Re: [pygame] Ncurses RTS?

2009-12-06 Thread Patrick Mullen
There also is a pygame port of curses, in some state of completion, if
you google around for it.

On Sun, Dec 6, 2009 at 5:55 PM, James Paige  wrote:
> On Sun, Dec 06, 2009 at 05:34:30PM -0800, Yanom Mobis wrote:
>>    I know this doesn't actually involve pygame, but I was wondering if it
>>    would be possible to use the Python Ncurses module to make a realtime
>>    strategy game. Something in the vein of dwarf fortress (you can see
>>    screenshots at: http://www.bay12games.com/dwarves/screens.html ), but more
>>    of a traditional RTS than a rougelike/citybuilder game.
>
> I am sure you could, but one word of warning is that python's standard
> curses module doesn't have a Windows version last time I checked
> (*checks again, yep*)
>
> There is a wcurses work-alike module that you can find, although IIRC it
> has some minor differences that you will have to keep in mind if you
> want your game to work cross-platform.
>
> Gosh I love/hate Dwarf Fortress :)
>
> ---
> James Paige
>


Re: [pygame] Re: Announce: PygWeb2.0rc

2009-12-06 Thread Devon Scott-Tunkin
>
> if clicking on the "code" tab, the whol website recenter and has smaller
> width (1024) than before. you may have to test with high browser
> resolution
>
I should look into this though, sounds like the code css is overriding the
other widths. I don't think he was complaining that it was too wide, Julian,
just that the code section did not match the rest of the site. I can't
remember right now if the code was using different templates than the rest
of the site.

Thanks again for the feedback everyone,

Devon

On Sun, Dec 6, 2009 at 7:49 AM, jug  wrote:

> Hey,
>
> Thanks for the feedback.
>
>
>  I have a suggestion: If you download a code snippet, it gets named like
>> '49.py' or '55.py'.  But a filename would be more useful, like
>> 'ZoomScreen.py' instead of '55.py
>>
> Good idea, I've changed that.
>
>
>  if clicking on the "code" tab, the whol website recenter and has smaller
>> width (1024) than before. you may have to test with high browser
>> resolution
>>
> I know that. Not yet sure whats better. The smaller, fixed width was the
> original style, but sometimes its not enough space for the entire content
> (logged in as admin or with very long user name).
>
>
>  I only have one question; how is updating the new site different from the
>> old?  Is the Django site still serving most things from static pages and
>> just using the database to store comments and such, or did they use one of
>> the little CMS doo-dads available for use with Django?
>>
> The site runs with an own database. Currently its sqlite, but since its
> done with Django, most other db backends should work as well. All content
> except the documentation is stored in the database. It's possible to convert
> data from the current pygame.org db, but you cannot use the same data or
> database without converting.
>
>
>  The issue is some people felt Jug and the others went ahead without proper
>> discussion before-hand.
>>
> Some people wanted to rewrite the website as well, but not with Django. The
> discussion got nowhere fast, so we just started (otherwise, I think we would
> be still discussing). Also, those who wanted to write a website with other
> tools, did not do that (afaik). The same applies to the details. You cannot
> discuss every single detail on such a mailing list. Everyone has his own
> opinion, but you can only implement it one way. So we did it how we deemed
> it right and then showed it to the list so that everyone could have a look
> at it, test it, and tell us whether it is ok or he found any no-go's.
>
>
> -- Julian
>


Re: [pygame] Ncurses RTS?

2009-12-06 Thread James Paige
On Sun, Dec 06, 2009 at 05:34:30PM -0800, Yanom Mobis wrote:
>I know this doesn't actually involve pygame, but I was wondering if it 
>would be possible to use the Python Ncurses module to make a realtime  
>strategy game. Something in the vein of dwarf fortress (you can see
>screenshots at: http://www.bay12games.com/dwarves/screens.html ), but more 
>of a traditional RTS than a rougelike/citybuilder game.

I am sure you could, but one word of warning is that python's standard 
curses module doesn't have a Windows version last time I checked 
(*checks again, yep*)

There is a wcurses work-alike module that you can find, although IIRC it 
has some minor differences that you will have to keep in mind if you 
want your game to work cross-platform.

Gosh I love/hate Dwarf Fortress :)

---
James Paige


Re: [pygame] Ncurses RTS?

2009-12-06 Thread Bryce Schroeder
I don't see why that would not be possible. Sounds like a cool idea.

On Sun, Dec 6, 2009 at 5:34 PM, Yanom Mobis  wrote:

> I know this doesn't actually involve pygame, but I was wondering if it
> would be possible to use the Python Ncurses module to make a realtime
> strategy game. Something in the vein of dwarf fortress (you can see
> screenshots at: http://www.bay12games.com/dwarves/screens.html ), but more
> of a traditional RTS than a rougelike/citybuilder game.
>
>


[pygame] Ncurses RTS?

2009-12-06 Thread Yanom Mobis
I know this doesn't actually involve pygame, but I was wondering if it would be 
possible to use the Python Ncurses module to make a realtime strategy game. 
Something in the vein of dwarf fortress (you can see screenshots at: 
http://www.bay12games.com/dwarves/screens.html ), but more of a traditional RTS 
than a rougelike/citybuilder game.



  

Re: [pygame] Re: Announce: PygWeb2.0rc

2009-12-06 Thread B W
Hi, jug.

I like the aesthetics of your redesign, and the layout is very
friendly. I'm curious to see if your conversion will fix HTML-wrapping
issues like this: http://www.pygame.org/wiki/2DVectorClass. And
whether project screenshots will be ported and the default N/A images
will be replaced.

One content-related feedback. This occurs on the following converted
"snippet" from the Pygame Code Repository.

http://pygameweb.no-ip.org/snippets/28/

The original distribution bundles files critical to the code's
function. While your converstion exposes the code for convenient
viewing--a very nice touch--it seems to have lost the other
components: an image file, and POV files if anyone should want to dig
into the 3D image with POV. I predict this would be a frustrating
discovery for anyone wishing to see the code in action.

I do not know how many are like this, but I'm sure you would want to
follow up on it, in the spirit of insuring converted content is
"either unchanged or improved". :)

Cheers.

Gumm


Re: [pygame] Re: Announce: PygWeb2.0rc

2009-12-06 Thread jug

Hey,

Thanks for the feedback.


I have a suggestion: If you download a code snippet, it gets named like '49.py' 
or '55.py'.  But a filename would be more useful, like 'ZoomScreen.py' instead 
of '55.py

Good idea, I've changed that.


if clicking on the "code" tab, the whol website recenter and has smaller
width (1024) than before. you may have to test with high browser
resolution
I know that. Not yet sure whats better. The smaller, fixed width was the 
original style, but sometimes its not enough space for the entire 
content (logged in as admin or with very long user name).



I only have one question; how is updating the new site different from the old?  
Is the Django site still serving most things from static pages and just using 
the database to store comments and such, or did they use one of the little CMS 
doo-dads available for use with Django?
The site runs with an own database. Currently its sqlite, but since its 
done with Django, most other db backends should work as well. All 
content except the documentation is stored in the database. It's 
possible to convert data from the current pygame.org db, but you cannot 
use the same data or database without converting.


The issue is some people felt Jug and the others went ahead without 
proper discussion before-hand. 
Some people wanted to rewrite the website as well, but not with Django. 
The discussion got nowhere fast, so we just started (otherwise, I think 
we would be still discussing). Also, those who wanted to write a website 
with other tools, did not do that (afaik). The same applies to the 
details. You cannot discuss every single detail on such a mailing list. 
Everyone has his own opinion, but you can only implement it one way. So 
we did it how we deemed it right and then showed it to the list so that 
everyone could have a look at it, test it, and tell us whether it is ok 
or he found any no-go's.



-- Julian