Re: [pygame] New pygame.org website
On 17 December 2016 at 20:40, Alex Z. <derze...@gmail.com> wrote: > More important: I think it would be cool to do a real brainstorming about > creative ideas together, as everyone has an own vision and arguments for > how the site should be and mail is such a slow medium. > Maybe we can do a Skype call, Google hangout or whatever soon so as many > people as possible really get involved. > However we would need a moderator to structure the call and protocol the > answers. I would suggest Thomas, as he has the most experience with pygames > history and maintaining its resources. > I should make it clear that I have very little experience with maintaining Pygame. I turned up earlier this year to pester people into making a release. But I'm happy to co-ordinate getting this work off the ground. :-) I have my reservations about a video chat: it's hard to include everyone, especially as we're spread across widely spaced time zones. Although email is slower, the asynchronous communications give everyone a chance to weigh in. But if people agree that a video chat would be helpful, I'll try to arrange that. So far, I think the proposals for the static information part of the site are Nikola (a static site generator oriented around blogs) and Sphinx (oriented around docs). Both are written in Python. Does anyone want to make the case for any other system? Summarising ideas on the game feed part: - Maybe it could also be static, so you make a pull request to submit a game - Others said please don't do that, because it's too difficult for game developers - [I agree with both groups. I wonder if we could make a web form which turns the input into a git commit plus pull request...] - Alternatively, we could populate it with data from other sources; either mechanisms for software generally (PyPI, Openhub), or specific to games (Steam, itch.io, gamejolt) - [My thoughts: the general sources don't seem a great fit; it's rare to upload screenshots to these, and even if developers did, we would have to scrape them from free text. Pulling from game stores would mean games have to clear a much higher bar of quality and polish than many of the current entries on the feed. That is up for discussion, but I like the current amateur-friendly feel of the feed. If you just want polished games to play, it wouldn't matter that they're in Python] Thomas
Re: [pygame] Pygame 1.9.2 released!
On 17 December 2016 at 07:54, DiliupG <dili...@gmail.com> wrote: > so does this mean we are stuck forever with 1.9.something and the old sdl > library? :( Well, if you want SDL2, you can use pygame_sdl2. ;-) At the moment, I don't see any advantage to porting the pygame codebase to SDL2, when pygame_sdl2 already exists. It seems like development energy would be better spent improving compatibility, adding features to pygame_sdl2, and helping the two projects to share code. If there's some advantage to making another SDL2 port, we could look at that, but it sounds like a lot of work, so a compelling reason would be needed. In terms of version numbers, I could see the SDL1.2 based pygame making releases like 1.10, 1.11, and so on. We'd probably avoid making 2.x because of the potential for confusion. Thomas
Re: [pygame] New pygame.org website
On 16 December 2016 at 10:12, Radomir Dopieralski <pyg...@sheep.art.pl> wrote: > As for the tools, I wonder if we could just use Sphinx like all the > PyGame documentation does, and not get extra tools involved. > I've made websites with Sphinx before (ipython.org), and my experience was that it's not a great tool for that task - it's designed around docs, and you have to do a fair bit to suppress docs-oriented features and checks that don't make sense for a website, such as having all the pages in a strict order for conversion to PDF. That said, Nikola (and, I think, most static site generators) are really designed around a blog, which isn't exactly what we want either. > As for the list of games, I wonder if we could just make people commit > their entries into a github repository, together with an image and > description? I mean, this is interface for people who are making games > already -- so we don't necessarily have to make it super-easy and open > to spammers. Github has their own anti-spam measures, we could take > advantage of that. This way we avoid the need for a custom database and > app hosting. We can just generate static html for the game list daily, > or from a github hook. > I did wonder about that. It's not ideal, because pull requests have to be merged, but it is an attractive option for simplicity. Maybe if it was a separate repo, we could give out push access very freely so that there were many people who could merge pull requests. > What do we want to do with the wiki? Do we want to "migrate" it to some > other engine, or just leave it as it is for now? Maybe put it into > github wiki too? > I would move it into the version-controlled static site. I think wikis were popular at one point a few years back, but they don't actually work that well. Part of the problem is that people can be reluctant to edit a wiki in case they're wrong. Making changes through pull requests makes those people more willing to have a go, because they know someone else will check it. And it provides some protection against bad edits. If we decide we really need a wiki, I'd probably go for the Github wiki, but let's try with just the version controlled site first. Thomas PS Does anyone know who owns the pygame organisation on Github? It's claimed but not in use.
Re: [pygame] Pygame 1.9.2 released!
There's an issue about that: https://bitbucket.org/pygame/pygame/issues/174/pygame-20-the-sdl2-edition The current thinking is that we might bless pygame_sdl2 as the recommended SDL2 version of pygame, and try to share code where it's practical. On 16 December 2016 at 17:16, Jake b <ninmonk...@gmail.com> wrote: > I thought 2.0 was for when pygame uses SDL 2.0 > > On Tue, Dec 13, 2016 at 12:58 PM, DiliupG <dili...@gmail.com> wrote: > >> congratulations on this! LONG OVERDUE! >> >> next Pygame 2.0 >> >> Lets's skip the 1.9.3, 1.9.4, 1.9.agony-of-waiting, and jump straight to >> the future! >> >> Congratulations to all involved once again! >> >> :) >> >> On Tue, Dec 13, 2016 at 7:32 PM, Thomas Kluyver <tak...@gmail.com> wrote: >> >>> We're pleased to announce the release of Pygame 1.9.2, available now >>> from PyPI and Bitbucket. You can (probably) install it with: >>> >>> pip install pygame >>> >>> The highlights of this version include Python 3 support, and pre-built >>> wheel packages available on PyPI for major platforms, allowing convenient >>> installation with pip. I'm not sure of all the other changes, but there's >>> lots more detail in the WHATSNEW file in the source tree, or the commit >>> history. >>> >>> If you run into problems, please check for and report issues at: >>> https://bitbucket.org/pygame/pygame/issues?status=new=open >>> >>> We're already aware of an issue with the mixer_music_test crashing on >>> Linux when installed from a wheel (issue 317). >>> >>> Thanks, >>> Thomas >>> >> >> >> >> -- >> Kalasuri Diliup Gabadamudalige >> >> https://dahamgatalu.wordpress.com/ >> http://soft.diliupg.com/ >> http://www.diliupg.com >> >> >> ** >> This e-mail is confidential. It may also be legally privileged. If you >> are not the intended recipient or have received it in error, please delete >> it and all copies from your system and notify the sender immediately by >> return e-mail. Any unauthorized reading, reproducing, printing or further >> dissemination of this e-mail or its contents is strictly prohibited and may >> be unlawful. Internet communications cannot be guaranteed to be timely, >> secure, error or virus-free. The sender does not accept liability for any >> errors or omissions. >> >> ** >> >> > > > -- > Jake >
[pygame] New pygame.org website
Hi all, I know several people on this mailing list have proposed overhauling the Pygame website in the past. Now's your chance! The current Pygame website contains outdated information, relies on a (not so) secret sign up link for people who want to submit games, and as we can't currently contact René, we don't have access to change it. Peter Shinners, who registered the pygame.org domain, is on board with building a new site and making it pygame.org. The first steps are assembling a team of people who're interested in working on the website, and working out what technologies we'll use for the new site. I think the best way to tackle it is as two separate components: the static information and the game feed. I've copied in more details about what I think we need at the bottom of this email. If you're interested in helping to build this, or you have ideas about how best to do it, please reply to this email! Thanks, Thomas - Details: General info: - Designs, mockups and prototypes are welcome, but please don’t spend a lot of time building anything yet; we might go for another option. - Assembling a team to build and maintain the site is an important part of this. An average architecture with several people happy to maintain it is better than a genius architecture with one quarrelsome maintainer. - I’d like to preserve the informal, playful feel of the old green & yellow site, so bright colours and cartoonish graphics are acceptable (but not required, if you want to go a different way). Part 1: Information - Information about the project, how to install it, links to documentation & support forums, etc. Including content from the wiki on the old site. (Craven: Based on analytics for a different site, I recommend putting the following on the home page, in this order, quick links: Example code, installation instructions, API docs, projects that use Pygame.) - This part should be served as static HTML: solid free hosting is available for static sites, and we don’t want to worry about the security of a dynamic web application. - The HTML should be generated from content and templates stored in public version control, to allow easy collaboration. - Tools: there are many static site generators. Jekyll has a head start as it’s built into Github pages, but we’d consider other options. We’d like building and deploying the site to be automated, and it should be easy for contributors to build the site locally to check their changes. We have a slight preference for Python-based tools because contributors are likely to already have Python. Part 2: Game feed - An up-to-date list of recent games, with screenshots and links. Game developers should be able to add their own games to the feed. - It must not be possible for user-submitted content to hijack the site (e.g. by injecting script tags) - We need to keep spam minimal, without making too much work for either developers submitting their games, or the site maintainers. E.g. we might use CAPTCHAs and nofollow links. - If the game feed breaks, the information site should still be available. - One obvious way to do this is with a small web app and a database to hold the content. That’s possible, but it would need hosting and maintenance. Are there other ways? What external services could we use? Get creative!
[pygame] Pygame 1.9.2 released!
We're pleased to announce the release of Pygame 1.9.2, available now from PyPI and Bitbucket. You can (probably) install it with: pip install pygame The highlights of this version include Python 3 support, and pre-built wheel packages available on PyPI for major platforms, allowing convenient installation with pip. I'm not sure of all the other changes, but there's lots more detail in the WHATSNEW file in the source tree, or the commit history. If you run into problems, please check for and report issues at: https://bitbucket.org/pygame/pygame/issues?status=new=open We're already aware of an issue with the mixer_music_test crashing on Linux when installed from a wheel (issue 317). Thanks, Thomas
Re: [pygame] Pygame 1.9.2 release candidate
On 9 December 2016 at 18:16, Wout B <wbertr...@gmail.com> wrote: > >it really bugs me that pygame.display.set_mode() with pygame.FULLSCREEN > blanks both of my monitors. > Is there an issue about this on https://bitbucket.org/pygame/pygame/issues ? If not, would you like to file one with relevant details. In particular: - What behaviour do you expect? The docs say it creates a display surface, and I'd expect that to start off blank. - Is this a regression relative to a version of pygame you were using before? If something has been broken recently, it's more important to fix that before a release than something that's a longstanding annoyance. Thomas
Re: [pygame] Pygame 1.9.2 release candidate
So far, no-one's reported any issues with the release candidate. If we don't hear of any problems, we'll make a final release in a couple more days. On 6 December 2016 at 06:40, DiliupG <dili...@gmail.com> wrote: > no problems so far. Thanks all. > :) > > On Tue, Dec 6, 2016 at 4:17 AM, Thomas Kluyver <tak...@gmail.com> wrote: > >> On 5 December 2016 at 20:00, Jorge <jorgesu...@freakspot.net> wrote: >> >>> And then tested a couple of games. pygame seems to work fine. >> >> >> Thanks Jorge :-) >> > > > > -- > Kalasuri Diliup Gabadamudalige > > https://dahamgatalu.wordpress.com/ > http://soft.diliupg.com/ > http://www.diliupg.com > > > ** > This e-mail is confidential. It may also be legally privileged. If you are > not the intended recipient or have received it in error, please delete it > and all copies from your system and notify the sender immediately by return > e-mail. Any unauthorized reading, reproducing, printing or further > dissemination of this e-mail or its contents is strictly prohibited and may > be unlawful. Internet communications cannot be guaranteed to be timely, > secure, error or virus-free. The sender does not accept liability for any > errors or omissions. > > ** > >
Re: [pygame] Pygame 1.9.2 release candidate
On 5 December 2016 at 20:00, Jorgewrote: > And then tested a couple of games. pygame seems to work fine. Thanks Jorge :-)
[pygame] Pygame 1.9.2 release candidate
Pygame is inching closer to a new release, and we've just put a release candidate on PyPI: https://pypi.python.org/pypi/Pygame/1.9.2rc1 We now have pre-built wheels for Linux, Mac (>=10.9) and Windows. Please give it a go and let us know of any problems you run into. You can install it by running: pip install --pre pygame (the --pre flag, to install a pre-release, may not be necessary in this case, but it won't hurt). We're already aware of some issues on Mac with Pygame inside virtualenvs (and other non-framework Python builds): https://bitbucket.org/pygame/pygame/issues/203/window-does-not-get-focus-on-os-x-with Thanks, Thomas
Re: [pygame] Pygame with Sierra
On 28 October 2016 at 21:16, Andrew Merrill <merri...@catlin.edu> wrote: > A few things still don’t work: > > · pygame.mixer.music does not work, as it relies on > libsmpeg.dylib which isn’t available > > · pygame.font.SysFont and pygame.font.get_fonts don’t work, and > produce a dialog asking about installing X11 > Can you mention these on the issue I linked above? The font one might actually be best on its own issue, if you can supply some more details. All this stuff could do with attention from Mac-using developers, because it's not moving very quickly at the moment (not that any other part is moving quickly ;-). Thomas
Re: [pygame] Pygame with Sierra
On 28 October 2016 at 11:50, Jeffrey Danowitzwrote: > So can I just uninstall the pip pygame version and python will just take > the other (from conda) version automatically? Or do I need to do some link > manually for that after the removal? You may need to uninstall both and reinstall it with conda.
Re: [pygame] Pygame with Sierra
On 28 October 2016 at 02:42, Jeffrey Danowitz <danow...@bezeqint.net> wrote: > Anyway, when I actually do pygame.version.ver I get 1.9.2b6 - the one from > pip, and this is from the anaconda python. So apparently the newer version > was linked. The version from pip seems to have some issues with png loading: https://bitbucket.org/pygame/pygame/issues/300/os-x-wheels-dmg-and-zip-builds-with-travis So you may want to use the conda version for now, even if it's a bit older. Thomas
Re: [pygame] Distributing games for Windows - Pynsist
Hi Jorge, On 25 October 2016 at 00:00, Jorge Maldonado Ventura < jorgesu...@freakspot.net> wrote: > Here is what I got, but I want to distribute just one executable file; can > I do that with your program? > > ~/Code/Repos/bullet_dodger_stable/build/nsis $ ls -l > total 49272 > drwxr-xr-x 2 jorge jorge 4096 Oct 24 18:57 assets > -rw-r--r-- 1 jorge jorge 2344 Oct 24 19:05 Bullet_dodger_1.6.10.exe > -rw-r--r-- 1 jorge jorge 1293 Oct 24 19:05 Bullet_dodger.launch.pyw > -rw-r--r-- 1 jorge jorge 790 Oct 24 18:56 bullet.ico > -rw-r--r-- 1 jorge jorge 6344 Oct 24 19:05 installer.nsi > -rw-r--r-- 1 jorge jorge34570 Oct 24 18:52 LICENSE > drwxr-xr-x 4 jorge jorge 4096 Oct 24 19:05 pkgs > drwxr-xr-x 2 jorge jorge 4096 Oct 24 19:05 Python > -rw-r--r-- 1 jorge jorge 29269656 Oct 24 19:00 python-3.5.2.exe > -rw-r--r-- 1 jorge jorge 2360 Oct 24 18:48 windowsversion.nsh > "Bullet_dodger_1.6.10.exe" is the only file you need to distribute; the others were involved in building that. However, it is an installer - so when the user double clicks it, they will get a standard installation wizard to set up your game. Pynsist does not make an exe that runs your game directly. Thomas
Re: [pygame] Distributing games for Windows - Pynsist
On 24 October 2016 at 22:33, Yann Thorimbert <yann.thorimb...@unige.ch> wrote: > This sounds nice, I will try soon. Until now, I've always used py2exe in > order to provide "standalone" windows version of my python-pygame scripts. > What are the pros and cons, in your opinion, to use py2exe or a method like > pynsist ? The main pros & cons for Pynsist are: Pros: Code that works in development is more likely to work for users - it runs more 'normally' than a frozen exe. Plus building installers from Linux is nice if, like me, you don't use Windows much. Cons: You get an installer, not just an exe to launch. (Not a con under all circumstances, but it is less flexible) There's a bit more comparison in the FAQs: http://pynsist.readthedocs.io/en/latest/faq.html#alternatives Thomas
[pygame] Distributing games for Windows - Pynsist
I've mentioned this on the list before, but some changes since then have made it easier to use with Pygame. Pynsist (https://pynsist.readthedocs.io/ ) is an open source tool to build Windows installers for Python applications. It's based on the popular NSIS installer system, which makes it possible to build installers even on Linux or Mac systems. Pynsist can now download wheels from PyPI to include in an installer. Since pygame has (beta) Windows wheels, it's much easier to include Pygame in an installer than last time I posted here. Here's an example of building an installer for the 'aliens' example game: https://github.com/takluyver/pynsist/tree/master/examples/pygame I'm happy to answer questions about it here, on Github, and on Stackoverflow (tag: pynsist). Thanks, Thomas
Re: [pygame] Installing pygame with pip
On 28 September 2016 at 16:10, Jorge Maldonado Ventura < jorgesu...@freakspot.net> wrote: > Yes, it works with the --pre flag. Anyone can now test my game with pip: > sudo pip3 install --pre bullet_dodger > Great! I'll give it a try later on. By the way, using sudo with pip is generally frowned on these days, because it can disrupt system stuff. It's better to either create environments (with virtualenv/conda) to install into, or use 'pip install --user' to install packages into a per-user location. > I'll update the installation instructions from the README of my project, > thank you very much, Thomas Kluyver. That --pre won't be neccessary in the > future for my project when 1.9.2 release is available. > Yep, that's right. Hopefully the OSX thing can get resolved soon and a release can happen.
Re: [pygame] Installing pygame with pip
Have you tried with the --pre flag? Normally, pip will ignore beta versions unless you specify --pre to allow pre-releases. It seems there is some special case if it can only find pre-releases - pygame has never been installable from PyPI before, so pip doesn't find any earlier version to use and decides to accept the pre-release. But maybe this only happens when you install something directly, not when it's looking for a dependency. On 28 September 2016 at 15:58, Martin Kühnewrote: > What version do you get when you install pygame from pip? >
Re: [pygame] Installing pygame with pip
On 28 September 2016 at 15:40, Martin Kühne <mysat...@gmail.com> wrote: > For me, it's spelled 'Pygame', not 'pygame'. And pip offers v1.9.2b8 > of that one. > The version it offers will depend on your platform for now, though this won't be the case when there's a proper 1.9.2 release out. Windows users will see 1.9.2b1. Mac users should not rely on it until some issues are fixed. If pip doesn't see it, try upgrading pip and/or installing with the --pre flag: pip install --pre pygame Thomas
Re: [pygame][website] A different approach to a new website
There's a really frustrating disconnect over pygame, and especially the website: there are lots of people who are clearly have the time and ability to improve things, but they are not the ones with access to the website. The people who do have access evidently have very little time to devote to either working on it themselves, or to facilitate other people working on it. The domain name does matter - you can launch alternative sites, but as long as pygame.org exists, we're going to care about what's on it. I have been trying to persuade René to publish the code of the existing website ( https://bitbucket.org/pygame/pygame/issues/263/make-pygame-website-codes-public ) so other people can work on it, but so far the only bit available are some database models, which we can't do much with. I think it's fallen into the classic trap of "I'll release this when I've cleaned it up", meaning it never gets released at all. I think the new 'hifi' front page is an interesting experiment in novel site layout, but as things stand I think it is less fit for purpose than the conventional if antiquated site it replaced. With a lot of thought and effort, I think it could be the basis of something good, but it seems unlikely that it will get that reworking in the near future. René, if you're reading this: what would it take to connect the website with the people with time and enthusiasm to work on it? If you're willing to give me SSH access to the server it's on - or even just send me a tarball of the directory it runs from now - I'll try to figure out how it fits together and how we can allow people to make changes. Thanks, Thomas On 27 September 2016 at 19:58, Al Sweigart <a...@inventwithpython.com> wrote: > It's been a while since I've looked at the state of Pygame, and although > I'd say Pygame is dying, it's (Monty Python voice) "not dead yet." And I'm > still not convinced the alternatives are much better than Pygame. > > But it really will take a committed person to take the lead on this. > Unfortunately, without the Pygame name and pygame.org domain behind such > new leadership, then Pygame will indeed slowly keep sinking. If you fork > with a new name, it'll end up as just yet another Pygame alternative. > > I will say that the old pygame.org site wasn't perfect but is far better > than the current site. The current site is a huge step backwards in > usability. > > On Tue, Sep 27, 2016 at 11:46 AM, Patrick Mullen <saluk64...@gmail.com> > wrote: > >> Pygame is dead. Still a very capable library, but it isn't really going >> anywhere from what I can see, and I have little faith that the website will >> go anywhere no matter who tries to help out. You posted yourself all of the >> failed efforts in this area, what makes you think you will succeed? I >> recommend making a wider python-related game development website that does >> not focus only on pygame. There are many other options out there - pysdl2, >> pygame2, python-sfml, pyopengl, pyglet, and more that I have played with in >> the past but cannot remember right now. Having a project repository focused >> around python, and with information about various libraries, but NOT >> focused on a specific library would be the best approach forward in my >> opinion. A good example of what I would like to see is haxe.io. It >> highlights cool mostly game related things being done with haxe, and you >> can find out about new libraries. There are various good blogs in the >> python world that focus on web development, but not many that highlight >> games. And each python game library has it's own little corner (in pygame's >> case, a very old and broken corner that new visitors walk or run away from >> very quickly) without much crossover. >> >> On Wed, Sep 21, 2016 at 5:18 AM, DiliupG <dili...@gmail.com> wrote: >> >>> Why don't you start working on the site and open it in a separate place >>> and call it pygame 2016 something? Else we will end up going round and >>> round with these long dialogs with nothing really happening. It could be >>> www.pygame2016.blogspot.com or something similar. >>> >>> Diliup Gabadamudalige >>> >>> On 21 Sep 2016 4:08 p.m., "Alex Z." <derze...@gmail.com> wrote: >>> >>>> > These kinds of proposals would be much more successful if Alex were >>>> able to come to the mailing list with a fully functioning demo using live >>>> data that could be commented on and iterated on by the community. >>>> See this: > - a complete redesign that never got launched (11-2009): >>>> https://groups.google.com/d/msg/pygame-mirror-on- >>>> google-groups/rUC5CrroA3U/TzWTWL5cFOU
Re: [pygame][website] A different approach to a new website
On 19 September 2016 at 10:39, Martin Kühne <mysat...@gmail.com> wrote: > This might sound a bit condescending, but explaining how to > get along with an open source project in a general sense is not > something that pygame needs to deliver. > Pygame's website shouldn't need to explain it in a lot of detail, but it should definitely give developers some information on where to get started. It's an attractive project for people new to Python who may not be familiar with package managers. We are pretty close to having 'pip install pygame' working on the three major platforms - it should already work today for Linux and Windows, but there are still a couple of hiccups to be sorted out on OSX. Thomas
Re: [pygame] pygame sprint this weekend, physically at EuroPython
> the lofi website. Any chance of getting the website sources up in a repository so other people can help to improve it? https://bitbucket.org/pygame/pygame/issues/263/make-pygame-website-codes-public Hope it goes well! Thomas On 22 July 2016 at 12:31, René Dudfield <ren...@gmail.com> wrote: > Hello, > > as mentioned on the pygame website, there is a pygame sprint this weekend > at EuroPython. Probably joining the micropython/microbit sprint in some > ways. Or at least hanging out in the same room. Because robots. > > If anyone is around and wants to join in, here is a page which can be used > to > http://www.pygame.org/wiki/Sprint201607 > > I'll hang around on irc, and the pygame bitbucket if anyone wants to join > in virtually. > > Apart from micropython related things (making it into a controller for > pygame?) I'll probably work on the 1.9.2 release related topics, and the > lofi website. > > > cheers, >
Re: [pygame] Help testing windows builds?
René has just pushed some Mac wheels to PyPI as well, so anyone on OSX 10.11 can also try 'pip install --pre pygame'. There are wheels for Python 3.5 and 2.7. On 16 July 2016 at 15:44, Paul Vincent Craven <p...@cravenfamily.com> wrote: > For some reason my configuration is messed up and I can't run sdist right > now. I'll have to look into it when I've got a bit more time. > > Paul Vincent Craven > > On Sat, Jul 16, 2016 at 12:31 AM, Thomas Kluyver <tak...@gmail.com> wrote: > >> If you're on windows, yes, you can try a beta version by running: >> >> pip install --pre pygame >> >> Paul, any chance of getting an sdist uploaded too? Clone the source and >> run python setup.py sdist. That would let people try it on other platforms >> too. >> >> Thomas >> On 16 Jul 2016 6:17 a.m., "DiliupG" <dili...@gmail.com> wrote: >> >>> This is so exciting watch. Are we able to download a new version of >>> Pygame now? When? From where? >>> >>> Diliup Gabadamudalige >>> >>> On 16 Jul 2016 4:51 a.m., "Paul Vincent Craven" <p...@cravenfamily.com> >>> wrote: >>> >>>> Ok, files are uploading. First one of the six is up now. Rest should be >>>> in a few minutes. >>>> >>>> Paul Vincent Craven >>>> >>>> On Fri, Jul 15, 2016 at 3:28 PM, Thomas Kluyver <tak...@gmail.com> >>>> wrote: >>>> >>>>> Thanks Paul :-) >>>>> >>>>> I've just pushed a commit to set the version number to 1.9.2b1. This >>>>> is now building on Appveyor: >>>>> https://ci.appveyor.com/project/pygame/pygame-temp-m8dun/build/1.0.11 >>>>> >>>>> Once that has finished - probably in about 5 minutes - could you >>>>> download the 6 wheels that produces, make an sdist from the source, and >>>>> upload the lot with twine? I can assemble the 7 files and email them to >>>>> you >>>>> if you prefer. >>>>> >>>>> Thomas >>>>> >>>>> On 15 July 2016 at 21:09, Paul Vincent Craven <p...@cravenfamily.com> >>>>> wrote: >>>>> >>>>>> I'm happy to upload new files. Shoot an e-mail to the list when you >>>>>> have a distribution ready. >>>>>> >>>>>> I'd give access to you Thomas to upload, but I get a second login >>>>>> screen when I try, and it doesn't accept my login when I enter it. So I >>>>>> might have upload permission, but not admin permission? >>>>>> >>>>>> Paul Vincent Craven >>>>>> >>>>>> On Fri, Jul 15, 2016 at 2:51 PM, Thomas Kluyver <tak...@gmail.com> >>>>>> wrote: >>>>>> >>>>>>> It looks like Paul Craven has the upload rights for pygame on >>>>>>> testpypi. Paul, would you be willing to upload some fresh files? Or to >>>>>>> give >>>>>>> me upload access? >>>>>>> >>>>>>> Alternatively, we could declare the current state 'beta 1' and >>>>>>> upload it as a prerelease on PyPI. That would need René or Paul to do >>>>>>> it. >>>>>>> >>>>>>> Thomas >>>>>>> >>>>>>> On 15 July 2016 at 20:32, Florian Krause < >>>>>>> siebenhundertz...@gmail.com> wrote: >>>>>>> >>>>>>>> In the meantime, it would be very helpful to upload the working >>>>>>>> Windows build to test-PyPi. >>>>>>>> >>>>>>>> On Fri, Jul 15, 2016 at 7:16 PM, Thomas Kluyver <tak...@gmail.com> >>>>>>>> wrote: >>>>>>>> >>>>>>>>> On 15 July 2016 at 17:43, Florian Krause < >>>>>>>>> siebenhundertz...@gmail.com> wrote: >>>>>>>>> >>>>>>>>>> That's great! Is there an eta for when the files will be released >>>>>>>>>> at PyPi? >>>>>>>>>> >>>>>>>>> >>>>>>>>> At the moment, the crucial thing that's holding up a release is >>>>>>>>> testing and fixing some issues on Mac. Anyone who might be able to >>>>>>>>> help >>>>>>>>> with that, see: >>>>>>>>> >>>>>>>>> >>>>>>>>> https://bitbucket.org/pygame/pygame/issues/300/os-x-wheels-dmg-and-zip-builds-with-travis >>>>>>>>> >>>>>>>>> https://bitbucket.org/pygame/pygame/pull-requests/29/mac-sdl-library-fix/diff >>>>>>>>> >>>>>>>>> Thanks, >>>>>>>>> Thomas >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> -- >>>>>>>> www.fladd.de - Homepage of Florian Krause >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >
Re: [pygame] Help testing windows builds?
You can do it inside a virtualenv to isolate it from your existing installation. Weird quirks: hopefully not, but that's what we hope to find out. :) On 16 Jul 2016 7:44 a.m., "DiliupG" <dili...@gmail.com> wrote: > Doing this will update my existing Pygame right? and cause all sorts of > weird quirks right? :) :) > > On Sat, Jul 16, 2016 at 11:01 AM, Thomas Kluyver <tak...@gmail.com> wrote: > >> If you're on windows, yes, you can try a beta version by running: >> >> pip install --pre pygame >> >> Paul, any chance of getting an sdist uploaded too? Clone the source and >> run python setup.py sdist. That would let people try it on other platforms >> too. >> >> Thomas >> On 16 Jul 2016 6:17 a.m., "DiliupG" <dili...@gmail.com> wrote: >> >>> This is so exciting watch. Are we able to download a new version of >>> Pygame now? When? From where? >>> >>> Diliup Gabadamudalige >>> >>> On 16 Jul 2016 4:51 a.m., "Paul Vincent Craven" <p...@cravenfamily.com> >>> wrote: >>> >>>> Ok, files are uploading. First one of the six is up now. Rest should be >>>> in a few minutes. >>>> >>>> Paul Vincent Craven >>>> >>>> On Fri, Jul 15, 2016 at 3:28 PM, Thomas Kluyver <tak...@gmail.com> >>>> wrote: >>>> >>>>> Thanks Paul :-) >>>>> >>>>> I've just pushed a commit to set the version number to 1.9.2b1. This >>>>> is now building on Appveyor: >>>>> https://ci.appveyor.com/project/pygame/pygame-temp-m8dun/build/1.0.11 >>>>> >>>>> Once that has finished - probably in about 5 minutes - could you >>>>> download the 6 wheels that produces, make an sdist from the source, and >>>>> upload the lot with twine? I can assemble the 7 files and email them to >>>>> you >>>>> if you prefer. >>>>> >>>>> Thomas >>>>> >>>>> On 15 July 2016 at 21:09, Paul Vincent Craven <p...@cravenfamily.com> >>>>> wrote: >>>>> >>>>>> I'm happy to upload new files. Shoot an e-mail to the list when you >>>>>> have a distribution ready. >>>>>> >>>>>> I'd give access to you Thomas to upload, but I get a second login >>>>>> screen when I try, and it doesn't accept my login when I enter it. So I >>>>>> might have upload permission, but not admin permission? >>>>>> >>>>>> Paul Vincent Craven >>>>>> >>>>>> On Fri, Jul 15, 2016 at 2:51 PM, Thomas Kluyver <tak...@gmail.com> >>>>>> wrote: >>>>>> >>>>>>> It looks like Paul Craven has the upload rights for pygame on >>>>>>> testpypi. Paul, would you be willing to upload some fresh files? Or to >>>>>>> give >>>>>>> me upload access? >>>>>>> >>>>>>> Alternatively, we could declare the current state 'beta 1' and >>>>>>> upload it as a prerelease on PyPI. That would need René or Paul to do >>>>>>> it. >>>>>>> >>>>>>> Thomas >>>>>>> >>>>>>> On 15 July 2016 at 20:32, Florian Krause < >>>>>>> siebenhundertz...@gmail.com> wrote: >>>>>>> >>>>>>>> In the meantime, it would be very helpful to upload the working >>>>>>>> Windows build to test-PyPi. >>>>>>>> >>>>>>>> On Fri, Jul 15, 2016 at 7:16 PM, Thomas Kluyver <tak...@gmail.com> >>>>>>>> wrote: >>>>>>>> >>>>>>>>> On 15 July 2016 at 17:43, Florian Krause < >>>>>>>>> siebenhundertz...@gmail.com> wrote: >>>>>>>>> >>>>>>>>>> That's great! Is there an eta for when the files will be released >>>>>>>>>> at PyPi? >>>>>>>>>> >>>>>>>>> >>>>>>>>> At the moment, the crucial thing that's holding up a release is >>>>>>>>> testing and fixing some issues on Mac. Anyone who might be able to >>>>>>>>> help >>>>>>>>> with that, see: >>>>>>>>> >>>>>>>>> >>>>>>>>> https://bitbucket.org/pygame/pygame/issues/300/os-x-wheels-dmg-and-zip-builds-with-travis >>>>>>>>> >>>>>>>>> https://bitbucket.org/pygame/pygame/pull-requests/29/mac-sdl-library-fix/diff >>>>>>>>> >>>>>>>>> Thanks, >>>>>>>>> Thomas >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> -- >>>>>>>> www.fladd.de - Homepage of Florian Krause >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> > > > -- > Diliup Gabadamudalige > > http://www.diliupg.com > http://soft.diliupg.com/ > > > ** > This e-mail is confidential. It may also be legally privileged. If you are > not the intended recipient or have received it in error, please delete it > and all copies from your system and notify the sender immediately by return > e-mail. Any unauthorized reading, reproducing, printing or further > dissemination of this e-mail or its contents is strictly prohibited and may > be unlawful. Internet communications cannot be guaranteed to be timely, > secure, error or virus-free. The sender does not accept liability for any > errors or omissions. > > ** > >
Re: [pygame] Help testing windows builds?
If you're on windows, yes, you can try a beta version by running: pip install --pre pygame Paul, any chance of getting an sdist uploaded too? Clone the source and run python setup.py sdist. That would let people try it on other platforms too. Thomas On 16 Jul 2016 6:17 a.m., "DiliupG" <dili...@gmail.com> wrote: > This is so exciting watch. Are we able to download a new version of Pygame > now? When? From where? > > Diliup Gabadamudalige > > On 16 Jul 2016 4:51 a.m., "Paul Vincent Craven" <p...@cravenfamily.com> > wrote: > >> Ok, files are uploading. First one of the six is up now. Rest should be >> in a few minutes. >> >> Paul Vincent Craven >> >> On Fri, Jul 15, 2016 at 3:28 PM, Thomas Kluyver <tak...@gmail.com> wrote: >> >>> Thanks Paul :-) >>> >>> I've just pushed a commit to set the version number to 1.9.2b1. This is >>> now building on Appveyor: >>> https://ci.appveyor.com/project/pygame/pygame-temp-m8dun/build/1.0.11 >>> >>> Once that has finished - probably in about 5 minutes - could you >>> download the 6 wheels that produces, make an sdist from the source, and >>> upload the lot with twine? I can assemble the 7 files and email them to you >>> if you prefer. >>> >>> Thomas >>> >>> On 15 July 2016 at 21:09, Paul Vincent Craven <p...@cravenfamily.com> >>> wrote: >>> >>>> I'm happy to upload new files. Shoot an e-mail to the list when you >>>> have a distribution ready. >>>> >>>> I'd give access to you Thomas to upload, but I get a second login >>>> screen when I try, and it doesn't accept my login when I enter it. So I >>>> might have upload permission, but not admin permission? >>>> >>>> Paul Vincent Craven >>>> >>>> On Fri, Jul 15, 2016 at 2:51 PM, Thomas Kluyver <tak...@gmail.com> >>>> wrote: >>>> >>>>> It looks like Paul Craven has the upload rights for pygame on >>>>> testpypi. Paul, would you be willing to upload some fresh files? Or to >>>>> give >>>>> me upload access? >>>>> >>>>> Alternatively, we could declare the current state 'beta 1' and upload >>>>> it as a prerelease on PyPI. That would need René or Paul to do it. >>>>> >>>>> Thomas >>>>> >>>>> On 15 July 2016 at 20:32, Florian Krause <siebenhundertz...@gmail.com> >>>>> wrote: >>>>> >>>>>> In the meantime, it would be very helpful to upload the working >>>>>> Windows build to test-PyPi. >>>>>> >>>>>> On Fri, Jul 15, 2016 at 7:16 PM, Thomas Kluyver <tak...@gmail.com> >>>>>> wrote: >>>>>> >>>>>>> On 15 July 2016 at 17:43, Florian Krause < >>>>>>> siebenhundertz...@gmail.com> wrote: >>>>>>> >>>>>>>> That's great! Is there an eta for when the files will be released >>>>>>>> at PyPi? >>>>>>>> >>>>>>> >>>>>>> At the moment, the crucial thing that's holding up a release is >>>>>>> testing and fixing some issues on Mac. Anyone who might be able to help >>>>>>> with that, see: >>>>>>> >>>>>>> >>>>>>> https://bitbucket.org/pygame/pygame/issues/300/os-x-wheels-dmg-and-zip-builds-with-travis >>>>>>> >>>>>>> https://bitbucket.org/pygame/pygame/pull-requests/29/mac-sdl-library-fix/diff >>>>>>> >>>>>>> Thanks, >>>>>>> Thomas >>>>>>> >>>>>>> >>>>>> >>>>>> >>>>>> -- >>>>>> www.fladd.de - Homepage of Florian Krause >>>>>> >>>>> >>>>> >>>> >>> >>
Re: [pygame] Help testing windows builds?
Thanks Paul :-) I've just pushed a commit to set the version number to 1.9.2b1. This is now building on Appveyor: https://ci.appveyor.com/project/pygame/pygame-temp-m8dun/build/1.0.11 Once that has finished - probably in about 5 minutes - could you download the 6 wheels that produces, make an sdist from the source, and upload the lot with twine? I can assemble the 7 files and email them to you if you prefer. Thomas On 15 July 2016 at 21:09, Paul Vincent Craven <p...@cravenfamily.com> wrote: > I'm happy to upload new files. Shoot an e-mail to the list when you have a > distribution ready. > > I'd give access to you Thomas to upload, but I get a second login screen > when I try, and it doesn't accept my login when I enter it. So I might have > upload permission, but not admin permission? > > Paul Vincent Craven > > On Fri, Jul 15, 2016 at 2:51 PM, Thomas Kluyver <tak...@gmail.com> wrote: > >> It looks like Paul Craven has the upload rights for pygame on testpypi. >> Paul, would you be willing to upload some fresh files? Or to give me upload >> access? >> >> Alternatively, we could declare the current state 'beta 1' and upload it >> as a prerelease on PyPI. That would need René or Paul to do it. >> >> Thomas >> >> On 15 July 2016 at 20:32, Florian Krause <siebenhundertz...@gmail.com> >> wrote: >> >>> In the meantime, it would be very helpful to upload the working Windows >>> build to test-PyPi. >>> >>> On Fri, Jul 15, 2016 at 7:16 PM, Thomas Kluyver <tak...@gmail.com> >>> wrote: >>> >>>> On 15 July 2016 at 17:43, Florian Krause <siebenhundertz...@gmail.com> >>>> wrote: >>>> >>>>> That's great! Is there an eta for when the files will be released at >>>>> PyPi? >>>>> >>>> >>>> At the moment, the crucial thing that's holding up a release is testing >>>> and fixing some issues on Mac. Anyone who might be able to help with that, >>>> see: >>>> >>>> >>>> https://bitbucket.org/pygame/pygame/issues/300/os-x-wheels-dmg-and-zip-builds-with-travis >>>> >>>> https://bitbucket.org/pygame/pygame/pull-requests/29/mac-sdl-library-fix/diff >>>> >>>> Thanks, >>>> Thomas >>>> >>>> >>> >>> >>> -- >>> www.fladd.de - Homepage of Florian Krause >>> >> >> >
Re: [pygame] Help testing windows builds?
It looks like Paul Craven has the upload rights for pygame on testpypi. Paul, would you be willing to upload some fresh files? Or to give me upload access? Alternatively, we could declare the current state 'beta 1' and upload it as a prerelease on PyPI. That would need René or Paul to do it. Thomas On 15 July 2016 at 20:32, Florian Krause <siebenhundertz...@gmail.com> wrote: > In the meantime, it would be very helpful to upload the working Windows > build to test-PyPi. > > On Fri, Jul 15, 2016 at 7:16 PM, Thomas Kluyver <tak...@gmail.com> wrote: > >> On 15 July 2016 at 17:43, Florian Krause <siebenhundertz...@gmail.com> >> wrote: >> >>> That's great! Is there an eta for when the files will be released at >>> PyPi? >>> >> >> At the moment, the crucial thing that's holding up a release is testing >> and fixing some issues on Mac. Anyone who might be able to help with that, >> see: >> >> >> https://bitbucket.org/pygame/pygame/issues/300/os-x-wheels-dmg-and-zip-builds-with-travis >> >> https://bitbucket.org/pygame/pygame/pull-requests/29/mac-sdl-library-fix/diff >> >> Thanks, >> Thomas >> >> > > > -- > www.fladd.de - Homepage of Florian Krause >
Re: [pygame] Help testing windows builds?
On 15 July 2016 at 17:43, Florian Krause <siebenhundertz...@gmail.com> wrote: > That's great! Is there an eta for when the files will be released at PyPi? > At the moment, the crucial thing that's holding up a release is testing and fixing some issues on Mac. Anyone who might be able to help with that, see: https://bitbucket.org/pygame/pygame/issues/300/os-x-wheels-dmg-and-zip-builds-with-travis https://bitbucket.org/pygame/pygame/pull-requests/29/mac-sdl-library-fix/diff Thanks, Thomas
Re: [pygame] Help testing windows builds?
On 18 June 2016 at 10:16, René Dudfield <ren...@gmail.com> wrote: > Thanks to Paul, Leonard, Thomas (and others I've forgot... sorry!) there > are automated windows wheels. > https://ci.appveyor.com/project/pygame/pygame-temp-m8dun > I know it's not immediately obvious how to get and install pygame from that page. So here's a quick guide: 1. Pick the version of Python you can test. We're building Pygame for Python 3.5, 3.4 and 2.7, and for 32 and 64 bit Python (you need to get the build matching your Python bitness - you may have 32-bit Python even if Windows is 64-bit). 2. In the relevant build, click the artifacts tab and download the .whl file. 3. Install it from the command prompt by running: pip install pygame-(...).whl These steps are only necessary for testing the unreleased version. When pygame 1.9.2 is released, you'll be able to 'pip install pygame' and get it from PyPI. Thanks in advance for your help! Thomas
Re: [pygame] Re: Freezing Pygame projects in Windows
Hi Scott, On 8 May 2016 at 06:00, scottmeup <skirmish...@gmail.com> wrote: > I was hoping to obfuscate my code a little this time, do you know if this > is > a possibility? > Pynsist doesn't have any particular support for obfuscation. But you could run some tool beforehand that strips out comments and docstrings, renames variables, etc. Thomas
Re: [pygame] Freezing Pygame projects in Windows
I have a tool called Pynsist that can build an installer directly, without going through a freeze tool: http://pynsist.readthedocs.io/en/latest/ There's an example for using it with pygame: https://github.com/takluyver/pynsist/tree/master/examples/pygame This isn't exactly what you're asking, but it may be an alternative approach - I've designed Pynsist to avoid some of the most common issues with freeze tools like PyInstaller. Thomas On 7 May 2016 at 08:18, scottmeup <skirmish...@gmail.com> wrote: > Hey All, > Sorry if this has been asked & answered, I couldn't find anything specific > by searching so far so hopefully not :) > > I'm trying to freeze a project made with pygame / SimpleGUICS2Pygame. Every > tool I've tried apart from pygame2exe results in an executable that stops > responding. Most of them print a pygame parachute segmentation fault. > > I've had success freezing with pygame2exe but I'd like to be able to use a > different freezing tool for a few reasons, and I'm a little bit too green > to > work out how to make the changes made in pygame2exe work with other tools. > > I might be mistaken but from what I've read I think the problem may have > something to do with the font settings? > > Could someone point me in the right direction of something I can do to make > pyinstaller & other tools create working executables for pygame? > > Thanks in advance! > > > > -- > View this message in context: > http://pygame-users.25799.x6.nabble.com/Freezing-Pygame-projects-in-Windows-tp2384.html > Sent from the pygame-users mailing list archive at Nabble.com. >
Re: [pygame] Where to store the code for a project?
On 24 January 2016 at 13:34, Ryan Westlund <rlwestl...@gmail.com> wrote: > I am looking at github but it's making me worry that whoever tries to > download my code will have to have git installed and know how to use it in > order to download and play my game. Every Github project gets automatic links like this to download the latest version of the code, without having to use git at all: https://github.com/takluyver/redsnail/archive/master.zip You can also upload 'releases' of a project, e.g. if you want to create an installer that bundles pygame with your application. Again, people don't need to know git to use it. I think the other major code hosting sites like Bitbucket and Gitlab have similar features. Github is the most popular at present, though. Thomas
Re: [pygame] Closing issue 211 with big-endian CPU test
On 23 October 2015 at 07:33, René Dudfield <ren...@gmail.com> wrote: > I guess we should incorporate the Debian changes, but I wanted to check > with Thomas if what I did was ok? (see revs 14-19). > Fine by me. I just copied the packaging from Debian/Ubuntu originally anyway, so bringing in the updates is probably useful. > They use an interesting method to do a hg clone. I'm not sure how to > actually use this though... (see get-orig-source-hg in rules). In rev 19 I > changed that to get the latest rev from hg. But I guess they want to > specify a specific version. > AFAIK, the builders never actually run that target (and even if they did, they don't have outside network access). Unlike everything else in debian/rules, it's there for human packagers to run to get the data and then upload it. Debian packaging can be pretty ugly at times. Since you already have a machine running a custom webhook when there are new commits, perhaps it's best to use that to upload directly to Launchpad for PPA builds, bypassing Launchpad's code import and recipe builds: https://help.launchpad.net/Packaging/PPA/Uploading You'd need to work out how to get from a source tree to a Debian source package locally, though. I'm sure GPG signatures are involved somehow. Best wishes, Thomas
Re: [pygame] Closing issue 211 with big-endian CPU test
On 22 October 2015 at 13:07, René Dudfield <ren...@gmail.com> wrote: > Launchpad builds many different architectures, including on powerpc. > https://launchpad.net/builders > PPA builds are only on amd64 and i386 by default. The checkboxes for other architectures are greyed out in the PPA admin page. I guess you can get an admin to approve powerpc builds, because some other PPA have powerpc builds, but I have no idea who to contact about that. Thomas
Re: [pygame] build bot badges on README
On 11 September 2015 at 16:44, René Dudfield <ren...@gmail.com> wrote: > Does anyone know of an existing build image badge for launchpad? I don't know of a badge image, and builds are currently disabled because they were failing and there didn't seem to be any movement on fixing the issues. Thomas
Re: [pygame] What's next for Pygame project?
On 11 July 2015 at 19:20, Lenard Lindstrom le...@telus.net wrote: I need someone to take over official Windows support from me, since I am stuck on Windows XP. I have the MinGW based dependency build chain working again for 32bit Windows, but did not get everything to build for 64bit Windows. So no official 64bit prebuilt libraries yet on the Bitbucket download page. Have you looked into using appveyor for testing and/or building Windows packages? I know there are some other Python projects that compile on Windows using appveyor. I can hunt down some guides/examples if you're interested in this. * Catch up on the Bitbucket pull requests The 5 member limit for a Bitbucket project team is a nuisance. I think (having just looked at BB docs) that this limit is only for private repositories - you should be able to have as many users as you want on a public repository. If there's a problem with that, it might be worth pinging Bitbucket to see if they can fix it: it might be a bug, or it might be a soft limit that they'll raise for an open source project that needs more users. Thomas
Re: [pygame] emulating /replacing py2exe for pygame projects using python 3 and abore
On 29 October 2014 08:14, NuMedia ianldickinso...@gmail.com wrote: Can i emulate py2exe for python version 3 and above i also use pygame any suggestions for a basic staring script would be greatly appreciated I'm involved with two projects that do similar things, and work on Python 3: cx_Freeze (http://cx-freeze.sourceforge.net/ ) works in quite a similar way, to produce an executable for your application, along with a set of associated files. Pynsist (http://pynsist.readthedocs.org/en/latest/ ) is more different: it produces a Windows installer that unpacks the Python files onto the target user's computer. It's quite new, but there is a pygame example: https://github.com/takluyver/pynsist/tree/master/examples/pygame Thomas
Re: [pygame] UNSUBSCRIBE
It sounds like there's a problem with unsubscription. Does anyone know who runs the list server? Thomas On 21 September 2014 20:17, Tony Cappellini cappy2...@gmail.com wrote: I've tried this two times, once manually, once by clicking the link that you mentioned. Both times the server said the command was unrecognized. I've been trying to unsub from this list for a long time. Still can't get there from here. On Sun, Sep 21, 2014 at 12:40 PM, Thomas Kluyver tak...@gmail.com wrote: He was probably attempting to unsubscribe from this list. Anyone who wants to unsubscribe: you need to email majord...@seul.org with the text 'unsubscribe pygame-users'. Clicking the unsubscribe link at http://pygame.org/wiki/info should create an email like this. Thomas On 21 September 2014 12:29, diliup gabadamudalige dili...@gmail.com wrote: hi Ryan, What does UNSUBSCRIBE mean? On Mon, Sep 22, 2014 at 12:07 AM, Ryan Hope rmh3...@gmail.com wrote: UNSUBSCRIBE -- Diliup Gabadamudalige http://www.diliupg.com http://soft.diliupg.com/ ** This e-mail is confidential. It may also be legally privileged. If you are not the intended recipient or have received it in error, please delete it and all copies from your system and notify the sender immediately by return e-mail. Any unauthorized reading, reproducing, printing or further dissemination of this e-mail or its contents is strictly prohibited and may be unlawful. Internet communications cannot be guaranteed to be timely, secure, error or virus-free. The sender does not accept liability for any errors or omissions. **
Re: [pygame] UNSUBSCRIBE
He was probably attempting to unsubscribe from this list. Anyone who wants to unsubscribe: you need to email majord...@seul.org with the text 'unsubscribe pygame-users'. Clicking the unsubscribe link at http://pygame.org/wiki/info should create an email like this. Thomas On 21 September 2014 12:29, diliup gabadamudalige dili...@gmail.com wrote: hi Ryan, What does UNSUBSCRIBE mean? On Mon, Sep 22, 2014 at 12:07 AM, Ryan Hope rmh3...@gmail.com wrote: UNSUBSCRIBE -- Diliup Gabadamudalige http://www.diliupg.com http://soft.diliupg.com/ ** This e-mail is confidential. It may also be legally privileged. If you are not the intended recipient or have received it in error, please delete it and all copies from your system and notify the sender immediately by return e-mail. Any unauthorized reading, reproducing, printing or further dissemination of this e-mail or its contents is strictly prohibited and may be unlawful. Internet communications cannot be guaranteed to be timely, secure, error or virus-free. The sender does not accept liability for any errors or omissions. **
Re: [pygame] Potential Malware in Pygame 1.9.2a0.win32-py3.2
Hi, It seems very likely that it was a false positive. Nobody else reported that issue, and I scanned the same file on virustotal, which checks with lots of different scanners, and none of them found anything. It's impossible to be 100% certain without understanding exactly what was going on on Jeffrey's computer, but I wouldn't worry about using it. Of course, on windows it's a good idea to have an up to date virus scanner installed anyway, as a general precaution. Thomas On 3 Sep 2014 03:56, Little Bird wanderingswordsman-littleb...@yahoo.ca wrote: Jeffrey Kleykamp wrote I just downloaded and installed pygame-1.9.2a0.win32-py3.2.msi and my webroot secure anywhere caught some malware in it. I have no idea if this is real or what. Here's the log, Automated Cleanup Engine Starting Cleanup at 29/06/2014 - 21:35:57 GMT Starting Routine Removing c:\python32\lib\site-packages\pygame\fastevent.pyd...#(PX5: 5958229000E66EC43402003B3C2E0700DECDFB7E - MD5: CB274A3F1A83260D82957409855CA077)... Deleting File c:\python32\lib\site-packages\pygame\fastevent.pyd Automated Cleanup Engine Starting Cleanup at 29/06/2014 - 21:36:05 GMT Starting Routine Removing c:\python32\lib\site-packages\pygame\rwobject.pyd...#(PX5: 9715EE78004EFB243081002B48A504004E3053AE - MD5: 2C5778D0816BEBA8ECC7D1FE11B23384)... Deleting File c:\python32\lib\site-packages\pygame\rwobject.pyd Automated Cleanup Engine Starting Cleanup at 29/06/2014 - 21:36:13 GMT Starting Routine Removing c:\python32\lib\site-packages\pygame\surflock.pyd...#(PX5: 84FADE1C0046001620F7009522A6E30019BD6E14 - MD5: 685D26D6E4EF4ADE48436B92B9118669)... Deleting File c:\python32\lib\site-packages\pygame\surflock.pyd -- Jeffrey Kleykamp Greetings. I believe that I may be using the exact version of Pygame that Jeffrey Kleykamp has encountered a potential virus in. Is there anyway to confirm that this was a false positive? Has anyone else encountered this problem? This has me really worried. T_T I'm new to using mailing lists, so I'm treating it like a forum. If that is incorrect than please mention it as I do not wish to offend. Thank you for your time. ___ Little Bird -- View this message in context: http://pygame-users.25799.x6.nabble.com/pygame-Potential-Malware-in-Pygame-1-9-2a0-win32-py3-2-tp1315p1412.html Sent from the pygame-users mailing list archive at Nabble.com.
Re: [pygame] Complete strategy/narrative game
On 1 July 2014 20:35, adam.hasv...@free.fr wrote: and here's a Linux version http://matthieu.barbier.free.fr/ExeuntOmnes.tar.gz This download was really slow, so I've made a torrent of it - I guessed you wouldn't object, but I'll take it down if you ask. https://dl.dropboxusercontent.com/u/60195410/ExeuntOmnes.tar.gz.torrent Now to investigate the game itself... Thomas
Re: [pygame] Potential Malware in Pygame 1.9.2a0.win32-py3.2
I extracted fastevent.pyd, the first file you saw a problem with (md5 cb274a3f1a83260d82957409855ca077), and checked it with virustotal. Still nothing: https://www.virustotal.com/en-gb/file/30d7c47d4385ff2b16b23544c4525e6699dddcaa7c3ddf3c66f302f78e78c333/analysis/1404149051/ Another possibility is that you have a virus elsewhere on the system which is infecting those files as they get installed. Thomas On 30 June 2014 10:01, Jeffrey Kleykamp jeffrey.kleyk...@gmail.com wrote: The file itself doesn't trip any alarms for me either. After installing and doing 'import pygame' I get the warning. The md5sum is the same for my file. Jeffrey On Mon, Jun 30, 2014 at 12:53 PM, Thomas Kluyver tak...@gmail.com wrote: Did you download this from the pygame website? I've just downloaded that same file and checked it with virustotal (which scans with a load of different AV engines), and it was all clear: https://www.virustotal.com/en-gb/file/18d88fb656e1868e0949e0189d1a2b03d697bd9d9a539cc7131089b4284157bf/analysis/1404146796/ So I'd suspect it's a false positive, although it's possible that someone is doing a MITM attack to give you a modified download. Check the md5sum of the file you downloaded - it should be: 71e8d3d1679a9d803302ff2923406def Thomas On 30 June 2014 07:44, Jeffrey Kleykamp jeffrey.kleyk...@gmail.com wrote: It also said it was Win32 Malware Gen. http://www.ehow.com/info_12106213_win32-malwaregen.html Who made the msi? On Mon, Jun 30, 2014 at 1:49 AM, diliup gabadamudalige dili...@gmail.com wrote: this could be potentially dangerous! does anyone else have more info? i am using this version. On Mon, Jun 30, 2014 at 3:13 AM, Jeffrey Kleykamp jeffrey.kleyk...@gmail.com wrote: I just downloaded and installed pygame-1.9.2a0.win32-py3.2.msi and my webroot secure anywhere caught some malware in it. I have no idea if this is real or what. Here's the log, Automated Cleanup Engine Starting Cleanup at 29/06/2014 - 21:35:57 GMT Starting Routine Removing c:\python32\lib\site-packages\pygame\fastevent.pyd...#(PX5: 5958229000E66EC43402003B3C2E0700DECDFB7E - MD5: CB274A3F1A83260D82957409855CA077)... Deleting File c:\python32\lib\site-packages\pygame\fastevent.pyd Automated Cleanup Engine Starting Cleanup at 29/06/2014 - 21:36:05 GMT Starting Routine Removing c:\python32\lib\site-packages\pygame\rwobject.pyd...#(PX5: 9715EE78004EFB243081002B48A504004E3053AE - MD5: 2C5778D0816BEBA8ECC7D1FE11B23384)... Deleting File c:\python32\lib\site-packages\pygame\rwobject.pyd Automated Cleanup Engine Starting Cleanup at 29/06/2014 - 21:36:13 GMT Starting Routine Removing c:\python32\lib\site-packages\pygame\surflock.pyd...#(PX5: 84FADE1C0046001620F7009522A6E30019BD6E14 - MD5: 685D26D6E4EF4ADE48436B92B9118669)... Deleting File c:\python32\lib\site-packages\pygame\surflock.pyd -- Jeffrey Kleykamp -- Diliup Gabadamudalige http://www.diliupg.com http://soft.diliupg.com/ ** This e-mail is confidential. It may also be legally privileged. If you are not the intended recipient or have received it in error, please delete it and all copies from your system and notify the sender immediately by return e-mail. Any unauthorized reading, reproducing, printing or further dissemination of this e-mail or its contents is strictly prohibited and may be unlawful. Internet communications cannot be guaranteed to be timely, secure, error or virus-free. The sender does not accept liability for any errors or omissions. ** -- Jeffrey Kleykamp -- Jeffrey Kleykamp
[pygame] New tool for building Windows installers
Hi all, I'd like to invite people to test out Pynsist, my new open source tool to build Windows installers for Python applications. For instance, this is all I had to write to make an installer for the 'Aliens' example included in pygame: https://github.com/takluyver/pynsist/blob/master/examples/pygame/installer.cfg Using a pygame installer downloaded from Christoph Gohlke's site, I can even build the installer on Linux and have it work on Windows. Pynsist never tries to make an exe of your application, unlike freeze tools such as cx_Freeze and Pyinstaller. Instead, it installs your code along with a copy of Python, and creates start menu shortcuts to launch your Python code directly. This produces bigger installers (but not huge - Aliens is 27MB), but it is less brittle. Freeze tools often have problems with packages that don't expect to be frozen, or break when a new version of Python comes out; Pynsist avoids these issues. Pynsist supports Python 3.3+ and Python 2.7. To install and use Pynsist, see the documenation: http://pynsist.readthedocs.org/en/latest/ Thanks, Thomas
Re: [pygame] preview of new pygame website... HiFi part
FWIW, I really like the design. I like the feel of everything being there and navigating around it. I much prefer that to paginated websites, which I feel I can get lost in. For me, more is definitely more. However, I agree that so much information could be daunting to casual browsers and I think it's the right thing to have a 'LoFi' version. I don't have anything constructive, I just wanted to say that I liked it, because there were a lot of people saying they didn't! On 8 April 2014 18:48, Jake b ninmonk...@gmail.com wrote: Phone versions: Android 4.4.2 Chrome 34.0.* firefox 29 (beta and stable) For highlighting game updates, maybe use the widget steam has (I think it's called: carousel, ex: http://store.steampowered.com/ ) It cycles through large images + links. I had a thought about the data density: If using a steam widget to feature the 5 most recent (or manually featured games). Then continue more in the column, like it currently does. If using the a slideshow / steam widget above: you could remove the news section. If there's recent news, insert items into the steam-slideshow widgit. (Clicking it will navigate to the full-news page) The same thing could work for videos. (If new ones aren't submitted real frequently, yet it'd still be nice to have on the front.) Maybe news and videos will be frequent enough always using a column is best. On Tue, Apr 8, 2014 at 10:51 AM, René Dudfield ren...@gmail.com wrote: Thanks for the notes Jake. Perhaps if I play a subtle highlighting animation on page load, and highlight the arrow keys as the Left/Right buttons are that might help people notice them. btw, your phone is an android? cheers, On Tue, Apr 8, 2014 at 5:26 PM, Jake b ninmonk...@gmail.com wrote: Minor notes . I didn't realize the top menu at first. Might be too subtle. I tested it on my phone, chrome and Firefox. Chrome + doesn't work with swipe gesture. + arrow buttons: About 10% of the time the site scrolls 2 columns. While swipe works on ffx, but is giving false positives. If I scroll up / down. Ex displacement of 10px x, 300px y, it pages. -- Jake
Re: [pygame] preview of new pygame website... HiFi part
It's certainly a very unusual design. I could imagine horizontal scrolling working, but I think having both horizontal and vertical scrolling is a bad idea - it's too easy to get lost, and I feel like I want to zoom out to get a full overview of the site. It also makes it tricky to use the site with your hand on the mouse, because the scroll wheel only moves you up and down (the arrow buttons at the top are clickable, but I don't want to have to move the mouse up there to move sideways). Thomas On 5 April 2014 06:36, René Dudfield ren...@gmail.com wrote: Hi, here's a preview of the HiFi part of the new pygame website... http://pygame.org/hifi.html What do you think?
Re: [pygame] install problem
On 14 June 2013 22:23, arcktri...@aim.com wrote: How do I unsubscribe to the pygame mailing list again? Who do I email? majord...@seul.org - send the text unsubscribe pygame-users There's a handy link on the website: http://www.pygame.org/wiki/info Thomas
Re: [pygame] Distributing a Pygame game on Linux
On 14 May 2013 21:34, Russell Jones russell.jo...@gmail.com wrote: You may need to use ldd on the libraries you find by running ldd on the binary. cx_Freeze is actually running ldd internally to do precisely this [1]. It's just some of the later heuristics that seemingly exclude some of the required libraries. If you've got time to work out what's going wrong, we should be able to fix it in cx_Freeze. The source isn't very large if you want to have a look at it, although it's a bit short on comments. [1] https://bitbucket.org/anthony_tuininga/cx_freeze/src/d9461c3d4ff5c91f0405e1e5993b18bbdc0390aa/cx_Freeze/freezer.py?at=default#cl-244 Thomas
Re: [pygame] Distributing a Pygame game on Linux
On 13 May 2013 00:32, Kevin Locoh rayman3...@gmail.com wrote: Oh sorry, I'd completely missed your message. Actually, it works on my computer with Ubuntu, but I had understood that cx_Freeze doesn't include every C extension library, in my case the SDL, which makes the tarball quite dependent of the distro: the game frozen with cx_Freeze would probably crash with a module not found message on another platform. Am I mistaken anywhere? I somehow hope so, it'd much easier for me to keep cx_Freeze which already works with Python 3. It's supposed to include all the libraries that the program needs to run, but not standard system libraries like libc. It might not be detecting SDL as a dependency, or it might be misclassifying it as a system library. Either way, you can force it to include a library with the include_files option (see docs at [1]). If there's a simple way to get it working, you can contribute a hook for pygame to include files that the automatic detection misses. [1] http://cx_freeze.readthedocs.org/en/latest/distutils.html Best wishes, Thomas
Re: [pygame] Distributing a Pygame game on Linux
Seems to be working here, though I'm also using Ubuntu, so that's not such a challenge. Best wishes, Thomas On 13 May 2013 23:49, Kevin Locoh rayman3...@gmail.com wrote: Thanks for the tip, I've looked into the doc and made a few searchs, and in the end I've managed to include all dependencies using the bin_path_includes property (I set the value to /usr/lib). include_files seems to be rather dedicated to data files (e.g mostly the images, sounds and fonts used in the game). Anybody would mind trying my Linux build (a Post Compo release of my Ludum Dare entry)? https://dl.dropboxusercontent.com/u/8347940/A%20Scholar%20In%20The%20Woods%20-%20Post%20Compo%20-%20Linux.tar.gz Thanks again in anycase, it was really helpful! Le lundi 13 mai 2013 11:02:51 UTC+2, Thomas Kluyver a écrit : On 13 May 2013 00:32, Kevin Locoh rayma...@gmail.com wrote: Oh sorry, I'd completely missed your message. Actually, it works on my computer with Ubuntu, but I had understood that cx_Freeze doesn't include every C extension library, in my case the SDL, which makes the tarball quite dependent of the distro: the game frozen with cx_Freeze would probably crash with a module not found message on another platform. Am I mistaken anywhere? I somehow hope so, it'd much easier for me to keep cx_Freeze which already works with Python 3. It's supposed to include all the libraries that the program needs to run, but not standard system libraries like libc. It might not be detecting SDL as a dependency, or it might be misclassifying it as a system library. Either way, you can force it to include a library with the include_files option (see docs at [1]). If there's a simple way to get it working, you can contribute a hook for pygame to include files that the automatic detection misses. [1] http://cx_freeze.readthedocs.**org/en/latest/distutils.htmlhttp://cx_freeze.readthedocs.org/en/latest/distutils.html Best wishes, Thomas
Re: [pygame] Distributing a Pygame game on Linux
On 12 May 2013 19:24, Kevin Locoh rayman3...@gmail.com wrote: I've been wondering how to best distribute a game made with Pygame on Linux. On Windows, cx_Freeze works very well, and I assume it would be just the same on Mac OS. But on Linux, it's perfectly useless because of the various distros I'd have to build the game for. I'm a contributor to cx_Freeze, and I'm curious why it doesn't work for you. You should be able to create a tarball that includes all of the required libraries. Distros prefer all the dependencies packaged separately, but if you want to distribute it yourself, making one big package should work. cx_Freeze does roughly the same job as PyInstaller, but it's compatible with Python 3 (and PyInstaller isn't, last time I checked). Thomas
Re: [pygame] hello and looking to help out
On 27 March 2013 18:47, Vinícius Naves Castanheira vncastanhe...@gmail.comwrote: Does it require a bitbucket account? It's easiest if you have one, and accounts are free. If you have an objection to it, you can contribute by sending patches to the mailing list and asking someone to commit for you. Thomas
Re: [pygame] import pygame.font failing
On 1 March 2013 01:04, Vinícius Naves Castanheira vncastanhe...@gmail.comwrote: Is this a more updated website for pygame than pygame.org? I think it was prepared as a prototype to replace pygame.org, but there's not much agreement on what to do with pygame.org. Apparently there's a replacement site for pygame.org in the works, but it's been in the works for a long time. Thomas
Re: [pygame] unsubscribe pygame-users
Please, don't everyone start doing this. To unsubscribe, you need to send the text 'unsubscribe pygame-users' in the body of a message to majord...@seul.org , NOT the list address. Thanks, Thomas On 1 March 2013 14:20, Jakob Schilling crancp...@gmail.com wrote: 2013/2/28 Xavier Ho cont...@xavierho.com unsubscribe pygame-users unsubscribe pygame-users
Re: [pygame] unsubscribe pygame-users
On 1 March 2013 16:32, Julian onp...@gmail.com wrote: I really think this confusion would be prevented if this page was reworded: http://www.pygame.org/wiki/info The list of commands to send to mojord...@seul.org is right after the sentence You can email the list at pygame-users@seul.org, which seems at a glance to imply that you're supposed to send the commands to that address. You only learn the actual address you're supposed to send the commands to if you hover the mouse over the links on the commands listed. I agree, that is somewhat confusing. It would also be good to have a web interface, so you could just 'click here to subscribe/unsubscribe', like most mailing lists. Thomas
Re: [pygame] import pygame.font failing
On 28 February 2013 12:12, Kai Childheart kai.childhe...@gmail.com wrote: Even still I sudo yum'd the thing from the Fedora repository do I really need to compile from source? The last thing I compiled from source didn't work with anything and I had to rm -rf the lot. The Fedora package is probably for Python 2 - I know that the Ubuntu package python-pygame is, for example. Thomas
Re: [pygame] Start of an OpenGL accelerated Pygame
Just a heads up - pygame reloaded is already importable as pygame2. It's also a wrapper around SDL 2.0, although I don't know how it differs from your code: http://code.google.com/p/pgreloaded/ On 22 February 2013 21:40, Paul Vincent Craven p...@cravenfamily.comwrote: Hi, this is a very early start of a Pygame that runs on SDL 2.0 with full OpenGL hardware acceleration: https://bitbucket.org/pcraven/pysdl/wiki/Home Paul Vincent Craven
Re: [pygame] PyGame website
On 29 December 2012 12:09, René Dudfield ren...@gmail.com wrote: as I mentioned a couple of times already, I've been working on a new website. Excellent. Is there a repository anywhere so that people can help you with it? How far is it from being ready to replace the current site? There has also been work on integrating the buildbots to use travis-ci and some other build hosts, to go along with the current build page at: http://thorbrian.com/pygame/builds.php 'Current' seems a bit of a stretch when it hasn't run in over a year. ;-) Besides Travis, I've also used Shining Panda ( https://www.shiningpanda-ci.com/ ), which has a free plan for open source projects, and Launchpad recipe builds. I can lend a hand with setting that sort of thing up, if you'd like. Best wishes, Thomas
Re: [pygame] PyGame website
On 27 December 2012 17:36, Peter Shinners p...@shinners.org wrote: The web server and hosting has been managed by seul.org, which was an lucky and amazing choice for the project back in early 2003. Seul has been awesome, but the downside is that everything is custom. The admins have been amazing at adding extra ssh accounts for us, but that still feel like it may not scale or be as flexible as other hosting options these days? After I stopped managing the website, Phil Hassey and Rene Dudfield took over. If a new website is getting put together, it feels like a good time to point the domain to that. A couple of people have had a go at putting together a new site, but there was some concern about how easily all of the existing content could be transferred to a new site. That led me to suggest incrementally upgrading the existing site, but none of the current admins have offered any opinion on that. Either way, we're not helped by 'Site Swing', a seemingly unmaintained PHP CMS that I think pygame.org might be the only site still using. Perhaps a new site is the way to go. Let's try to think of some requirements: - It should support both posts linked to a specific time (like a blog), and static pages (About, etc.) - We shouldn't break (most) existing links that people are using - so we probably need to make redirects. - We want to keep the colourful, lighthearted style of the current pygame.org (at least, I think so), but make various improvements to the aesthetics. - Several people should be able to update it easily Desirable: - Use something mainstream, so that there's lots of support out there. - Website logic in Python, so that the Python coders who're interested can easily improve it. I know at least one of the previous attempts at a new site used Wordpress, which seems like a good bet for many of these things (it's not Python, but it is very mainstream). Would seul.org be happy to host a wordpress site? Or is someone else prepared to host it? Best wishes, Thomas
Re: [pygame] PyGame website
Does anyone know who runs the website? Thanks, Thomas On 29 November 2012 17:53, Thomas Kluyver tak...@gmail.com wrote: On 29 November 2012 17:49, Radomir Dopieralski pyg...@sheep.art.plwrote: Before you start discussing what to actually do, do you have any plans of how to get access to the website? Well, I was hoping that someone who already has access might see this as a good idea. That's the only reasonable way to go about it. I don't know who does maintain the site, though. Thomas
Re: [pygame] PyGame website
Looking back over the mailing list, René Dudfield's replies in mid-October suggest he is involved with the website. René, is that correct? Can you give us any more info about this? It seems like there are several people who are prepared to help improve the site. Thanks, Thomas On 1 December 2012 13:10, Radomir Dopieralski pyg...@sheep.art.pl wrote: On Sat, Dec 1, 2012 at 1:36 PM, Thomas Kluyver tak...@gmail.com wrote: Does anyone know who runs the website? Here's what I know. According to whois, the domain is registered to Contact Privacy Inc. Customer 0118713523, and the server is hosted by Hetzner Online AG, which is a big hosting provider. The website itself contains no contact information or address, which may or may not be against the law, depending on the country. The only person who I know has access to the website is not responding to e-mail or other contact attempts from multiple people since 3 months, although I can see he is active online. The people on the mailing list and IRC channel either have no idea or simply don't care. Yes, this is frustrating. No, I don't know what else could be done, apart from just making a separate website, which may actually be for the best, even though I'm a great fan of gradual improvement. If anybody has any better information or ideas, I'd love to hear them. Sorry if this all sounds negative, I'm sure this situation didn't arise because of malice or bad will. But it still hurts to see people wanting to help and being unable to do it. -- Radomir Dopieralski, http://sheep.art.pl
Re: [pygame] PyGame website
On 29 November 2012 17:37, Santiago Romero srom...@sromero.org wrote: What about but questions are not (Result for 3+5 + textbox, What's your favourite scripting language? + textbox) instead of captchas? That's the sort of thing I had in mind. Technically, they are still captchas, just text-based rather than image-based. We use them on the IPython wiki (http://wiki.ipython.org/Main_Page ), and while it doesn't stop all spam, it cuts it to a manageable level. Thomas
Re: [pygame] PyGame website
On 29 November 2012 17:49, Radomir Dopieralski pyg...@sheep.art.pl wrote: Before you start discussing what to actually do, do you have any plans of how to get access to the website? Well, I was hoping that someone who already has access might see this as a good idea. That's the only reasonable way to go about it. I don't know who does maintain the site, though. Thomas
[pygame] Re: PyGame Windows Key Behaviour
Thanks, it's scrolling fine now on different machines. Greets Thomas On 1 Feb., 09:58, Brian Fisher br...@hamsterrepublic.com wrote: Hey Thomas, Ian Mallet's guess was correct and his solution will fix it. You are moving the paddle based on key down events coming in, It looks like you were counting on: pygame.key.set_repeat(1,1) to provide you with key down events every frame, but it doesn't work out that way. I added prints to your code to see how the objects were moving, and both paddles move by the same amount each time they move, but sometimes the player paddle moves only 2 out of 3 frames (i.e. the player paddle moves slower), hence the speed difference you were seeing. What you want is to move the paddle when the appropriate key is held down - namely when you've had a down event without an up event yet. key_pressed() is a shortcut way to get that info. On Mon, Jan 31, 2011 at 11:51 PM, Thomas pummer.tho...@gmail.com wrote: Hi there, thanks for fast responses @ Julian: Equal means exakt the same function with the same playerspeed variable - but under other conditions: it compares the position of the cpuplayer and the ball and rearranges the cpuplayer def move_player_a(ball_y): global a_y if a_y + 31 ball_y and a_y 0: #up a_y += seconds * playerspeed * -1 elif a_y + 31 ball_y and a_y + 95 360: #down a_y += seconds * playerspeed * 1 i will have to take a look at framerates thanks for that hint @ Ian: i will also check pygame.key.get_pressed(). thx @ Brian: The complete code is herehttp://pastebin.com/ic44uvfU code was growing with my pygame knowledgement, so it isn't as nice as i would like to have it ;) but as additional info, pictures where used as background and as bars
[pygame] PyGame Windows Key Behaviour
Hi there! I've written a small demo pong game. There are 2 players, one is cpu controlled. To sync there movement i use clock = pygame.time.Clock() and in the while loop: milli = clock.tick() seconds = milli/1000. on checking the events it's: if event.type == KEYDOWN: if event.key == K_DOWN: b_y += seconds * playerspeed cpu changes his position with an equal function, until it reaches the height of the ball under winXP cpu and player can move with an equal speed under win7 the player is significant slower than the cpu. it seems that a player only can move 2/3 the distance than the cpu player is able to Do you have any hint's what can be done to fix this? with kind regards Thomas
[pygame] Re: PyGame Windows Key Behaviour
Hi there, thanks for fast responses @ Julian: Equal means exakt the same function with the same playerspeed variable - but under other conditions: it compares the position of the cpuplayer and the ball and rearranges the cpuplayer def move_player_a(ball_y): global a_y if a_y + 31 ball_y and a_y 0: #up a_y += seconds * playerspeed * -1 elif a_y + 31 ball_y and a_y + 95 360: #down a_y += seconds * playerspeed * 1 i will have to take a look at framerates thanks for that hint @ Ian: i will also check pygame.key.get_pressed(). thx @ Brian: The complete code is here http://pastebin.com/ic44uvfU code was growing with my pygame knowledgement, so it isn't as nice as i would like to have it ;) but as additional info, pictures where used as background and as bars
[pygame] google's native client
hi, another pygame on the web post... :) has anyone looked into google's native client? i am not sure but it seems like sdl and python got ported to it already? to me it looks like a very promising technology. more promising than moonlight. so... how feasible would it be to get pygame running on it? the possibility to embed pygame games into websites simply would be awesome... cheers, machinimist
Re: [pygame] newbie
On 30 March 2010 02:23, Russell Cumins rcum...@googlemail.com wrote: Or like me you can run Ubuntu(Or your distro of choice) inside a VM like Virtual Box. Saves monkeying around looking for Win versions of things like grep, wget etc etc. cygwin + puttycyg FTW! Tom
Re: [pygame] newbie
On 29 March 2010 21:40, James Paige b...@hamsterrepublic.com wrote: grep is a unix command for searching files. All us cool Linux kids know it :) and love it... But the Windows equivalent would just be to search in the pygame examples folder for any files that contain the word SLK_ and the google equivalent would be to use google code search: http://www.google.com/codesearch?hl=ensa=Nfilter=0q=lang:python+pygame+SDLK_ Tom
Re: [pygame] Python 2.5.4 or 2.6
On 25 March 2010 18:48, sne...@msn.com wrote: I do like 3.1 for learning, if something goes wrong in 2.5.4 it cuts out and all your work is lost, 3.1, if something doesn't add up you can close the program but it doesn't close your .py files so you can save then go back and check what's wrong. As far as i'm aware 3.1 doesn't have a compiler so it's just a matter of editing (find replace)your code to 2.5.4. Are you referring to a particular editor here? Python is just a programming language, you can edit .py in any editor you like, many of which will look after auto-saving your work in case of crashes. I doubt the python interpreter itself would destroy your files...
Re: [pygame] Merry Christmas - Christmas Avenger flew under the radar - give it a chance
On 14 February 2010 05:28, Nathan Franck gorks...@gmail.com wrote: I'm the maker of the game, and I think it deserves a bit of merit. It's a gift I gave last Christmas, and it just got swept under the rug. Give it a chance! http://www.pygame.org/project-Merry+Christmas+-+Christmas+Avenger-1369-.html Hey Nathan, Great game! I've attached a patch to make it work on Linux. The file also needs ^M characters stripping on Linux to make it work as well. Cheers, Tom diff --git a/Merry Christmas.py b/Merry Christmas.py index 27ce80a..3855c0d 100755 --- a/Merry Christmas.py +++ b/Merry Christmas.py @@ -1,3 +1,4 @@ +#!/usr/bin/python ##Load Modules import pygame @@ -812,13 +813,13 @@ class achvmts: cloudsspeed = [.3, -.3] fade = 0 ticking = 0 -imgs.append(pygame.image.load(data/Acheivementbox.bmp)) -imgs.append(pygame.image.load(data/Accuracy.bmp)) +imgs.append(pygame.image.load(data/acheivementbox.bmp)) +imgs.append(pygame.image.load(data/accuracy.bmp)) imgs.append(pygame.image.load(data/combo.bmp)) imgs.append(pygame.image.load(data/speed.bmp)) imgs.append(pygame.image.load(data/malicious.bmp)) imgs.append(pygame.image.load(data/complete.bmp)) -imgs.append(pygame.image.load(data/Acheivementbar.bmp)) +imgs.append(pygame.image.load(data/acheivementbar.bmp)) imgs.append(pygame.image.load(data/cloud.bmp)) for a in range(len(imgs)): imgs[a].set_colorkey([255, 0, 255])
Re: [pygame] Is PyGame dying?
2010/1/27 Olof Bjarnason olof.bjarna...@gmail.com: 2010/1/27 Jon j...@webprophets.net.au: Personally I think PyGame is a wonderful API for building any sort of complex animation that is secondary to pure 3D. For example, building beautiful animated menus, or sub-games, or simply handling I/O, it fits like a glove. Sure, me too, but do you agree there is a certain uncertainty concerning PyGame's future? If you look on the www.pygame.org website you'll notice that pygame2.0.0-alpha3 was released recently. Is someone working on Python3, for example? Yes pygame2/pgreloaded has Python 3.1 support. Tom
Re: [pygame] Make a sprite fall with realistic gravity?
2009/12/3 Bill Coderre b...@mac.com Now we have laptops and GUIs, and Alan and conspirators have been inventing new programming systems with Squeak (a newer version of Smalltalk) as their assembly language core. Etoys is one of them, and if you haven't tried it, you should.[1] [1] http://www.squeakland.org/ -- you simply must download and try Etoys. When I visit that web page I just get the page source
[pygame] pySpy 1.1
Hi, I've released an alpha version of pySpy on launchpad ( http://launchpad.net/pyspy). It has a whole new type of gameplay in it. I would appreciate any feedback anyone has. Thanks, Tom
Re: [pygame] BUG: Different events when I enable OpenGL
I see, I'll let the libsdl folks know, and see what they think about that. The get_mouse thing might work for teh stylus, but not for multi-touch :( Is there a way to inject code, or attach handlers to the actual underlying system window (instead of teh SDL abstraction) from python? SDL must handle the windows mesage somewhere, but I dont know if that is accessible at all through python. i tried using win32 hooks, but I cant inject python code (the code has to be in a dll). I dont really want to change the code in C/C++, because it would require user to compile a custom version. -- Thomas -- Thomas On Sat, Nov 21, 2009 at 2:50 AM, René Dudfield ren...@gmail.com wrote: hi, opengl uses a slighty different video and event driver. So that explains the different behaviour. probably have a better chance of it getting fixed if you report your bug here: bugzilla.libsdl.org I'm guessing that the stylus uses a different method of updating the mouse position... and the opengl method of getting events is not working. Maybe a work around would be to use pygame.mouse.get_pos() ? cu, On Sat, Nov 21, 2009 at 6:27 AM, Thomas Hansen thomas.han...@gmail.com wrote: If I enable OpenGL on my display, teh evebnt system starts behaving differntly. The following code prints all the events I am interrested in if i do not enable OpenGL. If I enable it however, events from the touchscreen and stylus are not reaching the event queue. Note that this also happens for the simulated mouse events that windows generates for these input devices. When I dont enable OpenGL, and just get the normal mouse events (no fancy windows touchwindow, or using pymt.SYWMEVENT), everything is fine. If I enable OpenGL however, mouse events are not generated when I use touch or stylus (although they move/controll the system mouse cursor) I am using pygame 1.9.1 with Python 2.6.2 on Windows 7. import pygame import ctypes #if I uncomment this line, the window does not produce teh same events #without it it works just fine!! #display_flag = pygame.OPENGL pygame.display.quit() pygame.display.init() pygame.display.set_mode((320, 240) display_flag) pygame.event.set_allowed(pygame.SYSWMEVENT) pygame.display.set_caption('pymt') hwnd = ctypes.windll.user32.FindWindowA(None, pymt) ctypes.windll.user32.RegisterTouchWindow(hwnd, 0) while True: for event in pygame.event.get(): if event.type == pygame.SYSWMEVENT: print event
[pygame] BUG: Different events when I enable OpenGL
If I enable OpenGL on my display, teh evebnt system starts behaving differntly. The following code prints all the events I am interrested in if i do not enable OpenGL. If I enable it however, events from the touchscreen and stylus are not reaching the event queue. Note that this also happens for the simulated mouse events that windows generates for these input devices. When I dont enable OpenGL, and just get the normal mouse events (no fancy windows touchwindow, or using pymt.SYWMEVENT), everything is fine. If I enable OpenGL however, mouse events are not generated when I use touch or stylus (although they move/controll the system mouse cursor) I am using pygame 1.9.1 with Python 2.6.2 on Windows 7. import pygame import ctypes #if I uncomment this line, the window does not produce teh same events #without it it works just fine!! #display_flag = pygame.OPENGL pygame.display.quit() pygame.display.init() pygame.display.set_mode((320, 240) display_flag) pygame.event.set_allowed(pygame.SYSWMEVENT) pygame.display.set_caption('pymt') hwnd = ctypes.windll.user32.FindWindowA(None, pymt) ctypes.windll.user32.RegisterTouchWindow(hwnd, 0) while True: for event in pygame.event.get(): if event.type == pygame.SYSWMEVENT: print event
[pygame] pySpy
Hi everyone, I've finally released a game that I've been working on called pySpy. It's an 'I Spy' game based on a game I liked to play on pub quiz machines in the UK. I'd appreciate any feedback (especially code review, this is my first complete pygame game) and if anyone wants to join in development they would be more than welcome. The development source code is hosted on launchpad (http://launchpad.net/pyspy), as well as the bug tracker. I've also created a sourceforge project which has the current release candidate tarball (http://sourceforge.net/projects/pyspygame). It would be great if anyone would like to create some new levels for the game, so I can play it without knowing all the answers! I haven't put the details of how to create levels anywhere just yet, but I intend to update the website with these details soon. Thanks, Tom
[pygame] BUG: Windows - Pygame 1.9.1 with Python 2.6.4 doesn't install correctly
I'm using the pygame-1.9.1.win32-py2.6.msi installer with a fresh install of Python2.6. Pygame is not installed correctly, and creates C:\Lib and C:\Include directories. I can manually move these into my Python26 folder to fix this. I don't have an APPDATA environment variable set, perhaps this is being assumed to exist and as it is not set it is being installed in C:\? Tom
Re: [pygame] BUG: Windows - Pygame 1.9.1 with Python 2.6.4 doesn't install correctly
René Dudfield wrote: On Tue, Nov 10, 2009 at 3:33 PM, Thomas Ibbotson thomas.ibbot...@gmail.com wrote: I'm using the pygame-1.9.1.win32-py2.6.msi installer with a fresh install of Python2.6. Pygame is not installed correctly, and creates C:\Lib and C:\Include directories. I can manually move these into my Python26 folder to fix this. I don't have an APPDATA environment variable set, perhaps this is being assumed to exist and as it is not set it is being installed in C:\? Tom hi, which version of windows are you using? Also, which user did you install it under? cheers, I'm using Windows XP Professional SP3. I tried to install it both under 'All Users' and 'Just for me', neither worked. The user account I was using was not an administrator account on the system. It also turns out the APPDATA environment variable is set, I just can't see it in the Control Panel-System-Advanced-Environment variables list, but it is in the os.environ dictionary in python. Tom
Re: [pygame] BUG: Windows - Pygame 1.9.1 with Python 2.6.4 doesn't install correctly
Thomas Ibbotson wrote: René Dudfield wrote: On Tue, Nov 10, 2009 at 3:33 PM, Thomas Ibbotson thomas.ibbot...@gmail.com wrote: I'm using the pygame-1.9.1.win32-py2.6.msi installer with a fresh install of Python2.6. Pygame is not installed correctly, and creates C:\Lib and C:\Include directories. I can manually move these into my Python26 folder to fix this. I don't have an APPDATA environment variable set, perhaps this is being assumed to exist and as it is not set it is being installed in C:\? Tom hi, which version of windows are you using? Also, which user did you install it under? cheers, I'm using Windows XP Professional SP3. I tried to install it both under 'All Users' and 'Just for me', neither worked. The user account I was using was not an administrator account on the system. It also turns out the APPDATA environment variable is set, I just can't see it in the Control Panel-System-Advanced-Environment variables list, but it is in the os.environ dictionary in python. Tom Update: I just managed to run the installer as an administrator and the installation worked correctly. I thought that .msi installers got round the issue of having to be an administrator to install things? Tom
Re: [pygame] BUG: Windows - Pygame 1.9.1 with Python 2.6.4 doesn't install correctly
René Dudfield wrote: On Tue, Nov 10, 2009 at 4:48 PM, Thomas Ibbotson thomas.ibbot...@gmail.com wrote: Thomas Ibbotson wrote: René Dudfield wrote: On Tue, Nov 10, 2009 at 3:33 PM, Thomas Ibbotson thomas.ibbot...@gmail.com wrote: I'm using the pygame-1.9.1.win32-py2.6.msi installer with a fresh install of Python2.6. Pygame is not installed correctly, and creates C:\Lib and C:\Include directories. I can manually move these into my Python26 folder to fix this. I don't have an APPDATA environment variable set, perhaps this is being assumed to exist and as it is not set it is being installed in C:\? Tom hi, which version of windows are you using? Also, which user did you install it under? cheers, I'm using Windows XP Professional SP3. I tried to install it both under 'All Users' and 'Just for me', neither worked. The user account I was using was not an administrator account on the system. It also turns out the APPDATA environment variable is set, I just can't see it in the Control Panel-System-Advanced-Environment variables list, but it is in the os.environ dictionary in python. Tom Update: I just managed to run the installer as an administrator and the installation worked correctly. I thought that .msi installers got round the issue of having to be an administrator to install things? Tom yeah, it's usually all worked out for me in the past. This is the first I've heard of this problem... we pretty much use the default msi installer builder from python with a couple of extensions... so it should be working ok. Do you remember which user you installed python under? I can't find an msi related bug at bugs.python.org (only looked very quickly). Do you have PYTHONPATH set? Maybe it is set to or C:\ ? cheers, Ok, I've reinstalled python, both using the administrator account and the unpriveleged user account. In both cases pygame doesn't install correctly as an unpriveleged user, but does using the administrator account. I don't have PYTHONPATH set. Tom
Re: [pygame] BUG: Windows - Pygame 1.9.1 with Python 2.6.4 doesn't install correctly
René Dudfield wrote: one more question... are you on 32bit windows? Yes it is 32-bit windows. I guess another question would be, if it works for other packages? eg, does the numpy msi work for you ok? There only appears to be an amd64 numpy msi. I've had a look for other python packages that use msi's but haven't found any yet (I looked at wxpython, pyOpenGL, PIL and then gave up). FWIW the PIL installer works fine as an unpriveleged user. Tom