Re: [pygame] Shining Sea source code

2007-06-06 Thread Patrick Mullen

My entry for pyweek was similar in idea to your missions game, but everyone
hated the grating marching sound effect...  I suppose the base stuff is also
more sim* than civilization as well though.  We also failed in that you
never got a report of what happened on the mission, you just see how many of
the team members come back (if at all!).  But I've wanted games around this
mechanic for a while.

You can check it out here:
http://media.pyweek.org/dl/4/cent_of_fb/cent_of_fb_0.99.zip
It's very alpha and needs some work to be a real game :(  A week limit and
all...

As for shining sea, it's a nice little demo!  The music is fun, but looks
like it's been stolen :)  The island is a bit big and empty,  and the
objects are not sorted correctly.  You need to sort the onscreen objects
based on y-value so that when the character is in front or behind something
it displays right.  I like where your going with this though, I like any
game that requires eating, ha ha.  Also, as far as I can tell without
looking at code, you are generating the tilemap from the minimap, which is
very cool.


Re: [pygame] 'Shining Sea' source code

2007-05-31 Thread Marius Gedminas
On Wed, May 30, 2007 at 10:02:34PM -, [EMAIL PROTECTED] wrote:
  The game starts, but I cannot control anything. I believe you
  mentioned W, A, S, D keys?  Nothing happens.  When I kill the game,
  I get this traceback: if pygame.mixer.music.get_busy():
  KeyboardInterrupt (BTW there's no sound or music.)
...
 I made the ZIP file directly from a working set of code and just zipped up
 the whole directory, with all the music etc.. Is there some reason the
 code wouldn't be portable? Hmm... the music is in MIDI; does Ubuntu's
 Pygame support that?

That could be it.  I'm pretty sure this dinky laptop soundcard doesn't
have any MIDI capability of its own, and today's Linux systems don't
provide a software synthesizer out of the box (you can get one, but only
if you run it manually).

*tests*

Yes, that was it.  I renamed the 'music' directory so the game wouldn't
find it, and I had no problems after that.

Marius Gedminas
-- 
The death rate on Earth is:  (computing)  One per person.


signature.asc
Description: Digital signature


Re: [pygame] Shining Sea source code

2007-05-31 Thread Samuel Mankins
I tried this source code, and at first it spat out a pygame.error 
with  the traceback:


Traceback (most recent call last):
 File /Users/samuelmankins/Desktop/070530ShiningSeaSource 
Folder/Shining Sea.py, line 668, in ?

   game = Game(screen=screen)
 File /Users/samuelmankins/Desktop/070530ShiningSeaSource 
Folder/Shining Sea.py, line 182, in __init__

   self.GoToZone((0,0))
 File /Users/samuelmankins/Desktop/070530ShiningSeaSource 
Folder/Shining Sea.py, line 379, in GoToZone
   self.screen.blit(self.bigpen.render(Now 
Loading,0,(255,255,255)),(500,560))

pygame.error

Then when I commented that line out, it started up, but then just sat 
there with a blue screen for about a minute and then crashed with 
another error (Unfortunately I didn't save that traceback).


Marius Gedminas wrote:

On Wed, May 30, 2007 at 07:01:07PM -, [EMAIL PROTECTED] wrote:
  

A version with source code:
http://kschnee.xepher.net/code/070530ShiningSeaSource.zip



Thanks!

I had to change all font.render() calls to enable anti-aliasing, to
sidestep a bug in Ubuntu's pygame (segmentation faults when rendering
non-anti-aliased spaces).  The game starts, but I cannot control anything.
I believe you mentioned W, A, S, D keys?  Nothing happens.  When I kill
the game, I get this traceback:

Traceback (most recent call last):
  File Shining Sea.py, line 687, in module
game.Go()
  File Shining Sea.py, line 634, in Go
function_to_call()
  File Shining Sea.py, line 608, in WanderingScreen
Conch.j.PlaySong(island)
  File /tmp/shining-sea/Conch/conch.py, line 128, in PlaySong
if pygame.mixer.music.get_busy():
KeyboardInterrupt

(BTW there's no sound or music.)

Marius Gedminas
  




Re: [pygame] Shining Sea source code

2007-05-31 Thread Charles Joseph Christie II
On Thursday 31 May 2007 09:21:11 am Samuel Mankins wrote:
 I tried this source code, and at first it spat out a pygame.error
 with  the traceback:

 Traceback (most recent call last):
   File /Users/samuelmankins/Desktop/070530ShiningSeaSource
 Folder/Shining Sea.py, line 668, in ?
 game = Game(screen=screen)
   File /Users/samuelmankins/Desktop/070530ShiningSeaSource
 Folder/Shining Sea.py, line 182, in __init__
 self.GoToZone((0,0))
   File /Users/samuelmankins/Desktop/070530ShiningSeaSource
 Folder/Shining Sea.py, line 379, in GoToZone
 self.screen.blit(self.bigpen.render(Now
 Loading,0,(255,255,255)),(500,560))
 pygame.error

 Then when I commented that line out, it started up, but then just sat
 there with a blue screen for about a minute and then crashed with
 another error (Unfortunately I didn't save that traceback).


You probably need to turn antialiasing on, because your computer doesn't like 
drawing without antialiasing.


Re: [pygame] Shining Sea source code

2007-05-31 Thread Charles Joseph Christie II
On Thursday 31 May 2007 09:27:53 am Samuel Mankins wrote:
 How do I do that?

 Charles Joseph Christie II wrote:
  On Thursday 31 May 2007 09:21:11 am Samuel Mankins wrote:
  I tried this source code, and at first it spat out a pygame.error
  with  the traceback:
 
  Traceback (most recent call last):
File /Users/samuelmankins/Desktop/070530ShiningSeaSource
  Folder/Shining Sea.py, line 668, in ?
  game = Game(screen=screen)
File /Users/samuelmankins/Desktop/070530ShiningSeaSource
  Folder/Shining Sea.py, line 182, in __init__
  self.GoToZone((0,0))
File /Users/samuelmankins/Desktop/070530ShiningSeaSource
  Folder/Shining Sea.py, line 379, in GoToZone
  self.screen.blit(self.bigpen.render(Now
  Loading,0,(255,255,255)),(500,560))
  pygame.error
 
  Then when I commented that line out, it started up, but then just sat
  there with a blue screen for about a minute and then crashed with
  another error (Unfortunately I didn't save that traceback).
 
  You probably need to turn antialiasing on, because your computer doesn't
  like drawing without antialiasing.

Change the 0 after Now Loading to a 1, and do this for all of the other 
renders.


Re: [pygame] Shining Sea source code

2007-05-31 Thread Samuel Mankins

How do I do that?

Charles Joseph Christie II wrote:

On Thursday 31 May 2007 09:21:11 am Samuel Mankins wrote:
  

I tried this source code, and at first it spat out a pygame.error
with  the traceback:

Traceback (most recent call last):
  File /Users/samuelmankins/Desktop/070530ShiningSeaSource
Folder/Shining Sea.py, line 668, in ?
game = Game(screen=screen)
  File /Users/samuelmankins/Desktop/070530ShiningSeaSource
Folder/Shining Sea.py, line 182, in __init__
self.GoToZone((0,0))
  File /Users/samuelmankins/Desktop/070530ShiningSeaSource
Folder/Shining Sea.py, line 379, in GoToZone
self.screen.blit(self.bigpen.render(Now
Loading,0,(255,255,255)),(500,560))
pygame.error

Then when I commented that line out, it started up, but then just sat
there with a blue screen for about a minute and then crashed with
another error (Unfortunately I didn't save that traceback).




You probably need to turn antialiasing on, because your computer doesn't like 
drawing without antialiasing.



  




[pygame] Shining Sea source code

2007-05-30 Thread kschnee
A version with source code:
http://kschnee.xepher.net/code/070530ShiningSeaSource.zip
Regardless of the actual license info in those files, you have my
permission to treat the code as GPL, if there's anything in there you
actually want. The main worldsim thing (nutshell_basic.py) would be the
most useful, if the core of the collision code (the physics of what
happens when a collision happens) were improved.

Also, at
http://kschnee.xepher.net/code/mission.py.txt
I put up an experiment with a related idea. What actually works in there
is a little game mechanic where characters help each other out with dice
rolls.



Re: [pygame] Shining Sea source code

2007-05-30 Thread Simon Oberhammer

With ubuntu PPC I could sail around in the Sailing Mode as advertised, then
I went back to menu I wanted to start New Game, and got this /dev/sequencer
error.

Loaded module Nutshell (Basic)
Loaded module Nutshell: Complex
Loaded: Conch
Loaded module driftwood
Loaded module  v2007.5.21
Running test.
Returned to main loop. Now switching to: Title Screen
Returned to main loop. Now switching to: Sailing Screen
Returned to main loop. Now switching to: Title Screen
write /dev/sequencer: Bad file descriptor

I restarted the game and immediatly clicked New Game and couldn't move.
Ah... I never heard sound or music.

Hm... the things that worked felt smooth :-)


On 5/30/07, Marius Gedminas [EMAIL PROTECTED] wrote:


On Wed, May 30, 2007 at 07:01:07PM -, [EMAIL PROTECTED] wrote:
 A version with source code:
 http://kschnee.xepher.net/code/070530ShiningSeaSource.zip

Thanks!

I had to change all font.render() calls to enable anti-aliasing, to
sidestep a bug in Ubuntu's pygame (segmentation faults when rendering
non-anti-aliased spaces).  The game starts, but I cannot control anything.
I believe you mentioned W, A, S, D keys?  Nothing happens.  When I kill
the game, I get this traceback:

Traceback (most recent call last):
  File Shining Sea.py, line 687, in module
game.Go()
  File Shining Sea.py, line 634, in Go
function_to_call()
  File Shining Sea.py, line 608, in WanderingScreen
Conch.j.PlaySong(island)
  File /tmp/shining-sea/Conch/conch.py, line 128, in PlaySong
if pygame.mixer.music.get_busy():
KeyboardInterrupt

(BTW there's no sound or music.)

Marius Gedminas
--
Voodoo Programming:  Things programmers do that they know shouldn't work
but
they try anyway, and which sometimes actually work, such as recompiling
everything.
-- Karl Lehenbauer

-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.6 (GNU/Linux)

iD8DBQFGXd4mkVdEXeem148RAn39AJ0cAAadFBUZ2V5shNiw++hucbw+KQCdGfbD
xOkbHtUQjqZTMsSabCqdYJM=
=7nEx
-END PGP SIGNATURE-




Re: [pygame] 'Shining Sea' source code

2007-05-30 Thread kschnee
 I had to change all font.render() calls to enable anti-aliasing, to
 sidestep a bug in Ubuntu's pygame (segmentation faults when rendering
 non-anti-aliased spaces).  The game starts, but I cannot control
 anything. I believe you mentioned W, A, S, D keys?  Nothing happens.  When
 I kill
 the game, I get this traceback:
 if pygame.mixer.music.get_busy(): KeyboardInterrupt
 (BTW there's no sound or music.)

I restarted the game and immediatly clicked New Game and couldn't move.
Ah... I never heard sound or music.

This is weird! It runs on my machine, on Windows. How about if you insert
the line print 'I should be jumping' after line 548 of the main program,
Shining Sea.py? That should print a message every time you hit Space to
jump. And how about the RightShift and Enter keys; do they do anything?
There should be visual and sound effects in all three cases.

At the top of the program I've got:
CONTROLS_UP = K_w

And in the main loop (Game.WanderingScreen) it says (excerpted):
done = False
while not done:
## Handle physics.
self.SimulationStep()
## Handle events.
keys_pressed = pygame.key.get_pressed() ## Keys that're down.
for event in pygame.event.get():
if event.type == QUIT:
done = True
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
done = True
self.game_state = Title Screen
elif event.key == CONTROLS_JUMP:
self.player.Jump()
Conch.j.PlaySound(jump)
## Allow the player to move in 8 directions using the arrow keys.
move_x, move_y = 0, 0
if keys_pressed[ CONTROLS_UP ]:
move_y = 1
(Etc.)

So, in theory, if you're pressing the W key when pygame.key.get_pressed()
is called, then keys_pressed[ CONTROLS_UP ] should be True, which should
trigger movement. And it does on my machine.

I made the ZIP file directly from a working set of code and just zipped up
the whole directory, with all the music etc.. Is there some reason the
code wouldn't be portable? Hmm... the music is in MIDI; does Ubuntu's
Pygame support that?

The sound code is in Conch.py, which is included and normally works. I
notice I have a copy of it in C:\Python24; could that have something to do
with it working on my machine, as little sense as that makes?

Another hypothesis: something about the line self.clock.tick(15). If the
clock were somehow off, then the worldsim's time_interval variable would
be messed up. Movement only happens when game-time passes. Even if no time
is passing, there should still be a walking animation when you use WASD.