Re: [pygame] Promoting cheeseshop/pypi for game releases?

2017-01-31 Thread René Dudfield
I agree that many of the things on your wonderful list would be useful.
I've also starting adding them to a plan (see at the bottom).

I still think promoting packaging is still very useful, and a very low
effort thing to do.

Game distribution for general users should definitely not happen on the
cheeseshop. Especially not as the primary method. The audience I'm thinking
of is more other game developers (and people who will eventually become
developers).

I think the package index is better than 'random free upload webpage on the
internet', which many are uploading code to now. Also pyweek has proven
that a code template can provide a helpful structure for people using other
packaging tools. Often times, eventually, someone figures out the latest
work arounds for the various packaging tools and a script appears which
works for many platforms. Of course every year platforms update, and the
packaging tools develop new features...*cough* bugs *cough* that means that
last years script has stopped working.

But now with free CI options... it seems more possible to make a tool which
builds peoples apps for them. But again would require maintenance. By
leaning on the python packaging infrastructure, we access to all the tools
for packaging libraries.

The pygame website, and things like pyweek have thousands of games on there
already. There's also thousands of people who look through those games
every month. I'm fully intending to improve apon the features on the
website for people releasing games.

We need to try and make it as simple as dragging a game folder onto
website. Because that's basically what people are doing to upload their
games. Some people don't even know git, github, pypi, travis... all those
things. Hopefully we can take much of the tediousness out of it.


I'm hoping to collaborate with DR0ID, who is working on the pyweek
'skellington' base code on a file structure we can use by combining it with
the pypa 'sampleproject'.

I've started writing a series of blog posts about all this stuff... about
the benefits of packaging games for the python community, what we can do to
make distributing games easier.
http://renesd.blogspot.com/2017/01/promoting-pypi-for-python-game-releases.html
http://renesd.blogspot.com/2017/01/using-common-file-layout-lets-us-create.html


Looking forward to the day when we have build bots package games up for
android, mac, windows, ubuntu, pip, raspberrypi etc, etc, then have things
automatically do release announcements and such.


cheers!




On Mon, Dec 26, 2016 at 1:17 PM, Thomas Kluyver  wrote:

> My tldr: PyPI and pip are the wrong tools for game distribution, there are
> better places to focus effort.
>
> If the instructions to get your game say 'pip install yourgame', you're
> limiting your audience to people who have Python installed and are
> comfortable with the command line. Even among those people, you may find
> yourself having to explain about using pip3 on some systems, or about why
> running 'sudo pip ...' is a bad idea.
>
> PyPI and pip exist primarily to distribute Python libraries. We use them
> secondarily to distribute command-line tools, because it's a quick and easy
> alternative to building packages for different platforms, and the kind of
> people who use a tool like 'nosetests' know how to install it with pip.
> They're not a good fit for GUI applications where the user shouldn't need
> to know that Python is in use.
>
> So, where do I think we should focus effort?
>
>
>- Tools to package up Python *applications* into convenient
>installable bundles
>   - Shameless plug: Pynsist is a tool I made to build Windows
>   installers.
>   - I'd particularly like to see work around the new Linux
>   application packaging formats, Flatpak and Snappy. Can we make a tool 
> that
>   takes some form of description and builds both kinds of package?
>   - The BeeWare projec (http://pybee.org/ ) is doing some interesting
>   work on packaging for mobile platforms.
>   - Stretch goal: can we start with a single application description
>   and build packages for various platforms? I'm sceptical, but it would be
>   cool, even if the packages lacked some polish.
>   - Guides on preparing & submitting games to various app
>marketplaces:
>   - Platform owners: Microsoft, Apple, Google, Canonical...
>   - Third party: Steam, Itch...
>- (Maybe) A better catalogue of non-professional games, for creators
>who may not want to put their games up on Steam or whatever. I'm still
>unsure if there's an actual gap to be filled here, though, and what shape
>it is if it exists.
>
>
> Thomas
>
> On 25 December 2016 at 00:52, René Dudfield  wrote:
>
>> Hello,
>>
>> tldr; promote using pypi and pip for game releases?
>>
>>
>> With all the great work from lots of people pygame is often easily
>> installable via pip - the standard python packaging system. We still have
>> some issues, but it works quite 

Re: [pygame] Mac PyGame installation question

2017-01-31 Thread Chris
I would argue that using virtualenv with pip would actually be the 
better solution here, as there are no special rights required for that 
setup (asuming virtualenv is installed), and I find that having two 
pythons installed can be confusing at times.


For virtualenv just follow this guide 
(https://virtualenv.pypa.io/en/stable/userguide/#usage) for setting it 
up, then execute get-pip.py (https://pip.pypa.io/en/stable/installing/) 
after having sourced your virtualenv. At that point pip will install 
everything into your new environment site-packages instead of the system 
one.


If you have any further questions specifically about using virtualenv 
feel free to send me an email or just ask here. (I actually have access 
to a mac at work so I can do the install tomorrow and send you a script 
if you want.)


On 2017-01-31 09:36 AM, René Dudfield wrote:

Hello,

I think it's best to install the python 3.6 with homebrew. Then use 
pip to install pygame.


People often recommended to NOT use the python that comes with OSX, as 
that is for system tools. So it's best to avoid installing things 
there. Also you need special permissions.


This 'works for me' on my 10.11.6 macbook, and for a lot of others.


best regards,



On Tue, Jan 31, 2017 at 5:57 AM, Irv Kalb > wrote:



At one of the school where I teach, the IT department is
responsible for configuring all the student and teacher
computers.  They are the only ones who have the system passwords.

One of my classrooms is a Mac classroom - the teacher's computer
and all the student computers are Macs (my other classroom is all
Windows).  I did a quick check today and found that PyGame is not
install on the Macs (it is install on the Windows systems).  I
want to contact the IT department and ask them to install PyGame
on all the Macs. However, I'm not sure what the proper
installation is.

All the Macs are running OS X 10.11 El Capitan, and have Python
2.7.(something) installed.  Since I cannot install anything on
these systems, I need to give clear instructions to the IT
department.  I have installed PyGame on Macs with OS X 10.9 (where
I needed to install 32 bit Python), and recently on a Mac with OS
X 10.12.

Can someone tell me what is the proper procedure for installing
PyGame onto Macs with OS X 10.11?  (I'm hoping that it is as
simple as downloading from the PyGame download page and running
the installer - PyGame 1.9.1 would work fine for these students.)

Thanks in advance,

Irv






Re: [pygame] Mac PyGame installation question

2017-01-31 Thread René Dudfield
Hello,

I think it's best to install the python 3.6 with homebrew. Then use pip to
install pygame.

People often recommended to NOT use the python that comes with OSX, as that
is for system tools. So it's best to avoid installing things there. Also
you need special permissions.

This 'works for me' on my 10.11.6 macbook, and for a lot of others.


best regards,



On Tue, Jan 31, 2017 at 5:57 AM, Irv Kalb  wrote:

>
> At one of the school where I teach, the IT department is responsible for
> configuring all the student and teacher computers.  They are the only ones
> who have the system passwords.
>
> One of my classrooms is a Mac classroom - the teacher's computer and all
> the student computers are Macs (my other classroom is all Windows).  I did
> a quick check today and found that PyGame is not install on the Macs (it is
> install on the Windows systems).  I want to contact the IT department and
> ask them to install PyGame on all the Macs.  However, I'm not sure what the
> proper installation is.
>
> All the Macs are running OS X 10.11 El Capitan, and have Python
> 2.7.(something) installed.  Since I cannot install anything on these
> systems, I need to give clear instructions to the IT department.  I have
> installed PyGame on Macs with OS X 10.9 (where I needed to install 32 bit
> Python), and recently on a Mac with OS X 10.12.
>
> Can someone tell me what is the proper procedure for installing PyGame
> onto Macs with OS X 10.11?  (I'm hoping that it is as simple as downloading
> from the PyGame download page and running the installer - PyGame 1.9.1
> would work fine for these students.)
>
> Thanks in advance,
>
> Irv