Re: [pygame] "DarkSide" Demo

2006-08-09 Thread Adam Kelly

On 8/8/06, Kris Schnee <[EMAIL PROTECTED]> wrote:

kschnee.xepher.net/darkside_demo.zip
Here is a playable demo of a game, "DarkSide," about 4 MB. Months ago I
released a text-based game showing off the mechanics of a game where you
try to take over the city with a squad of homemade robots. This is the
graphical version.

It's playable, but has bad "production values." I'd like to know how to
improve, so any advice and criticism would be helpful.


Do you have a python source version for us non-Windows users?

Adam.


Re: [pygame] Multiple soundcards

2006-08-09 Thread Ari Krupnik
Bernhard Georg <[EMAIL PROTECTED]> writes:

> Hi all, hi Pete and Ari!
> Is using those environment variables supported for pygame-1.7.1release?
> Ari, can you please post here if you have been successfull with using two 
> soundcards?
> Gogo.
>
> From: Peter Shinners [mailto:[EMAIL PROTECTED]
>
> On Sun, 2006-05-28 at 11:32 -0700, Ari Krupnik wrote:
>> I have two soundcards on my system. Is there a way in PyGame to
>> specify which card should play a sound?
>
> You'll use SDL environment variables, depending on the platform you are
> using. Take a look here for a full list.
>
> http://www.libsdl.org/cgi/docwiki.cgi/SDL_5fenvvars
> (scroll down to the "Audio" section)
>
> It looks like AUDIODEV and SDL_PATH_DSP would be a start?

Problem solved. Alsa doesn't use /dev/dsp* as audio device names. To
make it use the second audio device on my system, all I had to do was
export AUDIODEV=hw:1,0

Ari.

-- 
Elections only count as free and trials as fair if you can lose money
betting on the outcome.


Re: [pygame] "DarkSide" Demo

2006-08-09 Thread Kris Schnee

R. Alan Monroe wrote:

It's playable, but has bad "production values." I'd like to know how to
improve, so any advice and criticism would be helpful.


You might try a more exciting font. Nothing crazy like a handwriting
font (hard to read) but something a touch more thematic. Also the text
needs some margin space instead of being right up against the border
of each window. (Actually the windows themselves maybe shouldn't run
right up to the window border either) There could be different font
sizes or colors as well to separate separator text like "Day 2" from
the rest of the text. Word wrapping was still a little off, but I
figure that's already a known issue.

Mainly I had trouble trying to keep track of context. In other
words, how far am I currently drilled down in the interface's
hierarchy right now? Maybe different colors for different areas of the
navigation?

When I'm viewing a location, the photo of that location switches from
right aligned to left aligned.

This is more of a bug report that a suggestion for production
improvements, but the music seemed to run the "SW Synth" channel of my
sound mixer up to full volume when starting, and when switching songs
(this is on Windows XP).


Thanks for all that. The one that stumps me is the sound bug. I have 
little idea of what's under the hood of the Pygame sound functions. I 
just now added my music/sound code "Conch" to the Cookbook, but in 
looking it over I didn't see anything that explicitly changed the volume.


Kris


Re: [pygame] PyOpenGL

2006-08-09 Thread Kris Schnee

Bob Ippolito wrote:


On Aug 8, 2006, at 2:28 PM, Kris Schnee wrote:

I'm interested in trying OpenGL again with that sample code just 
posted, but isn't using PyOpenGL now a problem considering that it 
seems to require NumPy rather than Numeric, and that NumPy blatantly 
withholds its documentation?


Since when does PyOpenGL require NumPy? The version I see is from Jan 
2005, about a year before NumPy even existed (under that name as its own 
project).


The answer to your question is most definitely "No." because normal use 
involves just built-in types... but did PyOpenGL move away from 
sourceforge, or is your question simply not based on reality?


It could be, but I was looking here:
http://sourceforge.net/project/showfiles.php?group_id=5988

And saw "PyOpenGL-2.0.2.01.py2.3-numpy23.exe" (and "py2.4") presented as 
what seemed to be the most recent distribution.


Kris


Re: [pygame] the cookbook

2006-08-09 Thread Kris Schnee

Simon Wittber wrote:

More procedural effects


Have a look at:
http://produkkt.abraxas-medien.de/kkrieger

This group used procedural synthesis to build a working FPS in < 96 
kilobytes. Repeat, 96 kilobytes. They've also got graphical demos 
weighing in at about 64KB. I'd like to know how it's done!


Kris
Wish I could actually run that FPS!


[pygame] Problem with mouse cursor in fullscreen tablet-mode

2006-08-09 Thread Guillaume Proux

Hello,

I am trying to write a simple application for my daughter because the
nice Alias Sketchbook Pro trial version just stopped working and it is
much too expensive for what I need. So I am looking for some help
here.
1) not pygame related: apart from TuxPaint, looking for VERY simple
but nice looking paint program for children
2) pygame related: I was trying to do my own and since I have a pen
based interface tried to use that. However I have a very painful
issue: it seems that the pen does not work like the mouse when in
fullscreen and it basically work by "difference"... the
mouse.get_pos() call seem to return a value that is the movement
vector

So do get the actual cursor position one would just need to do
 cursorpos = cursorpos + vector_movement

However it seems that the value of vector_movement are clipped at the
dimension of the screen!!!

Is this a pygame limitation or a generic SDL bug?

I am looking forward to hearing your suggestions.

Regards,

Guillaume