Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Luke Paireepinart

Scheol Service wrote:

-- Forwarded message --
From: Scheol Service [EMAIL PROTECTED]
Date: Dec 7, 2006 4:58 PM
Subject: Please hear me out.
To: pygame-users@seul.org


I know that there is a mailing list and etc.. for Pygame support but
there are other people knowing answers to questions to some noobies
like me have and others know the answers and the support team doesn't
always have time to answer right away so im thinking if you can start
a forums based bulletin board on the pygame.org site /forums for
people to help people with there pygame questions. Also maybe use
PHPBB forum software or SMF software:

See, the problem with a forum is:
the people who are most likely to visit it often are the people looking 
for help.
If there were a pygame forum on-line, I definitely wouldn't check it 
very often.
But since I have an e-mail client, I have it set to check for new 
messages every minute.
So I get a near-instant notification whenever someone needs help, and I 
don't have to spend any of my time looking round webpages

or being irritated by how slowly everything loads.
either the message is fully downloaded and I can read what the person 
has to say, or it's not in my inbox yet.
and when I'm done with a reply, I just hit send and go about my 
business, confident that my e-mail client will send it on its own.
On top of this, there are people like me who won't check the forums, and 
then there are people who will try to do both, and yet another group of 
people who only lurk on the forums.

I.E. it will be even harder to find help that you need.

Also, it sounds to me like you think that the pygame mailing list is for 
developers,

but it's not.  It's for anyone who has questions about pygame usage.
I know I'm not involved in development at all, but I still try to answer 
questions when I can.


Obviously, this is all my opinion.
But I, for one, like things the way they are right now.


Email me back ASAP

No reason to put this here.
If they're going to reply soon, they'll reply soon.  This message tacked 
on to the end doesn't get you quicker replies, but it may

be a thorn in some people's sides and get you fewer replies.
Just a friendly observation :)

-Luke



Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Brian Fisher

On 12/16/06, Scheol Service [EMAIL PROTECTED] wrote:

I know that there is a mailing list and etc.. for Pygame support but
there are other people knowing answers to questions to some noobies
like me have and others know the answers and the support team doesn't
always have time to answer right away so im thinking if you can start
a forums based bulletin board on the pygame.org site /forums for
people to help people with there pygame questions.


what makes you think that a forum would help with getting questions
answered right away compared to a mailing list?

In my opinion, an email to a mailing list is read much sooner and more
reliably than any forum posts. Plus I've never seen a forum that I
didn't think was mostly off-topic.

I'm curious too, do you have questions about using pygame that you
want answered? If so, why don't you go ahead and ask them on the
mailing list and see if you get a good answer?


... or maybe you are some forum modder or developer who just wants to
promote something you are working on?


Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Lamonte(Scheols/Demonic)

... or maybe you are some forum modder or developer who just wants to
promote something you are working on?
^^
Please don't make false accusations about me. Its really disrespectful.

Example of a great PHP help forum:

http://phpfreaks.com

On 12/17/06, Brian Fisher [EMAIL PROTECTED] wrote:

On 12/16/06, Scheol Service [EMAIL PROTECTED] wrote:
 I know that there is a mailing list and etc.. for Pygame support but
 there are other people knowing answers to questions to some noobies
 like me have and others know the answers and the support team doesn't
 always have time to answer right away so im thinking if you can start
 a forums based bulletin board on the pygame.org site /forums for
 people to help people with there pygame questions.

what makes you think that a forum would help with getting questions
answered right away compared to a mailing list?

In my opinion, an email to a mailing list is read much sooner and more
reliably than any forum posts. Plus I've never seen a forum that I
didn't think was mostly off-topic.

I'm curious too, do you have questions about using pygame that you
want answered? If so, why don't you go ahead and ask them on the
mailing list and see if you get a good answer?


... or maybe you are some forum modder or developer who just wants to
promote something you are working on?



Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Luke Paireepinart

Lamonte(Scheols/Demonic) wrote:

... or maybe you are some forum modder or developer who just wants to
promote something you are working on?
^^
Please don't make false accusations about me. Its really disrespectful.

Please don't come on our mailing list and say your PHP forums are superior.
It's really disrespectful.


Example of a great PHP help forum:

http://phpfreaks.com

On 12/17/06, Brian Fisher [EMAIL PROTECTED] wrote:

On 12/16/06, Scheol Service [EMAIL PROTECTED] wrote:
 I know that there is a mailing list and etc.. for Pygame support but
 there are other people knowing answers to questions to some noobies
 like me have and others know the answers and the support team doesn't
 always have time to answer right away so im thinking if you can start
 a forums based bulletin board on the pygame.org site /forums for
 people to help people with there pygame questions.

what makes you think that a forum would help with getting questions
answered right away compared to a mailing list?

In my opinion, an email to a mailing list is read much sooner and more
reliably than any forum posts. Plus I've never seen a forum that I
didn't think was mostly off-topic.

I'm curious too, do you have questions about using pygame that you
want answered? If so, why don't you go ahead and ask them on the
mailing list and see if you get a good answer?


... or maybe you are some forum modder or developer who just wants to
promote something you are working on?







Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Luke Paireepinart

Luke Paireepinart wrote:

Lamonte(Scheols/Demonic) wrote:

... or maybe you are some forum modder or developer who just wants to
promote something you are working on?
^^
Please don't make false accusations about me. Its really disrespectful.
Please don't come on our mailing list and say your PHP forums are 
superior.

It's really disrespectful.

Just in case it wasn't obvious, I wasn't trying to be rude.
I was being ironical _.
I'm pretty sure that Brian was merely speculating on why you would be 
claiming that the forums would be better than the mailing list.
On the internet you can expect much frankness and a distinct lack of 
'tact', as some may call it.
Others may call it bullshit.  I quite like not having to get the 
run-around so often, and getting straight answers,

which I have found on many occasions to be lacking in real life.

Obviously, you can take offense at pretty much anything you want.
If you are claiming that Brian was trying to offend you, that's not okay.
If you want to be offended by him, that's fine, however.
The point is the intent.  Brian wasn't intending to offend you.

Of course I am speaking for Brian when I shouldn't be, though I very 
much doubt that he was trying to be rude.

This has also gone a bit off-topic.


In any case, I have not seen any real defense of establishing a Pygame 
forum from you.

You've given us a link to a great PHP help forum.  Okay, that's nice.
Here's a link to a great pygame help forum:
a href=mailto:pygame-users@seul.org;pygame mailing list/a
However, this would be using the term 'forum' how it's used in the 
English language,
as a gathering of individuals for the purpose of discussing a specific 
topic, and not the internet-specific definition
of a database with a website front-end that allows clients to 
communicate with each other by editing and adding entries in the database.
(perhaps a strange way to think of an internet forum, but for the most 
part, accurate)


So can I see some kind of rundown on the advantages/disadvantages that 
you think an internet forum has over a mailing list?
Remember, the burden of proof is on you.  You have to prove to us that a 
forum is a good idea.

We don't have to prove to you that it isn't.

Thanks for your time, hope you didn't think I was being rude.
-Luke



Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Lamonte(Scheols/Demonic)

who said its superiorI was giving an example.

On 12/17/06, Luke Paireepinart [EMAIL PROTECTED] wrote:

Lamonte(Scheols/Demonic) wrote:
 ... or maybe you are some forum modder or developer who just wants to
 promote something you are working on?
 ^^
 Please don't make false accusations about me. Its really disrespectful.
Please don't come on our mailing list and say your PHP forums are superior.
It's really disrespectful.

 Example of a great PHP help forum:

 http://phpfreaks.com

 On 12/17/06, Brian Fisher [EMAIL PROTECTED] wrote:
 On 12/16/06, Scheol Service [EMAIL PROTECTED] wrote:
  I know that there is a mailing list and etc.. for Pygame support but
  there are other people knowing answers to questions to some noobies
  like me have and others know the answers and the support team doesn't
  always have time to answer right away so im thinking if you can start
  a forums based bulletin board on the pygame.org site /forums for
  people to help people with there pygame questions.
 
 what makes you think that a forum would help with getting questions
 answered right away compared to a mailing list?

 In my opinion, an email to a mailing list is read much sooner and more
 reliably than any forum posts. Plus I've never seen a forum that I
 didn't think was mostly off-topic.

 I'm curious too, do you have questions about using pygame that you
 want answered? If so, why don't you go ahead and ask them on the
 mailing list and see if you get a good answer?


 ... or maybe you are some forum modder or developer who just wants to
 promote something you are working on?






Re: [pygame] Re: Galcon linux version

2006-12-17 Thread Farai Aschwanden

Hi Horst

I already let the Galcon Support know that there is also a official  
Mac Game page from Apple. Maybe it also helps for the Linux version  
if you can add it there: http://www.apple.com/games/
Dont ask me how to get a entry there but I already saw many Indie  
games there.


Just my 2 cents
Farai


Am 17.12.2006 um 08:52 schrieb Horst JENS:


Please help me to Digg Galcon. It is my first time with Digg and i'm a
bit disappointed (just 2 Diggs so far).
http://digg.com/gaming_news/commercial_game_written_in_pygame_released
cheers,
-Horst






Re: [pygame] Re: Galcon linux version

2006-12-17 Thread Farai Aschwanden
And maybe there are some official Linux game pages you might add it?  
IMHO projects should be posted where ppl are looking for it.

Games - game pages, etc.


Am 17.12.2006 um 08:52 schrieb Horst JENS:


Please help me to Digg Galcon. It is my first time with Digg and i'm a
bit disappointed (just 2 Diggs so far).
http://digg.com/gaming_news/commercial_game_written_in_pygame_released
cheers,
-Horst






Re: [pygame] Tile Size

2006-12-17 Thread Farai Aschwanden

Inside...

Am 17.12.2006 um 03:29 schrieb Kris Schnee:


Farai Aschwanden wrote:

Inside...
Am 17.12.2006 um 01:32 schrieb Kris Schnee:
I think that a 2D, flat scrolling tile system in Pygame would be  
a decent compromise between graphical quality and ease of  
programming, for my project. I can live with the game's islands  
being a constant height, for simplicity. One question I could use  
input on is about tile size.

= What blocks you to put higher tiles on the existing tiles?


http://kschnee.xepher.net/pics/shiningsea060630-0.jpg
I tried doing that in isometric tiles to get a 3D-style effect. The  
problem was that since characters could go behind higher tiles  
and I wanted a water layer, I ended up drawing every tile in sight  
each frame, which was slow (15 FPS at best). For each tile I would  
draw the top, then side pieces, and water if appropriate. For  
plain 2D (not isometric) tiles, I would be drawing a top and a set  
of front pieces for the vertical surface. I would still need to  
decide how to draw/redraw parts of the landscape that are in front  
of a character.
= I wasnt aware of going behind but you were absolutely right. Not  
that I've tried it out but you can cheat here as I described for the  
water: In a 3D style area while the character is walking you could  
remove the lower body part of the character before blitting if he  
stands behind a higher obstacle or higher area in front of him.




= 8k x 8k is probably not that big but why creating the whole  
area as image? Why not adding tiles when the player is moving to a  
certain direction. Lets say the player is moving left, so you  
should add tiles on the right side while removing tiles on the  
left side. This would allow you to create big worlds and not  
limited on huge images.


This might make sense, as it involves only drawing individual tiles  
rarely, and not a whole screen's worth per frame.
= Sure thing! ;) How about weather effects like fog? Would give a  
more creepy athmosphere for certain areas.
Btw Im working on a similar project just in 3D. Next thing I have to  
do is enemy AI (following player when sighted). I dont know if you  
are interesed in but could give you the code when its so far. Due my  
project is also tile based you might use it as well.


Farai



Kris




Re: [pygame] map format

2006-12-17 Thread Farai Aschwanden
Looks ok to me. One thing to mention: If you use 001 and 002, etc. it  
will be turned to 1 and 2 if you read them in (Python treats them as  
number). So you can safe space using direct number w/o leading zeros.
About the metafile. If you can define this in one line why not adding  
it to the first line of the map? Then you can read first out the  
metaline and after this you iterate through the whole map. There is  
no perfomance lost on this.


Farai


Am 17.12.2006 um 06:02 schrieb spotter .:


Hey everybody,

I am in the process of trying to make a file format for maps. I am
doing this right now with this:

   Test_Map,the_author,the_date,version_number
10,5   # the width and height
1 # layers
000,001,002,001,002,002,001,000,001,002,
000,001.002,002,002,002,001,000,001,002,
000,001.002,002,002,002,001,000,001,002,
000,001.002,002,002,002,001,000,001,002,
000,001.002,002,002,002,001,000,001,002
1

Another way that might be easier to read into a file is to Have two
files. One is called mapname.map and the other file will be called
mapname.meta
The meta file will have the info like name, author, date, version, and
the width and height.

The other file will have the actual map data in it. This method  
will be slower,

since it involves opening, parsing, and closing two files.

The second method will be easier to read in, but will affect  
performance.

How do all of you implement maps? Do you use regular expressions or
simple search a string ?


Thanks,
spot




Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Farai Aschwanden

Hi Harris

Are you here to do any advertisements? Or do you offer a dev forum  
and then it would easier for you to copy from your desired forum to  
your dev forum?


I dont know if the following forum is linked to Pygame mailing list  
(think so) but there you have a forum: http://aspn.activestate.com/ 
ASPN/Mail/


And now some advantages of this mailing system:
- No login needed like in every other forum
- You get the latest answers and questions automatically
- You can ask anything about Pygame and no one is telling you you  
posted it in the wrong forum
- You dont need to start your browser, head to the forum, login,  
search, etc. just starting email cleint


Andt now I have two questions to you:
1. Who are the people you are talking about?
2. What is your Pygame question? (if you really have one)
3. Do you ever tried out this mail system before? If so you might  
realize that the answer tiime is decent fast.
4. Do you have any Pygame projects going and you cant hold the  
deadline if you dont get answers all the time right away? :)


Please anser me ASAP
Farai



Am 17.12.2006 um 07:13 schrieb Scheol Service:


-- Forwarded message --
From: Scheol Service [EMAIL PROTECTED]
Date: Dec 7, 2006 4:58 PM
Subject: Please hear me out.
To: pygame-users@seul.org


I know that there is a mailing list and etc.. for Pygame support but
there are other people knowing answers to questions to some noobies
like me have and others know the answers and the support team doesn't
always have time to answer right away so im thinking if you can start
a forums based bulletin board on the pygame.org site /forums for
people to help people with there pygame questions. Also maybe use
PHPBB forum software or SMF software:

phpbb.com and simplemachines.org and if you like to spend money try
invisionpower.com for IPB forums.

Please this will benifit alot of people. AND!! It could be the new
deal for the 1.8 release of pygame.

Just hear me out one time. Thank you. And if it doesn't go successful
then you can dont agree to what I have to say. Thank you for reading
this.

Email me back ASAP
Regards,
Lamonte Harris.(scheols)




[pygame] Re: Re: Galcon linux version

2006-12-17 Thread Horst JENS
Am Sonntag, den 17.12.2006, 13:24 +0100 schrieb Farai Aschwanden:
 And maybe there are some official Linux game pages you might add it?  
 IMHO projects should be posted where ppl are looking for it.
 Games - game pages, etc.

I already wrote to several linux gaming sites. Thank you for the apple
games link. Unfortunately i was not yet able to find out how to add new
indy games to this site.

-Horst




Re: [pygame] GLSL in Pygame on a Mac

2006-12-17 Thread Brandon N

Thanks, that seems to be the solution.

Interestingly, perhaps this is a Python feature that I am unaware of  
but this seems strange to me:


 import ctypes
 ctypes.util.find_library
Traceback (most recent call last):
  File stdin, line 1, in ?
AttributeError: 'module' object has no attribute 'util'
 from ctypes.util import find_library


Is there something unique about the util module in ctypes?

Thanks again!

Cheers,
  Brandon

On Dec 16, 2006, at 10:54 PM, Alex Holkner wrote:


Brandon N wrote:


Hello,
  I recently came across the GLSL example at: http:// 
www.pygame.org/ wiki/GLSLExample


  This would appear to meet my needs for using GLSL from within   
pygame, but I cannot seem to get it working. First, as I am not   
really familiar with the Python wrapper of OpenGL, is that  
example  Mac friendly? If so, is there a reason why it would fail  
on my  machine when I have OpenGL installed?


My exception (which just shows that neither loading method is  
working):

OSError: dlopen(libGL.so, 6): image not found

at file root
  in shader_test.py at line 14
function LoadLibrary
  in __init__.py at line 395
function __init__
  in __init__.py at line 312

I am not really certain where to go with this, so thanks for any   
assistance!


The example is Linux-centric, trying to load libGL.so.  On Mac, the  
functions are in the OpenGL.framework.  Replace the line  `gl =  
cdll.LoadLibrary('libGL.so')` with


import ctypes.util
path = ctypes.util.find_library('OpenGL')# finds the  
absolute path to the framework

gl = cdll.LoadLibrary(path)

Cheers
Alex.




Re: [pygame] GLSL in Pygame on a Mac

2006-12-17 Thread Alex Holkner

Brandon N wrote:


Thanks, that seems to be the solution.

Interestingly, perhaps this is a Python feature that I am unaware of  
but this seems strange to me:


 import ctypes
 ctypes.util.find_library
Traceback (most recent call last):
  File stdin, line 1, in ?
AttributeError: 'module' object has no attribute 'util'
 from ctypes.util import find_library


Is there something unique about the util module in ctypes?

No, this is normal for Python -- you must import a module to use it (not 
just its package).  Pygame actually does a trick with its sub-modules, 
which is probably what's causing the confusion.  For example, you can do


   import pygame
   pygame.display.something(...)

This works because in pygame/__init__.py is something along the lines of:

   import pygame.display

which brings display into the module namespace.  Most packages I know 
of don't do this trick -- you must import the packages you want explicitly.


Cheers
Alex.



Re: [pygame] GLSL in Pygame on a Mac

2006-12-17 Thread Brandon N
Interesting, I believe I have had this expressed to me before though  
it clearly has not sunken in.


Thanks for the clarification.

Cheers,
  Brandon

On Dec 17, 2006, at 8:55 AM, Alex Holkner wrote:


Brandon N wrote:


Thanks, that seems to be the solution.

Interestingly, perhaps this is a Python feature that I am unaware  
of  but this seems strange to me:


 import ctypes
 ctypes.util.find_library
Traceback (most recent call last):
  File stdin, line 1, in ?
AttributeError: 'module' object has no attribute 'util'
 from ctypes.util import find_library


Is there something unique about the util module in ctypes?

No, this is normal for Python -- you must import a module to use it  
(not just its package).  Pygame actually does a trick with its sub- 
modules, which is probably what's causing the confusion.  For  
example, you can do


   import pygame
   pygame.display.something(...)

This works because in pygame/__init__.py is something along the  
lines of:


   import pygame.display

which brings display into the module namespace.  Most packages I  
know of don't do this trick -- you must import the packages you  
want explicitly.


Cheers
Alex.





Re: [pygame] Re: Re: Galcon linux version

2006-12-17 Thread Farai Aschwanden

At the bottom of the site there is a Contact us link. Maybe that way?

Good sources also would be:
http://www.versiontracker.com/windows/ (Mac/Windows)
http://www.macupdate.com/ (Mac only)

Should be easier to add new software there
Farai

Am 17.12.2006 um 14:15 schrieb Horst JENS:


Am Sonntag, den 17.12.2006, 13:24 +0100 schrieb Farai Aschwanden:

And maybe there are some official Linux game pages you might add it?
IMHO projects should be posted where ppl are looking for it.
Games - game pages, etc.


I already wrote to several linux gaming sites. Thank you for the apple
games link. Unfortunately i was not yet able to find out how to add  
new

indy games to this site.

-Horst






Re: [pygame] Wii Remote support -- first patch

2006-12-17 Thread adam naples
this looks great, I've been meaning to get this running for my  
research, but I'm swamped until after the holidays.

I'd be happy to help/submit some samples etc.

-an

On Dec 17, 2006, at 9:36 AM, robomancer wrote:


Hi all,

I've created a first step toward Wii Remote support in Pygame.  Patch
is against 0.7.1 because the current SVN doesn't build for me.  I
expect that future patches will be against SVN head, or 0.8 when that
is released.  Let me know what you think.  You can download the
current sample code here:

http://gs3080.sp.cs.cmu.edu/wiimote/

Here's the README file:

Preliminary Wii Remote support for Pygame.  This is definitely
proof-of-concept code, and is only likely to work in Linux.  The only
supported features are: discovering Wiimotes via Bluetooth, polling
the buttons and 3-axis force vector, and setting the LEDs.  The
wiimote.py module has useful docstrings for all public functions, so
pydoc pygame.wiimote should give you some helpful documentation once
it's installed.  You can also just look at the LiiPong sample code.

Files in this package:

liipong-0.1.py

Pong for Linux with the Wii Remote.  See the top of liipong-0.1.py for
some setup instructions.  You can play 1-player or 2-player!  To play
2-player, just sync 2 Wii Remotes when the game prompts you to.

pygame-0.7.1-wiimote1.patch

Patch to Pygame 0.7.1 that enables preliminary Wii Remote support.
I'll generate a new patch against Pygame 0.8 when that comes out (for
now, the SVN isn't building for me; I seem to need a new version of
SDL, which I'm too lazy to compile from scratch at the moment).

__init__.py, locals.py, wiimote.py

Full versions of the Pygame 0.7.1 files I changed to enable Wiimote
support.  If you don't want to use the patch program, you can just
drop these in to the lib/ directory of the Pygame-0.7.1 source
distribution.

robomancer




Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Farai Aschwanden
While I am giving you arguments for mailing lists and they work in a  
nice way you just headed in forcing a forum in your manner w/o any  
arguments, just that you like forums. Im so sorry to tell you the  
world is not turning around you.
If you like such forums feel free to start one and prove me wrong.  
Btw. a forum is no guarantee for ASAP answers.


Feel free to treat my answer as rude but this mailing list is in  
general filled with very nice ppl, so Im the exception. ;)


Farai


Am 17.12.2006 um 17:43 schrieb Lamonte(Scheols/Demonic):


Since people tend to not like forums just say no its that easy.

As I had my very one opinionated question that I wanted to see if
anyone else agreed on and if no let it be so.

On 12/17/06, Farai Aschwanden [EMAIL PROTECTED] wrote:

Hi Harris

Are you here to do any advertisements? Or do you offer a dev forum
and then it would easier for you to copy from your desired forum to
your dev forum?

I dont know if the following forum is linked to Pygame mailing list
(think so) but there you have a forum: http://aspn.activestate.com/
ASPN/Mail/

And now some advantages of this mailing system:
- No login needed like in every other forum
- You get the latest answers and questions automatically
- You can ask anything about Pygame and no one is telling you you
posted it in the wrong forum
- You dont need to start your browser, head to the forum, login,
search, etc. just starting email cleint

Andt now I have two questions to you:
1. Who are the people you are talking about?
2. What is your Pygame question? (if you really have one)
3. Do you ever tried out this mail system before? If so you might
realize that the answer tiime is decent fast.
4. Do you have any Pygame projects going and you cant hold the
deadline if you dont get answers all the time right away? :)

Please anser me ASAP
Farai



Am 17.12.2006 um 07:13 schrieb Scheol Service:

 -- Forwarded message --
 From: Scheol Service [EMAIL PROTECTED]
 Date: Dec 7, 2006 4:58 PM
 Subject: Please hear me out.
 To: pygame-users@seul.org


 I know that there is a mailing list and etc.. for Pygame support  
but

 there are other people knowing answers to questions to some noobies
 like me have and others know the answers and the support team  
doesn't
 always have time to answer right away so im thinking if you can  
start

 a forums based bulletin board on the pygame.org site /forums for
 people to help people with there pygame questions. Also maybe use
 PHPBB forum software or SMF software:

 phpbb.com and simplemachines.org and if you like to spend money try
 invisionpower.com for IPB forums.

 Please this will benifit alot of people. AND!! It could be the new
 deal for the 1.8 release of pygame.

 Just hear me out one time. Thank you. And if it doesn't go  
successful
 then you can dont agree to what I have to say. Thank you for  
reading

 this.

 Email me back ASAP
 Regards,
 Lamonte Harris.(scheols)






Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Lamonte(Scheols/Demonic)

I don't see how that last message I sent was a flame.
Anyways yep. It can stop now. Since I've seen the outcome.

On 12/17/06, Jakub Piotr Cłapa [EMAIL PROTECTED] wrote:

Could you please stop this?!

Two sentences should suffice so what's the point of this whole flame?

1. People who are used to mailing lists feel that MLs are superior and
require less time to read. (if you don't share this opinion then try
using an e-mail client with threading support (not GMail; sadly it's not
the required kind of threads what they support))

2. You can try with the forum but I guess a good WWW interface to
mailing lists would be a better choice. Something like GMane.org
threaded view but with posting support.

--
regards,
Jakub Piotr Cłapa



Re: [pygame] map format

2006-12-17 Thread spotter .

Ah, thanks for that, I forgot about how python handles leading zeros.
I dont want to place any sort of restriction on the meta information incase
I have to add more stuff later on, this way it will scale and simply work.

On 12/17/06, Farai Aschwanden [EMAIL PROTECTED] wrote:

Looks ok to me. One thing to mention: If you use 001 and 002, etc. it
will be turned to 1 and 2 if you read them in (Python treats them as
number). So you can safe space using direct number w/o leading zeros.
About the metafile. If you can define this in one line why not adding
it to the first line of the map? Then you can read first out the
metaline and after this you iterate through the whole map. There is
no perfomance lost on this.

Farai


Am 17.12.2006 um 06:02 schrieb spotter .:

 Hey everybody,

 I am in the process of trying to make a file format for maps. I am
 doing this right now with this:

Test_Map,the_author,the_date,version_number
   10,5   # the width and height
   1 # layers
   000,001,002,001,002,002,001,000,001,002,
   000,001.002,002,002,002,001,000,001,002,
   000,001.002,002,002,002,001,000,001,002,
   000,001.002,002,002,002,001,000,001,002,
   000,001.002,002,002,002,001,000,001,002
   1

 Another way that might be easier to read into a file is to Have two
 files. One is called mapname.map and the other file will be called
 mapname.meta
 The meta file will have the info like name, author, date, version, and
 the width and height.

 The other file will have the actual map data in it. This method
 will be slower,
 since it involves opening, parsing, and closing two files.

 The second method will be easier to read in, but will affect
 performance.
 How do all of you implement maps? Do you use regular expressions or
 simple search a string ?


 Thanks,
 spot




Re: [pygame] map format

2006-12-17 Thread spotter .

Thanks, I just wanted to make it fast because if I start loading the
map at the beginning, it might seem to take a while before the game
starts due to parsing and caching. Probably just my computer though,
its a bit low on ram :(

On 12/17/06, Ethan Glasser-Camp [EMAIL PROTECTED] wrote:

spotter . wrote:
 Hey everybody,

 I am in the process of trying to make a file format for maps.

 The meta file will have the info like name, author, date, version, and
 the width and height.

 The other file will have the actual map data in it. This method will be
 slower,
 since it involves opening, parsing, and closing two files.

I think that unless you're going to be opening/reading map files all
the time -- numerous times per frame? -- the performance differential
is likely to be negligible. Get it working, then get it fast.

If loading maps does turn out to be slow, perhaps you can cache them
once loaded. I do something like this with image files, storing the
images as .png with information like colorkey in a seperate file.
Since I'm caching images anyhow, performance doesn't suffer much.

 The second method will be easier to read in, but will affect performance.
 How do all of you implement maps? Do you use regular expressions or
 simple search a string ?

I typically try to write my maps as pure Python that call game
engine functions. For instance, I've been toying with something like this:

setMap('''
0
1
0''')
setTerrain(0, passable=True, tile=grass)
setTerrain(1, passable=False, tile=forest)

Of course, the last two times I tried to write a tile-based RPG I got
nowhere fast and gave up, so maybe you shouldn't take my advice. :)

The map format I describe above is inspired by looking at some Wesnoth
maps, which look like a huge block of letters, with some other meta
information stored in a seperate file.

Ethan






Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread JoN
If this list is archived online then that should be sufficient.

Most forum software is very annoying to use, though there are some exceptions.


Jon


Quoting Jakub Piotr Cłapa [EMAIL PROTECTED]:

 Could you please stop this?!
 
 Two sentences should suffice so what's the point of this whole flame?
 
 1. People who are used to mailing lists feel that MLs are superior and 
 require less time to read. (if you don't share this opinion then try 
 using an e-mail client with threading support (not GMail; sadly it's not 
 the required kind of threads what they support))
 
 2. You can try with the forum but I guess a good WWW interface to 
 mailing lists would be a better choice. Something like GMane.org 
 threaded view but with posting support.
 
 -- 
 regards,
 Jakub Piotr Cłapa
 





Come and visit Web Prophets Website at http://www.webprophets.net.au



Re: [pygame] Fwd: Please hear me out.

2006-12-17 Thread Rikard Bosnjakovic

On 12/18/06, JoN [EMAIL PROTECTED] wrote:

If this list is archived online then that should be sufficient.


It is: http://aspn.activestate.com/ASPN/Mail/Browse/Threaded/pygame-users


Most forum software is very annoying to use, though there are some exceptions.


Agreed.

Personally I never use www-forums. Mostly because the UI is 99%
horrible in everyone I've seen. Also, the search function usually
sucks. A ML provides a better overview, since you can pick the
mail-reader of your choice to do the sorting/searching etc.



--
- Rikard.


[pygame]Whats the best way to build a game map.

2006-12-17 Thread Lamonte(Scheols/Demonic)

Im trying to start a simple game that is basically an RPG type game.
So a sprite can travel around land etc..

Whats the best way to do this?


Re: [pygame]Whats the best way to build a game map.

2006-12-17 Thread JoN

I'll start the deluge by saying:

Easiest place to start is to rip off an existing game engine and get a feel for
how it works.

Jon


Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]:

 Im trying to start a simple game that is basically an RPG type game.
 So a sprite can travel around land etc..
 
 Whats the best way to do this?
 





Come and visit Web Prophets Website at http://www.webprophets.net.au



Re: [pygame]Whats the best way to build a game map.

2006-12-17 Thread Lamonte(Scheols/Demonic)

Do you know of any game sources that does this? that I can look at.

On 12/17/06, JoN [EMAIL PROTECTED] wrote:


I'll start the deluge by saying:

Easiest place to start is to rip off an existing game engine and get a feel for
how it works.

Jon


Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]:

 Im trying to start a simple game that is basically an RPG type game.
 So a sprite can travel around land etc..

 Whats the best way to do this?






Come and visit Web Prophets Website at http://www.webprophets.net.au




Re: [pygame]Whats the best way to build a game map.

2006-12-17 Thread JoN

I'll let some others field that one (guys?) - I'm more an OpenGL person than a
qualified Pygame person at present.

Jon


Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]:

 Do you know of any game sources that does this? that I can look at.
 
 On 12/17/06, JoN [EMAIL PROTECTED] wrote:
 
  I'll start the deluge by saying:
 
  Easiest place to start is to rip off an existing game engine and get a feel
 for
  how it works.
 
  Jon
 
 
  Quoting Lamonte(Scheols/Demonic) [EMAIL PROTECTED]:
 
   Im trying to start a simple game that is basically an RPG type game.
   So a sprite can travel around land etc..
  
   Whats the best way to do this?
  
 
 
 
 
  
  Come and visit Web Prophets Website at http://www.webprophets.net.au
 
 
 





Come and visit Web Prophets Website at http://www.webprophets.net.au



Re: [pygame]Whats the best way to build a game map.

2006-12-17 Thread Richard Jones
On Monday 18 December 2006 12:39, Lamonte(Scheols/Demonic) wrote:
 Do you know of any game sources that does this? that I can look at.

Have a look at PGU:

  http://www.imitationpickles.org/pgu/


Richard


Re: [pygame]Whats the best way to build a game map.

2006-12-17 Thread Lamonte(Scheols/Demonic)

cool ill check it out.

On 12/17/06, Richard Jones [EMAIL PROTECTED] wrote:

On Monday 18 December 2006 12:39, Lamonte(Scheols/Demonic) wrote:
 Do you know of any game sources that does this? that I can look at.

Have a look at PGU:

  http://www.imitationpickles.org/pgu/


Richard



Re: [pygame] GP2X and PyGame

2006-12-17 Thread Luke Miller

Hi John,

I used pygame (gp2x beta2 is available somewhere) to make the gp2x
homebrew games:
Oh! The Humanity!
Tunar

and the commercial game: retrovirus RTS


On 13/12/06, John Eriksson [EMAIL PROTECTED] wrote:

Hi,
I'm going to get my hands on a GP2X soon and was wondering if anyone is
using pygame on that device.

I've seen some pygame beta 1 release somewhere..but that project looked
kind of dead??

But then I also saw a gp2x package in the latest pygame release.

Are there anyone out that that could gve me some more info about using
pygame om gp2x??

Best Regards
/John





Re: [pygame] GP2X and PyGame

2006-12-17 Thread andrew baker

So, you used the gp2x in the normal Pygame release?

On 12/18/06, Luke Miller [EMAIL PROTECTED] wrote:


Hi John,

I used pygame (gp2x beta2 is available somewhere) to make the gp2x
homebrew games:
Oh! The Humanity!
Tunar

and the commercial game: retrovirus RTS


On 13/12/06, John Eriksson [EMAIL PROTECTED] wrote:
 Hi,
 I'm going to get my hands on a GP2X soon and was wondering if anyone is
 using pygame on that device.

 I've seen some pygame beta 1 release somewhere..but that project looked
 kind of dead??

 But then I also saw a gp2x package in the latest pygame release.

 Are there anyone out that that could gve me some more info about using
 pygame om gp2x??

 Best Regards
 /John








--
Andrew Ulysses Baker
failrate


Re: [pygame]Whats the best way to build a game map.

2006-12-17 Thread andrew baker

I don't ordinarily promote my game engine, but I did the same thing.  I
ripped open Einar's Adventure, improved it, and added an editor (
http://sourceforge.net/projects/smpltn).  I've tried to keep it super
simple.


--
Andrew Ulysses Baker
failrate


[pygame] stupidity, and a lesson learned

2006-12-17 Thread spotter .

Hi everybody,

I just got hit by the silliest, stupidest error on my part and I
decided to share it, since it was kinda funny after the fact and so
that no one else would make my mistake.

This was the data I was trying to parse (a map format I was making):

mapname=DeathMap
mapauthor=pumaninja
mapdate=12172006
mapversion=0.0.1
mapwidth=10
mapheight=5

And this was the code I was using to get the info out of the file:

elif info.find(mapauthor=) == 0:  # 0 means that the string has been found
   temp = 
   temp = info.strip(mapauthor=)
   map_author.append(temp)

I was thinking that the .strip() simply took out the specified
absolute phrase. I was wrong. The .strip() looks for all the
characters specified and takes them out. For the other tags, this did
not get me since none of the other names matched any where close to
data type or the combination of letters. Only for the author part
because I had put in pumaninja which if you see has p, u, m, a
contained in mapauthor.

Ah, well, at least this didnt come back and get me way after the fact.
Although, this code was based on a part of a game I had already
written, that one missed the bullet because the info was numbers and
not characters.

Moral of the story : Clearly read the docs, and test the function with
various data types.

Happy coding,
-spot


Re: [pygame] stupidity, and a lesson learned

2006-12-17 Thread Luke Paireepinart

spotter . wrote:

Hi everybody,

I just got hit by the silliest, stupidest error on my part and I
decided to share it, since it was kinda funny after the fact and so
that no one else would make my mistake.


[snip]


I was thinking that the .strip() simply took out the specified
absolute phrase. I was wrong. The .strip() looks for all the
characters specified and takes them out. For the other tags, this did
not get me since none of the other names matched any where close to
data type or the combination of letters. Only for the author part
because I had put in pumaninja which if you see has p, u, m, a
contained in mapauthor.

Happened to me too.
Was once trying to change an extension from .rbs to .mp3,
and just did 'filename.strip('.rbs')'.
Yeah, it sucks.
Note that the way your mapfile is formatted, you could just import it as 
a python module, and the variables would be declared automatically.

As long as you can trust people not to mess with your mapfiles.
Considering they could just change the source of your actual program if 
they wanted to be malicious, I don't really see this as a security 
vulnerability.

But... to each his own, I guess.
-Luke


Re: [pygame] stupidity, and a lesson learned

2006-12-17 Thread Richard Jones
On Monday 18 December 2006 16:31, Luke Paireepinart wrote:
 Note that the way your mapfile is formatted, you could just import it as
 a python module, and the variables would be declared automatically.

Not quite. The strings aren't quoted. He could however use the standard 
library ConfigParser which is designed for this very thing.

http://docs.python.org/lib/module-ConfigParser.html


Richard


Re: [pygame] stupidity, and a lesson learned

2006-12-17 Thread spotter .

Very interesting ideas. The link will be handy for later use. For now,
I have simply used this format :

name;author;date;version;width;height

and then use split(;) to move them into a list and assign it to
variables then.
Does this seem alright, no glaring things I have missed? It does seem
to work from
my small amount of testing that I have put it through.

-spot

On 12/18/06, Richard Jones [EMAIL PROTECTED] wrote:

On Monday 18 December 2006 16:31, Luke Paireepinart wrote:
 Note that the way your mapfile is formatted, you could just import it as
 a python module, and the variables would be declared automatically.

Not quite. The strings aren't quoted. He could however use the standard
library ConfigParser which is designed for this very thing.

http://docs.python.org/lib/module-ConfigParser.html


Richard



Re: [pygame] stupidity, and a lesson learned

2006-12-17 Thread Luke Paireepinart

spotter . wrote:

Very interesting ideas. The link will be handy for later use. For now,
I have simply used this format :

name;author;date;version;width;height

and then use split(;) to move them into a list and assign it to
variables then.
Just thought I'd mention, since the split method returns a list, you 
could do:


name,author,date,version,width,height = astr.split(;)

Does this seem alright, no glaring things I have missed? It does seem
to work from
my small amount of testing that I have put it through.
Yeah, as long as you don't expect any of your values to have semicolons 
in them.
You could always use something strange like chr(245) as the separator, 
and it'd be less likely to occur in your values.
But if you're the one defining these map files anyway, just make sure 
you don't use semicolons.
And make sure you make a  note of that if you give people the ability to 
make custom maps.


Another alternative you could use is defining a Map class and pickling 
the instances.

-Luke

and Richard - you're right, of course.  I didn't notice there weren't 
quotes.