Michael Sullivan:
> On Wed, 2007-07-04 at 08:03 -0700, Phil Hassey wrote:
> > Use chicken on voodoo lady. (She has the glow-in-the-dark skull on
> > her wall.)
>
> Where is the Voodoo lady? The only places I think I can get to are the
> museum, the arcade, and the tavern
Back where you star
On Wed, 2007-07-04 at 08:03 -0700, Phil Hassey wrote:
> Use chicken on voodoo lady. (She has the glow-in-the-dark skull on
> her wall.)
>
Where is the Voodoo lady? The only places I think I can get to are the
museum, the arcade, and the tavern
> Michael Sullivan <[EMAIL PROTECTED]> wrote:
>
Use chicken on voodoo lady. (She has the glow-in-the-dark skull on her wall.)
Michael Sullivan <[EMAIL PROTECTED]> wrote: On Tue, 2007-07-03 at 18:08 -0700,
Phil Hassey wrote:
> Hey,
>
> Do this instead:
> $ python main.py
>
> -Phil
I did, but I can't seem to figure out what to do with the rub
On Tue, 2007-07-03 at 18:08 -0700, Phil Hassey wrote:
> Hey,
>
> Do this instead:
> $ python main.py
>
> -Phil
I did, but I can't seem to figure out what to do with the rubber
chicken, and I can't seem to find the glow-in-the-dark skull that the
guy at the museum wants...
I can see what i'm going to code now =). Just have to change the map
descripting to xml for easier parsing porpuses and i'll begin...
But now I can see Phil's point... I looked at the library ref for the exec
and __import__ functions (guess i'll use those) but i'm not sure if I can
(should) allow
Giuliano Vilela wrote:
I'm thinking about making like a
"scripting" language to describe all those things
You've already got a scripting language -- it's called Python!
The quests could be modules that get imported and plant
specialised subclasses of object in the game, such as
a gate that ope
Hey,
Do this instead:
$ python main.py
-Phil
Michael Sullivan <[EMAIL PROTECTED]> wrote: On Tue, 2007-07-03 at 07:56 -0700,
Phil Hassey wrote:
> Hey,
>
> Use python for your scripting language. It's the best!
>
> (I'm not being silly either - I use python for scripting python in
> several ga
The closest thing I've found is the pyweek3 example that Phil posted here
earlier, I've been looking over it for a couple of hours now, trying to
figure out how the state engine works and how i can use it to load map
information. it looks like each map should be implemented like the Rooms in
that
Oh, I forgot to mention... I've looked in the PyGame wiki for an RPG that
has already implemented a similar system, but haven't found any. Does anyone
have the link for an open source rpg in pygame that uses a feature like
that?
On 7/3/07, Giuliano Vilela <[EMAIL PROTECTED]> wrote:
"There are a
"There are a lot of different ways you could implement this, but the idea
is the same. you want an organized collection of information about what
you have and have not done yet. Then if quest["Killed the Dragon"]==True
the dragon doesn't appear on the map any more. Stuff like that."
I want someth
On Jul 3, 2007, at 10:55 AM, Michael Sullivan wrote:
[..]
I downloaded the files from the above address, but something seems a
little kooky to me. When I ran setup.py, I got this:
[EMAIL PROTECTED] trunk $ ./setup.py
./setup.py: line 1: from: command not found
./setup.py: line 2: try:: comman
you need to run it with python:
$> python setup.py install
On 7/3/07, Michael Sullivan <[EMAIL PROTECTED]> wrote:
On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote:
> Hey,
>
> Use python for your scripting language. It's the best!
>
> (I'm not being silly either - I use python for scriptin
On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote:
> Hey,
>
> Use python for your scripting language. It's the best!
>
> (I'm not being silly either - I use python for scripting python in
> several games. I've made an adventure game -
> svn://www.imitationpickles.org/pyweek3/trunk - which im
In a message of Tue, 03 Jul 2007 10:13:37 PDT, "Dave LeCompte (really)" writes:
>"Michael Sullivan" <[EMAIL PROTECTED]> wrote:
>
>> On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote:
>>> Hey,
>>>
>>> Use python for your scripting language. It's the best!
>>>
>>> (I'm not being silly either - I
Michael,
http://subversion.tigris.org/
Has all the goodies you need. Under linux it's easy (and likely installed)
svn co svn://.
Under windows try: http://tortoisesvn.tigris.org/
Phil
Michael Sullivan <[EMAIL PROTECTED]> wrote: On Tue, 2007-07-03 at 07:56 -0700,
Phil Hassey wrote:
> Hey
"Michael Sullivan" <[EMAIL PROTECTED]> wrote:
> On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote:
>> Hey,
>>
>> Use python for your scripting language. It's the best!
>>
>> (I'm not being silly either - I use python for scripting python in
>> several games. I've made an adventure game -
>> s
On Tue, 2007-07-03 at 07:56 -0700, Phil Hassey wrote:
> Hey,
>
> Use python for your scripting language. It's the best!
>
> (I'm not being silly either - I use python for scripting python in
> several games. I've made an adventure game -
> svn://www.imitationpickles.org/pyweek3/trunk - which im
I'm working on a similar project, but I'm sort of modelling it after the
Dragon Warrior series. I'm at about the same point as you are. I've got
NPCs that walk around on a big tile-base map, you can talk to them and read
signs, I've got a basic map editor too. my problem as of late has been
com
In a message of Tue, 03 Jul 2007 08:42:30 PDT, Phil Hassey writes:
>--0-208234050-1183477350=:68616
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>Content-Transfer-Encoding: 8bit
>
>Regarding security, I'm still hesitant to claim it is secure, but:
>
>svn://www.imitationpickles.org/pysafe/trunk
>
>
Regarding security, I'm still hesitant to claim it is secure, but:
svn://www.imitationpickles.org/pysafe/trunk
pysafe lets you run a secure subset of python. I'm using it for my shareware
game Galcon and haven't had any troubles yet. It's also being used within the
wesnoth project. Be sure t
In a message of Tue, 03 Jul 2007 10:24:28 -0300, "Giuliano Vilela" writes:
>--=_Part_125753_2896598.1183469068777
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>
>Hi guys,
>
>I've done some simple small games with PyGa
On Tue, Jul 03, 2007 at 10:24:28AM -0300, Giuliano Vilela wrote:
>Hi guys,
>
>I've done some simple small games with PyGame, and decided to move on to a
>little fun RPG zelda-like game. I managed to make a little tile scrolling
>engine, dialog and ugly interfaces, spells, itens (st
assle of making them "fit" in a raw, delimited file.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Behalf Of Phil Hassey
Sent: Tuesday, July 03, 2007 10:57
To: pygame-users@seul.org
Subject: Re: [pygame] RPG Quest System
Hey,
Use python for your scripting
Hey,
Use python for your scripting language. It's the best!
(I'm not being silly either - I use python for scripting python in several
games. I've made an adventure game -
svn://www.imitationpickles.org/pyweek3/trunk - which imports the various rooms
as needed. If you don't want to import r
Hi guys,
I've done some simple small games with PyGame, and decided to move on to a
little fun RPG zelda-like game. I managed to make a little tile scrolling
engine, dialog and ugly interfaces, spells, itens (still under work), etc..
etc... What I really am worried about is the, not sure what to
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