Re: [pygame] 3D/2D sound?

2007-02-16 Thread Charles Joseph Christie II
Well, if you don't mind the ridiculously late post, I've heard many
good things about OpenAL. I say go for it.

On Tue, 13 Feb 2007 12:56:33 +0100
John Eriksson <[EMAIL PROTECTED]> wrote:

> What about python-openal? Is that any good?
> 
> /John
> 
> tis 2007-02-13 klockan 19:38 +0900 skrev Guillaume Proux:
> > Have a look at FMOD andpysonic
> > 
> > G
> > 
> > On 2/13/07, John Eriksson <[EMAIL PROTECTED]> wrote:
> > > Hi,
> > >
> > > Is there a way to control the volume of different speakers using
> > > pygame (or a python package that can be used together with
> > > pygame)?
> > >
> > > 3D placement would be great but just to be able to set different
> > > volume for two speakers would be sufficient.
> > >
> > > I found Soya...but can that be used without using the 3D graphics
> > > part??
> > >
> > > Any ideas?
> > >
> > > Best Regards
> > > /John
> > >
> > >
> 


Re: [pygame] Making a moving character in Pygame

2007-02-16 Thread Luke Paireepinart



One of the ones that interested
me was the one in the pyraider gamelet up on the pygame website.
  

Sounds like a perfectly good starting point.


-Dave "What's the best pizza?" LeCompte



OK. Let's go with that then. The thing that puzzles me is what the
advantage (or disadvantage) of those miniature def statements for
deciding which way the player is moving.
  
I'm interested in this, and I'd like to help, but I don't want to have 
to go to the site, find the game, look through the code, and try to 
understand what you're talking about,
so if you could send a snippet of the relevant parts I or another could 
probably elaborate on the statements you question.

-Luke



Re: [pygame] pygame is a disgrace

2007-02-16 Thread Luke Paireepinart

Charles Joseph Christie II wrote:

Excuse me for hijacking this thread and asking, but how hard is it to
compile programs in Windows? 'Cause in Linux you just type:

./ configure && make && make install

and you're set to go after you settle dependency problems, which I
found overwhelmingly easy the last time I tried it in PCLinuxOS. And
since you compile everything in Gentoo Linux anyway, it was as easy as
typing:

emerge pygame

and dependencies and everything were grabbed for me.

so what do Windows users go through to compile stuff? I don't think it
would be worth complaining this much about it...

  
I'm pretty sure you need to compile them with the same compiler that the 
Python interpreter was compiled with.

On Linux this is gcc or g++ or whatever, so it's no problem.
On Windows, I think they used VS 6 for 2.3, .NET 2003 for 2.4 and .NET 
2005 for 2.5.  Or something like that.

Anyway, so that's the first obstacle -  getting a copy of the compiler.
Then, there's no Yum or Apt or anything on Windows, so you have to 
browse the internets and get all the dependencies.

Also there's no makefile so you'd have to know how to set up the compiler.
If you had the right compiler it probably would take a couple of hours 
if you hadn't compiled a python package before.

That's just my speculation and I really don't know that much about it.
-Luke


Re: [pygame] pygame is a disgrace

2007-02-16 Thread Charles Joseph Christie II
Excuse me for hijacking this thread and asking, but how hard is it to
compile programs in Windows? 'Cause in Linux you just type:

./ configure && make && make install

and you're set to go after you settle dependency problems, which I
found overwhelmingly easy the last time I tried it in PCLinuxOS. And
since you compile everything in Gentoo Linux anyway, it was as easy as
typing:

emerge pygame

and dependencies and everything were grabbed for me.

so what do Windows users go through to compile stuff? I don't think it
would be worth complaining this much about it...


Re: [pygame] Making a moving character in Pygame

2007-02-16 Thread Charles Joseph Christie II
On Fri, 16 Feb 2007 17:58:54 -0800 (PST)
"Dave LeCompte (really)" <[EMAIL PROTECTED]> wrote:

> > So... I've seen it done in like a billion ways, but I don't know
> > which way is the best.
> 
> Ok, what does "best" mean for you? Easiest to code for you? Easiest to
> maintain over the long run? Fastest execution speed? Closely
> resembling the feel of a specific game you wish to emulate?
> 
> Once you decide what's important to you, you can evaluate possible
> solutions and pick one that most closely matches your requirements.

I would like a balance between fast execution and easy maintenance if
possible. If I could only pick one it would probably be maintenance.
 
> > One of the ones that interested
> > me was the one in the pyraider gamelet up on the pygame website.
> 
> Sounds like a perfectly good starting point.
> 
> 
> -Dave "What's the best pizza?" LeCompte

OK. Let's go with that then. The thing that puzzles me is what the
advantage (or disadvantage) of those miniature def statements for
deciding which way the player is moving.


Re: [pygame] Making a moving character in Pygame

2007-02-16 Thread Dave LeCompte (really)
> So... I've seen it done in like a billion ways, but I don't know which way
> is the best.

Ok, what does "best" mean for you? Easiest to code for you? Easiest to
maintain over the long run? Fastest execution speed? Closely resembling
the feel of a specific game you wish to emulate?

Once you decide what's important to you, you can evaluate possible
solutions and pick one that most closely matches your requirements.


> One of the ones that interested
> me was the one in the pyraider gamelet up on the pygame website.

Sounds like a perfectly good starting point.


-Dave "What's the best pizza?" LeCompte


Re: [pygame] Making a moving character in Pygame

2007-02-16 Thread Rikard Bosnjakovic

On 2/16/07, Charles Christie <[EMAIL PROTECTED]> wrote:


So, if I wanted to make a character move like in an arcade
shoot-em-up game how would I do that?


I think you need to be more elaborate than that for us to have a
faintest clue of what you are looking for.


--
- Rikard.


[pygame] Making a moving character in Pygame

2007-02-16 Thread Charles Christie

So... I've seen it done in like a billion ways, but I don't know which way
is the best. So, if I wanted to make a character move like in an arcade
shoot-em-up game how would I do that? I've seen many different ways already
but I want to know what you guys recommend. One of the ones that interested
me was the one in the pyraider gamelet up on the pygame website.


Re: [pygame] music for pygame (cc-attribution and cc-attribution-non-commercial) uploaded & questions

2007-02-16 Thread Matthieu TC
> If you search music for your pygame projects, please take a look at:

http://www.archive.org/search.php?query=%22Gerald%20Pink%22



I went there
and I'm impressed. I'll definitely use some of those loops for my projects.



> What can i do to make my friends music more popular for programmers ?


Music quality is paramount.
Loops are important too.  And categories to search the music is always nice 
(sci-fi, upbeat, percussions).  Sitting and listening to tons of mediocre loops 
that are not suited at all for a game is a bore.


-matt

















Re: [pygame] Problem with pygame.image.load() and a gzip.open() stream

2007-02-16 Thread Lenard Lindstrom

Lenard Lindstrom wrote:


Further testing shows the problem is specific to GzipFile. It has 
nothing to do with classic classes. So option (3) is worthless.


Got it. GzipFile.seek() has no optional whence argument. 
pygame.image.load calls seek() with both an offset and whence, but does 
not pass on the exception raised by GzipFile.seek().


--
Lenard Lindstrom
<[EMAIL PROTECTED]>



[pygame] music for pygame (cc-attribution and cc-attribution-non-commercial) uploaded & questions

2007-02-16 Thread Horst JENS
Hello List,
I convinced a friend to publish his work under pygame friendly
licencses.

If you search music for your pygame projects, please take a look at:
http://www.archive.org/search.php?query=%22Gerald%20Pink%22

(i will upload more in the next days, just finished the non-commercial
part)

 The "shorter" bits are licensed under
http://creativecommons.org/licenses/by/2.5/ (attribution)
so that you can do what you want with it as long as you display the
artist's name in the credit screen.

The "longer" bits are under licensed under  
http://creativecommons.org/licenses/by-nc/2.5/
(attribution-non-commercial) so that users are forced to contact the
artist if a commercial re-license is wanted.

As i now happen to be the person responsible for internet upload and
promotion, here are some questions:

Where do (pygame) programmers look first for music ?

What can i do to make my friends music more popular for programmers ?

What is the best way to encourage programmers/artists to contact my
friend for more music ?

greetings,
-Horst





Re: [pygame] pygame is a disgrace

2007-02-16 Thread Brian Fisher

Idiotic flame-bait troll sharing his pain at the world caused by his
obvious social and professional inadequacies not-withstanding...

Having a pygame-1.7.1 python2.5-win32 installer posted on the
pygame.org download page would be nice. I would appreciate the
kindness of those involved in sharing the product of their work to
save me time & energy.

So could Sami's installer go up there?

On 2/15/07, Sami Hangaslammi <[EMAIL PROTECTED]> wrote:

FWIW, I've compiled pygame-1.7.1 (as well as Numeric-24.2 for
surfarray) for Python2.5-win32 and would be happy to contribute the
installer to the pygame site if there's need. I also tried compiling
pygame-1.8 a couple of weeks back, but it seemed to have a lot of new
dependencies for headers and libs that I couldn't find outright.

--
Sami Hangaslammi