Re: [pygame] 1.8.1rc1 coming soon... any last minute patches?
pygame 1.9 pff I'm waiting for Pygame 2.0 B-) On Wed, Jun 25, 2008 at 7:21 AM, PyMike <[EMAIL PROTECTED]> wrote: > I can't wait for pygame 1.9 :D Longer as in longer than the 1.8.0 release > took to come out? > > > On Wed, Jun 25, 2008 at 5:46 AM, René Dudfield <[EMAIL PROTECTED]> wrote: > >> hi, >> >> I think we're almost ready to get 1.8.1rc1 out. Which means about two >> weeks before pygame 1.8.1 is released (assuming no problems found). >> >> The main things I can think of left to do at the moment are: >> - weird crash on windows tests (to do with surflocks or maybe >> pygame.image.save). >> >> If you have anything else you'd like to get in 1.8.1 please let me know. >> >> >> 1.8.1 is mostly a bug release, and the 1.9 release is going to include >> a whole bunch of new fun stuff. However 1.9 will probably take longer >> since there's more new stuff to polish up. >> >> >> cu, >> > > > > -- > - pymike (http://pymike.pyedpypers.org/) -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] full keyboard control
I'm pretty sure if you set full screen mode and do checks to see if they pressed ctrl+alt+del do nothing :) On Tue, Apr 8, 2008 at 11:22 AM, Brian Davis <[EMAIL PROTECTED]> wrote: > I've read these arguments elsewhere and fully agree with them, except > in this case. What I'm making is a program for my 1 year-old daughter > to bang on the keyboard and hear cool sounds and see colors change on > the screen. So I suppose ctrl-alt-delete isn't a big worry but the > windows key definitely is! And even alt-tab would be possible for her > to hit. The only option I've found so far is a registry hack and I > haven't tested it out yet. Does anyone know if there are any options > in pygame or SDL for disabling the windows key(s)? > > I should have said what I was doing in my original email. Sorry. > > Thanks, > -Brian > > On Mon, Apr 7, 2008 at 6:59 PM, Greg Ewing <[EMAIL PROTECTED]> > wrote: > > Ian Mallett wrote: > > > > > I don't think so. Think about it. If your program were to crash > > > and lock up, the only way to stop it would be to restart the computer. > > > > > > > Besides, it annoys me when a game has the audacity to > > assume I won't want to do *anything* else with my > > computer while it's running. Like switching away to > > consult a hints file, for instance. > > > > -- > > Greg > > > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] I'm loving wills book :)
The only pygame book availible to man? http://www.apress.com/book/view/9781590598726 On Wed, Apr 2, 2008 at 11:01 PM, Talat Fakhri <[EMAIL PROTECTED]> wrote: > Which book are you guys talking about? > > > On Thu, Apr 3, 2008 at 7:12 AM, Lamonte(Scheols/Demonic) < > [EMAIL PROTECTED]> wrote: > > > Thank you. > > > > > > On Wed, Apr 2, 2008 at 5:02 PM, Wayne Koorts <[EMAIL PROTECTED]> wrote: > > > > > > I'm having a friend convert it to chm because pdf is slow:(, my > > > friend > > > > bought me the ebook version off apress, > > > > > > Probably much less trouble to just get a better PDF reader. "PDF" > > > itself isn't necessarily slow, it's just a file format. If you use > > > Windows I can recommend Sumatra: > > > http://blog.kowalczyk.info/software/sumatrapdf/ > > > > > > Regards, > > > Wayne Koorts > > > http://www.wkoorts.com > > > > > > > > > > > > > > > > > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] Searching the archives?
thanks On Wed, Apr 2, 2008 at 8:21 PM, Wayne Koorts <[EMAIL PROTECTED]> wrote: > > Is there a search for the archives? > > http://dir.gmane.org/gmane.comp.python.pygame > > -- > Regards, > Wayne Koorts > Registered Linux User #330079 > www.wkoorts.com > -- Join cleanscript.com Come here for professional PHP coding.
[pygame] Searching the archives?
Is there a search for the archives? -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] I'm loving wills book :)
Thank you. On Wed, Apr 2, 2008 at 5:02 PM, Wayne Koorts <[EMAIL PROTECTED]> wrote: > > I'm having a friend convert it to chm because pdf is slow:(, my > friend > > bought me the ebook version off apress, > > Probably much less trouble to just get a better PDF reader. "PDF" > itself isn't necessarily slow, it's just a file format. If you use > Windows I can recommend Sumatra: > http://blog.kowalczyk.info/software/sumatrapdf/ > > Regards, > Wayne Koorts > http://www.wkoorts.com > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame]
Thanks, back when I added the filter some time beginning of the year that feature wasn't availible to me and I couldn't get an answer why, but now it works fine :) On Wed, Apr 2, 2008 at 4:24 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > You need to select the Skip inbox (Archive) option in the filter. > > On Thu, Apr 3, 2008 at 8:19 AM, Lamonte(Scheols/Demonic) > <[EMAIL PROTECTED]> wrote: > > ffor some reason google mail doesn't like skipping my inbox :(, how do I > > fix? > > > > > > > > On Wed, Apr 2, 2008 at 4:15 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > > > > > I use gmail filters to go directly to a label and skip my inbox. More > > > options-> filter messages like these. > > > > > > Otherwise I get too many pygame emails arriving in my inbox. > > > > > > cu, > > > > > > > > > > > > > > > On Thu, Apr 3, 2008 at 4:06 AM, Lamonte(Scheols/Demonic) > > > <[EMAIL PROTECTED]> wrote: > > > > OR!!! Like me I change emails ;) which I need to make a pygame > dedicated > > > > gmail account this week. > > > > > > > > > > > > > > > > > > > > On Wed, Apr 2, 2008 at 12:00 PM, Ian Mallett <[EMAIL PROTECTED]> > > wrote: > > > > > > > > > > > > > > On 4/2/08, Terry Hancock <[EMAIL PROTECTED]> wrote: > > > > > > That they're leaving or that they can't figure out how to do it > > right? > > > > :-) > > > > > That they're leaving implies a non-need for this list. Of course, > > > > > this means that either they aren't getting the help with PyGame > (this > > > > > list is not helpful), or they're done with PyGame (PyGame losing > > > > > support). Both are sad, because it means that either the list > doesn't > > > > > work or PyGame is faulty (or at least not interesting enough to > make > > > > > people want to use it). > > > > > Ian > > > > > > > > > > > > > > > > > > > > > -- > > > > Join cleanscript.com Come here for professional PHP coding. > > > > > > > > > > > -- > > > > Join cleanscript.com Come here for professional PHP coding. > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame]
ffor some reason google mail doesn't like skipping my inbox :(, how do I fix? On Wed, Apr 2, 2008 at 4:15 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > I use gmail filters to go directly to a label and skip my inbox. More > options-> filter messages like these. > > Otherwise I get too many pygame emails arriving in my inbox. > > cu, > > On Thu, Apr 3, 2008 at 4:06 AM, Lamonte(Scheols/Demonic) > <[EMAIL PROTECTED]> wrote: > > OR!!! Like me I change emails ;) which I need to make a pygame dedicated > > gmail account this week. > > > > > > > > > > On Wed, Apr 2, 2008 at 12:00 PM, Ian Mallett <[EMAIL PROTECTED]> > wrote: > > > > > > > > On 4/2/08, Terry Hancock <[EMAIL PROTECTED]> wrote: > > > > That they're leaving or that they can't figure out how to do it > right? > > :-) > > > That they're leaving implies a non-need for this list. Of course, > > > this means that either they aren't getting the help with PyGame (this > > > list is not helpful), or they're done with PyGame (PyGame losing > > > support). Both are sad, because it means that either the list doesn't > > > work or PyGame is faulty (or at least not interesting enough to make > > > people want to use it). > > > Ian > > > > > > > > > > > -- > > Join cleanscript.com Come here for professional PHP coding. > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] I'm loving wills book :)
I'm having a friend convert it to chm because pdf is slow:(, my friend bought me the ebook version off apress, On Wed, Apr 2, 2008 at 3:34 PM, Gabriel Hasbun <[EMAIL PROTECTED]> wrote: > I use it as a reference. > > *"Lamonte(Scheols/Demonic)" <[EMAIL PROTECTED]>* wrote: > > that pygame book, its nice, anyone learn anything new? > > -- > Join cleanscript.com Come here for professional PHP coding. > > > -- > You rock. That's why Blockbuster's offering you one month of Blockbuster > Total > Access<http://us.rd.yahoo.com/evt=47523/*http://tc.deals.yahoo.com/tc/blockbuster/text5.com>, > No Cost. -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame]
OR!!! Like me I change emails ;) which I need to make a pygame dedicated gmail account this week. On Wed, Apr 2, 2008 at 12:00 PM, Ian Mallett <[EMAIL PROTECTED]> wrote: > On 4/2/08, Terry Hancock <[EMAIL PROTECTED]> wrote: > > That they're leaving or that they can't figure out how to do it right? > :-) > That they're leaving implies a non-need for this list. Of course, > this means that either they aren't getting the help with PyGame (this > list is not helpful), or they're done with PyGame (PyGame losing > support). Both are sad, because it means that either the list doesn't > work or PyGame is faulty (or at least not interesting enough to make > people want to use it). > Ian > -- Join cleanscript.com Come here for professional PHP coding.
[pygame] I'm loving wills book :)
that pygame book, its nice, anyone learn anything new? -- Join cleanscript.com Come here for professional PHP coding.
[pygame] Im thinking of making a pawngame.com version in python
I've never did anythng like this, but I admit the game is fun, but flash is F`n slow when theres hundreds of users online at once. I feel if you code on your desktop and distribute the code it shall work quicker. So does anyone have any tips, any thing I should know before going about this project I'm a bit rusty at pygame so I need as much feedback as possible :) -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] Where else should we announce pygame?
digg.com ;) some other sites like social networking websites. On Sun, Mar 30, 2008 at 7:02 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > Hello, > > we've already announced the new pygame release on: > freshmeat.net, > comp.lang.python, > pygame mailing list, > pygame website, > sdl mailing list, > pyweek website, > pyglet mailing list, > gamedev.net, > forums.indiegamer.com, > pypi.python.org > > > Any other places we've missed? > > If you'd like to mention the new pygame release somewhere, like on > your blog, please feel free :) > > > cheers, > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] LOL, loving the april fools joke on Pygame site :)
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.
[pygame] LOL, loving the april fools joke on Pygame site :)
Its halarious :P Lets see if anyone noticed :P -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] hi, what is it? oh pygame 1.8 is released.
Now thats crazy... On Sun, Mar 30, 2008 at 4:31 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > yeah, almost. > > Since the release_1_7_1release marker in august 2005. > > > On Mon, Mar 31, 2008 at 8:26 AM, Lamonte(Scheols/Demonic) > <[EMAIL PROTECTED]> wrote: > > So everything in the whatsnew page is everything new in 1.8? wow...since > > 2004? O_o... > > > > > > > > On Sun, Mar 30, 2008 at 9:20 AM, Marcus von Appen <[EMAIL PROTECTED]> > wrote: > > > > > On, Sun Mar 30, 2008, PyMike wrote: > > > > > > > Hi, > > > > I can't find the doc on the scrap module in the pygame documentation > :( > > > > > > http://www.pygame.org/docs/ref/scrap.html > > > > > > Regards > > > Marcus > > > > > > > > > > > -- > > 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.
So everything in the whatsnew page is everything new in 1.8? wow...since 2004? O_o... On Sun, Mar 30, 2008 at 9:20 AM, Marcus von Appen <[EMAIL PROTECTED]> wrote: > On, Sun Mar 30, 2008, PyMike wrote: > > > Hi, > > I can't find the doc on the scrap module in the pygame documentation :( > > http://www.pygame.org/docs/ref/scrap.html > > Regards > Marcus > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] #pygame on irc.freenode.net
Phil should run it :P.. On Feb 19, 2008 1:47 PM, Wyatt Olson <[EMAIL PROTECTED]> wrote: > I'm putting in my vote with Devin and Ian as well... not that this is a > democracy, but hey, still good to show my support! 8-) > > Ian Mallett wrote: > > I actually have to agree with Devin Jeanpierre. > > > > Pygame is a fantastic module and a fantastic project. If it is ever > > to suceed, become widely used, or be further recognised by anyone, it > > needs to look good when it is presented. > > > > Pygame needs to be represented as it really is. Let's not forget that. > > > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] Pygame Blender Script
Hes talking about this I'm pretty sure: http://www.pygame.org/project/326/ On Feb 13, 2008 3:01 PM, Ian Mallett <[EMAIL PROTECTED]> wrote: > Can you provide a link? I can't find it. > -- Join cleanscript.com Come here for professional PHP coding.
Re: [pygame] Pygame Problem Solving 1
I'm sort of doing it a big differently, right now I'm just testing, but I can tell if my mouse position is in the second square block like so: elif event.type == pygame.MOUSEBUTTONDOWN: print pygame.mouse.get_pos() + (25,25) print MAP.blocks[2].point mouse = pygame.mouse.get_pos() mouse = mouse[0] block = MAP.blocks[2].point[0] rng = mouse - block if rng in range(0,25): print "True" snippet from my script. Since all the squares are 25,25 height and width Theres an even amount so it subtracts the first tuple value in the mouse position from the first tuple value in the block position then I check to see if I ranged with in the width of the block to see if im still in it and it works out well. I'm getting to what I want my script to do :). On 9/13/07, DR0ID <[EMAIL PROTECTED]> wrote: > > Hi > > as you can see from the documentation, the mouse event provides you the > position: > > MOUSEMOTION pos, rel, buttons > MOUSEBUTTONUPpos, button > MOUSEBUTTONDOWN pos, button > > so no need to use pygame.mouse.get_position() (well it another way to get > it, perhaps if you dont have events). > > I think you can find the tile colliding with the mouse faster doing: > > x_tile = mouse_pos_x/tile_width > y_tile = mouse_pos_y/tile_height > > instead of using a rect collision function. (well if you have scrolling > then you need to add some offsets, > but that should not be that difficult). > > As for the tileset and map I would go the way as Luke has proposed. > > ~DR0ID > > > > > > > Luke Paireepinart schrieb: > > Lamonte Harris wrote: > >> Problem Solving 1 > >> > >> Rendering a map switching script. There will be a simple window. At > >> the bottom if tge screen it will say pick a map. Using the mouse > >> events and positioning I will be able to click on the squares that > >> will represent certain maps at the bottom of the screen and the > >> different maps will be displayed. > >> > >> How to do that? > >> --- > >> First make my "genmap" class then in the __init__ function add 2 > >> variables "self.cmap" and "self.blockrect". "self.cmap" would > >> represent the current map to be displayed. If there isn't a variable > >> assigned then the area above the boxes will not be displayed. Make a > >> function to display the tile maps. With that function I would append > >> square rects to te " self.blockrect" variable for later use to detect > >> if the current mouse position will match any of the rects when I left > >> mouse click on the pygame window. In that list, there could be > >> tuples inside the list for instance: > >> > >> self.blockrect = [((0,0,0,0),1)] > >> > >> The first value in the tuple would be the map rect second value in > >> the tuple would represent the map name in the directory to load. > >> > >> How would I get the current top surface of where my mouse is located? > >> Just giving a guess, I was thinking of making a square surface thats > >> the same size of the sqaures at the bottom of the screen but the > >> sqaures at the bottom of the screen have different possitioning > >> meaning its easier to located different maps. Like example: > >> > >> Pygame Window: > >> > >> | ___ | > >> | |--\_/--| /-\ |___| | > >> | |_/\/\_| /---\|| > >> | | > >> | | > >> | | > >> -- > >> | -- ---- | > >> | || | | | | | > >> | -- ---- | > >> -- > >> > >> Thats above is the whole window its all one big part but sort of > >> seperated if you get what I mean. Probably by a pygame line. > >> > >> So I was thinking if I made an invisible rect that moved when the > >> mouse moved then I left clicked and it would get the current surface > >> position of the rect, then it would run a function to see if that > >> current position matches any of the map squares at the bottom of the > >> screen then the " self.cmap" variable would update. > >> > >> > >> Does anyone think my theory will work, I've only written then down at > >> school and is attempting to do this this weekend for some more > >> learning with pygame. > > It's a little hard to follow. > > For example, what is this talk about an invisible rect that follows > > the mouse? > > All you care about are mouse clicks. So when the mouse clicks (when > > you're parsing events and you come across a MOUSEBUTTONDOWN or > > whatever the event is called) you just call pygame.mouse.get_pos() and > > you have the current position. You don't have to constantly track the > > position. >
Re: [pygame] I can't seem to find any simple sprite animation game examples on the pygame.org site
wtf i though i updated this file: http://cleanscript.com/Map/main3.py There :) On 9/12/07, Ian Mallett <[EMAIL PROTECTED]> wrote: > > That's why I put it in reverse order. > -- Join phpdiscovery.com Now!
Re: [pygame] Will there be a doc rewrite anytime soon?
Thats pretty nice :). On 9/1/07, René Dudfield <[EMAIL PROTECTED]> wrote: > > yeah, that could be cool too. > > Here's an example of using googles code search for the > pygame.image.load function. > > http://www.google.com/codesearch?q=pygame.image.load > > That's pretty cool... and easy to put a link in the docs to it from > each function. > > > > On 9/1/07, Richard Jones <[EMAIL PROTECTED]> wrote: > > On Sat, 1 Sep 2007, René Dudfield wrote: > > > [snip good ideas] > > > We could also do a search within the pygame cookbook, which is slowly > > > gaining more examples. > > > > Or perhaps the code submitted to pyweek could be made browsable... > > > > > > Richard > > > -- Join phpdiscovery.com Now!
Re: [pygame] [PYGAME] Noob Help.
I already go a compiler now. On 4/13/07, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: Samuel Mankins wrote: > Personally, I recommend Emacs. I'm pretty sure it has a windows port Yes it does, XEmacs in particular. > (I know it has a Mac one) and it "understands" python code, and so it > will indent a little farther the line after something ending in a > colon. Very useful. And when you are deleting indentations, it will > tell you what the last thing with the amount of indentation you have > at the moment was. > -- Lenard Lindstrom <[EMAIL PROTECTED]> -- Join phpdiscovery.com Now!
[pygame] [PYGAME] Noob Help.
Ok I'm just trying to get un-noob with pygame and python it self. Alright I was reading on a tutorial from the pygame site located here: http://www.pygame.org/docs/tut/intro/intro.html So I'm trying to find out whats up with this: 14for event in pygame.event.get(): 15if event.type == pygame.QUIT: sys.exit() So i've looked @ the python document for the for loop and im just trying to figure out the event.get() array can someone tell me how we got event.type and how does pygame.QUIT : sys.exit() work? Thanks in advanced for the help. Regards, Lamonte Harris. -- Join phpdiscovery.com Now!
Re: [pygame] "Nutshell" Simple Game Framework
You can find them here: http://www.python.org/dev/peps/pep-0008/ Little google search helps ;) On 4/8/07, Charles Joseph Christie II <[EMAIL PROTECTED]> wrote: Where can I find these PEP 8 guidelines? and I am very interested in this... I hope it gets big and gains popularity sounds great! And if it can do platforming and RPG at the same time, I already have an awesomely weird idea... no, not a Super Paper Mario clone. the flip-3D thing is outta my league. ;) On Mon, 09 Apr 2007 12:38:18 +1200 Greg Ewing <[EMAIL PROTECTED]> wrote: > Kris Schnee wrote: > > I'm trying to build a game framework that's simple and easy to use, > > and that incorporates the ideas of a huge game space and basic > > physics that I've been working on. > > > I'm willing to open-source this if anyone's interested > > I'm certain there will be interest -- you can't have too > many open-source easy-to-use game libraries!-) > > > does it seem reasonable to build a goodly chunk of the game > > character code into the simulation, ie. having RPG stats mixed in > > with the class that handles the physics of living creatures? > > It would be better to separate the RPG stuff into a > separate class or classes that can be used as mixins > or by aggregation ("has-a" rather than "is-a") by > the game author. Also put those classes in a separate > module, so if the RPG stats aren't being used, that > whole module can be left out of the game distribution. > > > import Nutshell > > w = Nutshell.BasicWorldsim() > > w.MakeEntity(nature="Object",name="Pretzel",velocity=[1.0,0.0,0.0]) > > w.SimulationStep() > > A minor point -- if you're intending to release this, > you ought to consider following the PEP 8 guidelines > for naming. > > -- > Greg -- Join phpdiscovery.com Now!
Re: [pygame] Firing bullets
Im a noob & all but why not just fire the bullet and destroy it when it hits the object or hits the outside of the window size(max width,max height)? On 4/8/07, andrew baker <[EMAIL PROTECTED]> wrote: I absolutely have profiled using lists and creating/destroying instances. Using freelists is always faster if you have enough RAM. This amount of RAM is well within reasonable limits. I always develop for low-end machines, so my minspecs are usually tiny. Recycling is not particularly difficult if you use a factory. EX. def fireBullet(mVector): if returnVal = unfiredBullets.pop(): return returnVal else: return Bullet(mVector) # produces a new Bullet object On 4/7/07, Greg Ewing <[EMAIL PROTECTED]> wrote: > Kris Schnee wrote: > > > I'm not > > sure that the recycling method is really necessary, if you find it hard > > to program. (It's probably not hard; just laziness on my part that I > > didn't use it.) > > I suggest measuring before concluding that keeping a > free list is faster. It might not be. > > > -Is it worth using ODE physics for bullets? ... But you'd also have the > > overhead of constantly being notified about bullet-on-bullet collisions, > > Not necessarily. ODE geoms can have a bitmask that > determines what categories of objects collide with > others. So you could easily arrange for bullets to > collide e.g. with players and walls but not with > each other. > > -- > Greg > -- Andrew Ulysses Baker "failrate" -- Join phpdiscovery.com Now!
Re: [pygame] "Nutshell" Simple Game Framework
Ill be willing to try it once your done and tell me how it works. Will this be able to work with other library frame works? :D(me be the noob but o well). On 4/8/07, Kris Schnee <[EMAIL PROTECTED]> wrote: I'm trying to build a game framework that's simple and easy to use, and that incorporates the ideas of a huge game space and basic physics that I've been working on. I don't care about complex physics simulations like hinges, and am willing to callously treat objects as hard boxes standing upright, on or above a plane. I just want characters that can run and jump around in a game world and interact with stuff. As a result you can so far make a game world with an object in it that can move around, with the following code: import Nutshell w = Nutshell.BasicWorldsim() w.MakeEntity(nature="Object",name="Pretzel",velocity=[1.0,0.0,0.0]) w.SimulationStep() The collision detection isn't quite done yet, but motion is, it's optimized for efficiency, and I'm going to build on the basic worldsim class to get zones that can be loaded/saved. I'm willing to open-source this if anyone's interested, especially if people are willing to help with graphics/graphics code. My question is, does it seem reasonable to build a goodly chunk of the game character code into the simulation, ie. having RPG stats mixed in with the class that handles the physics of living creatures? Considering the module as a pure physics simulation, that seems odd, but since a physics simulation doesn't really need a "Creature" class at all, maybe it's justified. Kris -- Join phpdiscovery.com Now!
Re: [pygame] when pygame 1.8 will be released?
they wont i asked this same question about 2 weeks ago. On 1/4/07, flyaflya <[EMAIL PROTECTED]> wrote: I want to use 1.8 in my new game,now it has been finished 90%,I have waited the 1.8 released version almost one month,but it usually been Postponed. so please tell me the Exact time it release. -- http://www.flyaflya.com powered by pygame+python -- Join phpdiscovery.com Now!
[pygame] Pygame 1.8 RC1 don't work.
When i tried to install it on my Windows XP it stoped and said there was an error trying to install this and I could report it to microsoft. O_o. Anyone know why it wont install on my PC. I have 1.7 installed so that might be a problem.
Re: [pygame] rc2. please test. python2.5 windows installer.
Cool ill updated python 2morrow Thanks for the links buddy. Cheers. On 12/23/06, René Dudfield <[EMAIL PROTECTED]> wrote: The tar ball... http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc2.tar.gz The windows executables: http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc2.win32-py2.4.exe You might need Numeric for python2.5 since there doesn't seem to be one released by the maintainers(it seems to be unmaintained... I think). http://rene.f0o.com/~rene/stuff/Numeric-24.2.win32-py2.5.exe http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc2.win32-py2.5.exe Cheers,
Re: [pygame] 1.8 um When will it releasE?
It was availible but i couldn't find it for download Thanks again B-) On 12/22/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: "Lamonte(Scheols/Demonic)" <[EMAIL PROTECTED]>: > But the RC's isn't availible :'( Wehre can i get the RC's? i checked > the official site. http://comments.gmane.org/gmane.comp.python.pygame/8674 http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc1.tar.gz http://rene.f0o.com/~rene/pygame-1.8.0rc1.win32-py2.4.exe Read your mails carefully ;-). Regards Marcus
Re: [pygame] 1.8 um When will it releasE?
But the RC's isn't availible :'( Wehre can i get the RC's? i checked the official site. On 12/22/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: "Lamonte(Scheols/Demonic)" <[EMAIL PROTECTED]>: > Im planning on to work more on python andpygame coding once its released. When it's ready. Although the release date had to be moved by weeks, Rene does a great job to get the release finished. Give the RCs a try and report any last bugs and we'll have it soon. Regards Marcus
[pygame] 1.8 um When will it releasE?
Im planning on to work more on python andpygame coding once its released.
[pygame] How can I make another window POP up when I press a key during gameplay
Question: How can I make another window POP up when I press a key during gameplay Still fairly new to the python style of coding so im wondering on how to do this the correct way.
Re: [pygame]Whats the best way to build a game map.
cool ill check it out. On 12/17/06, Richard Jones <[EMAIL PROTECTED]> wrote: On Monday 18 December 2006 12:39, Lamonte(Scheols/Demonic) wrote: > Do you know of any game sources that does this? that I can look at. Have a look at PGU: http://www.imitationpickles.org/pgu/ Richard
Re: [pygame]Whats the best way to build a game map.
Do you know of any game sources that does this? that I can look at. On 12/17/06, JoN <[EMAIL PROTECTED]> wrote: I'll start the deluge by saying: Easiest place to start is to rip off an existing game engine and get a feel for how it works. Jon Quoting "Lamonte(Scheols/Demonic)" <[EMAIL PROTECTED]>: > Im trying to start a simple game that is basically an RPG type game. > So a sprite can travel around land etc.. > > Whats the best way to do this? > Come and visit Web Prophets Website at http://www.webprophets.net.au
[pygame]Whats the best way to build a game map.
Im trying to start a simple game that is basically an RPG type game. So a sprite can travel around land etc.. Whats the best way to do this?
Re: [pygame] Fwd: Please hear me out.
I don't see how that last message I sent was a flame. Anyways yep. It can stop now. Since I've seen the outcome. On 12/17/06, Jakub Piotr Cłapa <[EMAIL PROTECTED]> wrote: Could you please stop this?! Two sentences should suffice so what's the point of this whole flame? 1. People who are used to mailing lists feel that MLs are superior and require less time to read. (if you don't share this opinion then try using an e-mail client with threading support (not GMail; sadly it's not the required kind of threads what they support)) 2. You can try with the forum but I guess a good WWW interface to mailing lists would be a better choice. Something like GMane.org threaded view but with posting support. -- regards, Jakub Piotr Cłapa
Re: [pygame] Fwd: Please hear me out.
Since people tend to not like forums just say no its that easy. As I had my very one opinionated question that I wanted to see if anyone else agreed on and if no let it be so. On 12/17/06, Farai Aschwanden <[EMAIL PROTECTED]> wrote: Hi Harris Are you here to do any advertisements? Or do you offer a dev forum and then it would easier for you to copy from your desired forum to your dev forum? I dont know if the following forum is linked to Pygame mailing list (think so) but there you have a forum: http://aspn.activestate.com/ ASPN/Mail/ And now some advantages of this mailing system: - No login needed like in every other forum - You get the latest answers and questions automatically - You can ask anything about Pygame and no one is telling you you posted it in the wrong forum - You dont need to start your browser, head to the forum, login, search, etc. just starting email cleint Andt now I have two questions to you: 1. Who are the "people" you are talking about? 2. What is your Pygame question? (if you really have one) 3. Do you ever tried out this mail system before? If so you might realize that the answer tiime is decent fast. 4. Do you have any Pygame projects going and you cant hold the deadline if you dont get answers all the time right away? :) Please anser me ASAP Farai Am 17.12.2006 um 07:13 schrieb Scheol Service: > -- Forwarded message -- > From: Scheol Service <[EMAIL PROTECTED]> > Date: Dec 7, 2006 4:58 PM > Subject: Please hear me out. > To: pygame-users@seul.org > > > I know that there is a mailing list and etc.. for Pygame support but > there are other people knowing answers to questions to some noobies > like me have and others know the answers and the support team doesn't > always have time to answer right away so im thinking if you can start > a forums based bulletin board on the pygame.org site /forums for > people to help people with there pygame questions. Also maybe use > PHPBB forum software or SMF software: > > phpbb.com and simplemachines.org and if you like to spend money try > invisionpower.com for IPB forums. > > Please this will benifit alot of people. AND!! It could be the new > deal for the 1.8 release of pygame. > > Just hear me out one time. Thank you. And if it doesn't go successful > then you can dont agree to what I have to say. Thank you for reading > this. > > Email me back ASAP > Regards, > Lamonte Harris.(scheols)
Re: [pygame] Fwd: Please hear me out.
who said its superiorI was giving an example. On 12/17/06, Luke Paireepinart <[EMAIL PROTECTED]> wrote: Lamonte(Scheols/Demonic) wrote: > ... or maybe you are some forum modder or developer who just wants to > promote something you are working on? > ^^ > Please don't make false accusations about me. Its really disrespectful. Please don't come on our mailing list and say your PHP forums are superior. It's really disrespectful. > > Example of a great PHP help forum: > > http://phpfreaks.com > > On 12/17/06, Brian Fisher <[EMAIL PROTECTED]> wrote: >> On 12/16/06, Scheol Service <[EMAIL PROTECTED]> wrote: >> > I know that there is a mailing list and etc.. for Pygame support but >> > there are other people knowing answers to questions to some noobies >> > like me have and others know the answers and the support team doesn't >> > always have time to answer right away so im thinking if you can start >> > a forums based bulletin board on the pygame.org site /forums for >> > people to help people with there pygame questions. >> > >> what makes you think that a forum would help with getting questions >> answered "right away" compared to a mailing list? >> >> In my opinion, an email to a mailing list is read much sooner and more >> reliably than any forum posts. Plus I've never seen a forum that I >> didn't think was mostly off-topic. >> >> I'm curious too, do you have questions about using pygame that you >> want answered? If so, why don't you go ahead and ask them on the >> mailing list and see if you get a good answer? >> >> >> ... or maybe you are some forum modder or developer who just wants to >> promote something you are working on? >> >
Re: [pygame] Fwd: Please hear me out.
... or maybe you are some forum modder or developer who just wants to promote something you are working on? ^^ Please don't make false accusations about me. Its really disrespectful. Example of a great PHP help forum: http://phpfreaks.com On 12/17/06, Brian Fisher <[EMAIL PROTECTED]> wrote: On 12/16/06, Scheol Service <[EMAIL PROTECTED]> wrote: > I know that there is a mailing list and etc.. for Pygame support but > there are other people knowing answers to questions to some noobies > like me have and others know the answers and the support team doesn't > always have time to answer right away so im thinking if you can start > a forums based bulletin board on the pygame.org site /forums for > people to help people with there pygame questions. > what makes you think that a forum would help with getting questions answered "right away" compared to a mailing list? In my opinion, an email to a mailing list is read much sooner and more reliably than any forum posts. Plus I've never seen a forum that I didn't think was mostly off-topic. I'm curious too, do you have questions about using pygame that you want answered? If so, why don't you go ahead and ask them on the mailing list and see if you get a good answer? ... or maybe you are some forum modder or developer who just wants to promote something you are working on?