Re: [pygame] PyGame Runtime

2007-05-08 Thread Laura Creighton
In a message of Mon, 07 May 2007 22:22:45 EDT, Ethan Glasser-Camp writes:
Do we want to try to undercut Flash? If
so, what we need to do is start thinking about how to effectively
sandbox Python (widely accepted as impossible?) and get pygame apps to
run in the browser (deep magic?). I'm not sure this is a worthy goal
for us in any case -- it certainly doesn't excite me personally.

Ethan

If you want to sandbox python, you might want to start with PyPy.
Start reading about the Taint Object space here.
http://codespeak.net/pypy/dist/pypy/doc/objspace-proxies.html

Laura


Re: [pygame] PyGame Runtime

2007-05-08 Thread James Paige
On Tue, May 08, 2007 at 11:45:13AM +1000, Cameron Blackwood wrote:
 
 Hi, long time reader, first time caller... (well ok, second time :)
 
 James Paige writes:
   |
   |  On Tue, 8 May 2007, James Paige wrote:
   |  
   |   When packaging for Linux, you should NOT be trying to bundle in a copy
   |   of python and pygame and all other dependencies. You should instead 
 use
   |   a packaging format which simply describes the packages/versions that 
 it
   |   depends on. The package manager handles the rest.
 
 To james I say.
 
 Ive had nightmares with rpm's and even a couple of problems with
 ebuilds. You download 26M of ogre/pyogre only to find you need to forward
 your version of libfoo.rpm. Oh, but that breaks your appbar.rpm. Oh and I
 need to upgrade my glibc.rpm. Again. :-/
 
 Frankly, getting dependany stuff sorted for pyweek is a nightmare
 (even under gentoo, gentoo often rolls their packages forward too
 quickly so older, slower to update libraries have dependancy stuff
 that isnt around in portage any more).
 
 For linux, people seem to 'chase' the 100% latest version of some of
 these libraries, which is ok for slowly changing ones, but it sucks
 for ones that have a version a week.
 
 Windows doesnt have the dependancy problem that linux has (or the
 constant version increases) but unless you have a compiler
 you're stuck with the packages that you can _find_, which arnt always
 easily available. *cough* pygame-1.8 */cough* :)
 
 Getting ogre and some of the bigger libraries compiled on linux is,
 and Ill be nice here, not exactly easy. Oh and I work as a linux sysadmin.
 Yes I could have sat there for hours and worked it out, but you know,
 to tryout/run _one_ pyweek entry, it really wasnt worth it.
 
 (And before you ask, this was on a gentoo system... it didnt complain
 about dependancy errors, it just failed to build 1/2 way through.
 Yay!)

Interesting. I used to use RPMs on Redhat back in the 1999-2001 range, 
but I gave it up because of dependency hell-- I had simply assumed that 
the Fedora Project had solved those problems since then. I have been 
using Debian and/or Ubuntu ever since. .deb based packaging systems are 
always really good about keeping old versions of libraries available... 

I'm having a hard time thinking of a single instance of dependency 
problems in my entire .deb experience that didn't involve a 
manually-installed program... Perhaps I was mistaken to say that .rpm 
and .ebuild are just as good as .deb...

---
James Paige


Re: [pygame] PyGame Runtime

2007-05-08 Thread Greg Ewing

Cameron Blackwood wrote:


Yes, you'd be
lagging the 'latest features' of most of the game libraries, but I
always hate having to grab _yesterdays_ version of libfoo anyway.


This wouldn't be so much of a problem if it could be
designed to hold multiple versions of libraries, with
the game specifying which versions it wants to use.
Then newer versions of libraries could be added to
the runtime to support newer games without breaking
older ones.

--
Greg


Re: [pygame] PyGame Runtime

2007-05-07 Thread James Paige
On Mon, May 07, 2007 at 01:50:03PM +1200, Greg Ewing wrote:
 Nathan wrote:
 is there a comparable
 python packaging system that works for a good portion of Linux
 distributions?  (I'm NOT talking about rpm's, ebuilds, etc.)
 
 Someone needs to get all the Linux distributors,
 bang their heads together and make them come up
 with a single packaging system that works on all
 distributions.

Okay, I gotta step in here. Non-linux users should stop trying to impose 
a windows-style installation scheme on Linux users.

rpm's debs' and ebuilds are all great systems. All three of them do 
something really tremendously important that windows/mac users often 
fail to understand-- they handle dependencies.

When packaging for Linux, you should NOT be trying to bundle in a copy 
of python and pygame and all other dependencies. You should instead use 
a packaging format which simply describes the packages/versions that it 
depends on. The package manager handles the rest.

Response to common complaint #1: But I don't want to make 3+ different 
types of package for Linux! Too much work: Make a tarball of your 
source code. Let someone else do the packaging. There are gentoo users 
who LOVE writing ebuilds. there are debian users who LOVE packaging 
debs. Just give them the tarball, and let them go to town.

Response to common complaint #2: But I want it to be so easy that 
grandma can install it: Grandma will be running Ubuntu Linux. Her 
grandson will have enabled the Multiverse repository and put a 
shortcut to synaptic on her desktop. She'll find your game in the 
Games category. Her installation experience will be even easier than 
the grandma who is running XP.

Response to common complaint #3: But I simply can't accept the idea 
that Linux users would want something different than what I am used to! 
Windows-style installers for Linux are not hard to make. Links to tools 
for making them have already been posted (in this thread!). If you 
insist on this kind of installer (or are making a closed-source game), 
you can do it already.

/rant

---
James Paige


Re: [pygame] PyGame Runtime

2007-05-07 Thread Ian Clark

RE: James Paige

Amen brother!


Re: [pygame] PyGame Runtime

2007-05-07 Thread Nathan

On 5/6/07, Greg Ewing [EMAIL PROTECTED] wrote:

Will McGugan wrote:

 I know installers aren't that difficult to create. I've used Inno-setup
 myself, it's an excellent system - but its still a hurdle that most
 PyGame coders don't want to tackle

So maybe what we want is an extension of py2exe that not
only creates an executable but an installer as well?


That would be nice.  Once I took the time to get py2exe working, I
didn't want to invest the time to even figure out the installer step
for windows -- since I don't even use windows myself.

~ Nathan


Re: [pygame] PyGame Runtime

2007-05-07 Thread Richard Jones
On Tue, 8 May 2007, James Paige wrote:
 Okay, I gotta step in here. Non-linux users should stop trying to impose
 a windows-style installation scheme on Linux users.

 rpm's debs' and ebuilds are all great systems. All three of them do
 something really tremendously important that windows/mac users often
 fail to understand-- they handle dependencies.

 When packaging for Linux, you should NOT be trying to bundle in a copy
 of python and pygame and all other dependencies. You should instead use
 a packaging format which simply describes the packages/versions that it
 depends on. The package manager handles the rest.

Without wanting to be too rude about it, I have to say that's an interesting 
fantasy world you live in there :)

1. while I'd like to believe that we'll magically get packages for all the 
games produced by PyWeek I know it's never going to happen.

2. you'll never, ever get the library version sets correct. One game will 
require library X version 1.1.1, another version 1.1.2 (assume there's binary 
incompatibility between the two ;). You can't expect Linux distributions to 
maintain so many library versions, or cope with them all being installed. 
This means there's no single dependency that can satisfy all game's 
requirement for library X.

3. I'm speaking as a happy Ubuntu user here, but even synaptic etc. on Ubuntu 
can't hold a candle to the drag-n-drop installation of applications under OS 
X.


 Richard


Re: [pygame] PyGame Runtime

2007-05-07 Thread James Paige
On Tue, May 08, 2007 at 08:20:20AM +1000, Richard Jones wrote:
 On Tue, 8 May 2007, James Paige wrote:
  Okay, I gotta step in here. Non-linux users should stop trying to impose
  a windows-style installation scheme on Linux users.
 
  rpm's debs' and ebuilds are all great systems. All three of them do
  something really tremendously important that windows/mac users often
  fail to understand-- they handle dependencies.
 
  When packaging for Linux, you should NOT be trying to bundle in a copy
  of python and pygame and all other dependencies. You should instead use
  a packaging format which simply describes the packages/versions that it
  depends on. The package manager handles the rest.
 
 Without wanting to be too rude about it, I have to say that's an interesting 
 fantasy world you live in there :)

 1. while I'd like to believe that we'll magically get packages for all the 
 games produced by PyWeek I know it's never going to happen.

Okay, I am exaggerating, but I honestly have had strangers mail me and 
say Hey! I am making an ebuild for you! Is that okay? Your mileage may 
vary.

I'll bet you a dollar that both the winners of the recent pyweek 
(Barbie Seahorse Adventures and Which way is up?) will be in Ubuntu 
multiverse before 2 months have passed (and to make if fair, the 
packaging has to be done by someone who isn't me :)

 2. you'll never, ever get the library version sets correct. One game will 
 require library X version 1.1.1, another version 1.1.2 (assume there's binary 
 incompatibility between the two ;). You can't expect Linux distributions to 
 maintain so many library versions, or cope with them all being installed. 
 This means there's no single dependency that can satisfy all game's 
 requirement for library X.

I disagree-- every pygame game I try works for me out-of-the-box without 
worrying about versions. I haven't encountered a pygame game yet that 
required a library or library-version that wasn't readily available to 
me.

 3. I'm speaking as a happy Ubuntu user here, but even synaptic etc. on Ubuntu 
 can't hold a candle to the drag-n-drop installation of applications under OS 
 X.

The mac drag-and-drop app installation thing is nice-- and I admit I 
would prefer it as an alternative to windows-style installers if it were 
available on linux

---
James I'm Totally Good For That Dollar Paige


Re: [pygame] PyGame Runtime

2007-05-07 Thread [EMAIL PROTECTED]


I don't know.. The drag and drop thing is nice and all, but it's pretty damn 
easy just to search for what you want in Synaptic, mark it, and click apply.
.
The whole central repository thing has advantages as well. What are the chances 
of getting malware from it ? It has to go through a screening process to become 
available in the repository. Not saying that it is impossible for baddies to 
get in there, but pretty darn difficult.
.
There is also nothing stopping a group of enterprising individuals from 
creating their own gaming repository. complete with all various versions of 
libraries, that might not be included in the main distro repo. but isn't it 
much easier to target your game to work on the more popular distros and submit 
them for inclusion there ?  You could worry whether your game works for kitten 
linux light, but why ? If there are users that want it, someone will build it 
for them.
.
Distribution through repositories is the best way. Unknown .exe's for download 
is why Windows users have the problems they do. Personaly, I don't want to get 
my software direct. If it's in the repository I know it's been through some 
screening and testing. This is not to say I wouldn't get some source code 
direct from someone who already has submissions in a repo. My level of trust 
would be greater from them I guess.
.
Just my 2 cents.
Dennis






 --- On Mon 05/07, Richard Jones  [EMAIL PROTECTED]  wrote:
From: Richard Jones [mailto: [EMAIL PROTECTED]
To: pygame-users@seul.org
Date: Tue, 8 May 2007 08:20:20 +1000
Subject: Re: [pygame] PyGame Runtime

On Tue, 8 May 2007, James Paige wrote: Okay, I gotta step in here. Non-linux 
users should stop trying to impose a windows-style installation scheme on 
Linux users. rpm's debs' and ebuilds are all great systems. All three of them 
do something really tremendously important that windows/mac users often fail 
to understand-- they handle dependencies. When packaging for Linux, you 
should NOT be trying to bundle in a copy of python and pygame and all other 
dependencies. You should instead use a packaging format which simply describes 
the packages/versions that it depends on. The package manager handles the 
rest.Without wanting to be too rude about it, I have to say that's an 
interesting fantasy world you live in there :)1. while I'd like to believe that 
we'll magically get packages for all the games produced by PyWeek I know it's 
never going to happen.2. you'll never, ever get the library version sets 
correct. One game will require library X version 1.1.1, another version
  
1.1.2 (assume there's binary incompatibility between the two ;). You can't 
expect Linux distributions to maintain so many library versions, or cope with 
them all being installed. This means there's no single dependency that can 
satisfy all game's requirement for library X.3. I'm speaking as a happy 
Ubuntu user here, but even synaptic etc. on Ubuntu can't hold a candle to the 
drag-n-drop installation of applications under OS X. Richard

___
Join Excite! - http://www.excite.com
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Re: [pygame] PyGame Runtime

2007-05-07 Thread Cameron Blackwood

Hi, long time reader, first time caller... (well ok, second time :)

James Paige writes:
  |
  |  On Tue, 8 May 2007, James Paige wrote:
  |  
  |   When packaging for Linux, you should NOT be trying to bundle in a copy
  |   of python and pygame and all other dependencies. You should instead use
  |   a packaging format which simply describes the packages/versions that it
  |   depends on. The package manager handles the rest.

To james I say.

Ive had nightmares with rpm's and even a couple of problems with
ebuilds. You download 26M of ogre/pyogre only to find you need to forward
your version of libfoo.rpm. Oh, but that breaks your appbar.rpm. Oh and I
need to upgrade my glibc.rpm. Again. :-/

Frankly, getting dependany stuff sorted for pyweek is a nightmare
(even under gentoo, gentoo often rolls their packages forward too
quickly so older, slower to update libraries have dependancy stuff
that isnt around in portage any more).

For linux, people seem to 'chase' the 100% latest version of some of
these libraries, which is ok for slowly changing ones, but it sucks
for ones that have a version a week.

Windows doesnt have the dependancy problem that linux has (or the
constant version increases) but unless you have a compiler
you're stuck with the packages that you can _find_, which arnt always
easily available. *cough* pygame-1.8 */cough* :)

Getting ogre and some of the bigger libraries compiled on linux is,
and Ill be nice here, not exactly easy. Oh and I work as a linux sysadmin.
Yes I could have sat there for hours and worked it out, but you know,
to tryout/run _one_ pyweek entry, it really wasnt worth it.

(And before you ask, this was on a gentoo system... it didnt complain
about dependancy errors, it just failed to build 1/2 way through.
Yay!)

  | On Tue, May 08, 2007 at 08:20:20AM +1000, Richard Jones wrote:
  |  
  |  Without wanting to be too rude about it, I have to say that's an interest
  | ing 
  |  fantasy world you live in there :)
  | 
  |  1. while I'd like to believe that we'll magically get packages for all th
  | e 
  |  games produced by PyWeek I know it's never going to happen.

To richard I say

How about if you build it, they will come?

If someone _did_ gather and build a 100% stand alone 

  python + pygame + opengl + openal + ogre + etc 

'tree' for windows, mac and linux then I think you'd
find that a lot of people would start to use it in preference
to the current 'roll your own/install lots of packages' system.

Personally, I wouldnt make it a package at all.
If you just made it a just directory zip/tar of a 100% self
sustained python+everything (and a setup program to patch the paths and
finish the install) then anyone could use it, anywhere, on anything
and _know_ that stuff would work ok.

No dependancy hell, no more downloading libfoo-1.2.3 too. If you finish
with it, just 'nuke' the tree (no registry hell, no package tracking).
That would make creating 'game cd's very easy too.

You could make it kind of 'drag and drop' too

/foo/bar/gamepython/
gamepython/
   python -- binary
   libs/ -- all the libs etc
games/
game_picker[.exe/py] --- simple 'games chooser' app

Just drop/extract games into '/gamepython/games' and you're away.
(You know where python is in relative to that directory so your game
can work it out the path easily, or maybe you can have a default
sh/bat file that walks back looking for gamepython/python in each
game's directory.)

You'd have a 'universal' python game environment. (Yes, you'd be
lagging the 'latest features' of most of the game libraries, but I
always hate having to grab _yesterdays_ version of libfoo anyway. Id
trade features for universal pretty well any day).

You may still have glibc problems for linux, but really, stuffing
round with ldpath/static binaries/including all of glibc (remember 100%
self sustained install) would probably get around that.

To me, that would be a pretty attractive draw win/os/mac... no
other installing... easy stand alone distribution/CD creation. Ah, Im
in lurve.

Im going to stop dreaming now... :)

cheers,
cam
:-)


--
 / `Rev Dr'   cam  at darkqueen.orgRoleplaying, virtual goth \
   http://darkqueen.orgPoly, *nix, Python, C/C++, genetics, ATM  
 \  [+61 3] 9809 1523[h] skeptic, Evil GM(tm). Sysadmin for hire /
  -- Random Quote --
Son, someday a man is going to walk up to you with a deck of cards on which
the seal is not yet broken.  And he is going to offer to bet you that he can
make the Ace of Spades jump out of the deck and squirt cider in your ears.
But son, do not bet this man, for you will end up with a ear full of cider.
-- Sky Masterson's Father


Re: [pygame] PyGame Runtime

2007-05-07 Thread Ethan Glasser-Camp
Cameron Blackwood wrote:
 How about if you build it, they will come?
 
 If someone _did_ gather and build a 100% stand alone 
 
   python + pygame + opengl + openal + ogre + etc 
 
 'tree' for windows, mac and linux then I think you'd
 find that a lot of people would start to use it in preference
 to the current 'roll your own/install lots of packages' system.
 
 No dependancy hell, no more downloading libfoo-1.2.3 too. If you finish
 with it, just 'nuke' the tree (no registry hell, no package tracking).
 That would make creating 'game cd's very easy too.

Don't you still have dependency hell with this system? i.e. I write a
game with features in today's Ogre, and it's not in the tree
(repository), so the suer has to retrieve it and build it separately.

If I got to pick one impossible dream to fulfill, I would definitely
prefer dbcad's solution of a standalone apt repo which is dedicated to
maintaining builds of whatever versions of whatever libraries are
needed. For PyWeek games, you can probably guess that most of them are
built using fairly similar versions of the above tools.

I think in the ultra-casual market, Pygame is going to forever lose to
Flash. Flash games run straight from the browser with no download. I
don't think we can beat that, at least not with a technology like the
one proposed by Will McGugan. Do we want to try to undercut Flash? If
so, what we need to do is start thinking about how to effectively
sandbox Python (widely accepted as impossible?) and get pygame apps to
run in the browser (deep magic?). I'm not sure this is a worthy goal
for us in any case -- it certainly doesn't excite me personally.

Ethan



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RE: [pygame] PyGame Runtime

2007-05-07 Thread John Krukoff
 Ethan Glasser-Camp wrote:
 I think in the ultra-casual market, Pygame is going to forever lose to
 Flash. Flash games run straight from the browser with no download. I
 don't think we can beat that, at least not with a technology like the
 one proposed by Will McGugan. Do we want to try to undercut Flash? If
 so, what we need to do is start thinking about how to effectively
 sandbox Python (widely accepted as impossible?) and get pygame apps to
 run in the browser (deep magic?). I'm not sure this is a worthy goal
 for us in any case -- it certainly doesn't excite me personally.
 
 Ethan

Isn't this what silverlight (http://www.microsoft.com/silverlight/) is
promising? Graphics heavy clients, in browser, python (among others)
langauage scripting.

And there's some hope that mono will jump on board for cross-platform
support.

-
John Krukoff
[EMAIL PROTECTED]





Re: [pygame] PyGame Runtime

2007-05-07 Thread Brian Fisher

On 5/7/07, Ethan Glasser-Camp [EMAIL PROTECTED] wrote:

I think in the ultra-casual market, Pygame is going to forever lose to
Flash. Flash games run straight from the browser with no download. I
don't think we can beat that, at least not with a technology like the
one proposed by Will McGugan. Do we want to try to undercut Flash? If
so, what we need to do is start thinking about how to effectively
sandbox Python (widely accepted as impossible?) and get pygame apps to
run in the browser (deep magic?). I'm not sure this is a worthy goal
for us in any case -- it certainly doesn't excite me personally.


Actually when it comes to money in the PC games market, flash games in
the browser don't make nearly as much as downloadable titles. People
often make downloadable binaries out of flash though, cause it is a
great environment to make professional games.


Re: [pygame] PyGame Runtime

2007-05-06 Thread Brian Fisher

Will, first off I think it's wonderful that you're thinking so much of
distribution. When it comes to the majorty of the downloadable game
audience (the less technical part) I think having reasonable end-user
distribution is a pre-requisite to the success of any game generation
tool chain. To put another way, if a good distribution option was not
there for tool x, distribution would have a signficantly increased
failure rate, and  the majority of game developers in the world would
take tool x off of their list.

However with your idea of a Pygame Runtime, I honestly think it would
be a large step backwards, at least for the Mac and Win markets. The
big reason why I say that is because the number one issue for
distribution to be successful to the mass downloadable market is that
when they find and run your link, it all just works. Basically most
people will not put any work at all into figuring out why they can't
run what they downloaded. They'll just go find and play one of the
thousands of games that do just work. Also no distribution channel for
downloadable games will take a game for inclusion if it doesn't just
work for the vast majority of users. If there is a dependency that is
required and not included - any at all - then it won't work for people
without the dependency. And a runtime (that is not included) is a
dependency.

Also, when mentioning py2exe you said it will generate a large bundle
of files - and then you are left with the tedious task of making an
installer.. I can see how those might look like a negative at first
glance (having lots of files then writing an installer) - but in terms
of the final output of that process, it's very well suited to the
windows downloadable market. The market is well established with
end-users knowing how to: a) download and run something b) launch a
program from the start menu or desktop.  The installer gives you a
single file to run that installs start menu shortcuts. It's all set.
What the contents of the install directory look like is basically
irrelevant.
Also writing and building an installer is actually really easy (easier
than py2exe in my opinion), and is so short and simple it doesn't have
time to be tedious. It's usually just filling out a little script file
(like 10 or so lines)
Inno Setup is really awesome for windows installers:
http://www.jrsoftware.org/isinfo.php

... all that being said, the one way I can see the runtime idea really
working, is if the runtime was also a game browsing and downloading
client, and then the download link for a game in that system was
basically just the client. WildTangent and Steam are basically like
this. I still would perfer distributing installers myself (I like that
it would be more open) but I would be interested in submiting content
into a system like that, and I can see it being successful.


On 5/6/07, Will McGugan [EMAIL PROTECTED] wrote:

Just posted an entry about a suggested 'PyGame Runtime'. I'd love to
hear the opinion of the PyGame community on this one!

http://www.willmcgugan.com/2007/05/06/pygame-runtime/



Re: [pygame] PyGame Runtime

2007-05-06 Thread Will McGugan

Brian Fisher wrote:


Will, first off I think it's wonderful that you're thinking so much of
distribution. When it comes to the majorty of the downloadable game
audience (the less technical part) I think having reasonable end-user
distribution is a pre-requisite to the success of any game generation
tool chain. To put another way, if a good distribution option was not
there for tool x, distribution would have a signficantly increased
failure rate, and  the majority of game developers in the world would
take tool x off of their list.

However with your idea of a Pygame Runtime, I honestly think it would
be a large step backwards, at least for the Mac and Win markets. The
big reason why I say that is because the number one issue for
distribution to be successful to the mass downloadable market is that
when they find and run your link, it all just works. Basically most
people will not put any work at all into figuring out why they can't
run what they downloaded. They'll just go find and play one of the
thousands of games that do just work. Also no distribution channel for
downloadable games will take a game for inclusion if it doesn't just
work for the vast majority of users. If there is a dependency that is
required and not included - any at all - then it won't work for people
without the dependency. And a runtime (that is not included) is a
dependency.


Surely it is better than the current situation where there all these 
great games on pygame.org that are only ever played by other PyGame 
coders. Personally I wouldn't mind a runtime, but I'll grant you that a 
lot of potential end users would baulk at having to download an extra 
dependancy - and we can't foist it on them like Microsoft.


I know installers aren't that difficult to create. I've used Inno-setup 
myself, it's an excellent system - but its still a hurdle that most 
PyGame coders don't want to tackle unless they have something 
particularly impressive that they want to distribute. It is also more of 
a hassle if you want the game to run on multiple platforms.


A runtime wouldn't preclude creating your own install package, coders 
would be free to chose one or both methods of distribution. How about a 
compromise where the game is attached to a small stub exe that checks 
for the presence of the runtime, and offers to download it if it isn't 
present? Although that does kind of defeat the cross-platform benefit.


Will



Re: [pygame] PyGame Runtime

2007-05-06 Thread Brian Fisher

On 5/6/07, Will McGugan [EMAIL PROTECTED] wrote:

 [Runtime is step backwards]

Surely it is better than the current situation where there all these
great games on pygame.org that are only ever played by other PyGame
coders.


This assertion isn't continuing the argument - it's claiming some goal
is good and presuming your proposal accomplishes that goal. I was
arguing that the proposal wouldn't accomplish the goal you originally
stated.

In your blog you proposed a specific technical option for distribution
in order to help pygame-based games launch it on the internet, and
perhaps even profit from it. And in your last paragraph you
implicitly suggested that your distribution proposal would make
pygame-based games competitive in the Casual games market. My post
was arguing that the distribution proposal you made (a seperate
runtime install) wouldn't help significantly in getting pygame based
games into the mass market hands on windows.

I may have been a little extreme saying a runtime would be a step
backwards, but my rationale in that is that if you've got some option
that people are led to believe solves some problem, when it doesn't
really solve that problem, then it's just distracting noise. And
because there are already solutions that solve those problems
(installers over packaged apps) it seems a step backwards, even if it
does improve in other areas.



Personally I wouldn't mind a runtime, but I'll grant you that a
lot of potential end users would baulk at having to download an extra
dependancy


This comment seems to miss the point of what I was saying. It's not
about minding a runtime, or people baulking at having to have an
extra download. Most people won't mind the extra download either,
even though they won't go do that extra download. It just comes down
to that if things don't work, most people (in the downloadable market
anyways) will not go figure out how to fix it. It just simply won't
happen.

In the PC downloadable market, you used to see this a lot with DirectX
9 vs. DirectX 8.1 (Win XP originally came with 8.1, although SP2 comes
with 9.0). It killed distribution, so people determined to stick with
9.0 mitagated it with either included runtime installers and special
windows with links to download and all that. That stuff worked pretty
good, i.e. people didn't seem to mind the extra install terribly
much But with a zip file renamed to an unrecognized extension?
well you can't do any of that hand holding at all. It would ust look
broken. And that would absolutely devastate your download to run rate
on distribution. I'm talking taking it down by like 90+%



I know installers aren't that difficult to create. I've used Inno-setup
myself, it's an excellent system - but its still a hurdle that most
PyGame coders don't want to tackle unless they have something
particularly impressive that they want to distribute. It is also more of
a hassle if you want the game to run on multiple platforms.


I get the multiple platform thing, and I agree it would be great to be
able to build a single package to work on all platforms - but I don't
see the idea of a runtime being a great solution to the multiple
platform thing. So does the runtime include pyOpenGL? Does it include
pyOpenAL? The fmod wrapper the devs compiled themselves? the extension
they wrote themselves? Lets say the runtime includes every extension
you need - what about version of the runtime? If you need a newer
python will the runtime auto update? If it does auto update, does it
break the game that was tested only on 2.4? Basically how do you know
the environment you tested on is the way it will run when distributed?
Granted all of these problems can be solved  with a runtime - but
py2exe or py2app type approaches to packaging solve all these
complexities well.



A runtime wouldn't preclude creating your own install package, coders
would be free to chose one or both methods of distribution. How about a
compromise where the game is attached to a small stub exe that checks
for the presence of the runtime, and offers to download it if it isn't
present? Although that does kind of defeat the cross-platform benefit.


That does sound like an improvement - but it is also a step in the
direction of just packaging the whole thing as an executable with all
it's dependencies in it.


Re: [pygame] PyGame Runtime

2007-05-06 Thread Nathan

I agree with Brian.

Slightly related to this topic:  I've had good success with py2app and
py2exe for OS X and Windows, respectively--is there a comparable
python packaging system that works for a good portion of Linux
distributions?  (I'm NOT talking about rpm's, ebuilds, etc.)

~ Nathan


Re: [pygame] PyGame Runtime

2007-05-06 Thread René Dudfield

Source code in a tar ball, with a setup.py, and a ./configure make.

You can make binaries too... but source is preferred.

On 5/7/07, Nathan [EMAIL PROTECTED] wrote:

I agree with Brian.

Slightly related to this topic:  I've had good success with py2app and
py2exe for OS X and Windows, respectively--is there a comparable
python packaging system that works for a good portion of Linux
distributions?  (I'm NOT talking about rpm's, ebuilds, etc.)

~ Nathan



Re: [pygame] PyGame Runtime

2007-05-06 Thread Brian Fisher

On 5/6/07, Nathan [EMAIL PROTECTED] wrote:

pis there a comparable
python packaging system that works for a good portion of Linux
distributions?  (I'm NOT talking about rpm's, ebuilds, etc.)


people have previously posted about pyinstaller to this list, and it's
web page says it can package as executables for linux (I've never used
it myself):
http://pyinstaller.python-hosting.com/


Re: [pygame] PyGame Runtime EGGS

2007-05-06 Thread [EMAIL PROTECTED]


I like it.. I don't know crap about jars (which is what they compared it to).. 
But it seems to me it would be better compared to APT.
.
APT solved a lot of these same problems in Linux.
.
Just my 2 cents
Dennis




 --- On Sun 05/06, Laura Creighton  [EMAIL PROTECTED]  wrote:
From: Laura Creighton [mailto: [EMAIL PROTECTED]
To: pygame-users@seul.org
Date: Sun, 06 May 2007 22:04:29 +0200
Subject: Re: [pygame] PyGame Runtime

Python eggs are supposed to be the way to 
go.see:http://blogs.nuxeo.com/sections/blogs/lennart_regebro/2006_04_13_easter-python-eggshttp://peak.telecommunity.com/DevCenter/PythonEggsbut
 not http://www.python-eggs.org/ which doesn't appear to have anythingto do 
with the topic at all.But I have never made one.Laura

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Re: [pygame] PyGame Runtime

2007-05-06 Thread Greg Ewing

Will McGugan wrote:

I know installers aren't that difficult to create. I've used Inno-setup 
myself, it's an excellent system - but its still a hurdle that most 
PyGame coders don't want to tackle


So maybe what we want is an extension of py2exe that not
only creates an executable but an installer as well?

--
Greg


RE: [pygame] PyGame Runtime

2007-05-06 Thread Brian Bull
 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of Greg Ewing
 Sent: Monday, 7 May 2007 12:42 p.m.
 To: pygame-users@seul.org
 Subject: Re: [pygame] PyGame Runtime
 
 Will McGugan wrote:
 
  I know installers aren't that difficult to create. I've used 
  Inno-setup myself, it's an excellent system - but its still 
 a hurdle 
  that most PyGame coders don't want to tackle
 
 So maybe what we want is an extension of py2exe that not only 
 creates an executable but an installer as well?

Or a separate Python module to create Windows installers, which py2exe
could then use?

BB
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Re: [pygame] PyGame Runtime

2007-05-06 Thread Greg Ewing

Nathan wrote:

is there a comparable
python packaging system that works for a good portion of Linux
distributions?  (I'm NOT talking about rpm's, ebuilds, etc.)


Someone needs to get all the Linux distributors,
bang their heads together and make them come up
with a single packaging system that works on all
distributions.

And MacOSX .app bundles would be a good thing to
model it on.

--
Greg