntu Feisty and there's no method
 tick_busy_loop on 
 Clock(). I also tested it on Mandriva.
 Do you guys know if it is deprecated or so? I don't
 fins any info about 
 that.
 
 Thanks.
 
 -- 
 Joan Planas Illas
 Dpto I+D | RD department
 [EMAIL PROTECTED]
 Skype id: joanplanaspv
 
 Concatel Vanture Team
 Avda. Ports d'Europa, 100 · 08040 Barcelona (Spain)
 tel. +34.93.567.97.10 (ext 120) - fax
 +34.93.567.97.11
 
 
 http://www.concatel.com
 http://www.vanture.net
 



   

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today's economy) at Yahoo! Games.
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Re: [pygame] varying sound playback rate

2007-04-06 Thread Jason Marshall
Miriam,

To crack that nut using Pygame software in real-time
as you described, you'd have to use a steam roller.

I suggest using a simple brute-force less-than-perfect
technique to solve this problem: Open up the original
sound file in an editor and change its speed. Then,
save the changed sound as a different file. Repeat ~20
times, incrementally changing the speed across the
range of speeds that you need. In your Pygame program,
load all of the sounds at the beginning of the
program. In your game, play the one that is closest to
the speed that you need. If this idea isn't good
enough for your purpose, I won't be offended.

Jason Marshall

--- Miriam English [EMAIL PROTECTED] wrote:

 Hi,
 
 I'm new here. I've looked thru the archives, the
 pygame documentation, 
 the site and tutorials, and I've tried experimenting
 myself, but I can't 
 find a way to dynamically alter the rate of sound
 playback in pygame.
 
 For example, if I wanted to play a sound file back
 thru 4 different 
 channels at 4 different rates to form a chord... is
 it possible?
 
 Another example: playing the sound of a train
 chuffing first at a low 
 speed then at progressively higher rates to sound
 like it is pulling 
 away from a station... is that possible in pygame?
 
 I know that it is possible to use numeric to read a
 sound into an array 
 then manipulate it to create different sounds, but
 this seems a bit like 
 using a steamroller to crack a walnut. I've used
 other applications 
 where simply setting a different play rate is
 sufficient. This is 
 effectively what all tracker music programs do.
 Can pygame do this?
 
 Thanks in advance for any info.
 
 Best wishes,
 
   - Miriam
 
 



 

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Re: [pygame] pygame is a disgrace

2007-02-19 Thread Jason Marshall
Hey Numeric users,

If you want a Numeric 24.2 build for Python 2.5 and
Win32, go to http://biopython.org/wiki/Download and
look for the Numeric-24.2.win32-py2.5.exe link. I just
tested this build with the Surfarray Demo and it
worked. (René D.'s
http://rene.f0o.com/~rene/stuff/Numeric-24.2.win32-py2.5.exe
is not there anymore.)

Happy surfarraying,
Jason M.



--- Phil Hassey [EMAIL PROTECTED] wrote:

 Hey,
 
 I've downloaded that binary and posted it to the
 pygame website under the downloads page.
 http://www.pygame.org/download.shtml
 
 Later,
 Phil


 

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[pygame] mixer import error with Win32, Python 2.5, and the new pygame 1.7.1 build

2007-02-19 Thread Jason Marshall
Does anybody else get this error? (See the text
below.)

Python 2.5 (r25:51908, Sep 19 2006, 09:52:17) [MSC
v.1310 32 bit (Intel)] on win32
Type help, copyright, credits or license for
more information.
 import pygame.mixer
Traceback (most recent call last):
  File stdin, line 1, in module
ImportError: DLL load failed with error code 193


Thanks,
Jason M.



 

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Re: [pygame] mixer import error with Win32, Python 2.5, and the new pygame 1.7.1 build

2007-02-19 Thread Jason Marshall
Here is a work-around for the pygame.mixer import
error: Copy the .dll's in
C:\python24\lib\site-packages\pygame to
C:\python25\lib\site-packages\pygame.

(The new pygame 1.7.1 build for Win32 and Python 2.5
and perhaps
ftp://pygame.org/pub/pygame/win32-dependencies.zip
should be updated with the .dll's that were used to
build pygame 1.7.1 for Win32 and Python 2.4. I would
do it myself, but I don't know how.)

Thank you for making the build,
Jason M.

PS. Pygame is not a disgrace.



 

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Re: [pygame] Newbie needs help, what's the most efficient (or easiest) way to do this?

2007-01-05 Thread Jason Marshall
Charles,

I think that you would benefit from buying and reading
_Python Programming for the Absolute Beginner_ by
Dawson. That book helped me to learn Python more than
any other resource. After I worked my way through it,
the other Python tutorials and documentation became
understandable to me too. My only criticism of the
book is that its later examples use pygame, but wrap
pygame inside of an obscure simplified library called
livewires; I would have preferred straight pygame
code.

(Before getting _Python Programming for the Absolute
Beginner_, I had tried _Learning Python_ by Lutz and
Ascher, but it was not what I needed. It doesn't
describe addition and subtraction until chapter 4!)

Jason M.

--- Charles Christie [EMAIL PROTECTED] wrote:

 I understood the python parts (except for class and
 def stuff, but I
 never understood that in any programming language),
 but it was
 isolating the part of the code that I wanted that
 confused me. I
 thought I had it (and I was right) but I
 second-guessed and looked
 around the rest of the code to find the typing part.
 The funny thing
 was that I kept ending up in the same part of code
 and denying that it
 was the right part, and then someone tells me its
 the right portion
 after all, which made me feel kinda... well... slow.
 . But I got it
 anyway... thanks for all your help!

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