Re: [pygame] "DarkSide" Demo
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
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
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
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
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
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