Re: [pygame] Re:10 hours of sex is guaranteed!

2011-02-26 Thread Dan Krol
For what it's worth, Gmail has a new security featured called two-step
verification that requires that you have your phone with you and your
password:

http://www.google.com/support/accounts/bin/static.py?page=guide.cs&guide=1056283&topic=1056284

I've not tried this yet, but apparently you can also get 10 one-time
pads to keep in your wallet in case your phone is unavailable.

On 2/26/11, David Burton  wrote:
> Oops, I meant gmail, not yahoo mail.  (My message to you was a slightly
> modified version of a message that I sent to someone else, who had the same
> problem, but with a yahoo mail account instead of a gmail account, and I
> missed a couple of the references to yahoo).  *So change your gmail account
> password, ASAP!*
>
> Note that this problem seems to happen with all the major webmail services:
> yahoo, gmail, aol, and hotmail.
>
> Dave
>
>
> On Sat, Feb 26, 2011 at 7:59 PM, David Burton  wrote:
>
>> On Sat, Feb 26, 2011 at 4:37 PM, Rob  wrote:
>>
>>> Congratulations! I can help you!...
>>> http://chpci.com/links.php?siSID=007
>>>
>>
>>
>> Dear Rob,
>>
>> Your Gmail account has been hijacked!!  The bad guys have your gmail
>> account password, and are spamming the addresses in your gmail address
>> book:
>> your friends, the pygame list, etc.
>>
>> They might have gotten your password when you logged into your Gmail
>> account from a computer with a "trojan" infection.  So I recommend that
>> you
>> immediately log into your gmail account from a trusted computer (a
>> computer
>> that you are confident has no trojan infection), and *change your yahoo
>> account password.*
>>
>> Then, I recommend that you scan whatever computer(s) you use for yahoo
>> mail
>> with some good anti-malware tools, including, at least:
>>
>>-
>> TDSSkiller
>> (this
>>is quick)
>>- MalwareBytes 
>>- ESET online  scanner
>>
>>
>> I have links to good anti-malware tools on my web site:
>> http://www.geeksalive.com/links.html
>> (Be sure to read the paragraph at the top.)
>>
>> Dave
>>
>
>
>
> --
> “If anyone thinks the words ‘government’ and ‘efficiency’ belong in the same
> sentence, we  have counseling available.”
> - Sen. Paul Tsongas (D-MA)
>


Re: [pygame] moonlight 2.0

2009-08-17 Thread Dan Krol
Well there's effort for getting python, and then pygame to work on
Flash. Since ironpython already works on Moonlight, I'd say it's a
good chance they'll switch gears.

On Mon, Aug 17, 2009 at 12:55 PM,
machinim...@gmail.com wrote:
> hi,
>
> ...again a pygame in the webbrowser topic. :)
>
> http://go-mono.com/moonlight-beta/
> i just noticed that the moonlight 2.0 beta is out. moonlight 2.0 supports
> the DLR and ironpython.
>
> did anyone here have a look into moonlight/silverlight already? how feasible
> would it be (and how much work?) to create a pygame "layer" for
> moonlight/silverlight? what do you think? just curious...


Re: [pygame] Pygame and the G1

2009-02-17 Thread Dan Krol
I think there's first the task of getting Python to run (well) on there.


Re: [pygame] new game

2009-02-09 Thread Dan Krol
Wouldn't most of these hosting sites let you download a given version
normally? (I haven't really used them much myself)

On Mon, Feb 9, 2009 at 7:06 PM, Yanom Mobis  wrote:
> hmmm is there anything where people can download without having to have
> hg/svn/cvs/git installed? even mercurial doesn't do this.
>
> --- On Mon, 2/9/09, David Gowers <00a...@gmail.com> wrote:
>
> From: David Gowers <00a...@gmail.com>
> Subject: Re: [pygame] new game
> To: pygame-users@seul.org
> Date: Monday, February 9, 2009, 5:40 PM
>
> On Tue, Feb 10, 2009 at 9:40 AM, Yanom Mobis  wrote:
>> DO NOT USE CVS OR SVN!
>> use Mercurial. Cvs and Svn are much to complicated.
>
> Git. Free repository hosting is available at:
>
> http://repo.or.cz
>
> I use it myself -- http://repo.or.cz/w/pyion.git
>
> David
>
>


Re: [pygame] new game

2009-02-09 Thread Dan Krol
Not sure if these would accommodate your art needs, but there are a
few you could check out.

github (for git; seems to be all the rage at the moment)
bitbucket (for mercurial (hg) )
sourceforge (been around for some time, cvs or svn)
launchpad (for bazaar (bzr) )

On Mon, Feb 9, 2009 at 2:08 PM, Johan Ceuppens  wrote:
> Hi,
> I made a room-based RPG (a little like zelda) with pygame. I'm looking for a
> place to host it. The license is artistic and GPL together with open content
> graphics.
> Something like CVS, SVN or the web.
> Thanks in advance,
> Tullaris


Re: [pygame] pygame for S60

2008-12-20 Thread Dan Krol
So any games that work for a PC would work for for the S60 "for free"?
Or are there any special considerations when developing for it?

Either way, great to know, thanks!

On Sat, Dec 20, 2008 at 4:21 AM, Jussi Toivola  wrote:
> Hello,
> I'm Jussi Toivola ( aka GameDude at Nokia Forums ). I have been
> developing a port of pygame for Nokia's S60 3rd edition mobile phones.
>
> See the announcement here:
> http://discussion.forum.nokia.com/forum/showthread.php?t=152969
>
> The port is already usable, but a couple of critical features are
> still missing such as font rendering and extended image support(.bmp
> images only). The latest addition is OGG\Vorbis audio support.
> Feedback is welcome :)
>
> PS: When I decided that nick, I didn't have any plans to create a
> pygame port at the time so it's a pure coincidence :)
>


Re: [pygame] Pygame-Fenix - Using generators as game objects

2008-12-01 Thread Dan Krol
This is something I've thought of as well, but slightly differently.
It started with me working on a game framework where your "guy" would
have an __init__ for loading the images, and a FrameAction that gets
called by the game loop. The game loop of the framework would handle
all of the callbacks.

The purpose of the framework, largely, is to simplify things for
people that want to be "game scriptors" but aren't comfortable enough
with programming to make a whole game. So it occurred to me, one way
to possibly make it easier is to use generators. One arrangement would
be the loop that you described, but not necessarily have just one
loop. A simple example is when a non-player object would have a looped
sequence of events, each taking a certain amount of frames. The "old"
way of doing it would be:

 def begin(self):
   state = 0
   statecounter = 0
while True:
if state == 0:
#state 0 stuff
if statecounter == 5:
state = 1
statecounter = -1

elif state == 1:
#state 1 stuff
if statecounter == 3:
state = 2
statecounter = -1

elif state == 2:
#state 2 stuff
if statecounter == 7:
state = 0
statecounter = -1

statecounter += 1
yield

The way I would do it is this:

 def begin(self):
while True:
for x in range(0,5):
   #state 0 stuff
   yield
for x in range(0,3):
   #state 1 stuff
   yield
for x in range(0,7):
   #state 2 stuff
   yield


You could also have conditionals that take input that direct it in
different control paths. The point here being, instead of worrying
about using state variables, you could use your location in the loop
as your state. It can make you think of it a lot more as one script,
instead of having to think about it in terms of frames and states.

Just thought I'd share that; it doesn't look like it would require any
changes to Pygame-Fenix, just a new way of using it.

Dan

On Mon, Dec 1, 2008 at 9:54 AM, Fiona Burrows <[EMAIL PROTECTED]> wrote:
> Hi all,
> years ago I used to use a tool to make games called DIV Games Studio, when
> it eventually died I started using it's successor called Fenix. The language
> that you used to make games was/is an odd mix of C and Pascal. However they
> had a novel way of creating and handling game objects.
>
> Basically everything in the game is a "Process", processes are basically
> objects that run from start to finish, have screen coordinaties, z-depth, a
> size, an angle, and a graphic among other things.
>
> You could define a process like this:
>
> process guy(x, y)
>   begin
> graph = load_png("test.png");
> loop
>   frame;
> end
>   end
> end
>
> Everytime your program calls a guy, like you would a function, a new object
> is created in world independent of everything else.
>
> The code for the guy starts at begin, and then gets destroyed when it hits
> the end. loop creates an infinite loop. The interesting part of how it all
> works is the frame; statement.
> When it hits frame, it jumps out of the loop and stops executing till the
> next frame.
>
> There's also routines for distance checking and collision detection between
> objects. In addition to the aformentioned settings that each process can
> have it was all very easy to do simple to moderately complex games.
>
> Basically DIV/Fenix made me retarded when it came to making games. In other
> languages it just seemed I had to do so much to achieve what Fenix gave me
> for free. When I started writing Python I found I loved it, and hated
> Fenix's syntax and it's constant bugs.
>
> So I decided to emulate Fenix in Python/Pygame.
>
> The result (thus far) is fenix-pygame:
> http://code.google.com/p/pygame-fenix/
> I found that I can emulate the way the frame; statement works completely by
> using generators instead.
> The example code on the front page shows a program that displays an object
> which has a graphic assigned to it and moves around the screen with the
> arrow keys. When the code hits yield it jumps out of the function till the
> next frame. There are a few other simple examples showing process
> interaction in the repo.
>
> I'm not sure if anyone else has used generators for game objects, but it's
> always seemed so natural to me and I certainly can't stop thinking in
> "processes" when I write games.
>
> The library is certainly not perfect, there's next to no optimisation done
> especially in display routines so don't expect anything fast. But the
> concept is there.
> I'm going to continue improving it for my own endeavours and will be using
> it for Ludum Dare this weekend.
>
> Hope someone finds it interesting or useful.
>
> Thanks,
> Fiona
> --
> Sputnik Internet ¤
> Web & Graphic Design, Marketing & Illustration
> 30 King Street
> Manchester
> M2 6AZ
>
> Tel 0870 742 5959
> E

Re: [pygame] Indie Game Host

2008-10-23 Thread Dan Krol
It would be nice if such sandboxing capabilities could be made
standard, or at least more clear on OSes. It would make stuff like
this a lot easier. Perhaps Ubuntu should implement an option that says
"run on guest account" automatically or something, without having to
run sudo chown mv and all that all the time.

On Thu, Oct 23, 2008 at 12:00 PM, Frozenball <[EMAIL PROTECTED]> wrote:
> Personally I use a "software firewall". For example, if the
> application tries to create a new file, it asks my permission first.
> It's kind of annoying but at least it keeps me safe.
>
> On Thu, Oct 23, 2008 at 12:13 AM, Matt Kremer
> <[EMAIL PROTECTED]> wrote:
>> Quoting Lenard Lindstrom <[EMAIL PROTECTED]>:
>>
>>> Aaron Maupin wrote:

 Matt Kremer wrote:

> So, now that we know PyGames work with my P.G.O., I hope to see  some of
> you around the community :) It should be a great way to  get the word out
> about your games and allow people to play them  without downloading.

 Uh, you do know that downloading using a Java applet (or whatever  your
 system involves) instead of using the browser is still  downloading, right?

 Maybe you mean play without installing.

>>> Also remember that Python is no more secure a language than C. Anything
>>> goes.
>>
>> I am aware, as stated before, harmful "games" should be caught quickly, and
>> the end user should exercise caution. I have a link to my TOS right by the
>> play and download links on every games page.
>>
>>
>


Re: [pygame] PyGameDB coming along well

2008-08-26 Thread Dan Krol
Ok. Well, sorry, if you're not done yet, I guess I'm confused as to
what sort of feedback you were looking for. Though, if you only have
content to add, and you're asking about the pictures and layout, from
my understanding my comments would still apply. I was referring to the
color scheme and layout.

On Tue, Aug 26, 2008 at 10:25 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
> Its a mockup, the content is not finished *getting tired of saying that*
> Layout, pictures and such are what matters at this stage.
>
> On Wed, Aug 27, 2008 at 3:46 AM, Dan Krol <[EMAIL PROTECTED]> wrote:
>> To clarify, to me, this site looks like it's for a more generic sort
>> of open source project.
>>
>> On Tue, Aug 26, 2008 at 9:44 PM, Dan Krol <[EMAIL PROTECTED]> wrote:
>>> This is a database for games, right? I think this site should have
>>> more of a "fun" feel for something like that.
>>>
>>> On Tue, Aug 26, 2008 at 9:30 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
>>>> I have made a mockup of hypernucleus-server's website:
>>>> http://4rensics.com/hnwebsite/webmockup2.html
>>>>
>>>> Opinions? It needs some more graphics i think.
>>>>
>>>> On Thu, Aug 21, 2008 at 7:35 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
>>>>> Already started to rename it to hypernucleus.
>>>>>
>>>>> On Thu, Aug 21, 2008 at 4:04 PM, Dan Krol <[EMAIL PROTECTED]> wrote:
>>>>>> On Wed, Aug 20, 2008 at 8:55 PM, PyMike <[EMAIL PROTECTED]> wrote:
>>>>>>> Flying PyGames!
>>>>>>
>>>>>> Pygame Circus?
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Thanks, Richie Ward
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Thanks, Richie Ward
>>>>
>>>
>>
>
>
>
> --
> Thanks, Richie Ward
>


Re: [pygame] PyGameDB coming along well

2008-08-26 Thread Dan Krol
To clarify, to me, this site looks like it's for a more generic sort
of open source project.

On Tue, Aug 26, 2008 at 9:44 PM, Dan Krol <[EMAIL PROTECTED]> wrote:
> This is a database for games, right? I think this site should have
> more of a "fun" feel for something like that.
>
> On Tue, Aug 26, 2008 at 9:30 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
>> I have made a mockup of hypernucleus-server's website:
>> http://4rensics.com/hnwebsite/webmockup2.html
>>
>> Opinions? It needs some more graphics i think.
>>
>> On Thu, Aug 21, 2008 at 7:35 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
>>> Already started to rename it to hypernucleus.
>>>
>>> On Thu, Aug 21, 2008 at 4:04 PM, Dan Krol <[EMAIL PROTECTED]> wrote:
>>>> On Wed, Aug 20, 2008 at 8:55 PM, PyMike <[EMAIL PROTECTED]> wrote:
>>>>> Flying PyGames!
>>>>
>>>> Pygame Circus?
>>>>
>>>
>>>
>>>
>>> --
>>> Thanks, Richie Ward
>>>
>>
>>
>>
>> --
>> Thanks, Richie Ward
>>
>


Re: [pygame] PyGameDB coming along well

2008-08-26 Thread Dan Krol
This is a database for games, right? I think this site should have
more of a "fun" feel for something like that.

On Tue, Aug 26, 2008 at 9:30 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
> I have made a mockup of hypernucleus-server's website:
> http://4rensics.com/hnwebsite/webmockup2.html
>
> Opinions? It needs some more graphics i think.
>
> On Thu, Aug 21, 2008 at 7:35 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
>> Already started to rename it to hypernucleus.
>>
>> On Thu, Aug 21, 2008 at 4:04 PM, Dan Krol <[EMAIL PROTECTED]> wrote:
>>> On Wed, Aug 20, 2008 at 8:55 PM, PyMike <[EMAIL PROTECTED]> wrote:
>>>> Flying PyGames!
>>>
>>> Pygame Circus?
>>>
>>
>>
>>
>> --
>> Thanks, Richie Ward
>>
>
>
>
> --
> Thanks, Richie Ward
>


Re: [pygame] PyGameDB coming along well

2008-08-21 Thread Dan Krol
On Wed, Aug 20, 2008 at 8:55 PM, PyMike <[EMAIL PROTECTED]> wrote:
> Flying PyGames!

Pygame Circus?


Re: [pygame] PyGameDB coming along well

2008-08-20 Thread Dan Krol
you mean pyHypernucleus

On Wed, Aug 20, 2008 at 1:28 PM, Noah Kantrowitz <[EMAIL PROTECTED]> wrote:
> In the interest of seeing this discussion come to an end, I have used the
> age old technique of "the random article button on Wikipedia" to divine what
> the name must be. The name shall be:
>
>
> Hypernucleus
>
>
> Wikipedia has spoken.
>
> --Noah
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>> On Behalf Of flx
>> Sent: Wednesday, August 20, 2008 11:20 AM
>> To: pygame-users@seul.org
>> Subject: Re: [pygame] PyGameDB coming along well
>>
>> 2008/8/20 Hugo Arts <[EMAIL PROTECTED]>:
>> > well, damnit. I loved that name.
>>
>> the problem i see with Flying Circus is that will be pointless
>> searching "python flying circus" on google
>>
>>
>>
>> --
>> .__.·º(foolhu!)
>> (oO)
>> / | | \
>
>


Re: [pygame] PyGameDB coming along well

2008-08-20 Thread Dan Krol
> On Wed, Aug 20, 2008 at 12:34 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote:
>> Yes, "Flying Circus" is a good name. So of course someone is already using
>> it:

Well ours is for Python, so it should be Python's Flying Circus!
Dangerously close, I know.

Funny, isn't the only reason we chose anything related to things
flying that we wanted something related to Steam? And now it's gone so
far that it has no connection to Steam anymore?


Re: [pygame] PyGameDB coming along well

2008-08-20 Thread Dan Krol
Wow that's not bad. I think I'd vote for that over Snake Oil, Solid
Snake, or Smoke.


Re: [pygame] PyGameDB coming along well

2008-08-17 Thread Dan Krol
> Or possibly a pun on Steam ;)
Smoke?


Re: [pygame] PyGameDB coming along well

2008-08-15 Thread Dan Krol
Er, I forgot to add that part of my idea included running the thing in
its own user, so your other files were safe. I wonder if Ubuntu would
want to automatically set up something like that when you install it?

On Fri, Aug 15, 2008 at 3:06 PM, Dan Krol <[EMAIL PROTECTED]> wrote:
> Ah userland, excellent. I was also thinking about keeping it in
> userland when I was thinking about this concept. That way, you
> wouldn't even need to trust the repo very much.
>
> Again, awesome.
>
> On Fri, Aug 15, 2008 at 2:48 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
>> It will be up to the repo to moderate the security of packages.
>>
>> I plan to have a policy of moderation on my own repository, once its ready.
>> I will give moderation privileges to trusted and experienced python
>> programmers, and ban people that abuse it. Anyone is free to set up
>> their own game repository though!
>>
>> It runs entirely in userland, it does not need administrator
>> privileges. It does not use python's site-packages system.
>>
>> I plan to have a sophisticated searching system including tags, so
>> pyweek games can have a pyweek tag and their website could instruct
>> their users to search for a tag, adventure games get a adventure tag
>> etc...
>> Other plans include translation into other languages.
>>
>> Perhaps i could think of a way to allow more than one picture,
>> dropdown box maybe? or maybe you click it and it shows next one like a
>> slideshow. I want to keep the GUI simple, accessible and easy to use.
>>
>> Also remember, this isnt just for Linux but I have plans to get it
>> packaged into ubuntu :)
>>
>> On Fri, Aug 15, 2008 at 7:43 PM, Dan Krol <[EMAIL PROTECTED]> wrote:
>>> This is fantastic, I didn't know this was in the works. I was always
>>> thinking, for open source games to take off, there needs to be a good
>>> catalog of games that people can browse, and it has to be flashy, but
>>> it has to show off the big advantage of open source games, which is
>>> that unlike other catalogs (like Steam), you can download it and play
>>> the whole thing, right now.
>>>
>>> For it to be attractive to users, though, I think It would be really
>>> nice if the games were categorized, had nice screenshots, etc. It
>>> should be like an advertisement, so people will be likely to check it
>>> out. But that's just my take.
>>>
>>> The only question I have is, is there any regard for security? Are the
>>> games being looked over before they're added to the repo? Etc. I'm
>>> perhaps naive and overly worried, I'm not familiar with how carefully
>>> Linux distros (for instance) usually handle this sort of thing.
>>>
>>> Thanks,
>>>
>>> Dan
>>>
>>> On Fri, Aug 15, 2008 at 12:57 PM, Noah Kantrowitz <[EMAIL PROTECTED]> wrote:
>>>> Not to point out the obvious or anything, but why would you not just use
>>>> pygame.org, which already has a big database of games. Just add an API for
>>>> getting the metadata you need and be done with it.
>>>>
>>>> --Noah
>>>>
>>>>> -Original Message-
>>>>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>>>>> On Behalf Of Richie Ward
>>>>> Sent: Friday, August 15, 2008 10:25 AM
>>>>> To: pygame-users@seul.org
>>>>> Subject: [pygame] PyGameDB coming along well
>>>>>
>>>>> The PyGameDB project which has similarity's to the commercial platform
>>>>> "Steam" is coming to a usable state.
>>>>>
>>>>> It is programmed in Python + WxPython.
>>>>> It works by adding the game to sys.path and importing the game (very
>>>>> simplified way to put it).
>>>>> It uses a XML file to get a list of PyGame's. It will also work with
>>>>> other types of python games, including opengl based ones, as long as
>>>>> they are open source.
>>>>> A huge feature is that it will make it easy to deploy pygame's since
>>>>> you do not need to package them as a .exe.
>>>>> It allows anyone to make a game repository, the XML file url can be
>>>>> set inside the application!
>>>>>
>>>>> I am currently looking for help with:
>>>>> * The pygamedb-server which is a website programmed in cherrypy or
>>>>> pylons which will allow people to submit/upload game

Re: [pygame] PyGameDB coming along well

2008-08-15 Thread Dan Krol
Ah userland, excellent. I was also thinking about keeping it in
userland when I was thinking about this concept. That way, you
wouldn't even need to trust the repo very much.

Again, awesome.

On Fri, Aug 15, 2008 at 2:48 PM, Richie Ward <[EMAIL PROTECTED]> wrote:
> It will be up to the repo to moderate the security of packages.
>
> I plan to have a policy of moderation on my own repository, once its ready.
> I will give moderation privileges to trusted and experienced python
> programmers, and ban people that abuse it. Anyone is free to set up
> their own game repository though!
>
> It runs entirely in userland, it does not need administrator
> privileges. It does not use python's site-packages system.
>
> I plan to have a sophisticated searching system including tags, so
> pyweek games can have a pyweek tag and their website could instruct
> their users to search for a tag, adventure games get a adventure tag
> etc...
> Other plans include translation into other languages.
>
> Perhaps i could think of a way to allow more than one picture,
> dropdown box maybe? or maybe you click it and it shows next one like a
> slideshow. I want to keep the GUI simple, accessible and easy to use.
>
> Also remember, this isnt just for Linux but I have plans to get it
> packaged into ubuntu :)
>
> On Fri, Aug 15, 2008 at 7:43 PM, Dan Krol <[EMAIL PROTECTED]> wrote:
>> This is fantastic, I didn't know this was in the works. I was always
>> thinking, for open source games to take off, there needs to be a good
>> catalog of games that people can browse, and it has to be flashy, but
>> it has to show off the big advantage of open source games, which is
>> that unlike other catalogs (like Steam), you can download it and play
>> the whole thing, right now.
>>
>> For it to be attractive to users, though, I think It would be really
>> nice if the games were categorized, had nice screenshots, etc. It
>> should be like an advertisement, so people will be likely to check it
>> out. But that's just my take.
>>
>> The only question I have is, is there any regard for security? Are the
>> games being looked over before they're added to the repo? Etc. I'm
>> perhaps naive and overly worried, I'm not familiar with how carefully
>> Linux distros (for instance) usually handle this sort of thing.
>>
>> Thanks,
>>
>> Dan
>>
>> On Fri, Aug 15, 2008 at 12:57 PM, Noah Kantrowitz <[EMAIL PROTECTED]> wrote:
>>> Not to point out the obvious or anything, but why would you not just use
>>> pygame.org, which already has a big database of games. Just add an API for
>>> getting the metadata you need and be done with it.
>>>
>>> --Noah
>>>
>>>> -Original Message-
>>>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>>>> On Behalf Of Richie Ward
>>>> Sent: Friday, August 15, 2008 10:25 AM
>>>> To: pygame-users@seul.org
>>>> Subject: [pygame] PyGameDB coming along well
>>>>
>>>> The PyGameDB project which has similarity's to the commercial platform
>>>> "Steam" is coming to a usable state.
>>>>
>>>> It is programmed in Python + WxPython.
>>>> It works by adding the game to sys.path and importing the game (very
>>>> simplified way to put it).
>>>> It uses a XML file to get a list of PyGame's. It will also work with
>>>> other types of python games, including opengl based ones, as long as
>>>> they are open source.
>>>> A huge feature is that it will make it easy to deploy pygame's since
>>>> you do not need to package them as a .exe.
>>>> It allows anyone to make a game repository, the XML file url can be
>>>> set inside the application!
>>>>
>>>> I am currently looking for help with:
>>>> * The pygamedb-server which is a website programmed in cherrypy or
>>>> pylons which will allow people to submit/upload games and generates
>>>> the resulting xml file.
>>>> * Beta testers for the client and someone that can test it on Mac OSX
>>>> * Someone to make me a pygamedb logo, I am useless with graphics!
>>>> * Someone with knowlege of WxPython thats willing to help with the
>>>> client gui.
>>>>
>>>> The project is currently missing a big feature, dependency/library
>>>> support (It ignores that in the xml file right now). That will be
>>>> finished very soon.
>>>>
>>>> You can see a screenshot here:
>>&

Re: [pygame] PyGameDB coming along well

2008-08-15 Thread Dan Krol
This is fantastic, I didn't know this was in the works. I was always
thinking, for open source games to take off, there needs to be a good
catalog of games that people can browse, and it has to be flashy, but
it has to show off the big advantage of open source games, which is
that unlike other catalogs (like Steam), you can download it and play
the whole thing, right now.

For it to be attractive to users, though, I think It would be really
nice if the games were categorized, had nice screenshots, etc. It
should be like an advertisement, so people will be likely to check it
out. But that's just my take.

The only question I have is, is there any regard for security? Are the
games being looked over before they're added to the repo? Etc. I'm
perhaps naive and overly worried, I'm not familiar with how carefully
Linux distros (for instance) usually handle this sort of thing.

Thanks,

Dan

On Fri, Aug 15, 2008 at 12:57 PM, Noah Kantrowitz <[EMAIL PROTECTED]> wrote:
> Not to point out the obvious or anything, but why would you not just use
> pygame.org, which already has a big database of games. Just add an API for
> getting the metadata you need and be done with it.
>
> --Noah
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
>> On Behalf Of Richie Ward
>> Sent: Friday, August 15, 2008 10:25 AM
>> To: pygame-users@seul.org
>> Subject: [pygame] PyGameDB coming along well
>>
>> The PyGameDB project which has similarity's to the commercial platform
>> "Steam" is coming to a usable state.
>>
>> It is programmed in Python + WxPython.
>> It works by adding the game to sys.path and importing the game (very
>> simplified way to put it).
>> It uses a XML file to get a list of PyGame's. It will also work with
>> other types of python games, including opengl based ones, as long as
>> they are open source.
>> A huge feature is that it will make it easy to deploy pygame's since
>> you do not need to package them as a .exe.
>> It allows anyone to make a game repository, the XML file url can be
>> set inside the application!
>>
>> I am currently looking for help with:
>> * The pygamedb-server which is a website programmed in cherrypy or
>> pylons which will allow people to submit/upload games and generates
>> the resulting xml file.
>> * Beta testers for the client and someone that can test it on Mac OSX
>> * Someone to make me a pygamedb logo, I am useless with graphics!
>> * Someone with knowlege of WxPython thats willing to help with the
>> client gui.
>>
>> The project is currently missing a big feature, dependency/library
>> support (It ignores that in the xml file right now). That will be
>> finished very soon.
>>
>> You can see a screenshot here:
>> http://richies.googlepages.com/Screenshot-1.png
>> The test repo is hosted here: http://pygamedb.4rensics.org/
>> The test XML Data file  is here:
>> http://pygamedb.4rensics.org/pygamedb.xml
>>
>> I plan to get a domain name once pygamedb-server is done.. pygamedb.org
>> maybe?
>>
>> Getting it
>> ===
>> The project lives at: https://launchpad.net/pygamedb
>>
>> Windows
>> http://launchpad.net/bzr/1.6/1.6beta3/+download/bzr-setup-1.6b3.exe
>> http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-unicode-
>> 2.8.8.1-py25.exe
>> http://sourceforge.net/project/showfiles.php?group_id=78018
>> Install all of the above.
>>
>> Debian/Ubuntu
>> python-wxgtk2.8, bzr
>>
>> Once you installed that, Run this command:
>> bzr branch lp:pygamedb
>>
>> Running it
>> ===
>> Windows
>> rename pygamedb to pygamedb.py and then run it.
>>
>> On all other os's just run pygamedb
>>
>> --
>> Thanks, Richie Ward
>
>


Re: [pygame] The Giant - 'cool project I'm working on now' - thread.

2008-08-08 Thread Dan Krol
My friends commissioned me to write a 2D engine for a platforming game
they were making (called Singe). They wanted to be able to script it.
I decided I wanted to make it as unbound as possible, so it could be
used for any game in the future. As it turns out, they don't have
their stuff together yet, but I've made a little progress on this
Engine. I intend to have Actors, Message Passing, Visual Effects
(programmed in C), Scripting, Panning, and a level editor. I was
originally going to use SDL and just have Python for scripting, then I
decided to use Pygame to prototype the whole thing, then I decided I
liked Pygame :) so I'm sticking with it until it turns out to be too
slow for some reason. I can always optimize parts with C meanwhile.

Anyway, it's still pretty primitive, I don't have panning yet, but I
do have Actors, Scripting, and Message Passing. I decided to make a
game along with the engine, just to test out its capabilities and make
sure it was working properly. I chose a funny game idea I already had
sitting around. This game is certainly not the sort of game the engine
will ultimately be tailored for, but it works for now.

I present to you: Differential Equation Munchers

http://orblivion.specialkevin.com/projects/diffEqMunchers/

If you played Number Munchers as a kid, you should get the joke. This
game has some things to be filled in, as you may see, but it does work
from start to finish.

On 8/8/08, Michael George <[EMAIL PROTECTED]> wrote:
> It's still somewhat on the back burner, but I've been working on a
> library to allow you to drag and drop irregularly shaped objects (esp.
> circles and polygons) while preventing interpenetration.  It's a
> surprisingly hard problem and I'm reading a lot of computational
> geometry papers to find an algorithm to solve it.
>
> This is a subproject/distraction from my game, PEN (puzzles from the
> engineer's notebook) which was loosely inspired by the incredible
> machine: http://sourceforge.net/projects/pen/.  You can see a buggy,
> circles-only version of the dragging problem in the code there if you're
> curious.  I'm hoping a library would be something useful to other game
> designers.  What do you think?
>
> --Mike
>


Re: [pygame] Pygame, cwiid and ode - movement

2008-08-07 Thread Dan Krol
Hmm, I bet it be useful to have a library function that calculates that for you.

On Thu, Aug 7, 2008 at 9:33 AM, Luke Paireepinart
<[EMAIL PROTECTED]> wrote:
>
>
> On Thu, Aug 7, 2008 at 4:53 AM, Hugo Arts <[EMAIL PROTECTED]> wrote:
>>
>> you might want to post this on a wiimote development oriented mailing
>> list/forum.
>> This is not really a pygame-related question. At least include some
>> additional
>> details. Your question is really vague.
>>
>> Perhaps you will also benefit from reading this:
>> http://www.catb.org/~esr/faqs/smart-questions.html#intro
>>
>> Hugo
>>
>> On Thu, Aug 7, 2008 at 11:39 AM, flx <[EMAIL PROTECTED]> wrote:
>> > Hi all
>> >
>> > I'm trying to make a foosball [1] game wth pygame, using the wiimote
>> > to control the bars.
>> >
>> > I've managed to control the rotation using the accelerometers, but i
>> > can't get the sliding part right. I've been asked to use the ir
>> > sensors for the sliding movement, but I just can't get it right.
>> >
>> > Have someone done this before? is there anywhere i can look for a
>> > similar usage of the wiimote or ask for help?
>
> Just keep track of the 2 biggest IR points, and use trigonometry to
> calculate the distance to the edge between the IR based on their spacing.
> Then use the default IR spacing of the Wii hardware (and a camera field of
> view of 45 degrees) to calculate how far you are from it.
> It's pretty simple math.
> Check wiibrew.net/com/org (whichever it is) and wiili.org, specifically the
> Wii Remote articles.  They have some details about IR.
> Let me know if you have more specific questions about the Wii Remote (you
> can ask me off-list if you want.)
> -Luke
>>
>> >
>> >
>> > [1] - http://en.wikipedia.org/wiki/Table_football
>> >
>> > --
>> > .__.·º(foolhu!)
>> > (oO)
>> > / | | \
>> >
>
>


Re: [pygame] image-loading path

2008-07-14 Thread Dan Krol
Lets say you have:

/home/user/project/
/home/user/project/images
/home/user/project/scriptst/game.py

You say:

cd /home/user/project/
python scripts/game.py

You would want your images referenced as "images/image.png"

If however, you say:

cd /home/user/project/scripts
python game.py

You would want your images referenced as "../images/image.png"

In other words, your image path is relative to where you cd to, not
where game.py is.

On Mon, Jul 14, 2008 at 11:19 AM, Olaf Nowacki <[EMAIL PROTECTED]> wrote:
> can you give an example?
>
> 2008/7/14 Forrest Voight <[EMAIL PROTECTED]>:
>>
>> Yes, but the path is relative to where you are running the script
>> from, not where the script is.
>>
>> On Mon, Jul 14, 2008 at 11:43 AM, Olaf Nowacki <[EMAIL PROTECTED]> wrote:
>> > hi everyone,
>> > is it possible to load an image with pygame.image.load() that is not in
>> > the
>> > same folder (or a subfolder), but higher up in the file-tree? i tried
>> > giving
>> > "../data/images/image.png" as argument, but it didn't work.
>> > here i tried to illustrate what i mean:
>> > [game]
>> > |- [engine]
>> > |- tools.load_image()
>> > |- [data]
>> > |-[images]
>> > |- image.png
>> > thanks in advance!
>> > olaf
>> >
>
>
>
> --
> Olaf Nowacki
> Schandauer Straße 8
> 12045 Berlin
>
> 0178 - 688 38 05


Re: [pygame] Python and Speed

2008-04-16 Thread Dan Krol
Are you familiar with the handful of ways to optimize parts of your code?

Swig is the classic one I think, it wraps some C source into a python module.

Pyrex does a similar thing, but it lets you wrap it yourself with a
python-esque language; it lets you use python types and C types within
the same pyrex file, so you have control over when things get
converted between them.

Cython is Pyrex plus more features, but they're less conservative than
python as far stability (I think). Though their opinion is that pyrex
is too conservative. Check it out.

I think Boost somehow does it too, you'll have to look that up.

I've never really used any of these other than to test it out though.

On Wed, Apr 16, 2008 at 8:36 PM, Ian Mallett <[EMAIL PROTECTED]> wrote:
> Recently, I've been having issues in all fortes of my programming experience
> where Python is no longer fast enough to fill the need adaquately.  I really
> love Python and its syntax (or lack of), and all the nice modules (such as
> PyGame) made for it.  Are there any plans to improve Python's speed to at
> least the level of C languages?  I feel like Python is living down to its
> namesake's pace...
>  Ian
>


Re: [pygame] LOL, loving the april fools joke on Pygame site :)

2008-03-31 Thread Dan Krol
I somehow thought that was always there

On Sun, Mar 30, 2008 at 7:11 PM, Lamonte(Scheols/Demonic)
<[EMAIL PROTECTED]> wrote:
> Really, never knew that, it still could be a april fools joke :)..
>
>
>
> On Sun, Mar 30, 2008 at 7:02 PM, Brian Fisher <[EMAIL PROTECTED]>
> wrote:
>
> > April 1st isn't until tomorrow.
> >
> > Are you talking about the stormtrooper? Cause if you are, that's not
> > april fools, that's about this:
> > http://archives.seul.org/pygame/users/Feb-2008/msg00255.html
> >
> >
> >
> >
> >
> > On Sun, Mar 30, 2008 at 4:43 PM, Lamonte(Scheols/Demonic)
> > <[EMAIL PROTECTED]> wrote:
> > > Its halarious :P Lets see if anyone noticed :P
> > >
> > > --
> > > Join cleanscript.com Come here for professional PHP coding.
> >
>
>
>
> --
>
> Join cleanscript.com Come here for professional PHP coding.


Re: [pygame] hi, what is it? oh pygame 1.8 is released.

2008-03-29 Thread Dan Krol
I was wondering which RC became the 1.8 release? I am looking at the
Mac installers linked from pygame's site (
http://rene.f0o.com/~rene/stuff/macosx/ ), and RC5 is the only 1.8
release given; is that the one that became the final 1.8?

Thanks,

Dan

On 3/29/08, Ian Mallett <[EMAIL PROTECTED]> wrote:
> Hmm you're right.  Sorry.  I find it strange that some of the webpages had
> comments, and some didn't though.
>


Re: [pygame] pygame at PyCon!

2008-03-07 Thread Dan Krol
Could people enlighten me about the timing here? I just noticed that
the sprints are scheduled after the weekend. Is the python on flash
codesprint scheduled at a given time? Is it during all four sprint
days? Is the Sunday intro required?


Re: [pygame] pygame at PyCon!

2008-03-07 Thread Dan Krol
Is the pygame on flash sprint going to be all three days? I only
planed to show up on Friday.

On 3/7/08, Phil Hassey <[EMAIL PROTECTED]> wrote:
> PyCon is coming up in just a week!  There are going to be quite a few pygame
> regulars there, so of course it's going to be a great time :)
>
> Here are the pygame/gamdev-related events that I know about:
>
> PyGame on Flash sprint -
> http://us.pycon.org/2008/sprints/projects/#pygame-on-flash
> Some of us are going to work on getting pygame working in flash.  Imagine
> being able to play pygame games in any browser anywhere!  I'm quite excited
> about this one so if you're staying for the sprints, join us!  Lucio Torre
> is leading this sprint.
>
> Galcon Tournament - Saturday - Ballroom II - 8pm-11pm -
> http://www.imitationpickles.org/galcon/forum/7/745/
> Galcon is one of the top 10 indie games of 2007 :)  Feel free to come even
> if you don't have a Galcon license, they will be provided.  Be sure to
> download it in advance so we don't swamp the conf. network.  I'm running the
> tourney.  If you want to hang out, just look for the guy wearing the Galcon
> t-shirt, that's me :)
>
> There are also a few really great gamedev talks too - Richard Jones is
> giving one on pyget, John Harrison is giving one on his interacive Halloween
> game, Mattie Casper is giving one on integrating python into Counterstrike.
> These are all detailed in the conf. schedule.
>
> I don't know of any other pygame related things going on, but if someone
> wants to run some BoF tutorial sessions, or whatever, that'd be great :)
> The more pygame the better!  I'm going to post this info to pygame.org news
> now, but I'll update it in a day or so if any other events are organized.
>
> -Phil
>
>
> -
> Be a better friend, newshound, and know-it-all with Yahoo! Mobile.  Try it
> now.


Re: [pygame] help with subsurfaces

2007-12-12 Thread Dan Krol
I need to do something similar, but I think I did it by just blitting
the subsection of the original surface I needed when it's time to draw
(and no other times). Doesn't this not use extra memory as well?  Any
reason this is a bad idea?


Re: [pygame] Animated GIFs

2007-12-07 Thread Dan Krol
What about a 24bit color lossless animated image file? (MNG?) I could
see how an animated gif would be useful because of available editing
utilities, but it would be nice if there were something like that for
Pngs.


Re: [pygame] Split screen question (newbie)

2007-11-21 Thread Dan Krol
Maybe this is what Kris already said, but I think that you should use
two surfaces, sized at half the height of the screen. That way they
work essentially as two independent screens, clipping is handled for
you, etc. Then when it comes to drawing the surfaces, put one surface
at the top and one at the bottom (I don't know the exact call or
parameters, you'd have to look that up).


Re: [pygame] ANN: pyglet 1.0beta1

2007-11-09 Thread Dan Krol
I've heard about this. I'm still wondering what the big reasons for
switching over would be?


Re: [pygame] puzzle piece problem.

2007-11-07 Thread Dan Krol
Ah. Yeah, that's what I would do, anyway. Maybe someone here more
experienced would say otherwise. To me, a shape that's so concave, as
well as having some straight edges, seems too difficult to represent
in one equation.


Re: [pygame] puzzle piece problem.

2007-11-07 Thread Dan Krol
I'm sorry, I'm not sure if I'm following what you mean by morphing
lines in your first response.


Re: [pygame] puzzle piece problem.

2007-11-07 Thread Dan Krol
Hmm. I may not be the most versed in this, but my impression is that
it would be hard to represent a jigsaw piece with a continuous
function, such as a sinusoidal. I think you might want to do it
piecewise; straight lines and part of a circle.

On Nov 7, 2007 9:31 AM, Joseph king <[EMAIL PROTECTED]> wrote:
> hey it is me again on the same issue. thanks for the help but now
> i am on to something a little easier if you program a lot.
> My issue now if you saw the code that i had which i will repost on
> this.. creating a "cookie cutter" to cut out the puzzle piece
> shape of where the user wants and size/shape the user wants..
> but i seem to be having an issue with this line of code
>
>
> Def curvature_func(pos, eb_size, xmod, ymod):
>   #A general curve to the piece kinda like a wavy line.
>   state1 = float(pos) / float(xmod) * twopi
>   state2 = float(pos) / float(ymod) * twopi
>   state3 = float(pos) / float(xmod+ymod) * twopi
>   state4 = float(pos) * (2.0/3.0) / float(xmod) * twopi
>   state5 = float(pos) * (-12.0/5.0) / float(ymod) *twopi
>
>   bgen = math.sin(state1) + math.cos (state2) + math.sin(state3)
>   bgen = bgen - mat.cos(states4) + math.cos(state5)
>
>   scale = (eb_size / 5.0
>   bgen = (bgen * (scale*0.9))
>   return int(bgen)
>
>
> seems that it only creates a very slight wave on the edge of the
> image.  but no matter what i change it does not really give me a
> jigsaw like shape.
>
> does any one have any suggestions on a better way to make it more jigsaw like.
>


Re: [pygame] Making A Module

2007-10-29 Thread Dan Krol
You mean for Python in general? Just make a file, put your functions
in there, call it "whatever.py". Keep it in the same directory as your
main python code, and put:

import whatever

That way, to call a function, you say:

whatever.func()



If you don't want to type "whatever" all the time, instead of the
import statement above, say:

from whatever import *

then, to call the same function, just say:

func()

But be careful doing it this way, make sure you don't end up having
multiple functions with the same name when you do this. I personally
usually do the first method, or import individual functions:

from whatever import func1

But it sounds like this is what you were trying to avoid (having a
long list of functions).


Re: [pygame] C access to SDL surfaces

2007-10-16 Thread Dan Krol
Thanks. I'll try these out when I get a chance, and gladly make a
module for it if possible, as Rene suggested. Though, I suspect it
wouldn't be all that useful. Since it's a C/Python interface, and not
just functionality, a module encapsulating my work might not make
sense. I think it would be more of a Pyrex file, which i'd put on the
Wiki.

Thanks again.


[pygame] C access to SDL surfaces

2007-10-16 Thread Dan Krol
Hello,

My name is Dan. I'm currently developing a 2d engine, and I was
wondering if I could get some help from this list. I was going to use
Python only for some parts of it, but for prototyping I started making
the whole thing in Python, and thus Pygame. Now I'm thinking I might
just want to make most of the final version in Python, and just
optimize things in C (if it's fast enough, why not?), including
continuing to use Pygame.

Part of the C optimization would be generation of visual effects. I
looked for this online and on the Pygame site but was unable to find
anything about it. I was wondering if someone could tell me if there
was any way to get C access to SDL surfaces. I know that there's this
Surfarray thing, but I'd rather generate my effects the old fashioned
way.

Is there a relatively straightforward way to do this? My intention is
to make a .h file in C that generates the effect, and make it into a
python file using Pyrex.

Thank you in advance, and thank you for offering this mailing list,

Dan