Re: [pygame] New pygame.org website
rking. >> >> >> On 12/17/2016 10:51 PM, Lenard Lindstrom wrote: >> >> Bitbucket also has static web site support. I set one up >> for the Pygame docs awhile ago, but have not maintained it: >> >> http://pygame.bitbucket.org/docs/pygame/ >> <http://pygame.bitbucket.org/docs/pygame/> >> >> The repository is here: >> >> https://bitbucket.org/pygame/pygame.bitbucket.org >> <https://bitbucket.org/pygame/pygame.bitbucket.org> >> >> Lenard Lindstrom >> >> On 16-12-17 09:16 PM, Daniel Foerster wrote: >> >> You know, I suppose we could just use GitHub pages. >> >> On Dec 17, 2016 17:32, "Charles Cossé" >> <cco...@gmail.com <mailto:cco...@gmail.com> >> <mailto:cco...@gmail.com <mailto:cco...@gmail.com>>> >> wrote: >> >> >> >> On Sat, Dec 17, 2016 at 4:12 PM, Daniel Foerster >> <pydsig...@gmail.com <mailto:pydsig...@gmail.com> >> <mailto:pydsig...@gmail.com >> <mailto:pydsig...@gmail.com>>> wrote: >> >> Using S3/CloudFront is a lot cheaper than the >> EC2 setup you're >> imagining (and which a Django stack would >> require). >> >> >> >> I never said to use Amazon at all. Just use the >> current server, >> whatever it is (unless it's Amazon). >> >> On 12/17/2016 05:11 PM, Charles Cossé wrote: >> >> Yikes! who's gonna pay the Amazon bill? >> >> On Sat, Dec 17, 2016 at 4:09 PM, Paul >> Vincent Craven >> <p...@cravenfamily.com >> <mailto:p...@cravenfamily.com> >> <mailto:p...@cravenfamily.com >> <mailto:p...@cravenfamily.com>>> wrote: >> >> If most of the site is static, then I >> think Django would >> be overkill. The static portion of the >> site can easily be >> deployed via Amazon S3/CloudFront and >> then we'd not have >> to maintain a server. >> >> Paul Vincent Craven >> >> On Sat, Dec 17, 2016 at 5:00 PM, >> Charles Cossé >> <cco...@gmail.com <mailto:cco...@gmail.com> >> <mailto:cco...@gmail.com >> <mailto:cco...@gmail.com>>> wrote: >> >> >> On Sat, Dec 17, 2016 at 3:26 PM, >> Thomas Kluyver >> <tak...@gmail.com <mailto:tak...@gmail.com> >> <mailto:tak...@gmail.com >> >> <mailto:tak...@gmail.com>>> wrote: >> >> >> So far, I think the proposals >> for the static >> information part of the site >> are Nikola (a static >> site generator oriented around >> blogs) and Sphinx >> (oriented around docs). Both >> are written in >> Python. Does anyone want to >> make the case for any >> other system? >> >> >> Can Django factor-in there? I >> guess it would reside >> underneathe the other pkgs ... but >> might as well run >> Python through-and-through imho. >> >> >> >> >> >> -- >> Linkedin >> <https://www.linkedin.com/in/charles-cosse >> <https://www.linkedin.com/in/charles-cosse>> | >> E-Learning <http://www.asymptopia.org> >> >> >> >> >> >> >> -- >> Linkedin >> <https://www.linkedin.com/in/charles-cosse >> <https://www.linkedin.com/in/charles-cosse>> | E-Learning >> <http://www.asymptopia.org> >> >> >> >> >> >> >> >> >> -- There are two wolves and they're always fighting. >> One is darkness and despair. The other is light and hope. >> Which wolf wins? >> Whichever one you feed. >> -- Casey in Brad Bird's movie "Tomorrowland" >> >> >> > -- > There are two wolves and they're always fighting. > One is darkness and despair. The other is light and hope. > Which wolf wins? > Whichever one you feed. > -- Casey in Brad Bird's movie "Tomorrowland" > > -- Linkedin <https://www.linkedin.com/in/charles-cosse> | E-Learning <http://www.asymptopia.org>
Re: [pygame] New pygame.org website
Hi Thomas, I suspect that there are many people, me included, who are familiar with parts of the plan you have described, but not all. For example, knowing how to setup GitHub pages, but never having done the daily feed part, or not completely clear about static "generation". So this could become a learning experience for a lot of people, if only just as observers. What do you think about taking the extra trouble to make the effort somewhat of a class on how to do all these things? -Charles On Thu, Dec 22, 2016 at 8:25 AM, Thomas Kluyver <tak...@gmail.com> wrote: > Thanks everyone for your input. In the interests of making progress, I'd > like to propose: > > - The informational site will be hosted on Github pages; I've used this > for a number of websites before, it's reliable, we can point an external > domain to it, and I imagine that most of the likely contributors have > Github accounts already. > - The pages will be generated by a Python static site generator. There > doesn't seem to be a strong feeling between Sphinx/Nikola/Pelican, so it > will likely depend on who is most excited to start building it. > - The game feed will also be generated from content in Github, so *at > first* developers will need to submit a PR to add a game. Once that's > working, we can build a simpler submission interface on > Heroku/Appengine/similar which can push content to Github. Ideally the data > will be in a format which would could move elsewhere later if necessary. > > I like the concept of drawing the game feed from an external source, but I > don't think any of the sources proposed match what we want closely enough. > > Does anybody object to any of those proposals? > > Thanks, > Thomas > > On 18 December 2016 at 20:18, Miriam English <m...@miriam-english.org> > wrote: > >> http://ibiblio.org is an enormous, free repository that also lets you >> have static webpages. Many of the Linux distros are hosted from there as >> well as much else too. I don't know how you'd set up a comments system >> there. It may be possible. >> >> http://archive.org is another gigantic free repository. They already >> have a comments system built into their pages. I don't know how it works. >> It might be worth checking out. >> >> Both these organisations are free and are aimed at helping make content >> available to the community which might otherwise be lost. You have complete >> control over the look of webpages at ibiblio.org because you simply >> upload static pages. >> >> I don't know how much control over the look archive.org provides because >> everything is dynamically served from xml data, I think. It might be >> possible to add static content, I don't know. >> >> But both are free, permanently available, and have excellent security. >> >> Cheers, >> >> - Miriam >> >> >> >> Peter Shinners wrote: >> >>> Gitlab also has great static site support for free, and you can use >>> custom domains. They also make it easy to run most static generation tools >>> as a CI job. Although part of me thinks just pushing the static content is >>> easiest. It sounds to me like there's a list of acceptable hosting choices >>> that won't cost anything. >>> >>> Keeping the games list as a feed from other service sounds like it has >>> the best chance of working. >>> >>> >>> On 12/17/2016 10:51 PM, Lenard Lindstrom wrote: >>> >>>> Bitbucket also has static web site support. I set one up for the Pygame >>>> docs awhile ago, but have not maintained it: >>>> >>>> http://pygame.bitbucket.org/docs/pygame/ >>>> >>>> The repository is here: >>>> >>>> https://bitbucket.org/pygame/pygame.bitbucket.org >>>> >>>> Lenard Lindstrom >>>> >>>> On 16-12-17 09:16 PM, Daniel Foerster wrote: >>>> >>>>> You know, I suppose we could just use GitHub pages. >>>>> >>>>> On Dec 17, 2016 17:32, "Charles Cossé" <cco...@gmail.com >>>> cco...@gmail.com>> wrote: >>>>> >>>>> >>>>> >>>>> On Sat, Dec 17, 2016 at 4:12 PM, Daniel Foerster >>>>> <pydsig...@gmail.com <mailto:pydsig...@gmail.com>> wrote: >>>>> >>>>> Using S3/CloudFront is a lot cheaper than the EC2 setup you're >>>>> imagining (and which a Django stack would require). >>>>> >>>>> >>>>> >>>>>
Re: [pygame] New pygame.org website
On Sat, Dec 17, 2016 at 4:12 PM, Daniel Foerster <pydsig...@gmail.com> wrote: > Using S3/CloudFront is a lot cheaper than the EC2 setup you're imagining > (and which a Django stack would require). > > I never said to use Amazon at all. Just use the current server, whatever it is (unless it's Amazon). > On 12/17/2016 05:11 PM, Charles Cossé wrote: > > Yikes! who's gonna pay the Amazon bill? > > On Sat, Dec 17, 2016 at 4:09 PM, Paul Vincent Craven < > p...@cravenfamily.com> wrote: > >> If most of the site is static, then I think Django would be overkill. The >> static portion of the site can easily be deployed via Amazon S3/CloudFront >> and then we'd not have to maintain a server. >> >> Paul Vincent Craven >> >> On Sat, Dec 17, 2016 at 5:00 PM, Charles Cossé <cco...@gmail.com> wrote: >> >>> >>> On Sat, Dec 17, 2016 at 3:26 PM, Thomas Kluyver <tak...@gmail.com> >>> wrote: >>> >>>> >>>> So far, I think the proposals for the static information part of the >>>> site are Nikola (a static site generator oriented around blogs) and Sphinx >>>> (oriented around docs). Both are written in Python. Does anyone want to >>>> make the case for any other system? >>>> >>>> >>> Can Django factor-in there? I guess it would reside underneathe the >>> other pkgs ... but might as well run Python through-and-through imho. >>> >>> >> > > > -- > > Linkedin <https://www.linkedin.com/in/charles-cosse> | E-Learning > <http://www.asymptopia.org> > > > > -- Linkedin <https://www.linkedin.com/in/charles-cosse> | E-Learning <http://www.asymptopia.org>
Re: [pygame] New pygame.org website
Amazon would be overkill, imho On Sat, Dec 17, 2016 at 4:11 PM, Charles Cossé <cco...@gmail.com> wrote: > Yikes! who's gonna pay the Amazon bill? > > On Sat, Dec 17, 2016 at 4:09 PM, Paul Vincent Craven < > p...@cravenfamily.com> wrote: > >> If most of the site is static, then I think Django would be overkill. The >> static portion of the site can easily be deployed via Amazon S3/CloudFront >> and then we'd not have to maintain a server. >> >> Paul Vincent Craven >> >> On Sat, Dec 17, 2016 at 5:00 PM, Charles Cossé <cco...@gmail.com> wrote: >> >>> >>> On Sat, Dec 17, 2016 at 3:26 PM, Thomas Kluyver <tak...@gmail.com> >>> wrote: >>> >>>> >>>> So far, I think the proposals for the static information part of the >>>> site are Nikola (a static site generator oriented around blogs) and Sphinx >>>> (oriented around docs). Both are written in Python. Does anyone want to >>>> make the case for any other system? >>>> >>>> >>> Can Django factor-in there? I guess it would reside underneathe the >>> other pkgs ... but might as well run Python through-and-through imho. >>> >>> >> > > > -- > > Linkedin <https://www.linkedin.com/in/charles-cosse> | E-Learning > <http://www.asymptopia.org> > > > -- Linkedin <https://www.linkedin.com/in/charles-cosse> | E-Learning <http://www.asymptopia.org>
Re: [pygame] New pygame.org website
Yikes! who's gonna pay the Amazon bill? On Sat, Dec 17, 2016 at 4:09 PM, Paul Vincent Craven <p...@cravenfamily.com> wrote: > If most of the site is static, then I think Django would be overkill. The > static portion of the site can easily be deployed via Amazon S3/CloudFront > and then we'd not have to maintain a server. > > Paul Vincent Craven > > On Sat, Dec 17, 2016 at 5:00 PM, Charles Cossé <cco...@gmail.com> wrote: > >> >> On Sat, Dec 17, 2016 at 3:26 PM, Thomas Kluyver <tak...@gmail.com> wrote: >> >>> >>> So far, I think the proposals for the static information part of the >>> site are Nikola (a static site generator oriented around blogs) and Sphinx >>> (oriented around docs). Both are written in Python. Does anyone want to >>> make the case for any other system? >>> >>> >> Can Django factor-in there? I guess it would reside underneathe the >> other pkgs ... but might as well run Python through-and-through imho. >> >> > -- Linkedin <https://www.linkedin.com/in/charles-cosse> | E-Learning <http://www.asymptopia.org>
Re: [pygame] New pygame.org website
On Sat, Dec 17, 2016 at 3:26 PM, Thomas Kluyverwrote: > > So far, I think the proposals for the static information part of the site > are Nikola (a static site generator oriented around blogs) and Sphinx > (oriented around docs). Both are written in Python. Does anyone want to > make the case for any other system? > > Can Django factor-in there? I guess it would reside underneathe the other pkgs ... but might as well run Python through-and-through imho.
Re: [pygame] mystery examples in pygame tutorial
http://stackoverflow.com/questions/27644384/unable-to-use-create-graphics-screen-in-pygame On Tue, Jun 16, 2015 at 2:19 PM, tom arnall kloro2...@gmail.com wrote: Greetings fellow pygame-istas, I'm having a problem working through an example in the tutorial: Help! How Do I Move An Image? At: http://www.pygame.org/docs/tut/MoveIt.html in the section headed: Going From The List To The Screen there is this example: background = [terrain1, terrain1, terrain2, terrain2, terrain2, terrain1] screen = create_graphics_screen() for i in range(6): ...screen.blit(background[i], (i*10, 0)) playerpos = 3 screen.blit(playerimage, (playerpos*10, 0)) In the line: screen = create_graphics_screen() I can find no def for: create_graphics_screen() Predictably the line gets: Traceback (most recent call last): File stdin, line 1, in module NameError: name 'create_graphics_screen' is not defined I've studied the foregoing sections for a clue , but can find none. Thanks in advance for any help you can give me, Tom Arnall
Re: [pygame] circular movement in pygame
Hi, Typically x=r*cos(angle) and y=r*sin(angle) ... you've got the opposite. You'd have to post more code for anyone to help with you in/out of class problem ... Charles On Tue, Apr 28, 2015 at 6:52 AM, diliup gabadamudalige dili...@gmail.com wrote: Looking at the code on this page lines 47 48 http://programarcadegames.com/python_examples/show_file.php?file=sprite_circle_movement.py is there a way to do self.rect.x +*= some value* self.rect.y += some value rather than self.rect.x = self.radius * math.sin(self.angle) + self.center_x self.rect.y = self.radius * math.cos(self.angle) + self.center_y ? I tired it in the code attached and strangely it works ok but only OUTSIDE THE class. When I implement the exact code in a class it does something weird. I can't find where I have gone wrong. Please help. Many thanks in advance. Diliup Gabadamudalige ** This e-mail is confidential. It may also be legally privileged. If you are not the intended recipient or have received it in error, please delete it and all copies from your system and notify the sender immediately by return e-mail. Any unauthorized reading, reproducing, printing or further dissemination of this e-mail or its contents is strictly prohibited and may be unlawful. Internet communications cannot be guaranteed to be timely, secure, error or virus-free. The sender does not accept liability for any errors or omissions. **
Re: [pygame] circular movement in pygame
he has r=200 so nothing to do with rounding errors On Tue, Apr 28, 2015 at 2:46 PM, Jeffrey Kleykamp jeffrey.kleyk...@gmail.com wrote: It might be a rounding issue. rect.x is always the nearest integer I think. It's better to store position as a float and then only round when drawing. On Tue, Apr 28, 2015 at 4:28 PM, Charles Cossé cco...@gmail.com wrote: Well I just spent 15 minutes looking at your code ... nothing obvious jumps out, except inconsistent use of variables and representations. Let me ask: Can you write a simple pygame program that makes a sprite move in a circle, yourself, right now? On Tue, Apr 28, 2015 at 11:10 AM, Charles Cossé cco...@gmail.com wrote: Hi, Typically x=r*cos(angle) and y=r*sin(angle) ... you've got the opposite. You'd have to post more code for anyone to help with you in/out of class problem ... Charles On Tue, Apr 28, 2015 at 6:52 AM, diliup gabadamudalige dili...@gmail.com wrote: Looking at the code on this page lines 47 48 http://programarcadegames.com/python_examples/show_file.php?file=sprite_circle_movement.py is there a way to do self.rect.x +*= some value* self.rect.y += some value rather than self.rect.x = self.radius * math.sin(self.angle) + self.center_x self.rect.y = self.radius * math.cos(self.angle) + self.center_y ? I tired it in the code attached and strangely it works ok but only OUTSIDE THE class. When I implement the exact code in a class it does something weird. I can't find where I have gone wrong. Please help. Many thanks in advance. Diliup Gabadamudalige ** This e-mail is confidential. It may also be legally privileged. If you are not the intended recipient or have received it in error, please delete it and all copies from your system and notify the sender immediately by return e-mail. Any unauthorized reading, reproducing, printing or further dissemination of this e-mail or its contents is strictly prohibited and may be unlawful. Internet communications cannot be guaranteed to be timely, secure, error or virus-free. The sender does not accept liability for any errors or omissions. ** -- Jeffrey Kleykamp
Re: [pygame] Pygame non-MPEG1 video options?
Hi Brian, Don't know if possible, but if i were you i'd investigate embedding your videos. Is there any html support in pygame? I don't know, personally, but if yes then that's the way i'd suggest ... good luck, Charles On Fri, Feb 13, 2015 at 10:41 AM, Brian Madden br...@missionpinball.com wrote: Hi Everyone, I have a Python app that's pretty much ready to go. Problem is that we need to be able to play videos. To be honest I never really looked too deep into Pygame's video support. I knew from the docs that it had to be MPEG-1 and that if you wanted audio then it had to have exclusive control of Pygame.media, so I kind of thought, Ok, that's fine, I'll deal with all that later. So now it's later and I'm dealing with it. :) Problem is that we cannot get videos converted to MPEG-1 in a way that works reliably. We've gone through all the posts on this list and read a lot. Sometimes the videos play, sometimes not, sometimes we get SDL errors, sometimes we get garbage on the screen.. It's really kind of a mess. So I've started looking into options for non-MPEG1 videos and I wonder if anyone has successfully done anything? I found a blog post where a guy wrote a simple app that uses Pyglet to play the video and then for each frame it converts the Pyglet video frame to a Pyglet texture (kind of like Pyglet's version of a Surface), converts the pixels to a ctype, converts the ctype to the format Pygame can use, converts it to an image, then blits it to the Pygame window surface. That technically works but it's far too slow.. for hi-def videos we're only getting about 10fps. So I wonder if there are any other alternatives? Like can we install SDL2 and use PySDL2 to play the video and somehow convert that to a Pygame surface? (I have no idea if surfaces between SDL1.2 and SDL2 are compatible, or if so if it would be possible to get them into Pygame.) Or are there any other crazy ideas? To be honest if we can't figure this out then I think we're going to have to go with something other than Pygame, which would be a lot of work, but I don't know of any other alternatives? Unfortunately I don't know C or C++ so I'm afraid I'm not much help in terms of contributing to Pygame. Has anyone successfully taken a Python project based on Pygame and converted it to PySDL2? From what I've read it seems like there are many similarities since they're both SDL, but I don't know how much other work Pygame is doing, and whether if I recreated any of that in Python it will be fast enough? Anyway, sorry I'm a bit all over the place. I wonder if anyone has any thoughts to share? Thanks, Brian -- *Brian Madden* Mission Pinball (blog http://missionpinball.com | twitter https://twitter.com/missionpinball | MPF software framework http://missionpinball.com/framework | sample games https://missionpinball.com/blog/category/big-shot-em-conversion/)
Re: [pygame] Ping!
yup On Wed, Feb 4, 2015 at 11:12 PM, William Manire williamkman...@gmail.com wrote: Hello! I've been having difficulty trying to sign up for the mailing list. Is anybody getting this?