Re: [pygame] new game

2009-02-09 Thread Giuliano Vilela
On Mon, Feb 9, 2009 at 5:08 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
>

http://code.google.com?


-- 
[]'s

Giuliano Vilela.


Re: [pygame] Does anyone know of any guides or tutorials for sprite sheets and pygame?

2007-09-11 Thread Giuliano Vilela
I think you'll find this very useful:
http://www.scriptedfun.com/video-tutorial-2-using-sprite-sheets-and-drawing-the-background/



On 9/11/07, Lamonte Harris <[EMAIL PROTECTED]> wrote:
>
> I want to know how to actually seperate the image, would I create a rect
> off the sprite sheet in a certain area of the spritesheet
>
> On 9/11/07, James Hancock <[EMAIL PROTECTED]> wrote:
> >
> > do you mean to make a sprite sheet? what do you mean by 'sprite sheet
> > and pygame'?
> >
> > On 9/11/07, Lamonte Harris < [EMAIL PROTECTED]> wrote:
> > >
> > > I said spritesheet for example theres one image that contains all your
> > > character's pieces or just different versions of your character.
> > >
> > > On 9/11/07, Rikard Bosnjakovic <[EMAIL PROTECTED]> wrote:
> > > >
> > > > On 11/09/2007, Lamonte Harris <[EMAIL PROTECTED]> wrote:
> > > >
> > > > > I don't know how I could/would do it.  I'm going to do some more
> > > > google
> > > > > searching.
> > > >
> > > > pygame.org->tutorials:
> > > > http://kai.vm.bytemark.co.uk/~piman/writing/sprite-tutorial.shtml
> > > > <http://kai.vm.bytemark.co.uk/%7Epiman/writing/sprite-tutorial.shtml>
> > > >
> > > > --
> > > > - Rikard - http://bos.hack.org/cv/
> > > >
> > >
> > >
> > >
> >
>


-- 
[]'s

Giuliano Vilela.


Re: [pygame] Moving a sprite along a map.

2007-07-25 Thread Giuliano Vilela

I done something identical to your needs couple of weeks ago, based on the
example from Will (posted already). The basic idea I used was: Implement a
logical representation of the map (I used a Grid class, kinda-of
bidimensional list) that has a method for returning a list of locations from
one point to another. Then, in your character class, when he is not moving I
make a random position in the GRid, ask a path to it, and then make it move
there. When it reaches the position, it goes all again.

Add to this a little pause each time it reachs it poistion, and you got
yourself a pretty realistic movement for npc's.

On 7/25/07, aspersieman <[EMAIL PROTECTED]> wrote:


On Wed, 25 Jul 2007 14:44:59 +0200, Luke Paireepinart
<[EMAIL PROTECTED]> wrote:

> aspersieman wrote:
>> On Wed, 25 Jul 2007 10:33:10 +0200, aspersieman <[EMAIL PROTECTED]>
>> wrote:
>>> On Wed, 25 Jul 2007 10:21:24 +0200, Julián Lamas Rodríguez
>>> <[EMAIL PROTECTED]> wrote:
 Well I'm new to Pygame too, but I think I know what you need.

 A* is one of the preferred algorithms for pathfinding. Hope this
 could help.
>>> Thanks I think thats exactly what I was looking for :)
>>> Nicolaas
>> Hi again
>> Just in case anybody else was looking for stuff on pathfinding, I've
>> found this cool example. Its written in python.
> Which cool example?
>> Regards
>> Nicolaas
> -Luke

Err...sorry :) One of those days I guess.

Here it is :

http://www.willmcgugan.com/2007/04/20/swim-fugu-swim/

Nicolaas

--

  ~)
   (_---;The Llama compels me...
/|~|\
   / / / |



Re: [pygame] Particle Effects

2007-07-16 Thread Giuliano Vilela

I read the part about the additive blending. Interesting idea, the sum of
all the values of colors in the region would indeed converge to white
sometimes... Guess I'll have to use the surfarray module.



On 7/16/07, Dave LeCompte (really) <[EMAIL PROTECTED]> wrote:


"Giuliano Vilela" <[EMAIL PROTECTED]> wrote:

> - Glow: I wanna have a system where, when a bunch of particles are
really
> close, they area goes all bright glowing.

The basic idea you want to look into here is a technique called "additive
blending". This paper might give you some ideas as to what's involved:

http://wscg.zcu.cz/WSCG2006/Papers_2006/Short/A73-full.pdf


> - Blur: How can I make a particle like, leave a trail or so? Not a big
> trail, something that makes it look like it's blurring the background.

Are you thinking of a "heat haze" effect, where the background shimmers?
(I've seen car racing games do this to give you the feeling of hot
asphalt.) That's a tricky thing to do, but if you can render to an
offscreen buffer, you can "smudge" pieces of the scene over time to get
that effect.

Alternately, if you just want to defocus the background, take the
offscreen buffer and average the pixel values in the area of interest.

Or, if you just want a smoke trail being left by a projectile, I'd have
the projectile particle periodically emit smoke particles. As the smoke
particles age, they get bigger and more transparent.


-Dave LeCompte



[pygame] Particle Effects

2007-07-16 Thread Giuliano Vilela

Hey you all =)

While I was learning how to make a very simple particle system, came across
this article http://www.scriptedfun.com/particle-effects-for-games/ and was
able to do it in no time. It is all good so far, but I was wondering how to
make some coller effects like:

- Glow: I wanna have a system where, when a bunch of particles are really
close, they area goes all bright glowing. I guess if I could make one single
particle glow, this effect would really be done, becouse when they get
together the effect of the "sum" of the glows of single particles would be
sufficient. But I'm not sure how to make glows with PyGame drawing routines.

- Blur: How can I make a particle like, leave a trail or so? Not a big
trail, something that makes it look like it's blurring the background.

If these require some big hacks, than I wouldn't want then becouse I need to
integrate this in a very clean way with my work in progress (These will be
visual effects for some spells in my zelda-like rpg). Feel free to make me
suggestion about another ways to make cool effects for the spells =)

Thank you already.


Re: [pygame] State Machine Organization

2007-07-04 Thread Giuliano Vilela

Definetly some of my concerns too... Looking foward to the posts here =)

On 7/4/07, Andre LeBlanc <[EMAIL PROTECTED]> wrote:


I've spent the past 24 hours or so looking through the source for the PGU
Engine and Phil's Pyweek3 example code, and its convinced me that I need to
do alot of re-writing.  I'm trying to figure out how to best organize the
various states of my RPG, but I'm a little stuck.  should a state be
responsible for all of the rendering at a given time?  for example in the
case of a top-down RPG, Walking around town is a state, being in a battle is
a state, but what about talking to an npc or a vendor in a town?  This would
have to bring up menus for the user to navigate, but the scenery in the town
should still be painting. NPCs can walk around while you are talking to a
shop owner, so should that be a separate state?  I like the way the 'rooms'
were subclassed and imported for the pyweek3 game and that's what I'm going
for, but how would you transition between these 2 states, if indeed they
should be separate.




Re: [pygame] RPG Quest System

2007-07-03 Thread Giuliano Vilela

I can see what i'm going to code now =). Just have to change the map
descripting to xml for easier parsing porpuses and i'll begin...
But now I can see Phil's point... I looked at the library ref for the exec
and __import__ functions (guess i'll use those) but i'm not sure if I can
(should) allow someone to put an arbritary python code in my app, that would
be too 'risky'. Sure I could manipulate the globals and locals, but still
i'm not sure...

The subclasses idea for the scripting sounds very, very nice =)

On 7/3/07, Greg Ewing <[EMAIL PROTECTED]> wrote:


Giuliano Vilela wrote:
> I'm thinking about making like a
> "scripting" language to describe all those things

You've already got a scripting language -- it's called Python!

The quests could be modules that get imported and plant
specialised subclasses of object in the game, such as
a gate that opens when you're carrying the appropriate
item, etc.

--
Greg



Re: [pygame] RPG Quest System

2007-07-03 Thread Giuliano Vilela

Oh, I forgot to mention... I've looked in the PyGame wiki for an RPG that
has already implemented a similar system, but haven't found any. Does anyone
have the link for an open source rpg in pygame that uses a feature like
that?

On 7/3/07, Giuliano Vilela <[EMAIL PROTECTED]> wrote:


"There are a lot of different ways you could implement this, but the idea
is the same. you want an organized collection of information about what
you have and have not done yet. Then if quest["Killed the Dragon"]==True
the dragon doesn't appear on the map any more. Stuff like that."

I want something among those lines!! But not just a collection of
information, I guess it would be more like a way to make my own classes
behave differently according to the information in the script, just as some
of you guys described in the messages. I guess i'll be implementing small
"actions" one by one, untill I have a base of actions that can describe the
game situation.

"I'm working on a similar project, but I'm sort of modelling it after the
Dragon Warrior series.  I'm at about the same point as you are.  I've got
NPCs that walk around on a big tile-base map, you can talk to them and read
signs, I've got a basic map editor too.  my problem as of late has been
coming up with a way to script the NPCs and Quests.  My map file format is
pretty terrible, but it works.  maybe there are some areas we can
collaborate on, lots of good suggestions here already that i plan to look
into. "

We're definetly working on something very similar, I'll try to implement
something and send some e-mails to you then =).
ps: my map format is really butt ugly too xD



Re: [pygame] RPG Quest System

2007-07-03 Thread Giuliano Vilela

"There are a lot of different ways you could implement this, but the idea
is the same. you want an organized collection of information about what
you have and have not done yet. Then if quest["Killed the Dragon"]==True
the dragon doesn't appear on the map any more. Stuff like that."

I want something among those lines!! But not just a collection of
information, I guess it would be more like a way to make my own classes
behave differently according to the information in the script, just as some
of you guys described in the messages. I guess i'll be implementing small
"actions" one by one, untill I have a base of actions that can describe the
game situation.

"I'm working on a similar project, but I'm sort of modelling it after the
Dragon Warrior series.  I'm at about the same point as you are.  I've got
NPCs that walk around on a big tile-base map, you can talk to them and read
signs, I've got a basic map editor too.  my problem as of late has been
coming up with a way to script the NPCs and Quests.  My map file format is
pretty terrible, but it works.  maybe there are some areas we can
collaborate on, lots of good suggestions here already that i plan to look
into. "

We're definetly working on something very similar, I'll try to implement
something and send some e-mails to you then =).
ps: my map format is really butt ugly too xD


[pygame] RPG Quest System

2007-07-03 Thread Giuliano Vilela

Hi guys,

I've done some simple small games with PyGame, and decided to move on to a
little fun RPG zelda-like game. I managed to make a little tile scrolling
engine, dialog and ugly interfaces, spells, itens (still under work), etc..
etc... What I really am worried about is the, not sure what to call, "quest
system".

I can't think of a simple way of making a scenario, some things that the
"hero" have to do before advancing... Becouse, you know, this is pretty
huge. The quest that the hero is doing at the moment decides the dialogs of
the npc's, closed gates, etc etc... I'm thinking about making like a
"scripting" language to describe all those things, but I can't think of any
way to include this in the game... It's just something so... general.

Anyway, some of you must already have done something similar, so I wanna
hear your toughts about this =) Ways of designing the codes, some ideas
about the quest system, is the "scripting language" the right way of doing
it, etc...

Hope i've been clear... Feel free to ask anything. The game will be
available at the PyGame wiki as soons as it is "playable".

Thank you already,


Giuliano Vilela.